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

From: Peter Ramos <primarch_at_...>
Date: Thu, 13 Feb 2003 18:25:46 -0400

Hi!
 

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?
 
>>>> I think the same rule should apply to all units with regeneration, no regen in close combat!
 
<grin> I know YOU would, I still remember all the nagging with the Necron stuff <chuckle>. Problem is that such a blanket rule affects the tyranid rules as written, besides decreasing the use of some units.
 
[snip]
 

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.
 
>>>> 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!
 
>>>Agreed, 3 powers is more than enough to choose from.
 
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)]
 
>>>I like this suggestion. Makes things simpler.
 
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)]
 
>>>One needs to go, sounds like this one should be it.
 
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)
 
>>>I agree, it seems to be the simplest to eliminate.
 
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.
 
Peter
Received on Thu Feb 13 2003 - 22:25:46 UTC

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