[Epic] Buildings in E40k

From: <csalvato_at_...>
Date: Tue, 10 Jun 97 10:59:51

     
             space-marine_at_...
     I've been working on some rules for buildings in Epic 40k. Here they
     are, let me know what you think.
     
     ---------------------------------------------
     Buildings and Structures in Epic 40K
     
     Buildings and other large structurally sound edifices can be a godsend
     to the fighting infantry of the 40th millenium. They provide cover,
     block LOS, and make infantry much more comfortable. However, Titans
     and other super-heavy war engines have the firepower and the
     capibility to destroy these large and sturdy structures.
     
     *SIZES*
     Buildings are grouped into three generic groups by size, rather
     imginatively named _Small_, _Medium_ and _Large_. It's up to you to
     classify small, medium and large, but for reference, the Titan Legion
     imperial buildings (the ones with the plastic roofs) are considered
     "large" for the purposes of these rules.
     
     *INFANTRY & BUILDINGS*
     Infantry can enter buildings normally as per the Epic 40k rules.
     
     *BUILDINGS IN COMBAT*
     For the purposes of combat, treat buildings as immobilized war
     engines. Thus, when firing at a building, the number of dice rolled
     should equal the firepower being brought to bear on the building, and
     War Engine close assault weapons automatically cause critical damge,
     etc.
     
     Buildings can sustain different amounts of damage based on their size.
     
     Size Armor Damage Capacity Assault Firepower
     ---- ----- --------------- ------- ---------
     Small 6+ 15 5 5
     Medium 6+ 30 10 10
     Large 6+ 45 15 15
     
     Thus, any hit which meets or beats the armor value has a chance to
     cause critical damge to the building as per the normal rules for war
     engines.(i.e., successfully beating armor on a 6, then roll a 6 to
     cause critical damage)
     
     *BUILDINGS IN CLOSE ASSAULT*
     When a buidling is close assaulted (or engaged in a firefight), check
     the appropriate stat on the profile above. In all cases, the
     assaulting units may never take casualties as a direct result of
     assaulting a building, nor are they ever forced back.
     
     *WHY DOES A BUILDING HAVE AN ASSAULT VALUE/FIREPOWER VALUE?*
     Well, the Assault and firepower values are only really included to
     rate the "toughness" of the buildings. I wanted to make sure that a
     single squad with an Assault of 1 would have a very slim chance of
     actually doing some damage to a building.
     
     *DAMAGE TO A BUILDING*
     When critical damage is caused, roll on the following table:
     
     2d6 Extra
     Roll Dmg Result
     ----------------------------------------------------------------------
     2 +3 The building shakes violently! All units inside the
                  building are hit as if under a Heavy Barrage Template
     
     3 +2 Heavy Shrapnel fills the building! Roll 1d6 to hit each
                  unit in the building
     
     4-5 +1 The units inside are thrown into disarray! All units are
                  treated as if hit by a Disrupt Weapon
     
     6-8 +0 The Building holds steady under the attack.
     
     9 +1 A large chunk of Debris falls on a unit! One random unit
                  inside the building takes a hit
     
     10 +2 The building shifts in its foundation! Units inside the
                  building may not shoot and may not perform Special Orders
                  (Overwatch, Assault, March, Etc.)
     
     11 +3 The building bursts into flames! Each shooting phase,
                  roll 1d6 to hit each unit in the building. Additionally,
                  the building takes 1 damage each turn. Don't roll for
                  Critical damage for fire damage
     
     12 +4 The Structure is severely damaged! Treat all units inside
                  the building as if hit by a Barrage
     -------------------------------------------------
     
     *DESTROYING BUILDINGS*
     The only way to destroy a building is to reduce its Damage Capacity to
     0 or less. Once this is down, immediately roll on the Catastrophic
     Damage chart below, consulting the roll chart that corresponds to the
     size of the target building:
     
     Sml Med Lge Result Effect
     --- --- --- ------ ------
     1-2 1-3 1-4 Unstable The Building becomes unstable and is likely to
                            collapse at any moment. Roll a 1d6 at the
                            beginning of each turn; on a 5 or 6, the
                            building falls apart as in Destroyed below.
     
     3-4 4-5 5-6 Crumbling The building begins a slow crumble! roll 1d6
                            to hit each unit still inside the building at
                            the end of each movement phase. At the
                            beginning of each turn, roll a d6: on a 5 or 6,
                            the building is Destroyed as below
     
     5-6 6 --- Destroyed The building collapses under the incredible
                            assault. Units in the building are destroyed
                            unless they roll a 4+
     ----------------------------------------
     When a building is destroyed, place a suitably large marker or ruins
     piece to represent the smouldering rubble which is left behind.
     ----------------------------------------
     Well there they are. I wanted to make buildings pretty tough, but yet
     still vulnerable to big guns (as they should be). Additionally, I
     thought that while offering great cover and protection to infantry (+2
     to armor), there should be a price to pay. The Critical Damage chart
     represents this difficulty, and the Catastrophic chart represents the
     chance that the units inside can evacuate.
     
     +-------------------------------------------------------------------+
     A *nice guy* who's determined Chris Salvato
     to finish first no matter what shidara_at_...
     dirty, underhanded, deceitful
     and dowright diabolical things
     he has to do to get there...
     +--------------------------------------------------------------------+
Received on Tue Jun 10 1997 - 09:59:51 UTC

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