Hi!
Ouch, good catch on that one, so that one doesn't need to be eliminated.
Good one.
Peter
-----Original Message-----
From: AntiChrist <seimejote_at_...>
[mailto:seimejote_at_...]
Sent: Thursday, February 13, 2003 6:43 PM
To: netepic_at_yahoogroups.com
Subject: Re: [NetEpic ML] [5.0] the revision continues, chaos! (pretty
long)
Remember that Cloud of Flies and Aura of Slaanesh are NOT psychic
powers, but special abilities which are always in effect... all the
Magi have 3 psychic powers...
--- In netepic_at_yahoogroups.com, "Peter Ramos" <primarch_at_c...> wrote:
> 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 â€` 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
1â€`2 the model is destroyed. 3â€`6 means the model is immobilized,
they may not move or fire and get â€`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 â€` 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 5â€`6. This is considered a non-
physical psychic attack.
> Inferno of Change â€`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 â€` any enemy in close combat with the Nurgle Magi
has â€`1 CAF
> Nurgle's Stench â€` 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 â€` The Magi may attack D3 targets within LOS and
50 cm, including buildings. The model is hit on 4+ and has a. â€`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 â€` 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 Slaaneshâ€` any nonâ€`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 â€`2.] (remove this power)
>
> >>>I agree, it seems to be the simplest to eliminate.
>
> Promise of Slaanesh â€` 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 â€` 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 â€` 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
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Received on Thu Feb 13 2003 - 23:24:05 UTC