Chris Such wrote:
>
> Dear Mr Brain ..... :)
> >> They don't add any morale to the army at the start (you know, points
> value
> >> divided by 50) and they can never contribute to a morale loss by being
> >> reduced to half strength or having blast markers on them at the end of
> the
> >> turn ... this represents their immunity to psychology and the spectral
> >> nature.
> >
> >Not sure. Un-neccessary complication.
>
> Yeah true but how else do you cover their immunity to psychology ???
Let's see, using the same type of logic about "if we throw her in the
river and she floats, so she must be made of wood, and therefore is a
Witch..." Howza bout using the rules for the other armies immune to
Psychology (I believe.. don't play 40K), that is, Tyrannids. If the
sarge (synapse creature) is still around, etc etc.
> >> Finally, the sarge gets one free attack each turn with a range of 15cm.
> He
> >> can hit any infantry detachment who must make a roll against their armour
> if
> >> they fail then they die and a single LotD squad (which has been killed)
> may
> >> be put back into play within command radius
> >
> >Make the Sarge a Psyker.
> >MAYBE give them a special Psi Card which when played,
> >allows you to get back a D3 lost units.
>
> This was one of my earlier ideas for them. It may lead to a few
> inconsistencies though.
Since we've already made the Sarge special (see above) another
possibility is to make a new generic special ability that would also
cover two Tyrannid creatures mentioned in Doom of the Eldar: ABSORBER
THE FLESHSTEALER
"The Fleshstealer starts life as a sdmall ratlike creature, which hurls
itself at the first non-tyrannid creature it meets. As the Fleshstealer
grapples with the victim, it "merges" into them, becoming a part of the
victim's body. Tiny feelers branch out of the Fleshstealers body and
burrow into the victim's spine, taking control over the victim's body
and forcing it to do what the Fleshstealer wants. The Fleshstealer can
use its new body to attack, merge and take over other victims, creating
horrifying monstrosities that are an amalgam of many living creatures.
What is even more terrible is that the victim's brains are left
unharmed, so they are left fully aware of what is happening to them."
THE PROTOID
"Protoids are a very specialised form of Tyrannid Bio-Construct. They
are a form of single-cell creature, whose protoplasmic body excretes a
powerful enzyme which dissolves flesh on contact, allowing the Protoid
to ingest the goopy mass that results. The protoid's simple body
structure makes them extremely difficult to harm with conventional
weaponry. Normally they are very small in size, being used as a form of
"vacuum-cleaner" on board Tyrannid Hive Ships. Ocassionally, however,
the Tyrannids produce massive Protoids for use in Battle, unleashing
them on enemy planets or spacecraft where they leave a trail of
destruction behind them, growing hugely in size as they dissolve and eat
more and more enemy troops."
(Source: Doom of the Eldar, p18)
ABSORBER: Cost 20?: For each enemy infantry unit killed in close combat
by an absorber, an additional absorber can be placed into play within
command radius, up to the detachment's original strength.
(Following are Prototypes, not final, not finished)
FLESHSTEALER : Move 15cm, FP 0, AF 3, Arm 3, Absorber 27pts
(use mixed troops on the same base, preferably bits of troops glued
together)
PROTOID:
War Engine. Armour 6. 20?? HP. 30?? AF. No weapons. Absorber (gains HP
instead of units)
(use a 25mm Chaosium Call of Cthulhu model, the oozing amoeboid horror
with tentacles, eyes etc whose name escapes me - or $3 worth of Epoxy
Resin...)
Then your Doomed Legionairres could have the same ability.
> A few other thoughts I have had ...
>
> a great many tales are told about their ability in close combat ... should
> they have assault or maybe rampage ???
Or both...
> As always, you are the very voice of reason :).
Of course, how could it be otherwise? :)
--
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Received on Fri Aug 07 1998 - 14:36:30 UTC