Re: [v5.0] Core Rules [LONG]

From: antichrist666it <seimejote_at_...>
Date: Fri, 12 Apr 2002 16:57:27 -0000

My comments below each section...

--- In netepic_at_y..., "Peter Ramos" <primarch_at_c...> wrote:
> 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.

Ok.
 
> "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.

Ok.
 
> "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.

Ok, but it's time to introduce some advanced rules about army
construction, as you already know I've done part (a lot!) of the work
in this direction...
 
> "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).

Ok.
 
> "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.

Ok.
 
> "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.

I'll prefer the 25 point increment, but it's just me :P
 
> "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.

My 2c: NO redundant units.
 
> "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.

Ok.
 
> "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.

Ok.
 
> "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>

ghghgh Ok.
 
>
> "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?

Good rule, should be basic, IMHO. One SM Scout on the objective
surrounded by 5 Bloodletter isn't really holding anything except his
breath...
 
> "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.

Ok.
 
> "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.

Ok.
  
> "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.

Ok.

> "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.

Ok.

> "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?

Take Break tests.

>
> "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.

Ok.

> "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.

Ok.

> "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.

Ok.

> "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.

Ok.

>
> "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.

Ok.

>
> "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.

Ok.

>
> "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.

Ok.
 
> "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.

Ok!
 
> "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
> CANNOT 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).

Ok to both changes.
 
> "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.

Ok.
 
> "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.

Ok.

>
> "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.

Ok.

> "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.

Same idea...

>
> "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.

Ok.

> "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.

Ok.

>
> "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.

Need a Walker column, with all infantry privileges except buildings
that are impassable.

> "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.

Ok.

> "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.
 

Ok.

>
> "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.

Agree, move them to the Fortification section.

> "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.

Ok.

> "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.

Ok.

> "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.

Ok.

> "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?

Yes.

> "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.

Ok.

> "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.

Ok.

>
> "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.

Ok.

> "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.

Ok.

>
> "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.

Move all to the flyer section, I've posted something about new flyer
rules... :P

> "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.

Ok.

>
> "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.

Ok.

> "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.

Ok.

>
> "Special Rule: Flyers, Floaters and AA units
> Orders"
>
> Note: I recommend that fliers in general be considered "advanced"
rules.
> Opinions?
>

I Agree. I skip all the flyers section, as I've posted them alone
rewritten for a dedicated discussion...

> "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?

Good, need to make some stats... :P


> "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.

Ok.

> "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.

Ok.

>
> 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.

We can make it a special skill and state its description in the
relevant codexes... I'm against fill the core rules with too many
exceptions or rules pertaining a single army or unit...

>
> "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.

Ok.

> This ends the first part ending at page 16.
>
> Peter

*phew*... how many pages there are? :P
Received on Fri Apr 12 2002 - 16:57:27 UTC

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