Underground Rules for Warzone
by Bryan J Stewart

ok I've read all the house rules, and all are really good, so lets put them all together, along with stuff I've been thinking about

Movement, -2 due to Darkness, Narrow tunnels, and gunk 'n sewer slime, this does not count against Psychic Movement, Skills (Cant remember, the one that cancels out movement penalties), ok Water type troops that get no penalties when moving through water (I think there are some) only suffer -1(moving on wet rocks is one thing, but moving in toxic slime is another...).

ok, now for Mishima rules, You can't walk through the walls (shadow walk i think, I know, most people would not even think of it, so I'll just put it down incase some one tries). The bonsai (??) charge (I think that's the name) ok now I was thinking about those Movies where the guy goes Ape $hit and runs up the wall and does the flip and goes to beat the bad guy senseless, sense their getting a big move, maybe they were running on the side or top of the tunnel to where they suffer no Penalties when moving from the charge.

Doors, If there are doors, all are closed (best if you have markers for the door, and one for the position of the door (open/closed) ok now the door as a AV of 30 (its made of durasteel, and made resistant to fire, toxic waste, sewer mutants, and so forth) you can attack the door, but a roll of 20 (on anything hitting, damage or anything) it also counts as a fumble) you hit the locking mechanism, and now the door is locked, and damages, so it can not be open, It has to be destroyed.

Now as I was thinking, having doors that can lock via a computer terminal some where might be a cool thing to add to the game, they might be for flood purposes needing to be locked, closed, opened Via remote, hey that might be cool several terminals, people closeing and opening doors cutting squads in half, setting up a defensive position, then open the door and blast the bad guys!!

Shooting, -2 to hit due to Darkness, steam, spooky sounds (Aliens anyone??) ok when you miss, you have a chance to hit the person behind with a +1 for each person behind the initial target (due to the close quarters) example for target #1would be -2, target #2 a -1, 0 to target 3, no modifier, +1 for target #4 and so on.

Here's an optional rule If you miss everyone the shot carries to the back wall (the wall behind your enemy) roll a d20 and on a 8 or less, you ruptured a pipe, and hot steam pours out (use the flame thrower template, the long one) and everyone under the template takes a str 10 hit. On a roll of 1 (when rolling to see if a pipe ruptures) you've hit a chemical pipe, and hot toxic liquid (or flammable gas that caught fire) which does a Str 12 hit. the template remains until the beginning of the next turn, and you can not shoot through it (you cant even see through it), Damage is taken every time you move through it ( say it takes you 2 actions to move through it, you take 2 hits)

Spotting is reduced to 12 Inches, and at a -4, Optional rules people with the stealth skill can hide with the cost of no action (dark and dingy sewers are the perfect environment for stealthy assassin types to hide in *aliens again anyone??*) anyone can move at normal movement and remain hidden (just like they had the stealth skill, but they don't have it, for previus rules purposes)

Rules for large models in close spaces (single file lines, one space wide), they move at half speed, there is a +2 (instead of a -2) when shooting at them. in large spaces (anything else) there is no Modifier to shooting, or movment.

anything else???

This page is maintained by
Jim Williamson <jim@timewarpcomics.com> ICQ# - 19820718 AIM - Smallrealties1