[v5.0] Core Rules addition - Common Special Abilities

From: antichrist666it <seimejote_at_...>
Date: Wed, 08 May 2002 17:26:49 -0000

I've written another chapter that IMHO should be added to the NetEpic
v5.0 Core Rules... a description of the most common special abilities
(I call them 'skills') a NetEpic unit may have. In this manner, we
can save a lot of space in the various Army codexes, with just a
reference of what skill a particular unit has, instead of repeating
the same things over and over. Obviously, some abilities are Army-
related, or even pertain only to a particular unit, so I left them
off of this little 'compendium'. You may notice some new abilities
and some altered ones, feel free to comment, cut, modify and develop
new ideas (in fact, we are here for that...)!



Common Special Abilities
Below follows a list of the more common special abilities that a
NetEpic unit may have. A unit cannot use any non-combat ability it
may have for that phase if involved in close combat (we can hardly
expect a Space Marine Apothecary to operate in the field while
fighting hand-to-hand against a Minotaur). Same goes for Bonesingers
and such, but not for Chaplains, or other units with a combat-related
special ability.

AA (Anti-Aircraft)
Units designated as Anti-Aircraft (AA units) may fire at flyers
without restriction or penalty. AA units may fire at ground units,
but may not fire at both ground units and flyers in the same turn. AA
units receive orders as per ground units.

AI (Artificial Intelligence)
Due to their robotic brain, AI units are immune to Morale checks of
any type and ignore the -1 penalty to Snap-fire.

Ambush
Units with this skill may setup anywhere on the battlefield as long
as they are deployed in woods/forests. In addition, their real
position is concealed: deploy 3 Hidden counters for each detachment,
even in different parts of the battlefield. These counters count as
having the Stealth skill, and must be revealed when charged or fired
at (at this point, the owning player has the option to either reveal
the corresponding detachment or simply discard the counter). At any
time, during the Orders phase, you may substitute one of the counters
with the corresponding detachment (discard the other 2 counters) and
give orders to it as normal. If there are still Hidden counters at
the end of battle (e.g. there are still hidden units) give their VP
to the enemy. When revealing an ambushed detachment replace the
counter with one stand, and position the remaining stands within
coherency of it.

Dæmon Hunter
Dæmon Hunters are not subject to Morale checks required by charging
Greater Dæmons and may fire upon Dæmons normally.

Elite
Still to decide. :P

Fear
Units with this skill inspire fear in those they charge due to their
fearsome howling or sheer brutality. To represent this, enemy charged
units must take a Morale check: if they fail, they receive a -2 to
their CAF (for that turn only). This rule does not apply to charges
made by the enemy units and to units that ignore Morale checks. Fear-
causing units that enter close combat with an already broken unit
will force 2 Morale checks: one for a broken unit in close combat and
one for Fear.

Fearless
Fearless units are immune to Morale checks of any kind.

HQ (HeadQuarter)
HQ units represent the leaders of your army and thus have certain
abilities beyond regular troops. HQ units may move as if they are on
Charge orders and fire in the First Fire segment, no orders need to
be placed for them. Also, HQ units have the privilege to move in any
segment of the Movement phase (Charge or Advance), this represents
their superior mobility and discipline. However, HQ units who have
initiated close combat may not shoot at their opponents.

Immune to pain
Units with this skill ignore any wound from weapons without a
negative save modifier.

Infiltration
Units with this skill may move after initial setup up to their full
charge movement before the battle begins. If both players have units
capable of such movement, roll 1d6 to determine who moves first (the
player who scores lower moves first, then the other player in an
alternate fashion).

Jump packs/Wings
Units with jump packs or wings move fast and ignore terrain penalties.

Mechanic
All friendly vehicles (except Titans and Prætorians that are too
large to be repaired quickly on the battlefield) within 10cm of a
mechanic gain a 5+ fixed save in addition to their normal save. A
model can have only one additional save due to a Mechanic being
within 10cm. All mechanics must disembark from their vehicles to be
able to render their repairing functions. Mechanics are not gods,
they cannot save infinite amount of vehicles from destruction, to
represent this their saves are limited to 5 per turn (use a die or
counter to keep track, if needed). Mechanics can repair damaged
vehicles (i.e. revive destroyed ones) even if they have been
destroyed in close combat.

Medic
Any friendly Infantry and Cavalry stand within 10cm of a medic
receives a 5+ fixed save in addition to any normal save the model
has. A model can have only one additional save due to a medic being
within 10cm. All medics must disembark from their vehicles to be able
to render their healing functions. Medics are not gods, they cannot
save infinite amount of troops from death or destruction, to
represent this their saves are limited to 5 per turn (use a die or
counter to keep track, if needed). Medics can heal wounded stands
(i.e. revive killed ones) even if they have been killed in close
combat.

Sniper
Snipers are especially keen in identifying enemy HQ and eliminating
them to cause confusion among their ranks. Thus, Sniper units are not
bounded by the general targeting rules, and are allowed to shoot at
enemy HQ units even if they are not the closest targets. To do this,
the player must first roll 1d6 for any sniper that attempts to target
a HQ unit: on 4+ the snipers identify the stand and may shoot at it,
otherwise they have to shoot at some other target.

Stealth
Stealth units, operating close to enemy lines, are heavily
camouflaged, so they cannot be shot at from more than 25cm. However,
if the unit has a transport vehicle, a barrage that covers both
models can be shot by the enemy.

Teleported
These units may (or must, see unit description) be teleported to any
location chosen by the player on the tabletop as a detachment move in
any Movement phase. Once the location to teleport to is selected,
roll the scatter dice and 2d6 (as you would for an Indirect barrage)
to determine the exact arrival point of the detachment (the remaining
stands are positioned within unit coherency of the first stand
placed), next assign them any order and activate the unit.

Terror
Terror-causing units follow the same rules as units that cause fear
except that units that fail Morale checks in close combat are placed
on Fall-back orders too. Additionally, enemy troops must succeed in a
Morale check if they wish to try and enter close combat with a
terrifying unit.

Trap
Traps cover large areas of the battlefield and are represented by
special Trap counters. These counters are not placed during the
setup, instead may be activated as a normal unit during the Movement
phase and deployed in any part of the battlefield, provided it's a
wood/forest area. They may not be given orders, moved, shooted at,
charged or affected in any way, instead they exert their influence
over an area covered by the large 12cm template. Any enemy unit in
this area which tries to shoot, move or use any ability may trigger
the mine on a d6 roll of 4+. When 1 or more stands are destroyed,
roll 1d6: on 4+ the area is clear of traps (remove the counter).
Specific effects of traps are noted under each unit's description in
the relevant Army codexes.
Received on Wed May 08 2002 - 17:26:49 UTC

This archive was generated by hypermail 2.3.0 : Tue Oct 22 2019 - 10:59:38 UTC