Re: [NetEpic ML] [v5.0] Structures (long)

From: Zerloon <zerloon_at_...>
Date: Thu, 02 May 2002 21:42:29 +0200

Agree on all, and I'll let fixed armor save (why not?).



At 11.42 30/04/2002 -0400, you 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
>
>
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Received on Thu May 02 2002 - 19:42:29 UTC

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