Re: [NetEpic ML] Need help with new special card, grand sorcerer of Thousand Sons

From: Rune Karlsen <rune.karlsen6_at_...>
Date: Tue, 2 Apr 2002 11:31:30 +0200

Hi,

my comments below
----- Original Message -----
From: "talos402000" <allis0nbayaushi_at_...>
To: <netepic_at_yahoogroups.com>
Sent: Tuesday, April 02, 2002 12:08 AM
Subject: Re: [NetEpic ML] Need help with new special card, grand sorcerer of
Thousand Sons


> How about this for the test version?
>
> Troop Type Move Save CAF Weapons Range
> Att.D. To Hit TSM Notes
> Chaos Magus* 25 6+fixed +4 rod of tzeentch 25 1
> 5+ 0 Command unit, Elite,skimmer,+1 to morale
> tests, psychic sv4+
>
> Cerulean bolt. A mighty beam of energy, blinding all who chance to
> look at it, issues forth from the Grand sorcerer, obliterating all
> it touches. One target within 75cm may be struck. It is hit on a 3+,
> with a -3 to save. This Bolt does tremendous damage; it is capable
> of destroying buildings and adds +2 to all rolls on Titan and
> Praetorian damage tables. This is a physical psychic power.

This is still very powerful. A sorcerer able to destroy buildings?

> Terror Wave - Place the Wave Serpent (Eldar vehicle template)
> template touching the Magi at the center so the arrow is pointing in
> the desired direction. Move the template D6 x 10 cm in that
> direction. Any enemy model the wave passes over must make a morale
> check (except for those not affected by morale), a roll of 1 always
> fails. Roll a D6 for each model that fails. On a roll of 1-2 the
> model is destroyed. 3-6 means the model is immobilized, they may not
> move or fire and get -2 CAF. If the wave moves into contact with a
> shielded Titan, roll to see if the power is nullified. The wave
> moves 2 D6 x 5 cm each subsequent turn. If a double is rolled for
> movement, remove the wave following its movement. The Tzeentch magi
> can only have one Terror Wave in play at a time. This is a physical
> psychic power.

I dont like this at all. There is only one roll for range, else there is
always an effect. The wave also continues to move about without
needing any control from the sorcerer.

> Mind Warp - Affects all enemy units within 25 cm. Affected units
> must roll 5 or 6 or else go on Fall Back Orders. If a 1 is rolled
> remove the model. Psykers may re-roll but the second roll is final.
> Titans will suffer head damage if the shields fail to nullify the
> power and the Titan does not roll 5-6. This is considered a non-
> physical psychic attack.

This is also too powerful. Either range must be reduced, or the effects
moderated.

> Inferno of Change -use flame template. Any model under the template
> is hit on 4+ (ignore cover modifiers to hit). Models hit must save
> (+1 modifier) or be destroyed. A roll of 1 on the armor save always
> fails. This is a physical psychic power
>
> vp 1
> bp-
> cost 150
> morale-

I thought i was the only one who liked to make cheese units, but i see
that i've found a brother :) Seriously though, there really isnt any
fun in winning a game if you're only doing it based on your superior
troops.

Rune


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Received on Tue Apr 02 2002 - 09:31:30 UTC

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