Re: [NetEpic ML] Chaos Q&A files

From: Peter Ramos <primarch_at_...>
Date: Mon, 05 Mar 2001 12:39:51 -0500

Hi!

This is correct, unit means one detachment, whether that detachment is a
group of models or one is inmaterial it affects the whole "detachment".
Now there are chaos powers that affect ONE MODEL, that is but one
miniture from a detachment of many or the single model from a detachment
of one. I dont see much problem with this one. Interpret unit as
detachment (regardless of number) and model as one miniature (regardless
how many other miniatures are in the detachment).

Peter

Trygve Bj�rnstad wrote:

> Unit means detachment (or model in the case where the detachment consists of
> one model only). The cards that apply to one model only state so (e.g.
> Growth).
>
> Trygve
>
>> -----Original Message-----
>> From: Karlsen Rune [mailto:rune.karlsen_at_...]
>> Sent: 5. mars 2001 11:01
>> To: 'netepic_at_yahoogroups.com'
>> Subject: RE: [NetEpic ML] Chaos Q&A files
>>
>>
>> As soon as its clarified whether unit means detachment
>> or one model...This is my main gripe...
>>
>>> -----Original Message-----
>>> From: Trygve Bj�rnstad [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_...]
>>>> 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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Received on Mon Mar 05 2001 - 17:39:51 UTC

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