Chaos Q&A files

From: Peter Ramos <primarch_at_...>
Date: Sun, 04 Mar 2001 13:44:05 -0500

Hi!

I guess I should have done this long ago, but here it is anyway. One
thing I have learned during the many years playing epic is that pleyers
interpret the rules differently. Its not to error as much that no matter
how "clear" one may think rules are varied interpretations exsist.

So as not to clutter the main rules, since after all not much
explanation can go into a chaos card, its better to answer the most
commonly asked questions i have been asked through the years. If you got
any more nows that time. This will be tacked on to the end of the chaos
army list.

Demon engines
"Can only use charge or advance orders" this mostly refers to the khorme
demon engines, demon engines from other powers do not follow this unless
the rules say so. Even some khornite ones can first fire, unit
description takes precedence.

The demon bonus starts at the beginning of the next turn. You get +1 on
ALL attack dice, including barrages AND a extra d6 in close combat, no
CAF bonus.

Greater demon powers
Keeper of secrets- it does NOT need line of sight.
Great unclean one, use small teardrop template, not big one
Lord of change-the chaos spawn does not gain extra d6 in close combat it
has a maximum of 4d6 to fight, period.
Fulgrim- units get a morale save at -2, if failed they are controlled as
per orders.
Moratarion- chaos player chooses which units to affect within 10cm, he
may bypass units with saves to go for more vulnerable ones as long as
they are in range. titans/praetorians without shields or psy-save are
hit once and use the highest saving throw for a given location

Minor demons
Bloodletter- regeneration is not the same as being "eliminted" therefore
unit coherency MUST be maintained.
Horrors, if a pink demon is slain in close combat two blue demons appear
engaged with the same model.
Contagion plague engines- as with any unit with barrage attacks if
engaged in close combat it may not fire.

Chaos cards
General- most cards tell you EXACTLY when they can be played, those that
dont can be played ANYTIME.
Warty skin, scaly skin, resilient- there is a mistake in "when they can
be played" it should be in the "combat segment" not close combat
segment. You MUST play this card BEFORE dice are rolled, you can't roll
and then see if the card is any good.
Horrible stench, uncontrollable flatulence, round CAF DOWN!
Telekenisis- cannot be played on preatorins either.
Invisibility- shots nominated against them are LOST!!, the unit
themselves MAY NOT attack in any way, nor may they be attacked.
Crystalline body, ONLY works against lasers, not battlecannons,
autocannons, bolters or barrages. If your not sure an attack is a laser
then its NOT.
Hypnotic gaze-nonphysical, psy-saves and shields apply.
Burning body- non-physical, titans and praetorians immune (add to
description)
Iron hard skin, works for ONLY one attack not the whole turn.
Plague bearer- titans/praetorians immune-add to description.
Duplication, troop stands ONLY!!!
Eyestalks- the model must be in cover in order for this to work, it does
not work in open ground.

The rest of the cards are morale and CAf bonus which are self-explanatory

Chaos marine gifts
General, they tell WHEN they can be played, the most liberal one is the
tzeentch power that can be cast anytime in the combat phase. All powers
affect ONE of the three detachments in the company.
Blood rage of khorne- triple move (30cm) and extra d6 in close combat.
Magic of tzeentch- needs line of sight to target, use rules for vortex
missile.
Lure of slaanesh- non-physical, psy saves and shields apply. One unit
affected.
Nurgles rot- non-physical power, psy-saves and shields apply.
titans/praetorians use their Highest location save.

Peter
Received on Sun Mar 04 2001 - 18:44:05 UTC

This archive was generated by hypermail 2.3.0 : Tue Oct 22 2019 - 10:59:17 UTC