Please could someone provide a summary for D charges and anti material weapons? Mainly I want to know how much damage each one can do to a building or cover (a hole in a building/barrier or totally destroy it). What happens to anyone on top of or near to the structure when it is destroyed? Thank you.
It's all here: http://wiki.infinitythegame.com/en/Scenery_Structures http://wiki.infinitythegame.com/en/Scenery_Item_Profile http://wiki.infinitythegame.com/en/Scenery_Building_Profile_Chart You never remove or collapse an entire structure.
Building destruction is not typical rules, but extras. If you agree to use those rules, you will need to familiarize yourself with the rules found on or near page 170 of the rule book. Anti-Material: simply put, this allows the weapon to damage scenery that is capable of being damaged. D-Charges: Can either be planted using a Short Skill and detonated using a Short Skill, or used as a CCW at CC-3 in which case it plants and detonates in the same order if the attack is successful. Both modes are Anti-Material Q: How much damage can one building take? A: You need to agree with your opponent about these values. You can find suggestions on page 170 and 171. Q: What happens when a scenery item is Damaged (exactly 0 STR)? A: It stops working. You can no longer open or close doors, a Damaged elevator can't be used for movement. Typically has little effect on static scenery items such as walls. Q: What happens when a scenery item is Destroyed (more DAM than STR)? A: If it is a small scenery item such as a planter or door, you typically remove it. Walls will get a small access point (similar to a regular doorway that blocks LOF). Buildings become very difficult terrain and saturation zones Q: What happens to units on/in those scenery items? A: There are no prescribed consequences. If they are standing on an item that is removed from play, they will suffer fall damage, but otherwise they'll remain where they were.
Something that is often overlooked by new (and sometimes by experienced) players is that the D-Charge is not actually planted until the resolution step of the order, so you can't plant+detonate in one order. You need to plant it in one order and then detonate it in a subsequent order either with the model that planted it or with an other model with D-charges or the Engineer skill. I know it was not the main question, but it is an error I have encountered just about every time Sabotage comes up.
I know, but I think there is something about people's preconception about what the rule is supposed to model that make them assume that it should work that way. It is a good example of a rules interaction that is counterintuitive for a lot of people even though it is spelled out clearly in the rules. I think it is clear enough, but obviously this rule could be better written somehow, at least for some readers.
Thank you for the replies everyone, seems I was looking at the wrong area of the rules for my answers so thank you for pointing me in the right direction. Rather than create a new thread I might as well ask it here, during last night's game my opponent and I were unsure whether I should use one nanopulsar or two in aro. My profile specifically said "two non pulsars" (not burst two) so we decided I could use both in aro but we aren't sure. Sorry if this is also in the rules somewhere I have only played one proper game so far.
In C1 and N4 this skill will be removed and integrated as B+1 (Burst +1) listed near the appropriate weapon or as BS Attack (B+1) if it is applied to every weapon.
Though, much like the twin weapons skill, burst modifiers still only apply in the Active turn unless explicitly stated otherwise (such as martial arts)