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Movement Rules.

The movement rules do differ from those used for the ground units in the game but then you should expect that seeing as these are boats and hovercraft etc.

The Unit Summary's:

The main difference that you will notice is that each of the units has TWO entries in the movement column. These are in the form x/y. The first of the numbers represents the units speed over land, and the second the units speed over water.

Some of you may have seen before on this site in the Special abilities section all the new special abilities which I had added to allow all the different types of water vehicles to be used. However they have now been scrapped in favour of this (far simpler) system.

Impassable Terrain for Aquatic Units:

So that there is no confusion, here is an update on the Terrain Table as published in the E40K RULE BOOK:

Terrain

Infantry armour Bonus

Infantry

Vehicle

War Engine

Aquatic Units

Fortifications

+2

No effect

Impassable

Impassable

Impassable

Buildings

+1

No effect

Impassable

Impassable

Impassable

Ruins, Rubble

+1

No effect

Dangerous

Dangerous

Dangerous

Woods

+1

No effect

Dangerous

Dangerous

Dangerous

Marsh, Swamp

0

Dangerous

Dangerous

Dangerous

No effect

River

0

Dangerous

Impassable

Dangerous

See rules

Roads

0

See rules

See rules

See rules

See rules

Open ground

0

No effect

No effect

No effect

No effect

Open Water*

0

Impassable

Impassable

Impassable

See rules

 

Open Water:

This covers areas Lakes and shorelines. Generally those areas which can be considered to be deep and therefore impassable to other vehicles.

What counts as water for Aquatics:

Aquatic units rely on Open water and rivers. Other wet terrain simply isn't deep enough for the units to switch to their water propulsion systems and have to stick with their land based systems. The Units water speed is only used when Travelling along; Rivers and Open water. This may mean that to some of you there is little point to the units - However - in the Next week or so I will be publishing a few of my Scenarios specifically designed for using Aquatic Units. These should bring to life the extra mobility given by the New Rules. Basically - bear with me and you should come to love the Rules! (I hope!!)

 

Aquatic Units moving in Open Water/Rivers:

As we all know - rivers carry a current. At the beginning of a game roll a D6. 1-3 and the river is running left to right, 4-6 and the river is running right to left. Any aquatic units which now travel along that river may add 5cm to their movement if it is in the direction of the current. This shows their unique ability to take advantage of very small movements of water with the use of their water propulsion systems.

Similarly, if you are planning an Amphibious assault onto a beach, Roll a D6 at the beginning of the Game. 1-3 = the Tide is coming in, and 4-6 the tide is going out. Units going with the tide add 5 cm to their movement.

Any rivers that run into the sea will obviously flow towards the coast.

 

Deep Water:

Deep water is new to Epic. It defines areas which are too deep for average land based units to pass through. Basically - anything more than 4cm from a bank/shore is classed as to deep and is only passable to skimmers and Aquatic Units. IT THIS RULE WHICH MAKES THE AQUATIC UNITS DIFFERENT FROM OTHER UNITS SO PLEASE MAKE A NOT OF IT!!

 

Scenario's:

Very soo there will be a number of Scenarios added to this site suggesting ways in which the Aquatic Units can be used. Units Arriving from down river to make Deep attacks into the enemy's lines, Arriving to give support to the advancing army and the Full Scale Amphibious Assaults most mad generals (like myself) enjoy planning so much!

 

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