4671 Universe

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

  1. Information is the first weapon. Closed rooms, mirrored doors, drones, and jammers matter before the first shot.
  2. Lanes kill. Hallways, stairwells, and doorframes become overwatch traps fast.
  3. Force has a cost. Arrests, rescues, and clean evidence wins score better than wreckage.
  4. 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

  1. Build an Attack Pool from:
    • weapon fire value
    • the figure's Aim
    • stance bonuses or penalties
    • support from gear, angle, or doctrine
  2. Roll the pool as d8s.
  3. Each 6-8 is a Strike.

Guard Test

  1. Build a Guard Pool from:
    • Armor
    • cover
    • shield or posture
    • smoke, darkness, and defensive tech
  2. Roll the pool as d8s.
  3. 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