Thursday 25 April 2013

Crewbrew (2) - tertiary functions & compartment use

Seeing the new troop variant of the Dragonfly from puppetswar, partway between thunderhawk, valkyrie and Squat gyrocopter, I got to thinking more about that underslung compartment and how small a role vehicle interiors still have in play.

So this is the second in the crewbrew run of supplementary homebrew, with suggestions this time for 40K. The first section below is a set of actions not so commonly covered in wargaming, the second an approach to compartments for systems that don't offer one.
                                                                                                                              

Tertiary functions

Once per turn a crew member may perform one of actions 1-7, in addition to any usual role. A passenger may do so instead of moving, shooting or performing another action. A friendly passenger does so automatically, while an unfriendly passenger must attempt to do so, succeeding on a 4+ on 1D6. None of the set may be performed in any other way.

  1. open/close either one adjacent hatch, doorway or ramp, or all simultaneously
  2. turn interior/exterior lighting on/off - if either type of lighting is on, but not both, units firing in and/or out are one degree more accurate; in 40K, under nightfighting, the first band is 24", not 12"
  3. communicate with another compartment over the intercom - if the compartment has at least one exterior portal currently open, this turn the vehicle is able to move up to one unit of measurement further or perform one other task one degree more accurately; in 40K, +1" or +1 to hit
  4. patch into a local, aerial or orbital relay - so as to send a message as described in entry 7.
  5. send a message over standard frequencies - if the compartment has at least one exterior portal currently open, next turn any one friendly unit is subject to the effect described in entry 3.
  6. disable a device enabling any one action 1-5. - the action may no longer be performed
  7. repair a device disabled by action 6. - roll 1D6: on a 6, the action lost is available again

* No hatch, doorway, ramp etc. may be opened and closed in the same turn, even by different individuals.
                                                                                                                              

Compartment use

Each closed, crewed vehicle is assumed to have at least one compartment, but may have many, e.g. for transport. If unclear, before the game the players agree the number, distribution and capacity, as well as access: the hatches, doorways and ramps leading to each. Compartments are assumed to be connected internally by single doors.

Width in human-sized models is for a hatch 1, single door 2, double door 3 and ramp 4.

This is the number who can attack or be attacked through it when open, at range or in close combat. The player controlling the passengers decides who is visible; blast attacks into a compartment affect all within. An attacker may only enter a compartment if number of occupants falls below the width of the portal attacked; for each full turn in which at least one unfriendly passenger is within the vehicle, crew cohesion falls by one.

A crew member cannot perform a usual role if a) engaged in close combat, b) firing a non-fixed ranged weapon or c) outside the proper compartment; distraction then applies.
                                                                                                                              

How would that affect your game? If you're using point values, they might need tweaking.

Linked with all of this, and that Dragonfly too, you might be interested in the release of Khurasan's Polecat and Caiman, two vehicles in both the 15mm range and the 28mm.
_

No comments: