Friday, June 22, 2012

Rules: Movement & Terrain (Ver. 0.25)


Sandwyrm here. I've added in clearer rules for how troops move inside buildings that can't be opened. As well as for the placement of troops at windows, doors, and other openings.

Movement & Terrain

Nobody plays their Sci-Fi Wargames on an empty table. Or at least nobody should. An M42 battlefield will normally be broken up by various terrain features. Such as hills, woods, and buildings. These features give your troops places to hid and allow the game to be much more interesting than simply lining up your troops and shooting each other.

How Terrain Affects Units

Terrain has two major effects on how a unit moves around the table. First, terrain can limit a unit Leader’s movement. Which also affects how far the unit, as a whole, can move.

Secondly, terrain may affect a unit leader’s Command Radius. Either by extending it in certain directions, or by limiting it. This represents the unit leader’s ability to see and give orders to his troops through woods or down roads. Where orders have to be shouted or relayed by unit members running back and forth. It also represents the reluctance of most infantry to venture into unfamiliar or difficult terrain without the support of their leaders.


Open Ground

Any part of the gaming table that is not otherwise occupied by a terrain feature is considered to be ‘Open Ground’.

Open Ground isn’t really considered to be flat (though the table will be), but neither is it particularly difficult for infantry to cross. As such, it has no effect on either a Leader’s Movement or Command Radius.

Area Terrain

‘Area Terrain’ is a broad category that  includes Woods, fields, marshes, rocky ground, hills and the ruins of buildings. All of which are defined as occupying the ‘area’ of the feature’s base. Hence the catchy name.

If a unit leader passes through a piece of Area Terrain at any point during it’s movement, the leader model may only move half of the normal distance that is allowed for the unit’s selected action.

This means that the leader of a unit which is crossing over Area Terrain while performing an ‘Advance’ or ‘Shooting Advance’ action will only be able to move 3” instead of the normal 6”. While the leader of a unit performing a ‘Fall Back’ or ‘At-The-Double’ action will only be able to move 6” instead of the normal 12”.

In addition to affecting the leader’s movement, Area Terrain will also affect a unit’s Command Radius. Depending on whether the leader is standing within it or not.


Leaders Not In Area Terrain

If the unit’s leader’s base is completely outside of, or partially touching a piece of area terrain, then the unit’s models may only be placed inside the terrain if their bases are fully within half of the leader’s normal Command Radius (or 1 x Ld) from the unit leader’s base.

Outside of the Area Terrain, models may be placed normally within the leader’s normal Command Radius (2 x Ld), so long as a straight line can traced back to the unit’s leader that does not intersect a piece of area terrain at any point.

Leaders Inside Area Terrain

If the unit’s leader is standing completely within a piece of Area Terrain, then the Area Terrain will not affect the leader’s CR.



Linear Obstacles

Linear Obstacles include things like walls, hedges, creeks, fences, lava channels, and other point-to-point features that may inhibit movement, but which do not cover enough of the table to be considered Area Terrain.

Obstacles vs. Area Terrain

A Linear Obstacle is considered to be any terrain feature that is linear in nature and only 1” or less in width. Any terrain features which are wider than 1” are considered Area Terrain and must use those rules instead.

Crossing A Linear Obstacle

Unit leaders that cross a Linear Obstacle during their movement will move at half the speed, in inches, that they otherwise would for their selected action. In addition, any models from a unit that are placed on the far side of a Linear Obstacle from their leader must be placed fully within half of the unit’s normal Command Radius (1 x Ld) from the leader model. Uncrossable Obstacles
A Linear Obstacle, such as a wall, that is taller than 3” may not be crossed by an infantry unit’s leader. Not may any models from the unit be placed on the far side of such an obstacle from the leader.


Enemy Troops

Besides the normal 2” standoff rule, lines of enemy troops will affect a unit’s movement in a similar way to Linear Obstacles. In that any models placed on the far side of them must be placed completely within half of the unit’s normal Command Radius.

Normally, the combination of these 2 rules will prevent any non-assault interpenetration of friendly and enemy units.

Roads

Roads represent paved or cleared areas that allow units to advance more quickly across the field of battle and maintain longer lines of communication.

A unit leader who’s move both starts and ends on the same connected road may add 2” to it’s normal movement distance for the unit’s selected action.

If a unit’s leader ends it’s move on a road, then any members of the unit that are also placed on the same road may be placed so that the furthest edge of their bases are up to three times the unit’s Ld, in inches, from the base of the unit leader.


Buildings

The Buildings rule encompasses any intact, manufactured structure with enclosing walls and at least one door. Buildings are always treated with caution by troops, as they provide an easy hiding place for enemy troops and/or booby traps such as bombs.

After You Sir!

If a unit’s leader is outside of a building, then no troops from the unit may be placed inside.
To place models in a building, the unit’s leader must first move inside the structure.

Leaders Moving In Buildings

The leader may move normally into and out of a building through any pre-existing door, window, or hole. However, if a leader’s movement crosses an outer wall or ceiling where there is no opening, then they will only be able to move half of the distance normally allowed by the unit’s selected action. Interior walls and floors do not affect a leader’s movement distance.

For moves up or down inside a structure, measure the leader’s movement straight up or down from one floor to another. Any remaining movement may then be used to either cross additional floors, or to travel horizontally within a floor.

Buildings And Unit CR

After the leader has completed it’s movement, any other models from the unit may then be placed within the unit leader’s normal Command Radius anywhere inside the structure.

When measuring the distance from the unit’s models to the leader across different levels in a building, first measure the distance from the leader’s floor to the level of the floors above or below. If the distance between those floors is equal to or less than the unit’s CR, then models may be placed anywhere on those floors that lies completely within the leader’s CR when measured horizontally (or top-down).

If the unit’s leader is inside a building, then no models from that unit may be placed outside around it. They may, however, be placed on the building’s roof if this is within the leader’s Command Radius.

Placing Troops At Openings

Normally, a unit leader and his troops will want to position themselves at openings in the outer walls of a building in order to be able to both see out and fire their weapons at the enemy.

Measure the horizontal width of each window, door, or hole in the building that you wish to place troops behind. For each full half-inch of width, including a door or window’s frame, you may place 1 infantry model behind the opening. So long as at least part of the opening is within the unit leader’s Command Radius.

If the building model can not be opened to accommodate the placement of models, (which isn’t at all uncommon) then simply place the models outside of the building at the openings so that their bases touch the building’s wall.


Ruins

Broadly speaking, ruins are destroyed buildings where the structure is much more permeable to movement and shouted commands that an intact building would be.

Leaders Moving In Ruins

A Ruin is treated just like normal area terrain. For moves up or down inside a Ruin, measure the leader’s movement straight up or down from one floor to another. Any remaining movement may be used to cross additional floors or to travel horizontally within a floor.

Ruins And Unit CR

Ruins modify a unit’s Command Radius in the same way as normal area terrain.

When measuring the distance from the unit’s models to the leader across different levels in a Ruin, first measure the distance from the leader’s floor to the level of the floors above or below. If the distance between those floors is equal to or less than the unit’s CR, then models may be placed anywhere on those floors that lies completely within the leader’s CR when measured horizontally (or top-down).

If a unit’s leader is inside a ruin, then models from the unit may be placed outside of the ruin as long as they remain within the leader’s CR

Impassable Terrain

Some terrain, such as pools of molten lava, is simply too dangerous or difficult for infantry to move through during the heat of battle.

Infantry Units may not enter Impassable terrain at all for any reason.

Special Rule: Interlinked

All of the models in a unit with the Interlinked special rule are electronically connected with one another over a tactical network. As such, they always know the exact location of their comrades and can communicate with them even when there are walls or other terrain features between them.
A unit with the Interlinked rule ignores all Command Radius penalties caused by terrain. Their their CR is, however, still affected by enemy troops. They also still benefit from the CR boost provided by roads.

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