RE: [NetEpic ML] Chaos Q&A files

From: Karlsen Rune <rune.karlsen_at_...>
Date: Mon, 5 Mar 2001 11:01:14 +0100

As soon as its clarified whether unit means detachment
or one model...This is my main gripe...

> -----Original Message-----
> From: Trygve Bjørnstad [mailto:trygve_at_...]
> Sent: 5. mars 2001 10:55
> To: netepic_at_yahoogroups.com
> Subject: RE: [NetEpic ML] Chaos Q&A files
>
>
> Thanks! This is exactly how we use the powers (made a mistake with the
> Dameon engine +'s ones...). Can we all agree on this now?
> Rune? Eivind?
>
> Trygve
>
> > -----Original Message-----
> > From: Peter Ramos [mailto:primarch_at_bellatlantic.net]
> > Sent: 4. mars 2001 19:44
> > To: netepic_at_yahoogroups.com
> > 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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> >
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Received on Mon Mar 05 2001 - 10:01:14 UTC

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