Re: [NetEpic ML] DE summary

From: Peter Ramos <primarch_at_...>
Date: Fri, 2 Nov 2001 09:18:22 -0500

Hi!

Could you post the stats on it?

Peter

----- Original Message -----
From: <nils.saugen_at_...>
To: <netepic_at_yahoogroups.com>
Sent: Friday, November 02, 2001 7:04 AM
Subject: RE: [NetEpic ML] DE summary


> There is a scout titan type in one of the rules set, we have playtested it
> and it worked just fine!
>
> Nils
>
> -----Original Message-----
> From: Peter Ramos [mailto:primarch_at_...]
> Sent: 2. november 2001 13:58
> To: netepic_at_yahoogroups.com
> Subject: [NetEpic ML] DE summary
>
>
> Hi!
>
> This is the summary posted previously and there were the following
reactions
> to it:
>
> 1. Combat drugs should be in card form (great idea by Jyrki). We need to
> define the parameters of how cards are accrued. How cards should you get
per
> company card? 1, 2 or 3?
>
> 2. Shadow skin should be limited, but which units?
>
> 3. We need creation of AA and flier units.
>
> 4. Titans will they get them?
>
> 5. Vote below which variant of a unit you prefer, I will tabulate the
> results and post them.
>
> Overall rules
>
> Prisoners
>
> 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
> (fallback orders), 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.
>
>
> DE powers
>
> The Dark Eldar infantry have several advantages unique to them:
>
> Fleet of foot- this permits infantry to move an additional 5 cm during a
> charge move.
> Shadowed skin- they may only fired upon if the firing unit is within 25 cm
> Combat drugs- as per card
>
> Infantry
>
> Decide which set of stats to use from the following:
>
> Warrior 15 - +1 Splinter Rifles 50 1 5+ -
> Warrior 10 cm None +1 Splinter Rifles 50 cm 2 5+ 0
>
> Scrouge 20 - +1 Splinter Cannon 75 2 5+ -1 Jump Packs
> Scourge 15 cm None +2 Lascan. 50 cm 2 5+ -1 Skimmer
>
> Wyches 15 - +3 Splinter Pistol 25 1 5+ - Elite, Combat Drugs
> Wych 15 cm None +3 Splinter Pistols/ CC Weapons 25 cm 2 5+ 0 Combat
> Drugs Elite
>
> Grotesque 15 - +4 None - - - - Elite, Stupidity, Special Rules
> Grotesque 10 cm 5+Fix +5 CC Weapons N/A N?A N/A N/A Stupidity Toughness
>
> There are two interpretations for this unit
>
> 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.
>
> OR
>
> 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.
>
>
> Mandrake 15 - +2 Splinter Pistol 25 1 5+ - Elite, Infiltrate, Special
Rules
> Mandrake 15 cm None +4 Splinter Pistols/ CC Weapons 25 cm 2 5+ 0 Shadow
> Skinned Fleet of Feet
>
> Helion 20 - +2 Hellglaive 50 1 5+ - Skimmer, Combat Drugs, Special Rules
> Hellion 20 cm None +5 Hell Glaive 15 cm 1 3+ -2 Combat Drugs Skimmer
>
> Incubi 10 6+ +6 Tormentor Helm/ Punisher 25 1 5+ - Elite
> Incubus 10 cm 6+Fix +5 Splinter Pistol 2 25 cm 5+ 0 Command Elite Morale
> Bonus
>
> Haemonculus 15 cm 6+Fix +6 DestructorCannon CC Weapons 2 50 cm 4+ -1
> CommandEliteCAF Bonus
> Haemonculus 15 - +4 Stinger /Destructor 25/Template 1 4 -1/ (template) 4
> 0 Special Rules, Commander, Elite Ignores cover to hit
>
> Beast Master 20 cm 6+ +2 Splinter Pistols/ CC Weapons 2 25 cm 5+ 0
> Combat Drugs Psychic satellite
> Beast Master 15 - +4 Splinter pistol/Agoniser 25 2 5+ - Commander, Elite
> Combat drugs Special Rules
>
> Beastmasters are a sub sect 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.
>
> OR
>
> 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
> 10 cm of the pack she controls. The Beast Master moves and shoots like a
> command unit but can be targeted normally.
>
> Warp beast 25 - +5 None - - - - Special Rules
> Warp Beast 20 cm 5+ +3 None N/A N/A N/A N/A Warp Ability Immune to
> psychic attacks
>
> These creatures are from the Warp and are commanded by a Dark Eldar
> Beast Master. These evil creatures warp in and out on the battlefield. A
> Beast Master control warp Beasts. When a Warp Beasts moves it does so
> through the Warp. They can move up to their charge rate. When they
> charge into close combat, their opponent is at -2 to their CAF. Warp
> Beasts can only be fired at during the Advance Fire phase. They can only
> be pinned by Daemons, psychics and other creatures from the Warp. They
> however can only pin non skimmer infantry/cavalry/walker type units. If
> the Beats Master is destroyed then the Warp Beasts will return to the
> warp. They are immune to all non-physical psychic attacks and have a
> saving throw that is fixed at 6.
>
> OR
>
> Warp Beasts are incredibly fast even by Dark Eldar standards. Warp
> beasts move through difficult terrain just like infantry do, and may
> enter buildings. If the beastmaster is slain the Warp Beasts will charge
> the nearest unit (friend or foe) in the Dark Eldar players turn, and
> enter close combat with them. If the pack is forced to fall back after
> the Beastmaster is slain, they will return to the warp, and are removed
> from play.
>
> These units only exist in one version of the rules
>
> Succubi 15 - +4 Splinter Pistol 25 2 5+ - Commander, Elite, Combat Drugs
> Dracon 15 6+ +4 Terrorfex/Splinter pistol 35 4+ special/ 25 2 5+ -1
> Command unit, Elite, Soul seeker ammunition, ignores cover
> Sybarite 15 - +2 Dark Lance 75 2 5+ Special Commander, Elite, Special
Rules
> Archon 10 cm 5+Fix +6 Destructor Cannon 50 cm 50 cm 4+ -2 Command Elite
> Psychic Save Morale Bonus
> Dark Warlock 10 cm None 0 Shredder Pistol 25 cm 2 5+ 0 Command Psyker
> Dark Eldar Lord 15 4+ Fixed +6 Splinter Pistol 25 2 5+ - Commander, Elite
>
> * 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 50 cm 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 5 cm 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 50 cm.
> * 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 arena'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.
>
> Fast attack, artillery and dreadnoughts
>
> Reaver Jetbike 35 - +3 Blaster 25 1 4+ - Skimmer, special rules
> Dark Reaver Jet Bikes 35 cm None +4 Splinter Cannon 15 cm 1 5+ -1 Combat
> Drugs
> Dark Reaper Jet Bikes 35 cm None +4 Splinter Cannons 25 cm 2 5+ -1
> Combat Drugs
>
> Talos 15 5+ +8 Talos Sting 50 D6 4+ - Skimmer, Special Rules
> Talos 20 cm 4+ +5 Splinter Cannons Splinter Guns 75 cm 4 4 -2 / 15 cm 4
> 5+ 0 Skimmer
>
> Only one version of these:
>
> Shadow Guard 10 cm 6+Fix +2 Splinter Cannon 50 cm 1 5+ -1 Special Orders
> Shadow Dreads 15 cm 5+ +3 Dark Lances 50 cm 1 4+ -2 Special Orders
> Shadow Walkers 25 cm None +1 Lascan./Splinter Guns 75 cm 1 5+ -2 / 25 cm
> 3 5+ 0
> Anti-grav Splinter Cannon 10 cm None -2 Splinter Cannon 75 cm 2 4+ -2
> Anti-grav Vibro Cannon 10 cm None -3 Vibro Cannon 75 cm 1 Special -1
> Special Rules
> Splinter Launcher 20 cm 5+ 0 Splinter Mortar 100 cm 1 2 BP's -1 Skimmer
>
> Vehicles
>
> Raider 30 cm 4+ +1 Lascan./Splinter Gun 50 cm 1 5+ -1 / 25 cm 1 5+ 0
> Skimmer Carries 2 Troop Stands
> Raider 30 5+ 0 Dark Lance 75 1 5+ Special Skimmer, carries 2 stands,
> Special Rules
>
> Special rules in one version of rules
>
> The Raider is armed with a Dark Lance, this weapon fires a beam of dark
> energy that annihilates anything it hits. Its especially effective
> against heavily armored vehicles, who thick armor plates offer no
> protection against the beam. Due to its unique nature targets with a 4+
> or better save are treated as a 5+.
>
>
> Ravager 25 cm 3+ +3 Lascan./Splinter Guns 50 cm 3 5+ -1 / 25 cm 1 5+ 0
> Skimmer
> Ravager 25 4+ 0 Dark lance/Disintegrator 75 2 5+ Special / Special Skimmer
>
> Special rules in one version of rules
>
> The disintigrator fires a small particle of dark matter in much the same
> way as an imperial plasma cannon fires super heated plasma. It is
> however a much more sophisticated weapon and can be set to either fire a
> large bolt or bursts of smaller shots.
>
> Weapons Range Attack Dice Roll To Hit TSM
> Maximal 75 1 3+ -3
> Sustained 50 3 5+ -1
>
> The following two units have only one version:
> Corsair 20 cm 2+ +4 Destructor Cannons/Splinter Guns 75 cm 2 4+ -20 / 25
> cm 2 5+ 0 Skimmer
> Raptor 25 4+ 0 Dark Lance 75 1 5+ Special Skimmer, carries 2 stands.
>
> Only one version:
> Super Heavies
> Shadow 30 2+* +4 ShadowCannonSplinter 100 cm 1 3+ Special 75 cm 2 5+ -1
> Skimmer, super heavy, +3 to Dmg rolls.
> Shadow Stalker 25 3+ +8 Dark lance/Webblaster/Splinterblaster 75 cm 4 5+
> Special Knight, Shadow field, template template 3+ 0, 15 cm 6 6+ 0
> Webway portal.
>
> DE contribution
>
> Enslaver
>
> Enslaver is a diabolical vehicle used by the Dark Eldar to capture slaves.
> Like all DE vehicles it is fiendishly fast although weakly armored. The
> Enslaver is armed with net throwers which fire a net of psychoactive
> wraithcrystal fibres. The net is relatively thin but very strong, and
> contains a psychic charge which renders anybody caught inside totally
> inactive without causing them any physical harm. The Enslaver then moves
to
> the netted victims and hauls them inside to be transported away.
>
> The net thrower fires an individual web template (the Doomweaver
template).
> Take one template and place it over the intended target anywhere within
LOS
> and range. Roll a scatter die and if you roll an arrow the template
scatters
> 1D6 cm. Place the template number side up in the location indicated with
the
> number one printed on it towards the firing model the attack. The other
two
> templates are placed joining the original template on a random edge
> (determined by rolling a 2D6)- if you roll the same edge twice the second
> template is wasted. Anything under the template is hit on 4+. Since the
> net's charge is psychic, only psychic saving throws apply. The net itself
is
> material, however, so it can't be nullified by psychic powers. The net is
> effective only against infantry. Place any stands hit upside down. When
the
> Enslaver moves within 6 cm it captures any affected stands. The Dark Eldar
> player receives VP for them as per the capture rules.
>
>
> Move: 35 cm
> Save: 4+
> CAF: +1
> Weapons:
>
> Net Thrower
> range 50 cm
> attack dice: template
> to-hit: special
> Save mod: special
>
> Splinter rifles:
> range 15 cm
> attack dice: 3
> to-hit: 6+
> Save mod: 0
>
> Notes: Skimmer, special rules.
>
> Peter
>
>
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Received on Fri Nov 02 2001 - 14:18:22 UTC

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