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ACCD Building Rules

BUILDING BASICS
Buildings protect units inside them in the same way as a vehicle. Units do not have to be placed inside the building, but they should be represented with a model somewhere near or on the builing. The building itself must be targeted for both shooting and close combat attacks. Unless specially fortied or damaged, a building has an armor value (AV) of 13.

HEIGHT
A buildings height is measured in stories rather than inches. This allows buildings that are all slightly different in contruction to play in a predictable way. The height of each story is assumed to be: 1st ground level 2nd 6 3rd 9 4th 12" 5th 15

BUILDING SIZES
SMALL BUILDINGS 1 SP Capacity 10 (Sm) Outposts, and small houses t in this category. These are single-story buildings except in the case of towers. MEDIUM BUILDINGS 2 SP Capacity 20 (Sm/Med) Most substantial city buildings t into this category, and they typically have multiple stories. LARGE BUILDINGS 3 SP Capacity 30 (Sm/Med/Lg) These are massive fortresses, warehouses, skyscrapers, and other buildings capable of housing larger equipment.

CAPACITY Models Small Infantry, jump infantry, swarms Medium Battlesuits, bikes, cavalry, beasts Large Vehicles, artillery, monstrous creatures

Capacity used 1 2 5

HEIGHT ADVANTAGE Shooters gain +6 to their ranges for every 6 higher they are than their target. These heights will not otherwise affect the range or LOS for shooters in buildings.

BUILDING TYPES
TALL BUILDINGS Roll a scatter die if the building collapses or is destroyed. Everything within 2D6 of the building in that direction takes a S10 hit (saves allowed). On a hit, the building crumbles inward and only the models inside are hit. Skimmers, jetbikes, and jump infantry on the roof can escape if they pass an initiative test (vehicles count as initiative 1 for this purpose). POWERFUL BUILDINGS Roll a D6 when the building collapses or is destroyed. On a 4+ it explodes 3D6 in every direction, and everythin hit takes a S8 hit (saves allowed). This explosion can only glance closed-topped vehicles and fortied buildings. FORTIFIED BUILDINGS The building gains a +1 bonus to its AV and to the cover save of units on its roof. The building should be represented as fortied with additional protective features such as thick walls & parapets, boarded up windows & sandbags, or perhaps a sophisticated energy eld generator. SEIGE GUNS The building cannot be occupied, but it houses a massive weapon that it res autonomously. Seige guns cost a predetermined amount of points to an army that brings them. When its SP are depeleted, the weapon is destroyed.

ROOFS
Models on the roof are not considered to be inside the building, so they are targetable. They do however gain a 4+ cover save if they are higher than the unit targeting them. Models can move onto single-story roofs, but they will take a difficult terrain test if they do.

FUNCTIONALITY
Some buildings have a purpose, such as an ammo depot, a communications tower, or a command center. These functions are in effect as long as the building remains intact, but are lost once the building collapses or is destroyed.

DAMAGING BUILDINGS
Roll to hit normally, but gain a +1BS bonus if within 24 because the building is a much easier target. Shots from within 12 automatically hit. Blast markers must be placed on the nearest face of the building unless they are barrage weapons. Flamers inict D6 hits on the models inside the oor of any repoint hit, as described in the rulebook. As the building is immobile, all close combat attacks will always hit. If a penetrating or glancing hit is scored use the chart below. BUILDING ARMOR PENETRATION Hits Glancing Penetrating Effect Building shaken -1 SP Critical Hit On 4+ -1 AV (to a minimum of 9) Occupants stunned

GUN STATIONS
Many buildings have gun stations on them. These guns can be red by any model inside that is not already shooting. The gun can be destroyed on a Critical Hit instead of the usual effect.

If the building reaches zero structure points, roll a D6 on the chart below. BUILDING DAMAGE TABLE D6 1-2 3-4 5-6 Result Building Breach! 1 SP, +1 Dmg Collapse! Ruins Destroyed! Fiery crater Functionality Intact Lost Lost Occupants Morale check, enemies can enter S10 hits on 4+, exit within 2" S10 hits on 2+, pinning test

FIERY CRATERS
These are dangerous & difficult, and provide 4+ cover for one turn.

ACCD Building Rules Breaches

When a building is breached, the breaching player places a marker along one of the walls of the building. This marker is a new entry point. Any occupants must take a morale check. If they fail, they will exit the building through an entry point immediately and begin falling back. Any models still inside may be assaulted through the breach point during the assualt phase. All models inside are considered engaged in close combat. No ranged effects or attacks can be made inside, and the No Retreat! rule is in effect while the building is still standing.

Fire Points

These are windows, doorways, or even holes in a wall. Up to three models can usually make use of a single re point, but some smaller or larger re points may only allow one or perhaps as many as ten. LOS from a re point is measured from the front of the building face, and shooters are assumed to be able to see 90 to either side of the re point unless there is some obstruction in the way.

Entry Points
These are doorways or any openings large enough for models to move through. Any model that comes into contact with the entry point during any movement (even consolidation, running, or assault moves) may enter the building if it is not occupied by the enemy. Only skimmers, jetbikes, and jump infantry may enter entry points above the rst story unless they are already on the roof.

Stories

Some buildings have several stories (or oors). Usually, the number of stories is clear when looking at the model, but if not, make sure you and your opponent agree on how many it has. Units inside the building are not restricted to any one story and do not have to move through each one individually. They are assumed to have spread throughout the building to gain the best ring positions.

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