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===Ruins=== '''Ruins: The Basics''' All ruins are difficult area terrain, and so provide a cover save where appropriate. Players can also agree at the beginning of the game to treat some ruins as dangerous terrain as well, representing unstable structures on the verge of collapsing or that are still on fire. Of course, the nature of ruins means that the boundaries of the terrain can be somewhat indistinct. The best way to counter this is to ensure that both players are clear on the boundaries of each ruin before the game begins. '''Coping with Different Heights''' With units inside ruins, you will often need to measure weapon ranges between models on different levels and at different heights. Measure the distance from base to base, holding your tape measure at an angle as necessary. Sometimes, a wall of rubble or an exposed stanchion will get in the way and you'll find it difficult, or impossible, to accurately measure the distance. Should this happen, it's more than acceptable to estimate based on what you can measure. '''Unit Coherency''' When moving, it is possible that models from the same unit may end up spread across two or more levels of a ruin. In this case, the models on different levels maintain unit coherency as long as any part of the body of a model on a lower level is within 6" of the base of a model that is higher up. This means that you measure up 6" from the head of a model on one level to the base of the model on the next level up, and so on. Players should be generous when measuring for very short models, like swarms) which otherwise may be unable to spread over several levels of a ruin (give them a break - they're only little!). '''Moving within Ruins''' Only certain troops are capable of clambering to the upper levels of ruins. Accordingly, only Beasts, Infantry, and all types of Flyers- and only if the model can physically be placed there, and the unit does not have the Fight in Ranks formation. Other units may only move on the ground level of the ruin. You should agree with your opponent at the beginning of the game whether or not any other unit types can enter the upper levels of a ruin (Monstrous Creatures could be allowed to enter sturdy looking ruins). '''Infantry''' Even though different building models vary, the typical distance between levels in a ruin ts 3". A model moving on foot in a ruin therefore needs 3 " of its movement to go up or down a level. As ruins are difficult terrain, this means that if a 1 or 2 is rolled, a model may not make any vertical movement (but may still move horizontally on its level). If a 3 is rolled, the model can either move up to 3" horizontally or simply go up or down a level without any horizontal movement. If a 4 or 5 is rolled, a model can either move horizontally up to the maximum rolled or go up down a level as well as moving its remaining 1" or 2" horizontally. On a result of 6, the model will be able to go up/down two levels if it does not move horizontally at all, or move one level up/down and horizontally for the remaining 3" or all 6" horizontally. If the distance between levels in a ruin is not 3", simply measure the distance between the levels to determine how much movement a model requires to move up or down between the them. If the distance between levels is 6", models that wish to ascend or descend that level will only be able to do so on a Difficult Terrain test of a 6,and they will not be able to make any horizontal movement. If the distance between levels is greater than 6", models cannot ascend the level at all by making a Difficult Terrain test, but Flyers can try to move up (see below). '''Flyers''' Remember that Flyers are not hindered by difficult terrain, and move over any terrain as part of their move without penalty. Flyers moving into a ruin are simply placed within 12" of their starting point, including on a different level of a ruin. '''Windows, Doors, Ladders, and Lateral Thinking''' Should troops be able to move through walls if there is no door? That's really down to what you and your opponent decide. It's perfectly acceptable to assume the combatants on both sides have brought plenty of lumber axes, acid potions or naked ferocity to muscle their way through any wall so foolish as to block their path. Indeed, the normal rules for moving through difficult terrain allow you to do just this. Equally you and your opponent could decide before your game that models can only pass from one side of a wall to the other if they walk around, or if there is a door, window, grate or similar handy opening. The same is true of ascending and descending levels within a ruin. It's just as valid to assume that the combatants should be able to climb the few feet from one floor to the other, as it is to disallow models from climbing higher in a ruin that has no ladders. Just remember that the more involved your rules for ruins are, the longer the game can take. '''Template and Blast Weapons''' Multi-level ruins require certain conventions and clarifications to ensure that Template, Blast or Large Blast weapons behave in a consistent fashion, and to keep the game moving. When firing Template, Blast or large Blast weapons at models in a ruin, it can be tricky to physically place the marker or template over the models in question. The best way to gauge which models are actually under the template is to simply hold the template above the entire ruin, and look down through it. '''Blast Weapons''' When firing a weapon with the Blast or large Blast type into a ruin, declare which floor you are aiming at, and continue. This is called determining Elevation: blasts targeting the Elevation of a certain floor can only hit models on that floor, or on the floor of another ruin or building at the same Elevation(assuming both ruins or buildings have their ground floors at the same height off the tabletop!). Wounds can only be allocated to models on the stated level. Other models in the target unit that are on different levels cannot have wounds from that shot allocated to them. If a Blast or large Blast weapon scatters, it can still only hit models on the level targeted, though this may be the corresponding level of a nearby ruin. If there is no corresponding level, it instead hits the highest level under the template, and can only wound models on that level. If the blast marker scatters to non-ruin, or open terrain, resolve as normal. '''Barrage Weapons''' Barrage weapons work by lobbing projectiles high into the air, bringing death upon the enemy from above. The advantage of these indirect fire weapons is that they can be used to engage targets ignoring the limitations of line of sight. They strike the top of the structure, causing debris to fall on the warriors below. Barrage weapons always strike the highest level that is under the hole in the centre of the marker. Models on lower levels directly beneath the marker are hit, but at -2 S -2 AP for each level down. '''Template Weapons''' When targeting a unit that is in a ruin, the firing unit must declare which level is being targeted before placing the template. Template weapons can only hit models under the template on a single level. This can be on the same level as the firer, or one level higher or lower. A Flyer that fires a Template weapon at a unit in a ruin may target models on any single level of the ruin. '''Multiple Blast and Template Weapons''' If a unit is firing more than one Blast, Large Blast or Template weapon (in any combination), at different levels, you'Il need to resolve them one at a time to ensure Wounds are allocated to the correct level of the ruin. If all such weapons are firing at the same level, you can resolve them all together as normal. '''Ruins and Charges''' Once an charge begins, both friendly and enemy models can end up scattered all over the ruin. For the sake of simplicity, the same principle described for unit coherency is used to determine which models are engaged in a charge. That is to say, distances between models on different levels are measured between the heads of the models on the lower level to the bases of the models on the upper levels. Therefore, a model is engaged in combat if it is in base contact with one or more enemy models, if it is within base contact with a friendly model in base contact with one or more enemy models on the same level or if it is within 4" of a friendly model in base contact with one or more enemy models on a different level. In some cases, the ruin might genuinely be unstable or uneven or the space could be very limited on a particular level, making it impossible to move charging models into base contact with the unit they wish to charge. When this happens, it is perfectly acceptable to place models as close to their foe as possible, including the level below or above, providing that you make clear to your opponent which of your models are in base contact with his models. We find that directly below or above works well, representing them charging up or down a flight of stairs.
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