Unit HQ

Rules Modifications

 

Intro:

After playing the game a couple of times I decided that the rules needed a little tweaking.  Not the kind that most Games Workshop rules sets need, i.e. a complete rewrite, more a little polishing to smooth off some rough edges.

I have also endeavored to include those rules from the short lived "Advanced Rules", that were once released on the manufacturer's site (I think that was when they were Icon Miniatures).  I say endeavored to include because I found that the Advanced rules added little value to the game except to make it unnecessarily complex without providing much benefit.  Therefore this is more of a hybridization of rules.

One final note, these additions are NOT an attempt to make the game a more realistic depiction of Sci-Fi combat, they are an attempt to make the game a more realistic depiction of Dr Who combat, which is something quite different.

 

Actions:  

Sneaking and Hiding (Modification and Clarification)

Figures that have the Sneak ability may do so only if they did not start in base contact with an enemy (if they are in close assault they tend to flee not sneak away).  A figure may Sneak whilst in the LOS of an enemy (Sneaking can also represent dodging or better use of cover).

A figure that is in Hiding must be within 2" of some sort of cover or be inside a building.  In order to begin hiding a figure must not be in the LOS of any enemy figures.  Once a figure is hidden it may continue to hide each turn even if in an enemy LOS, provided they do not move within 1".  As soon as an enemy move within 1" hidden status is removed, provided there is a LOS (figures separated by building walls would not cause loss of hidden status for example).

Figures that are Sneaking or Hiding also gain all the usual terrain bonuses.

Note:  The new Overwatch rules allow for Sneaking figures to use Overwatch.  This gives them a quasi move and fire ability whilst Sneaking, this is intentional, however don't think that it gives any amazing tactical advantage.  With the -1 to hit penalty for Overwatch, a -1 for moving (yes Sneaking is moving) and the inability to use leadership modifiers their firing ability is severely limited, plus Overwatch can only be used to target figures that conduct movement, thus it should not replace usual Move/Fire actions.  I've specified all this to avoid any person running around the whole game with their figures in Sneak/Overwatch to gain the -1 to hit Sneaking bonus, if I hadn't I just know that some lame ass would have tried it.

Overwatch and Ambushing (New Rule)

Figures may Overwatch and thus be able to respond to another player’s moves during that player’s turn.

In order to be classed in Overwatch a figure must have an Overwatch counter placed next to it.  To place an Overwatch counter a player declares that a figure will be conducting Overwatch during that figure's turn.  A figure may only be placed on Overwatch if it conducted a Hide, Sneak, Turn or Do Nothing action that turn.  No other actions allow a figure to enter Overwatch.  Overwatch only lasts until the beginning of the player’s next turn.

If during an enemy turn an enemy figure moves within a 45 degree arc of the front of an Overwatching figure, that figure may fire as per the usual rules.  However a –1 modifier is applied to the to hit roll, this represents the fact that it is a hasty attack, not an aimed shot.  If an Overwatching figure is Sneaking an additional -1 for moving also applies.  Plus leadership bonus also does not apply to Overwatch fire.  Only movement of enemy figures sets off Overwatch fire, not their firing, so it is only good for reacting to moving enemies, not for prolonged firefights. 

Overwatch may also be declared by figures that do not possess ranged attacks.  In this case the Overwatching figure is lying in wait to Ambush its victim.  Use the same rules as above except that an enemy figure must be within the normal movement distance of the Overwatching figure to spring the Ambush (use the normal turn arc of the figure, not just 45 degrees as in Overwatch).  When an enemy moves into Ambush range the Overwatching figure may (not must) spring the Ambush immediately and move into base contact with the target.  A close assault is immediately resolved.  If the figure that triggered the Ambush loses the combat its turn is over, if it wins it may continue its action.  The ambush range of a figure is its Normal Movement rating.  There are no -1 modifiers for Ambushing like their is for Overwatch firing, and Leadership does apply to Ambushes!

 With either type of Overwatch attack a figure loses its Overwatch status after firing or springing an Ambush.

 

Special Rules:  

Unstoppable Force (Modification)

A figure may only use unstoppable force to breach a wall if it is moving forwards, never in reverse (Its just not dramatic to have a Dalek retreating through a wall).  For every use of Unstoppable Force to breach a wall it costs a figure 1" of movement, this is in addition to the cost to move the distance required, so if a figure lacks the required movement it cannot breach a barrier in that turn.  Whenever Unstoppable Force is used to breach a wall, the breaching figure must move the whole way through the wall, it cannot just smash part way through it; it therefore gains no cover modifier for the wall it has just breached (I introduced this in order to simplify the cover status of Daleks only part way through a wall).  Note it will be important to measure the distances figures that are breaching walls have traveled plus note the 1" penalties to ensure figures have not exceeded their movement.  When a figure breaches a wall it leaves a gap that can be used as a door by others.

 

Combat:

Close Assault (Modification)

Close combat is similar to the basic rules with a few minor amendments.

When a figure begins its turn in base-to-base contact with an enemy it has two choices.  It can either attack the enemy in close combat, or it can attempt to break away.  It may not fire whilst in base to base combat.

Attempts to break away depend on several factors.  If both figures statistics are the same a roll of 4-6 will allow the figure to escape.  If they have different statistics apply the following dice modifiers, note a '6' is always a success and a '1' is always a failure:

 

Max move of Escaper Lower                                     -1

Max move of Escaper Higher                                     +1

Close-Combat rating of Escaper Lower                      -1

Close-Combat rating of Escaper Higher                      +1

If the enemy has the Grapple skill                                -2

Escaper has Unstoppable Force and enemy doesn't    +1

 

If the escaper fails the roll they perform no action.

If they roll higher they must perform a move, move and fire or move fast action.  They cannot end their turn in base contact with the same enemy.

 Note:  I introduced the close assault modifications so that it will encourage players to close assault Daleks.  If you watch the TV version of Dalek Invasion of Earth there's just no other way to explain how the hell the Daleks get done in so easily at the end unless you have rules like these.  But remember Daleks are not helpless.  If they are in base contact they can rely on their mates to hose them down to remove close-combating enemy figures, as they are immune to Dalek blasters from their own side.  With unstoppable force they will still escape on a 5 or 6 and can move and fire at their attackers.  If an enemy has them in close assault from behind and they make an escape roll they can just barge past him in reverse due to the Unstoppable Force rules.  They simply shift the enemy figure one inch back and to the side then complete their own movement, hence a Unit trooper in close combat behind a Dalek can still be shot if the Dalek breaks free.

Grapple (Modification)

The Grapple rule from the Advanced Rules is ignored, instead a figure with grapple gains the modifier as described above against any figure trying to break off from base to base with it.

 

Terrain:

Buildings (Modification)

A figure in a building fired on from outside the building can claim only partial cover if they are adjacent to a wide door or window i.e. a double door, otherwise the usual full cover rule applies. 

In order to fire out of a building a figure must be adjacent to a door or window, not deep inside the building. 

A figure outside the building, but next to a door or window of that building can fire at figures deep inside the building and visa versa.  Otherwise a figure outside the building can only target figures at windows or in doorways.

Figures inside a building firing at other figures in the same building consider the target behind partial cover even if the line of fire seems unblocked.  This modifier is ignored if the figures are within 1” of each other (this fits in with the usual 1” ignore cover basic rule).  If the fire passes through an internal door or window full cover may be applicable or fire may be blocked as per the above rules.

Grenades can be tossed inside a building as if they were targeting a figure in partial cover, as they only need to get through a window or door, not actually contact a target figure.   Therefore is a Roboman were standing behind a small window and it was fired on by a SLR trooper it would gain a -2 modifier, however if the trooper threw a grenade the modifier would only be -1 as they are just trying to lob a grenade through a window, not target a figure in full cover.

Go on to Figure Mods 

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This page last updated 19/7/2004