Saturday, June 9, 2012

Rules: Movement And Terrain (Ver. 0.1)


Ok, I finally got a few hours to work on the rules in peace. So here's the terrain rules at last. :)


First, a proper disclaimer:
All of the miniatures shown to illustrate examples for the following rules are copyrighted products of Games Workshop Limited and it's subsidiaries.
The M42 Project is an independent effort to create an original system of tabletop Sci-Fi wargaming rules that are compatible with any company's 28mm-scale model products. We have absolutely no affiliation with Games Workshop, and neither these rules nor the project itself should be mistaken as being associated with that company's products in any way, shape, or form.

Movement And 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.

Hence, no discussion of movement would be complete without talking about the effects of these terrain features on a unit’s ability to move around.

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 occupied by a terrain feature is considered to be ‘Open Ground’.

Open Ground isn’t really considered to be flat, but neither is it particularly difficult for infantry to cross. Hence it has no effect on the movement of a unit’s leader or it’s Command Radius.


Area Terrain

The Area terrain class is a broad category that  includes Woods, fields, marshes, rocky ground, hills and ruins. All of which are defined as occupying the ‘area’ of the feature’s base.


All Area Terrain will restrict the movement of the unit’s leader by half if the leader either begins or ends it’s movement within a piece of area terrain. This means that the leader of an Infantry unit which is performing an Advance or Shooting Advance action while crossing Area Terrain will only be able to move 3”. While the leader of a unit performing a Fall Back or At-The-Double action will only be able to move 6”.

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


Leaders Not In Area Terrain

If the unit’s leader is standing completely outside of 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 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 full CR, so long as a straight line can traced back to the unit’s leader that does not intersect a piece of area terrain.


Leaders In Area Terrain

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


Linear Obstacles

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

Unit leaders that cross a Linear Obstacle 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 other 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.

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 a 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 roof 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.

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.


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.

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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