Mentors: retry

From: <jyrki.saari_at_...>
Date: Mon, 5 Jun 2000 08:38:09 +0300

I see the Mentor Legion came out with stats garbled. <Sigh> I just can't
figure out how to get the &#$! Outlook not to scramble my mails. Here's
(hopefully) a tidier version:

Here goes, I'm too lazy to recite the fluff from WD98, but the idea is that
the Mentor Legion was formed in the 26th founding and got the number (888)
of a dead chapter (Star Scorpions). The Mentors have unusual capacity for
learning and the chapter's main pursuit is to produce a perfect fusion
between science, arts of war and military technology. The Mentor Legion is
never employed as a whole but it sends out detachments of warriors to fight
with Imperial forces.

There are two kinds of Mentor detachments: the Tutors and the Elite Cadre.
The Tutors are the "rank and file" marines of the Mentors but are still
superior to most marine veterans. The Elite Cadre are the pinnacle of Mentor
ideals and among the very best the Imperium has.

Troop Type: Tutors

Move: 10 cm

Saving Throw: 6+

CAF: +4

Weapons: Mentor Bolters

Range: 50cm

Attack Dice: 1

Roll To Hit: 4+

TSM: -1

Notes: Special Rules

The Tutors move and fire as a command unit but are not a command unit in
other respects. The Powered armor of the Tutors incorporates cameloline so
if they are on first fire orders the enemy receives a -1 to-hit modifier
which is cumulative with any terrain modifiers.

Troop Type: Elite Cadre

Move: 10 cm

Saving Throw: 6+

CAF: +6

Weapons: Mentor Bolters

Range: 50cm

Attack Dice: 2

Roll To Hit: 4+

TSM: -1

Notes: Special Rules

The Elite Cadre stands are individual command units and are not bound by
unit coherency restrictions. They may take command of any leaderless units
if they are within 6cm of the unit. The Elite Cadre are equipped with shift
field which makes them harder to hit, enemy units receive a -1 to-hit
modifier which is cumulative with any terrain modifiers. In any movement
phase a Elite Cadre stand may attempt to use time warper which creates a
local distortion in the time-space continuum allowing the Elite Cadre to
move faster than normal. Roll 1d6 and consult the chart below to discover
effects of the time warper.
1: No effect: The unit is treated as having no orders.
2-3: 2x normal movement
3-4: 3x normal movement
6: 4x normal movement
Regardless of the effects of the time warper the use is extremely
disorienting and the units receive -1 to-hit and CAF penalty for the turn it
was used.

Name: Tutors
Contents: 6 Tutor stands, 3 Rhinos
Break Point: 4
Morale: 1
Victory Points: 4
Cost: 350

Name: Elite Cadre
Contents: 4 Elite Cadre stands
Break Point: 4
Morale: 1
Victory Points: 6
Cost: 350

Both detachments are special cards. You may not have both a Tutor detachment
and an Elite Cadre detachment present at the same time and no more than one
detachment of either type may be present at any time.

The rules were applied straight from WD98. The targeting web is included in
the save modifier as is the more powerful ammunition of Mentor bolters.

Jyrki Saari
Received on Mon Jun 05 2000 - 05:38:09 UTC

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