Re: [NetEpic ML] NEW SPECIAL CARD: Grand Sorcerer ver3.0

From: Zerloon <zerloon_at_...>
Date: Fri, 12 Apr 2002 16:37:26 +0200

isn't a little underpriced?
If you compare with the Eldar Farseer (the powerful Psyker in the galaxy)
the poor Eldar have not a psi-save or armor save, have lesser CAF, and
similar weapons. They do not give any morale bonus and thye're psi-power
are much less effective... but they cost 150!!!!

Zerloon


At 23.20 10/04/2002 +0000, you wrote:
> Grand Sorcerers ot the Thousand Sons
>
> The Grand Sorcerers of the Thousand Sons, taught by their
>primarch, the cyclopean Magnus the Red, are amongst the most
>powerful Sorcerers in the Universe. Each has lived for over a
>thousand years and have had much time to perfect their sorcerous
>skills. In war they command companies of their Automaton bretheren
>and ride upon mighty Discs of Tzeentch. An example would Ahriman the
>Black.
>
>
>Troop Type Move Save CAF Weapons Range
>Grand Sorcerer 25 6+fixed +4 rod of tzeentch 25
> Att.D. To Hit TSM Notes
> 1 5+ 0 Command unit, Elite,skimmer,+1 to morale
>tests, psychic sv4+
>
>
>
>Grand Sorcerer is a command unit and the full rules for such units
>apply. The Sorcerer does not take up a minion card allotment. A
>Grand Sorcerer counts as a Special Card and up to one per Greater
>Daemon (Tzeentch only) may be selected. Each Sorcerer may use one
>power once per turn.
>
>
>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 adds +2 to
>all rolls on Titan and Praetorian damage tables. This is a physical
>psychic power.
>
>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.
>
>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.
>
>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.
>
>All chaos units within 10cm of this unit add +1 to morale tests.
>Models: librarian mounted on Disc of Tzeentch.
>
>Detachment=1 stand
>break point=stand
>morale -
>VP 1
>cost 120
>
>This unit is avaliable to the following Legions: Thousand Sons
>
>
>
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Received on Fri Apr 12 2002 - 14:37:26 UTC

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