-- Win the Mind, Win the Day Airborne All The Way -------------- Original message -------------- If you have two Storm Serpents and both create gates, could you move from on created gate to the other, breaking the LOS rule? 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). 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? PeterReceived on Thu Apr 14 2005 - 14:56:34 UTC
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