Post by Andrew on Jul 20, 2005 19:37:13 GMT -6
Alright everyone, in case you aren't aware (cave dweller!) we will be playing a good amount of games for our campaign in the cities of our planet. Thus, by general agreement we will be using cityfight rules for any such game. This will stay online, and at each meeting the full codex along with summarized copies will be available (if I remember every day). So, here's the basics for city:
Movement Phase
Infantry/walkers
When moving in difficult terrain, roll 2d6 and take the highest as their movement rate. Infantry and walkers in a building may move up or down to the limit of their possible move in addition to any lateral movement.
Bikes
May not enter buildings and take a difficult terrain test in rubble.
Cavalry
May not enter buildings but otherwise move as infantry.
Jet Bikes
May not enter buildings.
Skimmers
May end their move hovering over buildings. this does not case a difficult terrain test but the model is visible to all enemy on the tabletop.
Vehicles
Moving along streets in excess of 12" must take a difficult terrain test.
Tanks
May enter buildings but may not move more than 6". They must roll two difficult terrain dice. If they roll a single 1 the tank is immobilised, double 1 and the tank is destroyed along with all on board.
Coherency
A model in a building is in coherency if it is within 4" of another model in the same unit.
Shooting Phase
Visibility
A unit can see up to 6" through buildings.
Blast, ordnance, and template weapons
All weapons including ordnance weapons and indirect fire weapons should roll to hit using their ballistic skill.
No templates are used, instead:
Blast weapons can hit d3 models.
Template weapons can hit d6 models.
Ordnance weapons can hit d6 models.
Cover Saving Throws
Lightly constructed buildings or rubble 5+
Typical Building 4+
Heavily Constructed building 3+
-1 if under attack by ordnance
-2 if under attack by ordnance str 9/10 or demolition charge
Height Advantage
Firer must be at least 8" above target to benefit. If they are they may:
-Fire over buildings at least 8" lower except into a deadzone extending 8" from the obstructing building.
-Targets' cover saves are reduced by -1
-Vehicles within 18" may be attacked as if against rear armor (re-roll penetration against open-topped vehicles)
Assault
To make an assault at least one charging model must be within their assault range of a model in the target unit.
Multiple enemy units may be contacted if they are in coherency of each other.
Assaulting troops may come within 1" of an enemy and may move up to their full assault distance. They must move closer to the enemy.
In close combat all models within 6" of the enemy may fight with their full number of attacks and with all special abilities such as power fists.
Attacks must be allocated to the closest enemy unit.
Morale
Units may regroup as long as they are in coherency. Being below half strength or within 6" of an enemy does not matter.
So that's it in a nutshell. These are either all in addition to the main rulebook or replacing them, such as with morale and combat. If it seems like a lot, don't sweat it; it'll come just as easy when the game is in full swing. Plus I'll usually (always) be on hand to help. Cheers.
Movement Phase
Infantry/walkers
When moving in difficult terrain, roll 2d6 and take the highest as their movement rate. Infantry and walkers in a building may move up or down to the limit of their possible move in addition to any lateral movement.
Bikes
May not enter buildings and take a difficult terrain test in rubble.
Cavalry
May not enter buildings but otherwise move as infantry.
Jet Bikes
May not enter buildings.
Skimmers
May end their move hovering over buildings. this does not case a difficult terrain test but the model is visible to all enemy on the tabletop.
Vehicles
Moving along streets in excess of 12" must take a difficult terrain test.
Tanks
May enter buildings but may not move more than 6". They must roll two difficult terrain dice. If they roll a single 1 the tank is immobilised, double 1 and the tank is destroyed along with all on board.
Coherency
A model in a building is in coherency if it is within 4" of another model in the same unit.
Shooting Phase
Visibility
A unit can see up to 6" through buildings.
Blast, ordnance, and template weapons
All weapons including ordnance weapons and indirect fire weapons should roll to hit using their ballistic skill.
No templates are used, instead:
Blast weapons can hit d3 models.
Template weapons can hit d6 models.
Ordnance weapons can hit d6 models.
Cover Saving Throws
Lightly constructed buildings or rubble 5+
Typical Building 4+
Heavily Constructed building 3+
-1 if under attack by ordnance
-2 if under attack by ordnance str 9/10 or demolition charge
Height Advantage
Firer must be at least 8" above target to benefit. If they are they may:
-Fire over buildings at least 8" lower except into a deadzone extending 8" from the obstructing building.
-Targets' cover saves are reduced by -1
-Vehicles within 18" may be attacked as if against rear armor (re-roll penetration against open-topped vehicles)
Assault
To make an assault at least one charging model must be within their assault range of a model in the target unit.
Multiple enemy units may be contacted if they are in coherency of each other.
Assaulting troops may come within 1" of an enemy and may move up to their full assault distance. They must move closer to the enemy.
In close combat all models within 6" of the enemy may fight with their full number of attacks and with all special abilities such as power fists.
Attacks must be allocated to the closest enemy unit.
Morale
Units may regroup as long as they are in coherency. Being below half strength or within 6" of an enemy does not matter.
So that's it in a nutshell. These are either all in addition to the main rulebook or replacing them, such as with morale and combat. If it seems like a lot, don't sweat it; it'll come just as easy when the game is in full swing. Plus I'll usually (always) be on hand to help. Cheers.