[Epic] Battle Honors - 1st rewrite

From: <duckrvr_at_...>
Date: Mon, 16 Jun 1997 11:28:59 -0500

All honors are only available once per WE. Those that specify "titan" in
the description are only available for titans (same for gargants). Honors
apply to entire detachment, but are applied only once for each honor.
For example:
Fast and Tactical Genius effect all units in the detachment.
Marksmanship effects one weapon system per honor, and may be taken once per
unit. (a unit of 3 ShadowSwords could have this honor 3 times - once per tank)
Lucky may be used once by the entire detachment per battle.

Crew and Commander honors apply as long as 50% of personnel survive the
battle. Upgrades apply as long as the WE they are applied to survives (or
50% if applicable to the entire detachment).


Imperial
======
Crew:
Damage Control - +1 to all repair rolls (including void shields)
Lucky - reroll one die per battle (may be taken more than once)
Marksmanship - one weapon system causes criticals on a 5 or 6, death ray
shots get +1 to critical roll
Accurate - one weapon system - weapon with fp (HWB, and barrages) get +4fp,
death ray gets +1 to critical roll, other weapons get +1 to hit
Fast - +5 cm additional movement.

Commander:
Berzerker - reroll cc or ff die once per turn
Damage Limitation - ignore first critical (apply once to entire detachment
per battle)
Legend - WE detachment gains command ability
Lightning Reflexes - may always fire first (counts as firing action)
Tactical Genius - WE detachment may always choose to move first or last


Upgrades:
Heavy Armor (unavailable for scout titans) - +4 DC, +8 for Imperator, +2 for
Superheavy tanks
Ejection Pods - Crew survives WE destructionon 2+.
Turbo Weapon - One system counts as being on overwatch
Extra Shielding - Titan gains 2 additional shields
Castellan Head/Devotional Bell (unavailable for scouts) - Titan gains Psyker
ability


Eldar
====
Crew:
Bonesingers - +1 to repair rolls (Phantom and Warlock titans add +2)
Lucky - as Imperial
Pinpoint Gunnery - as Imperial Markmanship
Fast - as Imperial
Hip Shooting - WE may fire during the vehicle fire phase

Commander:
Damage Limitation - as Imperial
Lightning Reflexes - as Imperial
Tactical Genius - as Imperial
Farseer Commander - gain extra fate card (one per detachment)
Agile - WE may make an extra 45 degree turn each move

Upgrades:
Gate - as Imperial escape pods
Turbo Weapon - as Imperial
Mandi-Blasters - titan gains 3fp at 15cm range (applies to one titan per honor)
Reinforced Structure - -1 on all critical damage rolls taken
War Cry - as Imperial Berzerker
Psychic Conduit/Legend - as Imperial Legend


Ork
===
Crew:
Super Riggers - as Imperial Damage Control
Lucky - as Imperial
Shooty Boyz - as Imperial Marksmanship
Speed-Freek Mekboy - as Imperial Fast
Mek Shieldboy - gargant automatically has maximum shields, Warboss gets max+2

Warboss:
Dirty Fighter - as imperial Berzerker
Very Shouty - WE detachment gains command ability
Low Cunning - as Imperial Tactical Genius
Escape Plan - warboss survives gargant's destruction on 2+

Upgrades:
Heavy Armor - +4 DC, +8 for mega-gargant, +2 for Battle fortresses
Big Gunz - as Imperial Turbo-weapons
Extra-Sturdy Bitz/Fire Hoses - -2 to first critical roll (once per
detachment per battle), gargant also immune to fires
Spotting Platform - as Imperial Accurate


Chaos
=====
Crew:
As Imperial

Commander:
As Imperial

Upgrades:
Heavy Armor - as Imperial
Daemon Weapon - as Turbo Weapon, or cc weapon gains +5 assault and 2 fp
Extra Shielding - As Imperial
Daemon Prince Possession - Titan gains Psyker ability (applies to one per honor)
Chaos tail - Titan gains cc weapon w/o fp (applies to one per honor)


Tyranids
========
Hive Mind:
Lucky - as Imperial
Marksman - as Imperial
Berzerk - as Imperial
Damage Limitation - as Imperial
Lightning Reflexes - as Imperial
Animal Cunning - as Imperial Tactical Genius
Agile - as Eldar
Self-Awareness - as Imperial Psyker Princeps
Warp-sight - as Eldar Farseer

Bio-engineering:
Improved Regeneration - as Imperial Camage Control
Fast - as Imperial
Heavy Armor - +6 DC
Turbo-Weapon - as Imperial
Endo-Skeleton - as Eldar Reinforced Structure
____________________________________________________________

Points Cost for one-off games:
Small WEs (Superheavies, etc.) up to 150 pts - 25pts/unit in the detachment
Medium WEs (Scout Titans) - up to 250 pts - 50 pts/unit in detachment
Large WEs (Battle Titans) - up to 600pts - 100 pts/unit
Extra Large (Imperator and Mega-) - above 600 pts - 200 pts/unit


Notes: There were some interesting difficulties presented by the fact that
WEs now come in detachments. I couldn't figure out a simple method to have
one Engine of Vaul fire first without the rest of the detachment firing, for
example. My answer was to have the bonus apply to all the WEs in a
detachment when necessary. The points costs were adjusted accordingly.

The Chaos Tail could possibly have 2 fp. I didn't want to make it too
powerful, though, and adding a whole new weapon slot seemed too much.

I picked 3 fp for the mandi-blasters so they would not place an automatic BM
when used with a single wing weapon or cc weapon. Unfortunately, this means
they will only place one BM even if all their fp-based weapons fire (1 cc+2
wings+3fp=15 pts) at a single target. Should this be bumped up, or left at 3?

Temp
Received on Mon Jun 16 1997 - 16:28:59 UTC

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