Re: [v5.0] Structures (long)

From: antichrist666it <seimejote_at_...>
Date: Tue, 30 Apr 2002 17:04:54 -0000

Agree on all!!! ^^

--- In netepic_at_y..., Jarreas Underwood <jarreas_at_m...> wrote:
> I dunno - I've been reading some of the more receint posts and I'm
going to
> modify my earlier suggestions a little, and make things a bit more
complex
> in favor of having the same rules for all structures. Yes, I'm
overriding
> my objection to damage counters in favor of fewer rules to
remember. Let's
> see how it works.
>
> Keep in mind that you have to allow for some stylized definitions
here -
> arguements based on specific units will almost always have
exceptions. I've
> tried to keep this in mind, using "How would *this* catagory work
against
> *that* catagory?," instead of "How would a tank work against barbed
wire?"
> Oh - and anytime I mention infantry stands I'm talking about
everything in
> the infantry pinning-class catagory, which includes light artillery.
>
>
> Structures come in three catagories:
> 1) Light Construction: Things that are weak, delicate, poorly
constructed
> or have obvious weak points, like suspension bridges. Light
buildings tend
> to be a good deal taller than anything else.
>
> 2) Standard Construction: Your everyday 40k-era steel & concrete
building.
> They're not built for combat but will serve rather nicely - most
Cold
> War-era Soviet construction demonstrates this rather nicely.
>
> 3) Fortifications: Things that are built to withstand combat-level
damage
> - strongholds, bunkers & the like.
>
>
> Structures have a number of characteristics:
> 1) Armor Save: how resistant it is to damage. Structures always
save on 2d6.
> Light: 6+
> Standard: 4+
> Fort: 2+
>
> 2) Protect Things Inside: Things inside are harder to hit than
things
> outside. The structure also grants you a CAF bonus to all units
inside a
> building - attacking or defending. Template weapons will auto-hit
the
> building but you have to roll to hit units inside with the
appropriate
> modifier.
> Light: -1 on your To-Hit roll and +1 CAF
> Standard: -2 / +2
> Fort: -3 / +3
>
> +++++ I'm getting rid of the additional armor save to prevent double
> indemnity ("What do you mean they're both harder to hit *and* they
get
> another save!?"). If you hit you hit - units get their normal armor
save
> and that's it. A -3 penalty is bad enough: *yes* it's tough to hit
troops
> inside a pillbox, but if you *do* hit 'em, they're dead. I'll
provide math
> to support this if anyone wants to see it.
>
>
> 3) Resistant To Damage: If you aim at a building (as opposed to
units
> inside), you automaticly hit. However, non-artillery weapons can't
hurt
> buildings. Titan template weapons and anything listed as "Damages
> Buildings" can. If you Close-Assault a building, you hit and it
must make
> it's armor save at a -2 penalty. You count as "immobilized," though,
> meaning you don't get the normal 2d6 CAF roll if anyone else tries
to kill
> you in Close Combat - so you'll probably die before you can bring
the
> building down.
>
> +++++ Note: Engineers have a special ability that'll make them more
> effective against buildings and minefields. We can tackle that in
the army
> lists.
>
>
> 4) Structural Integrity: How many times you have to hit it before
it falls
> down. Every time a structure fails an armor save, give it an SI
counter. In
> the end phase roll a d6 - if it's equal or less than the number of
SI
> counters, the building falls down. If a structure collapses then
all units
> inside are destroyed with no save.
> Light: 1
> Standard: 2
> Fort: 3
>
> +++++ I'd give 'em more points, but a Fort has a 2+ save already.
More SI
> point's make 'em unkillable to the point of not worth shooting at.
Add a
> note that players can agree that scenario-specific buildings can
have more
> points, but that should be up to the players and not part of the
rules.
>
>
> Now we've got structure-specific rules:
>
> Entering / exiting a structure: I propose the same 5cm cost that
applies to
> entering & exiting a transport. That makes it quite worthwhile to
go around
> a building than straight through, which is the situation we have
now.
>
> Road: Light construction. No penalty to enter or exit, the CAF and
To-Hit
> modifiers don't apply and you're at +1 to-be-hit while on the road.
For
> every 5 cm you move on a road you can move 1 more (a 20% bonus) -
this
> makes more sense to me than a flat bonus.
>
> Barricades & Trenches: Light or Standard construction (depending on
the
> scenario) and destroyed by weapon area-of-effect. They are
automaticly
> destroyed by deathrollers, Gorgon blades, passing Titan /
Praetorians and
> Super-Heavies - anything that scours the ground. Infantry, cavalry &
> vehicles must be on Advance orders to move through them, while
anything
> bigger (and anything in the air) can ignore them. Does not block
LOS.
> Barricades: This covers razorwire, mutated thornbushes,
burning tar pits
> and other things that prevent you from running fast. They don't
give any
> to-be-hit or CAF modifiers.
> Trench: A "trench" model includes small bunkers, wire
barricades and
> tank traps as well as actual trenches. They hold 5 infantry stands
per 10
> cm piece and grant the to-be-hit and CAF modifiers.
>
> Minefield: This isn't really a structure but it fits into this
section of
> the rules anyway. The standard rules are fine: Any unit that
crosses a
> minefield is hit on a 4+ with a -2 modifier. Titans / Praetorians &
> Super-Heavies are attacked d6 times.
>
> Bunker: Fortification but might be Standard for PDF-quality armies.
Holds 2
> infantry stands. Bunkers hold infantry only - something built to
hold tanks
> or heavy artillery is called an emplacement.
>
> Emplacement: Fortification. Holds 2 infantry, 2 cavalry/walkers or
1 vehicle.
>
> Stronghold: Fortification. Holds 4-6 infantry stands. They should
have a
> few range-25 bolters (like most Super-Heavies), and may mount one
> non-plasma Titan weapon (pay for it separately). Strongholds with
plasma
> generators should be more expensive, may mount plasma weapons and
blow up
> when destroyed (2d6 radius sort of thing).
>
>
> How's that for comprehensive structure rules?
>
> One question I've got, regardless of what rules we go with: Should
units
> with a fixed save be allowed to use it if the building collapses on
them?
> -Yar
Received on Tue Apr 30 2002 - 17:04:54 UTC

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