Buildings
Buildings are delineated by two axes: sections and levels. For every region on a floor up to 4" on any side, the building has one section - if the building has any walls whose floor length exceeds four inches, this breaks into a new section. This is determined by individual walls rather than area, with a 4x4 house having one section, a 5x8 house having two sections, and a 5x2 building having two sections. Floors, on the other hand, are self-explanatory. When referring to a location in a building, it is referred to by the section within a given level.
Buildings and Models
Each section may only contain up to twelve models from a single. You may pile into one segment with both sides, effectively doubling capacity during fights. Creatures over 10' tall may only enter a section with a sufficently high ceiling and entrance, otherwise counting as two models or more depending on their height.
Moving Models
Models may move across one section or up or down one level during their Movement phase, and may not move diagonally. Models in buildings may not move during the Reserve phase. Models moving are unhindered by interior obstacles. Models may not move into a section that is already full of models. A group of models may move out of a section to make space for other models, but only if there is a neighbouring section that has space for them to move to. If spread across multiple sections and/or levels, there must be an unbroken chain of sections inhabited by that one unit.
A model may enter a building through any wall that has a door. No movement penalty is incurred for this. Once the building is entered, the model is removed from the board and their position is recorded.
Because most entrances are fairly narrow, a maximum of four models may pass through per turn. Double doors, being double, allow eight models. Barn doors, being very large, allow the passage of twelve models.
Models leaving a building may only do so from a wall that has a door, and then may move as normal for the remainder of the turn.
Combat within Buildings
Models may not enter a section that contains enemy models except by Charging them. Fights in a Building differ slightly from normal Combat rules.
- Troops occupying or charging from a higher Level gain +1 to Hit on the first round of combat.
- Charging troops do not gain the normal bonus.
- The movement rules for pushing back are not used, though other combat effects are retained.
- If an engaged unit is spread across multiple sections, the unengaged members of the unit can continue to move between sections, but must maintain unit coherence.
- If members of the same unit enter combat in a different section, it is considered to be part of the same engagement.
Routs Within Buildings
Routing units follow different movement rules than normal when they are within a building.
- Determine which section occupied by the routing unit is furthest from an exit.
- Count the number of sections between the section and the exit.
- Each member of the pursuing enemy unit is able to make a number of free hacks equal to this number.
- The routing unit is placed as a block immediately outside the exit used and continue to rout normally.
- The pursuing enemy may be distributed throughout the building in any way desired following the path of the unit they are pursuing, provided that they maintain cohesion.
- The victorious player does not need to pursue out from the building if they do not wish to, which causes them to reform - preventing movement in the next Movement phase.
- If the pursuers do wish to continue pursuing, they are placed into the section adjacent to the exit. As the routers move in their own movement phase, the pursuers follow as normal. If the pursuing unit is larger than 12 models, they must be strung throughout the building. Any number of routing and pursuing models may leave through an exit in one turn.
Shooting from Buildings
1 model may observe/shoot per full inch of wall. Missile troops may shoot over lower terrain pieces. When firing from a higher position to a lower, all ranges are increased by 10%, rounding up to the nearest whole inch.
- Hedges, Walls, Fences, and similar may be overshot from any level above ground level.
- Lower buildings may be overshot within half range if they are one or more levels lower. Lower buildings may be overshot at full range if they are two or more levels lower.
- Woods and hills may be overshot from the third level and up.
- In all cases, buildings placed on hills will overshoot terrain on lower ground.
- Battlefields with wildly varying terrain may differ from these rules as a guideline.
Shooting Into Buildings
Models may only be shot at if they shot out in the previous turn, and count as being behind hard cover. Models may not otherwise be shot at, but may take damage from seige weapons and other highly damaging attacks. The range of all missile weapons are decreased by 10% when aiming at a higher target, rounded up to the nearest whole inch.
Shooting at Buildings
Any missile troops within range may direct their shots at a building itself, though this is often pointless. The table below presents common building materials, their toughness, and the Strength needed to damage them.
Fabric Type | Toughness | Required Strength |
Stone/Brick | 10 | 7 |
Wood | 9 | 6 |
Wattle | 8 | 5 |
The three classes are general, and can be used for different grades of building. Stone/Brick are used for the stoutest of defences, keeps and walls. Wood is quite thick, and used for temporary or low-quality fortifications, barricades and pallisades thrown together. Wattle is the weakest and used for standard homes, used for plaster and thin timber and the like.
Buildings do not make saving throws.
When attacking a building with an area attack, place it vertically against the building's profile, scattering across different levels. A shot that falls short is moved down the wall height, before moving towards the firer in the normal way, and the opposite is true for overshooting, potentially causing it to land on the other side of the building.
Close COmbat Against Buildings
Buildings are automatically struck in close combat, and do not need to be charged. Creatures under 10' tall may only strike the first level. Creatures greater than 10' tall may strike a further level up for every full 10' of their height. ANy creature within a level may attack that level.
Damaging Buildings
When a section takes damage, record the number of damage points incurred. If the total reaches 6, then a player must roll 1d6 every subsequent turn, adding one to the roll for every point of damage above 6.
- 1: Section unsafe. Only six models from any one side may occupy it at any one time, rather 12. Walls count as Soft Cover rather than hard.
- 2: Section extremely unstable. If more than 6 models ever occupy it, it will immediately collapse.
- 3: Section structurally unsound. If there is more than 1 level above it, it will collapse. If there are more than six models in it at any one time, it will collapse. It counts as soft cover. It counts as a moving surface for missile fire.
- 4: Collapse. All sections above it collapse. All models within it must pass an Armour Saving Throw or be killed. If the model has at least 5 Toughness or 3 Wounds, they count as having a minimum of a 4+ Armour Save and take 1D3 Wounds on failure. Survivors are placed on adjoining sections or outside if the section had a door. If this is not possible, there are no survivors.
- 5: Major collapse. As 4, but the section below also collapses.
- 6: Catastrophic Collapse. As 4, but a number of sections below collapse equal to those that collapsed above.
- 7: Thorough Collapse. As 6, but all adjacent sections on the same level also collapse.
- 8: Secondary Collapse. As 6, but all adjacent sections (regardless of level) also collapse.
- 9: Tertiary Collapse. As 8, but all sections adjacent a collapsing section also collapse if they have suffered any damage.
- 10+: Devastation. As 9, but all undamaged sections adjacent to a secondary collapse suffer 1D6 damage after tertiary collapses have occured.
Composite Buildings
Buildings may have sections made of differing materials. In this case, collapsing sections only affect sections made of the same material or lower in grade, though levels will always be destroyed along with their foundations.
Free Standing Walls
A 4" section of wall is considered to be a section of a building with no unit capacity, and may be destroyed. If it collapses, it does not affect any adjacent walls or buildings, as it is not a load-bearing structure. If a structure is constructed ontop of the wall, such as a guard tower built in anticipation of a seige, then it will collapse with its supporting wall.
Fortifications
Not covered in core rules, but is in Warhammer Seige. The rules are convoluted and highly specfic to Castles.
Buildings and Fire
Wooden structures are flammable at all points, while stone buildings are only flammable from within due to the presence of furniture and wooden flooring.
If a fire weapon damages a flammable building, a check must be made to see if the building catches fire. Roll 1d6 - if the roll is equal or less than the amount of damage caused by flaming attacks that turn, the section has caught fire. Models carrying braziers, burning brands, and other flammable substances into a building may set it on fire automatically if wished during the Combat Phase, and may accidentally set fire to sections they enter on a D6 roll of a 6.
Once on fire, a section suffers 1D3 damage at the start of the turn, regardless of whose turn it is. Once burning, a target cannot be set on fire again, but flame weapons keep their +1 Strength against Flammable targets.
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