RE: [NetEpic ML] Chaos Magi (bis)

From: Peter Ramos <primarch_at_...>
Date: Sun, 1 Sep 2002 09:57:30 -0400

Hi!

Sorry for the delay, here goes.


Tzeentch Magi
 
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 D6x10cm 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 2D6x5cm
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.

--> The wave passes through solid objects like woods or buildings
affecting models inside? What about unshielded Titans/Pr�torians?

It does NOT move through solid objects, nor does it affect troops in a
solid object. An unshielded titan is fair game, although it only runs on
a 1.

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.
 
--> Units without minds or immune to Morale (Robotic units, Fearless
units like Deathwing...) are affected?

They would be immune to this power.
 
Nurgle Magi
 
Cloud of Flies - any enemy in close combat with the Nurgle Magi has -
1 CAF
 
--> This is a special ability of the Nurgle Magi, not a psychic
power. In the Citadel Journal where the Chaos Magi first appeared is
treated as a continuous effect, otherwise it is pretty useless.

I agree with your assessment.
 
Slaanesh Magi
 
Aura of Slaanesh- any non-Slaanesh model (friend or foe) which starts
the turn within 15 cm of the Magi must roll a D6 before placing
orders. A roll of 1 means they may not move or shoot that turn and
have CAF reduced by -2.
 
--> This is a special ability of the Slaanesh Magi, not a psychic
power. In the Citadel Journal where the Chaos Magi first appeared is
treated as a continuous effect, otherwise it is impossible to cast it
(psychic powers cannot be used in the Orders phase).

Again I agree it should be a continuous power.
 
Promise of Slaanesh - Place a barrage template within LOS and 50 cm.
Each stand under the template must pass a morale check or be
destroyed. A roll of 1 always fails. This is a non-physical psychic
power.
 
--> Units without minds or immune to Morale (Robotic units, Fearless
units like Deathwing...) are affected? What about Titans/Pr�torians?

Units without minds are not affected, unshielded titans could be
affected but only on a roll of one.
 
Lewd Enchantments - a unit that wishes to shoot at the Magi must pass
a morale check or be persuaded to shoot at another target. A roll of
1 always fails. This power works against one detachment/unit that
fire at the Magi, Chaos player choice.
 
--> Units without minds or immune to Morale (Robotic units, Fearless
units like Deathwing...) are affected? If a unit shoot to the Magi
before this power is activated (because the shooting unit is
activated first in the First Fire segment or just Snap-fired the
Magi) the Chaos player cannot respond by activating the Magi and
using this psychic power, right?

Units without minds can ignore this power. The power is activated in the
first fire phase so if it is attacked before it can be activated it
cannot "react" until its proper turn comes.

Peter
 
Received on Sun Sep 01 2002 - 13:57:30 UTC

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