|24 Mar 2006, 04:12||#1 (permalink)|
Join Date: Jan 2006
Location: Gold Coast
Codex : sewer fight
I decided to create a codex dedicated to tunnel and sewer fighting but you can use to to represent any thing you wish from fighting in a tyranid bio fleet, to the webway or a bat infested cave system, whatever you wish
here are the rules
[glow=red,2,300]CODEX SEWER FIGHT![/glow]
models normalcy fight to get to one end of a tunnel to make a direct route into enemy territory where supplies can be dropped of safely but you can decide victory conditions for yourself.
to fight in a tunnel you need pipes all acros the battle feild and models must be inside the pipes at all times to best represent this cut lengths of PVC in half and for a bit more detail paint with texture paint and the colors of your choosing and fill about a centimeter (half an inch) with PVA or water effects.
Each tunnel may have d3 obstacles* (washed up bodies, fortifications or a heap of something unmentionable) units behind these count as being in cover and shooting against them removes the BS modifier that sewer fighting imposes,
no vehicle of any kind may be used
models that can may deep strike at pipe entries or manholes
all units that have a clear shot down a tunnel get a 2+ to their BS to a maximum of 5.
models that remained stationary in their last turn and are charged may make shoot into close combat at double their imitative instead of fighting in CC. subsequent turns are resolved as normal, units can't fall back as they are in assault.
on sewer control points
each sewer may have up to d3 water control stations any scoring unit (and independent characters) in base to base contact with the controls may flood a randomly determined length of pipe on a 4+ they must do nothing lse on the turn they do this. All models in the pipe move 2d6" in the direct indicated by the scatter dice (so if the arrow face up they all move directly up the pipe) and suffer a str 4 hit with no Armour saves to represent the risk of drowning (or being skewered by some unwashed debris). they may flood the pipe again on a 5+ however models in flooded piping only take a str 3 hit and move only d6 (same way as last time). after flooding a pipe a second time the control panel cannot be used again (the flow of water will be insufficient to fill the pipe)
if a unit has to pass a moral check for more that 25% then if they fail they count as being pinned (as they get their breath back).
each control point is worth the total number of control points divided by the points limit of the game (so if there were 3 a in a 1500 pt game then 1 would be worth 500 points).
The doors to control points may be locked form the inside and count as having a AV of 12 and any glancing or penertrating hits destroy they door
models inside locked control point cannot be flooded unless the door is destroyed
monstrous creatures may not enter control points
units in control points count as being in cover
"He may say he fights for the greater good but we know tat his kind cannot be trusted"
"His name doesn't make any sense! How can you be a commander, Aun AND volenteer at the same time!?!"
translated parts of suspicous conversation about the Mal'caor'la 8.05.10990
|24 Mar 2006, 08:07||#2 (permalink)|
Re: Codex : sewer fight
This smells suspiciously of Forgeworld's rules for fighting inside a building...
Farewell, Kangaroo Joe, you shall not be forgotten.
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