Hi!
It's finally here! The revision begins!
A few more ground rules:
1. Please include in the subject of the e-mails the [v5.0] designation
so as to facilitate recognition of which e-mails belong to the revision
2. Keep the uploaded files on errata and Q&A handy
Format
As mentioned this will be a line-by-line review. It will consist of
copy/pasting the corresponding section of 4.1 to an e-mail within
quotation marks with appropriate commentary following each section.
Goals
1. Ensure adequate wording
2. Inclusion of any omitted wording
3. Change/modification of existing rules
4. Divide into "advanced" and "basic"
The revision begins on page 6 of the core rules. The introduction will
be left for the end of the revision.
REVISION
"THE GAME
Net Epic is a game of futuristic combat between two roughly equivalent
forces. Two armies each commanded by a single player usually fight
battles. The game is flexible enough to allow for multiple players and
contains rules for a variety of forces."
I would suggest to say: Net Epic is a variant of GW's popular Space
Marine/Titan Legions game that depicts futuristic combat between two
equivalent forces. Each player is put into command of a single army and
pits that army's strengths and weaknesses against an opponent and his
forces. The games structure is flexible enough to allow for multiple
players to be involved.
"Choosing Forces
Armies are selected by purchasing units, represented by the various army
cards, up to a points total that has been previously agreed upon by both
players (usual game size is between 3000-6000 points)."
Not much to change here.
"Army Cards
Army cards are used to represent the forces and organization of an army
and come in three types: Company Cards (large size card), Support Cards
(small size card) and Special Cards (sized as Company Cards, but with
the designation Special Card). Each army card has a wealth of
information available at a glance:"
No change here.
"1. Name of the Unit
2. Cost - number of points spent to include the unit in your army
3. Model silhouette(s) - Visual representation of the models in the
unit. These represent exactly what type of models form the unit. No
substitutions are allowed (you may not swap a detachment in a company
for another of equal value)
4. Organization - Representation of unit detachment(s)
5. Break Point - Number of models that must be killed in order to
consider the unit broken
6. Morale Value - Target on a D6 that must be rolled to pass morale
checks
7. Victory Points - number of Victory Points awarded to the opposing
commander for breaking the unit.
8. Summary of Special Powers and/or Attacks"
We would need to change number "3" to say: Each card contains a full
color picture of the model used for the unit represented on the army
card. The numbers of models that form a given unit or companies are also
depicted on the card. No substitutions are allowed (you may not swap a
detachment in a company for another of equal value). Net Epic army cards
are available at the Epicentre (www.netepic.org).
"Using the army cards, you may purchase your army within the following
guidelines:
Company Cards
Company Cards represent the core units of an army. You are required to
include at least one Company Card in your army and may include more,
within the restrictions of the individual army. It is not permitted to
include Support or Special Cards in your force without corresponding
Company Cards.
Support Cards
Support Cards represent additional core units or powerful special
detachments to strengthen your companies. You may include up to 5
Support Cards per Company Card in your army. In general, you are not
required to purchase Support Cards. However, some armies (like Chaos)
may have special rules for army construction and these will be noted
under their respective army lists.
Special Cards
Special Cards represent rare and powerful individuals or units that can
be assigned to your army. You may include 1 Special Card per Company
Card in your army. You are not required to purchase Special Cards.
Free Cards
Some races offer various army cards for free. See the specific army
booklets for the details on these. You can only take one Free Card (Ork
Freebooterz, Gretchin, Madboyz, Eldar Avatar and Craft World Cards or
any future optional cards) per Clan or Company fielded. Gretchin and
Madboyz cards count against the 5 Support Cards limit, and the others
are considered as Special Cards."
No changes here.
"Points Values in Purchasing Armies
As you will see in the following chapters, when re-evaluating the points
values of some of the existing units and assigning values to new ones,
we have used increments of 25 points as opposed to the 50 point
increments of the old Epic systems. Moreover, the titan weapon costs in
the Version 1.0 of Net Epic had been given with 5-point increments.
These made reaching a rounding figure more difficult when constructing
your armies. Therefore there will be no penalties now if one player’s
army turns out 25 points above the predetermined army points limit."
I've never been happy with the introduction of 25 point increments. I
like the old 50 point scheme since it yielded a cleaner result and the
above problem did not occur. I'd like to return to that if people agree.
To adjust the points would be easy as we would just round everything
upwards to the higher 50's bracket. For example a unit worth 225, would
be worth 250, etc. This would not impact much since it happens to
everything so it affects all units and armies equally.
"Special Rule: Purchasing Redundant Units
Some of the units in NetEpic are specific to a certain race, army, clan
or chapter. For example there is only one of each clan for Orks, and
only one Ravenwing for Space Marine’s Dark Angels chapter. Purchasing
more than one of any such cards is not allowed in normal games. The
players, however, are allowed to buy more than one of these cards in
large games, subject to the rule that: To purchase a second of a unique
card, the player must have already bought at least 3000 points worth of
other units belonging to the race, army, clan or chapter under
consideration. This rule applies to normal formations represented by
company and detachment cards, and not to named special characters or to
Greater Daemons."
This rule seems to have worked well over the years since its adoption.
"Set Up
The game is usually played on a 6 ft x 4 ft table but can be played on
any suitable flat surface. Terrain is added to represent a more
realistic battlefield. Objectives are placed on the battlefield to
represent important terrain features. These objectives are what the
armies will battle over. Commanders then determine choice of sides and
place units."
No change.
"1. Place Terrain - Lay out your battle surface. Identify the
borders of the battle zone and place terrain. Players can place terrain
in a mutually agreed upon fashion and make use of the random terrain
generation tables.
2. Place Objectives - Before placing units, up to 8 Objective
Markers are placed. For smaller battles, 2,000 points or less, it is
advisable to place 6 or fewer Objective Markers. The players alternate
placing Objective Markers until all have been placed. Objective Markers
may not be placed any closer than 25 cm to any other Objective Marker or
from the edge of the battlefield.
3. Determine Sides - Both players roll a D6. The player rolling
the highest has the choice of which side to set up on. Re-roll any ties.
4. Setup Units - Armies are placed at least 80 cm away from each
other. This will determine how far from your table edge you may place
your forces."
I think this is the time to introduce alternate "objectives" to make the
game more interesting and promote other battles beyond the usual
set-piece battle. Epic 40k has some good ideas in this regard. Note
these rules would be "advanced" as well as optional.
"Object of The Game
Victory Point Goals
To win NetEpic you should be the first to accrue a pre-determined amount
of Victory Points (VPs). The battle ending Victory Point total is
dependent on the size of the game being played. The first player to
reach the preset Victory Point total is the winner. If both players
reach the VP total in the same turn the battle is considered a draw."
NO change.
"Size of Game Victory Points
1000 Points 30
2000 Points 35
3000 Points 40
4000 Points 45
5000 Points 50
6000 Points 55
7000 Points 60
8000 Points 65
9000 Points 70
10.000 Points 75"
I'd continue the table to 15,000 points, but that’s just me <grin>
"Victory Points are awarded for capturing objectives and breaking enemy
units.
"Capturing Objectives
Controlling battlefield objectives earns 5 VP’s per objective under your
control during the end phase. To claim an objective you need to have a
non-fleeing model (a unit not on fallback orders) within 15 cm of the
Objective Marker and the model must be closer to the objective than any
opposing model. If models from both armies are equally distant from the
objective, it is considered ‘Contested’ and neither player receives
Victory Points for the objective. Models engaged in close combat
(“pinned”) do not count for holding objectives. You are not required to
keep a model within 15 cm of an objective in order to hold it from turn
to turn, once captured the objective remains under control of the
capturing player until an opposing non-fleeing model moves to within 15
cm of the objective."
I'd propose as a basic rule or an advance one, that objectives ONLY be
awarded if a player has eradicated all enemy units with 15cm of the
objective. This, of course, increases the lethality involved taking
objective since it is no longer "the closest" who takes the objective,
but he who destroyed ALL units within 15cm of an objective. This
accounts for different tactics and game play. Opinions?
"Breaking Units
Each army card has a Break Point. This is the number of models in the
unit that need to be destroyed in order to earn Victory Points from your
opponent."
"Example: A Space Marine Terminator Company has a Break Point of ten.
This means that when ten models (Terminators plus Land Raiders) are
destroyed, your opponent receives the Victory Points (VPs) for the unit,
in this case 10 VP’s."
No change.
"Sequence of Play
War is Chaos. Usually there is no set sequence in which a real battle
transpires, but in a game such as this some orderly sequence must be
adopted. The game is played in turns and each turn is broken down into
a sequence of phases:"
I. Orders Phase
II. Movement Phase
III. Combat Phase
IV. End Phase
"I. Orders Phase"
1. "Place Orders - Both commanders place one order counter face
down besides each of their troop detachments, vehicle squadrons, Titans,
and flyer detachments. Order counters determine what actions a unit can
perform during the turn."
2. "Initiative - Both commanders roll a D6. Whoever scores highest
has won the initiative and the option of moving first or forcing the
opponent to move first. In the case of a tie in the first turn, re-roll
until there is a clear victor. If in any other turn the commander who
has lost the initiative roll in the previous turn gains the initiative."
No changes.
"II. Movement Phase
Players alternate moving detachments as determined by initiative and
orders. A player may elect to move one detachment per move, but which
detachment moves must be stated before moving any units and cannot be
changed afterwards. The opposing player then moves one detachment with
movement alternating between opponents until all units has had the
opportunity to move. Which models can move is dependent upon the orders
given."
NO change.
"III. Combat Phase
All firing and melee combat is performed in alternating fashion, similar
to the movement phase, one unit at a time according to initiative."
Change to: Firing is also handled in alternating fashion according to
initiative except that the units order will determine who fires first.
The order of the combat phase is as follows:
1. "First Fire Segment - Units with First Fire orders may fire
during this segment
2. Close Combat Segment - All troops engaged in close combat
resolve one round of fighting
3. Advanced Fire Segment - Units with Advance Orders and any units
with First Fire orders, which elected not to fire in the First Fire
Segment may fire during this segment"
No change.
"IV. End Phase
1. Attempt to repair damaged Titans.
2. Attempt to rally troops on Fall Back Orders.
3. Attempt to regenerate wounds accumulated on regenerating
creatures.
4. Victory Points are added up and the game winner determined."
Are their any other things to add to the end phase list?
"PLAYING THE GAME
Each phase will be discussed in detail in the following sections."
"I. The Orders Phase
Orders
To bring some order to the Chaos of battle the game uses counters that
indicate the possible actions a unit will be taking for the turn.
Commanders place one order counter face down beside each detachment (the
term refers to the number of models that compose a fighting group, this
number is variable and is outlined on the army card and the unit
description) or each individual model in their force."
NO change.
"Note: Remember that companies are composed of several detachments and
orders must be given to each detachment. It is also possible to give a
detachment that consists of transport vehicles (e.g. rhinos) and
embarked troops different orders!"
No change.
"There are four orders available:
First Fire
Units sacrifice movement to gain advantage by firing first in the combat
phase. Units on First Fire orders may not move or even turn in place,
but may fire in the First Fire segment of the combat phase. Units on
First Fire orders may use ‘Snap Fire’ during the movement phase.
Certain units on First Fire orders may take advantage of the ability to
make ‘Pop-Up’ attacks during the combat phase. (Snap Fire and Pop-Up are
explained later in the rules) Units on First Fire orders may not
initiate close combat. Units on First Fire have the option of saving
their fire for the Advance segment. Just remove the First Fire Order
counter and place an Advance Order counter. Units that take this option
are restricted to actions that may be performed on Advance Fire orders."
No change.
"Advance
Units move cautiously and fire later in the combat phase. Units on
Advance Orders may move up to their normal movement allowance, as
indicated in the units description, during the advance movement segment
of the movement phase and fire in the Advance Fire segment of the combat
phase. Units on Advance Orders may not initiate close combat."
No change.
"Charge
Units sacrifice firepower for speed and the desire to engage the enemy.
Units on Charge Orders may move up to double their normal movement
allowance in the charge segment of the movement phase and cannot fire.
Units on Charge Orders may initiate close combat with enemy models that
they are in base-to-base contact with during the combat phase."
No change.
"Fall Back
Units that fail a morale check due to breaking or other factors are
given Fall Back Orders. Units with Fall Back Orders must retreat at
double normal movement towards their own table edge and away from the
enemy. Units on Fall Back Orders may not move closer to objectives
unless this represents the only avenue of movement available. Units on
Fall Back may not claim possession of objectives or initiate close
combat. Fallback Orders are not a voluntary order. You may not issue
this order to your troops. This order is a consequence of the events
that happen during the game."
No change.
"Units without Orders
If you forget to place orders for a detachment or model, that detachment
or model will be severely limited in the actions that can be performed
during a turn. Units without orders cannot move, but are allowed to fire
during the Advance Fire segment of the combat phase, unless otherwise
indicated in the specific army definitions. A unit without orders may
not initiate close combat."
No change.
"Fog of War
After initiative has been determined orders are not immediately
revealed. Orders are only revealed for a unit when that unit attempts
to move or fire. This keeps the opponent guessing as to what orders the
rest of your forces have and produces a nice fog of war effect."
Love this rule, definitely a keeper.
"Special Rule: Command Units
Command units represent the leaders of your army and thus have certain
abilities beyond regular troops. Command units may move as if they are
on Charge Orders and fire in the First Fire segment. No orders need to
be placed for command units. Also, command units have the privilege to
move in any segment of the movement phase (charge or advance). This
represents their superior mobility and discipline. However, command
units who have initiated close combat may not shoot at their opponents."
I wish to bring up a couple of points people have mentioned over the
years regarding this ability.
Many have suggested that the ability to charge and first fire is
overblown. Granted it only applies to HQ units, but look at this
example:
An ork player has the ability to select a veritable host of nob warbikes
which are HQ units. He combines it with a couple of deflector dragstas
and now has a for that can pretty much charge forth In the first round
and then shoot the opponent to pieces before he has even successfully
deploy.
While I have faced this tactic and know how to counter it, it does raise
the issue that this rule fosters play and tactics that make HQ's behave
in a very un-HQ-like fashion. We are all aware of the mad dashes HQ's
make away from their detachments to take lone objectives and other such
un-real behavior.
The behavior is accentuated in vehicles type HQ's due to their high
movement when they charge.
I thought the best way to give HQ's their ability and also stem such
behavior was to change the rule so that HQ's can "move at their ADVANCE
rate and first fire". It gives them great flexibility, but limits cheesy
ploys.
In any event the original statement needs to include that HQ's that move
CAN NOT snap fire and the statement " Also, command units have the
privilege to move in any segment of the movement phase (charge or
advance)" needs to be removed since it refers to rules that no longer
exist (the movement phase is no longer divided into phases).
"II. The Movement Phase
Movement Sequence
The winner of initiative chooses to move first or second. This means the
player that won initiative either moves one of his units first then play
alternates to his opponent OR he lets his opponent move a unit first
then he follows after in alternating fashion. Before moving units with
standard orders (advance or charge; Units on first fire may not move)
are moved, all units on compulsory moves (such as units on fallback
orders) are moved first in alternating fashion. Once all units with
compulsory moves are moved, then units with standard orders may move as
described above as per initiative. The player may activate and move any
unit with orders that permit it to move. Order of movement is NOT
dependant on the orders the unit has. This means a player can activate a
unit on advance orders then select a unit on charge order in his next
activation followed by a command unit or another unit on charge orders
if he desires. This in combination with revealing the orders as the unit
is activated (Fog of War) keeps the opponent guessing as to the orders
of the remaining un-activated units. Both players continue to alternate
moving units until all eligible units and individual models have moved.
Players are not allowed to “pass” moving a unit until all of their units
have been moved. In other words, you cannot pass and fail to move any
detachments so as to gain advantage over your opponent by moving second.
Once you “pass’ on moving a unit the movement phase ends for that player
and he may not move any other units."
No change.
"The sequence of play can be summarized as:
1. Orders
2. Initiative
3. Movement
a) Fallback and other Compulsory Moves - alternating by detachment
b) Other moves - alternating by detachment
4. Combat
a) First Fire Shooting - alternating by detachment
b) Close combat - alternating by detachment
c) Advance Fire Shooting - alternating by detachment
5. End Phase"
No change.
"No unit on Advance or Charge Orders is ever forced to move unless
detailed in the unit’s description. For example, you may have given a
detachment Advance Orders but, due to the changing tactical situation,
it may be more profitable to stay where they are. Thus giving Charge or
Advance Orders does not indicate an obligation to move. However, once a
unit has been moved you may not change your mind; commanders do not have
the commodity of hindsight in battle!"
No change.
"Note on the Change Brought by Version 3.00:
The generalization of the move sequence by Net Epic Version 3.00 in no
way alters the relationship of the combat phase and its order or
resolution, nor does it effect the use of snap fire (you can snap fire
at any moving unit). Note that Praetorians do not lose anything in the
exchange, nor do the Command (HQ) units since they could still snap fire
or First Fire units that engage them in close combat in the usual
manner."
This can be omitted.
"Unit Coherency
A model belonging to a detachment/mob must be within 6cm of at least one
other model of the same detachment/mob. The separate detachments that
form a company/clan need not be in coherency with each other. Coherency
applies only to the models that form the detachment. Models that find
themselves out of coherency due to casualties or movement must regain
coherency in the next movement phase. The exceptions to this rule are
units on first fire orders that suffer casualties. These models may
remain out of coherency so long as they remain on First Fire orders and
do not move. If they are given different orders they MUST move in such a
way to restore unit coherency distance. Individual models (which form a
detachment/clan unto themselves) do not observe unit coherency. Some
models/detachments observe special unit coherency, these are described
in their appropriate sections."
NO change.
"Units that contain creatures that regenerate or are otherwise not
immediately destroyed and removed when they are hit and fail their save
(if they have one) continue to observe coherency with these models since
they are NOT considered eliminated until the End Phase and any rolls
needed are taken and failed."
This needs to be stressed more, its an important rule that sometimes is
ignored. This is the Achilles heel of regenerating units. You cannot
leave a regenerating unit behind since its not eliminated. It restricts
movement of the unit.
"Terrain
The battlefield presents more challenges than just facing the enemy.
Terrain will influence movement since it provides a barrier that may
adversely affect a model's ability to move. This is dependent on the
model’s means of movement since some modes of transport are more
efficient in traversing certain terrain than are others. The following
table summarizes terrain and its effects on movement. It is also harder
to target models when they hide in some terrain types as compared to
others; this is reflected by a penalty to hit during firing."
No change.
"Terrain Chart
Terrain Type Infantry Vehicles Titans/Praetorians
To Hit Modifier
Woods / Forest Normal Impassable* Normal -1
Craters, rough ground and other difficult terrain Normal
Impassable* Normal -1
Buildings / Trenches Normal Impassable Impassable -2
Razor wire / Fences On Advance Orders On Advance Orders
Normal 0
Minefields Special**
Rivers Impassable Impassable Normal 0
Marshes Impassable Impassable Impassable 0
* Bike type models may enter and remain in woods/difficult terrain on
Advance Orders at normal rate until the model has moved out of the
woods.
* Tracked vehicles may enter woods/difficult terrain on Advance Orders
at ½ the normal movement rate; also they may move straight backwards on
Advance Orders at ½ the normal movement rate and fire normally.
** Roll a D6 for all units except flyers (but including skimmers & jump
pack troops) each time they move in a minefield. The unit gets hit on a
4+ with -2 save modifier. Titans & Praetorians get D6 hits."
No change.
"Roads
Roads allow a unit to move more quickly across the board. If a model
fits completely on the road (including the bases of Titans), for every
5cms moved it is allowed to move an extra 1cm. This movement bonus only
applies while on the road and must be taken on the road. A number of
unit types are not eligible for this bonus - these include Skimmers,
Floaters, Squadrons with Jetpacks and Rocketpacks and all other unit
types that travel through the air or under the ground. All members in
the squad moving must remain within coherency with other members as
usual."
No change.
"All units taking advantage of the road movement bonus are said to be in
"Road Mode" and are more subject to enemy fire. All units directly
firing at a model in Road Mode receive a bonus to hit of +1. Template
attacks have no bonus whatsoever."
No change.
"Bridges and Roads may be destroyed in the same way buildings are (see
the chapter on Buildings & Fortifications). Both require a save of 6+ on
2D6. Destroyed bridges are not crossable and destroyed roads become
rough ground. Roads are destroyed in 5cm increments."
I'll save this for the complete discussion of building saves and
fortifications.
"Transport Vehicles
Several models have the capability to transport troops into combat.
Units with transport vehicles can combine vehicle and troop movement in
order to load or unload infantry. The corresponding movement of troops
and transport is a function of the time a transport or a troop stand
waits for its counterpart. If a transport carrying troops moves ½ its
movement allowance for the turn, troops may disembark and move up to ½
their movement allowance for the turn."
No change.
"Example: Two stands of tactical Space Marines begin the turn embarked
within a Rhino. The Rhino charges 25 cm (half of its total charge move
of 50 cm), this means that the disembarking Marines are allowed to move
up to half the movement allowance determined by their orders. If on
charge, for example, the Marines could move up to 10 cm, since total
allowance for Charge Orders is 20 cm and the Rhino consumed half the
move."
NO change.
"The above example can be inverted: the Rhino waits to pick up the two
Space Marine stands, the stands move half their allotted movement, as
per their given orders, and embark in the Rhino. The Rhino would only be
able to move half its allotted movement since the marines consumed half
the move initially. This system is to reflect the time lost or consumed
by either the transport or cargo. Models may not embark and disembark
in the same turn."
No change.
"Models embarked and the model transporting them may be given different
orders from each other, even for models that are listed as a single
detachment. This means a commander may give Advance Orders to the
transport while giving Charge Orders to the troops on board. Even after
they are disembarked, models may still be given separate orders, but
models, which are a single detachment, must try to remain in unit
coherency distance. Some order combinations, such as giving embarked
troops First Fire orders, may preclude disembarking. Under no
circumstances may embarked models fire from within transports. In
simpler terms, giving embarked troops First Fire orders is useless since
they cannot disembark or fire."
What do people think about this order? Is it still worthy?
"Models carried by transports that are destroyed by incoming fire are
allowed a “bail out” save. Roll a d6 for each model in the transport.
For every roll of 4+ one model is saved and is placed besides the
destroyed vehicle. The weapon save modifier modifies this save. This
means that a weapon that hits and destroys the transport also modifies
the “bail out” save. In cases where the modifier is very high (weapons
with a modifier of –3 or greater) the model gets no save. Units with
fixed saves receive a bail out roll as described above but weapon
modifiers will not modify such a units save beyond its fixed save."
No change.
"Example: A land raider carrying two terminator stands is hit and
destroyed by a volcano cannon (weapon modifier –4). The terminators gain
the bail out save of 4+ like any other model. Since the weapon that
destroyed the vehicle has such a high modifier normally troops without a
fixed save would be removed as well. The terminators save cannot be
modified beyond a 6+ thus the weapon can only modify the save to 6+ (the
terminators fixed save)."
No change.
"Transporting Light Artillery
Light artillery pieces can be towed or carried by vehicles, as well as
manhandled by their crews. When moved by the troopers these move at the
rate specified by their definitions. When towed by, or transported
inside vehicles, they are subject to vehicle rules."
No change.
"Wartracks and War Buggies can tow Ork Hop Splats, and Rhinos and
Chimeras can tow Thudd Guns. This is done by one vehicle per one
artillery piece. Mole Mortar, Rapier, Tarantula, Scorpion AA batteries
can be transported by Rhinos, Shokk Attack Guns by Rhinos and
Battlewagons, Vibro and Lascannons can be transported by Falcons. These
count as infantry stands for the purposes of transportation."
No change.
"Disembarking from Transport Thrusters
Troops disembarking from transport thrusters (such as a Thunderhawk) do
so in the movement phase according to orders. Note that they can
disembark even if the actual transport itself is engaged in close
combat."
Delete "according to orders". Movement phase has no segments.
Also, I'd like to include if units have flight packs or jump packs, they
should receive a save as per the rules above. All other troops die.
I addition flier transports should not be required to land if they have
troops with jump/flight packs.
"Special Rule: Skimmers
Some vehicles use elaborate anti-gravity motors to move at high speeds
over terrain. This allows the vehicle to ignore some terrain types;
these vehicles are called Skimmers. Skimmers can ignore terrain
modifiers for movement as long as they do not end their movement in such
terrain. If they decide to enter such terrain restrictions apply in
full for the portion of movement spent in the difficult terrain (see
terrain chart)."
No change.
"Skimmers cannot be pinned by other models that are not skimmers and may
move out of close combat in their next move (even if their next move is
in that same turn). However, if the skimmer decides to stay it is
considered pinned for that turn ONLY. Thus opponents may not fire from
outside the close combat since they are considered pinned for that turn.
If the skimmer survives the combat it may move out of combat normally."
No change.
"Skimmers are able to make a pop-up attack if they are given First Fire
orders. The attack consists of rising above some obstacle that impedes
line of fire and thus gaining line of sight and fire. A model making a
pop-up attack may trace line of sight from up to 30 cm directly above
its current ground position on the table. It may target models normally
from this new vantage point, but models still behind cover remain out of
sight (pop-up does not give unlimited line of sight, only the ability to
use cover to its advantage and a better view point for target
acquisition). A unit making a pop-up attack can only be targeted by
units on First Fire orders since by the time units on Advance Orders can
react the skimmer has descended behind cover and is out of sight. Line
of sight does not extend beyond the edge of a wood or similar terrain
feature so “popping up” does not grant line of sight into the center of
a wooded area. Models that pop-up do not provide line of sight for
purposes of indirect barrages unless they do not fire."
No change.
"Special Rule: Flyers, Floaters and AA units
Orders"
Note: I recommend that fliers in general be considered "advanced" rules.
Opinions?
"Flyers receive and use the same orders as for all units in Net Epic.
The orders however have slightly different meaning:"
"First Fire- This order may only given to flyers capable of transporting
troops. This permits the flyer to fly in an evasive pattern as it flies
to the drop zone. Incoming fire receives a –1 penalty to hit a flyer
with this order. The flyer on first fire orders may land and deploy its
troops. It remains on the ground until the next turn where it can be
given orders normally. Flyers may also use their weapons once they land
(those that are permitted to do so)."
I also proposed some time ago that this order be used as to simulate
escorting a unit on advance orders. The only thing the escorting unit
can do is protect it from dogfights since they have to be engaged first.
Opinions?
"Advance- This permits the flyer to fire its weaponry at ground units in
the advance fire phase."
No change.
"Charge- A flyer with charge orders may engage other flyers in close
combat (dogfights)."
No change.
"Fallback- Flyers that fail a morale check are put on fallback orders
and will attempt to fly off the table. The player is granted one chance
to rally. If failed the flyers rout and count as destroyed."
No change.
"Movement
Unlike ground troops, flyers need to move constantly to stay in the air.
Thus all flyers must move at least at least half their base move every
turn. Flyers have a base move like other units, but this value is not
increased by the orders given (it is not doubled for charge orders). In
other words flyers can move up to their base move regardless of orders
given."
No change.
"A Flyer moves in a straight line between its starting point and its
destination. A flyer may make as many turns as it wishes at the
beginning and end of its move."
No change.
"Flyers are unimpeded by terrain features and suffer none of the
restrictions associated with them."
No change.
"Combat
Flyer armor is considered to be “all around”. No modifiers for side or
rear armor are applied when firing at flyers."
No change.
"Flyer attacks are against the topmost part of vehicles. This armor is
thinner than frontal armor and it is considered as thick as side armor.
This gives flyer attacks an additional –1 bonus to the save modifier of
their weapons (a flyer weapon with a –1 modifier now becomes –2). This
bonus applies only to vehicles, not infantry, titans, knights or units
with “all round” armor. Target designation and resolution is as per
standard rule."
We would need to add it applies to super heavies too, they should be
vulnerable to airstikes. Opinions?
"Flyers have line of sight to virtually everything on the tabletop, with
the exception of the inner segments of wooded terrain"
NO change.
"Units designated as anti-aircraft units can fire at flyers effectively.
These units may “snap fire” at flyers in the movement phase as snap fire
without the –1 “snap fire” to hit penalty."
If accepted we will add categories to AA weapons:
Static: expensive, long range, low firepower but high impact, cannot
target ground units in the same turn as air units.
Mobile: Cheap, short range, high firepower, low impact, can target air
and ground normally.
Opinions?
"Besides anti-aircraft units only floaters and infantry may fire at
flyers. However infantry can only fire at flyers if they are the target
of the attack and then only with a –2 penalty to hit."
No change.
"Only flyers may engage other flyers in close combat. Resolution is as
per standard close combat rules."
We need to include fliers are not pinned by anything, even other fliers.
Fliers engaged in dogfights on advance orders can still complete their
attack runs even if engaged.
"Floaters
Floaters are an intermediate type unit between flyers and ground units.
These units receive orders just as ground units do and the orders have
the same meaning and restrictions as for ground units (some have special
rules so consult the units profile)."
NO change.
"Floaters have the ability to skim above the ground or use their engines
to levitate to dizzying heights. This is designated as flying high and
flying low."
No change.
"Flying high- At this altitude the floater has an increased line of
sight (its top height is 30cm, it can trace line of sight from that
vantage point). In addition all incoming fire to the floater must add
25cm to the distance to reach it. This effectively reduces the range of
the firing units. The drawback is that the floater cannot take advantage
of terrain or buildings to hide behind and thus is exposed to most units
on the tabletop. While flying high only other floaters or flyers may
engage it in close combat. The added range bonus does NOT apply to
flyers that attack it.
Flying low- This altitude permits the floater to use terrain features
and buildings as cover, but at the expense of reduced line of sight.
Also there is no range bonus to a floater at this level (determine
distance normally). Only troops equipped with jump/flight packs and
other floaters may engage a floater in close combat at this level. The
floater may NOT be engaged in close combat by flyers at this level."
No changes.
"Anti-aircraft units
Units designated as anti-aircraft units (AA units) may fire at flyers
without restriction or penalty. AA units may fire at ground units, but
may not fire at both ground units and flyers in the same turn."
This needs to be omitted if the new AA categories are accepted.
"AA units receive orders as per ground units."
No change.
"Unit Movement and Turning
Models may turn as often as desired during movement. At the end of
movement the model must face the direction of travel but may make a
45-degree correction. Titans/ Praetorians are an exception to this rule.
Most Titans/ Praetorians can only make one 90-degree turn during
movement."
NO change.
"Snap Fire
Snap Fire is a special attack utilized to interdict enemy movement.
Since Snap Fire involves tracking moving targets and is less efficient
than normal fire. "
No change.
1. "Snap Fire may only be performed by units on First Fire orders.
2. Snap Fire may interrupt an opponent’s unit movement at any point
during the unit’s movement. Players are not allowed to Snap Fire at
stationary targets.
3. Snap Fire imposes a -1 penalty to hit. Units classed as AA do
not incur this penalty.
4. You may not interrupt another player’s Snap Fire (since these
troops are stationary you can not fire at them in the first place).
5. Units cannot Snap Fire and make a pop-up attack. The unit must
already have LOS in order to make use of Snap Fire.
6. Command units that Snap Fire are not allowed to move during the
same turn, nor are Command units allowed to snap fire after they have
moved.
7. Artillery units may not Snap Fire. This also extends to
Titan/Praetorian weapons that are armed with barrage/artillery weapons
(other non-artillery/barrage weapons on a Titan/Praetorian may Snap
Fire)."
We need to add that units with robotic minds (or spirit stones) do not
fire at a penalty.
"Models off Table
Models that for whatever reasons are moved off the table (due to
attacks, scatter die rolls from tunnellers and Drop Pods, etc.) are
removed from play. These lost models count towards Break Point
determination."
Harsh but acceptable, especially if teleportation is added.
This ends the first part ending at page 16.
Peter
Received on Fri Apr 12 2002 - 13:21:12 UTC
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