[Epic] House Rules (Woods and Pop ups)

From: Sean Smith <seans_at_...>
Date: Fri, 27 Mar 1998 12:51:31 +1300 (BST)

Below are my suggestion for house rules for dealing with firing into
woods and pop ups.

---
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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