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![[Post New]](/s/i/i.gif) 2010/12/02 22:04:59
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Loyal Necron Lychguard
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Ya, once it's all approved or whatever then I can start adding background pics and other stuff if you can/want to supply the images for it.
And ya, no problem man. Once it's all finalized I'll do a thorough reading and spelling/grammar checking of everything. This stuff is just a quick once over.
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![[Post New]](/s/i/i.gif) 2010/12/02 23:12:01
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Frightening Flamer of Tzeentch
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I like everything except the Slow and Purposeful.
I already play Thousand Sons; but if the new Necron codex made them S&P I would seriously consider dropping Necrons altogether.
Don't take this as discouragement; I like almost evrything else.
I know Necrons are supposed to be Space Undead, but these are not Zombies.
I am a fan of the idea I've seen some places that is much more characterful. That is Relentless and an inability to Run (with one or two exceptions like Pariahs and Flayed Ones).
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![[Post New]](/s/i/i.gif) 2010/12/03 09:35:43
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Chaplain with Hate to Spare
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Thanatos_elNyx wrote:I like everything except the Slow and Purposeful.
I already play Thousand Sons; but if the new Necron codex made them S&P I would seriously consider dropping Necrons altogether.
Don't take this as discouragement; I like almost everything else.
I know Necrons are supposed to be Space Undead, but these are not Zombies.
I am a fan of the idea I've seen some places that is much more characterful. That is Relentless and an inability to Run (with one or two exceptions like Pariahs and Flayed Ones).
My friend, first of all anyone with S&P can run.
Secondly, it is with Slow and Purposeful that one of the greatest strengths of the army lies - to keep advancing whilst firing that devastating Gauss weaponry and without taking too many casualties in return - really, anything less than a plasma cannon is going to struggle. Besides, they tend to go quite quickly more often than you'd expect. Besides, this army has loads of maneuverability potential; you just have to look a little harder for it. All Destroyer armies, multiple Monoliths, deep striking and Veil of Darkness here, there and everywhere.
So really, S&P is both characterful and beneficial on the table-top, it just requires a few new tactics and adds a slight bit of uncertainty to the game. Frankly, most opponants will probably be coming to you anyway, but then you can pull some 'Eldar tricks' with teleporting about.
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![[Post New]](/s/i/i.gif) 2010/12/03 09:50:54
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Daemonic Dreadnought
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I have to agree with Thanatos. I woudl prefer to see Relentless than S+P.
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![[Post New]](/s/i/i.gif) 2010/12/03 09:51:14
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Chaplain with Hate to Spare
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@Kevin949; Reading through the PDF properly, some of the edits you have done aren't to my liking, I'm afraid. For example, "optional equipment" - additional members of a unit are not equipment.. well, maybe they are because they're necrons.. but the point still stands, unfortunately. Anyway, should you wish to busy yourself in editing the PDF, then here are a few idea's I have: - Add a front cover (I could quite easily provide the image so it actually looks like a proper codex front cover). - Add the description of each unit that is found in codex: Necrons. If you don't have the codex, I can also supply those. For the Tomb Stalker, perhaps have a look around Forgeworld's website? http://www.forgeworld.co.uk/Warhammer-40000/Necrons/NECRON-TOMB-STALKER.html - Possibly some model images/artwork? I don't know, I'll leave that one to you and see what you come up with. Cheers, again, although you don't have to do any of this if you don't want to. Automatically Appended Next Post: Praxiss wrote:I have to agree with Thanatos. I woudl prefer to see Relentless than S+P. I'm sure Space Wolf players would prefer every model to have their stats at 10 across the line and cost 1 point, but we don't always get what we like now, do we?
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This message was edited 2 times. Last update was at 2010/12/03 09:52:32
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![[Post New]](/s/i/i.gif) 2010/12/03 12:55:05
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Frightening Flamer of Tzeentch
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Darkvoidof40k wrote:My friend, first of all anyone with S&P can run.
Secondly, it is with Slow and Purposeful that one of the greatest strengths of the army lies - to keep advancing whilst firing that devastating Gauss weaponry and without taking too many casualties in return - really, anything less than a plasma cannon is going to struggle. Besides, they tend to go quite quickly more often than you'd expect. Besides, this army has loads of maneuverability potential; you just have to look a little harder for it. All Destroyer armies, multiple Monoliths, deep striking and Veil of Darkness here, there and everywhere.
So really, S&P is both characterful and beneficial on the table-top, it just requires a few new tactics and adds a slight bit of uncertainty to the game. Frankly, most opponants will probably be coming to you anyway, but then you can pull some 'Eldar tricks' with teleporting about.
You misunderstand me.
I am suggesting that instead of giving Necrons S&P.
Just give them Relentless (so Purposeful without the Slow) and make it so they CAN'T run (as a balancing factor).
In this way they keep a steady advance with a steady stream of fire coming from your warriors; not the hodge podgy randomness than comes from S&P.
You mention that S&P adds uncertainty; but surely these guys are the exact opposite of uncertain.
As I said, I play Thousand Sons already so I know exactly how S&P plays in the game (I am well aware they can run).
Relentless (with No Run) is more characterful and saves us from having two armies with the exact same gimmick for their basic warriors.
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![[Post New]](/s/i/i.gif) 2010/12/03 13:17:32
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Daemonic Dreadnought
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To explain the no Run bit, maybe state in the fluff that gauss weapons need to be carried steadily to be accuracte, so you can't run if you're carrying a Gauss weapon (hence why Flayed Ones can still run or have Fleet).
Obviously Skimmers with Gauss weaposn can still move fast because skimmers dont jostle abotu on the move.
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![[Post New]](/s/i/i.gif) 2010/12/03 15:06:35
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Chaplain with Hate to Spare
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Sorry guys, but S&P is here to stay. And I don't think you can really compare TS to these Necrons because you can't really make an entire army out of them - sure, a force, but they're just one troops choice and this is almost an entire army list that is S&P.
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![[Post New]](/s/i/i.gif) 2010/12/03 17:15:33
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Loyal Necron Lychguard
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Darkvoidof40k wrote:@Kevin949;
Reading through the PDF properly, some of the edits you have done aren't to my liking, I'm afraid. For example, "optional equipment" - additional members of a unit are not equipment.. well, maybe they are because they're necrons.. but the point still stands, unfortunately.
Anyway, should you wish to busy yourself in editing the PDF, then here are a few idea's I have:
- Add a front cover (I could quite easily provide the image so it actually looks like a proper codex front cover).
- Add the description of each unit that is found in codex: Necrons. If you don't have the codex, I can also supply those. For the Tomb Stalker, perhaps have a look around Forgeworld's website? http://www.forgeworld.co.uk/Warhammer-40000/Necrons/NECRON-TOMB-STALKER.html
- Possibly some model images/artwork? I don't know, I'll leave that one to you and see what you come up with.
Cheers, again, although you don't have to do any of this if you don't want to. 
No worries, like I said I just went through and changed some things that seemed to fit better but I can see what you're saying about the optional equipment thing, I didn't fully read through every list. That's a simple change. I'll see about adding in some of that other stuff as well when I have some time.
In the mean time, here is a PDF with the optional equipment changed back to options.
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DarkVoid - Necron Codex Update 12.2.2010.pdf |
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304 Kbytes
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![[Post New]](/s/i/i.gif) 2010/12/03 18:54:17
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Frightening Flamer of Tzeentch
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Darkvoidof40k wrote:Sorry guys, but S&P is here to stay.
Hey its your fandek. Rock On.
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![[Post New]](/s/i/i.gif) 2010/12/03 18:54:44
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Sadistic Inquisitorial Excruciator
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I'm liking the addition of the Tomb Stalker, getting a pair myself. Other than that it would be an almost perfect codex; reason being I would like to see some new units. A Necron walker vehicle would be nice. I made one myself based on the Wraithlord image. With Gauss Cannons on it's shoulders and a pair of Warscythe arms.
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This message was edited 1 time. Last update was at 2010/12/03 19:00:20
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![[Post New]](/s/i/i.gif) 2010/12/03 19:00:36
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Chaplain with Hate to Spare
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phantommaster wrote:I'm liking the addition of the Tomb Stalker, getting a pair myself. Other than that it would be an almost perfect codex; reason being I would like to see some new units. A Necron walker vehicle would be nice. I made one myself based on the Wraithlord image. With Gauss Cannons on it's shoulders and a pair of Warscythe arms.
He has a Phase Shifter.
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![[Post New]](/s/i/i.gif) 2010/12/04 15:38:07
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Focused Dark Angels Land Raider Pilot
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@ darkvoid.... nobody likes slow and purposeful... I proposed it for DA veterans and a choir of no arrived suddenly... Anyway I keep saying something:
-Incredibly OP characters!!!! for reasons I've already mentioned and are so clear that I don't understand why you don't see them!! at least make them normal units and not ICs so the enemy can shoot'em...
-Upgrades for flayed ones are underpriced... a power weapon is worth much more than 5 points... and surely a pair of lighning claw is worth MUCH more than 10 points (30 points in SM codexes... you make them cost one third...)... and.... mine 2 to leadership to anyone in 12" ??? OMG.... that makes no sense... go back to the old version of terrifying visage...
-T5 for warriors isn't good... Immortals and pariahs should have T5... not warriors or flayed ones... make them T4 and give them back the 3+ armour....
-Slow and purposeful isn't so in my opinion ... absolutely not relentless-wide for the army!!!! that's totally crazy...
-Resurrection orb spam is totally out of the world...
- Spyder tombs as troops???
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![[Post New]](/s/i/i.gif) 2010/12/04 16:14:55
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Chaplain with Hate to Spare
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punkow wrote:@ darkvoid.... nobody likes slow and purposeful... I proposed it for DA veterans and a choir of no arrived suddenly... Anyway I keep saying something:
Nobody likes Vanguard Veterans' points cost, but they can still be used well and win games if played properly.
-Incredibly OP characters!!!! for reasons I've already mentioned and are so clear that I don't understand why you don't see them!! at least make them normal units and not ICs so the enemy can shoot'em...
Powerful and expensive, with comparitively low Initiative.
-Upgrades for flayed ones are underpriced... a power weapon is worth much more than 5 points... and surely a pair of lighning claw is worth MUCH more than 10 points (30 points in SM codexes... you make them cost one third...)... and.... mine 2 to leadership to anyone in 12" ??? OMG.... that makes no sense... go back to the old version of terrifying visage...
They already have ENERGIZED CLAWS and the option is to REPLACE them with powered claws. Same goes for the Flayer claws, which does not do the same job as a PAIR, it only does the job on a single lightning claw.
-T5 for warriors isn't good... Immortals and pariahs should have T5... not warriors or flayed ones... make them T4 and give them back the 3+ armour....
Less MEq is good MEq. Besides, T5 and then 4+ and 4+ again is much better than T4 and 3+.
-Slow and purposeful isn't so in my opinion ... absolutely not relentless-wide for the army!!!! that's totally crazy...
Crazy, but it works.
-Resurrection orb spam is totally out of the world...
So are Razorspam world-wolf lists or Thunderwolf Deathstars.
- Spyder tombs as troops???
It means that the FOC is less clogged up and they are good for sitting on objectives.
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![[Post New]](/s/i/i.gif) 2010/12/04 17:57:02
Subject: Re:Necron fandex WIP -- Current iteration of the codex on page 5!
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Fresh-Faced New User
Hideing in a book shelf
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Well first off thank you for a Necron fandex idea that isn't all cheese & no new ideas my only problem (as i think has been said by others) platinum lord should be a one model unit! just think of it like this Mephiston, Sanguinor and Death company Tycho are All one model units and cannot hide in a squad because of game balance issues! All of them fluff wise should be in a squad especially Tycho! he WAS inducted into the death company but has to run around on his own, plus his stats and rules are not on same par as a souped up plat lord. For example when you give him phylactry and rez orb he has in effect a 3+ invulnerable save that cant ever be discounted by warscythes grey knights or certain Psychic powers. On top of this it can be taken after you have failed an armour save therefore making it more effective than a standard invun. Ah well its your fandex and yes Necrons DO need a MAJOR overhaul for new edition I was playing against them recently and can totally agree with the need for new dex. Just be careful of blinkering yourself with regards to your (slightly) Over powered platinum
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I'm good at ones and twos, I discovered this after starting a force my tend to a lot..
All hail Krimninthe the god of melted cheese! |
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![[Post New]](/s/i/i.gif) 2010/12/04 21:08:33
Subject: Re:Necron fandex WIP -- Current iteration of the codex on page 5!
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Focused Dark Angels Land Raider Pilot
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punkow wrote: @ darkvoid.... nobody likes slow and purposeful... I proposed it for DA veterans and a choir of no arrived suddenly... Anyway I keep saying something: Nobody likes Vanguard Veterans' points cost, but they can still be used well and win games if played properly. -Incredibly OP characters!!!! for reasons I've already mentioned and are so clear that I don't understand why you don't see them!! at least make them normal units and not ICs so the enemy can shoot'em... Powerful and expensive, with comparitively low Initiative. ...... not even comparable to the point cost of Big guys in C: SM and CSM.... for much more power... (with 250 points you have resorb, warciet etc....) and i repeat... it's obvious that you can keep these stats but it shouln't be an IC just like mephiston or the sanguinor or daemon princes... because their statline isn't compatible with IC -Upgrades for flayed ones are underpriced... a power weapon is worth much more than 5 points... and surely a pair of lighning claw is worth MUCH more than 10 points (30 points in SM codexes... you make them cost one third...)... and.... mine 2 to leadership to anyone in 12" ??? OMG.... that makes no sense... go back to the old version of terrifying visage... They already have ENERGIZED CLAWS and the option is to REPLACE them with powered claws. Same goes for the Flayer claws, which does not do the same job as a PAIR, it only does the job on a single lightning claw. and so??? rending becoming power for 5 points??? -T5 for warriors isn't good... Immortals and pariahs should have T5... not warriors or flayed ones... make them T4 and give them back the 3+ armour.... Less MEq is good MEq. Besides, T5 and then 4+ and 4+ again is much better than T4 and 3+. ]No... it's not good... Necrons are now Meq so this is the way they should stay... -Slow and purposeful isn't so in my opinion ... absolutely not relentless-wide for the army!!!! that's totally crazy... Crazy, but it works. In fact !!! it's OP -Resurrection orb spam is totally out of the world... So are Razorspam world-wolf lists or Thunderwolf Deathstars. not even comparable.... and anyway can you cite something not SW - Spyder tombs as troops??? It means that the FOC is less clogged up and they are good for sitting on objectives. in fact I do not understand why they should be able to keep objectives... toggle S&P to your warriors and go get them ... definitely I should say this dex is too cheesy... personally i think it's not absolutely balanced... When you make a fandex you have to stay near to already existent sample units... this crons are a unique army... but it's impossible to make comparisons with other armies... I think that when you want to make a fandex to use it in games you have to keep it to the minimum... without trying to make your guys too cheesy... with this fandex it will be difficult to find someone allowing you to use it... unless you say everytime you're playtesting...
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This message was edited 1 time. Last update was at 2010/12/04 21:12:50
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![[Post New]](/s/i/i.gif) 2010/12/05 09:36:59
Subject: Re:Necron fandex WIP -- Current iteration of the codex on page 5!
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Chaplain with Hate to Spare
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It will not be hard to find playtesters, actually. And no, this list isn't all that cheesy really.
For starters, if the Necron Lords were independant characters, a lot of wargear that is designed for large effect would become incredibly redundant. Furthermore, where is your justification for that change? There is none. Daemon Princes are monstrous creatures which is why they can't join units (ie, they're too big). Mephiston can't join units, because it has fluff support. If he was an IC, then he would probably cost more points, simple as that.
As for Rending, it increases your chance to damage vehicles as well, so it has two effects that you're trading in for one.
Relentless-wide army - I don't see anything overpowered about that, considering for most of the game your warriors will probably just be footslogging it due to lack of dedicated-transports until they get teleported via Veil of Darkness or Monolith.
Tomb Spyders are the ones who guarded the Tomb Worlds, so it makes sense that they would also guard the back lines/objective of the Necron forces.
Punkow, I don't see why you have so many problems with this fandex, in all honesty you have to be the person who has criticized this codex wih such a negative view. It's rather surprising, actually.
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![[Post New]](/s/i/i.gif) 2010/12/05 10:10:15
Subject: Re:Necron fandex WIP -- Current iteration of the codex on page 5!
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Deadshot Weapon Moderati
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I for one really like where you are going with it. But I agree on the fact that it is WAY to overpowered. I do believe that it fits the fluff almost to a perfect T. However I do not see this as balanced with other armies at all. I am a veteran player and I would be very hard pressed to beat this codex, if I were using a very powerful list vs a average necron list from your codex. In the hands of a seasoned vet this would be just plain wrong. Assault= amazing, shooting=amazing, speed= amazing (with monoliths and numerous fast units), maneuverability=amazing (ability to move and shoot an entire army is very nasty). Most codexes only have one or two amazing attributes, as I see it.
I see no weakness in this army at all. That is where I have my issues. To strong. It plays like the fluff. However not balanced the current codexs.
That being said I would LOVE to play against it for story type of missions and games. It has the deadly, unstoppable feel that the crons should have. You have done a wonderful job writing up the codex and you have some great ideas with this. To bad you can not be a part of the upcoming dex from GW. It would be great for them to read these ideas and concepts. But they would have to tone it down a bunch in the power category.
Please take no offense to this post. I mean everything to be constructive. I think you are on to something here. Keep at it. This is really not that far away from being a total package.
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![[Post New]](/s/i/i.gif) 2010/12/05 10:16:03
Subject: Re:Necron fandex WIP -- Current iteration of the codex on page 5!
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Chaplain with Hate to Spare
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Sha1emade wrote:I for one really like where you are going with it. But I agree on the fact that it is WAY to overpowered. I do believe that it fits the fluff almost to a perfect T. However I do not see this as balanced with other armies at all. I am a veteran player and I would be very hard pressed to beat this codex, if I were using a very powerful list vs a average necron list from your codex. In the hands of a seasoned vet this would be just plain wrong. Assault= amazing, shooting=amazing, speed= amazing (with monoliths and numerous fast units), maneuverability=amazing (ability to move and shoot an entire army is very nasty). Most codexes only have one or two amazing attributes, as I see it.
I see no weakness in this army at all. That is where I have my issues. To strong. It plays like the fluff. However not balanced the current codexs.
That being said I would LOVE to play against it for story type of missions and games. It has the deadly, unstoppable feel that the crons should have. You have done a wonderful job writing up the codex and you have some great ideas with this. To bad you can not be a part of the upcoming dex from GW. It would be great for them to read these ideas and concepts. But they would have to tone it down a bunch in the power category.
Please take no offense to this post. I mean everything to be constructive. I think you are on to something here. Keep at it. This is really not that far away from being a total package.
My friend, it's posts like this that this thread lives for.
Also, at some point I do want to (when it's all finished and PDF'd up) send it to GW, see what they make of it and hope they don't sue me.
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![[Post New]](/s/i/i.gif) 2010/12/05 16:25:48
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Focused Dark Angels Land Raider Pilot
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Darkvoi... I'm trying to help you fixing some problems.. I will not speak about what's right, i would speak about what's wrong... And if I see problems I will tell you... and I'm not telling that nercons made this way wouldn't be fun... they absolutely would... but if you want to play competitively the dex should be balanced. Your Ics are: rule-wise impossible to kill ! In close combat they're unstoppable! perhaps abaddon would be able to kill a full builded platinum lord but only with a lot of luck... and in the shooting phase you can't shoot em cos they are ICs Fluff-wise totallly unrealistic. first of all, even admitting that a necron can learn, maybe an higher level lord would have higher Ws and BS, not S or T ... And btw T6 or even 7 (for immortal platinum) are stats for monstruous creatures how can a human sized guy have the toughness of a wraithlord, a Talos pain engine or a Tyranid Carnifex??? even assuming a very strong build (reflected by armour saves generally,not toughness) we would reach T5, becoming 6 for an immortal lord if you want but really that's a very high limit. I'm not providing resons to make them no ICs because YOU should provide fluff reasons for that statline that's appropriate for MC, not for human-sized creatures... The res orbs spam with spyders as troops make your army practically unstoppable... It's very necron-style but this is a game and has to be balanced... my deathwatch sergeant should be able to kill an entire tau army by himself , fluff-wise (kill team vol. 2) but he's not for game balance reasons... If the enemy can't easily kill necrons with plasmas and lascannos, what is he supposed to do? probably ignoring your warriors, killing fast stuff and get the objectives ignoring you, that's not so funny in my opinion.... The flayed ones probably are fine this way I recognize it, because their 30 points each... but still the cost for upgrade are low... make power : 10points and Claws 15 points, lowering the base cost... making the grotesque rule functioning in the old way... If I might seem unconstructive, let me assure that's not my intent. I'm always very hard crtiticising fandexes because if you want to play a dex mad by yourself, in my opinion there shouldn't be any doubt about its balance... I can say I think a fandex should be a little underpowered confronted with other codices, so nobody can doubt you're using it for having fun, not winning more easily... And a dex with Army-wide T5, army-wide feel no pain usable even against armor piercing weapon (!!!!!), MCs as troops, fast long range shooters, and the mightiest ICs ever seen ... everything for a point cost just slightly higher than marines or chaos, and without one single strong flaw... well I think I have reasons to doubt of the fact it's balanced... I' lower army-wide T to 4 raising to 3+ the armour and removing the Res Orbs from spiders, making them elites or Heavy supports... I'd remove slow and purposeful WITHOUT making them relentless.... Anywya it's your dex so do as you like....
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This message was edited 1 time. Last update was at 2010/12/05 16:26:40
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![[Post New]](/s/i/i.gif) 2010/12/07 19:28:30
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Irked Necron Immortal
Rhizome 9
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I do feel like with the HQ, units are overpreiced and too overpowered in some senses, but I'm more intereseted in the c'tan.
First I think that there should be an HQ for each of the c'tan. Normally I'd say a regular HQ, but it's to similar to chaos gods IMO. So essentially only Special Characters, with a herald to each one. I don;t think the actual c'tan should be in. It just doesn't fit fluff-wise; if these were just necron lords given power by the c'tan, this allows all 4 to be represented, but not advance the fluff(something GW likes to do).
I think that each c'tan should have it's own specialty, but still be close combat monsters the whole time. They should have a bunch of special rules. Fearless, ignore invulnerable saves, 3+ armor saves, but most importantly being able to deepstrike without scattering. Therre supposed to be the incarnation of gods, so they should be able to just fly and land whereever they want. On the actual models they're already flying.
Outsiderr-Offense
He's insane. All he does is go around killing the enemy.
Void Dragon- Defense
At first I figured hte Void Dragon would make a good "vehicle" theme, but some armies don't have vehciles or only a few, and barely use them. With him being so machine-oriented he would have a 2+ armor save, and be grant better armor to necrons and be able to mess with vehicles. He would also have "dragon's breath", an ability that gives him a melta template weapon that always rolls 2d6 for armor penetration
Nightbringer-Support
He'd have the same stats as now but with a higher inaiative. At first he was the offense guy, but then I realized that the outsider has no place. He's still just as powerful, but he abilites that also makes necrons stronger and better
Deceiver- Distruption
He's the weakest but in contrast to the Nightbringer, instead off supprting his own army, he messes with the enemys army. This is seen with stuff like decieve and grand illusion. Few changes to original here.
This is the gist of it. I'll write rules for each of them first. I just hope that in the new actual codex. the Deceiver is still as strong. He's my bro <_<
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![[Post New]](/s/i/i.gif) 2010/12/08 10:27:48
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Chaplain with Hate to Spare
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The C'tan won't be in my fandex, but I will eventually write accompanying apocalypse datasheets; but only for the Deceiver and the Nightbringer.
The Outsider is, well, outside of the universe doing whatever the hell it is he does, and if the Void Dragon was woken then it would be the end of humanity, and quite possibly everybody else, too.
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![[Post New]](/s/i/i.gif) 2010/12/13 13:23:03
Subject: Re:Necron fandex WIP -- Current iteration of the codex on page 5!
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Opportunist
La Rochelle
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Maybe, make the Lords not IC, but with a retinue, which depends on what sort of Lord he is.
I.e., for a Lord without special body, it'll be a Warrior retinue. For an Immortal Lord, an Immortal retinue, etc.
And i think at least Warriors need a WS decrease. They are supposed to suck in cc, but they fight the same way as a MEQ ?
I'd say Warriors, Immortals and Destroyers at WS2.
Flayed Ones, Tomb Spyder, Wraith and Scarabs are supposed to be cc units, so they can have more than 2.
Lords are supposed to be badass, so WS4-5-6 is ok.
About Pariahs, i'm not sure. Maybe 3 is correct. But i don't play them, so, no idea.
Oh, my brother send me the report i have forgotten at him's. The final score was 9-5. I should have play no warriors at all, but only Flayed and Wraiths. But i do not have the minis  And to forgot the veil was a very bad idea.
We'll probably play an other game during the vacation, if he accepts (but i think he will), i'll be able to give you another report.
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SkaerKrow wrote : "We killed our own gods. What chance do you have against us?"
Kurgash wrote: "Necrons, a dead race that is more dead than anyone else. So dead that they rebuild themselves just to die again!" |
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![[Post New]](/s/i/i.gif) 2010/12/13 16:28:32
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Chaplain with Hate to Spare
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I'm considering making Lords WS + BS 4 infantry models.. but that makes them very vulnerable all of a sudden, even with 2+ and 3++ and always getting a 3+++ with 4 wounds.
I dunno, it'd seriously decrease their points costs, but with the warscythe they have brutally high strength!
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![[Post New]](/s/i/i.gif) 2010/12/16 18:36:07
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Sadistic Inquisitorial Excruciator
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Darkvoidof40k wrote:I'm considering making Lords WS + BS 4 infantry models.. but that makes them very vulnerable all of a sudden, even with 2+ and 3++ and always getting a 3+++ with 4 wounds.
I dunno, it'd seriously decrease their points costs, but with the warscythe they have brutally high strength!
I think you should leave them, maybe the base one but the others are at or above par with the Captains etc and so seems 'proper'.
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![[Post New]](/s/i/i.gif) 2010/12/16 19:49:34
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Chaplain with Hate to Spare
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phantommaster wrote:Darkvoidof40k wrote:I'm considering making Lords WS + BS 4 infantry models.. but that makes them very vulnerable all of a sudden, even with 2+ and 3++ and always getting a 3+++ with 4 wounds.
I dunno, it'd seriously decrease their points costs, but with the warscythe they have brutally high strength!
I think you should leave them, maybe the base one but the others are at or above par with the Captains etc and so seems 'proper'.
Yeah. But a previous comment saying something along the lines of "even suggesting that Necrons can learn is just stupid" really got me thinking and bugs me whenever I look at the fandex.
I'll leave it for the public to decide. I mean, it would seriously balance out all their insane wargear, give Necron players more points to spend on the Lords as well and compensate for their high S/T.
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![[Post New]](/s/i/i.gif) 2010/12/16 21:35:43
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Sadistic Inquisitorial Excruciator
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Poll it.
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![[Post New]](/s/i/i.gif) 2010/12/24 11:37:13
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Huge Hierodule
The centre of a massive brood chamber, heaving and pulsating.
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The Codex says you can't teleport the Monolith if it's Power Matrix has been disabled-and yet the only way to disable the Power Matrix is to destroy the Monolith. Error, much?
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Squigsquasher, resident ban magnet, White Knight, and general fethwit.
buddha wrote:I've decided that these GW is dead/dying threads that pop up every-week must be followers and cultists of nurgle perpetuating the need for decay. I therefore declare that that such threads are heresy and subject to exterminatus. So says the Inquisition! |
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![[Post New]](/s/i/i.gif) 2010/12/24 12:42:10
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Chaplain with Hate to Spare
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Squigsquasher wrote:The Codex says you can't teleport the Monolith if it's Power Matrix has been disabled-and yet the only way to disable the Power Matrix is to destroy the Monolith. Error, much?
No, not really, considering that actually makes sense. Sure, it might be redundant text that was left over from earlier write-ups of the profile, but it still makes sense nonetheless. It's just something I'll have to change when I revise the codex next.
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![[Post New]](/s/i/i.gif) 2010/12/24 12:53:25
Subject: Necron fandex WIP -- Current iteration of the codex on page 4!
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Daemonic Dreadnought
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Darkvoidof40k wrote:
Monolith
Statline: BS: 4 Front Armour: 14 Side Armour: 14 Rear Armour: 14
Points cost: 300
Unit Type: Tank, Skimmer
Number/unit: 1
Special Rules – Deep Strike,
Crewless: The Monolith has no crew. It is unaffected by crew stunned and crew shaken results on the vehicle damage chart.
Living Metal: The Monolith has a 4+ Invulnerable save against all glancing and penetrating hits – taken before rolls on the damage table.
Teleport: This rule gives three abilities that the controlling player may use once per turn, however no more than one of them can be used in a turn.
1)A single Necron infantry unit coming on from reserve may enter play from the Monoliths' portal, provided it was on the table at the start of the turn as if they had just disembarked.
2)At the beginning of your turn, you can pick one of your infantry units on the board and remove them from the table, then replace them as if they had just disembarked from the Monolith – treating the portal as an access point.
3)The Monolith may teleport itself – remove the model from the table and replace it anywhere atleast 18 inches away from its previous position, but no more than 36 inches away. It may not do anything else for the rest of the turn if it teleports itself!This rule may not be used if the Monoliths' Power Matrix has been disabled – see below for details.
Ponderous: The Monolith is slow and lumbering, and can only move up to 6” per turn. If it does move, it may still fire all of its weapons (unless it is teleporting itself – see above). If the Monolith suffers an immobilized result on the vehicle damage chart, then it will not crash and be destroyed, but sink to the ground and continue to fight from there.
Auto Targeting: When the Monolith's Gauss Destructor's fire, they each fire at the closest enemy unit that they can. This could result in the Monolith firing at separate units. The Monolith Power Matrix may fire at a separate target to the Gauss Destructor's, but it doesn't have to be the closest.
Wargear
4 Gauss Destructor's,
Monolith Power Matrix: The Monolith Power Matrix is a massive protruding crystal on the top of a Monolith that pulses with sickly green energy. It may be fired in the shooting phase with the following profile:
Monolith Power Matrix – Range: 48” Strength: 10 AP: 1 Ordnance 1, Large Blast, Gauss Weapon
It may not be destroyed by a Weapon Destroyed result on the damage table. It may only be destroyed if the Monolith suffers a Destroyed – Wrecked or Destroyed - Explodes! result. If the Monolith suffers a Destroyed – Explodes! result, then the cataclysmic energies of the Power Matrix are released. All models, within 6+D6 inches suffer a Strength 8 AP 1 hit. This overrides the normal rules for vehicles exploding, and the Monolith will never explode in any other way than described above. Vehicles are hit on their side armour.
OK, just been reading about the 'Lith. I like the fact that it can teleport itself. Very DoW. But does it just appear or come back in via Deepstrike? Does it scatter at all? I was thinking it could enter via deepstrike like the Drop Pod (thus reducing mis-haps), but scatter 6".
Does teleport option 2 have a range or can you move any unit on the board, no matter how far away they are?
Also, the explosion when it is destroyed? Potentially a 24" diameter S8 AP1 explosion? Does anyone else think this might be a little much? I'm just thinking that soem people might abuse this by commiting 'lith-i-cide. Teleport the 'Lith into the ranks of the enemy, hoping that they destroy it and take a wedge of themselves with it.
I would either reduce the range or the power of the explosion. I like the idea of it exploding in a massive boom of otherworldly energy....so maybe 6+ D6 with S6 AP3? It would wound most models easily, still have a crack at most tanks side armour and anything less that a Terminator will need an invul save. As it is at the minute the explosion alone will insta-kill anything short of a MC and stand a healthy chance of nailing most tanks (could even glance a LR).
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This message was edited 1 time. Last update was at 2010/12/24 12:58:02
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