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![[Post New]](/s/i/i.gif) 2012/01/16 18:57:46
Subject: Re:Necrons in 6th Edition (from leaked rules)
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Been Around the Block
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I cannot find anywhere where you take leadership modifiers for losing combat.
The unit that has lost the least amount of Wounds is
the winner. The losing side must make a Morale
check (Casualty) and will fall back if they fail. Even
units that have not attacked themselves in this
turn are subject to this test.
Casualties
Units that suffer heavy losses are prone to
breaking. A unit that suffers two many casualties
in the Shooting or Assault phase must pass a
Morale check (casualties). If the unit fails the test,
it becomes broken. The same holds true for some
special rules from various Codex books. Often,
troops have to make a Fall Back move in the
moment they break.
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![[Post New]](/s/i/i.gif) 2012/01/16 19:03:14
Subject: Necrons in 6th Edition (from leaked rules)
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Warp-Screaming Noise Marine
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Hmm, it might just be us assuming, because of 5th... that would make necrons a lot more resistant in CC with their LD10 especially when taking a lot of casualties.
I'm still reading the book over again and finding things I missed.
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![[Post New]](/s/i/i.gif) 2012/01/16 19:21:00
Subject: Necrons in 6th Edition (from leaked rules)
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Fresh-Faced New User
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Loser checks Morale
Units that lose a close combat must take a Morale
check (casualties) to hold their ground, with a
penalty depending on how severe the defeat was.
If they pass, the unit fights on – the combat is
effectively drawn and no further account is made
of the unit’s defeat. If they fail, they must
abandon the fight and fall back. The unit is no
longer locked in combat.
Units taking this Morale check (casualties) suffer a
-1 Ld modifier for each wound their side has lost
the combat by.
A unit that passes its Morale check fights on. If it
fails the test and survives the enemy’s sweeping
advance it falls back as described below.
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![[Post New]](/s/i/i.gif) 2012/01/16 19:23:31
Subject: Necrons in 6th Edition (from leaked rules)
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Warp-Screaming Noise Marine
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Yeah, just saw that, too. D'awww
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![[Post New]](/s/i/i.gif) 2012/01/16 19:25:25
Subject: Re:Necrons in 6th Edition (from leaked rules)
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Been Around the Block
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Wow....... It was only like two sections down on the same page..... LOL.
Bravo for the correction.
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This message was edited 1 time. Last update was at 2012/01/16 19:30:06
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![[Post New]](/s/i/i.gif) 2012/01/16 19:30:55
Subject: Re:Necrons in 6th Edition (from leaked rules)
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Irked Necron Immortal
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Ever-living characters are going to be sweep-proof!
New Sweeping Advance:
New Removed from play:
Necron FAQ:
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![[Post New]](/s/i/i.gif) 2012/01/16 19:35:03
Subject: Re:Necrons in 6th Edition (from leaked rules)
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Warp-Screaming Noise Marine
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Tapeworm711 wrote:Wow....... It was only like two sections down on the same page..... LOL.
Bravo for the correction.
It's ok, took me a while to see it, too..
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![[Post New]](/s/i/i.gif) 2012/01/16 19:35:12
Subject: Re:Necrons in 6th Edition (from leaked rules)
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Been Around the Block
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Assuming they make the 5+ RP, yes.
It also looks like it implies that if the unit it was attached to was scoring, the lone cryptek is still as well........hrmmmm.
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![[Post New]](/s/i/i.gif) 2012/01/16 19:35:27
Subject: Re:Necrons in 6th Edition (from leaked rules)
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Warp-Screaming Noise Marine
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Cyrax wrote:Ever-living characters are going to be sweep-proof!
New Sweeping Advance:
New Removed from play:
Necron FAQ:
Well, that's one good thing. Automatically Appended Next Post: Tapeworm711 wrote:Assuming they make the 5+ RP, yes.
It also looks like it implies that if the unit it was attached to was scoring, the lone cryptek is still as well........hrmmmm.
The normal lords would be as well as they aren't an IC and join the unit just like a Sargent.
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This message was edited 1 time. Last update was at 2012/01/16 19:36:26
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![[Post New]](/s/i/i.gif) 2012/01/16 21:06:50
Subject: Re:Necrons in 6th Edition (from leaked rules)
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Depraved Slaanesh Chaos Lord
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Let's talk about the Monolith:
1) Heavy* aka Super-Heavy(1)
It has a single structure point, meaning that it conveys a -3 modifier to everyone except a natural 6 on the vehicle damage chart.
2) Living Metal allows the Monolith to ignore the effects of a Crew Shaken on a roll of 3+ and to ignore Crew Stunned on a roll of 4+. Due to synergy with the Super-Heavy rule, only a natural 6 will not be modified down to one of these two results. (eg. 5: Wrecked becomes a 2: Crew Stunned)
3) Super-Heavies are able to attempt a repair function to remove a result of Immobilized or Weapon Destroyed.
4) Behemoth special rule applies to all tanks that have AV 14 on the front, -such as the Monolith- that automatically conveys Multi-Targeting (3)
5) The Monolith always counts as stationary for the purpose of shooting, meaning the Monolith is always considered to have Multi-Targeting (6), as MT gets doubled when stationary. So it is able to fire its Particle Whip and all four Gauss Flux Arcs every turn. Thanks to the built-in split fire rule of the Gauss Flux Arcs, these do not need to use a MT point in order to split fire. Or, it can fire the Particle Whip, 3 Flux Arcs and the Portal of Exile.
6) The Monolith is a skimmer, which means its Move has been increased to 8"
7) Skimmers ignore difficult/dangerous terrain
8) The Monolith can Deep Strike without fear of mishaps, because the mishap table is now gone. So it can Deep Dtrike without scattering 18" away from enemy units (still within Partice Whip range, mind you) or else it scatters and is treated like a drop pod if you Deep Strike closer than 18". However, as the Monolith is a Skimmer, it ignores terrain, meaning the Monolith is effectively immune from any ill effects of Deep Strikes, unless it becomes Stunned (which it can ignore on a roll of 4+ thanks to Living Metal). Additionally, because the Monolith is moved the minimum distance to resolve its placing just like a Drop Pod, this means the Monolith will always be 1" away from enemy units if you so choose. A perfect set-up to open the door to the Portal of Exile, right? You could suck up 2/3 of an IG blob doing this!
9) Thanks to the Behemoth special rule and the 'always counts as stationary when shooting' rules, the Monolith will have MT(6) even on the turn in which it deep strikes. This makes the Monolith one hell of a party crasher.
10) Units coming in through the portal are not subject to Defensive Fire, as they are not Deep Striking into play.
My overall position: At only 200 points, the Monolith is now possibly the best unit in all of 40k. I will be fielding both of mine once again, and if I can find the room, I will add a third to my army.
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![[Post New]](/s/i/i.gif) 2012/01/16 21:26:21
Subject: Necrons in 6th Edition (from leaked rules)
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Warp-Screaming Noise Marine
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Thanks for the overview Azazel. The onlly big change I think will happen in the revised version of this rulebook is we might see the "heavy" special rule that is in the Necron codex than the one we see in the pdf. If it stays the same I will be far from complaining though.. I could see everyone else yelling though : P. Even with that change it would STILL be a amazing vehicle for 200 points.
As it stands, can the monolith use the portal the turn it arrives? I don't have my codex on hand and I think there is a rule to deny that, but I'm drawing a blank.
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![[Post New]](/s/i/i.gif) 2012/01/16 21:28:18
Subject: Necrons in 6th Edition (from leaked rules)
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Irked Necron Immortal
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if I read it right scarabs will die by the hundreds if I read the swarm blast rule right. 10" blast against swarms? there goes the whole squad.
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![[Post New]](/s/i/i.gif) 2012/01/16 21:31:11
Subject: Necrons in 6th Edition (from leaked rules)
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Warp-Screaming Noise Marine
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Sunoccard wrote:if I read it right scarabs will die by the hundreds if I read the swarm blast rule right. 10" blast against swarms? there goes the whole squad.
The majority believe that to be a copy paste error and in stead they were trying to write about the different sizes of blasts. from small to apoc.
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![[Post New]](/s/i/i.gif) 2012/01/16 21:31:54
Subject: Necrons in 6th Edition (from leaked rules)
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Huge Hierodule
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Read the part about multi target again. Super heavys get 6+ structure points. Mono has mt7 which is effectively mt14 all game until it starts taking damage.
Also the first natural 6 on the damage table has the -3 modifier. It didn't lose the sp until after that volley of damage is resolved.
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Been out of the game for awhile, trying to find time to get back into it. |
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![[Post New]](/s/i/i.gif) 2012/01/16 21:33:59
Subject: Necrons in 6th Edition (from leaked rules)
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Warp-Screaming Noise Marine
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tetrisphreak wrote:Read the part about multi target again. Super heavys get 6+ structure points. Mono has mt7 which is effectively mt14 all game until it starts taking damage.
Also the first natural 6 on the damage table has the -3 modifier. It didn't lose the sp until after that volley of damage is resolved.
Another reason I don't think it will end up being a superheavy : ) We can all dream though.
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![[Post New]](/s/i/i.gif) 2012/01/16 21:40:04
Subject: Necrons in 6th Edition (from leaked rules)
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Freaky Flayed One
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So, if 6th Edition comes about as it is currently, the Monolith becomes a 200 point Pyramid of Doom? I can't think of anything which can Deep Strike in and unleash that level of firepower. If everything stays as it is now, I can see the Monolith suddenly showing up in almost every Necron army.
If only mine hadn't been lost moving house. ; - ;
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Necrons (W/D/L): 4/1/0
Reset with the new Codex. |
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![[Post New]](/s/i/i.gif) 2012/01/16 21:45:07
Subject: Necrons in 6th Edition (from leaked rules)
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Warp-Screaming Noise Marine
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Dytalus wrote:So, if 6th Edition comes about as it is currently, the Monolith becomes a 200 point Pyramid of Doom? I can't think of anything which can Deep Strike in and unleash that level of firepower. If everything stays as it is now, I can see the Monolith suddenly showing up in almost every Necron army.
If only mine hadn't been lost moving house. ; - ;
If it stays exactly like what is is in the PDF, I'll be using 3 in every game that I can...
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![[Post New]](/s/i/i.gif) 2012/01/16 21:50:29
Subject: Necrons in 6th Edition (from leaked rules)
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Freaky Flayed One
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Swara wrote:Dytalus wrote:So, if 6th Edition comes about as it is currently, the Monolith becomes a 200 point Pyramid of Doom? I can't think of anything which can Deep Strike in and unleash that level of firepower. If everything stays as it is now, I can see the Monolith suddenly showing up in almost every Necron army.
If only mine hadn't been lost moving house. ; - ;
If it stays exactly like what is is in the PDF, I'll be using 3 in every game that I can...
I remember the look on my opponent's face when I rolled out two of them and he promptly started crying.
I imagine with these rules he'd fall into a coma. : D
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Necrons (W/D/L): 4/1/0
Reset with the new Codex. |
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![[Post New]](/s/i/i.gif) 2012/01/16 22:30:46
Subject: Necrons in 6th Edition (from leaked rules)
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Huge Hierodule
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I don't expect the monolith to be classified as super heavy in the final version of the 6th Ed rules. It just has too many strengths vs the point cost if that were the case. I do however anticipate the Mono will be faster and able to fire on all cylinders in 6th.
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Been out of the game for awhile, trying to find time to get back into it. |
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![[Post New]](/s/i/i.gif) 2012/01/16 22:52:24
Subject: Necrons in 6th Edition (from leaked rules)
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Pile of Necron Spare Parts
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Something most people seem to have overlooked about Monoliths and teleportation: *Teleport* Unit Type: Move In rare cases a special piece of wargear or psychic power from a Codex book allows a unit to make a Teleport move. Grey Knights with personal teleporters or the Necrons that are using the Monolith’s eternity gate are among these fortunate troops. The details of how a Teleport move is executed vary. The exact rules are presented in each Codex book. A Teleport move might use a fixed movement or the unit is placed in proximity of a marker. A teleporting unit has the Airborne terrain special rule for this movement and models in the unit can be placed on any level when entering multi-level terrain. A teleporting unit is barred from using Stationary actions until it regains combat-readiness in its Consolidation phase. It's important to note that this is classified as a move action. Every unit is only allowed up to 1 move action a turn. Since "Engage" is a move action, and so is "Teleport", this would imply units teleporting through the monolith are a) not subject to Defensive Fire because they are acting in the Movement Phase, not before (like Deep Strike and Reserves)and also b) They cannot Engage. The wording for "Teleport" says that units follow the rules as presented in the codex, but given that the description specifically notes Necron Monoliths it would be safe to assume the codex update will describe its rule as using the "Teleport" move action. Another thing someone mentioned earlier, the Monolith being classified as "Heavy" makes it a Super-heavy, and Super-heavies get Multitargeting (Structure Points + 6). The rules currently suggest that the vehicle is able to fire everything as stationary while moving but I suspect that will change due to the incredibly high Multitargeting value and also because being a super-heavy, it gains the "Lumbering" movement special rule. It's also worth noting that Structure Points act like additional wounds for vehicles rather than the total wounds. For example, a Monolith with 1 structure point would need to have a natural 6 on the damage chart against them before the structure point is taken off, but after that structure point is removed it still needs to have another 6 on the damage chart (via penetrating hit) to wreck it, since being a tank reduces that hit by 1 (natural 6 goes down to 5). Either way though, it's much harder to destroy than ever before.
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This message was edited 1 time. Last update was at 2012/01/16 23:26:09
Fire does not cleanse, it blackens. |
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![[Post New]](/s/i/i.gif) 2012/01/17 00:53:24
Subject: Necrons in 6th Edition (from leaked rules)
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Nihilistic Necron Lord
The best State-Texas
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Open topped doesn't have the +1 Modifier on the vehicle damage chart anymore. That's going to be pretty huge for all our QS vehicles.
At least that's how I understood it.
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![[Post New]](/s/i/i.gif) 2012/01/17 02:07:09
Subject: Re:Necrons in 6th Edition (from leaked rules)
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Daemonic Dreadnought
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Swara wrote:Maelstrom808 wrote:Scythes just became a LOT better. The limited range on a Doom Scythe means almost nothing now if you are running supersonic...not to mention that most things will need a 6 to hit you, which really helps the AV 11 survive.
Hell yes they do. I hope they aren't real hard to put together, because I'm buying 12 of these suckers the day they come out  (I also hope it'll be easy to magnetize them so you can switch all them up.. like 12 Doomscythes in apoc..  )
I'm assuming that you didn't look at the Apoc section of the 6th edition rulebook. Anyway, In order to bring 12 doomscythes, you'd have to also bring at least 4 HQ choices and 8 troop choices to fill the detachment requirements with all detachments having to follow Force Org.
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Gods? There are no gods. Merely existences, obstacles to overcome.
"And what if I told you the Wolves tried to bring a Legion to heel once before? What if that Legion sent Russ and his dogs running, too ashamed to write down their defeat in Imperial archives?" - ADB |
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![[Post New]](/s/i/i.gif) 2012/01/17 04:18:25
Subject: Necrons in 6th Edition (from leaked rules)
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Irked Necron Immortal
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Destroyers have gotten much better (in my eyes), for three main reasons:
1. Cover saves aren't as good (5+ base)
2. Preferred Enemy makes them hit on a 2+, most of the time.
And 3 (this is a biggie): Ap 3 weapons -deny Feel No Pain-, so take that, Death Company, you big ugly wusses!
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![[Post New]](/s/i/i.gif) 2012/01/17 04:25:19
Subject: Necrons in 6th Edition (from leaked rules)
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Huge Hierodule
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Ignoring feel no pain is a BIG deal for lots of armies these days. It seems like everyone can take an upgrade character or a psychic power that gives Key squads Feel No Pain.
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Been out of the game for awhile, trying to find time to get back into it. |
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![[Post New]](/s/i/i.gif) 2012/01/17 08:18:51
Subject: Re:Necrons in 6th Edition (from leaked rules)
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Depraved Slaanesh Chaos Lord
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As for the Monolith, I think it will stay as a super-heavy. I believe that's why the Codex lists it as "Heavy* ", likely to denote the 6th Ed. rule that says "sometimes Super-Heavy vehicles with a single structure point as called 'Heavy'."
Because remember, although the Monolith has so many shooting actions that it can perform, you can still never shoot the same gun twice. So the Monolith can fire:
Particle Whip (Ordnance)
Gauss Flux Arc
Gauss Flux Arc
Gauss Flux Arc
Gauss Flux Arc
Doorway to Nowhere
Also when you remember that you will rarely be able to fire three, not to mention all four Gauss Flux Arcs just because you're not going to have enough units in their gunsights, I think the Monolith's firing actions are nowhere near as overpowered as they appear on paper. And that's really the key to the Monolith. Other than the Particle Whip (which, as far as ordnance templates go is mediocre at best), it really doesn't have a sick amount of firepower when you get right down to it. However, it does appear to be nigh indestructible, and I believe that is what balances it. However, I do believe at 200 points it is still a little underpriced, probably on par with a Stormraven. Oh well, it's about time the Necrons caught a break with an undercosted unit, considering the premium we have to pay for everything except our basic troops.
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![[Post New]](/s/i/i.gif) 2012/01/17 14:47:21
Subject: Re:Necrons in 6th Edition (from leaked rules)
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Warp-Screaming Noise Marine
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King Pariah wrote:Swara wrote:Maelstrom808 wrote:Scythes just became a LOT better. The limited range on a Doom Scythe means almost nothing now if you are running supersonic...not to mention that most things will need a 6 to hit you, which really helps the AV 11 survive.
Hell yes they do. I hope they aren't real hard to put together, because I'm buying 12 of these suckers the day they come out  (I also hope it'll be easy to magnetize them so you can switch all them up.. like 12 Doomscythes in apoc..  )
I'm assuming that you didn't look at the Apoc section of the 6th edition rulebook. Anyway, In order to bring 12 doomscythes, you'd have to also bring at least 4 HQ choices and 8 troop choices to fill the detachment requirements with all detachments having to follow Force Org.
I didn't see a specific spot for apoc, just the multiple detachment large games (same thing I guess? lol)
That's where my 125 troops and 10 lords come in.
Azazel, if you are correct.. god help us all.... well except me, I'll have 3 mother ******* monoliths.
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This message was edited 1 time. Last update was at 2012/01/17 14:55:29
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![[Post New]](/s/i/i.gif) 2012/01/17 16:27:09
Subject: Re:Necrons in 6th Edition (from leaked rules)
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One Canoptek Scarab in a Swarm
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Can someone tell us if these new rules affect praetorians in a positive way and make them better? Especially the Rod of the Covenant variant? I havent had time to look at the leaked rules in depth yet
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![[Post New]](/s/i/i.gif) 2012/01/17 17:09:19
Subject: Re:Necrons in 6th Edition (from leaked rules)
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Warp-Screaming Noise Marine
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Bond wrote:Can someone tell us if these new rules affect praetorians in a positive way and make them better? Especially the Rod of the Covenant variant? I havent had time to look at the leaked rules in depth yet
Nothing major I suppose. It is less dangerous to deep strike now other than defensive fire, but that is just within 12". So in theory you could DS out of 12" combat move 8" and shoot. I guess you could even DS 18" away and no scatter and line up, move 8" then shoot your 12" weapons into a group in theory, because you would have to be right on the money. I think you can measure the 18" when you DS though.
What is the melee qualities of it? I just remember it's an assault 1 ap 2 weapon.
EDIT: woops, got the range wrong. It's 6", so you could still DS 13" out and hope not to scatter, combat move and shoot.
In all though.. I still don't see a lot of use out of these.. I mean you could try to take out some termies with them, but then they would get wrecked next turn and are expensive to boot.
Really with the new no scatter rules for DP if you are over 18" away, it would be more cost effective to use just plain destoyers. Drop them 24" away, hit on 2+ and blow up some space marines. I'm not sure how you were wanting to use them though, I'm just rambling, which I do, being that I'm bored at work.
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This message was edited 3 times. Last update was at 2012/01/17 17:19:47
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![[Post New]](/s/i/i.gif) 2012/01/17 17:49:00
Subject: Re:Necrons in 6th Edition (from leaked rules)
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Been Around the Block
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Bond wrote:Can someone tell us if these new rules affect praetorians in a positive way and make them better? Especially the Rod of the Covenant variant? I havent had time to look at the leaked rules in depth yet
Not much can save them, short of a amendment to their rules.
40 pts gets you:
• Very little kill power. (6" guns, 1A)
• Poor Survivability (1W, 3+ and no invul for 40pts doesn't cut it)
They are just the bastard child as other units in the book serve the same role only better.
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This message was edited 1 time. Last update was at 2012/01/17 17:49:29
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![[Post New]](/s/i/i.gif) 2012/01/17 17:58:44
Subject: Necrons in 6th Edition (from leaked rules)
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Warp-Screaming Noise Marine
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For me, (just for fun  ) I'm going to teleport my group of lychguard with shields within 6" of a heavy weapon squad. (such as lascannons) Automatically Appended Next Post: Tapeworm711 wrote:Bond wrote:Can someone tell us if these new rules affect praetorians in a positive way and make them better? Especially the Rod of the Covenant variant? I havent had time to look at the leaked rules in depth yet
Not much can save them, short of a amendment to their rules.
40 pts gets you:
• Very little kill power. (6" guns, 1A)
• Poor Survivability (1W, 3+ and no invul for 40pts doesn't cut it)
They are just the bastard child as other units in the book serve the same role only better.
I'd have to agree. They look cool, but there is a reason they are the only unit in the book that I can't remember the rules for..
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This message was edited 2 times. Last update was at 2012/01/17 18:00:10
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