
worlds don't always have land... and i have rules to play "ocean worlds".
1. all vehicles (except walkers) are asmed to be modified for water all other rules apply
2. troops must start out on a craft these can be vehicles (except walkers) and home made "boats"
3. these "boats" must meet these requirements: a crew

these can be hive nodes, robots, or markers; it must be open topped (explained later), and is armor 12 BS4 and agree on capacity.
4. the crew, these may be upgraded but points apply, these drive the craft if killed the craft becomes "drift wood" (explained later) others, friend or foe, can take over the boat
5. drift wood is floating wreckage to move use 2
d6 and a scatter dice these count as craft
6. the water counts as difficult and dangerous terrain (except crafts)
7. flamers don't work in water

gets hot rules do not apply in water
these are rough and i will modify if nessasary
after testing these rules i have MORE rules
1. monsters

move
2d6 and a scatter

these have YOUR rules that apply
2. flamers and all other wapon rules apply ON A BOAT
3. boats have cover buit in ei a wall with slits
4. troops DON T move normal the water counts as difficult and dangerous terrain jump troops take TWO dangerous terrain tests if they move 12 inches or takes ONE test if move 6 inches bikes are abandoned in the water (who would swim with there bike attached to them?)
5. if failed they die

even if they hav more than 1 w
6. monterous cretres can swim without the water counting as difficult and dangerous terrain
7. add terrain ei hills & stuff
8. boarding the crafts or their bases must be touching then the troops can asault each other