Locked In Melee

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Author: Alex

Last revision: 23 Feb, 2025 at 18:13 UTC

File size: 895.27 KB

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Description:

Make Gladius feel more realistic and more like the tabletop by increasing weapon ranges but limiting weapons and movement when in melee. Now you can fire a sniper rifle or a lascannon from far enough away they can’t just walk up and hit you next turn. But if that Ork Warboss does manage to reach you, your only choices are to stab back with a combat knife or to try and fall back, focusing entirely on dodging its power claw. You won’t outrun it while moving backwards, but you might buy some time for your allies to fire – after all, they can’t get a clean shot off at someone currently engaged in hand to hand combat.

The details

All non-melee weapon ranges are doubled. Basic sight range is now 6 hexes.

If an infantry, monstrous creature, or walker unit is next to an enemy that meets the same criteria, it is locked in melee. Its speed is reduced to zero and cannot be increased by abilities, and non-pistol ranged weapons are disabled. It also cannot be targeted by ranged attacks from any unit allied with its opponent, which includes avoiding overwatches on the turn it charges.

All such units without melee weapons now have a new ability to attack with a backup weapon, which has identical stats to a close combat weapon.

All such units also now have the ability to retreat, spending their action to gain one movement. To do so, you must be in combat, and cannot have moved earlier in this turn. To save on clutter, this ability will only be visible when it can be used.

On the tabletop, some units can fire and charge in the same turn. To represent this, these units can fire ranged weapons on the turn they entered combat, but only at adjacent enemies. This applies to any unit with an assault weapon, as well as any unit that is a walker or monstrous creature, or has the relentless or slow and purposeful traits.

Some units can never be locked in melee. A squad of guardsmen with bayonets stabbing a tank’s treads won’t stop its gun firing, and larger units probably won’t even notice them underfoot. Fortifications, non-walker vehicles, flyers, super heavies, and gargantuan units can never be locked in melee. They still cannot target anyone in melee with their allies unless they are adjacent to their target.

Unit abilities

There are many abilities in the game that interact with this new system. This section explains how they do so.

General

Abilities that increase your movement will not work while locked in melee. Teleport abilities will always work.

Debuffs with a range larger than 1 have had their range doubled, and can be used both into and out of melee. Aura effects and abilities that target allies have not been changed – this includes damaging abilities like the librarian’s shockwave, which can be used in melee. Actions that simply use a weapon are limited to the same restrictions as normal attacks. Item actions are unchanged, as their range is 1, but can be used in melee.

Units with the hit and run trait have a move of 1 while locked in melee, and can use existing abilities that increase their movement, but cannot retreat. They cannot count as charging if they started their turn in melee, even if moving to a different target, but they can fire all ranged weapons if they move out of combat.

Summoned units do not count as charging if summoned directly into combat, but may charge the turn they are summoned.

Astra Militarum

The basilisk’s earthshaker cannon now has its minimum range doubled to 4.

Craftworld Eldar

Units with battle focus can retreat for free if they’ve already used their action. To do so, they must have started their turn in melee, but they do not need to still be so – you are not penalised for killing your enemy too quickly. They can also still use the regular retreat action if they wish. Note that only one version of the action will appear at a time, depending on if you have used your action or not.

The spiritseer’s abilities that can target both allies and enemies have been doubled in range.

Drukhari

As on the tabletop, the haemonculus’s crucible of malediction can be fired into melee, but may not be used while locked in combat.

The succubus’s no escape ability prevents units from retreating.

Necrons

The traits wraithflight and immune to natural law allow canoptek wraiths and transcendent c’tan to not have their movement be limited while locked in combat.

Neutral

The vaul sentry cannot engage in or be locked in combat.

Tau

The ghostkeel’s electrowarfare suit trait now works against attacks from range 3 or higher.

Markerlights have been doubled in range, and can fire into combat – after all, there is no risk of them harming their allies. They cannot be used while in combat.

Vectored retro thrusters work like the hit and run trait.

Tyranids

Biovores’ spore mine launcher action has been doubled in range, but cannot be used while in combat.

The malanthrope’s and venomthropes’ toxic miasma ability is usable while in combat, like on the tabletop.

The tyrannocyte’s instinctive fire only applies if there is an adjacent unit. There are too many circumstances where a unit in ranges 2-3 could be an illegible target, so these will not prevent firing at further targets.

Compatibility

As this mod changes quite a lot of things, I cannot promise it will be compatible with other mods that effect units. It should be compatible with both Too Many Voices and Gladius+. It will not work with custom factions or most custom units (if a unit cannot be locked in combat and has no abilities that would need changing, it should work).

Credits

I want to thank the people on the gladius discord for their help with this mod, in particular Vaeki and Malaikat for helping make the AI respond to the changes this mod makes.