I really think we should change the label of the Astropath.
Fluffwise, I cant really see why we have put it on the battlefield at all! The astropath is for interstellar communication only, and far to valuable fore the imperium to be taken out by some stray-shot or barrage. Its place is safe far from the frontline fighting, in the staff of the generals leading the campaign. These units are not represented in Netepic. The highest ranking officers are the regimental HQs, and even those roles are more tactical than strategical.
I suggest we change the label, decrease their powers somewhat and leave the astropath behind with the generals. If we ever make some campaign rules, we might reintroduce the fellow.
Eivind
----- Original Message -----
From: Peter Ramos
To: netepic_at_yahoogroups.com
Sent: Tuesday, September 18, 2001 6:49 PM
Subject: Re: [NetEpic ML] Psychic revision: chaos part 1
Hi!
I like your line of thought, we probably should do both. As you state the astropath's powers should be along your stated guidelines: a power that extends the command zone 10 or 15cm is MORE than sufficient, changing orders is always a good way to go, a limited amount of nearby units (one or two at the most). I'd stay away from altering initiative rolls.
The current astropath powers should be scaled down and would be more appropriate under a sanctioned psyker label.
Peter
nils.saugen_at_sebkort.no wrote:
Hmmm,we could redifine the Astropath altogether? As I gather they are primarelyused for realying communications through space. I think this unit should bemore like the Eldar faarseer.What powers should it have then?Some sort of infuence on the initiative roll?Changeing of orders to closeby friendly troops?Enhance the chain of command range?We could then make a less powerfull version of the current Astropath, andcall it a sanctioned psycher?Nils -----Original Message-----From: Peter Ramos [mailto:primarch_at_...]Sent: 18. september 2001 18:15To: netepic_at_yahoogroups.comSubject: Re: [NetEpic ML] Psychic revision: chaos part 1Hi!Definately too long a range, more like 50cm, and it should require an opposed rol
l, stronger psykers have better chance of avoiding this than weaker ones do.PeterTrygve Bjørnstad wrote:
Ref. the Beacon power:I think an option could be to give some sort of save against the power, for instance: "Unless the Greater Daemons, Psykers, or Eldar Wraithguard/Dreadnoughts wins a contest of will against the astropath, the unit may only fire at, or target psychic/magic powers at the Astropath..." The contest of will could work in the same manner as the purge daemon power... And 100cm range might be a tad much? Comments? Trygve -----Original Message----- From: nils.saugen_at_... [mailto:nils.saugen_at_...] Sent: 18. september 2001 08:44 To: netepic_at_yahoogroups.com Subject: RE: RE: [NetEpic ML] Psychic revi
sion: chaos part 1 So the range of the Cancellation power is reduced to 50 cm, the rest stays as it is then. However, I think we need to have a look at the beacon power also. This is how it is today: Beacon : The Astropath becomes a flaring psychic beacon. For the rest of the turn, any Greater Daemons, Psykers, or Eldar Wraithguard/Dreadnoughts within 100cm may only fire at, or target psychic/magic powers at the Astropath (they may violate the normal Command Unit rule to do so - the Psychic Beacon makes the Astropath visible to all Psykers on the battlefield). What does it really mean, do you have to fire all powers/weapons at the astropath even though you know that the astropath is out of range? If it only applies to those within range, the point of the power is sort of lost. Since the astropath doesn't have a psychic savingt
hrow it would be quite foolish, although noble, to activate this power when units with non physical psy powers is within range. Of course I'm perfectly happy with this rule as it is, but I guess my opponents, especially Eldar and Chaos, might or rather will call it foul play. I can already hear them display their exellent knowledge of different types of cheeses. So suggestions anyone? Nils -----Original Message----- From: Albert Farré Benet [mailto:cibernyam_at_...] Sent: 17. september 2001 19:12 To: netepic_at_yahoogroups.com Subject: Re: RE: [NetEpic ML] Psychic revision: chaos part 1 I agree, 75 cm all around is a third (or a half) of the main playing area. 50 cm should
be enough. Also think that if you want to arrive to other psykers you'll have to advance the Astropath and risk losing it in CC or due to nearby weapons. Albert Farré ----- Original Message ----- From: eivind.borgeteien_at_... <mailto:eivind.borgeteien_at_...> To: netepic_at_yahoogroups.com <mailto:netepic_at_yahoogroups.com> Sent: Monday, September 17, 2001 3:20 PM Subject: Sv: RE: [NetEpic ML] Psychic revision: chaos part 1 Hi! Fluffwise, I do agree,
but in actual gaming we have great difficulties beating chaos. In our gaming group, chaos has only been beaten once, and that was by Slann 2.0 or something! (Gorgonzola vs Swizzerland ;-) Thats why I am against decreasing/deleting the unit too much. The 75 cm range is perhaps a little too much, so 50 cm is OK by me. Eivind > > Fra: jyrki.saari_at_... > Dato: 2001/09/17 Mon PM 12:31:20 CEST > Til: netepic_at_yahoogroups.com > Emne: RE: [NetEpic ML] Psychic revision: chaos part 1 > > > -----Original Message----- > > From: ext Peter Ramos [mailto:primarch@...] > > Sent: 16. September 2001 15:53 > > To: netepic_at_yahoogroups.com > > Subject: Re: [NetEpic ML] Psychic revision: chaos part 1 > > > > > > Hi! > > > > Hmmm. you got a point there, I did not read that power for the > > Astropath, the clarifications are mostly for the Slann's > > nullify ability. > > > > I have reviewed the Astropath's power and come to the > > conclusion that it > > is too powerful, its too long range and it gets a too large a > > bonus over > > psykers that
the fluff indicates are better at psychics than the > > astropath, like Warlocks and Librarians. > > > > I would re-define the power as a range of 25cm (Astropaths are weak > > psykers). If the power is from a card source (such as a chaos > > card) its > > a straight d6 roll, if he wins its cancelled. If its from a > > psyker they > > gain a +1 bonus the astropath none. If a greater demon or > > Great mage its > > a +3 bonus. Its much weakened, but more appropriate, given > > that they are > > cheap you could conceivably have a couple running around and > > offer good > > protection (the range make
s it a defensive not offensive as it should > > be) to nearby supported units. Plus unlike nullification it > > can be used > > every turn. > > > > Comments. > > > > First of all, astropaths are not weak psykers. However, they are VERY > specialized, namely on astrotelepathy, eg. very long distance > communications. Nullification and psychic combat of ANY kind just isn't in > their turf and personally I really can't see them hopping around the > battlefield as they are just too valuable to risk. So my opinion is: delete > the astropath. Battlefield psychics is the role of librarians and adeptus
> psykers. > > > > Peter > > > > > Jyrki Saari > > -There is no such thing as free lunch because eating takes time and time is > money. > > > To unsubscribe send e-mail to: netepic-unsubscribe_at_egroups.com > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > To unsubscribe send e-mail to: netepic-unsubsc
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Received on Tue Sep 18 2001 - 20:11:32 UTC