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

From: talos402000 <allis0nbayaushi_at_...>
Date: Wed, 10 Apr 2002 23:06:13 -0000

--- In netepic_at_y..., "Rune Karlsen" <rune.karlsen6_at_c...> wrote:
> Hi,
>
> my comments below
> ----- Original Message -----
> From: "talos402000" <allis0nbayaushi_at_m...>
> To: <netepic_at_y...>
> 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.


The last 3 powers were taken straight from the Tzeentch Chaos Magi
and were not changed in anyway are already part of Chaos 4.1.
Received on Wed Apr 10 2002 - 23:06:13 UTC

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