Hi!
I thought of a rule for teleporting additional detachments going on the
idea that detachment beyond the first are harder to do.
First detachment can successfully teleport of a roll of 2+, second on
3+, third on 4+ and so forth. Note it does not reset in following turns.
So if you teleport 2 units in the first turn you need a 4+ to teleport
the next one in the next turn, etc.
A failed roll means the unit is not available that turn for action.
Peter
-----Original Message-----
From: antichrist666it [mailto:seimejote_at_...] 
Sent: Thursday, March 28, 2002 5:35 AM
To: netepic_at_yahoogroups.com
Subject: Re: [NetEpic ML] Teleporting Terminators
--- In netepic_at_y..., "Peter Ramos" <primarch_at_c...> wrote:
> Hi!
> 
> 
> I believe if you check the FLUFF according to SPACE HULK (one of my
> favorite GW games) teleporting equipment is rare and usually 
teleports 5
> marines at a time. I believe there may even be a reference to
> terminators lined up down a hallway awaiting teleportation. But I 
ca't
> guarentee that
> 
> Perhaps the best way to address this is not to limit the number of
> terminators that can teleport, but put a restriction on the number 
per
> turn. 
> 
> That's not a bad compromise.
> 
> Peter
> 
> On Wed, 27 Mar 2002 18:43:26 +0100 Zerloon <zerloon_at_i...> wrote:
I think it's the best solution too... maybe 2 detachments per turn?
Or we can base the number of detachment that can be teleported per 
turn on the army size (more points = more Battle Barges awaiting in 
orbit ^^)... maybe 1 detachment each 2000 points or fractions?
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Received on Wed Mar 28 2001 - 12:13:01 UTC