
Playable buildings
Having recently shown one of the mdf buildings I am painting up for modern games, I’ve been adding rules for playing in and on buildings.
Indoor Locales
If you have any suitable terrain for fighting “indoor” battles, like in a giant warehouse, inside a shopping mall, running around on a single floor of an office or apartment block, etc., feel free to use that instead of the Locales listed, when it seems appropriate to the scenario. I’d suggest using a 2’ x 2’ table for these games though and pack it with appropriate scatter.
Otherwise, when it’s a smaller building with a removal roof, just use it as part of the normal locale.
A figure or Marker placed in the corner of a room is clearly trying to hide there, but again if part of them can actually be targeted, then the targeting figure knows they are there and can try a shot, or to spot the Marker.
It is important to decide at the start which doors are open, which are shut but not locked, and which are shut and locked. To unlock a door you need to already be right in front of it at the start of the action and unlike a normal Act, it takes the whole action to unlock it. To open an unlocked door needs a normal Act action and so can be done while moving, but takes 1” off the move.
Once a door is open, if you can trace a straight line between a figure and any part of their target they can take a shot or spot the Marker. Peering or shooting around an open door counts as being in cover.
Shooting from buildings
In addition, if you have smaller buildings that allow you to play within them then the above rules apply but we need to cover what happens when one character is inside and another character is outside.
Buildings can be entered and exited by windows as well as doors, and a closed door or window slows the movement down by 1”.
When someone inside a building shoots at someone outside, they must be positioned by an open door or window, and that of course makes them visible for being shot at themselves, but they do count as being in cover.
Falling from heights
If you include flat-roof buildings, balconies, fire-escapes, etc. in your games, you need to account for falling.
Any character damaged by a ranged attack or defeated (pushed backwards) in hand-to-hand combat, on (within 2” of) the edge of a roof, on a balcony/ledge/fire escape, or firing out of an upper floor window, must roll to see if they fall.