Hello everyone. Some of you know that I have been discussing and hinting at trying to make some Rivet Wars-specific buildings for decorations and the like. Well, I have taken it a step further. I am not only working on 3D buildings that can be downloaded and printed by anyone, but I have been attempting to to create a new addition of rules to the Rivet Wars game that will allow building combat to the next level.
Rivet Wars Buildings
Current Version: 1.5
Template:

Building Packs
1: Neutral House
The first building and design to give to the community.

2: There's No Place Like Home
The first expansion in the Scorpios Buildings is to take us to the homelands of the two current factions. The allied home front reflects what it is like for the Allies back home, and will reflect a more homely feel. The Blightun Fatherland pack will show us a more elegant side of the war, having not combated on their turf very much. I hope you enjoy these as much as I have designing them. I am open to any and all feedback or ideas.
Homefront

Fatherland

Directions
- Choose an Exterior (Side A)
- Choose an Interior (Side B)
- Print
- Glue Exterior to Interior
- Fold and Glue White Flaps to Interior
- Enjoy
Disclosure: For a full set of Houses it may take up to 3 Hours of Craft time depending on Quality and glue speed.
Building Rules
Buildings will add a new line of complexity to Rivet Wars, however it will also make for more creative outcomes, scenarios, and play styles. Buildings will add a layer of customization and realizations to the maps and battlefields of Rivet.
Buildings can interact with Terrain pieces. A building item can also be a Bunker, allowing those inside increased protection. A building can also be a Strategic Objective, being a point of interest on the battlefield armies must hold. Buildings do not currently use barbed wire, tank traps, or minefields, as of version 1.5 (Please See Optional Extras Below).
Buildings are a form of decoration for the battlefield which shall now become an integral part of the Rivet War battlefield. They are an infantry-only grid object (as-of Version 1), and they add to the 3D battlefield. Buildings will offer protection to Infantry while sometimes giving them special buffs.
Buildings are made up of Rooms (single-grid buildings) and adjacent Rooms create Buildings. Rules change for infantry when they enter a building. It is important to understand these rules.
Single Room Buildings (1Grid)
Single room Buildings act just as Bunkers and Strategic Objectives. They provide whatever Buff to the units and act as duckboards. They do not affect range of anyone.
Multiple Room Buildings
Multi Room Buildings change up the rules. These implement new rules like Room to Room Combat and Window Shopping.
Room to Room Combat: When infantry are in a building, they can see out of the building at their normal range. However, they can only see (or their range is depleted) into the adjacent Rooms while indoors. Even if their land range is high, they can only “see” into the next Room, and therefore can only attack adjacent rooms. All buffs are still enacted, however, so infantry combat can get heated inside buildings.
Window Shopping: When outside of a building or room, any unit can easily fire into a grid of a building. However, they cannot “jump” rooms, meaning units can only fire into the exterior rooms. Even if their range allows (say, artillery). If there is a Building or Room (of the same building) between the target and the attacker then the attack is invalid. Think of this as: you can only fire into the first room.
The images provided show this idea. The first one displays a blight attack/movement phase. The exterior Panzerfaust can attack (or move) like normal. However, the interior Panzerfaust are apart of the same building as the allies. They must then attack using Room to Room Combat. The monowheel would also be able to attack the same enemies as the exterior infantry, however since Cavalry cannot enter buildings (As of Version 1) he is held back there. The Tank (if range allowed) is also held in the same rules (Changes pending with testing).

In image two, the blight can only attack in one room increments. Therefore, even though range allows, they can only “see” into the next room. If the board allowed, however, they can “see” out of the building at their normal range. They can only move into vacant rooms or rooms with allied units in them.

In this image, the Allied Artillery can only shoot into the first rooms of the buildings, unable to hit the protected targets in the back. HOWEVER, they can still hit the exterior troops like normal. I understand it's tricky, but this is version 1 rules before testing.
Movement: Units may only enter one room at a time in multiple roomed buildings. Even if entering from duckboards, they can not move through two rooms at a time. They may also only move on the cardinal directions in houses (up, down, left, right) and not diagonally. This provides a sense of strategy when dealing with buildings. Unless a building or buff says otherwise, consider these building rules final.Buildings only act as duckboards when leaving an exterior room out of the building. You may also leave diagonally as well.
Action Cards: Deploying units through action cards or any other means is tricky with houses. After much discussion, we think this is the best way to go about it. Cards like "Tunnel Rat" and secret abilities like "Tunneler" are great for getting into buildings. However: Paratrooping units are not ok. How we eventually ended the discussion was exterior rooms may be dropped into (assuming a door/window was easy to spot) and any sort of "multi storied" building (See Optional Extras Below). Interior rooms, however, would act like grids you cannot enter, therefor requiring you to perform another deviation flip until a suitable room or place was found.
Additional Spawning: If a unit is able to spawn by another means (Special Ability or "Rally Point") they may spawn like normal inside of a building.
Gas: Gas in buildings acts slightly different. When gas is shot into a room, it is concentrated in the room. First Gas strike gets a +1 dice to its roll. It does not deviate on the next round. Instead, it seeps through the walls and doors, spreading out in the cardinal directions into the next rooms. It does not get the concentration bonus in its second phase. This makes gas extremely deadly in inside use. Gas may not enter a building from the outside. If a deviation would cause it to collide with a building, it does not deviate from its spot.Example: The action card, "Gas Gas Gas", would get a bonus of 2 dice rolls inside a building, however: the Baron gets a 3 dice roll attack on his gas.
Building Placement
Building Placement acts just like any terrain element and is decided before the game or by the Scenario you are playing. Without the building rules or extras in-play, they can be used as mere decoration. Otherwise, consider the strategic value they hold by shaping the battlefield, giving character to maps, and giving an edge to an otherwise doomed team.
Building Bonus
Buildings can give bonuses to Infantry residing inside them.
- Buildings act as Duckboards
- Buildings offer protection- Bolster Defense (1)
- Buildings can hold Bunkers or SOs and gain their benefits.
Scenarios 
Here we are! I made some Scenarios that help reinforce the building rules. Go ahead and try them out!
Small Town Values
http://tehill.net/RivetWars/scenarios/comedianmasta_SmallTownValues.pdf
Count Christoph's Mansion
http://tehill.net/RivetWars/scenario...ntsMansion.pdf
Bookmarks