Re: [NetEpic ML] Chaos Legion Company Cards [LONG]

From: warprat <warprat_at_...>
Date: Mon, 04 Sep 2000 23:54:58 -0700

Hi Kelvin,

WOW these look GREAT!!!!


Only one thing though, why would anyone NOT take the World Bearers?
They look a little too powerfull, when compared with the others.

I like the change with the Chaos Cards being allocated to each Daemon.
But doesn't this weaken Chaos quite a bit? Of the changes, this appears
to me, to be the largest. IF I played Chaos, I wouldn't like it.

Why should Greater Daemons be treated differently than the past, other
than being Special Cards?


Thanks, Kelvin!

Warprat ;)



Kelvin wrote:
>
>
>
> [eGroups] My Groups | netepic Main Page | Start a new
> group!
>
> Well, after hunting the Net and old White Dwarfs for info, I finally
> found some on the nature of the various Chaos Traitor Legions. The
> info I have comes from the Realm of Innisfail site which is supposed
> to come from the various Chaos books from Realm of Chaos to the
> current Chaos Marines Codex. Note that any new units listed just
> after the Company and its power are ONLY able to be fielded by THAT
> particular Legion. So here's my suggestions for the Legion Company
> Cards for the Chaos Marine army list:
>
> Note: ALL Company Cards consist of one Chaos Champion Stand plus 3
> detachments of your basic Chaos Space Marine stands with 5 stands per
> detachment. This is in keeping with the original 4 Chaos Legion Cards
> of Thousand Sons, Emperor's Children, World Eaters and Death Guard.
> More specialised units are available as support cards.
>
> Word Bearers
> The Word Bearers are the most fanatical of the unaligned Legions.
> Their religious fervour is legendary and they are known to go berserk
> in battle charging incredible distances, unleashing massive barrages
> of fire or shrugging off the most horrendous of wounds.
>
> Company: Word Bearers' Legion
> BP:8 Morale:2 VP:5
> Cost- 500
>
> Chaos Power: Religious Fervour
> Play- On any Word Bearers Marine unit
> Effect- The Unit may choose to either a) Double their move; b) fire
> twice or c) gain a 5+ unmodifiable save. The effect lasts until the
> end of the current turn.
>
> Special Card:
> Word Bearer's Chaplain
> Chaplains are the religious leaders of the Space Marine forces as well
> as formidable warriors due to their unshakable determinism. The Word
> Bearers are the only Chaos Legion known to have retained Chaplains
> amongst their ranks, although their devotion is toward Chaos Undivided
> rather than the Emperor. All Word Bearer stands within 10cm of the
> Chaplain stand may add +1 to its close combat score. The bonus applies
> to all troop stands & bikes.
> Stats- As per a normal Chaplain
>
> Chaplain stand, Rhino
> BP:Stand Morale: N/A VP:1
> Cost- 75
>
> Night Lords
> The Night Lords are known for being ruthless warriors, caring nothing
> for the suffering of their victims. So horrendous are their acts and
> reputation that even the most stalwart warrior has been known to fall
> back in the face of their attack.
>
> Company: Night Lords' Legion
> BP:8 Morale:2 VP:5
> Cost- 500
>
> Chaos Power: Fearsome Reputation
> Play- On any Night Lords Marine unit at the start of the turn.
> Effect- All enemy units within 10cm of the Night Lords unit
> automatically receive Fall Back orders as if they had failed a Morale
> Check. Only units immune to Morale Checks remain unaffected. Enemy
> units may try to recover as normal at the end of the turn.
>
> Support Card:
> Raptor Marines
> Stats Move Save CAF Weapons Range Dice To Hit TSM Notes
> 15cm 6+ +4 Pistols 25cm 1 6+ 0 Jump Packs
>
> 5 Raptor Marine Stands
> BP:3 Morale:2 VP: 3
> Cost: 250pts
>
> Iron Warriors
> The Iron Warriors are some of the best siege troops in the known
> galaxy. They excel at assaulting and forcing enemy forces out of
> built up areas.
>
> Company: Iron Warriors' Legion
> BP:8 Morale:2 VP:5
> Cost- 500
>
> Chaos Power: Siege Breaker
> Play- On any Iron Warriors Marine unit.
> Effect- If fighting in a built up area (in buildings, rubble, trenches
> or fortifications) the unit doubles its CAF until the end of the turn.
>
> Support Cards:
> Iron Warriors Iron Dreadnought Detachment:
> Stats Move Save CAF Weapons Range Dice To Hit TSM Notes
> 10cm 4+ +1 Missiles 75cm 2 4+ -1 Siege
> Missiles, Infantry
>
> Special: Seige Missiles
> Iron Dreadnoughts are armed with special Siege Missiles that use a
> sonic shock to undermine the foundations of buildings. Iron
> Dreadnoughts may target buildings with their shots. If they decide to
> do this, the shot only affects the building and if the building
> survives, any occupants are unharmed.
>
> 4 Iron Dreadnoughts
> BP:2 Morale:2 VP: 3
> Cost: 300pts
>
> Alpha Legion
> The Alpha Legion were renown in their time for their tactical genius
> and ability to react well in any situation. Currently they operate
> many units of specially trained Cultists to infiltrate areas and wreak
> havock amongst enemy forces.
>
> Company: Alpha Legion Legion
> BP:8 Morale:2 VP:5
> Cost- 500
>
> Chaos Power: Tactical Genius
> Play- On any Alpha Legion Marine unit.
> Effect- The Unit is treated as a Command Unit for purposes of orders,
> movement and firing. This effect lasts until the beginning of the
> next turn.
>
> Support Card:
> Cultist Infiltrators Detachment
> Stats Move Save CAF Weapons Range Dice To Hit TSM Notes
> 10cm None +1 Laspistols 25cm 1 5+ 0 Infiltrators,
> Infantry
>
> 6 Cultist Infiltrator Stands
> BP:3 Morale:3 VP: 2
> Cost: 150pts
>
> Thousand Sons
> No Change to normal rules for legion card
>
> Death Guard
> No Change to normal rules for legion card
>
> Emperor's Children
> No Change to normal rules for legion card
>
> Support Card:
> Noise Marines
>
> Stats Move Save CAF Weapons Range Dice To Hit TSM Notes
> 10cm 6+ +1 Sonic 50cm - 4BP -2
>
> 5 Noise Marine Stands
> BP:3 Morale:2 VP: 3
> Cost: 300pts
>
> World Eaters
> No Change to normal rules for legion card
>
> Support Card:
> Khornate Berserkers
> Stats Move Save CAF Weapons Range Dice To Hit TSM Notes
> 15cm 6+ +6 Pistols 15cm 1 6+ 0 Rage of
> Khorne
>
> Rage of Khorne
> Once per game the Berserkers may triple their move when they charge.
>
> 5 Khornate Berserker Stands
> BP:3 Morale:2 VP: 3
> Cost: 300pts
>
> Other notes:
> The Thousand Sons, Emperor's Children, Death Guard and World Eaters
> may field Tzzenchian, Slaneeshi, Nurgle and Khornate Daemons
> repectively. Lesser Daemons are bought as support cards and Greater
> Daemons are bought as Special cards. The Greater Daemons get their
> Chaos Cards still, but can only use them to save themselves from Doom
> (NOT other Daemons) or to enhance the company they were bought for
> (and only THAT company). In addition, they may field Power-specific
> cards (such as Daemon Engines) relevant to their Chaos Power.
>
> Word Bearers may field any GOD-specific Minion Card as support as they
> worship Chaos Undivided (much like the Deathskulls from the Orks).
> They still cannot field cards specific to another LEGION (like the
> Iron Dreadnoughts or the Raptors for example) but can field Daemons
> Engines and Lesser Daemons.
>
> So how do these look to everyone? Comments?
>
> -Kelvin....
>
> =========================================
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> Just like everyone else.
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Received on Tue Sep 05 2000 - 06:54:58 UTC

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