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OPTIONAL RULES - ACTIONS WITHIN MULTI-PART

BUILDINGS
With the Fortress of Redemption, we came across an issue where the opposing units were
embarked inside two side-by-side sections of the building. Once again, thanks to GW's
failure for giving any idea how to handle the situation, we've decided to come up with
one!

MOVEMENT
Both players must determine before the game if a multi-part building allows for 'dynamic'
or 'linear' movement.

Dynamic buildings will follow the rules as per the Fortress of Redemption in the
Planetstrike Rulebook (p.20). This allows units to move to any part of the structure within
a single movement phase. This only applies to units which are embarked in the building.
Units on the roof (not embarked) follow the movement rules as per our Extended Rules -
Buildings And Rooves. Note that this would allow a unit to avoid assaults to get to
another section, or even assault a unit from any section in the multipart building. With the
above example, if the Tower was occupied by an enemy unit, the unit in Bunker A can
freely move to Bunker B with no hindrance, or Assault a unit in Bunker B instantly.
Units with Infiltrate and Scout consider all buildings to be 'Dynamic'.

Linear buildings only allows movement from adjoining sections of a building. In the case
of the Fortress of Redemption, this would mean that units embarked in either Bunker may
only move to the Tower section; units in the Tower may move to either Bunker. The unit
in one of the Bunkers may not skip the Tower and move to the other Bunker as they are
not adjacent to one another. Once again, units on the roof follow the movement rules as
per the Extended Rules - Buildings and Rooves. Movement is disallowed if there is an
enemy unit in the adjacent section.
Units with Fleet may move across 2 sections if unhindered.

SHOOTING
Units may still shoot out of firepoints as per normal.

Units may fire at an enemy unit in an adjacent section. However, this automatically puts
them in Assault in the Assault phase. Also, a unit that wishes to Assault may fire all
Assault weapons, though would serve them to do so (see below).
RULE CHANGE: Due to the complexities within a building, BOTH sides are able to
shoot in the player's shooting phase to represent the tight quarters. Once again, only
Assault weapons may be used for the assaulting player. The player Assaulting gets to fire
first. The defending player may fire all weapons except blast weapons. Flame template
weapons may fire and will automatically deal 2d6 hits to the assaulting unit, but doing so
will make it the first unit to be allocated a wound. This must be declared before ANY
shots are made.
Amendment: there are no LoS restrictions, and thus all units capable of firing may indeed
fire.

NOTE: In the case of a Dynamic Building, you may choose to ignore the shooting phase
and directly Assault the enemy unit.

Shots against an Assaulting unit with fleet require a 5+ to hit. This is to represent them
darting in, out and around the corridors.

ASSAULT
A unit that shoots, or chooses to Assault, may only choose to do so to a target that is in an
adjacent section, unless it is a dynamic building, whereby they may Assault anywhere in
the multi-part building. If the defending player has not shot yet for any reason (i.e. due to
entirely melee Assault units), they may fire now.

Both sides must roll for Dangerous Terrain before the actual Assault is handled to
represent the sheer danger of fighting within a structure and in such close quarters. Once
casualties are removed, combat ensues as follows.

ALL units may contribute their attacks to the combat. The restrictions of base-to-base
contact is lifted.
Amendment: After playtesting, we have decided to remove the Initiative change to due
balance issues.

Independant Characters are not forced to take wounds from units due to lack of the base-
to-base rule, and the player may choose to allocate wounds elsewhere.

HOWEVER, if both sides have an IC, consider both of these units as a separate assault
consisting of just them. This is to represent the heroic confrontation of these heroes. If
there are uneven numbers of ICs, the player with the extra may choose which one is
pulled into conflict. ICs not selected will join the assault of the unit.
Amendment: To promote fair play, in the case of multiple ICs on each side, they are randomly
chosen until the last choice needs to be made, in which case the player with the extra IC(s) may
choose once more. For example; a Tyranid Warrior Brood has 2 identical Warrior Primes
attached to it, and they assault Space Marine Tactical Squad with attached Force Commander,
Chaplain and Librarian. The Space Marine player randomly determines which of his ICs is locked
in Assault (D3 maybe), and the Force Commander is determined to be fighting the 1st Warrior
Prime. The Space Marine now may choose either the Chaplain or the Librarian to engage the 2nd
Warrior Prime.

Assault results are determined as per normal.

A unit that falls back may only fall back by disembarking the structure (if possible), or by moving
to an adjacent section of the multi-part building. In either case, the unit is required to take a
Dangerous Terrain test.

Consolidation allows a unit to either stay in its original section, or to move into section in which it
assaulted (assuming it is empty).
NOTE: Some of the recent changes were done due to balance issues. We had a scenario where
2 broods of Genestealers were completely annihilated to a 20strong regiment of Guardsmen. The
first group died to mass fire before even closing in for assault. The second brood actually died
together with the Guardsmen due to the same initiative, and sheer amount of attacks brought to
the table.
Version 1.4 is already in the works! We plan to compile the Extended Rules and the Optional
Rules together as well, so keep an eye out for it!

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