Re: [NetEpic ML] [5.0] Eldar optional units

From: Mete Senyol <kume1967_at_...>
Date: Wed, 13 Apr 2005 23:05:43 -0700 (PDT)

--- Peter Ramos <primarch_at_...> wrote:
> Hi!
>
> Here are some units I came up with from the
> swordwind supplement of Epic A.
>
> Storm Serpent
>
> The Strom Serpent epitomizes the "lightning" art of
> war of the eldar.
> This superheavy vehicle can create a stable warp
> gate so that eldar
> units may gain quick access to critical battlefield
> spots and equally be
> able to escape if the tactical situation so demands.
>
> Move 20cm
> Armor Save 1+ (super heavy vehicle)
> CAF +3
> Weapons: Pulse laser 75cm range, Attack dice 1, To
> hit as per pulse
> laser, save modifer as per pulse laser.
> Scatter laser 25cm range, Attack
> dice 3, To hit 5+, save
> modifier 0
> Abilities: Holofield, Skimmer, Wraithgate
>
> Wraithgate: The Storm Serpent can project a
> Wraithgate anywhere withing
> its LOS up to 100cm range. Units that go through the
> wraithgate appear
> in the MOVEMENT phase of the NEXT turn (eldar player
> choice as to
> where). One the emergence point is indicated mark
> this site as this gate
> is maintained by the strom serpent. Movement is
> bidirectional. But it
> takes a turn each way to travel through it. You may
> not emerge and enter
> the wraithgate again in the same turn. If the Wave
> storm is destroyed
> prior to the transported troops emergence next turn,
> the troops are
> trapped in the warp and count as destroyed for VP
> purposes. Only units
> of vehicle pinning class or smaller may use the
> gate. Titans,
> praetorians, super heavy vehicles and knights may
> NOT use the gate (too
> big).


------ I think 100cm is too much, on turn two you can
have a company near your artilery. We can make it like
50cm (so you have to risk your storm serpent if you
want to use your wraithgate) or we can make adjustment
like on a roll of 1 troops will lost in the warp.
Maybe a scatter roll of 2d6 for the wraithgate.


> Support card: one model cost 300 points 3 VP's
>
> Void Spinner
>
> At first glance the void spinner appear to be a
> larger cousin of the
> doomweaver. That, however, is where the similarity
> ends. The Void
> spinner fires a deadly barrage of concentrated
> bacteria and wraithbone
> parasites that quickly devour any material in its
> impact zone.
>
> Move 20cm
> Armor Save 1+ (super heavy vehicle)
> CAF +3
> Weapon Void spinner cannon 100cm range, attack dice
> 8 BP's, to hit 3+,
> save modifer -3
> Abilities: Holofields, skimmer, artillery
>
> Artillery barrages may NOT combine with other void
> spinners.
>
> Support card: one model cost 200 points 2 VPs
>
> I like the idea of Vampyres and Phoenix bombers to
> have pulse lasers.
>
> The Vampyre has two and one scatter laser
> The bomber has one pulse laser and the standard
> weapons it has now.
>
> Jar, please list these alternate weapon
> configurations in the optionals
> book.
>
> Opinions?
>
> Peter
>
>
>


                
__________________________________
Do you Yahoo!?
Yahoo! Small Business - Try our new resources site!
http://smallbusiness.yahoo.com/resources/
Received on Thu Apr 14 2005 - 06:05:43 UTC

This archive was generated by hypermail 2.3.0 : Tue Oct 22 2019 - 11:00:02 UTC