--- Sean Smith Seans_at_... --- _Popping Up_ - All units which pop up when they are woods they must roll 1d6 before they fire, they roll a 1 they take a hit. Saves can be used to prevent destruction of the unit, if it has a save. This represents the possibility of a unit taking damage from the woods canopy as it pops up. - At the end of the fire phase all units which popped up and where in ruins or woods must roll a 1d6. If they roll a 1 the unit takes a hit. Saves still can used to prevent destruction of the unit, if it has a save. This represents the possibility of a unit taking damage from a woods canopy when they are descending, in ruins it represents the chance the unit misjudges its descent and descends onto a heap of rubble, instead of into a clear space. _Firing into and out of Woods_ - Skimmers which pop up and aircraft cannot fire into woods. - Units within 2cm of the edge of a wood are assumed to be in cover, if fired upon on by units outside of a wood. - Units more than 2cm from the edge of a wood are out of line of sight for units outside a wood. - Units in a wood can fire on enemy units which within 2cm of them, the enemy units are treated as being in cover. ------------------- The rest of my suggested house rules. None them about firing into woods or pop ups. _Movement: 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. _Intiative Counters_ - If two armies have equal strategy ratings, put 3 initiative counters for each side into the cup. _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 or begin 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 Movement_ - 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. WE 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.Received on Thu Jan 01 1970 - 00:00:00 UTC
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