Battlefield Horizon: House Rules
 
Here I Go, Again!

 

  
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New Special Abilities
 

Combined Weapon: Basically, this lets you stat up things like assault rifles with underslung grenade launchers, chainsaws with underslung flamethrowers, or let the same weapon have more than one style of attack. This allows the combination of 2 or more "weapons", but only one of the combined weapons may be used in a turn. Just take the full cost of the most expensive weapon and 1/2 the cost of the rest to be combined.

 

Ranged Combat Optional Rules

Ideas for optional rules to get most infantry goodies on the table in Battlefield Horizon.

Original 20" Range
Ranged Combat
  Optional 10" Range
Ranged Combat
  Optional 5" Range
Ranged Combat
RC Stat Weapon Cost RC Stat Weapon Cost RC Stat Weapon Cost
9 9 9 4.5 9 2.25
8 8 8 4 8 2
7 7 7 3.5 7 1.75
6 6 6 3 6 1.5
5 5 5 2.5 5 1.25
4 4 4 2 4 1
3 3 3 1.5 3 0.75
2 2 2 1 2 0.5
1 1 1 0.5 1 0.25
0 0 0 0 0 0
 

The new Ranged Combat cost is for every 10” or 5" of range instead of the basic 20" range in the rules, but still with the “cannot fire if figure moved over half” limitation. So, an RC 5 of 20” with ½ move limit would still cost 20 as per the original rules using either of the new tables. The only anomaly is the Template ability: you must buy 20" of Ranged Combat stat and then add the 10 points for the template for the math to balance out. The Small/Large Blast ability works as is: +10/20 points. Using these options, a force can have weapons tailored to their particular doctrine or race, or if you have a large table and need a bit more range.

Close Combat weapons are unaffected.

Costs for weapons' Special Abilities are the same, except that "Pistol", "Long Shot" and "Extreme Long Shot" are replaced by two new abilities listed below.

Shoot on the Move (Ranged Combat stat cost x 2): Figure may move over half its Movement and still be able to shoot with this weapon.

Move or Shoot (Ranged Combat stat cost / 2): Figure may not move and fire this weapon in the same turn.

 

Examples of Optional 10" Ranged Combat Weapons*

RC = Weapon Cost for the Figure's Ranged Combat Stat on the
Optional 10" Range Table.

Type Abilities Cost

Primitive/Improvised

10”, Move or Shoot (/ 2)

RC / 2

Pistol

10”, Shoot on the Move (x 2)

RC x 2

Heavy Pistol

10”, Shoot on the Move (x 2), Powerful Strike (+6)

RC x 2 + 6

Machine Pistol

10”, Shoot on the Move (x 2), Rapid Fire x 2

RC x 4

Submachine Gun

10”, Shoot on the Move (x 2), Rapid Fire x 3

RC x 6

Grenade (Thrown)

10”, Small Blast (+10)

RC + 10

Rifle

30” (x 3)

RC x 3

Blaster Rifle

20” (x 2), Powerful Strike (+6)

RC x 2 + 6

Assault Rifle

20” (x 2), Rapid Fire x 2

RC x 2

Sniper Rifle

40” (x 4), Move or Shoot (/ 2), Powerful Strike (+6)

RC x 2 + 6

Anti-Tank Rifle

40” (x 4), Move or Shoot (/ 2), Deadly Strike (+50)

RC x 2 + 50

Squad Assault Weapon

30” (x 3), Rapid Fire x 3

RC x 9

Light Machine Gun

30” (x 3), Move or Shoot (/ 2), Rapid Fire x 4

RC x 1.5 x 4

Heavy Machine Gun

30” (x 3), Move or Shoot (/ 2), Powerful Strike(+6), Rapid Fire x 5

RC x 1.5 + 6 x 5

Flame Thrower

Template Shot (x2 +10)

RC x2 + 10

Heavy Flame Thrower

Template Shot (x2 +10), Rapid Fire x 2

RC x2 + 10 x 2

Rocket Launcher

-Anti-Armor

-Anti-Personnel

 

40” (x 4), Move or Shoot (/ 2), Deadly Strike(+50)

40” (x 4), Move or Shoot (/ 2), Powerful Strike (+6), Small Blast (+10)

 

RC x 2 + 50

RC x 2 + 16

Grenade Launcher

30" (x 3), Small Blast (+10)

RC x 3 + 10

Auto Grenade Launcher

30" (x 3), Small Blast (+10), Rapid Fire x 2

RC x 3 + 10 x 2

Mortar

50" (x 5), Move or Shoot (/2), Large Blast (+20)

RC x 2.5 + 20

Auto Mortar

50" (x 5), Move or Shoot (/2), Large Blast (+20), Rapid Fire x 2

RC x 2.5 + 20 x 2

*And if you don't like any of the weapons listed above, you can always use the rules to create your own!