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Made in gb
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Desperado Corp.

I think vid nailed it, really. Like the lordwraith idea too. The monolith doesnt need changing really, apart from the point increase, some options on the monolith would be good.A new unit would be nice ? Or perhaps having so few units is what makes necrons so unique. PHASE OUT MUST BE REMOVED! give warriors can have fnp. we'd rather fnp instead of phase out and wbb.

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liquidjoshi wrote:I think vid nailed it, really. Like the lordwraith idea too. The monolith doesnt need changing really, apart from the point increase, some options on the monolith would be good.A new unit would be nice ? Or perhaps having so few units is what makes necrons so unique. PHASE OUT MUST BE REMOVED! give warriors can have fnp. we'd rather fnp instead of phase out and wbb.


I agree with new units (new lord options, for example). I think we should probably get another long range heavy support option aside from Destroyers and Liths. Liths are more tactical than shooty (I mean, teleporting arounds kinda great!). I'd also like to see a new vehicle type cron, maybe a transport of some type?

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Zid wrote:I agree with new units (new lord options, for example). I think we should probably get another long range heavy support option aside from Destroyers and Liths. Liths are more tactical than shooty (I mean, teleporting arounds kinda great!). I'd also like to see a new vehicle type cron, maybe a transport of some type?


Just a question, how would a Necron transport fit in with any Necron fluff/ the feel of the army. isn't it supposed to be an army that can march across the board while shrugging off anything you throw at them? Also, option just don't seem to be a robotic thing, especially line troops.

Don't get me wrong, I would love to see Necron's updated. But I also don't want them to turn into a metallic SM.

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ChristmasMarine wrote:
Zid wrote:I agree with new units (new lord options, for example). I think we should probably get another long range heavy support option aside from Destroyers and Liths. Liths are more tactical than shooty (I mean, teleporting arounds kinda great!). I'd also like to see a new vehicle type cron, maybe a transport of some type?


Just a question, how would a Necron transport fit in with any Necron fluff/ the feel of the army. isn't it supposed to be an army that can march across the board while shrugging off anything you throw at them? Also, option just don't seem to be a robotic thing, especially line troops.

Don't get me wrong, I would love to see Necron's updated. But I also don't want them to turn into a metallic SM.


QFT. They already have a lot in common with Marines, no reason to change them further to that tilt.

Perhaps some sort of fast attack vehicle, could even carry some of the longer range firepower. I'm imagining an Armour 11 all around skimmer with the new version of living metal. Perhaps Fast. Perhaps with some sort of close combat ability...rather the necron version of a tomb king chariot or what have you.

Jack


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ChristmasMarine wrote:
Zid wrote:I agree with new units (new lord options, for example). I think we should probably get another long range heavy support option aside from Destroyers and Liths. Liths are more tactical than shooty (I mean, teleporting arounds kinda great!). I'd also like to see a new vehicle type cron, maybe a transport of some type?


Just a question, how would a Necron transport fit in with any Necron fluff/ the feel of the army. isn't it supposed to be an army that can march across the board while shrugging off anything you throw at them? Also, option just don't seem to be a robotic thing, especially line troops.

Don't get me wrong, I would love to see Necron's updated. But I also don't want them to turn into a metallic SM.


This is true, I was thinking something that carried around scarabs or something. Not an actual transport. Maybe update Tombspyders, make them larger, and a transport for scarab swarms. Something like this;

Tomb Spyder
Av 11 (all around)
WS 3
BS 3
ST 7
I 2
A 3

Special Rules
Swarm Carrier - Tomb Spyders move across the field carrying Scarab Swarms to targets in order to consume them. As such Tomb Spyders are a troop transport for Scarab Swarms with a max carrying capacity of 6 swarms. These may be deployed at any time within 2 inches of the spyder and they may assault the turn they deploy. Otherwise the tomb spyder acts by itself.
Skimmer
Hatchery - If a Tomb Spyder suffers an "explosion" result all Scarb Swarms being carried by the Spyder take no damage from the result. Roll all explosion damage for everything within range, then place the swarms as normal. They must still take a pinning test as normal.

It needs some work, but the basic idea is that Tomb Spyders run around delivering scarab swarms (kinda like they do now). However, unlike the current one, its a vehicle with stats similar to a dreadnaught (well a bit worse because it carries tons of swarms). I like the idea of an attacking, monstrous vehicle that spits beetles out!

Oh, and I thought of an idea to make pariahs better. give em fleet and 2+/5+ saves. Otherwise they get all the normal necron rules.

This message was edited 1 time. Last update was at 2009/10/13 22:24:15


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Troops:

Warriors - BS 3 S4 T5 I2 Gauss 24" Assault 1

Flayed Ones - WS 5 S4 T4 I4 A3

Scarabs - WS 3 S3 T3 (2 W3 - move through cover, jetbike

Elite:

Immortal - BS 4 S4 T5 I2 Gauss 24" Assault 2

Paraiahs - No psychic powers within 24", WS 5 S5 T5 W2 Gauss 24" Assault 2

Fast Attack:

Wraiths - WS5 S6 T5 (4 W2 - Move through Cover, jetbike

Destroyer - S4 T5 Gauss 36" Assault 3 - Jetbike

Heavy:

Monolith - same, can only port T4 or less models

Heavy Destroyers - S4 T5 Gauss 48" Str 7 Heavy 2

Tomb Spider - same, re-roll FnP for T4 or less models

HQ:

Lord - S5 T6 (T7 if on the destroyer body) Gauss 12" Assault 3

Hierophant - WS 5 S6 T6 (no jetbike option) - Gives T5 and higher re-roll for FnP

Just a quick shot of what I was thinking. FnP replaces WBB

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I like the idea of a walker transport, thats something that hasn't really been used, and so it could definatly get a Necron flavor. Pinning wouldn't matter, as Scarabs are fearless (and i expect them to stay that way)

And Pariahs either need a). a massive points drop, b.) multiple wounds/FNP/ something to give them a CHANCE to survive, or a combination of both. As they are now, they are completely useless, if a cool concept.


Automatically Appended Next Post:
Ehh, double post, what happens when you spend too much time thinking

The list you got looks ok, the only problem i have is (predictably) with the toughness. Especially with the Lord at t7. Most HQ units do not get bonus toughness just for being a lord. I don't see why this one should. S4 weapons are already wounding on a 6+, and thats going to hurt quite enough.

And the Monolith and Tomb Spyders abilities, apparently, only work for 2 units.

Don;t do this by halves, if you think the army should be t5 base, make it that way. What you have right now will kill some units.

And the destroyers should get +1 T, no matter if the army is T4 or 5

Just my thoughts.

This message was edited 1 time. Last update was at 2009/10/13 22:55:48


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My Wishlist:

-flayed ones as troops w/rending
-increase squad size max on wraiths. give them power weapons
-ditch phase out (or create a per-squad variation)
-wbb=fnp
-rework warriors so they are less susceptible to being wiped out when losing CC (possibly as part of per-squad phase out rules?)
-i like the idea of relentless for warrios. matches fluff better. or make the basic warrior gun assault2. (maybe this is a specific ability conferred by a lord).
-ditch heavy destroyers as codex entry. give weapon options to regular destroyers (possibly make a lord that allows destroyers in fast and heavy, similar to MoF dreadnaught rules)
-make pariahs good and cool. somehow. I like the idea of letting them act as vet seargants for warrior squads (either as squad upgrade or through wolf-guard style mechanic). as they represent the most advanced necrons available, they should be the most badass
-c'tan: reduce power/cost. rename them to represent them being an avatar/projection/manifestation of the ctan, rather than being physically the stargod itself. possibly as a possession/morph for a lord like in DoW
-monolith: streamline base rules so it isnt the swiss army knife vehicle that does 20 different unrelated things. instead give variations (flux whip AV monolith, teleporty transport style monolith, etc) to fit different roles.
-In general, add more options for customization accross entire list. complete lack of wargear for the entire army makes list creation boring. Players like options not just for unit choice, but within each unit choice as well.



Automatically Appended Next Post:
Another thought just struck me:

If C'Tan are leaving the codex (as some rumors say) how are necrons supposed to compete against Jaws of the World Wolf sniping down HQs with our garbage init?

This message was edited 1 time. Last update was at 2009/10/13 22:58:11


 
   
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I thuiink C'tans, for the most part, are good as they are. they're not completely op. However, I think they cost WAY too much for what they do.

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i heard a rumor that they are dropping the C'tan, anyone have any news on that?

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Just he persistent rumor that they'll be moved over to Apocalypse and the old C'tan minis will be used to represent a lord channeling their powers or some such.

Jack

This message was edited 1 time. Last update was at 2009/10/15 00:07:11



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in other words, not much besides the Necrons actually getting some Interesting Apoc stuff.

I always thought the Nightbringer should have been more like a Titan size

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how about take away phase out with a morale test for every unit and if they fail they leave play and phase out. I just dont get the phase out gak. That is the biggest problem with necrons imo, and why more people don't play them. I just think a blanket phase out is way to gimped. only way i can see that being used is if the necron units were buffed a lot more or all the unit prices reduced. They also need some work on the guass weapons. Like the OP they should do like a crit attack on units when it rolls a 6 like ap2 or ap1 or str 10 somthing, because if its is able to hurt a vehicle then it would definatly get through infantry armour if not insta kill them. I think pariah need a full rework in points and what they do. Love the warscyths but they are so expensive, and while the leadership dropping is nice I just dont see why it cost so much for the base stats. I think the flayed ones should be consider to have power claws and also give the wargear for power claws for lords. Hell make it lighting claws equivelent. Also, wth is up with no specal characters. Lets get some pariahs hq or a heaven forbid a lord special commander.

On the wish list topic, Id like more options in weapons and wargear, I know it wont happen but would love to have the res orb work like it does in DOW. I'd like scarb swarms to be slightly better at melee and maybe atroop choice, and flayed ones or immortals as troop choice. I have seen it converted alot, but what about some jet packed necron warriors. This is just me but i feel necrons should actually be tougher to kill that space marines stat wise, because they arnt all squishy inside. Oh and remind me again why they are afraid of anything. They are dead living metal robots. I thinking kind of a tyrinad type fearless, but with more restrictions. Like if the out of "synapse" they just fall to the ground doing nothing. When your lord or "synapse"creature gets close they reassemble and start fighting or whatever. I just dont get they rules as they are and feel they dont fully represent the nature of the army. I will say that i feel necrons should be a swarm army but would like to field more than just a pile of warriors

   
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rehash from my previous post on the matter, with some modifications

Global:
-Change Phase-Out so that any time a Necron squadron fails a Fall Back! check, they disappear "in an eerie fashion".
-We'll Be Back is fine, just needs many headache-clearing rewrites and none of that "lay your models down" garbage.
-Necron units are Slow and Purposeful, immune to Sweeping Advances (spase maroons get ATSKNF, so it seems rather fair to me...)

Necron Lord:
-SOL = Gauss, 18"
-majority of the upgrades need to be made cheaper (Res Orb = 30 points, Phase Shifter = 15 points)

Pariahs
-FNP (fluff-wise it makes no sense that they'd be Necrons)
- +1 attack
-MOBILITY! Teleporting, Deep Striking, Outflanking, a dedicated transport, something to make them not 36 points of fodder.
-Remove the 0-1

Immortals:
-cheaper, 25 points

Flayed ones
-rending. they have freakin' claws and don't have rending?
-fleet
-BS0 (why BS4? it makes no sense)

wraiths
-power weapons (Wraiths can move through cover, why not attack through armour?)

-tomb spyder
-BS3 (or upgrades to increase their BS)

-heavy destroyer
-60 points
-TL (they have that little eyepiece that does nothing!)

-Monolith
-Particle Whip: 36", strength 9 ap2, under the hole is AP1.
-Clarification that a Monolith cannot be glanced to death and it can fire both the Flux Arc and use the Power Matrix in the same shooting phase

-C'tan should have Eternal Warrior
-Armour save of 2+ (Necrodermis?), Inv. of 4+
-The Outsider

This message was edited 1 time. Last update was at 2009/10/15 20:48:23


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HolyCause wrote:rehash from my previous post on the matter, with some modifications

Global:
-Change Phase-Out so that any time a Necron squadron fails a Fall Back! check, they disappear "in an eerie fashion".
*snip*
- immune to Sweeping Advances (spase maroons get ATSKNF, so it seems rather fair to me...)


I'm confused...how would these two interact then?

Jack

P.S. Personally I dislike your list, I want Necrons to play less like Space Marines, not more. Your list feels more like a FAQ-style edition update the the sort of real re-write I'd like.

This message was edited 1 time. Last update was at 2009/10/15 22:28:06



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I say the only rule that needs to be fixed is the phase out, i mean 25% is a little high i mean, you should at least if you have a lord on the field make leadership test and if you pass you stay that turn.

I also believe there needs to be a lot more troop and elite/fast attack choice i mean come on The SM have more war gear than all the Necron unit choices vehicle choice and War gear combined along with HQ

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Outflanking

Heres a few Ideas I had...

General:
FNP replaces WBB
No army-wide phase out. Instead, if a squad is reduced below 25%, it phases out.
Stubborn
Gauss Weapon: on a roll of a 6 to penetrate armour, you may choose either to add +1 to your roll, or make the hit AP1. this improves Heavy destroyers vs. all armour, destroyers vs. Av12 or less, while makeing it impossible to glance a Landraider to death with a normal 'Cron.

Warrior: Increase T to 5, makeing it much more durable. Maybe make Flayers Assault 2?

Scarrabs: Move to troops, taking them out of competition with destroyers for fast slots.

Immortals: Increase Sv to 2+, to represent them being more durable than warriors.

Flayed Ones: +1A and Rending, maybe +1WS, allowing them to drown enemies with sheer volume of rending attacks.

Pariah: All Psykers within 18" take perils of the warp on any roll of doubles. They also get +1A, +1WS, +1I, FNP, and a points Break. They also loose the Gauss Blaster, turning them into pure melee monsters.

Wraiths: Increase max squad size to 5, give them 2 wounds, and power weapons. Probably increase their points as well.

Destroyers: Give them +1W.

Heavy Destroyers: See Destroyers.

Monolith: Give it some sort of improved combat ability. maybe an attack that gets stronger when you combine 2 or more Monoliths. Teleporting no longer repairs guys (Kinda hard when it is merely FNP), but is a bit mor Flexible. Point increase.

Edit: Oops! Forgot Tomb Spiders.

Tomb Spiders: Squads within 12" May take a Ld Test to avoid Phase out. One squad within 6" may re-roll FNP for a turn (Declare before takeing saves).

And while I am at it, a few new units just occured to me:

Anhilators: Immortals, except that they replace their Gauss Blasters with Gauss cannons or Heavy Gause Cannons, and have Slow But Purposeful.

And Make 2 Kinds of Monoliths:

Support Monolith: Sacrifices the Particle Whip for improved teleporting, as well as a number of suppoerting powers such as improveing nearby FNP rolls, provideing a cover save or some other bonus.

Assault Monolith: Sacrifices Teleporting for Gunboat abilities. Flux arc is improved to 2d6, and it gains some combo attack with other Assault 'Liths.
Mabe Something like this:
1 Monolith: Particle Whip as we know it.
2 Monoliths: Hits a single point on the field (Scattering like a blast weapon), and all models within 2d6" take a S8 AP1 Gauss Hit.
3 Monoliths: As to Monoliths, but 3d6".
Of course, this will probably cost about 300pt per Lith.

This message was edited 1 time. Last update was at 2009/10/24 01:40:27


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I'm not as down on the current necrons as most others, but I've always played them a little differently. I would be happy with the following changes.

WBB ---> FnP.
All Gauss weapons have rending.
Phase out gone.
Necrons and Immortals are slow and purposeful and they are all stubborn.
Destroyer lord = 1 unit of destroyers as troops (like Warboss and nobs currently).
C'tan Lord = 1 unit of Pariahs as troops
Wraiths unit go up to 6 models per unit.
Tomb Spyders act as apothecaries for any Necron unit within 6"

I would be happy with those changes and everything else remains the same.

   
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Keep WBB. It's great. Give them +1T and FNP, 6+ save and S5 standard. Lower their Initiative to 2.

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Ok so what i think
Leave the monolith alone it never hurt anybody (but relay it is the main things necrons have going for them)
the gauss blaster and all that good stuff leave it as be. it is fine how it is wounds anything on a 6 and glancing a vehicle a lot can destroy
all close combat units need +1T
ditch phase out
wraith lord good idea
staff of light 24"
lower points on everything but the monolith
flayed one as troop choices
more modles ( in the fluff it dose say that their are necrons yet to be seen)
wraiths need armor saves
and flayed ones 3 atk and rending
wraiths in units of 5 at lease
i think this covers most of it

This message was edited 2 times. Last update was at 2009/10/24 04:27:02



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crazypsyko666 wrote:Keep WBB. It's great. Give them +1T and FNP, 6+ save and S5 standard. Lower their Initiative to 2.


WBB is too convoluted and theres too much time in a ga,e debating if you do, or if you don't. Also the range of WBB is so low that getting wiped out due to multi-assault is all too common. All crons initiative is already 2 for base troop types. Str5/T5 base would be cool, but then everything would be immortals... and a 6+ save w/ FnP makes no sense. Crons are zombie robots! not metal orcs...

if you give them FnP take away WBB. If you keep WBB FnP is a moot point as they're probably gonna get up anyway.

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So, heres the currently suggested ideas that i think are good:

phase out leaves the rules, or goes to INDIVIDUAL units of crons.
more resistant to guard's tank pie plate spamming. (facing down a squadron of LRs with crons is NOT fun for the cron player)
new types of monolith.
FnP replaces WBB.
pariahs get tougher, FnP, ANYTHING (except WBB) to make them not 36 points per model worth of effectively meat shields.
Annihilators- sounds like fun! They would get slow and purposeful, with gauss cannons or heavy gauss cannons as options. the whole squad must take the same weapon, however.
Wraithlord.
Flayed ones as troops.
Scarabs as trops
Tomb spyders act as apothecaries, maybe they could be attached to squads, the same way that haevy weapons teams act to guard squads?
Flayed ones get rending and 3 attacks.
Necrons and Immortals are slow and purposeful.
Immortals get 2+armour save, upgrade for deep striking.
Scarabs or monoliths act as homing beacons for deep striking.
Destroyers get 2 wounds.
C'tan get 2+armour save (yay, necrodermis!) and 4+ invulnerable save. (Right now they're frickin star GODS and Terminators have better armour than them.)
Everything gets stubborn/ immune to sweeping advances.
most things would get a point increase.

Crazy_carnifex said:
1)"Gauss Weapon: on a roll of a 6 to penetrate armour, you may choose either to add +1 to your roll, or make the hit AP1. this improves Heavy destroyers vs. all armour, destroyers vs. Av12 or less, while makeing it impossible to glance a Landraider to death with a normal 'Cron. "
2)"Pariah: All Psykers within 18" take perils of the warp on any roll of doubles. They also get +1A, +1WS, +1I, FNP, and a points Break. They also loose the Gauss Blaster, turning them into pure melee monsters."
3)"Wraiths: Increase max squad size to 5, give them 2 wounds, and power weapons. Probably increase their points as well."
4)"Support Monolith: Sacrifices the Particle Whip for improved teleporting, as well as a number of suppoerting powers such as improving nearby FNP rolls, provideing a cover save or some other bonus.

Assault Monolith: Sacrifices Teleporting for Gunboat abilities. Flux arc is improved to 2d6, and it gains some combo attack with other Assault 'Liths.
Mabe Something like this:
1 Monolith: Particle Whip as we know it.
2 Monoliths: Hits a single point on the field (Scattering like a blast weapon), and all models within 2d6" take a S8 AP1 Gauss Hit.
3 Monoliths: As to Monoliths, but 3d6".
Of course, this will probably cost about 300pt per Lith."

These are also added to the list.

Don't think i've missed anything.

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For MY suggestions... I feel as though, in every single fluff aspect in the GW archive, Necrons are a horde of living beings. It is a horde army. They are not mechanized, they are not fast, they are slow and unrelenting.

Necrons Warriors: 13 points 2+ *troops*
Base Stateline = WS:2 BS:3 S:3 T:4 I:2 W:1 A:1 SV:4+ LD:10
Squad Size: 10-30
Wargear: Gauss Flayer
Special Rules: Necron

Necron - Any unit with the Necron special rule gains the USR Feel no Pain and the USR Fearless and may not ever run in the shooting phase. Also, any unit with the Necron special rule may enter from deep strike. **Note: Necrons aren't stubborn, they don't KNOW fear. They will stick around in a meatginder combat period. They won't be pinned because they have no reaction to be pinned! Necrons are also slow, running just really doesn't make any sense TBH**

Gauss Flayer - S:3 AP:4 Gauss 24" Assault 1
Gauss: Any rolls of 6 to hit cause an automatic wound and any rolls of 6 to wound on a vehicle cause an automatic glancing hit.

***Why do i think that they should be like this? Necrons are not skilled warriors and are not fast, they should be treated as such. This gives them a nice toughness, good armor save, and the penalty is that they aren't the best troops. Now, their major kicker is that price tag. Oh yeah, I know it is low. The point of necrons is to have a LOT of warriors. By lowering the price, you can. Now, instead of rending which is VERY powerful when you can throw a massive weight of attacks into it, so auto-wounding is just a nice bonus and the AP4 is also representing the "rending" power of the weapon. Necrons lack anti-vehicle weapons so glancing on 6 to wound just sounds like it would work!" Why 2+? No necron horde is ever lacking warriors.****

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Flayed Ones: 0-2 *troops*
Base Statline = WS:3 BS:1 S:3 T:4 I:3 W:1 A: 2 SV:4+ LD:10
Wargear: Skinning Blades
Special Rules: Necron, Flayed Ones
Squad Size: 10-15

Skinning Blades - Razor Sharp blades that make armor seems like paper, gives the USR Rending.

Flayed Ones: Clad in the Skin of Dead enemies, flayed ones seems to appear with no warning. Flayed ones must always be held in reserve and must always deep strike in. They only scatter 1D6 if a miss is rolled and if they land on top of a unit, they are placed 1". The visage of the skin of the enemies former comrads also inspired fear, flayed ones gain +1 to combat resolution and enemies must pass a leadership test in close combat or attack at -1 initiative that turn as they stand paralyzed in fear.

**** Why like this? Flayed ones pop out from the ground and go at it. This just works. They are GREAT in the fact that they can just pop up. Now, because they are now troops, we can't have an army of flayed ones popping out, so 0-2 limits the deep strike fun...****

For the monolith... I agree in it acting like a beacon. Living metal is o-so a part of the monolith, but truthfully, I think it should work a little differently.... I think it should be a 4+ FNP save on the monolith. It basically ignores any hit on a 4+. It can now also go down in points and get a little speedier! Now, normal weapons actually stand up against it and it still is a tough SoaB!

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Tomb Spyders... I think that if a unit is within 12" of a tomb spider they always get their 4+ FNP no matter what, so PW and high STR weapons won't cut swathes through your army.

Scarabs... I like the way they are.

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Immortals 35 PPM
WS:2 BS:5 S:3 T:5 I:2 W:1 A:1 SV:3+ LD:10
Wargear: Gauss Blaster
Special Rules: Necron, Everliving

Everliving - The immortals have gained a strength and will to live unlike any other being in the galaxy, Immortals may always make their FNP roll.
Gauss Blaster: S:4 AP:3 24" Assault 2


***These guys are your sternguard but tougher****

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Heavy Destroyers 60 PPM
WS:2 BS:4 S:3 T:5 W:2 I:2 A:1 SV:3+ LD:10
Wargear: Guass Destroyer
Special Rules: Necron, Hover, Relentless, Acute Senses

Unit Size: 1-3

Upgrades: Any model may be upgraded to a Gauss Annihilator for +5 points or Gauss Obliterator for +15 points

Gauss Destroyer - ST:9 AP:2 48" Heavy 1 Gauss
Gauss Annihilator - ST:8 AP1 18" Heavy 1 Melta
Gauss Obliterator - ST5 AP3 36" Heavy 1 Ordanance Gauss

Hover - A model with hover ignores difficult and dangerous terrain and may make a 6" move in their assault phase.

***Why? Versitile, nasty, useful.***

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Destroyers 40 PPM
WS:2 BS:4 S:3 T:5 W:1 I:2 A:1 SV:3+ LD:10
Wargear: Gauss Cannon
Special Rules: Necron, Hover, Relentless

Squad Size: 2-6

Upgrades: 1 in 3 models in the unit may take a Gauss Repeater for +5 points

Gauss Cannon - ST5 AP:4 36" Heavy 2 Gauss
Gauss Repeater - ST3 AP6 24" Heavy 6 Pinning Gauss

Hover - A model with hover ignores difficult and dangerous terrain and may make a 6" move in their assault phase.

*Why? while not as good, they are cheaper and serve the purpose of having some higher strength attacks and just can throw out a higher number of shots.*

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Wraiths 45 PPM
WS:4 BS:2 S:3 T:4 I:6 A:3 LD:10 SV: 4+
Wargear: Fan of Knives
Special Rules: Phase Shift, Wraithflight

Fan of Knives: Count as power weapons

Phase Shift: A wraith's save is invulnerable and are never effected by dangerous and difficult terrain and may pass through impassible terrain but may not end their movement in impassible terrain. They also may not move through enemy models.

Wraithflight: A Wraith moves as Jetbikes.

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This is basically my take on what should happen. I think that I don't need to do anything else because I really can't commend much more on the monolith and again, I think scarabs are fine and I don't want to write a page and a half on the Lord lol....

BTW: Take this with a grain of salt, the points values etc. are not correct it's just like a suggestion on my part

This message was edited 4 times. Last update was at 2009/10/26 01:49:13


He who fights with monsters might take care lest he thereby become a monster and if you gaze for long into an abyss, the abyss gazes also into you  
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Ezekk, nice effort.
I like the way you configured the Warriors.
On the other hand, Immortals are too expensive for my liking,
and the rule that Necrons get FNP no matter the odd if within 12'' of a TS is a bit cheesy,
but a swing in the right direction. Its easier to handle than the veil that always causes discussions.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in au
Killer Klaivex






Forever alone

Feel No Pain instead of WBB.
Phase Out should stay, as it represents Necrons teleporting away to recover instead of standing and fighting like Space Marines or Orks do.
Gauss weapons should be rending and lose their current effect.
NO WEAPON UPGRADES. Necrons are a faceless mass, not individualistic warriors like Space Wolves or Eldar!
Keep Living Metal. Monoliths are the core of a Necron army, and they should be fittingly durable.
Flayed Ones should be troops.
Pariahs need to be better, probably need FNP and more attacks.

People are like dice, a certain Frenchman said that. You throw yourself in the direction of your own choosing. People are free because they can do that. Everyone's circumstances are different, but no matter how small the choice, at the very least, you can throw yourself. It's not chance or fate. It's the choice you made. 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Feel No Pain instead of WBB.

WBB is better than FNP in order to keep the Necrons alive.
Therefore, FNP needs to be coupled with another bonus like +1T.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Regular Dakkanaut




I remember hearing a rumor somewhere that C'tan are becoming apoc units... is it true?

This message was edited 1 time. Last update was at 2009/10/28 01:32:01


 
   
Made in us
Fresh-Faced New User




Make gauss rending. That way the mandatory warrior squads that are taken in order to prevent phase out (and are very expensive) can be useful.

The dice are just used to give people false hope that they have a chance of winning. Chance favors the prepared mind. 
   
Made in us
Regular Dakkanaut




So here's what overall needs to be fixed

problems

lack of mobility
pitiful anti-tank
confusing rules
the sweeping advance problem

design features we need to preserve
space undead
not a cc force but with cc specialists
resilient but slow
a horde of undistinguished robots so no special weps or anything like that


This will be quite long but hopefully it will resolve all the main problems, some of these are oddball suggestions and have been noted as such.

GENERAL
WBB becomes FnP, you know it makes sense
Necron units have FnP, Slow and Purposeful (yes I know this makes them slower) and some kind of ability to counter the sweeping advance problem. Fearless makes sense (see space undead) or stubborn or just "necrons aren't wiped out by a sweeping advance" in fact I like stubborn with a differentiated version of phase out.
Phase out either scrap it or do it on a unit by unit version so that something (either less than 25% of the squad is left or they fail an ld check) makes the whole squad dissappear. With stubborn but the chance of your unit going poof Necrons would be incredibly hard to fight using ld affecting weapons but worth it for the potential reward.

So I like Necron units are FnP, SandP, STubborn but phase out.
All Necron units may enter play as from deep strike.

Odball suggestion - instead of SandP possibly giving the necrons a rule that allows them to ignore difficult terrain but never benefit from a cover save (or at least never go to ground) to represent how they advance impaccably rather than duck and weave like commandos. Whilst this might be harsh I have other things in my list to make up for this lack of cover. But if you grant them SandP then you have no need to do this as IIRC SandP ignores cover anyway.

Gauss - one thing gauss needs to do is reflect its terrifying nature. The flesh is literally peeled off your foe. That has to be traumatic. Necrons actually are supposed to be a "scary" army and they need more ld modifying tricks so I would give gauss this ability.

Any unit that takes a casuality from a gauss weapon must make a morale check at the end of the shooting phase or fall back.

Not that scary but combine it with stuff like pariahs and flayed ones or new equipment that reduces ld and necron shooting would be very good at forcing units to run away.

I still think that the current always wound/glance on a 6 is good. Rending takes cars of the vehicle problem to some extent but makes necron warriors utterly fearsome against MEQ. AP1 guns on troops is just plain nasty, ask sisters and they need to use a faith point and pass a faith check to do so. Necrons would be doing it all the time. Mass warriors would be such a no brainer that they would need a considerable pts up with rending.

So no rending but maybe rework the tank part of guass, plus adding in the ld check.


LORD
access to more and varied kinds of bodies. A warith body would be nice, giving an invulnerable, an extra attack and a good charge. A spyder body would be fun too, a bit like a destroyer body (as it floats and adds toughness) but makes the lord a monstrous creature and adds more attacks/ups his strength/adds access to guns. Finally deciver and c'tan avatar bodies takes care of the fluff/rles disconnect with using c'tan in game.

Destroyer bodies does not let destroyers be troops. Mass destroyers are already the best build lets not make a no brainer shall we.

Res Orb gives a 4+ invulnerable to all units with a model with 6". This is almost exactly the same as its present effect but faster and easier to apply and more elegant design.

PARIAH LORD
As a second HQ choice I would add the option for a Pariah lord. Basically cheaper and less options than a lord but with souless and an improved cc statline and possibly 2 to a slot. Spreading out soulless would be one of the hallmarks of the army for me.

WARRIORS
the general changes above apply to them. With a gun they can move and fire 24" and the ability to hurt anything in the game they are a decent troops choice. They just needed to be less vulnerable to sweeping advance.

FLAYED ONES
Move to troops and the skins have the following effect.
All enemy units with a model within 6" of a flayed one have -1 to leadership. This bonus is not cumulative with other flayed one units.

With deep strike and infiltrate and the ld forcing gauss flayed ones would be good forgetting up into your opponent's face and using the long ranged gauss guns to force them to flee back.

As their troops no rending for them, but they can get disruption fields to try and kill tanks.

DESTROYERS
Stay exactly the same.

WRAITHS
exra attack, eithe rending or power weapons or both, max unit size 5.

HEAVY DESTROYERS
Their gun now has 2 firing modes
range 48" str 9 AP1
range 48" str 6 AP2 blast

Good for tank hunting and blowing up the guys inside.

possibly a third mode with short range but melta or make them buy which mode you want but I prefer my original idea.

IMMORTALS
are fine basically with the improved changes to necrons overall. Improve warriors and they still stay as just better warriors.

PARIAHS
The most basic change would be to make them necrons. Suddenly they have FnP and can teleport which helps them immensely but sadly is a bit unfluffy although I think they really do need FnP and to at least be able to port with the veil. Alternatively some kind of skiff transport would help.

They need an exra attack badly and if not getting FnP then a big pts reduction. Maybe 2 wounds.

Odball suggestion - what actually is really nice about them is their soulless power. How about letting them spread out to really use this. Still implement the exra attack and maybe an extra wound but do not give them FnP but do let them be taken 1-3 per slot and fielded independently like death cult assassins or zoanthropes. That gives you a lot of soulless coverage and small focused counter-attack spread out amongst your warriors.

SCARABS
Are fine, maybe cheaper.

MONOLITH
Living metal is fine although fiddly. I like it though, it has flavour.
What does suck is that basically the lith is either dead or atacking you at full force. You can blast it all day and not feel like you've done anything to it. I propose that its gauss arc be replaced by 4 gauss cannons that can fire at independent targets and can be fired regardless of how far the lith moves. Okay you can't drop in the middle of orks and roll for every squad anymore but in many ways this is actually meaner yet crucially your opponent can actually kill the damn guns.

No matter what happens to it with phase out gone it needs a pts increase 275 I'd say.
Oh and it ignores shaken and stunned.

TOMB SPYDER

So much wasted potential. As basically the only developed robot spyders should be the unit with the most potential for upgrades specialisation and gap filling.
Also its supposed to function a bit like a mini-lord, care taking warriors that are away from the main phalanx with a support function.
So I propose

- res orb effect to either 1 unit within 6" (declare at the beginning of enemy shooting) or all units within 3".
- monstrous creature as standard, claw gives +1 attack still
-maybe +1 attack from now anyway.

Access to a ton more guns for staters
- a heavy flamer variant
- some kind of melta variant
- a standard gauss cannon as well as the heavy
- a staff of light

And add some specialisation option. Maybe it can replace 1 claw with an extra gun (still an mc for shooting but not for attacks) and can't make scarabs anymore or I liked the idea somebody had for a specialist that carried scarabs, maybe a fast choice?

Their other big problem is competition for slots. Everyone wants 1 Monolith at least and Heavy Destroyers are fairly necessary for tankbusting. 1-3 a slot would help a lot but 1-3 a slot and independent would be even better. Let them support the whole of the army spreading out your res orb effect and providing a bit of close cc counter support.


NEW UNITS
Probably the most boring thing about crons is the limited unit selection. Especially of vehicles. Some stuff I've been throwing around in my head

1 - miniliths/obelisks

Basically these are drop pods. 12/12/12, living metal. Small monoliths with a reduced shooty presence (say 1 gauss cannon) that are always immobile but deepstrike and let warriors emerge from them safely and in a good formation and allows stuff like wraiths, flayed ones etc to assault from them the turn they emerge from the portal.
There are several ways to make this work but a few problems. The problems are what happens if the unit you wish to deepstrike arrives before the obelisk and what happens if say the obelisk and wraiths arrive on the same turn allowing for a very easy assault from deepstrike trick.

You could re-work them so they are exactly like DP's or you could come up with their own special rule. Say Necrons can announce units in special reserve are outflanking (if they have the ability), deepstriking or teleporting. Units which are teleporting must emerge from a monolith or obelisk and may not enter play until 1 is present on the table at the beginning of the turn. Only 1 unit may emerge per portal. Any extra units may be placed back into special reserve to attempt to teleport next turn.

The other option is to let them all drop in turn 1 but not let units start emerging until turn 2.

You could buy them as transports or as 1-3 fast slots that land independently.


You could also do some kind of shooty variant. No portal but bristling with guns it drops down/emerges from the sand and starts blasting away at all and sundry.

Skiffs have been mentioned a lot giving necrons a traditional transport option. Frankly I like my idea better but they certainly need increased mobility in some form.


Some other new units that have been floating around include;

some kind of giant necron (a tomb king) that is a monstrous creature with roughly wraithlord-esque stats.
some kind of chariot. Basically a larger destroyer that is a fast vehicle with lightish armour (12/12/10), living metal and improved firepower.
a giant robot scorpion. Although that is cutting into the talos' territory.




   
Made in gb
Junior Officer with Laspistol





Desperado Corp.

Ressurrecting a dead thread- this one has WBB!

Ok, onto business:
Update the c'tan, give them eternal warrior.
T5 base: it's a nice idea, but we have to give the guard and other troops with Str3 weapons SOME chance of actually wounding our line troops. Otherwise it just isn't fair.
Pariahs could be made (hate to say it) like terminators armour wise.
gauss gets a modifed version of rending, maybe Str5+ weapons only, but with the current effect on vehicles?
I'll say it again because it's so important, c'tan needto be updated and clarified. In my humble opinion, GW shouldn't update the rules untill final copies of the codexes for all races are ready for the new rules edition. It's very confusing if you're new and don't know the previous rules.

Pretre: OOOOHHHHH snap. That's like driving away from hitting a pedestrian.
Pacific:First person to Photoshop a GW store into the streets of Kabul wins the thread.
Selym: "Be true to thyself, play Chaos" - Jesus, Daemon Prince of Cegorach.
H.B.M.C: You can't lobotomise someone twice. 
   
 
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