[5.0] the revision continues, chaos! (pretty long)

From: Peter Ramos <primarch_at_...>
Date: Wed, 12 Feb 2003 19:48:18 -0400

Hi!
 
Now that I again have more time I will try to maintain the revision on a constant level of activity since I really want to guide it to a successful conclusion.
 
Summary
As you may remember there was some voting regarding how the chaos lists should be divided. It was pretty obvious that many thought the main issue of contention was having CSM’s and all the rest together. This offered too wide a selection with little downfall, sorta like playing a combined SM/IG force. The majority view was to separate out the chaos space marine from the rest of the chaos list. This means the CSM are now their own force just like the loyal space marine. I urge any members who have variant “chapters” for CSM to post them NOW!
 
Of course this means we have to define what a CSM can get as support cards.
 
These don’t have much opposition:
Land raiders
Rhinos
Bikes
Predators
Vindicators
Dreadnoughts
 
These are more problematic:
T-hawk
Whirlwind
Landspeeders
 
I would recommend that we allow all the above units and let people sort out amongst themselves which to use since that’s what people do anyway.
 
Another point is what “allies” from the standard chaos list that should be allowed. Besides greater demons and primarchs I would say only allow “demonic” units (i.e minor demons), any broader leeway invalidates the separation that has been made.
 
As for the rest of the chaos list they have enough choices and can never pick CSM units.
 
The other thing that was favored was the addition of my simple animosity rules where it is concentrated on the greater demons of opposing powers. Whenever opposing greater demons come in contact (50cm) they make the check (a straight 4+ roll) and if it is failed ALL UNITS under its command proceed to confront the opposing demons forces. This will make combining rival factions very tricky.
 
Revision of 4.1 one rulebook

Army Construction

A Chaos army is constructed around Greater Daemon (or Primarch) company type cards. In other words, before any Support or Special Cards are added a Greater Daemon must be purchased. For every Greater Daemon card selected a minimum of 3 (up to a maximum of 5) Support Cards (also called Minion Cards) must be added to it, therefore a Greater Daemons cannot be added to an army with two or less Support Cards. You may add one Special Card for each Greater Daemon card included in your force. If a Primarch is selected it may add a Chaos Space Marine Legion in addition to its possible allotment of 3-5 Support Card and a Special Card.
 
There are two types of minion cards (Support Cards): specific minion cards and generic minion cards. The specific minion cards represent detachments that are affiliated with a specific patron Chaos god, and may only be attached as Support Cards to Greater Daemons of the Patron Chaos deity (Flesh Hounds and Bloodletters of Khorne can only be attached to a Greater Daemon of Khorne such as a Lord of Battles, because all these units are dedicated to Khorne). Specific minions cards cannot be purchased for Greater Daemons belonging to a different Chaos god.
 
Generic minion cards are detachments that pay homage to no particular Chaos god but serve Chaos undivided. They may be purchased and attached to any Greater Daemon regardless of the Chaos god the Greater Daemon belongs to.
 
>>> This part will need to be changed to reflect the new divisions and restrictions discussed above.

Morale

Any unit that has direct line of sight with its patron Daemon (the Greater Daemon the Detachment/ Support Card was assigned to) will automatically pass any morale check that it is required to make. Also if the Greater Daemon is destroyed all units attached to it, regardless of whether they have reached their Break Point or not, must take an immediate morale test (even if they do not have line of sight).
 
>>>Animosity rules need to be added and explained.

Chaos Reward Cards

These represent the raw energy of Chaos accompanying the horde. For every Greater Daemon 3 randomly dealt Chaos cards are given to the Chaos player (some minion cards provide additional Chaos cards and these are mentioned in the corresponding unit description). Chaos cards may only be played upon Chaos infantry troop stands (Chaos marines, trolls, etc.), Daemons and troops mounted on beasts (like disc riders of Tzeentch). This is due to the fact that vehicles and mechanical type units warp to the effects of Chaos too slowly for the “gift” to be useful during a battle.
 
Example: You can play a Chaos card on a unit of Chaos Space Marines but not on a squadron of supporting land raider tanks.
 
Each Chaos card may only be played once in a battle and is discarded after use. The text on each card details when and what type of unit the card will affect. Multiple cards may be played on the same unit if desired and there is no limit on how many cards can be played in a turn. Cards are kept in a common pool and may be played on any eligible unit at the appropriate time as indicated by the card text, they need not be assigned to specific units before play begins. Chaos cards (if the card text permits) may be played during the Chaos players turn or during the opponents turn depending on the situation. Use of Chaos cards during the opponent's turn must be done before any die rolls are taken. Once committed and dice rolled any played Chaos cards cannot be changed or withdrawn.
 
See the end of this booklet for the complete table of Chaos Cards.
 
Following is the full list of eligible Chaos units on which Chaos cards may be played.

Greater Daemons
Primarchs
Minor Daemons and Minions

Keeper of Secrets
Angron
Beast Riders of Slaanesh
Chaos Cultists
Flamers

Great Unclean One
Fulgrim
Beastmen
Chaos Marines
Fleshhounds

Lord of Change
Magnus the Red
Beasts of Nurgle
Chaos Squats
Juggernaughts

Bloodthirsters
Mortarion
Bloodletters
Daemonettes
Minotaurs

 
 
Blue Horrors
Disc Riders of Tzeentch
Pink Horrors

 
 
Chaos Champions
Fiends
Plaguebearers

 
 
 
 
Trolls

>>>This section has no changes I can think of. It went a long way in clearing up on what units a power may be played.


Chaos Space Marine Legions

These are special Company Cards that may only be purchased if the corresponding Primarch is also purchased. Each legion entitles the Chaos player to a Chaos reward that is specific and can only be used by that particular legion. The effect only is applied to ONE detachment of the three that form a chaos marine company card.
 
The rewards are as follows:

Legion
Reward

World Eaters
Blood Rage

Thousand Sons
Magic of Tzeentch

Death Guard
Nurgle’s Rot

Emperors Children
Lure of Slaanesh
The effect of each reward is described on the corresponding Chaos Card.
 
>>>No changes.

Daemon Engines

Certain vehicles serve as altars dedicated to their Daemon patron as well as machines of war; these vehicles are known as Daemon engines. If the forces of Chaos are winning the battle the Chaos gods bestow them with rewards- so long as they remain ahead! To represent this if the Chaos player is ahead in Victory Points at the end of any turn, for the duration of the entire next turn all Daemon engines will receive +1 to all their to hit die rolls (applies to all attack dice, +1 on each die) and a extra D6 in close combat (for a total of 3D6). This bonus remains in effect so long as the Chaos army continues to have more Victory Points accrued than his opponent at the start of the turn. Daemon engines, unless otherwise indicated in their descriptions, may only receive Charge or Advance Orders, never First Fire orders (note that demon engines from powers other than Khorne do not adhere to this rule, the unit description supercedes this rule).
 
Due to their mechanical nature Daemon engines cannot utilize Chaos cards for effect either through direction of having power bestowed.
 
Note; Not all vehicles are Daemon engines; those that are will be designated as such in their corresponding unit description.
 
>>>I think this section needs to be reworded to clear up that the above rules apply to khorne demon engines and also list the rules for Tzeentch or any other power so as to have them in one place.

Greater Daemons & Primarchs

At the center of the Chaos horde are the mighty Greater Daemons. Their great power is reflected with several special rules.
 
Greater Daemons count as command units for purposes of movement and shooting but due to their size and presence on the battlefield may be targeted normally. All Greater Daemons (except the Plague Tower) count as knights/ super heavy vehicles for pinning, but count as infantry for movement restrictions. Greater Daemons are powerful opponents and need never take morale checks. When called upon to take a morale check, of any kind, Greater Daemons automatically pass (note that this does not grant immunity from a morale save).
 
Ø Greater Daemons can draw and use the raw energy of Chaos to protect themselves in battle. To represent this when a Greater Daemon is slain (fails an armor save) it may surrender a Chaos card to “negate” the killing blow or shot. This is done by fanning out the available Chaos cards and allowing the opponent to randomly select one card and discard it. Each failed save or surrendering a Chaos card on a 1 card to 1 failed save basis can save killing shot. Due to their nature Greater Daemons are vulnerable to psychic powers and may not save themselves by using Chaos cards when attacked by non-physical psychic powers or close combat attacks that are psychic in nature. In the case of attacks from physical psychic powers, Greater Daemons may use Chaos cards to avoid destruction but they must surrender two cards instead of one, this is due to the fact that the Daemon must expend more power to negate this type of attack.
Ø Greater Daemons are fearsome opponents and therefore units on First Fire orders may not fire upon them when charged. The no First Fire rule functions only against those enemy units that the Greater Daemon can pin. Therefore Titans and Praetorians (which are of a higher pinning class than Greater Daemons) are immune to the no First Fire rule.
Ø Also any unit charged by a Greater Daemon must make an immediate morale check and if it is failed they are placed on Fall Back Orders and the close combat is resolved with a -2 penalty to the close combat score to the unit on Fall Back Orders.
 

Special Rule: Morale Tests vs. Chaos Powers

Due the sheer terror that Chaos inspires morale checks taken against Chaos powers (Greater Daemons, minor Daemons, Chaos cards etc.) always fail on a roll of 1 regardless of the morale rating of the unit. This applies to units that actually need to roll for morale, and not to units that are immune (fearless) or otherwise do not check morale (like robotic units). Certain units, either due to their special training (Grey Knights) or robotic brains (robots, etc.) is immune to these powers.

>>> Unless someone suggest the wording can be fine tuned, no changes.


Keeper of Secrets

This is a Greater Daemon of Slaanesh Lord of Pleasure and Forbidden Delights. A Keeper of Secrets may use the Aura of Slaanesh (once per turn) that is cast at very beginning of the Advance Fire segment before any other firing. Place a barrage template anywhere within 25cm (no line of sight is required) and roll a D6 for any model that is at least half covered by the template. On a 4+ the victim is killed with no armor save allowed. Targets with fields/shields ignore the aura on 4+. Titans/ Praetorians roll for damage against the head/ bridge location if they are affected. This is a non-physical psychic attack. Models: GW metal model.
 
>>>I always found confusing the fact that the attack is in the advance phase, but before others in the phase. This I believe is a hold over from when the game had a psychic phase. I suggest we eliminate such artificiality and let greater demons attack when they normally act as command units (first fire phase). It eliminates all these needless differences.

Great Unclean One

This is a Greater Daemon of Nurgle Lord of Pestilence and Decay. The Great Unclean One may use the Stream of Corruption (once per turn). This is a vomit-blast of corruption that spews forth during the First Fire segment (when the model is activated for shooting). Use the small teardrop template and place it touching the Great Unclean One within a 180-degree front arc. Any model under the template is destroyed on a 3+ with no saving throw (even models with a fixed save may not save). If the stream affects a Titan/ Praetorian, it loses one shield or takes one hit with a ‑2 save modifier. This is a physical psychic attack. Numerous Nurglings always accompany the Great Unclean One; because of this the Great Unclean One never counts as being outnumbered in close combat, so opponents do not get any extra D6s for multiple attacks. Models: GW metal model.
 
>>> We must add that this attack ignores cover modifiers to hit.

Lord of Change

This is a Greater Daemon of Tzeentch Lord of Magic and Change. The Lord of Change may use once per turn the Bolt of Change this is cast at the very beginning of the Advance Fire segment before any other firing. Fire at any target within LOS and 35 cm, hitting on 3+. The affected model must take a saving throw with ‑1 modifier or be destroyed. Titans/ Praetorians penetrated take a normal hit with +2 to the damage location roll. The destroyed model is replaced with the Chaos Spawn template. Any other models at least half under the template are caught in close combat with the Spawn and may not move. In the next close combat phase all models in combat with the Spawn must fight a round of close combat against the Spawn. The Spawn has a CAF of 0 and rolls 4 D6. Any model that loses is consumed and destroyed. Any model that draws with the Spawn is moved to the edge of the template and may move as normal next turn. If the Spawn is defeated, remove the template. An undefeated Chaos Spawn remains in place until defeated and may hold objectives if close enough. The Spawn can only be destroyed in close combat. Its power to transmute flesh makes it a non-physical psychic power. This power negates regeneration and repair rolls from Necron. The Lord of Change is considered a Skimmer for purposes of movement but it may not make pop‑up attacks. Models: GW metal model.
 
>>>Besides the issue of eliminating when it can use this attack it perhaps can use some fine tuning of the wording.

Bloodthirster

This is a Greater Daemon of Khorne Lord of Violence and Bloodlust. The Bloodthirster may once per turn after engaging and defeating enemies in close combat move an additional 10cm and fight another round of close combat immediately. The Bloodthirster is considered a skimmer but can not make pop-up attacks. Models: GW metal model.
 
>>>NO change.

Primarchs

These are the progenitors of Space Marines created long ago by the Emperor. Some were tempted and fell to the lure of Chaos and have become powerful beings that serve the Chaos gods. Primarchs count as Greater Daemons and follow the full rules for Chaos Greater Daemons. In addition to the normal restrictions of acquiring Support Cards and Special Cards, if a primarch is selected as a Greater Daemon card the Chaos player may purchase a Chaos Space Marine Legion in excess of the normal complement of minion cards allowed.
 
All Primarchs are considered skimmers with regards to movement and pinning, but may not make pop-up attacks.
 
>>>No change.

Angron - Primarch of the World Eaters

Dedicated to war and bloodshed this primarch may emit a fearsome roar once per turn at any time during play (may interrupt a players move or shooting). The fearsome roar inspires fear in all units within 15 cm of Angron and they must take an immediate morale check. Units that fail are given Fall Back Orders. Even units that have a morale score of 1 may fail if a 1 is rolled on a D6. This is a non-physical psychic power.
 
The World Eaters Space Marine Chapter may be purchased and attached to Angron if he is in play.
Models: GW metal model.
 
>>>No change.

Fulgrim - Primarch of the Emperors Children

Master of the intricacies of perverted pleasure Fulgrim may entice all enemy units within 15 cm during the orders phase. The units must take a morale check (the check is made at a -2 penalty); any units that fail the morale check are controlled by the Chaos player (the Chaos player may issue orders, move and fire those units as his own) until the end of the turn. This is a non-physical psychic attack.
Models: GW metal model.
 
I have always been dissatisfied with this power even with the fine tuning we have given it. Any suggestions?

Magnus the Red - Primarch of the Thousand Sons

Magnus wields the mighty forces of sorcery with a mastery that is second only to Tzeentch himself. One per, in the First Fire phase, Magnus may unleash his cyclopean eye a Beam of Power. The beam ignores to hit modifier for cover and can be used versus buildings. Buildings that fail the save are considered destroyed. An unshielded Titan/ Praetorian struck by this beam suffers a +3 bonus to its hit location damage roll. This is a physical psychic attack. Regeneration and Necron repair rolls function normally. Models: GW metal model.
 
>>>No change.

Mortarion - Primarch of the Death Guard

This Primarch wields the power of the Plague Wind. Once per turn in the First Fire phase, select an enemy model within 15 cm of Mortarion. This model must make an armor save to avoid destruction (units without a save receive a save of 6+). If the first model is destroyed by the plague another model within 15 cm may be selected and must make an armor save to avoid destruction. This process continues until a model makes its save or there are no more eligible targets within 15 cm of the last victim. This is a non-physical psychic attack. Models: GW metal model.
 
>>>No change.

Summary


Troop Type
Move
Saving Throw
CAF
Weapons
Range
Attack Dice
Roll To Hit
TSM
Notes

Keeper Of Secrets
10 cm
2+
+10
Aura of Slaanesh
25 cm
Special
4+
No Save Allowed
Use Barrage Template

Great Unclean One
5 cm
1+
+7
Stream of Corruption
Special
Special
3+
No Save Allowed
Special Template

Lord Of Change
15 cm
2+
+8
Bolt of Change
35 cm
1
3+
-1
Skimmer

Bloodthirster
10 cm
2+
+12
Axe & Whip
-
-
-
-
Skimmer, Fights twice in CC

Angron
10 cm
2+
+12
Fearsome Roar
-
-
-
-
Special Rules, Skimmer

Fulgrim
10 cm
2+
+10
Soporific Musk
-
-
-
-
Special Rules, Skimmer

Magnus The Red
10 cm
 
2+
 
+10
 
Beam Of Power
100 cm
 
1
 
2+
 
-6
Skimmer, may attack and destroy buildings, ignores cover

Mortarion
10 cm
2+
+10
Plague Wind
-
-
-
-
Skimmer, special rules
 

>>>No comments or changes in the stats.


Warp Palace of Tzeentch

The Palace is an enchanted battle tower that houses the essence of a Greater Daemon of Tzeentch. The Palace counts as a Greater Daemon, Daemon Engine and floater and all rules and restrictions of these classes apply (Note Even though a floater the Warp palace can initiate close combat). The following special rules apply:
 
Ø Each Palace adds 4 Chaos cards (instead of the normal three)
Ø All attacks have 360 degree firing arc.
Ø Psychic save versus non-physical psychic powers of 3+ on D6
Ø As a Greater Daemon no orders need be given, all attacks are resolved in the First Fire phase
Ø Every turn rolls the artillery dice; the number rolled is the amount of “power points” the palace has to spend for the turn. A misfire indicates no energy is absorbed and the tower does nothing for the turn. The palace may use the points as followed:
· 1 Power Point per 10cm move
· Psychic Shield- 1 Power Point; During the Orders Phase, select a model/ detachment within 75 cm. This model /detachment receives an armor save of 3+ (this save substitutes the models/ detachment normal save, so giving it to models of better save is pointless) until the next turn. This power cannot be played on Titans/Praetorians.
· Fortune of Tzeentch - 2 Power Points; During the Orders Phase, select a model/ detachment within 75 cm. The model /detachment receives an unmodifiable armor save of 4+ (in addition to any other it might have) until the next turn. This power cannot be played on Titans/Praetorians.
· Blue Fire of Tzeentch - 2 Power Points; fires a bolt of physical psychic energy. The range is 35 cm, 1 attack dice and hits on a 4+ on a D6. The saving throw modifier is -2.
· Tzeentch’s Firestorm - 3 Power Points; A barrage template is placed within 35cm range. Any model under the template (completely or partially) is hit on a 4+ on a D6. For every model destroyed roll a D6. For each 6 rolled a Pink Horror is created in place of the casualty. This is a non-physical psychic attack.
· Pink Fire of Tzeentch - 4 Power Points; A bolt of physical psychic energy with a range of 50 cm, 1 attack dice and hits on a 3+ on a D6 is fired. The target’s save modifier is -4.
 

Troop Type
Move
Saving Throw
CAF
Weapons
Range
Attack Dice
Roll To Hit
TSM
Notes

Warp Palace Of Tzeentch
Special
 
2+
All around
+8
Cannons
Bolters
50 cm
15 cm
2
5
5+
6+
-1
0
Floater,
Psychic Save 3+, Special Rules
Models: GW metal Silver Towers of Tzeentch or GW Might Empires Wizard Tower, or any 1/300 or similar scale Gothic tower on a floating platform.
 
>>> No comment or changes.

Specific Chaos Minions


Khorne


Fleshhounds of Khorne

They are the hunting beasts of Khorne and are protected by a Collar of Khorne that makes them immune to all non-physical psychic attacks. Models: Fleshhound models from GW Chaos sprue.
 
>>>No changes.

Bloodletters

These are the hunters that bring more blood to sacrifice to Khorne. They are especially feared due to their ability to regenerate wounds. A Bloodletter model that is slain is not removed but placed on its side, in the end phase roll one D6 for every Bloodletter on its side and on a roll of 4+ it regenerates the wound, is restored and may be given orders normally in the next orders phase. If the roll is failed the model is removed and counts toward the unit break point. Models: Bloodletter models from GW Chaos sprue.
 
>>>One issue to be discussed. Does any form of regeneration work in close combat. It was decided with necrons that it didn’t, but I am not sure of that rememdy for chaos and tyranids. Opinions?

Juggernauts

Some champions of Khorne are favored with riding beasts of brass and iron called Juggernauts. The relentless charge of these beasts permit them to fight at least a single round of close combat even if they are slain by the charged unit. After the close combat is resolved all Juggernauts slain by First Fire shooting are removed as casualties, regardless of the result of the close combat. Models: Juggernaut models from GW Chaos sprue.
 
>>>Some minor rewording.

Daemon Engines of Khorne

The following units are all considered Daemon engines and all the special rules for this type of units apply.
 
>>>See comments above on summarizing demon engine rules.

Blood Reaper

Heavily armed with twin skull cannons it is mostly used in an anti-vehicular role.
Models: GW metal model.

Brass Scorpion

This engine carries a nightmarish load of short-range firepower but it is mostly feared due to its special blades that permit this vehicle to enter woods and move normally. Also it may attack buildings in the close combat phase, the building must save at a -1 penalty to avoid destruction. Models: GW metal model.
 
>>>No changes.

Cannons of Khorne

These cannons are hideous constructions made by Chaos Squats for their bloodthirsty masters. These cannons fire the raw energy of Chaos and therefore are dangerous to themselves as well as the enemy. Unlike normal artillery, cannons of Khorne fire individual barrages that can be placed anywhere on the battlefield within line of sight (the cannon can not fire indirectly, but has unlimited range). For each cannon place a barrage template and roll the special artillery die, the number rolled is the amount of barrage points used to determine the to hit roll of each individual cannon barrage. If a misfire result is rolled, the Cannon of Khorne is destroyed and removed from play (this counts toward the detachment's Break Point). Repeat this procedure for each cannon of Khorne in the detachment. Due to its inaccuracy, Khorne Cannon shots always scatter 2D6 in a random direction (like it was an indirect shot). Cannons of Khorne may only be fired on First Fire orders. Models: GW metal model.
 
>>>Some re-wording and editing.

Cauldron of Blood

This fearsome engine carries the molten-hot blood of Daemons themselves and shoots it forth in a deadly stream. To represent this use the tear-shaped template (the same as used for the Imperial Hellhound), all models under the template are hit on a 4+ on a D6. This stream may be used to attack buildings and ignores to hit modifiers for cover. Models: GW metal model.

Death Dealer

They represent huge mobile siege towers heavily armed and with transport capabilities. The Death Dealer may transport 5 troop stands. Models: GW metal model.

Doom Blaster

This engine fulfils an artillery role. It fires two templates per turn but these must be placed so that both templates touch each other. Models: GW metal model.

Tower of Skulls

An enormous three towered engine of destruction with prodigious amounts of short-range support fire that can fire all around. Models: GW metal model.



Khorne Summary


Troop Type
Move
Saving Throw
CAF
Weapons
Range
Attack Dice
To Hit Roll
TSM
Notes

Infantry
 
 
 
 
 
 
 
 
 

Bloodletter
10 cm
4+
+5
None
-
-
-
-
Regenerates

Fleshhound
20 cm
None
+2
None
-
-
-
-
Immune to Non-Physical Psychic Attacks

Cavalry
 
 
 
 
 
 
 
 
 

Juggernauts
15 cm
5+
+5
Bolters
25 cm
1
6+
0
Always Completes Charge

Daemon Engines
 
 
 
 
 
 
 
 
 

Blood Reaper
15 cm
2+
+4
Skull Cannon
Tower Guns
50 cm
50 cm
2
4
5+
5+
-2
-1
Daemon Engine

Brass Scorpion
20 cm
3+All
Around
+7
Scorpion Can.
Jaw Gun
25 cm
50 cm
6
3
5+
5+
0
-1
Special Rules, Daemon Engine

Cauldron of Blood
15 cm
2+All
Around
+5
Blood Cannon
Special
Template
4+
-1
Use Special Template, Daemon Engine

Death Dealer
15 cm
2+All
Around
+7
Gatling Cannon
Tower Gun
Bolters
25 cm
50 cm
15 cm
6
1
4
5+
5+
6+
0
-2
0
Daemon Engine,
Carries 5 Stands

Tower of Skulls
15 cm
2+ All around
+5
Cannon
Bolters
50 cm
15 cm
5
6
5+
6+
-1
0
Daemon Engine, 360 Degree Fire

Heavy Artillery
 
 
 
 
 
 
 
 
 

Cannon of Khorne
10 cm
3+
+1
Warp Cannon
LOS
Special
Varies
-4
Barrage, Daemon Engine, FF Orders to Shoot

Doom Blaster
15 cm
2+
+4
Doom Mortars
Bolters
75 cm
15 cm
2 x 4 BPs
2
5+
6+
-1
0
Barrage, Special Rules, Daemon Engine
 
>>>No changes.

Tzeentch


Horrors of Tzeentch

Pink Horrors have the ability to split in two when slain. To represent this when a Pink horror is destroyed you may replace it with two Blue horrors. This replacement even occurs in close combat. The elimination of either type of horror counts toward determining the Break Points for VP purposes. Models: Horror models from GW Chaos sprue.
 
>>>Clarification, blue horrors would remain pinned if the pink horrors they sprang from were pinned themselves.

Flamers of Tzeentch

These creatures fire raw warp energy to slay their enemies. They use magic to levitate across the battlefield and thus ignore terrain modifiers for movement like skimmers (but they can not pop-up). Also their flame attack ignores cover modifiers to hit. Models: Flamer models from GW Chaos sprue.

Tzeentch Disc Riders

Receiving a huge disc-like creature as a mount to rapidly deploy across the battlefield honors some champions. They are considered skimmers and follow the full rules for such units. Models: Disc Rider models from GW Chaos sprue.
 
>>>No changes.

Daemon Engines of Tzeentch

The Lord of Change has a predilection for machines of destruction that fly, therefore all Daemon Engines of Tzeentch are flyers and follow the rules for such units as well as all the rules regarding Daemon Engines. As master of warp magic these Tzeentch Daemon Engine increases the Chaos army reserve of Chaos cards. In addition to the cards received for each Greater Daemon the Chaos player receives an additional Chaos card for every detachment of Tzeentch Daemon engines that are purchased.
 
>>>See comments of combining this rules under one section.

Silver Tower of Tzeentch

These magnificent towers are beautiful to behold but deadly on the battlefield; they house many Chaos Magi that channel power through the tower to slay their foes. Silver Towers are considered Floaters (as per the flyer rules) and thus are deployed on the tabletop.
 
Silver Towers possess a warp energy field that appears whenever two Silver Towers are within 10cm of each other. The field may be produced between any two towers, even from two different detachments. The warp field makes it difficult to target units behind the screen. Any shot that traces its line of fire through the warp energy field receives a –1 penalty to hit. This penalty also applies to the towers themselves. Place a warding template (special rectangular template which is 10cm wide and 4cm high) to represent the warp energy field. All available Silver Towers may line up; forming warding templates between each two towers, in effect, forming a very large area of protection.
 
A Silver Tower is an extremely stable firing platform; therefore it fires always in the first fire segment of the combat phase.
 
As with all flyers, Silver towers need not maintain 6cm unit coherency (unlike ground units) but the warding field can only be produced if two towers are within 10 cm of each other.
Models: GW metal model.

Doomwing

These are the air superiority fighters of Chaos. They also possess special flame cannons that may destroy buildings but do not ignore cover modifiers to hit. A special teardrop shaped template is used (the same as for the Imperial Hellhound).
 
Doomwings are considered flyers and follow the full rules for units of this type. Models: GW metal model.

Firelord

This enormous flyer is heavily armed and armored with two flame cannons that operate similarly to those on the Doomwing, Lascannon and Firestorm Bombs. Firestorm Bombs can be dropped during flight as up to three barrage templates, which must touch each other.
 
Firelords are considered flyers and follow the full rules for units of this type. Models: GW metal model.

Tzeentch Summary


Troop Type
Move
Saving Throw
CAF
Weapons
Range
Attack Dice
Roll To Hit
TSM
Notes

Infantry
 
 
 
 
 
 
 
 
 

Flamers
15 cm
None
+1
Flame
25 cm
1
5+
0
Ignores terrain/cover modifiers

Blue Horrors
10 cm
None
+1
None
-
-
-
-
 

Pink Horrors
10 cm
4+
+4
None
-
-
-
-
Duplicates

Cavalry
 
 
 
 
 
 
 
 
 

Disc Riders
25 cm
None
+2
Lascannon
50 cm
1
5+
-1
Skimmer

Flyers
 
 
 
 
 
 
 
 
 

Doomwing
100 cm
4+
+6
Flame Cannon
Template
-
4+
-1
Thruster, Daemon engine

Firelord
75 cm
2+ All around
+3
Lascannon
Flame Cannon
Firestorm Bombs
50 cm
Template
Template
4
-
-
5+
4+
3+
-1
-1
-3
Thruster, Daemon engine
Up to 3 templates may be dropped

Silver Towers Of Tzeentch
20 cm
2+ All around
+3
Cannon
Beam of Power
50 cm
75 cm
4
1
5+
3+
-1
-3
Floater, Warding Template, Daemon engine

>>>No changes.


Nurgle


Plaguebearers

They are those poor souls slain by Nurgle’s Rot that now serve the Lord of Pestilence and spread this disease that affects body and soul. A dense cloud of flies perpetually surrounds plague Bearers that forces units in close combat with them to make a morale check (a roll of “1” always fails). If the check is failed the unit goes on Fall Back Orders and fights the close combat at –2 to its close combat value. If the unit passes the morale check the flies impose a -1 penalty to the units CAF. The cloud of flies does not affect unmanned machines such as Eldar Dreadnoughts or those of robotic minds (Necrons). Models: Plastic models form GW Chaos sprue.

Beasts of Nurgle

This fearsome beasts touch is fatal to mortals as they playfully wander the battlefield spreading their filth. Beasts of Nurgle are also surrounded by a cloud of flies (the same rules as per the Plaguebearers apply). Models: Plastic models form GW Chaos sprue.
 
>>>No changes.

Contagion Plague Engines

These archaic devices hurl forth disgusting filth that is contaminated by Nurgle’s Rot. A unit of Contagions fires a normal barrage template worth 2 BPs per model. The barrage ignores cover modifiers to hit. Models destroyed by this weapon are not removed and are instead turned over on their side. At the start of each subsequent orders phase (before orders are placed) place a barrage template on each Plague Engine destroyed model. Any models touched by the template will be infected by the plague on a roll of 4+ on a D6 and must make an unmodified save to avoid destruction. Any secondary casualties should also be upturned and follow the same procedure as the original casualties in following turns. Contagion Plagues Engines are considered Daemon engines and follow the full rules for such units, except that they can be given FF orders. Models: GW metal model.
 
>>>Perhaps some editing if people fid it confusing.

Nurgle Summary


Troop Type
Move
Saving Throw
CAF
Weapons
Range
Attack Dice
Roll To Hit
TSM
Notes

Infantry
 
 
 
 
 
 
 
 
 

Plaguebearers
10 cm
4+
+4
None
-
-
-
-
Cloud of Flies

Beast Of Nurgle
10 cm
3+
+5
None
-
-
-
-
Cloud of Flies

Heavy Artillery
 
 
 
 
 
 
 
 
 

Contagion Plague Engines
15 cm
4+
+3
Plague Catapult
Vomit Cannon
75 cm
25 cm
2 BPs
1
4+
4+
0
-1
Spreads plague, Ignores cover modifiers
 

>>>No change.


Slaanesh


Daemonettes

These perverse beauties exude a Euphoric Mist that may overcome the weak willed long enough for them to close in and use their deadly pincers. Any unit attacked by Daemonettes must make a morale check. If the morale check is failed (a roll of “1” always fails), any unit models in close combat during the turn are automatically eliminated. This ability does affect machines with no crew such as Eldar Dreadnoughts or those of robotic minds (Necron). Models: Plastic models form GW Chaos sprue.

Fiends

These are sleek creatures that can move faster than Daemonettes. Their Soporific Musk works similar to the Euphoric Mist (same rules apply). Models: Plastic models form GW Chaos sprue.

Slaanesh Beast Riders

These are Chaos champions mounted on strange beasts of long tongues that ensnare their prey while the champion gives the victim the killing stroke. Models: Plastic models form GW Chaos sprue.

Slaanesh Daemon Knights

These are the remnants of Knight Orders that pledged to Chaos during the Horus Heresy.
 
All Daemon Knights possess the following powers:
 
Ø Glamour of Slaanesh; a glittering field of energy that imposes a -1 penalty to hit to all shooting directed at the Knight. This does not apply to barrage (template) weapons that do not rely on pinpoint accuracy.
Ø Psychic Saving Throw; all Daemon knights possess a saving throw versus non-physical psychic powers of 4+ on a D6.
Ø All Hell Knights (except the Hell-Strider) are considered knights / super heavies for pinning purposes
                
Hell-Strider
The smallest of the Daemon knights; it excels in an anti-armor role. Models: GW metal models.
 
Hell-Scourge
These are larger Daemon knights that possess special telepathic links to better coordinate attacks. To represent this, detachments of Hell-Scourge Knights may use a 12cm unit coherency instead of the normal 6cm. Models: GW metal models.
 
Hell-Knight
They are the largest of the Daemon knights and are capable of hunting Titans/ Praetorians with their powerful thermal lances. Due to their superior infiltration tactics they may move an extra 30cm after initial deployment. If the opponent also has units capable of such movement (like Space Marine scouts) roll a D6 to determine whom moves first (the player who scores lower moves first). Models: GW metal models.

Slaanesh Chaos Titans

The Chaos God Slaanesh employs many scout type Titans that can be attached as specific minion cards to any Greater Daemon of Slaanesh. These units have fixed point values and thus do not use the Titan rules for purchase (they always come with the same type of weapons). See the Chaos Titans section below for details.

Slaanesh Summary


Troop Type
Move
Saving Throw
CAF
Weapons
Range
Attack Dice
Roll To Hit
TSM
Notes

Infantry
 
 
 
 
 
 
 
 
 

Daemonette
10 cm
4+
+4
None
-
-
-
-
Euphoric ecstasy

Fiend
15 cm
None
+1
None
-
-
-
-
Soporific musk

Cavalry
 
 
 
 
 
 
 
 
 

Slaanesh Beast Riders
20 cm
None
+3
Bolters
25 cm
1
6+
0
 

Knights
 
 
 
 
 
 
 
 
 

Hell-Strider
20 cm
4+
+2
Melta- Beam
Lascannon
25 cm
50 cm
1
2
3+
5+
-2
-1
Glamour of Slaanesh
Walker size class

Hell-Scourge
30 cm
2+
+3
Castigator
Bolters
50 cm
15 cm
5
2
5+
6+
-1
0
Glamour of Slaanesh, 12 cm coherency

Hell-Knight
30 cm
2+
+3
Thermal Lance
Bolters
50 cm
15 cm
2
2
4+
6+
-3
0
Glamour of Slaanesh, infiltration

>>>No change.


Chaos Magi*

Chaos Magi are command units and the full rules for such units apply to Chaos Magi. The Magi do not take up a minion card allotment but must be of the same Chaos power as one of your Daemons. A Chaos Magi count as a Special Card and up to one per Greater Daemon may be selected. Each type of Magi may use one power once per turn.
Models: Chaos Champion models from GW Chaos sprue.
 

Troop Type
Move
Save
CAF
Weapons
Range
Attack Dice
To Hit
TSM
Notes

Chaos Magus*
10

+4
Bolt Pistols
25
1
5+
0
Command unit, Elite

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 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.
 
>>>I have had my doubts about these units and their powers. I can remember any loopholes, but I’m sure someone will remember and post an opinion.

Nurgle Magi*

Cloud of Flies ‑ any enemy in close combat with the Nurgle Magi has ‑1 CAF
Nurgle's Stench ‑ any model that is not a follower of Nurgle (friend or foe) within 15 cm of the Magi must make a saving throw (+1 modifier, if the unit has no save its save for this attack is a 6) or be destroyed. This is a non-physical psychic power.
Corrupting Glare ‑ The Magi may attack D3 targets within LOS and 50 cm, including buildings. The model is hit on 4+ and has a. ‑2 save modifier. This is a physical psychic power.
Corpulent Flesh ‑ the magi gains an unmodified 4+ save that applies in close combat. The effect lasts until the end phase of the turn cast. This is a non-physical psychic power.

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.
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.
Temptation of Daemons ‑ Place a barrage template within LOS and 50 cm to represent the daemons. Each model under the template must win a close combat with these daemons or be destroyed. Roll 3 D6 for the daemons’ combat score. This is a non-physical psychic power.
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.
 
>>>Same comment with these, I’d like some critique from members of any loopholes they can see in these.
 

General Chaos Minion Units

These units may be attached to any Greater Daemon regardless of affiliation.

Champions of Chaos

These are mortals that have earned the favor of the Chaos Gods. All Chaos champions possess a psychic saving throw versus non-physical attacks of a 4+ on a D6 and a fixed armor saving throw of 6+. Models: Chaos Champion models from GW Chaos sprue.

Trolls and Minotaurs

These creatures are always summoned to the battlefield to wreak great carnage for their masters. Minotaurs and Trolls have a fixed saving throw of 6+ on a d6. Trolls are very stupid and do not receive orders normally. In each orders phase roll a D6; on a roll of 3+ the Trolls receive Charge Orders, otherwise the Trolls receive Advance Orders. To compensate for their stupidity trolls regenerate wounds in the end phase on a roll of 4+ on a D6. Models: Plastic models from GW Chaos sprue.

Beastmen

These mortals are physically warped by the powers of Chaos and serve their masters viciously and faithfully. Models: Beastmen models from GW Chaos or old IG sprues.

Cultists

These scum infest Imperial worlds and by their hand practice the forbidden rituals to summon Chaos to their worlds. Models: Imperial Guard models from GW IG sprue.

Chaos Squats

These are squats that have embraced Chaos and are responsible of maintaining the vast arsenal of mechanical weapons of destruction. Models: Infantry models from GW Squat sprue, if available. See the Squats chapter for alternatives.

Chaos Androids

These are mechanical shells imbued with the force of a Minor Daemon. They are hateful creatures that will deliberately try to misinterpret orders. To represent this, after all other orders have been placed both players roll 1D6 for each Android unit, the player rolling the highest gives the Chaos Androids whatever orders they wish. The Chaos Androids still move and fight under the control of the Chaos player. Any living enemy (including vehicles with crews) that fights an Android in close combat has ‑1 to CAF. This applies to Space Marine Dreadnoughts but not Grey Knights or Inquisitors. Models: Android models from GW’s old Dreadnoughts sprue. Use any 1/300 scale humanoid mechanical models as substitutes.

Chaos Dreadnoughts

Akin to the Imperial Marine dreadnought these house the body of a Chaos champion crippled in battle and forever encased in a battle suit to serve Chaos. Models: Dreadnought models from GW’s old Dreadnoughts or Chaos sprue.
 
>>>These are pretty standard and need no change, except for CSM equipment that needs to be relocated to that section.

Chaos Marines

These are the original traitors Space Marines that followed Horus during the Heresy. Although many belong to specific legions others pledge no loyalty to any Chaos God but follow their own goals. See special rules about these in the Chaos Reward Cards and Chaos Space Marine Legions sections.
 
Chaos may purchase the following Space Marine units: Bikes, Terminators, Rhinos, Thunderhawks (maximum of one per Daemon), Vindicators, Whirlwinds, Predators, Land Raiders, Land Speeders, Rapiers, Thudd guns, Mole Mortars and Tarantulas. All these units possess the same stats as their Imperial counterpart as well as the same cost, morale value and VPs. The above list is absolute, units not mentioned are unavailable since they either did not exist or were not available to Space Marines in the days of the Horus Heresy. Only Chaos marines may use chaos marine support cards (i.e. demons may not ride in rhinos).
 
>>>Of course, in light of the changes in the list this will need to be re-written to reflect the changes.

Chaos Marine & Terminator Armor Saves

Chaos Marines, being defected from the Imperial Space Marine ranks, have genetically altered bodies and special armor connected to their nervous system to protect them against the great variety of weapons used in the 40th millennium, not to mention the “rewards” bestowed upon them by their Chaos masters. This greater resiliency of them is reflected in their battle statistics. Combat armored Chaos Marine Infantry have a saving throw of 6+ in a D6, and Chaos Terminators have a save of 5+, which is modifiable to 6+ but not below that. The new save values do not apply to other Space Marine support cards that Chaos can field.
 
Example: a Basilisk barrage hits a Chaos Marine stand and a Terminator stand. Basilisks have a –2 Target’s save Modifier. The Marine, with a basic save of 6+ now has to roll an 8+ on a D6, which is impossible, and destroyed. On the other hand, the Terminator stand has a basic save of 5+. The modified save however does not require a (5+2)=7 but still a 6+ on a D6 since the Terminator armor save cannot be modified below 6. The stand rolls a 6 and saves.

Chaos Veteran Marines

Chaos armies, before deploying in full force on the battlefield, send in human infiltrators to assess the positions of the enemy and to hit crucial forward points. For this role they use their Veteran Marines, who, with their millennia of experience, are able to infiltrate behind enemy lines in their full power armor and combat gear.
Models: For infantry, Marine and Terminator models from GW Space Marine or Chaos sprues. For vehicles, see the Space Marines booklet.
 
>>>No changes beyond relocating to the appropriate section.

Chaos Forward Observer*

Accuracy in indirect barrages is a very important factor in supporting the front line troops. The capabilities of the target spotter are often more deciding then the proficiency of the firing battery, for giving accurate coordinates and deciding on the ammunition to use falls onto his shoulders. To fulfill this task, the Chaos Army has humans gifted with extra eyes with special sight and computing abilities. The following rules define the Chaos Forward Observers:
 
Ø An artillery barrage directed by Forward Observers scatters 1D6 instead of 2D6,
Ø Forward Observers can not request fire if they are involved in CC,
Ø Forward Observers are command units for the purposes of targeting, and all relevant targeting rules apply,
Ø Forward observers, operating close to enemy lines, are heavily camouflaged. The FO stands (not the Rhino) can't be shot at from more than 25cm. However, if the Rhino is seen, a barrage that covers both the stands and the vehicle can be shot by the enemy. More, the FO stands can also be shot at in a turn they shoot, subject to the targeting rules.
Models: Any human models.

Off Table Artillery Barrages*

These represent standard artillery pieces deployed beyond the confines of the table and also orbital or naval artillery. Off-table artillery is purchased in two parts - the Barrage Units and the Forward Observers. The barrage units are Support Cards while the observers are Special Cards (i.e. a limit of one per company). Any other units cannot call off-table barrages.

Off-Table Barrage Units

These are abstract units; players do not need models for them and they cannot be attacked (counter-battery fire or air attacks are ignored for the sake of simplicity).
 
The Barrage Units are of different types dependent on the size and power of the weapons. Each Barrage Unit typically allows an observer to place one barrage template per turn.
 
There are no point costs for the off-board artillery; the Firing Player gives up Victory Points for the use of them. Any player planning to use Off-Table Artillery must write down, at the start of the battle, the number of Victory Points he is willing to give up for those barrages. 2 VPs per company level card or Greater Daemon restricts these. This allocation does not affect the limit of the point’s value of the normal units he is fielding. The player then can call barrages, up to his declared maximum, throughout the battle until the total equals the declared start limit. These Off-Table Barrages are called in the First Fire phase as any other weapon. The barraging player need only give up Victory Points for barrages actually used (i.e. Victory Points are not paid for unsuccessful calls). See the sections pertaining to specific armies for the details on their Off-Table Barrage Units.

Forward Observers and Spotting for Off-Table Barrages

The specified Artillery Forward Observers of each army can only call off-Table Barrages. See the specific Army Booklets for details. All target spotting done by those units should comply with the rules given under “Target Spotting for Indirect Artillery Fire” in the Core Rules booklet together with the additional Forward Observer rules given below. Note that, although spotting is restricted to one target per turn by the Core Rules, an observer may call multiple barrages to the same target.

Additional Spotting Rules for Off-Table Barrages:

Ø If either the observer stand or the vehicle is destroyed then the observer cannot spot for Off-Table artillery (but can continue to spot for on-table artillery as normal).
Ø For Off-Table barrages only, the observer stand must make a communications roll of 3+ on a D6. If the roll is successful then the barrage arrives. Use the normal procedure for an indirect barrage.
Ø Due to different communication networks, an observer may not spot for both on-table artillery and off-table artillery in the same turn.
Ø Due to the delays involved in communications, if an observer is spotting for multiple off-table artillery attacks on one target then the player must declare all the attacks before resolving them all in turn (effectively, the observer calls down all the fire in one call and then hopes for the best). Multiple off-table artillery barrages are not combined but are resolved separately (including separate scatter rolls).
Ø If a force has multiple barrages and/or multiple observers then barrages are not permanently allocated to specific observers. In each turn each observer may call down fire from any or all of the available barrage units subject to the targeting restrictions above and the restriction that each barrage unit may only fire once per turn.
Ø Barrages are called in the FF phase and one by one as any other weapon.
Models: Off-Table Barrage Units are not represented as models on the gaming table. Instead they are spaceships in orbit that fire a barrage down to the surface.
 
>>>NO changes and STILL optional.
 
Opinions please.
 
Peter
 
 

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Received on Wed Feb 12 2003 - 23:48:18 UTC

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