Re: [Epic] Angron, Fulgrim in E40K v1.1

From: Richard Desnoyers <rdesnoye_at_...>
Date: Tue, 09 Jun 1998 00:18:49 -0600

At 02:05 PM 6/8/98 -0400, Scott wrote:
>Richard Desnoyers wrote:
>>
>> Angron - Primarch of The World Eaters [Khorne]
>> Unique Ability: "Fearsome Roar"
>>
>> Angron emits his "Fearsome Roar" once per game turn, during the Chaos
>> player's "Assault" phase once he is placed after "Charging into CC," or has
>> made an "Assault Move." The Fearsome Roar inspires fear in the target
>> detachment, which must make an immediate "Leadership Test." If the target
>> detachment fails its "Leadership Test" it has D3 BM's inflicted upon it to
>> represent the fear, panic, confusion, etc., caused by this Daemonic sound.
>>
>> Daemon Prince +45 pts.
>> Skimmer +03 pts.
>> Rampage +02 pts.
>> *Fearsome Roar +06 pts.
>>
>> Total Cost: 56 points
>>
>> *I'm basing this on Scott's calculation that when using Alan's point
>> formula, Nurgle Contagions pay approximately 2 pts per 15cm of range for
>> the ability to place 1 BM.
>
> Actually, I made a mistake there - I was kinda tired at
>that point. The cost of anything in the formula depends on the
>stats of the unit as a whole... Contagions really pay about 4 &
>1/3 pts per 15cm of Disrupt. A unit with Daemon Prince stats
>should theoretically pay roughly 4 pts per 15cm, but you might
>want to increase this because of the survivability of the unit
>in question...

This sounds alot better, 6 pts. for the "Fearsome Roar" wasn't nearly
enough. It would now cost 12 points and increase his cost from 56 to 62
points total. Which may or may not be enough. I agree that survivability
should also affect cost. It really is quite difficult to price these
things out in respect to the unit itself, and the effect it would have in
the game. I suspect that these new Primarch stats still render them quite
a bit weaker then they were in SM/TL(?). One hit, a failed "Save" and
they'll be sent packing back into the "Eye of Terror" until the next game.
It may be easier just to say that the cost to use any one of these four
Daemon Primarchs as your "Supreme Commander" is 90 or 100 points flat,
regardless of their unique ability.

>> Fulgrim - Primarch of The Emperors Children [Slaanesh]
>> Unique Ability: "Soporific Musk"
>>
>> Fulgrim will try to entice all enemy units within 10cm of him at the
>> beginning of the Chaos players "Movement" phase. These individual units
>> must pass the "Leadership Test" that their parent detachment as a whole
>> would have to make (thus representing their present condition and overall
>> susceptability to Fulgrim's enticement). Any individual units failing the
>> "Leadership Test" become controlled by the Chaos player. This means that
>> the Chaos player may Move, Shoot, and Assault with these units as if they
>> were his/her own. During the following turn if these units are still
>> within 10cm of Fulgrim they must make a "Save" at -1 on a d6 to be released
>> from his sway.
>
> Do you mean that the units basically have to roll a 5+?

I guess I could have said it that way :)

> A thought that occured to me while reading this: perhaps
>the roll for charmed units to free themselves could be a Ld test
>on Fulgrim's detachment - failure indicating that the units are
>free. This could represent that Fulgrim's ability to control the
>units worsens as the primarch (or his new buddies) are subjected
>to increased fire and confusion.
>
>> Units previously controlled by Fulgrim that are now further
>> then 10cm's from him (or have just made their "Save") are automatically
>> released, but place 1 BM (up to a maximum combined total of 3 BM's on any
>> one detachment) on their parent detachment to represent the trauma of their
>> Daemonic experience.
>
> I don't know if this is strictly neccessary; best to keep
>things as simple as possible.

Scott, I really like the idea of doing a "Leardership Test" of Fulgrim's
detachment! It will make using this ability much easier. Here's how I
see this working now:

Fulgrim will attempt to entice all enemy units within 10cm of him at the
beginning of the Chaos players "Movement" phase. These individual units
must pass the "Leadership Test" that their parent detachment as a whole
would have to make (thus representing their present condition and overall
susceptability to Fulgrim's enticement). Any individual units failing the
"Leadership Test" become controlled by the Chaos player. This means that
the Chaos player may Move, Shoot, and Assault with these units as if they
were his/her own. At the beginning of the following turn Fulgrim's
detachment must take a "Leadership Test" to determine the fate of these
units. If he passes the "LT" the enticed units remain under his control.
If he fails the "LT" the units are released from his control and must make
an immediate "Retreat Move" as per normal E40K rules. These units may not
take any further action(s) during the remainder of this turn to represent
their effort to regroup and recover from the trauma of their Daemonic
experience. The following turn they funtion normally again . . . unless of
course Fulgrim is able to have his way with them again ;)

Much simpler now, while still retaining the basic idea and spirit of his
unique ability.
We'll get this figured out yet :)
What do you think? I'm listening . . .

Richard
Received on Tue Jun 09 1998 - 06:18:49 UTC

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