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![[Post New]](/s/i/i.gif) 2010/07/23 19:32:41
Subject: Custom Necron Titan - Necron Annihilator
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Sneaky Striking Scorpion
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I've always wanted some kind of titan for the Necron army, and as there aren't any official rules for one, I figured I'd try and make my own. Below is my draft for it (it's a bit waffly), as of yet I don't know how many points it should be. Please suggest any improvements for it, and a suitable points cost, so I can use it in my games! NECRON ANNIHILATOR ARMOUR WS----- BS-----S-----FRONT-------SIDE------REAR-----I-----A -2--------4-----10------14------------14---------14 -----1-----3 Unit: 1 Necron Annihilator Type: Super-heavy walker Structure points: 6 Void Shields: 3 Weapons: -Two Gauss Destructors, which can each be separately fired as either a Focused Beam or Greater -Flux Arc. (Choose which one each time you fire.) -Telekinetic Shifter -Two Gauss Exterminators WEAPON------------------------RANGE----- STR---- AP-----------SPECIAL Gauss Destructor (Focused Beam)----------------120”--------D-------1-----Heavy 1, small blast, ---------------------------------------------------------------------------no scatter (Greater Flux Arc)--------------24”---------6-------3-----------Heavy D6* Telekinetic Shifter **----------48”--------n/a----n/a----Telekinetic Shifter Gauss Exterminator------------120”--------10------2----Heavy 1, large blast *If discharging the Greater Flux Arc, the Gauss Destructor fires D6 shots at every enemy unit within 18” **Telekinetic Shifter: To fire the Telekinetic Shifter, choose an enemy vehicle (not a flyer, or a Super-heavy vehicle) as a target. If the target is in range, it is lifted by the Annihilator’s tractor beam (within the ‘eye’). Roll a Scatter dice. If a hit is rolled, the vehicle is dropped on the spot, suffering D6 glancing hits. If an arrow is rolled, the vehicle can be dropped anywhere within 24” of its starting point along the line of the arrow, still suffering D6 glancing hits. It cannot be dropped on flyers. If it is dropped onto non-vehicle units they each take 2D6 wounds. If it is dropped onto another vehicle then both take D6 glancing hits. The models that are under the dropped vehicle are moved aside, as if they were tank shocked by the vehicle (except for Super-heavy vehicles and Gargantuan creatures, which are not moved – instead assume they have tank-shocked the dropped vehicle), and the dropped vehicle is always turned to face the same direction of the arrow. If the model is dropped in impassable terrain it is destroyed. When resolving the fire of the Telekinetic Shifter, ignore Power fields and Void shields. SPECIAL RULES: -Living Metal: Attacks which count the target’s Armour Value as less than it really is do not so against the Necron Annihilator. Similarly, weapons that get additional Armour Penetration dice do not get the extra dice against the Necron Annihilator. Ordnance weapons still roll 2D6 Armour Penetration. During the game, any weapon attacking the Necron Annihilator will roll for Armour Penetration using its unaugmented strength and a single D6 no matter what. -Gauss Explosion: If the Necron Annihilator suffers an Apocalyptic Explosion result on the Catastrophic damage chart, the Gauss energy within is released. Instead of the usual explosion, all units and removable terrain features are removed from the game. There are possible saves of any form, and Synapse, Adamantine Mantles, etc don’t work either! Gargantuan Creatures are not removed, but lose D6 wounds, no saves. Super-Heavies aren’t removed, but lose D3 structure points. -Endless Swarm: The player owning the Necron Annihilator may purchase this special rule for his/her Scarab Swarms, at +75 points per unit. A unit with this special rule can, at the start of the player’s turn, be removed from play as casualties, if the controlling player wishes, counting as destroyed. Any unit with this special rule that is removed from play may be brought back into play at the beginning of the controlling player’s next turn. The new unit enters play via the hatches on the Necron Annihilator’s ‘feet’. The unit arrives with as many models and exactly the same armaments as its full strength predecessor – it is treated as a new, identical unit that has just arrived from reserve. -Necron Resurrector: All units with the Necron special rule within 12” can re-roll failed ‘We’ll be back!” rolls. BTW, I'm building this out of plasticard, it's going to be like a large chunky tau fire warrior, with guns on as fingers, massive shoulder-mounted guns and the eye as the telekinetic shifter. Thanks!
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This message was edited 2 times. Last update was at 2010/07/23 19:37:36
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![[Post New]](/s/i/i.gif) 2010/07/23 19:44:14
Subject: Custom Necron Titan - Necron Annihilator
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Lord of the Fleet
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It seems you've jumbled together the rules for the Monolith, Stompa and Chenkov into a Necron vehicle.
1: Lower the armour values, or remove the shields, or remove Living Metal. 6 SP with 3 Voids with AV14 and Living Metal will make this thing near invulnerable.
2: Take out the Gauss Explosion. Even something as powerful as this shouldn't cause Vortex effects when it is destroyed.
3: I like the Shifter, but maybe alter a bit otherwise it seems to similar to the Lifta-Droppa.
4: Endless Swarm just seems too "copy-pasted", instead of bringing back Swarms, you should be able to spawn them just like Spyders. Maybe it can spawn 2D6 Scarab bases per turn.
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![[Post New]](/s/i/i.gif) 2010/07/23 20:17:32
Subject: Re:Custom Necron Titan - Necron Annihilator
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Sneaky Striking Scorpion
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Cool, thanks! How about this:
NECRON ANNIHILATOR
--------------------------------------ARMOUR
WS-----BS-----S-----FRONT-------SIDE------REAR-----I-----A
-2--------4-----10------14------------14---------14 ------1-----3
Unit: 1 Necron Annihilator
Type: Super-heavy walker
Structure points: 6
Void Shields: 3
Weapons:
-Two Gauss Destructors, which can each be separately fired as either a Focused Beam or Greater -Flux Arc. (Choose which one each time you fire.)
-Telekinetic Shifter
-Two Gauss Exterminators
WEAPON------------------------RANGE-----STR----AP-----------SPECIAL
Gauss Destructor
(Focused Beam)----------------120”--------D-------1-----Heavy 1, small blast,
---------------------------------------------------------------------------no scatter
(Greater Flux Arc)--------------24”---------6-------3-----------Heavy D6*
Telekinetic Shifter **----------48”--------n/a----n/a----Telekinetic Shifter
Gauss Exterminator------------120”--------10------2----Heavy 1, large blast
*If discharging the Greater Flux Arc, the Gauss Destructor fires D6 shots at every enemy unit within 18”
**Telekinetic Shifter: To fire the Telekinetic Shifter, choose an enemy vehicle (not a flyer, or a Super-heavy vehicle) as a target. If the target is in range, it is teleported by the Annihilator’s molecular-displacer (within the ‘eye’). Roll a Scatter dice. If a hit is rolled, use the little arrow, otherwise use the big arrow. The vehicle is then placed 2D6+6” from its original position, in the direction of the arrow. The vehicle then suffers D6 glancing hits. It cannot be teleported into flyers. If it is teleported into non-vehicle units, move them the minimum distance to make space for the vehicle. The squad then takes 2D6 wounds. If it is teleported into another vehicle, then move it the minimum distance to make space for the teleported vehicle. They then both take D6 glancing hits. The teleported vehicle is always turned to face the same direction as the arrow. If the model is teleported into impassable terrain it is destroyed. Super-heavy vehicles and Gargantuan creatures are not moved – instead, the vehicle is removed, no matter what your logic. When resolving the fire of the Telekinetic Shifter, ignore Power fields and Void shields.
SPECIAL RULES:
-Endless Swarm: At the beginning of every turn, provided it's not in combat, the Necron Annihilator may release 2D6 Scarab Swarms (as one unit) out of the hatches on its 'feet'. However, if the number of Scarab Swarms released on any turn is 7 or more, too much energy has been expended, and it may not use one of its weapons (the controlling player chooses).
-Necron Resurrector: All units with the Necron special rule within 12” can re-roll failed ‘We’ll be back!” rolls, and count as being within range of a Resurrection Orb.
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![[Post New]](/s/i/i.gif) 2010/07/23 20:23:03
Subject: Custom Necron Titan - Necron Annihilator
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Lord of the Fleet
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That's much better, although I don't get what you mean on the Shifter: "SH Vehicles and Gargan Creatures are not moved - instead, the vehicle is removed, no matter what your logic". I have no idea what that means.
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![[Post New]](/s/i/i.gif) 2010/07/23 20:30:14
Subject: Re:Custom Necron Titan - Necron Annihilator
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Sneaky Striking Scorpion
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Oh sorry, I mean that the teleported vehicle is removed from play, completely. I'll make it easier to understand, thanks!
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![[Post New]](/s/i/i.gif) 2010/07/23 20:38:01
Subject: Custom Necron Titan - Necron Annihilator
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Lord of the Fleet
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So if I hit a Super Heavy with the Shifter, it is automatically removed? Seriously with that ability, no-one would ever play you if you're using that.
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![[Post New]](/s/i/i.gif) 2010/07/23 21:19:29
Subject: Custom Necron Titan - Necron Annihilator
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Loyal Necron Lychguard
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Maybe he means if a SH/GC is moved into impassable terrain it is destroyed instead of moved off impassable terrain?
I don't know the SH/GC rules but I presume there is something about them stating they just move to a safe area if placed in impassable terrain.
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![[Post New]](/s/i/i.gif) 2010/07/24 00:24:33
Subject: Custom Necron Titan - Necron Annihilator
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Perfect Shot Dark Angels Predator Pilot
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no... personally, if you were using this i wouldnt play against it. i mean, a destroyer wepon, Ap1 that doesnt scatter? uh, no.
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Follow me if i advance
kill me if i retreat
Avenge me if i die |
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![[Post New]](/s/i/i.gif) 2010/07/24 00:41:42
Subject: Custom Necron Titan - Necron Annihilator
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Yellin' Yoof on a Scooter
Latvia
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nirvana69 wrote:no... personally, if you were using this i wouldnt play against it. i mean, a destroyer wepon, Ap1 that doesnt scatter? uh, no.
I agree on that as well. Ap1 is just a BIT too much...
Downgrade it to something like Ap2 or Ap3 and make it scatter... In addition to that you might simply only subtract half of BS when rolling the scatter dice... or even just simply no subtracting BS unless you roll a HIT on the scatter dice...
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This message was edited 2 times. Last update was at 2010/07/24 00:44:17
As darkness surrounds us all
Our prayers towards light we direct.
P.S. WE LAUGH AT YOUR NON-RED VEHICLES SIR!
3k DA WEIRD ORKZES |
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![[Post New]](/s/i/i.gif) 2010/07/24 01:51:02
Subject: Custom Necron Titan - Necron Annihilator
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Tail-spinning Tomb Blade Pilot
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A-Lone wrote:nirvana69 wrote:no... personally, if you were using this i wouldnt play against it. i mean, a destroyer wepon, Ap1 that doesnt scatter? uh, no.
I agree on that as well. Ap1 is just a BIT too much...
Downgrade it to something like Ap2 or Ap3 and make it scatter... In addition to that you might simply only subtract half of BS when rolling the scatter dice... or even just simply no subtracting BS unless you roll a HIT on the scatter dice...
The weapon isnt overpowered by any means. This is a Titan after all, if its not strong whos gunna waste the points? Also, I think you forget that all Imperium technology has basically descended from Necron Technology. They are way more advanced and a weapon of crazy power is not out of the question. Not scattering and blast might be a bit overboard. Make it Blast and it scatters or just make it Heavy 1 Primary.
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Necrons 2000+
Space Wolves 2,000+ |
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![[Post New]](/s/i/i.gif) 2010/07/24 01:53:15
Subject: Custom Necron Titan - Necron Annihilator
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Loyal Necron Lychguard
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It's a small blast template so at most you're only getting a couple guys as opposed to a large blast that can hit a whole squad if they're bundled.
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![[Post New]](/s/i/i.gif) 2010/07/24 11:37:52
Subject: Re:Custom Necron Titan - Necron Annihilator
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Sneaky Striking Scorpion
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K, thanks guys! How about this?
NECRON ANNIHILATOR
--------------------------------------ARMOUR
WS-----BS-----S-----FRONT-------SIDE------REAR-----I-----A
-2--------4-----10------14------------14---------14 ------1-----3
Unit: 1 Necron Annihilator
Type: Super-heavy walker
Structure points: 6
Void Shields: 3
Weapons:
-Two Gauss Destructors, which can each be separately fired as either a Focused Beam or Greater -Flux Arc. (Choose which one each time you fire.)
-Telekinetic Shifter
-Two Gauss Exterminators
WEAPON------------------------RANGE-----STR----AP-----------SPECIAL
Gauss Destructor
(Focused Beam)----------------120”--------D-------1-----Heavy 1, small blast,
(Greater Flux Arc)--------------24”---------6-------3-----------Heavy D6*
Telekinetic Shifter **----------48”--------n/a----n/a----Telekinetic Shifter
Gauss Exterminator------------120”--------10------2----Heavy 1, large blast
*If discharging the Greater Flux Arc, the Gauss Destructor fires D6 shots at every enemy unit within 18”
**Telekinetic Shifter: To fire the Telekinetic Shifter, choose an enemy vehicle (not a flyer, or a Super-heavy vehicle) as a target. If the target is in range, it is teleported by the Annihilator’s molecular-displacer (within the ‘eye’). Roll a Scatter dice. If a hit is rolled, use the little arrow, otherwise use the big arrow. The vehicle is then placed 2D6+6” from its original position, in the direction of the arrow. The vehicle then suffers D6 glancing hits. It cannot be teleported into flyers. If it is teleported into non-vehicle units, move them the minimum distance to make space for the vehicle. The squad then takes 2D6 wounds. If it is teleported into another vehicle, then move it the minimum distance to make space for the teleported vehicle. They then both take D6 glancing hits. The teleported vehicle is always turned to face the same direction as the arrow. If the model is teleported into impassable terrain it is destroyed. If the vehicle ends up being teleported into a Super-heavy vehicle or a Gargantuan creature, the Super-heavy vehicle and Gargantuan creature are left untouched, and the vehicle is removed instead. When resolving the fire of the Telekinetic Shifter, ignore Power fields and Void shields.
SPECIAL RULES:
-Endless Swarm: At the beginning of every turn, provided it's not in combat, the Necron Annihilator may release 2D6 Scarab Swarms (as one unit) out of the hatches on its 'feet'. However, if the number of Scarab Swarms released on any turn is 7 or more, too much energy has been expended, and it may not use one of its weapons (the controlling player chooses).
-Necron Resurrector: All units with the Necron special rule within 12” can re-roll failed ‘We’ll be back!” rolls, and count as being within range of a Resurrection Orb.
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![[Post New]](/s/i/i.gif) 2010/07/25 18:36:13
Subject: Re:Custom Necron Titan - Necron Annihilator
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Sneaky Striking Scorpion
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I'm hoping that should just about do it, but I'm really really struggling to find a points cost for it... Would it be around 600 points? More? Less?
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![[Post New]](/s/i/i.gif) 2010/07/25 18:52:34
Subject: Custom Necron Titan - Necron Annihilator
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Legendary Master of the Chapter
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900 points. Because 600 points is less than a thunder hawk!
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From whom are unforgiven we bring the mercy of war. |
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![[Post New]](/s/i/i.gif) 2010/07/25 20:15:40
Subject: Custom Necron Titan - Necron Annihilator
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Tail-spinning Tomb Blade Pilot
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Personally, i say 1000 points and give it living metal. Its necrons it really should have living metal.
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Necrons 2000+
Space Wolves 2,000+ |
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![[Post New]](/s/i/i.gif) 2010/07/25 21:07:25
Subject: Re:Custom Necron Titan - Necron Annihilator
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Fixture of Dakka
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I would get rid of the Void Shields. Too Imperialish...
Instead, give it the Living Metal rule and maybe a 5+ Invuln (you can maybe call it Phase Generator). That is more necron-like.
For the Gauss Destructor focussed beam, make it a big blast (5"). The small small is too wimpy, considering all the other Destroyer blasts on other super-heavies are all at least 5" blasts.
All the guns should be classified as Primary weapons.
1000pts is still too cheap. Consider the 1250 Reaver Titan. It's got 6 structure points, 4 void shields and only 3 guns. Your annihilator has 6 structure points, 3 void shields, 5 guns and buffs up your entire army as well as continuously spawn new units. As it is right now, it should be about 1500pts. However, if you drop the void shields and make the above changes, I'd probably cost it at the same cost (or a little less) than the Reaver. Maybe 1100-1250pts.
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![[Post New]](/s/i/i.gif) 2010/07/26 05:36:35
Subject: Custom Necron Titan - Necron Annihilator
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Loyal Necron Lychguard
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Nevermind.
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This message was edited 1 time. Last update was at 2010/07/26 05:37:07
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![[Post New]](/s/i/i.gif) 2010/07/27 11:13:14
Subject: Re:Custom Necron Titan - Necron Annihilator
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Sneaky Striking Scorpion
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Thanks guys, especially jy2 and Valkyrie! Would this just about do it?
NECRON ANNIHILATOR - 1150 Points
--------------------------------------ARMOUR
WS-----BS-----S-----FRONT-------SIDE------REAR-----I-----A
-2--------4-----10------14------------14---------14 ------1-----3
Unit: 1 Necron Annihilator
Type: Super-heavy walker
Structure points: 6
Weapons:
-Two Gauss Destructors, which can each be separately fired as either a Focused Beam or Greater -Flux Arc. (Choose which one each time you fire.)
-Telekinetic Shifter
-Two Gauss Exterminators
WEAPON------------------------RANGE-----STR----AP-----------SPECIAL
Gauss Destructor Primary Weapon
(Focused Beam)----------------120”--------D-------1-----Heavy 1, 5" blast,
(Greater Flux Arc)--------------24”---------6-------3-----------Heavy D6*
Telekinetic Shifter **----------48”--------n/a----n/a----Telekinetic Shifter
Gauss Exterminator------------120”--------10------2----Heavy 1, large blast
*If discharging the Greater Flux Arc, the Gauss Destructor fires D6 shots at every enemy unit within 18”
**Telekinetic Shifter: To fire the Telekinetic Shifter, choose an enemy vehicle (not a flyer, or a Super-heavy vehicle) as a target. If the target is in range, it is teleported by the Annihilator’s molecular-displacer (within the ‘eye’). Roll a Scatter dice. If a hit is rolled, use the little arrow, otherwise use the big arrow. The vehicle is then placed 2D6+6” from its original position, in the direction of the arrow. The vehicle then suffers D6 glancing hits. It cannot be teleported into flyers. If it is teleported into non-vehicle units, move them the minimum distance to make space for the vehicle. The squad then takes 2D6 wounds. If it is teleported into another vehicle, then move it the minimum distance to make space for the teleported vehicle. They then both take D6 glancing hits. The teleported vehicle is always turned to face the same direction as the arrow. If the model is teleported into impassable terrain it is destroyed. If the vehicle ends up being teleported into a Super-heavy vehicle or a Gargantuan creature, the Super-heavy vehicle and Gargantuan creature are left untouched, and the vehicle is removed instead. When resolving the fire of the Telekinetic Shifter, ignore Power fields and Void shields.
SPECIAL RULES:
-Living Metal: Attacks which count the target’s Armour Value as less than it really is do not so against the Necron Annihilator. Similarly, weapons that get additional Armour Penetration dice do not get the extra dice against the Necron Annihilator. Ordnance weapons still roll 2D6 Armour Penetration. During the game, any weapon attacking the Necron Annihilator will roll for Armour Penetration using its unaugmented strength and a single D6 no matter what.
-Phase Shield: The Necron Annihilator has a shield guarding it from some of the strongest weaponry. It has a 4+ Invulnerable save.
-Endless Swarm: At the beginning of every turn, provided it's not in combat, the Necron Annihilator may release 2D6 Scarab Swarms (as one unit) out of the hatches on its 'feet'. However, if the number of Scarab Swarms released on any turn is 7 or more, too much energy has been expended, and it may not use one of its weapons (the controlling player chooses).
-Necron Resurrector: All units with the Necron special rule within 12” can re-roll failed ‘We’ll be back!” rolls, and count as being within range of a Resurrection Orb.
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![[Post New]](/s/i/i.gif) 2010/07/30 04:24:16
Subject: Custom Necron Titan - Necron Annihilator
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Dakka Veteran
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Dropping the void shields and adding a 50% invuln save is pretty much just the same thing. 6 Structure points and Living Metal are more then enough to ensure it survives.
I would rather see it as a SH Skimmer then a walker but that's just for personal preferance. Necrons arn't know for creativity so a Mega-Monolith wouldn't surprise me.
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![[Post New]](/s/i/i.gif) 2010/07/30 07:06:47
Subject: Re:Custom Necron Titan - Necron Annihilator
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Fixture of Dakka
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Commander Jimbob wrote:
-Living Metal: ..... During the game, any weapon attacking the Necron Annihilator will roll for Armour Penetration using its unaugmented strength and a single D6 no matter what.
Too much. That means a furiously charging power fist will only hit at S4. Dreadnoughts with DCCW will only hit at S6. Basically, it is almost invulnerable in cc unless the enemy is natural S9 or S10. Get rid of the "unaugmented strength".
Commander Jimbob wrote:
-Phase Shield: The Necron Annihilator has a shield guarding it from some of the strongest weaponry. It has a 4+ Invulnerable save.
Also a little too strong, especially when you take into consideration it already has Living Metal. I was thinking either 1) a 5+ invuln or 2) counts as obscured (4+ cover).
Other than that, everything looks good.
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![[Post New]](/s/i/i.gif) 2010/07/30 15:09:10
Subject: Custom Necron Titan - Necron Annihilator
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Courageous Questing Knight
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just for notes sake, don't use ---- it makes things hard to read.
WS2 BSx Sx Tx Wx Ix Ax Ldx etc.
take it from a master.
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DR:90S+++G++MB+I+Pw40k096D++A+/areWD360R+++T(P)DM+
3000 pt space marine 72% painted!
W/L/D 24/6/22
2500 pt Bretons 10% painted
W/L/D 1/0/0
http://www.dakkadakka.com/dakkaforum/posts/list/337109.page lekkar diorama, aye? |
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![[Post New]](/s/i/i.gif) 2010/07/30 17:40:54
Subject: Re:Custom Necron Titan - Necron Annihilator
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Loyal Necron Lychguard
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jy2 wrote:Commander Jimbob wrote:
-Living Metal: ..... During the game, any weapon attacking the Necron Annihilator will roll for Armour Penetration using its unaugmented strength and a single D6 no matter what.
Too much. That means a furiously charging power fist will only hit at S4. Dreadnoughts with DCCW will only hit at S6. Basically, it is almost invulnerable in cc unless the enemy is natural S9 or S10. Get rid of the "unaugmented strength".
Commander Jimbob wrote:
-Phase Shield: The Necron Annihilator has a shield guarding it from some of the strongest weaponry. It has a 4+ Invulnerable save.
Also a little too strong, especially when you take into consideration it already has Living Metal. I was thinking either 1) a 5+ invuln or 2) counts as obscured (4+ cover).
Other than that, everything looks good.
You know he just copied the text for living metal straight from the codex and it has been faq'd that power fists and DCCW's that up str will hit at their higher strength value. Furious charge should work as well (though it's debatable by many).
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![[Post New]](/s/i/i.gif) 2010/07/30 18:02:02
Subject: Re:Custom Necron Titan - Necron Annihilator
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Fixture of Dakka
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Kevin949 wrote:
You know he just copied the text for living metal straight from the codex and it has been faq'd that power fists and DCCW's that up str will hit at their higher strength value. Furious charge should work as well (though it's debatable by many).
No. Take a look at the Necron codex again:
"Living Metal (Necron codex, p. 21) - Similarly, weapons that get additional Armor Penetration dice (such as chainfists, MC's or melta weapons) do not get the extra dice against the Monolith."
It mentions nothing about "using its unaugmented strength". The Necron FAQ only applies to the Monolith. It doesn't even apply to Living Metal, let alone a Necron custom-made titan.
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![[Post New]](/s/i/i.gif) 2010/07/30 18:47:55
Subject: Re:Custom Necron Titan - Necron Annihilator
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Sneaky Striking Scorpion
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Thanks again guys! Would this just about do it?
NECRON ANNIHILATOR - 1150 Points
WS=2 BS=4 S=10 FRONT=14 SIDE=14 REAR=14 I=1 A=3
Unit: 1 Necron Annihilator
Type: Super-heavy walker
Structure points: 6
Weapons:
-Two Gauss Destructors, which can each be separately fired as either a Focused Beam or Greater -Flux Arc. (Choose which one each time you fire.)
-Telekinetic Shifter
-Two Gauss Exterminators
WEAPON------------------------RANGE-----STR----AP-----------SPECIAL
Gauss Destructor Primary Weapon
(Focused Beam)----------------120”--------D-------1-----Heavy 1, 5" blast,
(Greater Flux Arc)--------------24”---------6-------3-----------Heavy D6*
Telekinetic Shifter **----------48”--------n/a----n/a----Telekinetic Shifter
Gauss Exterminator------------120”--------10------2----Heavy 1, large blast
*If discharging the Greater Flux Arc, the Gauss Destructor fires D6 shots at every enemy unit within 18”
**Telekinetic Shifter: To fire the Telekinetic Shifter, choose an enemy vehicle (not a flyer, or a Super-heavy vehicle) as a target. If the target is in range, it is teleported by the Annihilator’s molecular-displacer (within the ‘eye’). Roll a Scatter dice. If a hit is rolled, use the little arrow, otherwise use the big arrow. The vehicle is then placed 2D6+6” from its original position, in the direction of the arrow. The vehicle then suffers D6 glancing hits. It cannot be teleported into flyers. If it is teleported into non-vehicle units, move them the minimum distance to make space for the vehicle. The squad then takes 2D6 wounds. If it is teleported into another vehicle, then move it the minimum distance to make space for the teleported vehicle. They then both take D6 glancing hits. The teleported vehicle is always turned to face the same direction as the arrow. If the model is teleported into impassable terrain it is destroyed. If the vehicle ends up being teleported into a Super-heavy vehicle or a Gargantuan creature, the Super-heavy vehicle and Gargantuan creature are left untouched, and the vehicle is removed instead. When resolving the fire of the Telekinetic Shifter, ignore Power fields and Void shields.
SPECIAL RULES:
-Living Metal: Attacks which count the target’s Armour Value as less than it really is do not so against the Necron Annihilator. Similarly, weapons that get additional Armour Penetration dice do not get the extra dice against the Necron Annihilator. Ordnance weapons still roll 2D6 Armour Penetration. During the game, any weapon attacking the Necron Annihilator will roll for Armour Penetration using its unaugmented strength and a single D6 no matter what.
-Phase Shield: The Necron Annihilator has a shield guarding it from some of the strongest weaponry. It has a 5+ Invulnerable save.
-Endless Swarm: At the beginning of every turn, provided it's not in combat, the Necron Annihilator may release 2D6 Scarab Swarms (as one unit) out of the hatches on its 'feet'. However, if the number of Scarab Swarms released on any turn is 7 or more, too much energy has been expended, and it may not use one of its weapons (the controlling player chooses).
-Necron Resurrector: All units with the Necron special rule within 12” can re-roll failed ‘We’ll be back!” rolls, and count as being within range of a Resurrection Orb.
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![[Post New]](/s/i/i.gif) 2010/07/30 19:12:09
Subject: Re:Custom Necron Titan - Necron Annihilator
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Loyal Necron Lychguard
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jy2 wrote:Kevin949 wrote:
You know he just copied the text for living metal straight from the codex and it has been faq'd that power fists and DCCW's that up str will hit at their higher strength value. Furious charge should work as well (though it's debatable by many).
No. Take a look at the Necron codex again:
"Living Metal (Necron codex, p. 21) - Similarly, weapons that get additional Armor Penetration dice (such as chainfists, MC's or melta weapons) do not get the extra dice against the Monolith."
It mentions nothing about "using its unaugmented strength". The Necron FAQ only applies to the Monolith. It doesn't even apply to Living Metal, let alone a Necron custom-made titan.
You have the old codex, the second printing does say unaugmented strength. And seeing as how the monolith is the only model that actually has living metal, it would be suffice to say that the second half of your statement is a little pointless as they are one in the same.
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![[Post New]](/s/i/i.gif) 2010/07/30 21:19:37
Subject: Re:Custom Necron Titan - Necron Annihilator
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Fixture of Dakka
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Kevin949 wrote:
You have the old codex, the second printing does say unaugmented strength. And seeing as how the monolith is the only model that actually has living metal, it would be suffice to say that the second half of your statement is a little pointless as they are one in the same.
I may not have the 2nd printing, but that doesn't change the fact that the 2nd printing is worded badly, thus causing a lot of confusion and requiring a FAQ. The FAQ is pretty stupid also. The intent may be that it applies to Living Metal, but going purely by RAW, that particular FAQ ruling applies solely to the monolith and has nothing to do with Living Metal.
As long as the intent of the author is that powerfists, thunderhammers, relic blades, frost weapons, TWC, DCCW's, etc. attack the titan at their modified strength and not their original, un-augmented strength, then I see no problems with it.
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This message was edited 1 time. Last update was at 2010/07/30 21:20:04
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![[Post New]](/s/i/i.gif) 2010/07/30 21:33:59
Subject: Custom Necron Titan - Necron Annihilator
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Loyal Necron Lychguard
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It's not a modified strength though for those weapons, that's the thing. It *IS* the models strength at that point. And I agree with you that the living metal rule is worded poorly and personally I would use the FAQ for anything that utilized living metal. The FAQ only references the monolith specifically because it is currently the only model with living metal.
Regardless, it would be ridiculous to say that they wouldn't get their str8/9/10 on models with those CCW's equipped.
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![[Post New]](/s/i/i.gif) 2010/07/30 22:08:18
Subject: Custom Necron Titan - Necron Annihilator
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Sadistic Inquisitorial Excruciator
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Your Greater Flux Arc is 24" but hits every unit within 18"? Mistake? Automatically Appended Next Post: I think that anything it hits should take a dangerous terrain test and be moved the minimum distance, if it hits impassable terrain it takes a deep strike mishap. (Telekinetic Shifter)
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This message was edited 2 times. Last update was at 2010/07/30 22:42:33
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