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Epic 40,000: On the Waterways

New Special Rules:

  • Ram (x): May add x to its Ram value when ramming. A hit when ramming automatically sinks its target.
  • Submarine: Cannot be fired at or rammed unless it has attacked that turn.Gains Ram (4) ability, but if it takes a hit it is automatically sunk.
  • Amphibious: May travel on land at half speed, but treats all ground as Dangerous. Counts as a Vehicle. Cannot 'Crowd on Sail' when on land, and has an Assault value half its Ram value.
  • Carrier: May transport up to 3 vehicles or aircraft, or 6 infantry stands. Aircraft on a Carrier only need to spend 1 turn repairing and re-arming, rather than two. Aircraft on a Carrier can at any time transfer to a airfield, which means they obey all normal rules, and vice versa. D3 aircraft get away when the Carrier is sunk, but all vehicles are lost.
  • Depth Charges: May make a Snap-fire attack at any submarine that comes within the ships range (roll one dice needing the submarines armour value to hit).
  • Hang On (x): This is an Ork-specific rule. It means that x units can Hang On to the ship, as well as those being carried by it. Units which hang on are automatically pitched off when the ship is hit, dying if more than 10cm from land at the time (but otherwise, put them on the nearest bank so they can move normally next turn).

Note: Ships do not have an Assault value as they never assault ground units (except Submarines and de-shipped Space Marines on the sea bottom; see below), they have a Ram value instead.


Race Name Speed Range Firepower Ram Armour Special Rules
Imperial Sea Raider 30cm 45cm 3 3 6+ Stubborn, Depth Charges
Imperial Nautilus 40cm 15cm Anti-Tank 4 6+ Stubborn, Submarine
Imperial Salamander Carrier 20cm 45cm 4 1 6+ Stubborn, Flak, Carrier
Imperial Alligator APC 40cm 15cm 2 1 5+ Stubborn, Transport (3)
Eldar Aqua Gunboat 30cm 45cm Anti-Tank 1 5+
Eldar Sahuagin Transport 45cm 30cm 3 2 5+ Transport (3)
Eldar Hovercraft 45cm 30cm 4 2 5+ Amphibious, Transport (2)
Eldar Neryd Carrier 30cm 45cm 2 x Barrage 2 6+ Carrier
Orks Destroyer 25cm 45cm Anti-Tank 2 5+ Hang On (1)
Orks Powerbarj 30cm 15cm Barrage 1 5+ Transport (3), Hang On (1)
Orks Mangler 45cm 15cm 2 4 5+ Ram (3), Transport (2), Hang On (2)
Orks Battilboat 20cm 45cm 2 x Anti-Tank 3 6+ Hang On (2)
Tyranid Scourge 45cm 0cm 0 4 5+ Submarine
Tyranid Kelpie 40cm 0cm 0 4 5+ Ram (3), Synapse Creature
Tyranid Spitter 20cm 30cm Anti-Tank 2 5+
Tyranid Elemental 30cm 45cm 4 2 5+ Transport (3)
Chaos Hellslammer 30cm 15cm B 4 5+ Ram (3)
Chaos Spawn Runner 40cm 15cm 1 1 5+ Transport (3)
Chaos Rocket Barge 20cm 45cm 2 x Barrage 1 5+
Chaos Daemonwreck 20cm 45cm Heavy Barrage 4 6+ Ram (4)

All craft can fire all round.

Rivers:

All watercraft can do one of four movements in a turn:

  • Normal- Move up to normal move in one direction.
  • Reverse- Move up to half move backwards.
  • Turn- Turn up to 180 and then move half move.
  • Drop-off- Move up to half normal move, drop off transported units and then turn to face any direction.

Oceans:

Counts as anything not a river. Each vessel may make up to one 45 degree turn for free for every full 20cm of their movement. Each further 45 costs 5cm of movement. Same crowding rules as above, but for every 10cm roll one dice. In an ocean, a ship can avoid being Rammed on a 4+.

Here are the new sections, to be added to the relevant army lists.



Imperial Marine Detachment

Command: Choose 1.

Detachment HQ, +25 Pts.

Main Force: Choose 1 to 10.

1 Sea Raider, 25 Pts.

1-2 Alligator APCs, 15 Pts.

1 Salamander Carrier, 60 Pts.

Support: Choose not more than the number in the main force.

1 Nautilus, 50 Pts.

Chain of Command:

HQ --> Nautilus --> Salamander --> Sea Raider --> Other.

Imperial Marine Detachments count as Imperial Navy detachments for the purposes of Strategy values.


Eldar Aquatics Detachment

Command: Choose 1.

Detachment HQ, +25 Pts.

Main Force: Choose 1 to 5.

1-2 Sahuagin Transports, 25 Pts each.

1 Neryd Carrier, 70 Pts.

Support: Choose not more than the number in the main force.

1 Aqua Gunboat, 30 Pts.

1 Hovercraft, 70 Pts.

Chain of Command:

HQ --> Neryd --> Sahuagin --> Gunboat --> Other.


Ork Wetboyz

Command: Choose 1.

Detachment HQ, +25 Pts.

Main Force: Choose 1 to 10.

1-2 Powerbarjs, 20 Pts each.

1 Mangler, 50 Pts.

Support: Choose not more than the number in the main force.

1 Destroyer, 30 Pts.

1 Battilboat, 40 Pts.

Chain of Command:

HQ --> Mangler --> Powerbarj --> Destryoer --> Other.


Tyranid Waterspawn

Synapse Creatures: Choose 3.

1-2 Kelpies, 40 Pts each.

Main Force: Choose up to 10.

1 Scourge, 50 Pts.

1 Spitter, 35 Pts.

1 Elemental, 60 Pts.

Chain of Command:

Kelpie --> Scourge --> Spitter --> Other.


Chaos Aqua Detachment

Command: Choose 1.

Detachment HQ, +25 Pts.

Main Force: Choose 1 to 10.

1 Hellslammer, 50 Pts each.

1-2 Spawn Runners, 20 Pts each.

Support: Choose not more than the number in the main force.

1 Rocket Barge, 35 Pts.

1 Daemonwreck, 50 Pts.

Chain of Command:

HQ --> Hellslammer --> Spawn Runner --> Rocket Barge --> Other.






General Rules:

Ships fire as normal. They counts as vehicles and are almost always in the open. In the Assault phase, however, a ship may choose to Ram an opponent. It can move again up to its full rate, can 'crowd on sail' if it wishes, and then Rams the enemy ship. Work out Ram values as if they were Assault values, then add the Ram (x) abilities of the attacking ship. Add up bonuses as you would normally do and then roll a D6 as normal to find out who wins. Work out hits- if a ship with the Ram ability started the combat against a ship without the Ram ability, the other ship is automatically sunk if it takes a hit. For every hit the defending ship causes, roll a dice- on a 6 the ramming ship takes a hit.

'Crowding on sail':

In rivers, Watercraft can try and add to their movement. For every 5cm they want to add to their move, roll 1 dice. If any of the dice come up 1, the vessel takes a hit.

Heavy Barrages:

A watercraft that makes a Heavy barrage attack can move and fire in the next turn, but is propelled D6cm backwards. If it hits anything it takes a normal hit.

Hits-

Weapons fire / Ramming-

  • 1-3: Ship sinks, killing everybody on board (except Hangin' On Orks, who fall into the water).
  • 4-5: Roll a dice for every stand on the ship- on a 4+ it has to leap overboard or be killed. The ship is immobilised and cannot fire. Each Rally phase, roll a dice- on a 1-2 the ship sinks, on a 3-4 roll again next turn, on a 5-6 damage is repaired, act as normal. Roll a dice for every unit on the ship every turn- on a 4+ it has to leap overboard or be killed.
  • 6: Roll a dice for every stand on the ship- on a 5+ it has to leap overboard or be killed. The ship is immobilised and cannot fire for the rest of the turn.

Crowding-

  • 1-4: Ship sinks, killing everyone.
  • 5-6: Roll a dice for every stand on the ship- on a 4+ it is killed. The ship is immobilised and cannot fire. Each Rally phase, roll a dice- on a 1-2 the ship sinks, on a 3-4 roll again next turn, on a 5-6 damage is repaired, act as normal. Roll a dice for every unit on the ship every turn- on a 4+ it has to leap overboard or be killed.

'He's Fallen In The Water':

Stands that jump into the water should be placed on the nearest bank of a river if they are on one, or must wait to be rescued by other Transports. Space Marines are an exception to this- they can walk along the seabed (counting as Dangerous terrain for normal marines but not Terminators) until they reach a shore, even if they have no orders. On the seabed only Submarines can attack them- they count as having an Assault value of 2 and a firepower of 2. Space Marines cannot shoot underwater and may only attack submarines only if the submarine assaults them first.



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