A while ago I posted alternative movement and alternative
Epic 40k random terrain generation system rules. I have
been experimenting with them and below are the new improved
versions.
Alternative Epic 40k Movement Rules
_All Units_
- All units half their movement if crossing a marsh and or swamp
during the movement or assault phase (except for skimmers &
troops with jump packs).
- All units increase their speed by 50% if moving along a road for
the whole of a movement or an assault phase,
_Charging Down Or Up Slopes_
- If more than 50% of the units involved in a close combat have
charged down a slope during the assault phase a +1 is added to
their close combat die roll. War engines (WEs) don't get the bonus
for charging down slopes and units charging down slopes don't get
a bonus if charging WE.
- If more than 50% of the units involved in a close combat have
charged up a slope during the assault phase a -1 is added to
their close combat die roll. War engines (WEs) don't get the bonus
for charging up slopes.
_Infantry Movement
- Infantry must use all of their movement during a movement or an
assault phase to cross a river (except for troops with jump packs),
except at fords and bridges.
- Infantry must immediately halt when they come to the edge of a river
- Infantry half their movement if crossing a stream or river ford
during the movement or assault phase (except troops with jump packs).
_Vehicles Movement_
- Vehicles half their movement if moving through a wood during the
movement or assault phase (except for the exceptions below).
- Vehicles half their movement if crossing a stream and river ford
during the movement or assault phase (except for the exceptions
below).
- Vehicles half their movement if crossing a marsh and or a swamp
during the movement or assault phase (except for the exceptions
below).
- Vehicles crossing a marsh or a swamp must immediately halt if they
roll a 1 or 2 on their dangerous terrain roll (except for the
exceptions below).
- bikes, horses, jet bikes and other similar types of vehicles can
move at full speed through woods.
- Gibletgrindas and similar types of vehicles can move at full speed
through woods;
- Skimmers don't have their movement halfed if they fly over woods.
- Skimmers don't have to halt if they roll a 1 or 2 on the dangerous
terrain roll if they don't end their movement a swamp or marsh.
_Vehicles Hull Down Rule_
- Vehicles can use the crests of hills and other similar types of
terrain to take up hull down positions. A vehicle which is hulldown
is at -1 to hit from direct fire at its front. Vehicles do not get
the benefit of hull down if fired at by:
*barrage weapons,
*weapons mounted on titans which are higher up than the crest of
the hill,
*units that can pop up;
- Vehicles in fortifications get a -2 hull down bonus vs direct fire
from their front and -1 bonus if fired at by:
*barrage weapons,
*weapons mounted on titans which are higher up than the crest of
the hill,
*units that can pop up;
- A vehicle are always hit if a 6 is rolled.
War Engines
- Only War Engines (WE) which have legs or which can skim can enter
ruins or woods, however they move at half speed, they must
immediately halt if they roll a 1 on their dangerous terrain roll;
- WEs which have legs or wheels that cross a marsh or a swamp must
immediately halt if they roll a 1,2,3 or 4 on their dangerous
terrain roll.
- WE's which have tracks that cross a marsh or a swamp must
immediately halt if they roll a 1,2 or 3 on their dangerous
terrain roll.
- WE which are skimmers don't need to make a dangerous terrain roll if
skimming over a marsh or swamp. Skimmers which start their movement
in a marsh or swamp must make a dangerous roll to see if they can
move, they are treated as wheeled WE's for the dangerous terrain
roll.
Alternative Epic 40k Random Terrain Generation System
1) Divided the battlefeild into three strips of the same width
length wise and 3 strips of the width wise, you should end up
with nine areas as shown below.
***********************
* * * *
* 1 * 2 * 3 *
***********************
* * * *
* 4 * 5 * 6 *
***********************
* 7 * 8 * 9 *
* * * *
***********************
2) In this system each player alternately places a piece of
terrain, randomly determine which player will place the
first piece of terrain.
2) Either player rolls a d6, if the result is a 5 or 6 that player
places river or a lake on the battlefield. All rivers must enter
on a board edge and exit via a board edge (a river can exit via
the same broad edge they entered) or connect to another river,
and they must be at least 60cm long. Lakes may not occupy a space
greater than 50cm square. Keep on rolling d6s for rivers until a
1,2, 3 or 4 is rolled or 4 water features have been placed on the
battlefield.
3) Next either player rolls 4d6, this the number terrain pieces
which will placed on the broad.
5) Players then alternatley pick a piece of piece of terrain then
roll a d10, if they roll a 10 the terrain is discarded, if they
roll an other number they must place it in area that corresponds
to the number. Players may only place marshes, hills, forests
and buildings. If a player places a piece of terrain is bigger
than 25cm by 25cm then the other player may place two pieces
terrain of less tthan 25cm by 25cm square as compensation. If a
player places a piece of terrain is bigger than 50cm by 50cm then
the other player may place three pieces terrain of less than 25cm
by 25cm square as compensation. A player can never place a piece
of terrain that is biggers than 75cm by 75cm.
6) Next roll 1d6 for the number of roads on the battlefield.
Roads must be placed on the battlefield in the following way:
- All roads must begin and end at either a board edge, in an urban
area or by connecting to another road;
- roads cannot loop back on themselves, but can cross over roads
already placed on the battlefield;
- roads can cross over rivers at any point once, the player placing
road decides whether the crossing is a ford or a bridge.
6) terrain placement is finished!
---
Sean Smith
Seans_at_...
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Received on Thu Jan 01 1970 - 00:00:00 UTC