Hi!
Thats not a bad idea, I guess I got another thing to do in my never
ending pile of stuff to do.
Peter
Albert Farr� Benet wrote:
> That's a good idea.
>
>
>
> How about adding a FAQ section to core rules and each army?
>
> I don't think it will be very difficult, as most Q&A have come across
> this group very often.
>
> Experience (and I'm sure you'll agree with me) tells me that most
> young (and other less experienced) players tend to have problems with
> the same aspects of the game. A FAQ add-on is a good help for them, as
> most discussions come from varied interpretations (as you pointed).
> They are as good as an example on each rule.
>
> I think there was a WD or two with FAQ on Space Marine.
>
>
>
> Albert
>
> ----- Original Message -----
>
> From:Peter Ramos <mailto:primarch_at_...>
>
> To:netepic_at_yahoogroups.com <mailto:netepic_at_yahoogroups.com>
>
> Sent: Sunday, March 04, 2001 7:44 PM
>
> Subject: [NetEpic ML] Chaos Q&A files
>
>
> 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
>
>
>
>
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Received on Sun Mar 04 2001 - 23:45:46 UTC