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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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