Slann Revision TRUE SLANN (LONG)

From: <nils.saugen_at_...>
Date: Wed, 29 Oct 2003 09:20:17 +0100

The Slann

Introduction
The Slann are, perhaps, the eldest of sentient spacefaring races in the
universe. What galaxy or planet spawned them is unknown even to the Slann
themselves, since this fact is lost in the staggering mists of time. It is
hypothesized that they may have emerged from a predominantly aquatic planet
with the sparse landmasses being very humid. All this is conjecture and
speculation however, since the Slann have never answered these questions.
What is unquestionable is their technology and mastery of the warp. Amongst
their greatest achievements is the warp web-way. Now mostly abandoned by the
Slann and the still functional portals controlled by the Eldar. It is
rumored that at the peak of their power they seeded life on many planets,
including Earth. Long ago the Slann slowly dwindled into stupor.
Self-interest and introspection rose above curiosity and the care of the
universe. Over thousands of years their decline was steady and relentless.
Their favored children, the Eldar, became ascendant and claimed much of what
were their masters, although never fully understanding the immensity of it.
The Slann drifted away into uncaring oblivion. Then something in the
recesses of the universe stirred. Slowly at first, but then it quickened its
pace as galaxies died. Even then the Slann did not care. What were galaxies
compared to the immensity of the universe? But also Slann worlds died and
the long stupor collapsed and realization set in. Here was a foe equal to
the might of the Slann. Unbending, unyielding and all consuming. The enemies
were the Tyranids. At first the Slann were contemptuous of the lowly
bio-tech spawns and easily crushed them. It became rapidly clear however
that the foe had two enormous strengths. Numbers and adaptability. Where
force of numbers would not suffice the rapid evolution of the Tyranid hordes
made victories harder and harder. The wise amongst the Slann soon knew that
if other races did not commit to the war they would be doomed.

The Slann have now entered the Imperium of Man and they demand that these
younglings submit to their makers will and fight the Tyranids. But sometimes
children can be rebellious

Army construction
The Slann represent a heterogeneous force that is composed of the True Slann
(those that have not lost their technology), the Exodite Slann (those whom
had lost contact and now have been drawn back into the Slann Empire and
their Dracon slaves), and the Necrons.

As per standard rules every company card is entitled to add up to 5 support
cards and one special card.
There are restrictions to what support cards may be attached to certain
company cards. This is due to the inherent differences in command and
control from the different "arms" the make the Slann army. Therefore the
Slann player may only attach support cards to company cards of the same
type. This means:

        * Exodus (and Dracon) support cards may only be attached to
Exodus company cards
        * Necron support cards may only be attached to Necron company
cards
        * Any type support card may be attached to true slann company
cards (except that true slann support cards may ONLY be attached to true
slann company cards).

Therefore you could not purchase a necron support card and attach it a
Exodus company card. By necessity you MUST purchase a Necron or Exodus
company card to attach a support cards (or special card) or the appropriate
type.

Note that the True slann offer flexibility to the slann army since they have
no such restriction.

True Slann

Special rules
The True Slann have many millennia ago shunned to do battle as most races do
with poorly armed and armored infantry. Since the Slann value life and they
are but a scant few millions to rule the galaxy they either ride into battle
in Mech battle droids or don "battlesuit" armor.

Battlesuit armor has the following attributes:

1. They are equipped with jump packs and thus may leap over terrain
features.
2. An energy shield which provides a fixed armored save (the exact
value is in the units description)
3. May be armed with weapons usually reserved for vehicles (specific
types are listed under their individual description

Units that have this armor will have it stated under the "notes" section of
their stat line.

Morale
The Slann NEVER check for morale when facing the Tyranids or Chaos in battle
and are immune to fear and terror. Note this refers to the standard rules
for units that cause fear or terror such as a greater demon. This doesn't
extend to using the morale characteristic as a save versus a psychic power
or attack. In these cases they DO roll for morale as per the powers/attack
rules.

Battlesuit Infantry

Vanguard
Slann Nobles often form elite groups of battlesuit infantry to oversee
important battles. Vanguards count as command units and thus never receive
orders (they move on charge orders and fire on first fire orders). Due to
their scarcity it is only available as a special card. Vanguards have a
psychic save of 4+.

Model: Ral Partha's Clan Elementals

Gravguard
These troops represent Slann citizens that have joined the ranks of the
Slann to face its foes. They are armed with heavy weapons and provide a
support element. Their main weapon is a compact laser cannon.

Model: Ral Partha's Clan Elementals

Spawnguard
The typical slann citizen who wishes to defend the empire joins the
spawnguard. They are less heavily armed but more capable of assault actions.

Models: Ral Partha's Clan Elementals
Summary
Vanguard 15cm 4+ fixed +6 Heavy Minigun 25cm 2
5+ -1 Battlesuit, command
                                Missiles 50cm 1 4+ -2
unit, psy save
Gravguard 15cm 5+fixed +2 Conversion gun 75cm 2 4+
-1d3 Battlesuit, infantry
Spawnguard 20cm 5+fixed +4 Hwy Minigun 25cm 2 5+
-1 Battlesuit, infantry



Slann Mechs

Introduction
Every Slann is expected to live its life according to a strange, mystic and
largely unfathomable ritual, as part of which the individual passes through
life stages. The calling to a life stage would seem a real and almost
unstoppable thing to a Slann, and can happen at any time, so that a peaceful
technician may become a wanderer, a hermit, a warrior, etc. Once a Slann
feels the call to become a warrior it goes through a surgical operation. A
cyber link is graphed onto the brain allowing the Slann to be connected into
all the functions of the giant war machines they call Mechs or the smaller
battlesuits. The link does more than just tie the Slann into the machine;
The Slann actually becomes the machine they are as one. The Slann's body,
implanted deep in the armor of the Mech, is frozen in time. Being of
amphibian stock, it is very easy to cytogenetically freeze all Slann. The
mind is the only thing actually awake and functioning at this point.

All Mechs are considered to be Knight Class by the Net epic rules.
 
Special Rules

Warp jump
Slann Mech technology has been developed throughout many millennia across
countless galaxies. During these millennia the Slann developed their Warp
Jump generator technology. All Slann Mechs and some infantry have this
technology, which enables them to move in and out of, warp space only to
emerge closer to their enemy. The Mech is able to do this by creating a
miniature web pathway through warp space. In order to warp jump a Mech must
choose the point on the battlefield he wishes to jump to and measures the
distance to it. Once the distance is determined roll a d6 and consult the
following table:

                                0 or less: a horrible miscalculation has
occurred
                                         and the unit is lost in the warp!
Remove
                                         the model and it counts as
destroyed.

                                1-2 the warp jump has deviated from the
                                         proper path leaving the pilot
confused.
                                         The unit may not move or shoot this
turn
                                         and will deviate 2d6 cm from its
intended
                                         target. Special bonuses regarding
warp jumps
                                         are lost.

                                3-4 A minor miscalculation has thrown
the unit
                                         off course. Unit deviates d6 cm
from its target
                                         but may still fire weapons (not
move). Special
                                         bonuses regarding warp jumps are
lost.

                                5-6 Perfect jump. Right on target. May
enter close
                                         combat or fire weapons.

Roll once for EACH model in the detachment making the jump. Also apply any
eligible bonuses to each roll as outlined below.

The warp jump roll may be modified as follows:

        * Warp jump bonuses from designated commander units.
        * Subtract -1 from the roll for each 10 cm (or fraction
thereof) beyond 40 cm. Jumps of 40 cm or less incur no penalty.

Bonuses from designated units can ONLY be awarded if the unit that confers
the bonus is in unit coherency with the detachment or model that is the
target of the bonus. Bonuses are NOT cumulative. If several eligible units
can confer a bonus only the unit with the highest bonus can be applied.

A single unit that confers a warp jump bonus may only impart its bonus to
one model or detachment at a time. It CANNOT do so to multiple units at the
same time.

 All warp jump capable units that warp jump and do not deviate (perfect
jump) get these bonuses for surprise:
       
        1. Opponents cannot snap or first fire at the advancing Mech.
Defensive fire from units on first fire orders receiving a charge MAY fire
at them normally.
        2. Enemy units charged by a warp jump capable unit appearing
from a warp jump receive a -1 to their CAF value for that turn only. Units
that join the combat against the warp jump capable unit do not receive this
penalty, only the originally charged unit.

These bonuses are lost if there is any deviation (any result other than a
perfect jump).

A warp jump capable unit deciding to Warp Jump does so instead of its normal
movement, it may not move a few cm and decide to jump, it can either move
its normal rate or Warp jump. A warp jump capable unit may not move after it
warp jumps, but upon entering normal space can be positioned facing any
direction. Orders must still be placed as normal. A warp jump capable unit
warp jumping may not be given First Fire orders. A warp jump capable unit
must be given charge order to enter Close Combat as usual. A warp jump
capable unit may be given Advance Movement order and can fire in the
Advanced Fire phase as normal.

If a warp jumps capable unit materializes on or in a solid object (a
building, bunker, or impassable terrain) the warp jump capable unit should
be placed as close to the missed jump point as possible. If the warp jump
capable unit hits a model the model hit makes armor save with a -3 penalty.
The "warp jump capable unit" itself also makes armor save at -2.

Normally warp jump capable units can only warp jump to a place in LOS of
their original position. Any units jumping with a Great Magus (see below)
can jump to any point including those not in LOS. This can provide the
opportunity to warp jump to places that normally a warp jump capable unit
could not jump to without line of sight like the center of a wooded area.

Warp Jump fields are very fragile mechanisms and require exact measurements
of weight in addition to distance. Thus if a warp jump capable unit tried to
warp jump with any mass around it would cause a catastrophic miscalculation
which would almost always cause the warp jump capable unit to be swallowed
by the warp. A warp jump capable unit may never use the warp jumps if any
unit is in close combat with a unit that is capable of pinning it.

Some units have great knowledge of the warp and as such will not be
surprised when a Mech emerges from Warp Space. The Units that fall into this
category are: Grey Knights, Inquisitors, Librarians, Adeptus Psykers,
Astropaths, Farseers, Warlocks, Warp Spiders, Harlequin, Ancestor Lords,
Greater Daemons, Primarchs, Chaos Magi, and Dominatrixi. These units do not
incur the penalties listed above.

Warp displacement fields
All Mechs are equipped with a Warp Displacement generator, which phases a
Mech in, and out of reality much the same as a Warp Missile. All shot fired
at a Mech with this type of shield technology have a chance to seemingly
pass right through the Mech as it blinks in and out of the Warp. Thus all
hits on the Mech receive an additional saving roll of 4+. This roll is fixed
and not modifiable no matter what type of weapon is used. If a hit
penetrates the shield then the normal modifiable saving throw must be taken,
all modifiers for side and back shots count too. Note also that these
shields include protection from template attacks also.

Some enemy units weapons are able to pass right through the shield, as they
employ forces that use the Warp as well. Thus a Mech struck by any of the
following weapons cannot use its Warp Displacement Shields to protect it

        1 All non physical psychic attacks
        2 Shokk Attack Gunz
        3 Warp Missiles and Vortex Missiles
        4 Triple Vibro Cannon Attacks

Mechs

Mech Vanguards
A member of Slann royalty called a Vanguard leads each Slann Mech Pod; all
these individuals are slightly psychic and thus have the ability to
communicate directly with the Great Magus.

A Vanguard is considered a command unit and follows all the rules for
command units in Net epic. Mech vanguards add a +1 bonus to warp jumps to
the detachment or model they are in coherency with.

The Vanguard Mech is equal to the type of Mech's in the unit it commands.
Vanguards have a psychic save of 4+.

Tadpole Mech
 Tadpoles are light Mechs equipped with Plasma Flamers and Heavy Minigun.
The Plasma Flamer uses the Inferno Gun template (long teardrop shaped) for
range and damage purposes.

Models: Battletech mini Uller, Pouncer, or Flea

Frog Mech
Frogs are medium sized Mechs equipped with three weapons systems: Conversion
Beamer Cannon, Heavy miniguns, and a Neuro-Disruptor Missiles Launcher

Models: Battletech mini Fire Falcon, or Ryoken

Neuro-disruptor missiles
The Slann long ago walked away from the path of ever more destructive
weapons realizing that winning a battle where the objectives were totally
useless and the landscape barren was no victory. The Slann have developed
many weapon systems that incapacitate the enemy and permit the Slann to
eliminate them in a controlled, efficient manner. The Neuro-disruptor
missiles are a combination EMP pulse and electrical defragmenter. In case of
organic beings it attacks the terminals of nervous conduction paralyzing the
unit. In case of vehicles the EMP pulse wreaks havoc on all circuitry
rendering it temporarily uncontrollable.

Rules for disruptor missiles
        1 The missiles may only be fired every other turn; it takes
one full turn to reload the missile rack.

        2 If {1} Mech is firing missiles use the 6cm blast template,
if all {3} from the unit are firing at the same location then use the 12cm
blast template, this is to show how when the missiles are concentrated at
one spot they can shower a bigger area.

        3 All models must roll to see if they can move. On a 1D6 roll
of 3 or less the unit cannot move. On a roll of 4 or more the models can
move at half their normal rate for the remainder of that turn. For every
field the models move through they must make this test.

        4 All models in this area suffer a -1 to hit

        5 All models in this area suffer a -2 to their CAF

        6 All Slann, Exodite Slann, Necron and Dracons are immune to
this effect

The roll to hit is made only once regardless of how many models are under
the template. If the roll to hit is failed there is no effect. When the roll
to hit is made place the template on the table under the models hit, roll
1D3 and mark the template with the result (use die or markers). This is the
amount of turns the missiles will be effective. Remove the template in the
end phase of the last turn in that it is effective.

Example: A model is hit, the 1D3 result is 2, and the template is placed
under the model and left in that spot till the End Phase of the following
turn. If the model has failed the role and may not move, it may how ever
still fire at the -1 penalty. In the following turn it must roll again to
see if it may move, therefore it maybe possible to pin a model in place (it
may still shoot in first and advanced fire phase) for up to 3 turns.

Bull Frog Mech
These are the heavy Slann Mechs. Each is equipped with 2 Conversion Beamer
Cannons, a Plasma Flamer, 2 plasma Burners, and 2 Neuro-Disruptor Missile
Launchers. See the above section on the Frog Mech for details on the
Neuro-Disruptor Missiles.

Models: Battletech mini Black Lanner, or Madcat

SUMMARY
Vanguard As per Mech type Knight
Tadpole 25cm 3+ +4 Twin Turbo minig. 25cm 6 5+
-1 Knight
Frog 20cm 2+ +3 Twin Multi
Knight
                                Conversion Beamer 50cm 4
5+ -1d3
                                 Disruptor Missl. 75cm 1
4+ -
Bullfrog 15cm 1+ +2 2 Conversion can. 75cm 2
4+ -1d6 Knight
                                Plasma Flamer special Templ 4+ -
Flamer (template weapon)
                                Heavy Minigun 25cm 2 5+ -1
ignore cover modifiers
                                2 Disruptor miss. 75cm 1
4+ -


Special Units

Great Magus

The most potent psyker in the Slann Empire, also known as the Great Magus or
High Priest, is the greatest and most respected individual in Slann society.
The Great Mage remains aloft from society, although the social leaders
constantly seek their advice. Their aid would be sought in battle, for their
knowledge of Magic, philosophy and the arcane sciences are formidable.

Special rules
        1 There may only be one Great Magus per army regardless of
points played.
        2 The Great Magus moves by Warp Teleportation like a Mech, but
does not roll for deviation unless he warps more than 40cms, and can warp to
any point, even if its not in LOS. A Slann Great Magus can even Warp Jump to
a point within a section of woods although the unit must exit the woods by
Warp Jump.
        3 When a Great Magus is on the battlefield the Slann army
receives a tactical advantage, for the Great Magus is in psychic contact
with all his unit leaders. When rolling for Initiative adds +1 to the roll
as long as the Great Magus is still alive. This bonus is one per game and
may be used at the beginning of any turn.
        4 The Great Magus is a command stand and follows all the rules
from Net epic apply.
        5 The Great Magus wears battlesuit vanguardarmor when he is
not in a Mech.
        6 Counts as Greater Demon when it comes to psychic checks
(where applicable), and has a psychic save of 3+.

The Great Magus also has the following psychic powers that can be chosen
from and used once per turn:

        * * ENERGY SHIELD * The Great Magus conjures a shield of
Psychic energy to protect himself. This shield protects him even in
closecombat , and will negate any such attacks on a 3+.

* * SEE WARP GATE * Can help any warp capable unit determine its
destination when Warp Jumping. With this ability the Great Magus can tell
any warp capable unit within 25 cm how to get to it's warping destination.
This also allows a Mech unit to Warp Jump to a place not in LOS. If a unit
is within cohesion (6cm) of the Magus and makes the jump together with the
Magus, The Great Magus confers a +2 bonus to all warp jumps, including
himself.

        * * WARP HOLE * with this power the Great Magus opens a small
area to Warp Space around a target. That portion of the target is sucked
into Warp Space and usually this causes the destruction of the target in
normal reality.

The Warp Hole is fired like a normal weapon of the following properties

Weapon Range Attack Dice To hit roll Save modifier
Warp Hole 25cm 1 3+ -4

                This power down one shield against shielded targets. Resolve
damage normally against unshielded targets.

The Great Magus can also be mounted in a mech of any type.

Models: Clan Elemental infantry from Ral Partha

Time Magus

At hatching, some female Slann show signs of psychic powers. They can see
through time, though they need help and training, eventually they gain the
ability to manipulate time in small ways. They learn to freeze thing in
stasis with there minds, though only for short periods of time. During times
of war they are mounted in special Mechs that amplify this power. The
purpose of the Time Mage is to locate and freeze large enemy threats in
stasis, to make them easy targets for the other Mechs.

A Time Mage is the only member of the Slann Empire that will stay on one
life stage her entire life. She know well however, that this dedication
comes with a price. Every time a Time Mage goes to war there is a small
ceremony of death preceding the battle. A Time Mage makes her peace with
those around her, gives her belongings away and prepares to die. She knows
that a Mech caught in stasis is a perfect target for enemy fire. She has
been trained since birth to give her life for the Slann Empire, and her
mission will almost always end in her death. After the ceremony of death she
performs a death song and dance, which is broadcast for all in the army to
see. The dedication inspired by a Time Mages' performance alone has won the
Slann many of battles.


Time Magus Mech

The Stasis Beam is the main armament on all Time Magus Mechs. These weapons
can freeze any model in stasis. After the Mech fires its beams it is also
caught in stasis and can only generate the field affecting its enemies. At
the end of the turn the affected model has to make a roll of 4+ to escape
the beam. To escape 2 beams a roll of 5+ is needed (models of Praetorian
class or above only need roll a 4+ to break the beam). If it fails the model
remains frozen for another turn and can do nothing till the end of the turn
were it tries to escape the beam again. This continues till the model breaks
free.

A Time Magus who has fired 2 beams and looses her grip on one target
continues to hold the other until it escapes. She cannot however, fire her
free beam as she is locked in stasis until her other beam is broken.

All models effected by the stasis beam (including the Time Magus) can be
fired at as normal. All shot directed at a model in stasis are stopped just
outside any shields that that model may have. Thus weapons striking shields
are stopped by them as normal, and all hits are saved at as normal, but, the
effect is not felt until the model released from the beam. Thus a Titan hit
in the reactor will not blow up until it is released from the beam. Also a
Mech destroyed that is holding an enemy in a beam will only be removed after
the enemy is released from the beam.

Once a beam is generated it can only be shut down if the enemy escapes the
beam. Any model smaller than Praetorian class can be held with one beam.
Focusing both the Mech's beams can only hold any model of Praetorian class
or titans. If an enemy Praetorian or titan is targeted with both beams and
any one of the beams fail to hit, both beams are considered to have failed
and are ignored.

If a unit attacks any model held in stasis in close combat the attacking
unit is automatically placed in stasis until the original model is released
from stasis. A unit attacking a Time Magus not in stasis is slowed slightly
by the Time Magus' temporal powers. This is already factored into the Time
Magus' CAF rating.

A Time Magus has all the Warp Jump and Warp Displacement shield ability as
other Mechs do. A Time Magus is considered a command unit, though not able
to control other units, she may move as charge, and fire as first fire.
Models: Battletech mini Behemoth or Daishi

SUMMARY
Great Magus As per Mech type, command unit, special rules
Time Magus 15cm 1+ +4 2 Stasis beam can. 75cm 1
4+ No save Command unit, special
Mech Conversion can. 75cm 2 4+ -1d6
Rules, knight
                                Heavy Minigun 25cm 2 4+ -1
Received on Wed Oct 29 2003 - 08:20:17 UTC

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