Re: [NetEpic ML] [v5.0] Core Rules addition - Common Special Abilities

From: antichrist666it <seimejote_at_...>
Date: Thu, 09 May 2002 11:19:11 -0000

--- In netepic_at_y..., "Peter Ramos" <primarch_at_c...> wrote:
> Hi!
>
> <grin> this is looking very "heresy-like" since that game also uses
a
> list of common "skills".
>
> This is a nice addition that I will use, although the
untested "skills"
> will be optional. But I think it is useful to list the common ones
> everyone knows in the core rules.

I agree. In fact they shouldn't have been present at all in the list
I posted, but you know copy&paste... there's always something you
forgot!

>
> Peter
>
> -----Original Message-----
> From: antichrist666it [mailto:seimejote_at_t...]
> Sent: Wednesday, May 08, 2002 1:27 PM
> To: netepic_at_y...
> Subject: [NetEpic ML] [v5.0] Core Rules addition - Common Special
> Abilities
>
> 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.
>
>
>
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Received on Thu May 09 2002 - 11:19:11 UTC

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