Targeting structures
Occasionally, players may want to target a structure itself, instead of troops inside. Structures may also be caught in the blast of sufficiently powerful vehicle weapons that they themselves might be damaged.
To handle this, treat a weapon attack as normal as far as aiming goes and making the attacker's skill roll.
If a structure has multiple stories, the attacker must declare which story they intend to attack. Handle larger structures where one attack can't plausibly hit the entire story with its blast radius with common sense and player agreement.
Use the table below of defense values based on the structure's materials.
Structure defense values
| Material | |
|---|---|
| Drywall or light wood | |
| Default | |
| Brick stone packed earth or reinforced timber | |
| Concrete | |
| Reinforced concrete | |
| Buried reinforced concrete |
Short of dropping a bunker-buster munition on a portable toilet, it's almost impossible to truly destroy all the materials that go into a building.
As a result, a successful attack against a structure has the following effects:
The targeted floor and all floors above it, if applicable, collapse, creating a field of rubble. This rubble becomes impassible to vehicles and difficult terrain costing double move to units on foot. Rubble acts as partial cover; units attacking other units in rubble make their attacks at a
disadvantage.
If units are caught under a collapsing floor, make one roll equal to the structure's defense rating, as shown in the table above, as
damage. Compare this to each unit's
defense. The units are killed or destroyed if the damage meets or beats their defense.
For other units more than two stories up, apply the rules for crash damage in the main ruleset. Otherwise, the only effect on units not under the collapsing floor(s) is that any unit with a reaction readied has that reaction canceled.
Attacking structures example
Alex's infantry team has barricaded themselves inside the lower story of a two-story concrete building. One of the soldiers has perched in the upper story to act as a lookout.
Boris's tank, noticing the infantry, decides that the most effective means of removing them as a threat is to reduce the building to rubble. The tank gun has a difficulty of 6 and a
damage of
. The tank has a crew of four. Boris decides to make an attack with the gunner, loader, and commander all
focusing on gunnery, making the total
skill roll
+2.
Boris rolls a 4, making the total result a 6 and succeeding on the shot into the lower floor. The tank round impacts, and Boris rolls for damage, resulting in a total of 18. Since the building is concrete, the defense is
. Alex rolls a total of 12, and the building collapses under the blast.
The three soldiers underneath all have damage done to them by the collapsing floor, and the result of 7 kills them outright. Alex's soldier on the top floor survives, but loses the
reaction he had readied.
Clearing rubble
Players may decide to allow specialist engineer units to mark a clear path through a minefield. To do this, a dismounted engineer specialist, or engineer in an appropriate construction-type vehicle, can use an action to roll
. The engineer can then clear a patch of rubble up to that many square inches from rubble, making it no longer difficult terrain. If the patch cleared overall is large enough, vehicles can now pass through the field.