Terrain Rules for Urban Combat
Urban Combat is an OPTIONAL rules module intended for use in heavily-developed map areas, such as the center of an urban sprawl under siege. Otherwise, miscellaneous buildings in a normal battlefield will simply use the basic Cover rules. If in doubt, ask Command whether the current mission is using the Urban Combat rules.
Generally speaking, Urban Rules should only be in effect if a map is composed of around 75% or more multi-story buildings and streets. The following rules assume a dense cluster of solidly-constructed multistory buildings, often in close proximity to one another and with restricted firing lanes. If the terrain does not suit this description, such as the outskirts of a city or a mostly-leveled wasteland of crumbling ruins, then Urban Combat will not apply.
Buildings have doors and windows. And if they don't, you can usually make your own.
Unless otherwise specified, Infantry units may enter a building from any ground-level entry point, regardless of whether or not an obvious entrance is depicted. Vehicles may not normally do so, unless they first blaze a trail for themselves.
Buildings aren't always easy to extricate from or move within.
When an infantry unit begins
it's turn inside a building, it takes a -1 penalty to it's total Movement after calculating all other variables. A unit of Fusiliers that Runs
out of a building onto the street may move a total of 5 hexes that turn (3 Move x 2 Run bonus - 1 Bldg penalty). If it moved to take cover in the building while starting from the street however, it does not take any Movement penalty... not until next turn.
Buildings are good cover for Infantry.
That means a [-2] penalty to ranged attacks that attempt to target an infantry unit inside a building, if the weapons fire comes from a point outside. Like most forms of Cover buildings may be used for purposes of obtaining Stealth, but firing a weapon will reveal your position. Beware: Flame weapons ignore the cover penalty!
However, Buildings do crumble.
Artillery shelling, High Explosive weapons, the melee attacks of Assault Walkers, Bulldozer-equipped vehicles, and Geomancy are but a few common effects in Crux Europa that may cause the abrupt collapse of building sections, or even entire buildings. Collapsed buildings reduce their Cover bonus to a standard [-1] and are treated as normal covering terrain from that point forward, allowing vehicles to move through them, removing the normal movement penalty, etc.
Watch out Below.
If an attack is powerful enough to cause a building to collapse, the falling rubble may
wound troops posted in the building even if they did not suffer the initiating attack. If the level of damage is deemed severe enough by Command to warrant this secondary effect, then Building Collapse damage is treated as a standardized attack roll: 1 x , D=2 to affected units. Damage from a collapsing building never kills, it only incapacitates. If there is excess damage after a single member of a squad is incapacitated, it does not carry over to other members of the same squad. Per the 5th Amendment in the Cendrian Constitution ("Autrefois Convict"
), a unit that suffered a Hit from the collapsing attack is never placed in 'double jeopardy' with a Building Collapse attack roll.
Close Quarters Combat in the City is brutal.
If an enemy infantry unit (or a Vehicle!!) should manage to occupy the same building you do, then neither side has any Cover bonus from the other for shooting or melee attacks. Units that are Stealthed in the same building may still have a chance to not be noticed if the enemy doesn't linger or stumble directly upon them.
Buildings have good firing lanes.
Movement up and down stairs is not
tracked in Crux Europa. All intact buildings have effectively one level that all Infantry units entering it immediately transit to: The Top Floor
. Use lines of sight to your advantage. Firing on a street-level unit from a two-story or higher building grants a [+1] Hit rating bonus, but only if the enemy unit is within 5 hexes (providing a good shot angle). Once a building has Collapsed, this advantage is lost and Infantry and Vehicles are at that point considered to be moving about on ground level through the rubble.