(no subject)

From: <csalvato_at_...>
Date: Wed, 11 Jun 97 13:30:00

Buildings and Structures in Epic 40K

Buildings and other large structurally sound edificescan be a godsend to
the fighting infantry of the 40th millenium. They provide cover, block
LOS, and make infantry much more comfortable. However, big immobile
buildings are great targets for titan and other powerful battlefield
denizens.

*SIZES*
Buildings are classified into three sizes: Small, Medium, and Large. Small
buildings should be no bigger than about 40 cm square and 40 cm tall. Medium
buildings are roughly twice the size, and large buildings are roughly twice as
big as Medium buildings. These are by no means standard definitions, and you
and your opponent should agree on building sizes before the game begins.

*ENTERING BUILDINGS*
Only infantry units may enter a buidling, and may move freely throughout the
building as per the Epic 40K rules. Other non-infantry infantry, such as
dreadnoughts and other walkers, cannot enter.

*BUILDINGS IN COMBAT*
Any Super Heavy weapoon may target a building instead of an enemy detachment.
Note that it does not matter what the Super-Heavy is mounted on. When firing at
a building, it is assumed that any units in the building will not be hit by the
shot unless they are under a template which is targetting the building.

For the purposes of firing, treat buildings as immobilized war engines. Thus,
the number of dice rolled should equal the firepower being brought to bear on
the building for mega-cannons and the like. The only difference is that War
Engine Close Combat Weapons cause CRITICAL damage _not_ CATASTROPHIC damage to
buildings (See close assault below).

Buildings can sustain different amounts of damage based on the size of
the building:

Size Armor Damage Capacity Assault
---- ----- --------------- -------
Small 6+ 10 15
Medium 6+ 20 30
Large 6+ 30 45

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.

*BUILDINGS IN CLOSE ASSAULT*
Infantry and War Engines may close assault buildings. Vehicles, and any unit
which is strictly prohibited from entering buildings cannot assautl buildings,
as they cannot enter buildings.

Only Infantry units with an AF of 2 or more may assault a building which they
occupy during the Assault Phase. The procedure is as follows:
1. Add up the assaulting units' AF. _do not_ add for supporting units as in a
normal close assault.
2. Compare the assaulting units' AF to the building's AF and consult the Close
Combat/Firefight Table to get bonuses for higher assault ratings or blast
markers as for a normal close assault.
3. The assaulting player rolls 1d6 and adds his or her bonuses, and the other
player rolls 1d6 for the building and adds its bonuses.
4. Consult the Close Combat Results table to determine the attacking units'
targte die roll. Neither the building nor the assaulting detachments gain blast
markers, and no matter the result, the assaulting units cannot take casualties
as a result of the die roll.
5. Roll 1d6 per unit assaulting the building to beat the "kill" number as
determined above. if *any* dice come up as hits, roll a single chance for
critical damage as normal (i.e., roll a 6 to deal critical damage). Note that 1
roll is made regardless of how many units scored hits (see example below)

War Engines are handled in the exact same way, except that a War Engine which is
armed with a Close Combat Weapon may double its assault value, and if it scores
a hit, deals 1d6 damage to the building *and* automatically causes *CRITICAL*
damage (not *CATASTROPHIC* damage); roll 2d6 to see the result.

Examples:
3 units of Assault Marines and a Librarian Unit enter a Medium building (AF 30).
 The Marines have an assault factor of 4+4+4+6 = 18, versus the building's 30.
The Marines have a Psyker (+1), but the building has a higher Assault (+1),
making the modifiers even. So ech side rolls a d6: The Marines get a 4 and the
Building a 6. The Building wins by 2, and the marines have to roll 4+ to cause
damage to the building. They get 4 rolls for four units in close assault. The
Marine player rolls a 2,3,5,5, causing 2 points of damage to the building. The
Marine player now has a single chance at causing critical damage because he
caused damage to the building. If he rolls a 6, he has caused critical damage
and can roll 2d6 on the Critical Damage Chart.

Example 2:
An Eldar Phantom Titan is close assaulting a Large Building. The Phantom has an
AF of 30, doubled to 60 due to its close assault weapon. The building has an AF
of 45. The Phantom gains +1 for the higher AF, and the building has no bonuses.
 The Titan rolls a 5+1 = 6 and the building a 3. The Titan wins by 3, giving it
a 3+ to cause damage. It rolls 1d6 and gets a 5, causing damage. Because it
has a close assault weapon, it reduces the building's DC by 1d6, and then rolls
on the Critical Damge chart without needing to roll a 6.

*DAMAGE TO A BUILDING*
When critical damage is caused, roll on the following table:

     Extra
Roll Dmg Result
--------------------------------------------------
2 +3 The building shakes violently!
            All units inside the building are hit as if they were
            all under a barrage template (FP = # units in building)
            Units in the building do NOT gain the firepower
            reduction bonus for being inside a building, but they DO
            gain the armor bonus of +2 for being inside a building

3-5 +1 The building is filled with flying debris!
            All detachments with units in the building are treated
            as if hit by a Disrupt Weapon
            (roll 4+ to place a blast marker on the detatchment)

6-8 +0 The Building holds steady under the attack!

9 +1 The building shifts in its foundation!
            Detachments with units inside the building gain an
            additional blast marker.

10 +2 A large chunk of Debris falls on a unit!
            One unit in the building takes a hit (Owner's choice)

11 +3 The Structure is severely damaged!
            Treat all units inside the building as if hit by a Barrage
            Weapon (FP = 1 x # units in the building) (See 2 above)

12 +4 The building bursts into flames!
            Each detachment in the building takes a 1d6 firepower hit
            immediately, and then each turn at the start of the shooting
            phase. Place a plast marker on the detachment if any units
            are hit. The owning player decides which units are hit (if
            any). Hit units must be inside the building, and if all
            units are destroyed before all hits are dealt, the remainder
            is lost. Units hit in this way gain the +2 armor benefit for
            buildings, but not the firepower reduction bonus for cover.
            Each turn the building takes 1 point of damage from the
            flames. Flames do not cause critical damage.
-------------------------------------------------
Note that in ALL cases above, hits must be allocated to units inside the
building, even if they must hit a second detachment's units. If two or more
detachments are in a single building, hits can be allocated however the owning
player wishes between the two, but if a detachment is instructed to take a blast
marker, ALL detachments which took hits must take a blast marker.

*DESTROYING BUILDINGS*
The only way to destroy a building is to reduce its Damage Capacity to 0 or
less. Once this is done, 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 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
                       strain! Units inside the building and within 5cm
                       are destroyed unless they roll a 4+,and roll 1d6
                       to hit units within 1d6 cm for small buildings,
                       2d6 cm for medium buildings, and 3d6 cm for large
----------------------------------------

When a building is destroyed, place a suitable large marker or ruins piece to
represent the smouldering rubble which is left behind.

----------------------------------------

Here's the first revision.
* The Crit chart has been rewritten, and there's only about a 1 in 6 chance that
a unit inside a building will actually take a hit when the building is fired
upon. Mostly, a Unit in a building will take blast markers.

The Close Assault rules have been severely revised, and now make infantry
assaults a little less effective. Also, the AF restriction eliminates a
detachment of 20 gretchin stands from taking buildings down, whereas a group of
5 assault marine stands have a good chance of crippling a building (imagine 25
meltabombs on a support column!)
+-----------------------------------------------------------------+
A *nice guy* who's determined Chris Salvato
to finish first no matter what hidara_at_...
dirty, underhanded, deceitful
and dowright diabolical things
he has to do to get there...
+-----------------------------------------------------------------+
Received on Wed Jun 11 1997 - 12:30:00 UTC

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