Re: [NetEpic ML] DE summary

From: Peter Ramos <primarch_at_...>
Date: Tue, 13 Nov 2001 17:15:35 -0500

Hi!

Hmm.. I missed that. I would agree with you. I know some things DO ignore
saves, but they are very RARE.

Any other opinions?

Peter

----- Original Message -----
From: "Karlsen, Rune" <rune.karlsen_at_...>
To: <netepic_at_yahoogroups.com>
Sent: Monday, November 12, 2001 6:39 AM
Subject: RE: [NetEpic ML] DE summary


> imho there should be no weapons which totally disregard the quality
> of troops. The Shadow Spinner kills on a 4+. This applies no matter
> what kind of save the troops have. This means that this weapon will
> be more "cost effective" against more expensive troops. Any effect
> which does not actually kill the troops, is ok, but as long as it
> kills, it should take into account what kind of troops it kills.
>
> Rune
>
> > -----Original Message-----
> > From: nils.saugen_at_... [mailto:nils.saugen@...]
> > Sent: 2. november 2001 14:35
> > To: netepic_at_yahoogroups.com
> > Subject: RE: [NetEpic ML] DE summary
> >
> >
> > Lets' see where did I put that
> > file...................................
> >
> > Aha, Here you go!
> >
> > Shadow Spinner
> > The Dark Eldar employs one type of Titan to add punch to
> > their raids; the
> > Shadow Spinner. Its main weapon is the Shadow Weaver. The
> > Shadow Weaver
> > fires an individual web template (this is a special hexagonal
> > template).
> > Take one template and place it over the intended target (you
> > may use LOS or
> > fire indirectly when on First Fire orders). The web template
> > always scatters
> > 2D6 cm whether or not it was fired indirectly. 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.
> >
> > Any target under a Shadow Weaver template is automatically
> > destroyed if it
> > does not roll 4+ save on a D6. If the model makes the 4+
> > roll, move the
> > model to the closest outer edge of the existing contiguous web. Models
> > displaced on First Fire orders will not be able to shoot
> > until Advance Fire
> > (if it hasn't fired already). Titans/ Praetorians and any
> > target with a
> > saving throw of 1+ are automatically moved to the closest
> > outer edge of the
> > contiguous web and are not affected by the web (may shoot and
> > retain their
> > given orders). The web, due to its slow speed ignores
> > void/power shields, so
> > an immobilised Titan/ Praetorian hit by the web is struck on a random
> > location for the highest damage listed in that particular
> > template. Infantry
> > in buildings roll 4+ as normal to avoid the web; additionally, the web
> > remains trapped on the building for the rest of the game
> > making the building
> > section covered by web impassable. In the open, the web disperses in 2
> > turns. To keep track of this place the existing templates to their
> > un-numbered sides, and remove any unnumbered ones at the end
> > of each turn.
> > The web does not block line of sight.
> >
> > It is also equipped with a Disintigrator (see Ravager rules)
> > and a pair of
> > Dark Lances.
> >
> > The Dark Eldar Titan is equipped with a Shadow-field
> > generator. The faster
> > the Titan moves the better chance of shots missing the Titan
> > due to the
> > Shadow-fields. Shadow-field saves are taken whenever the
> > Titan is hit and
> > before any armour saves are taken. This save is not modified by the
> > attacking weapon's saving throw modifier. If it is
> > successful, then the shot
> > has missed the Titan and no damage occurs.
> >
> > Shadow-fields are useless against barrage weapons. Any barrage weapon
> > attack ignores the Shadow-field save for purposes of
> > determining damage. On
> > the other hand, Shadow-field saves apply to all weapon
> > attacks that do not
> > use a template and are not psychic attacks, including Warp
> > Missiles and even
> > multiple Vibro-Cannon shots. The fact that the Warp missile
> > does not travel
> > through normal space is irrelevant since the Shadow-field
> > blocks the sight
> > for the fierier and conceals the Titan, and hence the fierier
> > may shoot the
> > missile to a wrong spot, through Warp or not.
> >
> > The Shadow-field save values are as follows:
> >
> > Titan Orders Saving Throw
> > First Fire 4+
> > Advance 3+
> > Charge 2+
> >
> >
> >
> > -----Original Message-----
> > From: Peter Ramos [mailto:primarch_at_...]
> > Sent: 2. november 2001 15:18
> > To: netepic_at_yahoogroups.com
> > Subject: Re: [NetEpic ML] DE summary
> >
> >
> > 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
> > >
> > >
> > > To unsubscribe send e-mail to: netepic-unsubscribe_at_egroups.com
> > >
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> >
> >
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Received on Tue Nov 13 2001 - 22:15:35 UTC

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