RE: [NetEpic ML] [5.0] the revision continues, chaos! (pretty lon g)

From: <nils.saugen_at_...>
Date: Thu, 13 Feb 2003 09:42:14 +0100

[snip]

BM__Toc509827156BM__Toc422211926Bloodletters

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?
 
>>>> I think the same rule should apply to all units with regeneration, no
regen in close combat!
 
[snip]

BM__Toc509827168BM__Toc422211938Horrors 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.
 
>>>> Definately!
 
CHAOS MAGI!
 
They should be limited to three powers each! (As should all Psychers we'll
pick that up once we get to slann aswell!!!)
Suggestions in bold!
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 (d6 x 5 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.
(remove this part)]
Mind Warp ‑ Affects all (one) 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.
 
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. (remove this 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.]
(remove this 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.
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.
 
NILS
Received on Thu Feb 13 2003 - 08:42:14 UTC

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