Modern CQB — Room-Clear Tactical Game
Modern CQB is the close-quarters tactical game for 4671's Ash on Glass era. It is about breaching houses, clinic floors, black sites, marinas, and rich people's private lies one room at a time. It is not the RPG and it is not a mass battle game. Every figure matters, every doorway is a decision, and every bad room punishes impatience.
What This Mode Does
- Plays one operator or hostile at a time on a room-scale board.
- Makes setup matter: traps, concealment, and room control decide the first exchange.
- Rewards arrest, rescue, and evidence recovery over body count.
- Keeps rules tactile and readable: move, clear, hold, breach, react.
What It Should Feel Like
- the team knows the floor plan, not the truth
- defenders own the information edge until somebody takes it from them
- the best win is rarely the bloodiest one
- the building itself is part of the fight
Scale
- 1 figure = 1 operator, hostile, civilian, or high-value suspect.
- 1 space = roughly one stride inside a room, corridor, or stairwell.
- 1 round = a few seconds of chaos, movement, and shouted decisions.
Core Design Pillars
- Information is the first weapon. Closed rooms, mirrored doors, drones, and jammers matter before the first shot.
- Lanes kill. Hallways, stairwells, and doorframes become overwatch traps fast.
- Force has a cost. Arrests, rescues, and clean evidence wins score better than wreckage.
- Momentum swings hard. One failed breach can freeze a whole team; one smart reveal can collapse a defense.
CQB Dice Engine
Modern CQB uses opposed d8 pools instead of Warfronts d6 volleys or Odyssey d20 checks.
Attack Test
- Build an Attack Pool from:
- weapon fire value
- the figure's Aim
- stance bonuses or penalties
- support from gear, angle, or doctrine
- Roll the pool as d8s.
- Each 6-8 is a Strike.
Guard Test
- Build a Guard Pool from:
- Armor
- cover
- shield or posture
- smoke, darkness, and defensive tech
- Roll the pool as d8s.
- Each 6-8 cancels one Strike.
Net Result
- 0 net Strikes: no effect.
- 1 net Strike: target becomes Suppressed.
- 2 net Strikes: target loses 1 Wound and becomes Suppressed.
- 3+ net Strikes: target loses 2 Wounds or is Downed if only 1 Wound remained.
Weapon traits, flashes, shields, and faction rules can shift these outcomes.
Non-Combat Tests
When a rule calls for Control or Nerve, roll a number of d8s equal to that stat.
- Each 6-8 is a success.
- A routine task needs 1 success.
- A hard task needs 2 successes.
- A severe morale shock may require 2 successes to hold.
Victory
A mission ends when one side completes its objective or can no longer meaningfully contest the site.
Response teams usually win by:
- securing hostages
- arresting or fixing suspects
- extracting evidence
- clearing the site with minimal collateral
Hostiles usually win by:
- escaping with the target or data
- bleeding the assault team into withdrawal
- killing hostages or burning evidence
- delaying until outside pressure collapses the operation