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

From: <eivind.borgeteien_at_...>
Date: Thu, 11 Apr 2002 10:22:23 +0200

If the last three powers are from an already existing unit, I dont really see the need for making a new and even stronger one.

Sorry :-)

Eivind
>
> Fra: "talos402000" <allis0nbayaushi_at_...>
> Dato: 2002/04/11 Thu AM 01:06:13 CEST
> Til: netepic_at_yahoogroups.com
> Emne: Re: [NetEpic ML] Need help with new special card, grand sorcerer of Thousand Sons
>
> --- 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.
>
>
>
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>
>
Received on Thu Apr 11 2002 - 08:22:23 UTC

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