[Epic] Battle Honors - current revision (from the nether-world)

From: <duckrvr_at_...>
Date: Thu, 26 Jun 1997 08:08:59 -0500

All honors are only available once per WE. Those that specify "titan" in
the description are only available for titans (same for gargants, also
applies to Lord of Battles). Honors apply to entire detachment, but are
applied only once for each honor.
For example:
Fast and Tactical Genius would apply to 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 (units) 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 per 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 - As Imperial Damage Control
Lucky - as Imperial
Pinpoint Gunnery - as Imperial Marksmanship
Fast - as Imperial
Hip Shooting - WE may fire during the vehicle fire phase, all SHWs have -1
to hit

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 4fp 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
Scaredy Mekboy - 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 at 15cm
Extra Shielding - As Imperial
Daemon Prince Possession (not available for Khorne) - Titan gains Psyker
ability (applies to one per honor)
Chaos tail - Titan gains +7 assault (applies to one per honor)
Daemonic Aura - Titan causes fear. Opponents must roll Ld test in order to
move within ff range, and gain an additional BM when they do so.

Power-specific Honors:
Bloodlust of Khorne - WE gains +1 to die roll when participating in or
supporting cc. Titan gains +1 to hit units in cc.
Chosen of Khorne - WE may counter one fate card per battle
Chosen of Tzeench - gain one additional fate card per battle
Chosen of Slaanesh - as Eldar Agile
Chosen of Nurgle - as Eldar Reinforced Structure

Note: Chaos titan honors can easily be modified to reflect the individual
nature of chaos gifts. Some examples: Soporific Musk or Plague Shroud for
Slaanesh or Nurgle version of Berzerk, Fast for a Tzeench titan with wings, etc.

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 Castellan Head/Devotional Bell
Warp-sight - as Eldar Farseer
Improved Hive-mind Nexus - Hive mind improvements survive on 2+

Bio-engineering:
Improved Regeneration - as Imperial Damage 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 - 20pts/unit in the detachment
Medium WEs (Scout Titans) - up to 250 pts - 40 pts/unit in detachment
Large WEs (Battle Titans) - up to 600pts - 80 pts/unit
Extra Large (Imperator and Mega-) - above 600 pts - 160 pts/unit

Notes: The changes to Daemonic Aura make it less powerful, but still makes
assaulting the titan quite daunting.
Bloodlust of Khorne is less powerful than psyker when applied to a
non-titan, but psyker abilities are restricted to titans. The bonus is
increased for titans to make up for the fact that psyker is more powerful
and is otherwise available.

I'm off the list, so I won't hear your comments, but have fun, anyway. If
someone wants to post these rules on their web page, feel free.

Temp
Received on Thu Jun 26 1997 - 13:08:59 UTC

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