Re: [NetEpic ML] Heresy vs NetEpic

From: Peter Ramos <pramos2_at_...>
Date: Fri, 5 May 2000 09:01:13 -0500

Hi!

The two systems are very different in mechanics and play, although they have
some traits in common.

Ken and I made up Heresy mainly because we like to invent stuff and secondly
because while net epic is a fine game in its own right there are many
concepts of war that are not represented in it.

For example the epic system does not go into things like suppression, nor
does the morale system really impact all that much on game play. Also, the
epic system sometimes doesn't really capture the feats of certain units
according to the fluff. The marines for example are supposed to be these
supermen types that in the epic system they aren't al that. So in Heresy we
tried to make units live up to their true potential.

Heresy uses a similar turn sequence to epic and orders are also used. The
orders are close to their net epic counterparts. In addition flyers have
their own set of orders to represent their battlefield role. Movement and
firing is alternating between units like net epic and the flyer rules are
integrated into the main rules.

The stat lines are similar but have different applications. Units have the
standard move stat as well as an armor value and assault value. One is the
"save" versus fire the other its close combat potential.

Accuracy is a "new" stat, it represents the units ability for firing, its
"to hit" number. Note that in Heresy the ability to be accurate is dependent
on the unit not the weapon like it is in net epic. An ork with a bolter has
a lower accuracy than a marine with the same weapon.

Weapons have a couple of stats to themselves, mainly firepower (attack dice)
and penetration. The resolution of fire is very different from net epic. You
roll you firepower dice like you would in net epic using the firing units
accuracy stat to determine hits. Once hits are determine you roll the
penetration dice of the weapon and every penetration die higher than the
units armor scores a "kill". Most weapons have one penetration die, but
powerful weapons have more than one. This means one hit can inflicts
multiple kills.

Weapons were also divided into anti-personnel, all purpose and armor
piercing. The anti-personnel weapons have a very low probability of damaging
armored vehicles, while armor piercing has a better chance and all purpose
weapons are in between.

Two things that are very different from eic is the morale and leadership
rules. Commanders have a radius in which troops need to be in to benefit
from their command and have penalties when they are not. Commanders act like
commanders not independent units.

Morale is VERY important in Heresy. It has 3 levels: fresh, fatigued and
routed. There is a list of chaecks you make depending on casualties and
such. Combat effectiveness goes down as morale wanes. Penalties to firing
and close combat are given to units as their morale suffers.

Suppression is also included and extremely simple. You cause suppression if
the total firepower directed to a unit is greater than the amount of models
in that unit. A unit with a total firepower of 6 that fires at a unit that
has 5 models suppresses it. Suppression is independent of casualties. Morale
and leadership determine how easy it is to shrug off the effects of
suppression

Another VERY different thing about Heresy sre "skills". We wanted to have
very simple rules but have detail for the army lists. Skills were the
answer. This makes a marine heroic and squats stoic. They have specific game
effects. Regardless of the skill they are ALL translated to simple game
mechanics. There are no special exceptions to the rule in Heresy. Everyone
uses the same core mechanics, but skills adds flavor to the game.

There are alot of things more, but these are the most outstanding.

Peter




>Hi
>
>What are the main diffrence betwen those two systems ?
>
>
>Stebbi
>
>
>
>
Received on Fri May 05 2000 - 14:01:13 UTC

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