BASIC RULES

Rule System

This game uses the Warhammer Fantasy rules published by Games Workshop with a few minor changes to represent battles under water. I'm not going to re-write all of the warhammer rules here so just assume all the warhammer rules apply unless stated otherwise in these rules.

The Ocean

The games is set in the Oceans of the warhammer world. You must have a table three stories tall (see below) with room between each to move figers. Each story represents part of the ocean as follows:

1. _____________________ Ocean Surface

2. _____________________ The Mid-Ocean

3. _____________________ Ocean Floor

Movment Between Levels

To acend or decend, up or down a level will cost 2 inches of movement. If a whole unit can not move the distance it is split in two but must reform next movement phase (if possible).

Movement Restrictions

Certain units can only move onto certain levels of the game board as they are not use to the enviroment of one level; for example sharks need to roll a 4+ to go to the surface while dolphins need a 4+ to go to the ocean floor otherwise they loss air and a wound.

Fighting Between Levels

Units can fight against any enemy unit who they are in base-base contact with or is directly above or below them.

WEAPONS

Below are the point values and rules for the most commen weapons in Under the Sea.

Equipment Cost Rules
Hand Weapons - -
Hand Weapon Free None
Extra Hand Weapon 1 +1 Attack
Double Handed Weapons 2 +2 Strenght, always attack last.
Spear/Trident 2 Attack in Two Ranks
Halberd 2 +1 Strength
Lance 2 +2 Strength on Charge
Spear-Hook 2 Attack two ranks and +1 Strength
Harpoons 2 Attack two ranks, if hits -1 WS
Nets 2 +1 initiative bonus, if hit enermy then can't attack back.
Poisoned Weapons +1 +1 Strength to weapon
- - -
Missile Weapons - -
Crossbow4 Range 30", Str4. Move or Shoot.
Sling 2 Range 9", Str3. Shoots Twice
Poisoned Weapons +1 +1 Strength to weapon
Armour - -
Shild 1 +1 Save
Light Armour 2 +1 Save (-1 move for Shild + Light Armour)

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