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So, me and a couple friends had this idea for a house rule for 40K, but we couldn't agree on exactly how it would work. Pretty much, my idea:
Whenever a grenade is used inside a building, or whenever a building is touched by a template, roll a D6. On a 5+ the building catches fire.
At the beginning of each movement phase, roll a D6. On a 5+, the building remains on fire, otherwise the fire goes out.
However, I'm confused as to what being in/moving through a burning building would do. I'm thinking either a dangerous terrain test (to see if the fire hurts them) or something of the similar, pinning test (to see if they're trapped by the fire), or a leadership test (to see if they instinctually run out of the burning building).
So, any ideas?
Sounds like a good idea to me.
5+ sounds good for starters. But make it so that if the template is 1" over the building, take it down to 4+ etc
I think make it dangerous terrain, maybe pinning. And as far as leadership goes, I also think that is a good idea.
Another thought is if there are already units inside the building, they have to make an armour save, as they don't expect it and the fire.
AGLOCO - Earn money by browsing the internet!Originally Posted by Krevzi and Me
Well I don't think normal blast templates should burn down buildings, and grenades normally don't burn that much either, but I can definatly see that for flame templates. In terms of what the building does while its on fire, I'd say make it a special version of dangerous terrain. We're not just talking like really rough ground here we're talking burning debree falling from the ceiling and floors breaking because they've been weakened. So what I'd do is make it so while the building is burning a unit must take a "dangerous" terrain test each turn its in the building while on fire, but it wounds on a 1 or 2 not just a 1. To compensate give people their armor saves. Last if they do suffer a casualty they must make a leadership test to not run out of the building in a random direction.
You could also add in rules for the fire spreading to other buildings or after say a fire dies down, make the terrain dangerous for the rest of the game to show that its been burnt up.
When adding new rules to the game its best to make them match core rules as much as possible.
I like letting blast templates in addition to flamer templates set buildings on fire. After all, not every grenade in the galaxy is a frag grenade, and many buildings have flammable materials inside them.
However, bunkers are generally built to be quite resistant to outside damage. You need a special rule to protect bunkers. It would be very poor if a battle's mission revolved around defending a bunker and one lucky frag missile turned it into a death trap on turn one.
I'd keep it very simple:
A burning building counts as difficult terrain.
A burning building counts as dangerous terrain.
Any unit which takes a casualty from a burning building must immediately take a pinning test.
This makes burning buildings dangerous places to be, while keeping their rules straightforward and simple.
Last edited by JOHIRA; September 3rd, 2006 at 21:00.
I'd say make it a fixed rule for templates weapons but allow blast en large blast weapon to purchase incendiary ammo.
Bes is to keep the rules for such actions simple, people will easier accept them then.
I don't care for rules allowing people to purchase stuff for their army that will not nessecarily come into play in the battle. I guess if you regularly played Cityfight games that would be one thing, but at least in my experience no one ever buys gear that deals specifically with certain kinds of terrain.
How about this:
A template weapon sets a non-bunker building alight on a 5+ (or should it be a 4+?).
Any other blast weapon sets a non-bunker building alight on a 6+.