Re: [NetEpic ML] Re: Dark eldar revision part 1 (long)

From: Peter Ramos <primarch_at_...>
Date: Wed, 15 Aug 2001 08:25:58 -0400

Hi!

Hehe, well, well, its seems we are waking up a bit after the long
slumber and with a yell too!

My impressions:

I dont mind fleet of foot as long as it is not combined with any other
ability that would make infantry move too fast. Only some should receive
it, perhpas stuff like grotesques should not.

Infantry should NEVER need weapons with modifers to kill them, too
unbalancing. The idea to treat them as juggers that they always complete
a charge is much, much better.

Only command types hsould have saves and low ones with a light
sprinkling of fixed save, the vast majority should have no saves.
Darius's summary on this looked pretty good.

I like the capture slaves rules, very character building. The combat
drugs I am unsure about, why not integrate some of the effects to those
units that fluff wise could have them and forego the table?

Peter

eivind.borgeteien_at_... wrote:

> hehe..
>
> Thi guy Trygve is really in the right mood today, dealing punches left
> and right :-)
>
> Eivind
> >
> > Fra: Trygve Bj�rnstad <trygve_at_...>
> > Dato: 2001/08/15 Wed PM 12:57:53 CEST
> > Til: <netepic_at_yahoogroups.com>
> > Emne: RE: RE: [NetEpic ML] Re: Dark eldar revision part 1 (long)
> >
> > Only problem is I'll beat the crap out of you, meaning that the army
> will
> > appear to be too weak... mwhuahahahaha....
> >
> > Oooops, just broke one of Eivind's rules... sorry ;o)
> >
> > Trygve
> >
> > > -----Original Message-----
> > > From: nils.saugen_at_... [mailto:nils.saugen_at_...]
> > > Sent: 15. august 2001 12:25
> > > To: netepic_at_yahoogroups.com
> > > Subject: RE: RE: [NetEpic ML] Re: Dark eldar revision part 1 (long)
> > > Sensitivity: Confidential
> > >
> > >
> > > We are thinking of giving the Dark Eldar a test. Then i'ts easier
> > > to discuss
> > > if somethings are utterly unbalanced or not! I'm in for a gluing
> > > session for
> > > the rest of the week I think!
> > >
> > > -----Original Message-----
> > > From: eivind.borgeteien_at_... [mailto:eivind.borgeteien_at_...]
> > > Sent: 15. august 2001 12:13
> > > To: netepic_at_yahoogroups.com
> > > Subject: RE: RE: [NetEpic ML] Re: Dark eldar revision part 1 (long)
> > > Sensitivity: Confidential
> > >
> > >
> > > ...and if you wonder whatthe 2nd and 3rd rule of nettiquette are,
> Im not
> > > sure yet but I will invent them as we break them :-))
> > >
> > > Eivind
> > > >
> > > > Fra: nils.saugen_at_...
> > > > Dato: 2001/08/15 Wed PM 12:00:14 CEST
> > > > Til: netepic_at_yahoogroups.com
> > > > Emne: RE: RE: [NetEpic ML] Re: Dark eldar revision part 1 (long)
> > > >
> > > > Right,
> > > >
> > > > However, this was directed at you. And you should know me well
> > > enough not
> > > to
> > > > take this to seriously! Well, I'm gonna let this silly excange
> drop now!
> > > >
> > > > Nils
> > > >
> > > > -----Original Message-----
> > > > From: eivind.borgeteien_at_...
> [mailto:eivind.borgeteien_at_...]
> > > > Sent: 15. august 2001 11:55
> > > > To: netepic_at_yahoogroups.com
> > > > Subject: RE: RE: [NetEpic ML] Re: Dark eldar revision part 1 (long)
> > > > Sensitivity: Confidential
> > > >
> > > >
> > > > 1st rule of netiquette; Dont use irony!
> > > >
> > > > You should be real carefull using irony on this list as mail
> > > lacks some of
> > > > the finer aspects of communication like mimmic, body language
> and so on.
> > > >
> > > > So, think about this; when we first discovered this list we
> watched the
> > > > discussions for weeks before we wrote anything. And when we did
> > > , we where
> > > > quite ancious abot what kind of reply we would get. Everything
> > > written on
> > > > this list should have the goal to include people, so irony or
> not, you
> > > > should not really ironize over peoples suggestions on this list.
> > > >
> > > > Eivind
> > > > >
> > > > > Fra: nils.saugen_at_...
> > > > > Dato: 2001/08/15 Wed AM 11:01:20 CEST
> > > > > Til: netepic_at_yahoogroups.com
> > > > > Emne: RE: RE: [NetEpic ML] Re: Dark eldar revision part 1 (long)
> > > > >
> > > > > Get real!
> > > > >
> > > > > Irony my friend IRONY!
> > > > >
> > > > > Flamers locked and ready to go!
> > > > >
> > > > > However, having said that, I really don't think it was a good
> Idea for
> > > > this
> > > > > particular unit! First off, I'm not over entusiastic of adding
> armour
> > > save
> > > > > to the Dark Eldar army. (This is why I prefer my rule over
> darius as
> > > this
> > > > > also includes an armour save). Secondly, this unit comes as a
> > > detachment
> > > > of
> > > > > 4 stands and is quite nasty in CC. Now having my rule means
> > > that regular
> > > > > infantry cant fire them down from afar. You need to allocate
> better
> > > weapon
> > > > > to do that, or try to take them out in CC. Which is quite
> difficult.
> > > > > Remember this unit has some serious limitations also! We are
> now only
> > > > > working on a small part of the list, overall I feel that the
> > > dark Eldar
> > > > army
> > > > > is quite balanced! So Believe me, this is in no way
> unbalancing, at
> > > least
> > > > > that is my humble opinion!
> > > > >
> > > > > Nils
> > > > >
> > > > > -----Original Message-----
> > > > > From: eivind.borgeteien_at_...
> [mailto:eivind.borgeteien_at_...]
> > > > > Sent: 15. august 2001 10:51
> > > > > To: netepic_at_yahoogroups.com
> > > > > Subject: RE: RE: [NetEpic ML] Re: Dark eldar revision part 1
> (long)
> > > > > Sensitivity: Confidential
> > > > >
> > > > >
> > > > > Thats OK, but if you want people to take part of the
> > > discussion you cant
> > > > > kill their suggiestions like that. It will only lead to a dull and
> > > awfully
> > > > > quiet list. :-(
> > > > >
> > > > > Eivind
> > > > > >
> > > > > > Fra: nils.saugen_at_...
> > > > > > Dato: 2001/08/15 Wed AM 10:40:11 CEST
> > > > > > Til: netepic_at_yahoogroups.com
> > > > > > Emne: RE: RE: [NetEpic ML] Re: Dark eldar revision part 1 (long)
> > > > > >
> > > > > > Hmmm, I think it was self proclamed you know, like when
> Napoleon tok
> > > the
> > > > > > crown from the pope and crowned himself emperor. Nice and
> symbolic,
> > > > > Napoleon
> > > > > > was then even greater than God.... To bad he only took his
> bading
> > > > outfits
> > > > > > when visiting
> > > > > > Russia....
> > > > > >
> > > > > > Now, over to more serious matters. I think my solution is
> > > the best for
> > > > > this
> > > > > > unit, then Darius idea and finally yours.
> > > > > >
> > > > > > Nils
> > > > > >
> > > > > > -----Original Message-----
> > > > > > From: eivind.borgeteien_at_...
> > > [mailto:eivind.borgeteien_at_...]
> > > > > > Sent: 15. august 2001 10:08
> > > > > > To: netepic_at_yahoogroups.com
> > > > > > Subject: RE: RE: [NetEpic ML] Re: Dark eldar revision part 1
> (long)
> > > > > > Sensitivity: Confidential
> > > > > >
> > > > > >
> > > > > > Who died and made you god?
> > > > > > >
> > > > > > > Fra: nils.saugen_at_...
> > > > > > > Dato: 2001/08/15 Wed AM 08:44:35 CEST
> > > > > > > Til: netepic_at_yahoogroups.com
> > > > > > > Emne: RE: RE: [NetEpic ML] Re: Dark eldar revision part 1
> (long)
> > > > > > >
> > > > > > > boooooohhhhh!!!!
> > > > > > >
> > > > > > > That was quickly woted down!
> > > > > > >
> > > > > > > Now we are back to 2 options :)
> > > > > > >
> > > > > > > Nils
> > > > > > > The Laughing God
> > > > > > >
> > > > > > > -----Original Message-----
> > > > > > > From: Eivind Borgeteien [mailto:eivind.borgeteien_at_...]
> > > > > > > Sent: 14. august 2001 15:56
> > > > > > > To: netepic_at_yahoogroups.com
> > > > > > > Subject: Re: RE: [NetEpic ML] Re: Dark eldar revision
> > > part 1 (long)
> > > > > > >
> > > > > > >
> > > > > > > I know thats was the options given but I dont like either
> of them.
> > > > Thats
> > > > > > why
> > > > > > > I introduced option number 3;
> > > > > > >
> > > > > > > 4+ to save, modifiable to 6
> > > > > > >
> > > > > > > So, now there are 3 options....!
> > > > > > >
> > > > > > > Eivind
> > > > > > > ----- Original Message -----
> > > > > > > From: <nils.saugen_at_...>
> > > > > > > To: <netepic_at_yahoogroups.com>
> > > > > > > Sent: Tuesday, August 14, 2001 2:58 PM
> > > > > > > Subject: RE: RE: [NetEpic ML] Re: Dark eldar revision
> > > part 1 (long)
> > > > > > >
> > > > > > >
> > > > > > > Well, I guess the options are:
> > > > > > >
> > > > > > > No save, but weapon needs a modifyer to harm it.
> > > > > > > or save + regen roll.
> > > > > > >
> > > > > > > I think the first is the best option!
> > > > > > >
> > > > > > > Nils
> > > > > > >
> > > > > > > -----Original Message-----
> > > > > > > From: eivind.borgeteien_at_...
> > > [mailto:eivind.borgeteien_at_...]
> > > > > > > Sent: 14. august 2001 14:53
> > > > > > > To: netepic_at_yahoogroups.com
> > > > > > > Subject: Sv: RE: [NetEpic ML] Re: Dark eldar revision
> > > part 1 (long)
> > > > > > > Sensitivity: Confidential
> > > > > > >
> > > > > > >
> > > > > > > Grotesque
> > > > > > > > 10 5+Fix +5 CC Weapons Stupidity Toughness (regen!)
> > > > > > > > 10 - +4 None Elite, Stupidity, Special Rules (-1 to
> wound)
> > > > > > >
> > > > > > > What does this mean? That you must have a weapon of at
> > > least -1 TSM
> > > to
> > > > > hit
> > > > > > > it? Man! What are you thinking???!!! This is waaaayyyy to
> > > cheesy!!!!
> > > > We
> > > > > > > should probably rename the unit to Gorgoneque after the milk
> > > > product!!!
> > > > > > >
> > > > > > >
> > > > > > > Hehehe... :-))
> > > > > > >
> > > > > > > I just missed some heavvy bickering as the list has been
> > > very quiet
> > > > > > lately.
> > > > > > > I will put my flamer down now, put it in a box and lay it
> > > safely in
> > > > the
> > > > > > > closet.
> > > > > > >
> > > > > > > Honestly, I would rather prefer a 4+, modifiable to 6.
> > > > > > >
> > > > > > > Yours cincerely
> > > > > > > Eivind :-)
> > > > > > >
> > > > > > > > Fra: nils.saugen_at_...
> > > > > > > > Dato: 2001/08/14 Tue PM 02:09:15 CEST
> > > > > > > > Til: netepic_at_yahoogroups.com
> > > > > > > > Emne: RE: [NetEpic ML] Re: Dark eldar revision part 1 (long)
> > > > > > > >
> > > > > > > > Hi,
> > > > > > > >
> > > > > > > > My point exactly. The artifacts should be a permanent
> > > part of the
> > > > > > > Haemonculi
> > > > > > > > stas instead of psychic powers!
> > > > > > > >
> > > > > > > > I've gone through the stats as well and present them
> > > side by side:
> > > > > > > >
> > > > > > > > Warrior
> > > > > > > > 10 - +1 Splinter Rifles 50 2 5+ -
> > > > > > > > 15 - +1 Splinter Rifles 50 1 5+ -
> > > > > > > >
> > > > > > > > Scrouge
> > > > > > > > 15 - +2 Lascannon 50 2 5+ -1 Skimmer
> > > > > > > > 20 - +1 Splinter Cannon 75 2 5+ -1 Jump Packs
> > > > > > > >
> > > > > > > > Wyches
> > > > > > > > 15 - +3 Splinter Pistols/CC Weapons 25cm 2 5+ 0
> > > CombatDrugs, Elite
> > > > > > > > 15 - +3 Splinter Pistol 25 1 5+ - Elite, Combat Drugs
> > > > > > > >
> > > > > > > > Grotesque
> > > > > > > > 10 5+Fix +5 CC Weapons Stupidity Toughness (regen!)
> > > > > > > > 10 - +4 None Elite, Stupidity, Special Rules (-1 to
> wound)
> > > > > > > >
> > > > > > > > Mandrake
> > > > > > > > 15 - +4 Splinter Pistols 25cm 2 5+ 0 Shadow Skinned
> > > Fleet of Feet
> > > > > > > > 15 - +2 Splinter Pistol 25 1 5+ - Elite,
> > > Infiltrate,Special Rules
> > > > > > > >
> > > > > > > > Helion
> > > > > > > > 20 - +2 Hellglaive 50 1 5+ - Skimmer, Combat Drugs,
> > > Special Rules
> > > > > > > > 20 - +5 Hellglaive 15 1 3+ -2 Combat Drugs, Skimmer
> > > > > > > >
> > > > > > > > Incubi
> > > > > > > > 10cm 6+Fix +5 Splinter Pistol 25cm 2 5+ 0 Command Elite
> Morale
> > > Bonus
> > > > > > > > 10 6+ +6 Tormentor Helm/Punisher 25 1 5+ - Elite
> > > > > > > >
> > > > > > > > Dark Eldar Lord
> > > > > > > > 15 6+Fix +6 DestructorCannon CC Weapons 2 50cm 4+ -1 Command
> > > > EliteCAF
> > > > > > > Bonus
> > > > > > > > 15 4+ Fixed +6 Splinter Pistol 25 2 5+ - Commander, Elite
> > > > > > > >
> > > > > > > > Haemonculus
> > > > > > > > 15 - +4 Stinger 25 1 4+ -1
> > > > > > > > Destructor Template 4 -1 Special Rules,Commander,
> > > > > > > > EliteIgnores cover to hit
> > > > > > > > Succubi
> > > > > > > > 15 - +4 Splinter Pistol 25 2 5+ - Commander, Elite,
> CombatDrugs
> > > > > > > >
> > > > > > > > Dracon
> > > > > > > > 15 6+ +4 Terrorfex 35 Template 4+ Special
> > > > > > > > Splinter pistol 25 2 5+ -1 Commandander, Elite, Soul seeker
> > > > > > > > amunition, ignores cover
> > > > > > > > Sybarite
> > > > > > > > 15 - +2 Dark Lance 75 2 5+ Special Commander,
> > > Elite,Special Rules
> > > > > > > >
> > > > > > > > Beast Master
> > > > > > > > 15 - +4 Splinter pistol/Agoniser 25 2 5+ - Commander,
> > > Elite Combat
> > > > > drugs
> > > > > > > > Special Rules
> > > > > > > > 20 6+ +2 Splinter Pistols/CC Weapons 2 25cm 5+ 0 Combat
> Drugs
> > > > Psychic
> > > > > > Save
> > > > > > > > Elite
> > > > > > > >
> > > > > > > > Dark Warlock 10cm None 0 Shredder Pistol 25cm 2 5+ 0 Command
> > > Psyker
> > > > > > > >
> > > > > > > > They are very similar.
> > > > > > > >
> > > > > > > > Nils
> > > > > > > >
> > > > > > > > -----Original Message-----
> > > > > > > >
> > > > > > > >
> > > > > > > >
> > > > > > > >
> > > > > > > >
> > > > > > > > From: eivind.borgeteien_at_...
> > > > [mailto:eivind.borgeteien_at_...]
> > > > > > > > Sent: 14. august 2001 13:14
> > > > > > > > To: netepic_at_yahoogroups.com
> > > > > > > > Subject: Sv: [NetEpic ML] Re: Dark eldar revision part 1
> (long)
> > > > > > > > Sensitivity: Confidential
> > > > > > > >
> > > > > > > >
> > > > > > > > Hi
> > > > > > > >
> > > > > > > > I dont have much references concerning the Dark Eldar,
> > > but I think
> > > > it
> > > > > > > should
> > > > > > > > follow some generic Netepic principles.
> > > > > > > >
> > > > > > > > Thats why I think we should not introduce "fleet of
> foot" as an
> > > > > ability,
> > > > > > > nor
> > > > > > > > upgrade units with equipment and artifacts.
> > > > > > > >
> > > > > > > > In stead of the "fleet of foot" suggested I would give
> > > them a base
> > > > > move
> > > > > > of
> > > > > > > > 15 cm.
> > > > > > > >
> > > > > > > > The Haemonculi should in stead of being upgraded with
> > > an artifact
> > > be
> > > > > > given
> > > > > > > > said ability by deafault.
> > > > > > > >
> > > > > > > > Eivind
> > > > > > > > >
> > > > > > > > > Fra: nils.saugen_at_...
> > > > > > > > > Dato: 2001/08/14 Tue AM 09:21:51 CEST
> > > > > > > > > Til: netepic_at_yahoogroups.com
> > > > > > > > > Emne: [NetEpic ML] Re: Dark eldar revision part 1 (long)
> > > > > > > > >
> > > > > > > > > Hi you all
> > > > > > > > >
> > > > > > > > > Slow start to the Dark Eldar bickering! I recon that
> > > is because
> > > > > > > > > nobody has played with them yet.
> > > > > > > > >
> > > > > > > > > My comments below!
> > > > > > > > >
> > > > > > > > >
> > > > > > > > > --- In netepic_at_y..., Peter Ramos <primarch_at_c...> wrote:
> > > > > > > > > > Hi!
> > > > > > > > > >
> > > > > > > > > > We will start hammering out a Dark Eldar force list
> while we
> > > > wait
> > > > > > > > > for GW
> > > > > > > > > > to get thier minis out. Note any list will be
> experimental
> > > until
> > > > > > > > > some
> > > > > > > > > > playtesting is done. The following is from
> > > manuscripts made by
> > > > > > > > > Darius,
> > > > > > > > > > Nils and others. I will present the ideas side by
> side and
> > > > people
> > > > > > > > > can
> > > > > > > > > > sort them out.
> > > > > > > > > >
> > > > > > > > > > Dark Eldar special rule:
> > > > > > > > > >
> > > > > > > > > > Special Rules
> > > > > > > > > > The Dark Eldar almost always take prisoners during their
> > > raids.
> > > > > > > > > When a
> > > > > > > > > > unit in close combat with the Dark Eldar is broken,
> > > and fails
> > > > it's
> > > > > > > > > > moral, roll 1d6 for any stands still in Close Combat
> with a
> > > Dark
> > > > > > > > > Eldar
> > > > > > > > > > stand in the end phase, on a roll of 4+ the stand is
> taken
> > > > > prisoner
> > > > > > > > > and
> > > > > > > > > > the Dark Eldar player awarded 1 victory point.
> > > > > > > > > >
> > > > > > > > >
> > > > > > > > > I really, really, like this rule! The Dark Eldar go to
> war in
> > > > order
> > > > > > > > > to get slaves to drag back home. I guess they
> > > sacrifice them to
> > > > > > > > > Slaanesh or the great devourer, as the god is known to
> them.
> > > It's
> > > > > > > > > constant need for fresh souls, drives the Dark Eldar
> on their
> > > > > > > > > conquest, or else they will be consumed themselves!
> > > > > > > > >
> > > > > > > > >
> > > > > > > > > > Suggested infantry powers (and ONLY infantry)
> > > > > > > > > >
> > > > > > > > > > � Fleet of foot- this permits infantry to move an
> additional
> > > 5cm
> > > > > > > > > during
> > > > > > > > > > a charge move.
> > > > > > > > > > � Shadowed skin- they may only fired upon if the
> firing unit
> > > is
> > > > > > > > > within 25cm
> > > > > > > > > > � Combat drugs- roll once on the following table
> > > and apply the
> > > > > > > > > results
> > > > > > > > > > to the unit
> > > > > > > > > >
> > > > > > > > > > Die Roll Result
> > > > > > > > > > 1 +10cm to base move
> > > > > > > > > > 2 + to hit rolls
> > > > > > > > > > 3 +d6 to CAF
> > > > > > > > > > 4 Fixed 5+ save
> > > > > > > > > > 5 Re-roll 1's & 2"'s in CC
> > > > > > > > > > 6 Ignore morale checks
> > > > > > > > > >
> > > > > > > > > > Another manuscript limited combat drugs to Whyches
> > > and Helions
> > > > > with
> > > > > > > > > > tables as follows:
> > > > > > > > > >
> > > > > > > > > > for whyches
> > > > > > > > > >
> > > > > > > > > > D6 RESULT
> > > > > > > > > > 1 Triple move when charging
> > > > > > > > > > 2 + 1 CAF
> > > > > > > > > > 3 + 1 Attack
> > > > > > > > > > 4 +1 Moral
> > > > > > > > > > 5 +1 To hit
> > > > > > > > > > 6 Re roll close combat result once
> > > > > > > > > >
> > > > > > > > > > for helions
> > > > > > > > > >
> > > > > > > > > > D6 RESULT
> > > > > > > > > > 1 Crazed! Ignores fall back result, always on charge
> orders.
> > > > > > > > > > 2 +1 CAF
> > > > > > > > > > 3 +1 Attack
> > > > > > > > > > 4 +1 To Moral
> > > > > > > > > > 5 +1 To Hit
> > > > > > > > > > 6 Re roll close combat result once
> > > > > > > > > >
> > > > > > > > >
> > > > > > > > > Hmm, if I remember correctly I've included a spesific
> > > table for
> > > > the
> > > > > > > > > combat Drugs under each of the descriptions for units
> that may
> > > > > > > > > utilise this! I think that is the best way to go!
> > > > > > > > >
> > > > > > > > > Shadow skinned is a nice addition! However I believe
> it only
> > > > > (should)
> > > > > > > > > apply(s)to Mandrakes!
> > > > > > > > >
> > > > > > > > > Fleet of foot is best added to the unit stats, giving them
> > > > > additional
> > > > > > > > > 5 cm move. However, in Epic Eldar don't have this special
> > > ability,
> > > > > so
> > > > > > > > > should the Dark Eldar have it??? I think they should!
> > > > > > > > >
> > > > > > > > > The Dark Eldar army should be built along three core
> values.
> > > > > > > > > Speed, Firepower and Light Armour.
> > > > > > > > >
> > > > > > > > >
> > > > > > > > > > Infantry descriptions and stats
> > > > > > > > > >
> > > > > > > > > > Dark Eldar Warriors: These are the main infantry
> unit of the
> > > > Dark
> > > > > > > > > Eldar
> > > > > > > > > > army. They are armed with Splinter rifles and make for
> > > excellent
> > > > > > > > > > tactical troops.
> > > > > > > > > >
> > > > > > > > > > Scourges: Scourges provide the heavy firepower for the
> > > infantry.
> > > > > > > > > They
> > > > > > > > > > are armed with lascannons and use special jump packs
> that
> > > > resemble
> > > > > > > > > wings.
> > > > > > > > > >
> > > > > > > > > > Wyches: Wyches are assault troops for the Dark
> > > Eldar. They are
> > > > > > > > > naturally
> > > > > > > > > > quick and use Combat Drugs to enhance their
> > > fighting ability.
> > > > They
> > > > > > > > > are
> > > > > > > > > > also classifies as elite troops. Wyches can only use
> Advance
> > > > Fire
> > > > > > > > > and
> > > > > > > > > > Charge orders.
> > > > > > > > > >
> > > > > > > > > > Mandrakes: These units are the deadly recon units.
> They are
> > > > > > > > > Shadowed
> > > > > > > > > > Skinned and Fleet of Foot. They are allowed an
> infiltration
> > > move
> > > > > at
> > > > > > > > > the
> > > > > > > > > > beginning of the game, which allows them one move
> > > up to charge
> > > > > rate
> > > > > > > > > > (this includes Fleet of Foot 5cm bonus). Mandrakes
> can only
> > > use
> > > > > > > > > Advance
> > > > > > > > > > Fire and Charge orders.
> > > > > > > > > >
> > > > > > > > > > Hellions: These troops ride razor boards into combat
> and are
> > > > armed
> > > > > > > > > with
> > > > > > > > > > a Hell Glaive. The Hell Glaive is a powerful CC
> > > that make the
> > > > > > > > > Hellions
> > > > > > > > > > one of the most deadly combat troops available to
> the Dark
> > > > Eldar.
> > > > > > > > > > Hellions also use Combat Drugs. Hellions can only
> > > use Advance
> > > > Fire
> > > > > > > > > and
> > > > > > > > > > Charge orders.
> > > > > > > > > >
> > > > > > > > > > Grotesque: These deformed creatures are so hideous
> that they
> > > > cause
> > > > > > > > > fear.
> > > > > > > > > > The charged unit must make their morale check or
> > > fight at -2.
> > > > > > > > > Otherwise
> > > > > > > > > > they are at -1. In addition to being disgustingly
> ugly the
> > > > > > > > > Grotesque is
> > > > > > > > > > quite stupid and must roll a d6 to follow its
> > > orders. On a 4+
> > > > the
> > > > > > > > > > Grotesque may follow the orders placed for the unit.
> If the
> > > roll
> > > > > is
> > > > > > > > > not
> > > > > > > > > > successful the unit cannot move but can fight in CC
> > > normally.
> > > If
> > > > a
> > > > > > > > > > Grotesque is hit and fails its save it isn't
> destroyed yet.
> > > Turn
> > > > > > > > > the
> > > > > > > > > > model on its side and at the End phase roll 1d6 and
> on a 4+
> > > the
> > > > > > > > > unit
> > > > > > > > > > gets up and continues as if it was never hit. This
> does not
> > > work
> > > > > in
> > > > > > > > > CC
> > > > > > > > > > however.
> > > > > > > > > >
> > > > > > > > > > Beast Master: This elite troop controls Warp Beast
> packs and
> > > is
> > > > > > > > > enhanced
> > > > > > > > > > with Combat Drugs. They are very fast because they
> > > need to be
> > > > able
> > > > > > > > > to
> > > > > > > > > > keep up with the Warp Beasts. The Beast Master is a
> > > deadly CC
> > > > unit
> > > > > > > > > and
> > > > > > > > > > must be with 10cm of the pack she controls. The
> Beast Master
> > > > moves
> > > > > > > > > and
> > > > > > > > > > shoots like a command unit but can be targeted normally.
> > > > > > > > > >
> > > > > > > > > > Incubus: The Incubi are command units for the Dark Eldar
> > > > Warriors.
> > > > > > > > > Any
> > > > > > > > > > Warrior stand within 10cm of the Incubi is +1 on morale
> > > checks.
> > > > > > > > > >
> > > > > > > > > > Haemonculus: The Haemonculi are command units for
> > > Wyches. Any
> > > > Wych
> > > > > > > > > stand
> > > > > > > > > > within 10cm of the Haemonculi gains a +1 to CAF.
> > > > > > > > > >
> > > > > > > > > > Archon: The evil Leader of the Dark Eldar. Any Dark
> > > Eldar unit
> > > > > > > > > within
> > > > > > > > > > 10cm of the Archon automatically passes morale
> checks. The
> > > > Archon
> > > > > > > > > has a
> > > > > > > > > > psychic save of 5+. A Haemonculus bodyguard
> accompanies the
> > > > > Archon.
> > > > > > > > > >
> > > > > > > > > > Dark Warlock: These are the psykers of the Dark
> Eldar race.
> > > They
> > > > > > > > > are
> > > > > > > > > > command units and targeting rules apply. The Dark
> > > Warlock has
> > > a
> > > > > > > > > psychic
> > > > > > > > > > save of 4+. The Dark Warlock may use one of the
> following
> > > powers
> > > > > > > > > once
> > > > > > > > > > per turn as long as they aren't in close combat.
> > > > > > > > > >
> > > > > > > > > > * Shadowed: This power enables the psyker to hide one
> > > detachment
> > > > > or
> > > > > > > > > unit
> > > > > > > > > > (not company) from the enemy. The shadowed units
> appear to
> > > > flicker
> > > > > > > > > in
> > > > > > > > > > out of their shadows thus making them more difficult
> to hit
> > > and
> > > > > > > > > fight in
> > > > > > > > > > close combat. When this is used the unit must be
> within 50cm
> > > of
> > > > > the
> > > > > > > > > > psyker. The effects last for 1 turn. All enemy
> > > units must roll
> > > a
> > > > > 4+
> > > > > > > > > on
> > > > > > > > > > 1d6 in order to shoot at Shadowed units. If
> successful they
> > > may
> > > > do
> > > > > > > > > so at
> > > > > > > > > > -1. Shadowed units in close combat receive a +2
> > > bonus to their
> > > > > CAF.
> > > > > > > > > >
> > > > > > > > > > * Blinded: This enables the psyker to blind one unit
> (not
> > > > > > > > > detachment) in
> > > > > > > > > > a shroud of darkness. Command targeting does not
> apply. The
> > > > shroud
> > > > > > > > > of
> > > > > > > > > > darkness will follow the unit for one turn. The
> > > affected unit
> > > > > > > > > cannot
> > > > > > > > > > fire or engage in close combat but move. When
> > > moving, roll the
> > > > > > > > > scatter
> > > > > > > > > > die for every 5cm the unit travels and move it in the
> > > direction
> > > > > > > > > > indicated. In addition, enemy units can't engage it
> nor fire
> > > at
> > > > > it.
> > > > > > > > > The
> > > > > > > > > > psyker must roll a 4+ to be successful. Units that
> have a
> > > > psychic
> > > > > > > > > save
> > > > > > > > > > must make a successful psychic save roll to negate this
> > > effect.
> > > > > > > > > This
> > > > > > > > > > power has a range of 50cm.
> > > > > > > > > > * Death Grip: This allows the psyker to attack one
> unit in a
> > > > > > > > > detachment
> > > > > > > > > > within 25 cm. The warlock player must roll a 4+ on
> 1d6 to
> > > > > > > > > successfully
> > > > > > > > > > attack the unit. If successful, the unit is
> automatically
> > > > > destroyed
> > > > > > > > > > unless it has a psychic save. Titans and
> > > praetorians who lose
> > > > > their
> > > > > > > > > crew
> > > > > > > > > > to this attack aren't destroyed but can't move and
> are at -1
> > > to
> > > > > hit
> > > > > > > > > for
> > > > > > > > > > the rest of the game (there are still enough crew
> members to
> > > man
> > > > > > > > > the
> > > > > > > > > > other posts.
> > > > > > > > > >
> > > > > > > > > > The stats are in one continuous line with name
> followed by
> > > move,
> > > > > > > > > save,
> > > > > > > > > > CAF, weapon, range, attack dice, to hit number, save
> modifer
> > > and
> > > > > > > > > special
> > > > > > > > > > notes in that order.
> > > > > > > > > >
> > > > > > > > > > Warrior 10cm None +1 Splinter Rifles 50cm 2 5+ 0
> > > > > > > > > > Scourge 15cm None +2 Lascan. 50cm 2 5+ -1 Skimmer
> > > > > > > > > > Wych 15cm None +3 Splinter Pistols/ CC Weapons 25cm
> 2 5+ 0
> > > > Combat
> > > > > > > > > Drugs
> > > > > > > > > > Elite
> > > > > > > > > > Mandrake 15cm None +4 Splinter Pistols/ CC Weapons
> > > 25cm 2 5+ 0
> > > > > > > > > Shadow
> > > > > > > > > > Skinned Fleet of Feet
> > > > > > > > > > Hellion 20cm None +5 Hell Glaive 15cm 1 3+ -2 Combat
> Drugs
> > > > Skimmer
> > > > > > > > > > Grotesque 10cm 5+Fix +5 CC Weapons N/A N?A N/A N/A
> Stupidity
> > > > > > > > > Toughness
> > > > > > > > > > Beast Master 20cm 6+ +2 Splinter Pistols/ CC
> > > Weapons 2 25cm 5+
> > > 0
> > > > > > > > > Combat
> > > > > > > > > > Drugs Psychic Save Elite
> > > > > > > > > > Incubus 10cm 6+Fix +5 Splinter Pistol 2 25cm 5+ 0
> Command
> > > Elite
> > > > > > > > > Morale Bonus
> > > > > > > > > > Haemonculus 15cm 6+Fix +6 DestructorCannon CC
> Weapons 2 50cm
> > > 4+
> > > > -1
> > > > > > > > > > Command EliteCAF Bonus
> > > > > > > > > > Archon 10cm 5+Fix +6 Destructor Cannon 50cm 50cm 4+
> > > -2 Command
> > > > > > > > > Elite
> > > > > > > > > > Psychic Save Morale Bonus
> > > > > > > > > > Dark Warlock 10cm None 0 Shredder Pistol 25cm 2 5+ 0
> Command
> > > > > Psyker
> > > > > > > > > >
> > > > > > > > > > The second version is as follows:
> > > > > > > > > >
> > > > > > > > > > INFANTRY
> > > > > > > > > >
> > > > > > > > > > Warriors
> > > > > > > > > > Dark Eldar warriors attack rapidly, killing or
> > > crippling those
> > > > > that
> > > > > > > > > > oppose them. They then drag off any survivors back to
> > > Commorragh
> > > > > to
> > > > > > > > > be
> > > > > > > > > > tortured or killed at leisure.
> > > > > > > > > >
> > > > > > > > > > Scrouges
> > > > > > > > > > On black pinions, the Scrouges drop down from the
> > > skies, their
> > > > > > > > > heavy
> > > > > > > > > > weapons unleashing a hail of splinters and pulses of
> dark
> > > > energy.
> > > > > > > > > They
> > > > > > > > > > attack wherever they please, and strike where least
> > > expected,
> > > > > > > > > utilising
> > > > > > > > > > their wings to quickly retreat or drive forward
> > > depending upon
> > > > the
> > > > > > > > > > enemies strength.
> > > > > > > > > > Models: Swooping Hawks, Exarchs or any 1/300 scale
> miniature
> > > > with
> > > > > > > > > either
> > > > > > > > > > wings or jumppacks.
> > > > > > > > > >
> > > > > > > > > > Wyches
> > > > > > > > > > Ruled by their Succubi, Wyches spend their entire lives
> > > > perfecting
> > > > > > > > > the
> > > > > > > > > > skills of gladiatorial combat. Few survive their
> first duel,
> > > but
> > > > > > > > > those
> > > > > > > > > > who live learn quickly. A Dark Eldar lord with
> sufficient
> > > means
> > > > > can
> > > > > > > > > hire
> > > > > > > > > > these highly-skilled warriors to accompany him into
> battle,
> > > > > > > > > promising
> > > > > > > > > > great rewards for those whose fighting displays are most
> > > > pleasing
> > > > > > > > > to watch.
> > > > > > > > > >
> > > > > > > > > > Wyches use combat drugs to artificially boost their
> already
> > > fine
> > > > > > > > > honed
> > > > > > > > > > abilities. Roll a d6 for every Wych detachment at
> > > the start of
> > > > the
> > > > > > > > > > battle to see what effect the vile narcotics have
> > > on the unit.
> > > > The
> > > > > > > > > > effect lasts for the entire battle.
> > > > > > > > > >
> > > > > > > > > > D6 RESULT
> > > > > > > > > > 1 Triple move when charging
> > > > > > > > > > 2 + 1 CAF
> > > > > > > > > > 3 + 1 Attack
> > > > > > > > > > 4 +1 Moral
> > > > > > > > > > 5 +1 To hit
> > > > > > > > > > 6 Re roll close combat result once
> > > > > > > > > >
> > > > > > > > > > Grotesques
> > > > > > > > > > All Dark Eldar take pleasure in suffering,
> especially the
> > > > > > > > > infliction of
> > > > > > > > > > pain. There are some that have become so obsessed
> > > by this need
> > > > for
> > > > > > > > > > torture that they have turned upon their own bodies.
> Others
> > > are
> > > > > > > > > less
> > > > > > > > > > voluntary about their twisted, manipulated flesh,
> > > haven fallen
> > > > > > > > > victim to
> > > > > > > > > > the attention of the Haemonculi through some real
> > > or perceived
> > > > > > > > > misdeed,
> > > > > > > > > > or by simply being in the wrong place at the wrong time.
> > > > > > > > > >
> > > > > > > > > > Grotesques are not noted for their intelligence. To
> be given
> > > > > orders
> > > > > > > > > as
> > > > > > > > > > normal the detachment has to be within 10 cm of a
> Command
> > > unit.
> > > > If
> > > > > > > > > not,
> > > > > > > > > > roll a d6; on a 3+ the Grotesques receive charge orders,
> > > > otherwise
> > > > > > > > > they
> > > > > > > > > > receive advance orders.
> > > > > > > > > >
> > > > > > > > > > Grotesques are inured to pain and shrug off minor
> > > wounds that
> > > > > would
> > > > > > > > > > leave another writhing in agony. Because of this
> they ignore
> > > the
> > > > > > > > > wounds
> > > > > > > > > > from weapons without a save modifier.
> > > > > > > > > >
> > > > > > > > > > Grotesques are so terrifying that any unit they
> enter into
> > > close
> > > > > > > > > combat
> > > > > > > > > > with must make a morale check or go on fallback orders.
> > > > > > > > > Additionally,
> > > > > > > > > > enemy troops must succeed in a moral check if they
> > > wish to try
> > > > to
> > > > > > > > > enter
> > > > > > > > > > close combat with a grotesque stand.
> > > > > > > > > >
> > > > > > > > > > Mandrakes
> > > > > > > > > > Mandrakes are the most malevolent of the Dark Eldar,
> preying
> > > on
> > > > > > > > > their
> > > > > > > > > > own kind form the shadows of Commorragh. Who can say
> how a
> > > Dark
> > > > > > > > > Eldar
> > > > > > > > > > Lord can entice these vile creatures to serve him in
> battle.
> > > > What
> > > > > > > > > prizes
> > > > > > > > > > can be offered to beasts who crave flesh and blood
> > > and little
> > > > > else?
> > > > > > > > > >
> > > > > > > > > > The special chameleon-like skin of the Mandrakes
> > > allow them to
> > > > > > > > > blend
> > > > > > > > > > into the background, even when standing in open
> > > terrain. This
> > > > > means
> > > > > > > > > the
> > > > > > > > > > can not be seen at a range of over 25 cm, and thus
> not be
> > > > targeted
> > > > > > > > > by
> > > > > > > > > > units that are further away. If in cover the cover
> > > modifier is
> > > > > > > > > counted
> > > > > > > > > > as being one level higher.
> > > > > > > > > >
> > > > > > > > > > The Mandrakes may infiltrate after initial
> deployment up to
> > > > their
> > > > > > > > > full
> > > > > > > > > > charge move before the battle begins.
> > > > > > > > > >
> > > > > > > > > > Helion
> > > > > > > > > > Mounted on multibladed skyboards, Helions sweep
> > > down from the
> > > > sky
> > > > > > > > > > screaming chilling battle cries. They delight in
> surprise
> > > > attacks,
> > > > > > > > > using
> > > > > > > > > > their speed and specialised weapons to strike quick
> > > and hard,
> > > > and
> > > > > > > > > then
> > > > > > > > > > move out of range, before the enemy can turn their
> guns on
> > > them.
> > > > > > > > > >
> > > > > > > > > > If the Helions are on charge orders all enemy units
> shooting
> > > at
> > > > > > > > > them
> > > > > > > > > > receive a -1 penalty.
> > > > > > > > > >
> > > > > > > > > > The Helions is a subsect of the Wych Cult, and like
> Wyches
> > > they
> > > > > use
> > > > > > > > > > combat drugs to artificially boost abilities. Roll a
> d6 for
> > > > every
> > > > > > > > > Helion
> > > > > > > > > > detachment at the start of the battle to see what
> effect the
> > > > vile
> > > > > > > > > > narcotics have on the unit. The effect lasts for the
> entire
> > > > > battle.
> > > > > > > > > >
> > > > > > > > > > The Helions is armed with the hellglaive. It
> incorporates a
> > > > > > > > > splinter
> > > > > > > > > > rifle and a set of vicious cutting blades that are
> > > capable to
> > > > > > > > > slicing a
> > > > > > > > > > man in half when the Helions swoops into close
> combat. When
> > > the
> > > > > > > > > Helion
> > > > > > > > > > initiates close combat he may add +1 to his CAF.
> This effect
> > > > lasts
> > > > > > > > > for
> > > > > > > > > > the first round of close combat only.
> > > > > > > > > >
> > > > > > > > > > D6 RESULT
> > > > > > > > > > 1 Crazed! Ignores fall back result, always on charge
> orders.
> > > > > > > > > > 2 +1 CAF
> > > > > > > > > > 3 +1 Attack
> > > > > > > > > > 4 +1 To Moral
> > > > > > > > > > 5 +1 To Hit
> > > > > > > > > > 6 Re roll close combat result once
> > > > > > > > > >
> > > > > > > > > > Incubi
> > > > > > > > > > The Incubi is the Dark Eldar Lord's most trusted
> > > and deadliest
> > > > > > > > > servants.
> > > > > > > > > > None can tell what the true aims of the Incubi are.
> On the
> > > > surface
> > > > > > > > > their
> > > > > > > > > > only need appears to be to excel in martial skills.
> > > That they
> > > > have
> > > > > > > > > some
> > > > > > > > > > hidden plan, some unfulfilled agenda, is without doubt.
> > > Whatever
> > > > > > > > > their
> > > > > > > > > > reasons, no Dark Eldar Lord is without a force of these
> > > > incredible
> > > > > > > > > > warriors to protect them. The Incubi will protect
> their Lord
> > > in
> > > > > > > > > battle,
> > > > > > > > > > but, as the Dark Eldar is an evil and power hungry
> race, the
> > > > Lord
> > > > > > > > > > requires his Incubi to also protect him from his
> > > own followers
> > > > > > > > > nearly as
> > > > > > > > > > much as they are required to shield him from the enemy.
> > > > > > > > > >
> > > > > > > > > > Unit stats present as above:
> > > > > > > > > >
> > > > > > > > > > Warrior 15 - +1 Splinter Rifles 50 1 5+ -
> > > > > > > > > > Scrouge 20 - +1 Splinter Cannon 75 2 5+ -1 Jump Packs
> > > > > > > > > > Wyches 15 - +3 Splinter Pistol 25 1 5+ - Elite,
> Combat Drugs
> > > > > > > > > > Grotesque 15 - +4 None - - - - Elite, Stupidity,
> > > Special Rules
> > > > > > > > > > Mandrake 15 - +2 Splinter Pistol 25 1 5+ - Elite,
> > > Infiltrate,
> > > > > > > > > Special Rules
> > > > > > > > > > Helion 20 - +2 Hellglaive 50 1 5+ - Skimmer, Combat
> Drugs,
> > > > Special
> > > > > > > > > Rules
> > > > > > > > > > Incubi 10 6+ +6 Tormentor Helm/ Punisher 25 1 5+ - Elite
> > > > > > > > > >
> > > > > > > > > >
> > > > > > > > > > SPECIAL UNITS
> > > > > > > > > >
> > > > > > > > > > Dark Eldar Lord
> > > > > > > > > > Dark Eldar thrive on domination and power, and those
> who are
> > > > > > > > > vicious and
> > > > > > > > > > ruthless enough will quickly rise to the position of
> > > authority.
> > > > > The
> > > > > > > > > Dark
> > > > > > > > > > Eldar Lord's lead their servants into battle in the
> > > search for
> > > > > > > > > slaves
> > > > > > > > > > and souls, leaving worlds in ruin and a veritable
> > > mountain of
> > > > dead
> > > > > > > > > > heaped in their wake. The Dark Eldar Lords are known as
> > > Archons.
> > > > > > > > > >
> > > > > > > > > > Haemonculus
> > > > > > > > > > There is no pain unknown to the Haemonculi, no agony
> they
> > > cannot
> > > > > > > > > > administer upon their victims. They treat the
> infliction of
> > > > misery
> > > > > > > > > and
> > > > > > > > > > death as the highest of arts, gleefully producing
> > > choruses of
> > > > > > > > > screams
> > > > > > > > > > and taking delight in any nuance of discomfort and woe.
> > > > > > > > > >
> > > > > > > > > > The Haemonculus is a command unit, they bring a lot
> > > of arcane
> > > > > > > > > devices
> > > > > > > > > > into battle to administer suffering on their enemies.
> > > > > > > > > >
> > > > > > > > > > The Dark Eldar Haemonculi use a special gun, known
> as the
> > > > stinger.
> > > > > > > > > It
> > > > > > > > > > fires a dart of a very virulent poison into the
> > > victims blood
> > > > > > > > > stream,
> > > > > > > > > > causing them to explode. If the target is killed
> > > place a blast
> > > > > > > > > marker
> > > > > > > > > > centred on the exploding model, and roll a hit
> against all
> > > other
> > > > > > > > > models
> > > > > > > > > > at least half covered by the template, scoring a hit
> on 5+.
> > > This
> > > > > > > > > weapon
> > > > > > > > > > will only affect opponents of flesh and blod!
> > > > > > > > > >
> > > > > > > > > > They also carry the Destructor, it fires a spray of
> highly
> > > > > > > > > corrosive
> > > > > > > > > > acid that can eat through any armour. Use the small
> (10cm)
> > > > > teardrop
> > > > > > > > > > template. This weapon ignores covermodifiers.
> > > > > > > > > >
> > > > > > > > > > Crucible of Malediction; no one knows what arcane
> the Dark
> > > Eldar
> > > > > > > > > use to
> > > > > > > > > > create this devices. Each crucible contains the trapped
> > > spirits
> > > > of
> > > > > > > > > > psykers captured and tortured by the dark eldar.
> > > When released
> > > > > > > > > these
> > > > > > > > > > spirits hurtle across the battlefield unleashing a
> psychic
> > > > > > > > > cacophony
> > > > > > > > > > that can drive enemy psykers insane. The Heamonculi
> need to
> > > > focus
> > > > > > > > > his
> > > > > > > > > > entire concentration to use this item, thus he may
> not move,
> > > > fire
> > > > > > > > > any
> > > > > > > > > > other weapon or be in close combat.
> > > > > > > > > >
> > > > > > > > > > When the crucible is used the Dark Eldar player
> rolls 2d6
> > > while
> > > > > the
> > > > > > > > > > closest enemy psyker (or daemon) rolls 1d6 (Greater
> daemons
> > > roll
> > > > > > > > > 3d6).
> > > > > > > > > > If the Dark Eldar player rolls higher, then the
> enemy psyker
> > > is
> > > > > > > > > slain
> > > > > > > > > > and is removed from the battle. If the enemies roll
> > > is higher,
> > > > > then
> > > > > > > > > the
> > > > > > > > > > tortured spirits hurtle along towards the second closest
> > > psyker
> > > > > and
> > > > > > > > > > attack in the same manner as above. The spirits
> > > continue until
> > > > > > > > > either
> > > > > > > > > > one enemy psyker is slain or all survives the attacks.
> > > > > > > > > >
> > > > > > > > > > Succubus
> > > > > > > > > > All Wych cults is lead by a Succubi. The Succubi is
> > > the finest
> > > > > > > > > warrior
> > > > > > > > > > in the cult, and won the title by defeating the
> > > predecessor in
> > > > > > > > > single
> > > > > > > > > > combat. The Succubi must constantly fight duels with
> their
> > > best
> > > > > > > > > warriors
> > > > > > > > > > to keep their title.
> > > > > > > > > >
> > > > > > > > > > The Succubi use the Shardnet and the impaler in
> > > close combat,
> > > > > > > > > reducing
> > > > > > > > > > their opponents CAF by 1.
> > > > > > > > > >
> > > > > > > > > > Like all Wych the Succubi use Combat Drugs to boost
> their
> > > > > abilities.
> > > > > > > > > >
> > > > > > > > > > D6 RESULT
> > > > > > > > > > 1 Triple move when charging
> > > > > > > > > > 2 + 1 CAF
> > > > > > > > > > 3 + 1 Attack
> > > > > > > > > > 4 +1 Moral
> > > > > > > > > > 5 +1 To hit
> > > > > > > > > > 6 Re roll close combat result once
> > > > > > > > > >
> > > > > > > > > > Beast Master
> > > > > > > > > > Beastmasters are a subsect of the Wych cult, that fight
> > > against
> > > > > > > > > wild
> > > > > > > > > > creatures in the arenas of Commorragh. The
> Beastmasters also
> > > use
> > > > > > > > > combat
> > > > > > > > > > drugs, but always get the triple charge rate
> > > result, in order
> > > to
> > > > > > > > > allow
> > > > > > > > > > them to keep up with their pack of warp beasts.
> > > > > > > > > >
> > > > > > > > > > Dracon
> > > > > > > > > > The only way to power in Commorragh is through
> murder and
> > > > deceit.
> > > > > > > > > Many
> > > > > > > > > > Dark Eldar shows great talent at this, and the few that
> > > survives
> > > > > do
> > > > > > > > > > often rise quickly to power within their Kabal and
> become
> > > > Dracons.
> > > > > > > > > Their
> > > > > > > > > > ultimate goal is to become the next Archon of the Kabal.
> > > > > > > > > >
> > > > > > > > > > The Dracon is always looking for an opportunity to
> strike at
> > > the
> > > > > > > > > Arcon,
> > > > > > > > > > so whenever a Dracon stand is the closest stand to
> > > an Arcon in
> > > > the
> > > > > > > > > > orders segment. The Dracon must charge the Arcon and
> engage
> > > him
> > > > in
> > > > > > > > > close
> > > > > > > > > > combat. The Dark Eldar player must make this move before
> > > moving
> > > > > any
> > > > > > > > > > other units in that turn.
> > > > > > > > > >
> > > > > > > > > > The Dracons use a special type of ammunition made
> > > of captured
> > > > > > > > > wraithbone
> > > > > > > > > > lootet from the bodies of slain Eldar Wraithguards.
> You may
> > > > > re-roll
> > > > > > > > > any
> > > > > > > > > > misses once, and this weapon ignores cover to hit.
> > > > > > > > > >
> > > > > > > > > > Terrorfex is a wrist mounted grenade launcher,
> > > firing grenades
> > > > > made
> > > > > > > > > of
> > > > > > > > > > Eldar Wraithbone. The effect this is to produce
> nightmarish,
> > > > > > > > > psychically
> > > > > > > > > > induced visions that terrify the users enemies. To
> use this
> > > > weapon
> > > > > > > > > > choose a target as normal. Place a blast marker
> > > centred on the
> > > > > > > > > target
> > > > > > > > > > model and roll to hit, the target is not allowed an
> armour
> > > save,
> > > > > > > > > but
> > > > > > > > > > cover modifiers is applied as normal. If you score
> > > a hit, all
> > > > > > > > > models at
> > > > > > > > > > least half-covered by the template must make a moral
> check
> > > with
> > > > a
> > > > > > > > > +1
> > > > > > > > > > penalty or go on fallback orders. This weapon may
> > > not be fired
> > > > > > > > > indirectly.
> > > > > > > > > >
> > > > > > > > > > Sybarite
> > > > > > > > > > The most cruel and cunning of the Dark Eldar
> > > warriors rise to
> > > > the
> > > > > > > > > ranks
> > > > > > > > > > of the Sybarite. The Sybarite is armed with a scaled
> down
> > > > version
> > > > > > > > > of the
> > > > > > > > > > Dark Lance. This weapon fires a beam of dark energy that
> > > > > > > > > annihilates
> > > > > > > > > > anything it hits. Its especially effective against
> heavily
> > > > > armoured
> > > > > > > > > > vehicles, thick armour plates offer no protection
> > > against the
> > > > > beam.
> > > > > > > > > Due
> > > > > > > > > > to its unique nature targets with a 3+ or better
> save are
> > > > treated
> > > > > > > > > as a 4+.
> > > > > > > > > >
> > > > > > > > > > Unit stats presented as above:
> > > > > > > > > >
> > > > > > > > > > Troop Type Move Saving Throw CAF Weapons Range
> Attack Dice
> > > Roll
> > > > To
> > > > > > > > > Hit
> > > > > > > > > > TSM Notes
> > > > > > > > > > Dark Eldar Lord 15 4+ Fixed +6 Splinter Pistol 25 2 5+ -
> > > > > Commander,
> > > > > > > > > Elite
> > > > > > > > > > Haemonculus 15 - +4 Stinger Destructor 25Template 1
> 44 -1
> > > > Special
> > > > > > > > > Rules,
> > > > > > > > > > Commander, EliteIgnores cover to hit
> > > > > > > > > > Succubi 15 - +4 Splinter Pistol 25 2 5+ - Commander,
> Elite,
> > > > Combat
> > > > > > > > > Drugs
> > > > > > > > > > Dracon 15 6+ +4 TerrorfexSplinter pistol 3525
> Template2 4+5+
> > > > > > > > > Special-1
> > > > > > > > > > Commandander, Elite, Soul seeker amunition, ignores
> cover
> > > > > > > > > > Sybarite 15 - +2 Dark Lance 75 2 5+ Special
> > > Commander, Elite,
> > > > > > > > > Special Rules
> > > > > > > > > > Beast Master 15 - +4 Splinter pistol/Agoniser 25 2 5+ -
> > > > Commander,
> > > > > > > > > Elite
> > > > > > > > > > Combat drugs Special Rules
> > > > > > > > > >
> > > > > > > > >
> > > > > > > > > Here we could go either way. The unit description on
> the last
> > > > tekst
> > > > > > > > > is copied from the Codex dark Eldar, so we might want to
> > > consider
> > > > > > > > > using the other.
> > > > > > > > >
> > > > > > > > > I think the Incubi, and special infantry units from
> the latter
> > > > text
> > > > > > > > > is the better choise, especially the Dracon/Archon
> conflict.
> > > > > However,
> > > > > > > > > a cross between the two would probably be better still.
> > > > > > > > >
> > > > > > > > > I don't think the Dark Eldar should have any
> > > psychers, but that
> > > > the
> > > > > > > > > Haemonculi should be able to protect them from psychic
> attacs
> > > > using
> > > > > > > > > artifacts like the Curcible of Malediction.
> > > > > > > > >
> > > > > > > > >
> > > > > > > > > > This should be anough to get started, vehicles and
> cavalry
> > > will
> > > > > > > > > follow
> > > > > > > > > > in a day or so.
> > > > > > > > > >
> > > > > > > > > > Peter
> > > > > > > > >
> > > > > > > > > Well, thats it for the infantry on my part!
> > > > > > > > >
> > > > > > > > > Nils
> > > > > > > > >
> > > > > > > > >
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Subject: Re: Sv: RE: [NetEpic ML] Re: Dark eldar revision part 1 (long)
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From: Peter Ramos <primarch_at_...>

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Hi!

Very true. Concepts not mechanics should be implemented, since 40k
mechanics could seriously unbalance the game in net epic.

Teleporting in net epic is a very powerful thing, that is why mostly its
been kept optional so far. If this were to be made mainstream in a DE
army list appropriate cost and restrictions should be made.

Peter

eivind.borgeteien_at_... wrote:

> We have to be very carefull that it is the actual units, and not the
> game mechanics of 40K we import to netepic. If we import the game
> mechanics of 40K to just one army, it wil become unballanced, too weak
> or too strong.
>
> For example:(If I remember this correctly...)
>
> The "fleet of foot" is a game mechanich. In 40K assault marines also
> have this ability. The equivalent of fleet of foot in Netepic would be
> 15cm move.
>
> The ability to shoot twice if standing still is also a general game
> mechanic in 40K. The equivalent in Netepic would be the First Fire Ordre
>
> The ability to teleport is also a matter of game mechanic. In 40k some
> units have the ability to teleport in, depending on the scenario
> played. If the DE is given some units with this ability unrestricted,
> it should also apply to for example SM Terminators as it does in 40K.
>
> Now we already have rules for teleporting terminators in Netepic, so I
> expect the DA teleporters would be a similar unit. (Small, expencive
> and a Special Card)
>
> Eivind
>
> >
> > Fra: nils.saugen_at_...
> > Dato: 2001/08/15 Wed AM 10:03:14 CEST
> > Til: netepic_at_yahoogroups.com
> > Emne: RE: [NetEpic ML] Re: Dark eldar revision part 1 (long)
> >
> > Yea, super fluff idea. As I gather the dark eldar don't use dropships to
> > land on a planed, the simply teleport down, and in WH40K they are
> able to
> > teleport in reinforcements to almost any area of the board. I've
> inkluded a
> > sort of teleporting knight class unit called the shadow stalker,
> which we
> > will be able to discuss later. The unit is an enormous cheesecake,
> so some
> > serious tampering is needed though!
> >
> > Nils
> >
> > -----Original Message-----
> > From: jyrki.saari_at_... [mailto:jyrki.saari@...]
> > Sent: 15. august 2001 09:36
> > To: netepic_at_yahoogroups.com
> > Subject: RE: [NetEpic ML] Re: Dark eldar revision part 1 (long)
> > Sensitivity: Confidential
> >
> >
> > Since we don't have to follow the mainstream 40K fluff we might
> rationalize
> > this by stating that the Dark Eldar use grav-belts similar to those
> of the
> > Harlequins. This would satisfy me at least and fit well with the hit
> and run
> > mentality of DE army.
> >
> > Jyrki Saari
> >
> > -There is no such thing as free lunch because eating takes time and
> time is
> > money.
> >
> > > -----Original Message-----
> > > From: ext nils.saugen_at_... [mailto:nils.saugen@...]
> > > Sent: 15. August 2001 10:31
> > > To: netepic_at_yahoogroups.com
> > > Subject: RE: [NetEpic ML] Re: Dark eldar revision part 1 (long)
> > > Sensitivity: Confidential
> > >
> > >
> > > Probably not, but it gives an extra aspect to the Dark Eldar Army.
> > >
> > > They then become deadly fast!
> > >
> > > Nils
> > >
> > > -----Original Message-----
> > > From: jyrki.saari_at_... [mailto:jyrki.saari@...]
> > > Sent: 15. august 2001 08:58
> > > To: netepic_at_yahoogroups.com
> > > Subject: RE: [NetEpic ML] Re: Dark eldar revision part 1 (long)
> > > Sensitivity: Confidential
> > >
> > >
> > > > -----Original Message-----
> > > > From: ext [mailto:eivind.borgeteien_at_...]
> > > > Sent: 14. August 2001 14:14
> > > > To: netepic_at_yahoogroups.com
> > > > Subject: Sv: [NetEpic ML] Re: Dark eldar revision part 1 (long)
> > > > Sensitivity: Confidential
> > > >
> > > >
> > > > Hi
> > > >
> > > > I dont have much references concerning the Dark Eldar, but I
> > > > think it should follow some generic Netepic principles.
> > > >
> > > > Thats why I think we should not introduce "fleet of foot" as
> > > > an ability, nor upgrade units with equipment and artifacts.
> > > >
> > > > In stead of the "fleet of foot" suggested I would give them a
> > > > base move of 15 cm.
> > > >
> > > > The Haemonculi should in stead of being upgraded with an
> > > > artifact be given said ability by deafault.
> > > >
> > > > Eivind
> > >
> > > Hm. If we give them 15cm move they move as fast as Imperial jump pack
> > > troops. are they really THAT fast with their bare (or armored
> > > :P ) feet?
> > >
> > > Jyrki Saari
> > >
> > > -There is no such thing as free lunch because eating takes
> > > time and time is
> > > money.
> > >
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Hi!<br>
<br>
Very true. Concepts not mechanics should be implemented, since 40k mechanics
could seriously unbalance the game in net epic. <br>
<br>
Teleporting in net epic is a very powerful thing, that is why mostly its
been kept optional so far. If this were to be made mainstream in a DE army
list appropriate cost and restrictions should be made.<br>
<br>
Peter<br>
<br>
<a class="moz-txt-link-abbreviated" href="mailto:eivind.borgeteien_at_...">eivind.borgeteien@...</a> wrote:<br>
<blockquote type="cite" cite="mid:20010815083637.PIBR20663.mta01_at_%5B212.186.255.13%5D"><tt>
 We have to be very carefull that it is the actual units, and not the game
mechanics of 40K we import to netepic. If we import the game mechanics of
40K to just one army, it wil become unballanced, too weak or too strong.<br>
  <br>
 For example:(If I remember this correctly...) <br>
  <br>
 The "fleet of foot" is a game mechanich. In 40K assault marines also have
this ability. The equivalent of fleet of foot in Netepic would be 15cm move.<br>
  <br>
 The ability to shoot twice if standing still is also a general game mechanic
in 40K. The equivalent in Netepic would be the First Fire Ordre<br>
  <br>
 The ability to teleport is also a matter of game mechanic. In 40k some units
have the ability to teleport in, depending on the scenario played. If the
DE is given some units with this ability unrestricted, it should also apply
to for example SM Terminators as it does in 40K. <br>
  <br>
 Now we already have rules for teleporting terminators in Netepic, so I expect
the DA teleporters would be a similar unit. (Small, expencive and a Special
Card)<br>
  <br>
 Eivind<br>
  <br>
> <br>
> Fra: <a class="moz-txt-link-abbreviated" href="mailto:nils.saugen_at_...">nils.saugen@...</a><br>
> Dato: 2001/08/15 Wed AM 10:03:14 CEST<br>
> Til: <a class="moz-txt-link-abbreviated" href="mailto:netepic_at_yahoogroups.com">netepic_at_yahoogroups.com</a><br>
> Emne: RE: [NetEpic ML] Re: Dark eldar revision part 1 (long)<br>
> <br>
> Yea, super fluff idea. As I gather the dark eldar don't use dropships
to<br>
> land on a planed, the simply teleport down, and in WH40K they are able
to<br>
> teleport in reinforcements to almost any area of the board. I've inkluded
a<br>
> sort of teleporting knight class unit called the shadow stalker, which
we<br>
> will be able to discuss later. The unit is an enormous cheesecake,
so some<br>
> serious tampering is needed though!<br>
> <br>
> Nils<br>
> <br>
> -----Original Message-----<br>
> From: <a class="moz-txt-link-abbreviated" href="mailto:jyrki.saari_at_...">jyrki.saari@...</a> [<a class="moz-txt-link-freetext" href="mailto:jyrki.saari@...">mailto:jyrki.saari@...</a>]<br>
> Sent: 15. august 2001 09:36<br>
> To: <a class="moz-txt-link-abbreviated" href="mailto:netepic_at_yahoogroups.com">netepic_at_yahoogroups.com</a><br>
> Subject: RE: [NetEpic ML] Re: Dark eldar revision part 1 (long)<br>
> Sensitivity: Confidential<br>
> <br>
> <br>
> Since we don't have to follow the mainstream 40K fluff we might rationalize<br>
> this by stating that the Dark Eldar use grav-belts similar to those
of the<br>
> Harlequins. This would satisfy me at least and fit well with the hit
and run<br>
> mentality of DE army.<br>
> <br>
> Jyrki Saari<br>
> <br>
> -There is no such thing as free lunch because eating takes time and
time is<br>
> money.<br>
> <br>
> > -----Original Message-----<br>
> > From: ext <a class="moz-txt-link-abbreviated" href="mailto:nils.saugen_at_...">nils.saugen@...</a> [<a class="moz-txt-link-freetext" href="mailto:nils.saugen@...">mailto:nils.saugen@...</a>]<br>
> > Sent: 15. August 2001 10:31<br>
> > To: <a class="moz-txt-link-abbreviated" href="mailto:netepic_at_yahoogroups.com">netepic_at_yahoogroups.com</a><br>
> > Subject: RE: [NetEpic ML] Re: Dark eldar revision part 1 (long)<br>
> > Sensitivity: Confidential<br>
> > <br>
> > <br>
> > Probably not, but it gives an extra aspect to the Dark Eldar Army.<br>
> > <br>
> > They then become deadly fast!<br>
> > <br>
> > Nils<br>
> > <br>
> > -----Original Message-----<br>
> > From: <a class="moz-txt-link-abbreviated" href="mailto:jyrki.saari_at_...">jyrki.saari@...</a> [<a class="moz-txt-link-freetext" href="mailto:jyrki.saari@...">mailto:jyrki.saari@...</a>]<br>
> > Sent: 15. august 2001 08:58<br>
> > To: <a class="moz-txt-link-abbreviated" href="mailto:netepic_at_yahoogroups.com">netepic_at_yahoogroups.com</a><br>
> > Subject: RE: [NetEpic ML] Re: Dark eldar revision part 1 (long)<br>
> > Sensitivity: Confidential<br>
> > <br>
> > <br>
> > > -----Original Message-----<br>
> > > From: ext [<a class="moz-txt-link-freetext" href="mailto:eivind.borgeteien_at_...">mailto:eivind.borgeteien@...</a>]<br>
> > > Sent: 14. August 2001 14:14<br>
> > > To: <a class="moz-txt-link-abbreviated" href="mailto:netepic_at_yahoogroups.com">netepic_at_yahoogroups.com</a><br>
> > > Subject: Sv: [NetEpic ML] Re: Dark eldar revision part 1
(long)<br>
> > > Sensitivity: Confidential<br>
> > > <br>
> > > <br>
> > > Hi<br>
> > > <br>
> > > I dont have much references concerning the Dark Eldar, but
I <br>
> > > think it should follow some generic Netepic principles.<br>
> > > <br>
> > > Thats why I think we should not introduce "fleet of foot"
as <br>
> > > an ability, nor upgrade units with equipment and artifacts.<br>
> > > <br>
> > > In stead of the "fleet of foot" suggested I would give them
a <br>
> > > base move of 15 cm.<br>
> > > <br>
> > > The Haemonculi should in stead of being upgraded with an
  <br>
> > > artifact be given said ability by deafault.<br>
> > > <br>
> > > Eivind<br>
> > <br>
> > Hm. If we give them 15cm move they move as fast as Imperial jump
pack<br>
> > troops. are they really THAT fast with their bare (or armored
  <br>
> > :P ) feet?<br>
> > <br>
> > Jyrki Saari<br>
> > <br>
> > -There is no such thing as free lunch because eating takes <br>
> > time and time is<br>
> > money.<br>
> > <br>
> > To unsubscribe send e-mail to: <a class="moz-txt-link-abbreviated" href="mailto:netepic-unsubscribe_at_egroups.com">netepic-unsubscribe_at_egroups.com</a>
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Received on Wed Aug 15 2001 - 12:25:58 UTC

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