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Made in us
Grisly Ghost Ark Driver






I'm not a fan of swapping a characterful rule with a USR filler. Rather have WBB be something like 'roll at the end of every phase' kind of deal. Shoot the Necrons, some get back up right before you charge. Some of them crashed going through terrain 'destroyer lord did this..twice in one game >.>' roll at end of movement phase to get back up, etc etc. Fluffy, unique and simple.

This message was edited 1 time. Last update was at 2010/05/25 17:22:28


 
   
Made in gb
Chaplain with Hate to Spare






I used to be pretty sure everyone wanted FnP instead of WBB. Now I'm not so sure... there seems to be a minority wanting WBB to stay but made decent. For starts, lets change the name if GW ever do use it in the next 'dex.

Self-repair is the best IMO.

Anyways, this is for practicality.

So, please, no more cries of "I want WBB!" because it isn't gonna be in this fandex (unless I make a MK2), k? I mean, ya go through my entire thread, read my first and second army lists, and then just say that you want WBB instead of FnP. Bit vague and unhelpful?

So, yeah... posts that actually say "this is good" "this is overpowered" "this is overpriced" "change this because blah blah blah" etc.

No offense to you FnP bashers.
   
Made in gb
Chaplain with Hate to Spare






Got a test game with the refined version on saturday! Gonna be my SM mate against my necron playing friend. The SM dude doesn't know what he's in for...
   
Made in gb
Sadistic Inquisitorial Excruciator






The Midlands

Darkvoidof40k wrote:

Monolith Power Matrix – Range: 48” Strength: 10 AP: 1 Ordnance 1, Large Blast, Gauss Weapon

Powered Claws: The attacks from a model with Powered Claws counts as being armed with a single power weapon. Additionally, it bestows the Rending universal special rule on the models attacks.

Wraith body: The model gains the Wraith Phase Shifter wargear, and moves in the same way as a jetbike.

Wraith Phase Shifter: Grants a 3+ Invulnerable save. Additionally, the model may move through impassable terrain, as long as it doesn't end its move inside it.



I absolutely love the whole thing but I would lose these upgrades as I think it is going too far and I'm not sure what to make of the Power Matrix. Also lose the Spyder's special rule about the 2 Scarabs for every Spyder and give them the Scarab upgrade in the armoury. Also make them one Spyder for every five Warriors and lower the points of the Warriors.

 
   
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Anchorage

eNvY wrote:I think the Heavy Destroyer Armament should look something like Str 8 Ap 1 Rending Assault 1. If you look in the current necron dex, there's a fluff piece in the back talking about how amazing the Heavy Gauss Cannon is and they show a picture of it piercing two faces of a Land Raider without stopping. If it's only as good as a Lascannon why do the Adeptus Mechanicus want it so bad?


If you read the fluff that accompanies the pic on page 55 of the codex it just says skimmer. If you look at the pic, it's a destroyer, not a heavy. You can tell as the linear accleration chambers (gauss tubes) are above each other, not one in front of the other. This goes with the earlier editions of the brb where it was possible to explode a vehicle with a glanceing hit. So the question on that is, do you want it to go back to all necrons being able to do that, which is how it worked, or would you rather limit to certain choices have that option, and if so which ones? Personally I'm inclined to the former. I didn't mind having essentially bolters on my troops that could wound regardless of toughness, and could explode any tank, but had to get through opposing masses of units through lots and lots of shooting.

   
Made in gb
Chaplain with Hate to Spare






phantommaster wrote:
Darkvoidof40k wrote:

Monolith Power Matrix – Range: 48” Strength: 10 AP: 1 Ordnance 1, Large Blast, Gauss Weapon

Powered Claws: The attacks from a model with Powered Claws counts as being armed with a single power weapon. Additionally, it bestows the Rending universal special rule on the models attacks.

Wraith body: The model gains the Wraith Phase Shifter wargear, and moves in the same way as a jetbike.

Wraith Phase Shifter: Grants a 3+ Invulnerable save. Additionally, the model may move through impassable terrain, as long as it doesn't end its move inside it.



I absolutely love the whole thing but I would lose these upgrades as I think it is going too far and I'm not sure what to make of the Power Matrix. Also lose the Spyder's special rule about the 2 Scarabs for every Spyder and give them the Scarab upgrade in the armoury. Also make them one Spyder for every five Warriors and lower the points of the Warriors.


Well, as said, I'm playtesting tomorrow.

Don't see the problem with the wargear there. Gives them some good anti-super cc (termies etc) and the Wraith phase shifter is right in there with the fluff, and otherwise is no different from the fluff.

ALSO

It seems you quoted the codex in the OP. That is invalid now. Check the new one please! It's up there ^
   
Made in us
Bloodthirsty Bloodletter



Anchorage

Consider making gauss blaster assault instead of, or in addition to, twin linked


Res orb - might want to specify 'models with the necron rule', just so someone isn't trying to take fnp rolls on things that don't get them, or are opposing armies. For instance, if you decide to give something FNP but not necron so it isn't affected by the res orb.

Gravitational disruptor as described affects both friend and foe, is this intentional?

Lightnening field, is there an AP? Does it have a different value against armor?

Reword solar pulse, as is the opponent gets to ignore night fighting but is at -1.

You've toned down the wraith body/phase shifter, taking away the turboboost, and ignoring terrain. Which means that even though they can assault 6 into cover, they now have to take dangerous terrain checks. I'm against the first, and the second really takes away their usefullness.

Interesting that silver and bronze can only do destroyer lords. What's the reasoning there, if I might ask?

Do the claws come as pairs, or as a single.

Same question for the flayed ones, do the claws come singly or as pairs, and does that change if you upgrade.

Immortals - with rapid fire instead of assault, they don't seem that impressive anymore, particularly since youve reduced the strength of the weapon to have the same S and AP of the flayer.

Well, relentless fixes the pariahs so they can shoot before assaulting, but so far I must say that it looks like you've toned down the necrons shooting. But their cheaper, still maybe a bit up there in points though considering they don't get wbb/fnp

Hrmm. MC spam. From necrons. 400 pts for 3 monstrous creatures and 5 warriors, So I could wind up with 18 if I had the points for it, and they all counts as troops. Makes you light on warriors, but that's ok, I think they're a bit overpriced for what they are (just my opinion), and the mc's are tougher anyhow. Particularly if you spend a few points on scarab bases. to go with them to take advantage of majority toughness...

I'll check the rest later when I get home.


Edit - had a chance to look at the rest...

Scarab swarms - Hover, sounds rather redundant. You've put unit type as jump infantry, here your just reiterating it. I'm also curious about the limit on how many you can have of them, is it to force people to take warriors, as you've taken the swarms out of fast attack?

Destroyers - Not bad, but after re-reviewing the destroyer body and following up on the wraith body, I have a question. What do you have against jetbikes? Destroyer and wraith bodies count as being on a jetbike, but you don't get the +1T or turboboost. I can see not wanting to make the destroyers T5(6), but why no turboboost? Your taking away two of the advantages of being a jetbike, and not compensating with anything extra. Destroyers would have to come down in cost from 50, as they no longer have the ability to turboboost to distance themselves from fast moving assault units, contest or take an objective last minute, or get a cover save from movement. Wraiths have the same issue, and have lost the abilities they had that let them keep their init when assaulting into terrain, and now take dangerous terrain tests when doing so.

Monoliths - Not sure if the changes make the lith more or less survivable, though it does help out somewhat against those annoying powerfists, which is something that always annoyed me. Otherwise, you've definitely increased it's damage output, is it's shooting used to be either or. I'm ok with that. You also made it possible to take out the gauss destructors, as opposed to just whittling down the weapons, which I guess I'm ok with, though that really messes with things a bit. Now, one change you made, not sure if it was intentional or not, with the new wording, the monolith is now subject to the rule about deepstriking counting as cruising speed, so it can't shoot any of it's weapons when it deepstrikes. Additionally, when deepstriking, you now have the monolith subject to deepstrike mishaps if it lands on someone or something. Again, is this purposeful?

This message was edited 1 time. Last update was at 2010/05/29 23:47:40


 
   
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Well, I've made even more changes to the codex. Also, sorry guys, the MK2 is actually at the bottom of page 1. I'll fix that in a minute... now to get the most updated version up from my computer to answer cricket's questions
   
Made in gb
Chaplain with Hate to Spare






Multi-quoting post ftw.

Right, anything that I post in italics is copied from the most up-to-date version of the codex on my computer that I finished either yesterday or the day before. I don't remember


Consider making gauss blaster assault instead of, or in addition to, twin linked


Gauss Blaster – Range: 30” Strength: 5 AP: 4 Assault 2, Twin-Linked, Gauss Weapon

Res orb - might want to specify 'models with the necron rule', just so someone isn't trying to take fnp rolls on things that don't get them, or are opposing armies. For instance, if you decide to give something FNP but not necron so it isn't affected by the res orb.


True, I'll get on it soon.

Gravitational disruptor as described affects both friend and foe, is this intentional?


Yes. This is intentional, so if you're fighting, say, Nids - you wanna slow them down? This does that. Plus, you shouldn't have much reason to move if you're fighting them with this army anyways, just sit there and shoot, maybe DS or infiltrate if it's objectives. Unfortunately, this piece of wargear was one of the first things I ever came up with for this 'dex, but it has no place in the army yet. I haven't removed it because I kinda like the idea.

Lightnening field, is there an AP? Does it have a different value against armor?


There is no AP stated, so it has no AP. It does not say that it has a different value against armor - assuming you're talking about tanks. Just D6 S4 hits.

Lightning Field: Every unit with a model in base contact with a Necron unit with a lightning field will take D6 Strength 4 hits each turn in the assault phase, before any attacks are made.

Reword solar pulse, as is the opponent gets to ignore night fighting but is at -1.


Might. But for 30pts you get a one-use item. Yes, it is very good, but that doesn't stop your opponant getting lucky dice rolls, does it? And Night-fighting is suspended for the turn it is used on anyway.

Solar Pulse: Once per game at the beginning of your opponents turn, the controlling player may make a Solar Pulse if the upgraded Necron Lord is still alive. All enemy units are at -1 BS for the rest of their turn as they are blinded. Also, if the Night Fighting rules are in effect, they will not count as being in effect for the rest of the turn.

You've toned down the wraith body/phase shifter, taking away the turboboost, and ignoring terrain. Which means that even though they can assault 6 into cover, they now have to take dangerous terrain checks. I'm against the first, and the second really takes away their usefullness.


These models could move 24" a turn, get 3+ cover and still shoot. Bit OP if you ask me. Besides, all they're meant to do is shoot stuff. They can still move 12" a turn and shoot, so yes, less effective and whatnot. Although, now that I think about it, they are Immortals fused to a Destroyer body - so they shall now gain a 2+ save. I don't think the Immortal rules on this thread are up-to-date, so just so you guys know:

Immortals
Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 3 A: 2 LD: 10 Sv: 2+
Points cost: 125
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron
Wargear: Gauss Blaster
Options:
May include up to 5 additional Immortals at 25pts per model.
The unit may take a Lightning Field for 15pts.
The entire unit may be upgraded to have Energized Claws at 5pts per model.



Interesting that silver and bronze can only do destroyer lords. What's the reasoning there, if I might ask?

Because they are less advanced. Bronze isn't even as tough (toughness wise) as an Immortal, and they don't do necron warriors/Destroyer body combos, but they might make an exception for a Lord. The real point of Bronze and Silver lords is for low pts games. Bronze should only ever really be used in games of combat patrol - 750pts. Silver should probably only be used in 750-1000pts. Gold is the best IMO, considering its low pts cost in contrast with the Platinum, and the Gold can be more than a match for most enemy characters. Gold I'd recommend using in 1000+ games, naturally. The Platinum dude is just crazy. I mean, if you take him stripped down in a 2k game he's already 10% of your force, and if you tool him up to the max he becomes something like 21%. So yeah, he is just insane. If you did use him in low pts games, then probably taking him as a Flayer Lord with some tooled-up Flayed Ones would work best, because of the Preferred enemy rule. I mean, S5 attacks ignoring armour saves and re-rolling to hit and to-wound is just insane. But fun

Do the claws come as pairs, or as a single.


Yes, they are pairs. But they are written simply as "claws" because this states the plural, but it is not my intention for any of the units to gain additional attacks so it does not state that they are a pair in accordance with the rulebook. The maxinum number of base attacks on any model in the Necron army is already shown on its profile.

Same question for the flayed ones, do the claws come singly or as pairs, and does that change if you upgrade.


See above.

Immortals - with rapid fire instead of assault, they don't seem that impressive anymore, particularly since youve reduced the strength of the weapon to have the same S and AP of the flayer.


I fixed that either yesterday or the day before. Scroll upwards for the statline that I have already given you.

Well, relentless fixes the pariahs so they can shoot before assaulting, but so far I must say that it looks like you've toned down the necrons shooting. But their cheaper, still maybe a bit up there in points though considering they don't get wbb/fnp


Just think how much Eldar will love them and other than that, they're a decent unit - probably best served in killing tanks such as land raiders. But, obviously, they can easily munch their way through space marines and the like. But they're not a hard-cc unit. That gap is filled by the Flayed Ones and Wraiths (and Lords? )

Hrmm. MC spam. From necrons. 400 pts for 3 monstrous creatures and 5 warriors, So I could wind up with 18 if I had the points for it, and they all counts as troops. Makes you light on warriors, but that's ok, I think they're a bit overpriced for what they are (just my opinion), and the mc's are tougher anyhow. Particularly if you spend a few points on scarab bases. to go with them to take advantage of majority toughness...

It isn't MC spam. I mean, you could, but your army would probably fail, especially against shooty armies. Tomb Spyders are not scoring units, and MC spam built - little point in it. Costs a lot of money and you couldn't use all the models in a GW-codex game/tournament.

I'll check the rest later when I get home.


   
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Anchorage

Darkvoidof40k wrote:Multi-quoting post ftw.

Gravitational disruptor as described affects both friend and foe, is this intentional?


Yes. This is intentional, so if you're fighting, say, Nids - you wanna slow them down? This does that. Plus, you shouldn't have much reason to move if you're fighting them with this army anyways, just sit there and shoot, maybe DS or infiltrate if it's objectives. Unfortunately, this piece of wargear was one of the first things I ever came up with for this 'dex, but it has no place in the army yet. I haven't removed it because I kinda like the idea.

Perhaps, but it does limit your ability to move away a bit and shoot, kiting said nids, or orcs, or space wolves...

Lightnening field, is there an AP? Does it have a different value against armor?


There is no AP stated, so it has no AP. It does not say that it has a different value against armor - assuming you're talking about tanks. Just D6 S4 hits.

I'm assuming that's on rear armor? Again, it's GW, if it's not specifically laid out, someone will argue it's on the side you happen to be on.

Lightning Field: Every unit with a model in base contact with a Necron unit with a lightning field will take D6 Strength 4 hits each turn in the assault phase, before any attacks are made.

Reword solar pulse, as is the opponent gets to ignore night fighting but is at -1.


Might. But for 30pts you get a one-use item. Yes, it is very good, but that doesn't stop your opponant getting lucky dice rolls, does it? And Night-fighting is suspended for the turn it is used on anyway.

Perhaps, but then you can't use it to counter night-fighting on your turn. It just gives the opponent the benefit of cancelling night fighting for a penalty to shooting. It never states you can use it during your turn, only at the beginning of your opponents.

Solar Pulse: Once per game at the beginning of your opponents turn, the controlling player may make a Solar Pulse if the upgraded Necron Lord is still alive. All enemy units are at -1 BS for the rest of their turn as they are blinded. Also, if the Night Fighting rules are in effect, they will not count as being in effect for the rest of the turn.

You've toned down the wraith body/phase shifter, taking away the turboboost, and ignoring terrain. Which means that even though they can assault 6 into cover, they now have to take dangerous terrain checks. I'm against the first, and the second really takes away their usefullness.


These models could move 24" a turn, get 3+ cover and still shoot. Bit OP if you ask me. Besides, all they're meant to do is shoot stuff. They can still move 12" a turn and shoot, so yes, less effective and whatnot. Although, now that I think about it, they are Immortals fused to a Destroyer body - so they shall now gain a 2+ save. I don't think the Immortal rules on this thread are up-to-date, so just so you guys know:

Immortals
Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 3 A: 2 LD: 10 Sv: 2+
Points cost: 125
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron
Wargear: Gauss Blaster
Options:
May include up to 5 additional Immortals at 25pts per model.
The unit may take a Lightning Field for 15pts.
The entire unit may be upgraded to have Energized Claws at 5pts per model.


Alright, you've confused me. How are they basically immortals? If your talking about the gear for the lords, ok, yes they get shooting. But it's also how your giving the ability to wraiths, who don't get shooting. And if I recall, it also doesn't say anything about counting as having grenades, so charging into cover your going at I1. So now you can, with a wraith, move 12, charge 6(rolling dangerous terrain), and go last. And how are you getting the 24" movement, you've said their jetbikes but can't turboboost or get the +1 T.


Interesting that silver and bronze can only do destroyer lords. What's the reasoning there, if I might ask?

Because they are less advanced. Bronze isn't even as tough (toughness wise) as an Immortal, and they don't do necron warriors/Destroyer body combos, but they might make an exception for a Lord. The real point of Bronze and Silver lords is for low pts games. Bronze should only ever really be used in games of combat patrol - 750pts. Silver should probably only be used in 750-1000pts. Gold is the best IMO, considering its low pts cost in contrast with the Platinum, and the Gold can be more than a match for most enemy characters. Gold I'd recommend using in 1000+ games, naturally. The Platinum dude is just crazy. I mean, if you take him stripped down in a 2k game he's already 10% of your force, and if you tool him up to the max he becomes something like 21%. So yeah, he is just insane. If you did use him in low pts games, then probably taking him as a Flayer Lord with some tooled-up Flayed Ones would work best, because of the Preferred enemy rule. I mean, S5 attacks ignoring armour saves and re-rolling to hit and to-wound is just insane. But fun

I'd think that the other bodies make just as much, if not more, sense for small battles thant he destroyer. My opinion of course. But two of them are infantry, which is usually more typical for small forces, and wraiths would be phenomenal for small battles, going through terrain and ignoring enemy lines of fire. And perhaps a bit more balanced as they aren't outmanuevering and outshooting the foe. Well, at least they are when ignoring terrain.


This message was edited 2 times. Last update was at 2010/05/29 22:52:59


 
   
Made in gb
Chaplain with Hate to Spare






I have made a note of that... it should atleast be in the MK2 at the bottom of page 1.

Anyways, played a test game today. I tag-teamed with a friend against a list I drew up earlier, but we had to take off 250pts cause of model limitations and whatnot.

Anyways, it was pretty fun. Was apocalypse, which I know doesn't really give a great overview for the armies perforance in proper games, but I wanted to get a feel of how a large portion of the army did. Tbh, it was a bad idea to play apoc IMO, cause a lot of the army didn't do much and we stopped at the end of turn 4. Next time, it'll be 1750

I'll also post the most up-to-date version at a later date.
   
Made in us
One Canoptek Scarab in a Swarm





I've been going through alot of the Necron homebrew/fandexes out there and compiling all the stuff, and adding some of my ideas, so here are some:

For LD, my plan was to have them take LD tests on 3D6 or 4D6, and have them discard dice, so they can effectivley choose to pass or fail morale/ld based tests. I called this "mechanical mind", since they're supposed to think logically.

For gauss, i saw someone was using the poisoned system, but its not called poison. Ex: Gauss Flayer Str 4, AP5, Rapid Fire, Gauss (5+). It needs a 5+ to wound, and if you're shooting at something T4 or lower, you get to reroll the roll to wound. For anti-vehicles, my idea was at half range gauss weapons get a D3 bonus to amor penetration, and on rolls of 6s they count as AP1, but i was thinking that might be too OP. All i know, is everyone is trying to make necrons good at assault, but i think some more emphasis should be placed on shooting, because its a shooting army.

I kept phase out, because i think its the main way to balance the army, if you're adding all this stuff to make all the units better. I've also been thinking about SaP... but that might make the army not fun to play if there isnt some expansion on the teleport abilities.

For the armory/wargear, i added alot of stuff, and i kept the points costs in line with the 5th ed marine dexs and tyranids, so my upgrades are generally, more expensive than yours. I though a platinum lord should be in line with a Tyranid hive tyrant, points wise.
I also divided my armory into a couple different parts. The first was artifacts, that any lord could take, and the second was arcane abilites, that only a lord with the staff of light could take (ex: Solar Pulse), because the staff of light is a vessel for arcane-ness, and warscythes are pretty much just for combat.

For assault units, i just gave Wraiths + Flayed ones rending, i think power weapons would be too OP. I suppose you could give them preferred enemy, but then they're genestealers on roids, and would probably warrant a points increase. For pariahs, i like keeping them at itiative 3, because if you stick a lord with the unit, the cronometron will give the unit +1i, making them MEQs. I suppose this way, you can keep theyre points below 40.

I really like your idea of having the Tomb Spyders as troop choices but dont take up FOC, and scarabs as troops, since that eliminates some of the FOC problems with the current necron codex.

2000 Necrons
2250 Lizardmen

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Isn't Str10 AP1 Rending a bit redundant?

DR:80+S++G+MB--IPw40k00#-D++++A+++/aWD100R+T(D)DM++++

Church: So it is a sword, It just happens to function like a key in very specific situations.
Caboose: Or it's a key all the time, and when you stick it in people, it unlocks their death.  
   
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Thanatos_elNyx wrote:Isn't Str10 AP1 Rending a bit redundant?

The H. Destroyers are str 9.

A multi-melta would get 2d6+8 pen at 12'', and is automatically AP1.
The heavy gauss cannon would get D6+D3+9 pen at 18'' and is AP1 only on a roll of a 6.

If i did my math right, at 1/2 range:
Mutlimelta has a 15/36 chance of penetrating AV14, and 5/36 chance of Glancing
Heavy Gauss Cannon: 1/2 chance of penetrating AV14, and 1/6 Chance of Glancing, which means they get a result on the damage table 1/9th more frequent than a MM.

Heavy gauss cannon has slightly better range, and better chance of doing damage (which i should from a fluff perspective), but only gets that +1 on the damage table 1/6 times. A multi-melta is 10 points, and... the Heavy gauss cannon is around 17. (Using the 3rd ed necron codex, a h. destroyer is 65- 30 for D. body and 18 for the basic necron warrior = 17.) Granted, the h. destroyers have greater mobility than a SM devastator, but... you can put MMs on a Landspeeder, attack bikes, land raiders, and a bunch of other delivery systems.

How is it redundant? Its not like H. Destroyers are MCs with str 10, getting another 2D6+D3 pen. In fact, doing all this math sorta makes me think that Heavy gauss cannons should get a points reduction, since attack bikes with MMs are 50 points each, have 1 more attack, grenades, ATSKNF/redthirst/berzerk charge/counter attack. FNP isnt worth 15 points/model. Additonally, H. Destroyers are competeing with HS slots with the monolith, and attack bikes dont get rid of any HS slots.

This message was edited 2 times. Last update was at 2010/06/01 03:27:59


2000 Necrons
2250 Lizardmen

http://www.myspace.com/betweentwotrees 
   
Made in ie
Frightening Flamer of Tzeentch





I was referring to the
Monolith Power Matrix – Range: 48” Strength: 10 AP: 1 Ordnance 1, Large Blast, Gauss Weapon

Correct me if I am wrong but Rending only gives you the D3 if you roll a 6 on the AP roll.
So 10 + 6 is Penetrating everything already so another D3 will make no difference. And obviously the Ap1 makes no difference if the weapon is already Ap1

At least on the:
Heavy Gauss Cannon – Range: 48” Strength: 8 AP: 2 Heavy 1, Blast, Gauss Weapon

The D3 means a 6 Penetrates instead of Glances, and AP1 is an improvement over the AP2.
Though if the HGC is Str 9 it slides back into redundant though the AP1 is still handy vs Vehicles.

Just a tidiness nitpick, love the rest of it

This message was edited 1 time. Last update was at 2010/06/01 12:29:41


DR:80+S++G+MB--IPw40k00#-D++++A+++/aWD100R+T(D)DM++++

Church: So it is a sword, It just happens to function like a key in very specific situations.
Caboose: Or it's a key all the time, and when you stick it in people, it unlocks their death.  
   
Made in us
One Canoptek Scarab in a Swarm





Well the extra D3 i was talking about happened all the time, if the gun was firing at half range. The ap1 was what happened on the rolls of a 6. I thought you were talking about the heavy gauss cannon and instead of saying D3, you just threw rending out there. Sorry.

So yeah, in reference to the Power Matrix, it is... Str 9+ rending, would be redundant, expecially if the weapon was AP2 or AP1 to begin with.

But with regards to the Heavy Gauss Cannons, do you think they should get a points decrease? I sorta think Normal and Heavy destroyers should cost about the same. The heavy gauss cannon isnt really an upgrade, its designed for a completley different thing.

2000 Necrons
2250 Lizardmen

http://www.myspace.com/betweentwotrees 
   
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The redundancy of rending on the mono crystal wotsit has been discussed already

Will post most up-to-date 'dex soon. Can't ATM, on holiday :/ Gimme 2 days
   
Made in ie
Frightening Flamer of Tzeentch





I always felt that the HGC wasn't a huge improvement over the normal GC.
If I was doing a codex, I would merge Heavy Destroyers and Destroyers; such that you buy Destroyers and any number can upgrade to HGC for Free.

DR:80+S++G+MB--IPw40k00#-D++++A+++/aWD100R+T(D)DM++++

Church: So it is a sword, It just happens to function like a key in very specific situations.
Caboose: Or it's a key all the time, and when you stick it in people, it unlocks their death.  
   
Made in gb
Chaplain with Hate to Spare






Thanatos_elNyx wrote:I always felt that the HGC wasn't a huge improvement over the normal GC.
If I was doing a codex, I would merge Heavy Destroyers and Destroyers; such that you buy Destroyers and any number can upgrade to HGC for Free.



Oh, if you want a fandex that does that see the one written by Darkvoidof40k.



Anyway, cause I dunno what I update with this project or when, I AM going to post the most up to date version, as I keep saying. I'm gonna stop saying it now, but either way its back home (I'm 300 miles away ATM )

Keep the feedback coming (unless you don't read my stuff in the first place).
   
Made in gb
Chaplain with Hate to Spare






MOST UPDATED'IST VERSION (I HOPE!)

(yep, just C and P'd it all, looks right. So yeah, a lot is the same - but there's quite a few changes since I last posted one up. FYI this was done over a week ago I believe)


SPECIAL RULES
Necron – Unit with this special rule has the Feel No Pain and Stubborn universal special rules.
Gauss Weapons – all Necron ranged weapons have the Rending universal special rule.

WEAPONS:
Gauss Flayer – Range: 24” Strength: 4 AP: 5 Rapid-Fire, Gauss Weapon
Gauss Blaster – Range: 30” Strength: 5 AP: 4 Assault 2, Twin-Linked, Gauss Weapon
Gauss Cannon – Range: 36” Strength: 6 AP: 4 Heavy 3, Gauss Weapon
Heavy Gauss Cannon – Range: 48” Strength: 8 AP: 2 Heavy 1, Blast, Gauss Weapon
Gauss Destructor – Range: 24” Strength: 5 AP: 3 Heavy 3, Gauss Weapon
Monolith Power Matrix – Range: 48” Strength: 10 AP: 1 Ordnance 1, Large Blast, Gauss Weapon
Particle Disruptor – Range: Template Strength 4 AP: 2 Assault 1, Gauss Weapon

WARGEAR:
Staff of Light: Power Weapon, can be fired as a Particle Disruptor.

Warscythe: Ignores armour and Invulnerable saves, 2D6 Armour Penetration, Two handed. Can be fired in the shooting phase as a Gauss Flayer.

Destroyer Body: A model with a Destroyer body is treated the same way as a model riding as a model riding a Jetbike, but does not gain +1 Toughness and may not use the Turbo Boost special rule.

Resurrection Orb: Any of your units with atleast one model within 12” of a Necron Lord with a Resurrection Orb, including the Lord himself, may always take their Feel No Pain tests regardless of the weapon causing the wound.

Phase Shifter: A model with a Phase shifter benefits from a 4+ Invulnerable save. Additionally, the model may move through impassable terrain, as long as it doesn't end its move inside it. A model may not have a Phase Shifter and a Wraith Phase Shifter.

Phylactery: A model with a Phylactery passes Feel No Pain tests on a 3+.

Gravitational Disruptor: A model equipped with a Gravitational Disruptor may use it in the Shooting Phase instead of firing a weapon, provided it didn't move this turn. All units with a model within 24” of the Gravitational Disruptor when used will count as being in both difficult and dangerous terrain if they move in the movement phase, run or make an assault move until the end of your next turn.

Lightning Field: Every unit with a model in base contact with a Necron unit with a lightning field will take D6 Strength 4 hits each turn in the assault phase, before any attacks are made.

Solar Pulse: Once per game at the beginning of your opponents turn, the controlling player may make a Solar Pulse if the upgraded Necron Lord is still alive. All enemy units are at -1 BS for the rest of their turn as they are blinded. Also, if the Night Fighting rules are in effect, they will not count as being in effect for the rest of the turn.

Energized Claws: A model with Energized Claws has the Rending universal special rule in assault.

Fused Plating: A model with Fused Plating has a 2+ armour save.

Veil of Darkness: Utilizing seemingly impossible technology, the Necron Lord moves himself and his silent warriors, seemingly disappearing into darkness and reappearing elsewhere. At the beginning of the turn, the controlling player may remove the Necron Lord and any unit he is with from the table and replace them anywhere on the board via the Deepstrike rules. The unit will only scatter 1D6 inches if an arrow is rolled on the scatter dice.

Defense Scarabs: The Necron Lord is protected by Scarabs that stay near their master to protect and fight for him. A single Scarab base accompanies the Necron Lord.

Powered Claws: The attacks from a model with Powered Claws counts as being armed with a single power weapon. Additionally, it bestows the Rending universal special rule on the models attacks.

Wraith body: The model gains the Wraith Phase Shifter wargear, and a model with a Wraith body is treated the same way as a model riding as a model riding a Jetbike, but does not gain +1 Toughness and may not use the Turbo Boost special rule.

Wraith Phase Shifter: Grants a 3+ Invulnerable save. Additionally, the model may move through impassable terrain, as long as it doesn't end its move inside it.

Chronometron: The Necron Lord and any unit he is with gain the Fleet universal special rule, and +1 Initiative.

Flayer Claws – A Flayer Claw is treated in the same way as a Lightning claw (see the main rulebook).



HQ
Necron Lord
 0-1 Platinum
Statline: WS: 7 BS: 7 S: 5 T: 6 W: 4 I: 5 A: 4 LD: 10 Sv: 2+
Points cost: 200
Unit type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character, Fearless
Ancient Enemy: A Platinum Necron Lord will have been fighting for Thousands, if not Tens of Thousands of years. His skills at range and close combat are rarely matched and his ancient robotic body is as tough as the worst Tyranid monster and stronger than any Space Marine and can take a considerable amount of punishment, as shown in his profile. Additionally, on account of his experience, he has the Preferred enemy special rule against all enemies. He conveys this rule to any Necron unit he has joined.
Wargear: Staff of Light, Fused Plating
Options:
A Platinum Lord may have any of the following:
May have a Chronometron for +20pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
May have a Resurrection Orb for +30pts
May have a Lightning Field for +10pts
May have a Solar Pulse for +20pts
May have a Phylactery for +15pts
May have a Phase Shifter for +10pts

May also select one of the following:
Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers many now be taken as troops choices as well as Fast Attack.
Become a Wraith Lord for +50pts – The Lord gains a Wraith body, and Wraiths may be taken as troops choices as well as Fast Attack.
Become an Immortal Lord for +50pts – The Lord benefits from +1 Toughness and gains the Eternal Warrior special rule. Additionally, Immortals may be taken as troops choices as well as Elites.
Become a Flayer Lord for +50pts – The Lord gains the Grotesque and Attack from below! special rules as detailed in the Flayed Ones entry. Flayed Ones may be taken as troops choices as well as Elites, and the Lord replaces his Staff of Light with two Flayer Claws, and may not take a Warscythe.

 Gold
Statline: WS: 6 BS: 5 S: 5 T: 5 W: 3 I: 4 A: 3 LD: 10 Sv: 3+
Points cost: 115
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character
Wargear: Staff of Light
Options:
A Gold Lord may select up to 150pts of upgrades from the list below
May have a Chronometron for +20pts
May have Fused Plating for +15pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
May have a Resurrection Orb for +30pts
May have a Lightning Field for +10pts
May have a Solar Pulse for +20pts
May have a Phylactery for +15pts
May have a Phase Shifter for +10pts

May also select one of the following:
Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers many now be taken as troops choices as well as Fast Attack.
Become a Wraith Lord for +50pts – The Lord gains a Wraith body, and Wraiths may be taken as troops choices as well as Fast Attack.
Become an Immortal Lord for +50pts – The Lord benefits from +1 Toughness and gains the Eternal Warrior special rule. Additionally, Immortals may be taken as troops choices as well as Elites.
Become a Flayer Lord for +50pts – The Lord gains the Grotesque and Attack from below! special rules as detailed in the Flayed Ones entry. Flayed Ones may be taken as troops choices as well as Elites, and the Lord replaces his Staff of Light with two Flayer Claws, and may not take a Warscythe.

 Silver
Statline: WS: 5 BS: 5 S: 5 T: 4 W: 3 I: 3 A: 3 LD: 10 Sv: 3+
Points cost: 100
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character
Wargear: Staff of Light
Options:
A Silver Lord may select up to 100pts of upgrades from the list below
May have a Chronometron for +20pts
May have Fused Plating for +15pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
May have a Resurrection Orb for +30pts
May have a Lightning Field for +10pts
May have a Solar Pulse for +20pts
May have a Phylactery for +15pts
May have a Phase Shifter for +10pts

May also select one of the following:
Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers many now be taken as troops choices as well as Fast Attack.

 Bronze
Statline: WS: 4 BS: 4 S: 4 T: 4 W: 2 I: 2 A: 2 LD: 10 Sv: 3+
Points cost: 75
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character
Wargear: Staff of Light
Options:
A Bronze Lord may select up to 50pts of upgrades from the list below
May have a Chronometron for +20pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
May have a Resurrection Orb for +30pts
May have a Lightning Field for +10pts

May also select the following:
Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers many now be taken as troops choices as well as Fast Attack.


Elites
Flayed Ones
Statline: WS: 4 BS: 4 S: 4 T: 4 W: 1 I: 4 A: 2 LD: 10 Sv: 3+
Points cost: 150
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron, Furious Charge,
Attack From Below: Flayed Ones may enter the game via the Deep Strike rules. They may launch an assault if in range.
Grotesque: All enemy units with a model within 12” that can draw Line of Sight to the Flayed Ones suffer a -2 modifier to their Leadership characteristic.
Wargear:
Energized Claws
Options:
May include up to 5 additional Flayed Ones at 30pts per model.
The entire unit may replace their Energized claws with one of the following:
Powered Claws at +10pts per model.
Flayer Claws at +15pts per model.

Immortals
Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 3 A: 2 LD: 10 Sv: 2+
Points cost: 125
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron
Wargear: Gauss Blaster
Options:
May include up to 5 additional Immortals at 30pts per model.
The unit may take a Lightning Field for 15pts.
The entire unit may be upgraded to have Energized Claws at 5pts per model.

(0-1) Pariahs
Statline: WS: 4 BS: 4 S: 5 T: 5 W: 1 I: 3 A: 2 LD: 10 Sv: 3+
Points cost: 90
Unit Type: Infantry
Number/unit: 3
Special Rules – Relentless
Pariah Gene: Any Psyker attempting to use a psychic power within 24” of a Pariah will take their Psychic test on 3D6, and if they are within 12” They take the test on 4D6.
Wargear: Warscythe
Options:
May include up to 7 additional Pariahs at 30pts per model


Troops
Necron Warriors
Statline: WS: 4 BS: 4 S: 4 T: 4 W: 1 I: 2 A: 1 LD: 10 Sv: 3+
Points cost: 100
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron
Wargear: Gauss Flayer
Options:
May include up to 15 additional Necron Warriors at 20pts per model
The entire unit may be upgraded to have Energized Claws at 5pts per model

YOU MAY INCLUDE ONE UNIT OF TOMB SPIDERS FOR EVERY UNIT OF NECRON WARRIORS YOU HAVE. THEY DO NOT TAKE UP ANY SPACE ON THE FORCE ORGANISATION CHART AND THEY ARE NOT SCORING UNITS, BUT ARE OTHERWISE TREATED AS TROOPS CHOICES.
Tomb Spyder
Statline: WS: 3 BS: 3 S: 6 T: 6 W: 3 I: 2 A: 3 LD: 10 Sv: 3+
Points cost: 100
Unit Type: Monstrous Creature
Number/unit: 1 Tomb Spyder
Special Rules – Fearless,
Field Repairs: The Tomb Spyder is treated as though it were equipped with a Resurrection Orb.
Wargear: Two close combat weapons
Options:
Replace any of its close combat weapons with a Gauss Cannon for free. If it replaces both close combat weapons with a Gauss Cannon, then it counts as being armed with a single twin-linked Gauss Cannon. Additionally, for each close combat weapon replaced with a Gauss Cannon, the Tomb Spyder looses an attack from its profile.
The unit may include up to two additional Tomb Spyders at +100pts per model.
The unit may include up to two Scarab bases for every Tomb Spyder in the unit at 15pts per model.


Scarab Swarms
Statline: WS: 2 BS: 0 S: 3 T: 3 W: 3 I: 2 A: 3 LD: 10 Sv: 4+
Points cost: 45
Unit Type: Jump Infantry
Number/unit: 3
Special Rules – Swarms, Fearless,
Mindless Swarm: Scarab Swarm units are not Scoring Units, and may never hold objectives, table quarters or any other form of objective, but may still contest objectives. Additionally, you may never include more units of Scarab Swarms than units of Necron Warriors.
Hover: Regardless of how far they move, Scarab swarms always count as Jump Infantry.
Disruption Fields: When rolling for armour penetration in Close Combat against models with an armour value, any roll of a 6 automatically causes a Stunned result on the damage chart in addition to any other damage. This result can never be made better or worse, i.e. by the Extra Armour upgrade on a vehicle or a vehicle being open-topped.
Wargear: --
Options:
May include up to 17 additional models at 15pts per model.

Fast Attack
Destroyers
Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 2 A: 1 LD: 10 Sv: 2+
Points cost: 180
Unit Type: See Destroyer Body wargear
Number/unit: 3
Special Rules – Necron
Heavy Destroyers: A Heavy Destroyer replaces its Gauss Cannon with a Heavy Gauss Cannon. If the entire unit consists of Heavy Destroyers, it may be taken as a Heavy Support choice.
Wargear: Gauss Cannon, Destroyer body
Options:
May include up to 7 additional Destroyers at 60pts a model
The entire unit may be upgraded with Energized Claws for 5pts a model
Any model may be upgraded to a Heavy Destroyer for +25pts per model

Wraiths
Statline: WS: 5 BS: 0 S: 6 T: 4 W: 1 I: 6 A: 3 LD: 10 Sv: 3+
Points cost: 50
Unit Type: See Wraith Body wargear
Number/unit: 1
Special Rules – Necron,
Wargear: Powered Claws, Wraith Body
Options:
May include up to 4 additional Wraiths at 50pts a model
The unit may be upgraded with a Lightning Field for 10pts


Heavy Support
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.
Teleport: Necron infantry units 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. Alternatively, 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. 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. 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 – Explodes! result. The cataclysmic energies of the Power Matrix are released. All models, regardless of the damage result that destroyed it, all models within 2D6 inches suffer a Strength 10 AP 1 hit on a D6 roll of a 3+. This overrides the normal rules for vehicles exploding, and the Monolith will never explode in any other way than described above.

This message was edited 1 time. Last update was at 2010/06/04 19:31:30


 
   
Made in us
Bloodthirsty Bloodletter



Anchorage

The warscythe with a built in rapid fire weapon, as opposed to assault. Makes it much less useful for anyone who isn't relentless. Might be fine for pariahs who have that, but hinders any lord who decides to take it.

Destroyer body - Treated as a jetbike, but isn't one. So can move 12, has a stable platform for firing hvy weapons, good. Can't turbo boost, doesn't get the cover save, doesn't get the +1 T, takes dangerous terrain if it charges into cover, not good. That's taking out some of the main advantages and survival traits of jetbikes.

Phase shifter - may move through impassable terrain. Do they count it as clear terrain, difficult terrain, or dangerous terrain? Does it negate the dangerous terrain penalty for assaulting into cover if I put it on my destroyer body lord?

Lightning field : Might want to specify that it's 'Every enemy unit' as opposed to every unit. Just incase you have 2 necron units in the same assault, both with the lightning field. Wouldn't want their special gear hurting each other.

Solar pulse - again, it's only usable in the opponents phase as it's currently written, which means that your giving the opponent the advantage of not needing to worry about night fight for a small penalty to their bs. Handy if it's not night when you use it, but doesn't help your side shoot when it is night fight.

Powered claws - rending and power weapons? I take it this is just to help out against vehicles?

Wraith body - Start off with the same thing as destroyer body, leaving out a bunch of the advantages, but none of the disadvantages. It's more felt on wraiths to an extent as they're supposed to be your fast assault units. But they don't have grenades, and are subject to dangerous terrain tests (being treated as jetbikes) when they assault into cover.

Wraith phase shifter - see my comment on phase shifter above, with more emphasis. Assault units/models here, it's important to know exactly how we're dealing with terrain. It's not impassable terrain we're worried about here now (though it does help to have that), it's regular terrain that went from not a consideration to being lethal to enter.

Platinum lord - Ancient enemy - The rules effects sound good, the fluff though. All the necrons have been fighting for thousands, if not tens of thousands of years. How are they different? Now if they were a favorite of the C'tan before they were changed... Just saying..


Flayed ones - Grotesque - Is this cumulative if there are multiple units that have this? So I can have 6 units of them on the table, a lord with a flayer body so he gets it, and get a cumulative -14 to the opponents leadership? So much for psychic abilities. Now all I need is a nightmare shroud so I can make everyone run.

Tomb Spyder - Not sure the stat increases are worth raising the cost to 100 pts/model. The increase for res orb is compensated by no longer needing to have the rule that extends how far away necron units can be from each other, and they no longer generate scarab bases, but now have to pay for their ablative wounds, and can't regenerate them. 75 pts at most is what I'd suggest.

Scarab swarms - Hover - regardless of how they move? Unnecessary to have in there. Just say 'Scarab swarms are (or count as in all respects, your choice as to which) jump infantry (in addition to being swarms.) Otherwise, you've built in the disruption fields (ok, but sometimes not desired) for a reduced cost(good) but to a lesser effect than normal, but keeping them from shooting is something at least.

Destroyers - see destroyer body above. Additionally, is switching everything to heavy gauss cannon a mandatory change to heavy support, or an optional change? Want to have my 3 units of heavy destroyers and 3 monoliths... For that matter, how, if at all, does that get affected by a lord taken destroyer body? Does a group of destroyers also count as troops if you upgrade them all to heavy destroyers?

Wraiths - Again, see wraith body/wraith phase shifter above. Needs grenades.

Monolith -
300 pts, I'm against the significant price increase, what you've done with the rules doesn't warrant it. If anything, you've made it weaker.
Deep strike - ok, had that before.
Crewless - handy, one of the few upgrades, but wasn't really necessary, you were always able to fire the large blast before, or use the teleport. Minor benefit at best.
Living Metal - yeah, have a chance to save against the incoming damage, but now your going to need it a lot more. Melta, monstrous creatures, and various other weapons now get 2d6 penetration, lance weapons reduce armor to 12, and still subject to power fists (which has always bugged me). So you'll have plenty of time to use that 4+ invulnerable save. Oh, and hope one of the guys who messes with invulnerables isn't doing so when your getting hit.
Teleport - OK. But you've lost the second chance at getting back up. Perhaps consider letting a unit coming through it roll for reinforcements, up to starting strength maybe? You also mention that it can't be used if the power matrix has been disabled, but nowhere do you mention it being able to be disabled, only destroyed if the monolith explodes. Not is wrecked, but explodes. More on that later - see below.
Ponderous - If it moves it may fire all its weapons, how about if it doesnt? One of the weapons is ordnance, the others don't qualify as defensive, so normally you don't get to fire both. Also removed was the bit about making other units move if you land on them when you deepstrike, could at least have it autocorrect ala drop pod.
Auto-targeting - While the gauss destructors may be individually more potent against the target they're shooting (maybe), overall the damage potential has gone way down, as fewer units are targettable. As well as the usefullness, as they now fire at the closest unit. Meaning you don't get to choose to shoot at the dangerous units on the other side of the cover providing throw away unit between the lith and them.
Monolith Power Matrix - Description and stats, OK. But rending really isn't necessary when it's already AP1, and to get the rend you've already got a pen result. May not be destroyed by weapon destroyed result - that's the same. May only be destroyed if the monolith suffers an explodes. Hold up, does this mean if the opponent wrecks the monolith it'll sink to the ground, and keep shooting the large blast for the rest of the game? Otherwise the wording seems a bit off. The explosion result seems interesting, and makes the monolith something you'd want to keep as far away from your own units as possible.
   
Made in us
Loyal Necron Lychguard






Darkvoidof40k wrote:These models could move 24" a turn, get 3+ cover and still shoot. Bit OP if you ask me. Besides, all they're meant to do is shoot stuff. They can still move 12" a turn and shoot, so yes, less effective and whatnot. Although, now that I think about it, they are Immortals fused to a Destroyer body - so they shall now gain a 2+ save.


Wait...you know that destroyers and heavy destroyers could NOT turbo boost and shoot in the same turn, right? Sooo...all you've done is take away their turbo boost rule and the cover save they can get from it and given nothing in return. And why would "immortals fused to a destroyer body" get a 2+ cover save? A model should get that only because of their small size, like scarabs.
   
Made in gb
Chaplain with Hate to Spare






@Kevin

I was referring to their 2+ armour save. It does say somewhere that they are Immortals fused to a destroyer body.

@Dancingcricket

Thanks dude, your nit-picky-ness is being really helpful - the kind of feedback I wanted from the start of this thread. Eh. Looks like I've got my work cut out for me.

One thing I have noticed is that the Necron warriors need to be toned down in CC, like what someone said earlier. For instance, in test play, one of my captains charged a 10ish man unit, killed 2-3 then got offed by the rest! Yes, he was on 2 wounds (this is the same guy who made 17 consecutive 3+ saves in his first game... ) and yes, he only has a 3+ save. But it just didn't feel right.

So, necron warriors - take them down to WS3? Or even WS2?

As for all your points, cricket, I thank you for taking the time to look through my 'dex and write them. I'll do something about it all later, it's 7:15 AM here.

As for Destroyers and Wraiths, I just felt that moving around so fast wasn't right. Or something.

Might just give 'em outflank or scouts or something. Open to suggestions and help on this topic.

As for all the rewording, naturally that'll take awhile.

The Mono, I'll work on that too at some point.

Seems I'm rambling. I'll end the post here then
   
Made in gb
Swift Swooping Hawk






Gauss Blaster – Range: 30” Strength: 5 AP: 4 Assault 2, Twin-Linked, Gauss Weapon


30" range... S5... AND assault2 ? i think that's a bit much, and tats before you factor in the AP4 and rending and twin-linked.
Currently its better than a heavy bolter (with the TL and rending included) and its an assault weapon.
You could have it shorter range if the unit moved, something similar to how noise marine weaponry work.
As is necrons would be very well just backing up and laying waste to everything with these.

Heavy Gauss Cannon – Range: 48” Strength: 8 AP: 2 Heavy 1, Blast, Gauss Weapon


Do you really need the blast on this? I'd rather see it as S9 AP2 Heavy1 with the option to fire a template at S5 AP4 or similar.

WLD: 221 / 6 / 5

5 Dragons 2011: 2nd Overall

DT:80+S++G++M+B+I+Pw40k96++D++A++/mR+++T(T)DM+
 
   
Made in us
Loyal Necron Lychguard






Darkvoidof40k wrote:@Kevin

I was referring to their 2+ armour save. It does say somewhere that they are Immortals fused to a destroyer body.



But here is the thing...in the current dex it is stated that destroyers are warriors on a destroyer body. If that is the case, the fact they are T5 shows they are getting the +1 toughness from the destroyer body. If you switch it up to immortals then it should be T6 instead of a 2+ save since now you're altering (even further) how the jetbike rule works. And really, the only thing at this point that you've taken from the jetbike rule is their ability to move and shoot heavy weapons. But no +1 toughness and no turbo boost, no thanks.
   
Made in gb
Chaplain with Hate to Spare






Eh. So how's this:

Destroyer Body: A model with a Destroyer body is treated in all respects as if the model was on a Jetbike, but does not gain any bonus to their toughness characteristic.

Toughness 5 is way better than Toughness 4(5).

As for Wraiths, I don't see them moving as fast as Destroyers, so I'll do something for 'em later. I'm thinking they get Infiltrate.


Also, when the fandex is done, I intend to make apocalypse datasheets for the Nightbringer, then the Deciever.

One fandex I saw even did the void dragon. Which is fail. Because it would just destroy the Imperium end of.
   
Made in us
Bloodthirsty Bloodletter



Anchorage

Darkvoidof40k wrote:@Kevin

I was referring to their 2+ armour save. It does say somewhere that they are Immortals fused to a destroyer body.

@Dancingcricket

Thanks dude, your nit-picky-ness is being really helpful - the kind of feedback I wanted from the start of this thread. Eh. Looks like I've got my work cut out for me.

One thing I have noticed is that the Necron warriors need to be toned down in CC, like what someone said earlier. For instance, in test play, one of my captains charged a 10ish man unit, killed 2-3 then got offed by the rest! Yes, he was on 2 wounds (this is the same guy who made 17 consecutive 3+ saves in his first game... ) and yes, he only has a 3+ save. But it just didn't feel right.

So, necron warriors - take them down to WS3? Or even WS2?

As for all your points, cricket, I thank you for taking the time to look through my 'dex and write them. I'll do something about it all later, it's 7:15 AM here.

As for Destroyers and Wraiths, I just felt that moving around so fast wasn't right. Or something.

Might just give 'em outflank or scouts or something. Open to suggestions and help on this topic.

As for all the rewording, naturally that'll take awhile.

The Mono, I'll work on that too at some point.

Seems I'm rambling. I'll end the post here then


Actually, that doesn't sound wrong, if the warriors paid the 5 pts each for the upgrades. The stats are fine, it's how they are now. Let's look for a moment at the changes you've made to them. The stat's as I said are identical to how they are now, so it's in the rules changes you've given them. First, you've raised the points cost per model by 2, so they're already more expensive. Now you've swapped out wbb for fnp, which is arguably not as good as WBB, there are more things that WBB lets you come back from, you have options for a second chance (due to monolith), and the restrictions on it are relatively easy to overcome. There are admittedly downsides to it, but overall it's a bit more potent. The major downside to WBB you've fixed by adding in stubborn. All in all not too much of an increase, and they're already more expensive than the basic trooper for many other codexes. Don't have my SM codex handy, so I don't know how much a marine costs right off hand, but the statline is similar, with a lower init and a slightly higher leadership. If you want to make it any more reasonable, cost wise, consider lowering leadership to 9. Now, adding on rending in CC as well as their ranged for 5 pts. Your example has a single captain charging in, dropping 2-3 necrons, and then getting killed. I'm assuming a 10 man squad? That means that a marine, with 2 wounds left, got attacked by 7-8 marines. It's not unreasonable that the equivalent of 7-8 marines can kill the general equivalent of 2 marines, they effectively outnumber him about 4 to 1, and it was 5 to 1 when he charged in. If they had the 5 pt energized claw upgrades on each model, it's even more reasonable. Otherwise, Id playtest it a bit more, could have just been some lucky or unlucky rolls, depending on which side your on, just a little less dramatic than when the tau gun-drone beats down a carnifex.

The change to destroyer body sounds a bit more reasonable there. Still say it's ok for wraiths to have full jetbike if they're going to be moving. They can't assault if they turboboost. Scout might also be a good idea.

As for a fandex having datasheets for the void dragon, I don't think it's any worse than seeing datasheets for the titans that are supposed to be guarding the emperors throne. Cause lets face it, if the enemy is close enough for them to get involved, the empire's already lost. They wouldn't be able to stop incoming fire from destroying the throne at that point, even if they did manage to defeat the force that was attacking, the Imperiums ability to travel the warp would be severely hampered at best.
   
Made in us
Nihilistic Necron Lord




The best State-Texas

It's really starting to look a lot better! Keep up the good work, and the play tests!

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
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Made in gb
Chaplain with Hate to Spare






Thanks, you two.

Well, the Void Dragon (the rules for all the c'tan in that fandex were pretty messed up.. the unit changed turn to turn with some random table thing changing abilities, possibly ruining game plans, making them stronger or weakening them) is fine if you wanna play the siege of Terra MK2.

Personally, I think that if the World Engine had popped up right infront of Terra - the Imperium would crumble. The Adeptus Terra would most likely all be dead, lots of important people would be dead, and the Emperors palace quite probably blown to smitheroons. The Emperor himself might survive, cause he's a bit more than 6ft under.

It'd be a pity if the Custodes were lost though.. still waiting for GW to make them DO something.

I mean, they've been alive for over 10,000 years, they were already more experienced than the chapter masters of the time, you'd think they'd get out there and start fighting again.. lazy gits.

Anyway, back on-topic
   
Made in au
Longtime Dakkanaut







The platnum lord looks a little mephiston like

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