[Epic] Epic 41K Rule changes

From: J. Michael Looney <mlooney_at_...>
Date: Mon, 06 Oct 1997 00:18:35 -0500

Epic 41K Changes to current Special abilities

Commander:
A unit with the Commander special ability may take command of any units
of his army (i.e. not allies) that are currently "out of command" but
with in 30 cm of his position. The units that he has taken command of
are now part of his detachment for the rest of the game

Artillery:
1. Artillery unit may fire Smoke rounds
2. Artillery units that have line of sight to their target act as
normal. All E40K rules are in effect for this type of fire, including
range. This is know as "Direct fire".
3. The range of artillery units is doubled, but if firing over half
range (i.e. over the current printed range) the detachment must use
indirect fire.
4. Artillery units may only fire indirectly under one of the following
conditions
4.1. A forward observer has line of sight on the target. This will
halve the fire power of the attack.
4.2. They are firing using map fire. This will quarter the fire power
of the attack.
4.3. They are firing at a target in line of sight but that is over the
printed range, but under twice the printed range. This will halve the
fire power of the attack.
5. Round fire power down. A value of 1.5 or 1.75 is 1, not 2. See
however next item.
6. In all cases the fire power of the attack may not be reduced to under
1.
7. The halving or quartering of the fire power take place after Blast
Markers are accounted for.
8. The Blast Markers applied to the target unit is based on the total
fire power before any adjustments, as per normal E40K rules
9. Preparatory Bombardment may be done with Indirect Fire.

Example:
A detachment of 9 Griffon mortars has 4 possible target detachments.
The Griffons have 5 blast markers on them. In all 4 target detachments
it is possible to cover 3 units with the barrage template, generating a
base of 27 fire power, which places 3 blast markers on the target
detachment. The after blast marker Fire Power rating would be 22 fire
power. Note that E40K range of a Griffon is 30 cm.

Target 1 : Target is 25 cm from the Griffons and is in line of sight It
is attacked with 22 fire power (section 2 above)
Target 2 : Target is 50 cm from the Griffons and is line of sight of a
forward observer. It is attacked with 11 fire power. (section 4.1
above)
Target 3 : Target is 50 cm from the Griffons and no forward observer is
available for this fire mission. It is attacked with 5 fire power
(section 4.2)
Target 4 : Target is 50 cm from the Griffons, which have line of sight
on the target. It is attacked with 11 fire power. (section 4.3 above)

Flak:
1. The "optional" rules for flyers on page 108 of the battle book are no
longer optional.
2. The Missile ADA rules are in effect

Infiltrators
1. May be upgraded to "Recon" at a cost of +2 points per unit
2. This means that may also be upgraded to "Forward Observer" at normal
cost for level

Any unit that starts as a detachment command unit may be upgraded to
Forward observer at level cost.

New Special powers:

Alan Brain's list of special powers in his "Flavour" rules are in
effect.

Engineer:
See posted rules
Recon:
1. Cost +2 per unit.
2. A Recon unit may spot a hidden unit at a range of 30 cm, not 15 cm as
given on page 13 of the battle book.
3. A Recon unit may be upgraded to Forward observer at level cost.

Forward observer:
Base Level:
Cost +5 points
At this level the observer may spot for one detachment of his army that
is currently on the game board. He may "spot" for a different
detachment in each turn but may only spot for one detachment per turn.
"Spotting" counts as the units fire action. His fire power may not be
counted as part of his detachments fire power during the firing phase.
If he spots for a unit in the movement phase (Prep Fire) he may NOT
spot for an other unit in the fire phase, nor may he fire during the
firing phase. He, however, may move according to the orders of his
detachment. He may snap fire, attack or defend in close assault , and
may be part of a fire fight.

Level II
Cost +25 points.
At this level an observer has all the abilities of one at base level but
may also call "off board" fire, as per the "Orbital Barrage" fate card,
except that only 1D6 fire power is used in the attack, not 3D6. This
counts as his firing action. If he calls for an off board barrage he
may not spot for an on board detachment. He must have line of sight on
the target to call for fire on it.

Level III
Cost +45 points
At this level acts as a Level II observer except that he may call for
2D6 Fire power.

Level IV
Cost +65 pts
At this level acts as a Level III observer except that he may call for
3D6 Fire power

Level V
Cost +100 pts
At this level acts as a Level IV observer and may also call an off board
missile strike. This acts as a Death Strike Missile

All off board attacks are called based on the following chart
1D6 Barrage 2+
2D6 Barrage 3+
3D6 Barrage 4+
Missile Attack 5+

An observer can call for a lower level attack than he is rated for, to
get a better chance of having the attack happen.


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Received on Mon Oct 06 1997 - 05:18:35 UTC

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