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Assembling Small Scale 40K rulesI'm trying to assemble the rules for small-scale combat in Warhammer 40K. Focus is on interior / close quarters combat, including shipboard actions, building interiors, and cityfights. Rules come from IA4: The Anphelion Project (A), IA9 and IA10: The Badab War (B), or Cities of Death (C). Anything else is a playtest or house rule. Game parameters:
Close-Quarters Shooting (A)
General ShootingThe effects of template and blast weapons end at an intact wall. Ruined walls don't count. Sealed doors, such as on a spacecraft or reinforced base, do count. Stand and Shoot (Assault Phase) (A)Instead of taking their close-combat attacks, an Infantry unit may respond to an assault by firing. They may only do this if they are not engaged in assault and are not pinned, fleeing or gone to ground. They forgo their close combat attacks this turn. These shots are resolved at double the model's Initiative. The roll to hit is made at normal BS, even in close quarters. If the attacking unit makes use of cover, the maximum cover save is 5+. Resolve the effects of all grenades before performing a Stand and Shoot.
All casualties taken during this Stand and Shoot are calculated in the assault phase. Morale tests happen at the end of the phase as normal. All models in the unit, including attached Independent Characters, must stand and shoot together. These rules were probably designed to keep Imperial Guard forces from getting chewed up by Tyranids while inside a building. Movement (mostly B, some A)Models are limited to the rooms and corridors allowed by their base size. Do not stack models. The Fleet USR has no effect inside intact buildings and corridors (A). It works as normal inside the larger corridors of spacecraft (B). Jump Infantry may use their packs inside spacecraft, but not inside intact buildings. If they move more than 6", they must take a dangerous terrain test (B). Bikes and cavalry are not allowed inside intact buildings or spacecraft except by scenario. Vehicles, with the exception of walkers, are not allowed. Artillery is allowed. Members of the same squad may pass through their squadmates in both the movement and assault phases, as long as they end in a legal final position.
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