View Full Version : Herohammer, CQB and Urban terrain, oh my!

Uncle Nutsy
02-24-2012, 11:58 PM
So after seeing the forgeworld rules for their new close range terrain, it gave me the push to finish the beta rules our group have been using for herohammer.

This ruleset is best used with the heaviest terrain you can muster up. The Planetstrike and Cities of Death terrain is useful here, as are your home created bunkers, buildings and just about anything else you can stick on the table. Even your space hulk tiles are good for this aswell.

Designating the Terrain:

All HeroHammer, CQB or Urban terrain should be designated as such during table setup. This terrain should have clear entry points and a clear border between itself and normal terrain.

Bulkheads and Airlocks:

These doors will be either Locked, Open or Controlled. These doors should be placed on the table with Door Markers and moved to show if they are Locked, Open or Controlled. A closed or Locked bulkhead blocks any and all Line of Sight.

Locked; A Locked door is inaccessible unless it has been destroyed or forcing the lock open in some way. In most cases, direct force will do. The player can either choose to Shoot the door, or attempt to break the lock. On a 5+, the action is successful and lock is cracked open. If the door has been Master Locked the player must roll a 6+. Once a bulkhead door has been destroyed, it is either removed from the table or laid down on its' side (whichever is easier). The player also has the option of using a Lock or Master Lock action. On a roll of 5+, the Lock action is successful and the door now becomes Locked. On a roll of 6+ the action is successful and the door becomes Master Locked.

Open; An Open door may either be open or closed by each model that comes into contact with it (three guys contact the door, three attempts can me made) during each turn, allowing the unit to pass through or shut it behind them. On a roll of 5+, the action is successful and the door opens. If this causes the unit to lose coherency, they must either use up their entire movement to move past the door or use the assault phase to try and keep the door open (lest some poor soul become crushed between the door and the wall).

Controlled; In the case of a unit gaining control of a control room, that player must roll a D6 per model contacting the control surfaces. Units belonging to the opposing player treat doors as being Locked.

Destroying Doors: Bulkhead doors and airlocks are reinforced and armoured structures, and therefore are difficult to destroy. Unless otherwise stated in a scenario, all bulkhead doors and airlocks are treated as armour 11, and require either a single glance or penetrating hit to destroy.


- Control room:
This type of room allows the player to remotely control the doors situated around the terrain. For each model contacting the control surface, an action may be undertaken. On a roll of 4+ the action is successful and may be used cause an Open, Locked, or Controlled action. If the player wishes to use a Master Lock action, that player must roll a 5+.

- Ammo room:
Each model inside this room may reroll their to-hit rolls.

- Monitor Room
Each model in contact with the control surface may reroll the Open, Locked, or Controlled action.

A Control surface is reflected by one side that is on the opposing side of the room entry.

Deadly ground:

Models that can physically fit in the terrain can move through or into the Herohammer, CQB or Urban terrain.

In addition, the following effects apply to these unit types:
- Bikes, Jetbikes, Walkers treat all difficult terrain as dangerous terrain within this type of terrain. Should any unit use the Turbo Boost rule, they must take a Dangerous Terrain test regardless of what type of ground they cover.
- All models classed as Jump Infantry which move more than 9" must take a Dangerous Terrain test every time they move.
- All other vehicles, including Skimmers, treat this terrain as difficult and dangerous terrain.
- Monstrous Creatures and Beasts treat this terrain as Dangerous Terrain
- Vehicles, if Wrecked, becomes Impassible Terrain.

Reserves and Deep Striking:

Rules for Scouts and Infiltrators remain unchanged, but entry and exit points are stll the only way in or out of the HeroHammer, CQB or Urban terrain. Deep striking is disallowed in this terrain (Chaos Daemons are exempt from this and can reduce their scatter to within the confines of the terrain).


Contary to the standard Warhammer 40,000 rules, Reserves are now treated as groups, rather than units. Before the game begins, a player must create groups consisting of one or more units, and each group must be rolled for. The player must also declare what is in each group and if there are dedicated transports, the player must also declare if the transport is carrying any models. On turn 1, no reserves arrive. On turn 2, a group may arrive if the player rolls a 3+. On turn 3, a group may arrive if the player rolls a 2+. On turn 4 and beyond, A group arrives automatically.

Barrage weaponry cannot be used to fire into Herohammer, CQB or Urban terrain.

Weapons with Template or Blast markers may reroll failed to-hit and to-wound rolls, reflecting the lethal effect of explosives, flaming liquid and shrapnel in confinement. Additionally, if a scatter places the centre point on a wall, reroll scatter and then resolve the weapons effect from this new spot.

Nowhere to Hide!
Units that break and flee from combat within the confines of a Herohammer, CQB and Urban terrain are far more likely than in most games of Warhammer 40,000 to be trapped in areas where their avenues of retreat are wholly cut off, and due to the confusion of corridors and passageways that may surround them, falling back may prove to be a lethal endeavor.

Contrary to the usual rules for falling back, immediately on a failed Morale test, a unit's first fallback move is directly away from the enemy, and subsequent moves are towards the nearest exit unblocked by the presence of enemy models.

Blind Panic!
If while falling back, a unit moves through another of the players own units, the unit moving through must take an immediate morale test. If this test is failed, they must be removed as casualties.

Objectives in Herohammer, CQB and Urban terrain:
These are generally assumed as impassible terrain and block line of sight. In addition, in order to claim or contest an Objective, and eligible unit must be either in contact or 2" from the Objective unless specified in a particular mission.

The following section describes the Force Organization Chart and mission types available using the Herohammer, CQB and Urban terrain missions. 4x4 size boards are best for games consisting of 1000 point or less, where a larger board (EG: 6x4 or even 6x6) is best used for team or multi player games.


0-3 HQ, 1-3 Elites, 2-7 troops

Forces selected for fighting a Herohammer, CQB or Urban terrain game should be chosen from their codex (alongside with either allied or ForgeWorld units)

with the following exceptions:
- Units may not select Dedicated Transport options
- No unit may have a starting size greater than 10 models, before being joined by Independent Characters
- Vehicles other than Walkers may not be chosen unless their models are no more than four inches wide
- Monstrous Creatures on a round base larger than 60mm cannot be chosen.


Contrary to the random game length as written in the Warhammer 40,000 rulebook, the game is now fixed at seven turns.



While the Night Fighting rules as presented in the Warhammer 40,000 rulebook represent low visibility over distance, it is nothing compared to the inky black that is present in tunnels, streets, corridors, hallways or any other constrictive passage, where even the finest senses or the most advanced sensors prove little more than useless and dead weight. This confusion of this kind can be represented by using markers on the table to represent units outside visual range of the enemy, rather than actual models, as the enemy's true disposition and strength will remain unknown until your forces are face-to-face in battle.

The use of this Special Rule requires co-operation between the players, but can make for very nerve-wracking and exciting games. Each side requires a set of numbered markers (blips) sufficient for the number of units it has in that force. Each number must correspond to a particular unit within their force, and which this is must be noted down before the game begins. These markers are deployed on the table rather than the physical models.

As the game progresses, these "blip" markers are moved in place of units until they move within line of sight of an enemy unit or the unit engages in shooting or close combat attacks. At this time, the unit is revealed and the note showing the number with the corresponding unit is shown to the opposing player. This counter is then replaced with the corresponding unit, deployed in coherency around the marker, and before any shooting or assaults happen. If on subsequent turns, the revealed unit moves out of line of sight, the models are replaced with the same marker (and it's up to the opponent to remember what it is until seen again!).

Independent characters which join units do not have a "blip" marker of their own while they are with a unit, but this fact must be noted to avoid any confusion or shenanigans.


The confined spaces of the Herohammer, CQB or Urban terrain make for deadly close-range firefights, where a split section decision may be just enough to gun down an enemy before he comes rushing out from the darkness to come to grips with you.

- Only units not already engaged in close combat may attempt a reaction fire.
- Only pistol, assault and rapidfire weapons may be used for reaction fire attacks. Heavy weapons can only be used for reaction fire of the model carrying such a weapon has the Relentless special rule
- A unit may only make a single reaction fire attack against the first unit they are assaulted by in any given turn.
- A reaction fire attack is made after an assault is declared, but before any assaulting models are moved. Casualties resulting from reaction fire may cause an assault to fail.

Making a Reaction Fire attack: In order to make a reaction fire attack, the unit in question must first roll equal or under its majority leadership score on 2D6. If successful, each model may fire their weapons at the assaulting enemy, just as it would in the Shooting phase but at -1 BS (minimum BS1). Template weapons are used as normal if the leadership test is successful.

A unit may not use the Counter Attack special rule of it has used Reaction Fire.


One of the greatest dangers of fighting aboard titanic star vessels of the 41st millennium or the vast space hulks is the icy hand of space itself, and while many battles will be fought behind steel bulkheads and within pressurized sections, others will not and be all the deadlier for it, as a ripped suit, destroyed door or a crack in power armour will cause either a grievous injury or instant death.

- All weapons and attacks with a Strength of 4 or greater now cause Rending, unless the target has an armour value (AV), or has a save of 2+. In the case of attacks against mixed units, apply these rending wounds to the more vulnerable targets first.
- All weapons or attacks which already has the Rending effect now rend on a roll of 5+, unless the target has an AV, or a save of 2+. In the case of attacks against mixed units, apply these rending wounds to the more vulnerable targets first.
- Blast weapons or attacks now cause pinning.
- Before the beginning of each turn, the player rolls a D6. This number shown is the number of inches all players move their models towards the airlock that's been opened or a bulkhead that's been blasted open to space.

Play it, test it, break it.. whatever. I'd love to hear how the games played with this ruleset turn out.

Uncle Nutsy
05-30-2012, 08:07 PM
so has anyone tried these out?

01-22-2013, 05:39 AM
a quick scan of these and it seems interesting, like an expansion on zone mortalis rules. ill find some one to have a shot at it with and let you know