Comments below...
>
> Fra: nils.saugen_at_...
> Dato: 2003/10/30 Thu AM 10:46:35 CET
> Til: netepic_at_yahoogroups.com
> Emne: RE: [NetEpic ML] Re: Slann Revision TRUE SLANN (LONG)
>
> Enter the Dwarves :)
>
> Finally Eivind, lets rock!
>
> I must wholehartedly disagree with your analysis. There is more to Slann
> than their backbone of heavy mechs. Infact you could field an army totaly
> without heavy mechs and still have an army that could kick some serious butt
-------> I have never seen such an army fielded...
> :) And if you place a company of infantry without cover and within range of
> the flamer and miniguns of a detachment of mechs you're gonna fry!!!
---------> They where in cover but flamer ignores cover to hit, remember. Thats what makes them dangerous.
Poor
> tactics on your part, doesn't mean a unit is unbalanced. Having said that I
> agree, lets take away the flamer from the hevy mech and replace it with
> another battery of miniguns, or just take it avay and knock 50 pts of the
> price (The current cost is 500 per detachment).
---------> Whatever, just get rid of the flamers :-)
> And yes you are right the mechs have two disadvantages, they have poor
> movementrate only medium ranged weaponry and are infact very difficult to
> play with!!! I think I've played more games than any other on this list with
> and against Slann. And believe me, they are almost as difficult to play with
> as they are to play against!!!!! Skimmers, are very dangerous for an army
> with many heavy mechs!!!
>
> On neuro disruptor missiles remember that you need to fire 3 missiles
> together (large template) to affect preatorians and titans.
------> Hm... This is news to me!
So to make units
> with shields immune, would IMO be an overkill!!!
-----> OK. Agree.
> Warpshields up to 5+, yea Im open for that, but this would mean that the
> mechs would go further down in cost (By another 50 - 100 points) meaning
> there would be room for even more Slann units on the board.... I'm not sure
> that is a good idea......
-------> Its OK by me :-)
Eivind
> Nils
>
> -----Original Message-----
> From: guildmaster_prime [mailto:eivind.borgeteien_at_...]
> Sent: 30. oktober 2003 10:10
> To: netepic_at_yahoogroups.com
> Subject: [NetEpic ML] Re: Slann Revision TRUE SLANN (LONG)
>
>
> Hi
>
> Ive been at the recieving and of this units more than a couple of
> times and have some thoughts concerning this army. There has been no
> comments so far, and Im not surprised as we only have 3 or 4 members
> on this list actually playing the army. Unless some changes are made
> I would strongly advice against anyone bying this army bacause your
> opponent will most likely go tired of playing against it. (I have...)
> I will try to point out:
>
> The backbone of this army is the mechs, and every game you play your
> goal will be to take out 4-7 mechs. It is only ONE way to do that,
> you must have very fast moving CC units, preferably skimmers. If they
> can take the mechs, you might win. If you dont, you may as well pack
> up because you dont stand a chance.
>
> To me, a game of Netepic should not evolve round 4-7 enemyunits, that
> belongs to a skirmishgame. However, if you where presented with some
> more tactical flexibility, some more fun could come out of it. Here
> are my suggestions:
>
> The flamers are awsome. four of these mech anihilated (not broke but
> anihilated, ANIHILATED!) a whole squat termite company. I would
> strongly suggest replacing the flamers with an apropriate amount of
> miniguns. 4-5 or something.
>
> The neuro-disruptormissiles are not cumultave are they?? I dont think
> we ever played with them being cummulative, but it should be stated
> in the rules I think.
>
> Further more, I think they should not work on units with active
> shields. The only thing that hurts units with active shields are warp-
> weapons, and some of them even provides a save. It is too cheesy to
> loose the functionality of your warmongertitan for a lowly neuro-
> disruptor. (worst-case scenario, I know:))
>
> However, the most important thing is that the warpshield is far too
> good. With a fixed save of 4+ in addition to the robust armorsaves,
> you can forget about shooting at the mechs. You just wont take the
> out. It should be lowered to 5+, that way it still is really
> difficult to kill them out but not downright impossible.
>
> To summarise:
>
> 1) Replace flamer with 4-5 miniguns
> 2) Neuro-disruptormissiles should not affect units with active shields
> 3) Most important; warpshield should be adjusted from 4+ to 5+
>
> This 3 points are serious fun-spoilers and should be corrected. This
> would also imply that the cost should be somewhat lowered for the
> mechs. That might just be a good thing as it provides the Slann
> player with more units. After all, a game of netepic should not
> evolve round 4-7 enemy units.
>
> This should also take some of the controverse out of the army. I
> think that mutch of the reason why we dont have more players for this
> army is that it has generated quite a few heated discussions. You
> just dont spend 100$ ++ on an army people wont play against.
>
> Eivind
>
> --- In netepic_at_yahoogroups.com, nils.saugen_at_s... wrote:
> > 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
>
>
>
> To unsubscribe send e-mail to: netepic-unsubscribe_at_egroups.com
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>
> To unsubscribe send e-mail to: netepic-unsubscribe_at_egroups.com
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>
Received on Thu Oct 30 2003 - 10:08:01 UTC