Weapons Special Rules
The following special rules represent a The following special rules represent a variety of weapon
variety of weapon effects and capabilities.effects and capabilities. Blast (n)
Blast (n)
Booooooommmmm!!! Booooooommmmm!!!
Roll to hit normally. Then, any hit Roll to hit normally. Then, any hit caused is multiplied by the number caused is multiplied by the number indicated in the bracket before rolling indicated in the bracket before rolling to damage.
to damage. Howitzer Howitzer
Some flexible weapons can either be Some flexible weapons can either be fired directly at the enemy or used to fired directly at the enemy or used to bombard very distant targets.
bombard very distant targets.
The weapon may either be fired The weapon may either be fired normally or by using the
normally or by using the Indirect Fire Indirect Fire special rule. Declare before you fire. special rule. Declare before you fire. Indirect fire
Indirect fire
The weapon fires its shots in
The weapon fires its shots in high arcinghigh arcing trajectories. Receiving coordinates trajectories. Receiving coordinates from observers in orbit, the operator from observers in orbit, the operator can engage targets it cannot see. can engage targets it cannot see. However, he cannot fire at enemies However, he cannot fire at enemies who get too close.
who get too close.
The weapon’s shots never suffer any The weapon’s shots never suffer any to hit modifiers for range or cover. to hit modifiers for range or cover. However, it can never target units However, it can never target units within 12”.
within 12”.
In addition, the weapon may be fired at In addition, the weapon may be fired at targets that the operator cannot see, but targets that the operator cannot see, but in this case it will suffer an additional -1 in this case it will suffer an additional -1 To Hit modifier.
To Hit modifier. Piercing (n) Piercing (n)
This rule is given to high-powered This rule is given to high-powered ranged attacks that have a better ranged attacks that have a better chance of penetrating the armour of chance of penetrating the armour of enemy units.
enemy units.
All hits inflicted by the weapon have a All hits inflicted by the weapon have a +(n) modifier when rolling to damage. +(n) modifier when rolling to damage. Pistol
Pistol
Pistols have the great advantage that Pistols have the great advantage that they can be used both at a range and they can be used both at a range and in melee, making them extremely in melee, making them extremely flexible weapons.
flexible weapons.
A model armed with a pistol has one A model armed with a pistol has one extra Attack in Melee.
extra Attack in Melee.
In addition, if the pistol has a
In addition, if the pistol has a Piercing Piercing value, it confers an equivalent
value, it confers an equivalent CrushingCrushing Strength
Strength to all of the model’s Melee to all of the model’s Melee attacks. If the model already has attacks. If the model already has Crushing Strength
Crushing Strength , it will use the, it will use the highest value available – either its highest value available – either its own or the pistol’s – for all of its Melee own or the pistol’s – for all of its Melee attacks.
attacks. Reload! Reload!
Some powerful weapons need a long Some powerful weapons need a long time to prepare for firing or to reload time to prepare for firing or to reload once they have fired.
once they have fired.
The weapon can only be fired if the unit The weapon can only be fired if the unit has Halted during this
has Halted during this activation.activation. Saturation
Saturation
This rule is used for flame throwers This rule is used for flame throwers and other attacks where a great gout and other attacks where a great gout of incendiary liquid or toxic gas fills of incendiary liquid or toxic gas fills an area.
an area.
This weapon always hits on 4+, This weapon always hits on 4+, regardless of any modifiers.
regardless of any modifiers. Sniper
Sniper
A weapon designed to hunt and kill A weapon designed to hunt and kill enemy Leaders.
enemy Leaders.
If the unit remains stationary and fires, If the unit remains stationary and fires, this weapon’s shots ignore any cover this weapon’s shots ignore any cover modifiers and the
Reinforcements
Reinforcements
During Deployment, you can leave up During Deployment, you can leave up to half of the units in your army behind to half of the units in your army behind and not deploy them on the table. These and not deploy them on the table. These units are your Reinforcements and will units are your Reinforcements and will be able to arrive later during
be able to arrive later during the game.the game. You don’t need to activate these units You don’t need to activate these units during your turn. If you do attempt to during your turn. If you do attempt to activate them, however, you must first activate them, however, you must first take an Activation test as normal and take an Activation test as normal and then confirm the activation exactly then confirm the activation exactly as you would when activating a as you would when activating a Suppressed unit (see page 25).
Suppressed unit (see page 25).
If the Activation test is failed, or If the Activation test is failed, or you fail to ‘Shake off the effects of you fail to ‘Shake off the effects of Suppres
Suppression’, the unit will sion’, the unit will not enter thenot enter the game that turn and
game that turn and the Initiative passesthe Initiative passes to the opponent as normal (unless of to the opponent as normal (unless of course this is done during the Final course this is done during the Final Activations). If at the end of the game Activations). If at the end of the game the unit is still off the table, it does not the unit is still off the table, it does not count as Destroyed.
count as Destroyed.
When a Reinforcing unit is activated, When a Reinforcing unit is activated, immediately choose an entry point for immediately choose an entry point for
the unit. This can be anywhere on your the unit. This can be anywhere on your long table edge or on
long table edge or on either short tableeither short table edge, a number of feet away from your edge, a number of feet away from your long edge equal to the current turn long edge equal to the current turn number (so up to 12” in
number (so up to 12” in on Turn 1, up toon Turn 1, up to 24” in on Turn 2 etc.).
24” in on Turn 2 etc.).
For example, on your third turn the For example, on your third turn the entry point can be on your long table entry point can be on your long table edge or on either short table edge edge or on either short table edge within three feet of your long edge. within three feet of your long edge. If the unit arrives on your fifth turn, it If the unit arrives on your fifth turn, it can also enter from the enemy long can also enter from the enemy long edge, but within a foot of either corner, edge, but within a foot of either corner, or within two feet of the corners if it or within two feet of the corners if it arrives on your sixth turn (the unit has arrives on your sixth turn (the unit has obviously encircled the enemy position). obviously encircled the enemy position). Place the unit’s Leader in contact Place the unit’s Leader in contact with the entry point and position with the entry point and position the remaining models
the remaining models in formationin formation around him as normal. Then you must around him as normal. Then you must immediately move the unit at normal immediately move the unit at normal speed, in the same way as units speed, in the same way as units Dismounting from a transport.
Dismounting from a transport.
52
52
52
Buildings
Buildings
The way buildings are represented on The way buildings are represented on a wargames table varies enormously, a wargames table varies enormously, but roughly they can be divided into but roughly they can be divided into two categories which we will analyse two categories which we will analyse separately:
separately: Devastated Multi-floorDevastated Multi-floor Buildings
Buildings and and Solid BuildingsSolid Buildings. Keep in. Keep in mind that these are quick rules, to be mind that these are quick rules, to be replaced in the future by a supplement replaced in the future by a supplement covering the details of fighting in covering the details of fighting in ruined cities.
ruined cities.