Mine Layers for WET EPIC
Everyone has seen the movies where there is a fleet of old WW2 ships being held up whilst Mine Hunters and the like clear a path through heavily mined waters. So - with this in mind I came up with these rules for using Mine Layers in games of EPIC / WET EPIC.
Unit Description:
These are lightly armoured, fast water units fitted with simplistic Mine dropping Devices. They are generic to all of the Races in the 41st Millennium and as such they can be taken by any of the Armies in the game. (Tyranids lay Spore Mines and the Eldar - err - decide amongst yourselves if you think they should get them!!)
Rules:
If the Detachment containing the Mine Layers is placed on Special Orders then the Mine Layers may make a "Laying Run" like the following:
1. Move their full distance as normal in the movement phase
2. At any stage on their movement they may lay 2cm x 7 cm of Mine field.
3. May not fire in the firing phase as al hands are tied up with the priming and launching of the Mines.
4. The Mine Layer may not end up in Close Combat when it has made a Laying run or provide supporting fire for such an action.
When the mines are laid:
1. Any Unit (ANY UNIT) trying to cross the mine field risks setting off one of the mines.
2. Roll a D6 for any unit attempting to cross the mine field - on a 1,2,or 3 then the units takes a Hit.
3. Critical Damage can not be caused by Mine Layers on War Engines.
Mine layers become part of your Army's Aquatic detachment and count towards their unit complement.
Mine Layers may also remove Mine fields from the Battle field (becoming Mine Hunters) by being placed on Special orders as above - Just removing any Mine Fields it may cross rather than laying one. However they can only remove one Mine field per turn.
Unit |
Speed |
Range |
Fire power |
Assault |
Armour |
Special |
Points |
Generic Mine Layer |
0/30 |
30 |
2 |
1 |
5+ |
Aquatic See notes |
27 |