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#1 |
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Join Date: Aug 2018
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I am developing a scenario where Picts attack the IX Roman Legion in a swamp
I cannot find any specific rules on swamp movement other than "The DM may adjust MA & DX while in swamp". Has anyone developed specific rules for swamp movement? . |
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#2 |
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Join Date: Jun 2018
Location: Durham, NC
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This is what I do (straight from my notes):
- Swamps have mud. The mud may be visible or under up to 1’ of water. Either way it counts as mud. Snakes and Gators move on mud at normal MA. Everyone else moves at half MA. Swamp map are a mix of mostly mud hexes with a few islands of dry land hammocks with occasional waist deep water. The waist deep pools mean you walk through at MA 2 or swim. Trees & bushes grow in all three: mud, land & water. If you are on a road/trail through the swamp, then it is a 1 to 3 hex wide dry land raised trail winding its way through the swamp from hammock to hammock. |
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#3 | |
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Join Date: Aug 2018
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#4 |
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Join Date: Oct 2015
Location: New England
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You could just use the movement in water rules on ITL 120. Another option would be to make it possible to get stuck in mud, perhaps with a 3/DX saving roll or getting stuck on a 6 on a 1d6 roll, and then requiring a ST or DX roll to pull free.
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#5 |
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Join Date: Jun 2019
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In an interesting bit of archeological news I ran into not long ago, I learned wooden Celtic (and/or Pictish) roadways were hidden 2 inches under water in boggy areas. They couldn't be seen, so they were no help to the Romans, but of course the locals new exactly where they'd put them. The boggy conditions have actually preserved some of them -- the article was accompanied by a photo of one that's been uncovered. Dang clever!
__________________
"I'm not arguing. I'm just explaining why I'm right." |
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#6 | |
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Join Date: Aug 2018
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