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![[Post New]](/s/i/i.gif) 2011/10/31 20:20:35
Subject: Experimental rules for Necro slaves
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Stalwart Tribune
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These are my custom rules if you have any suggestions please reply! Necro Slaves Created by a cryptech and tolerated by a deranged overlord they are created simply for labor and meat shealds, they are lobtimised humans and aliens captured by the Deathless Host and taken into the tomb ships and altered. ws:2 bs:2 S:3 T:3 W:1 I:2 A:1 Ld:10 Sv:5+ Necro Slave Factory Ark Fr:11 Sd:11 Bk:11 Bs:4 Ld:10 2xTwin Linked Gause Blasters Necro Slave Convesion Mechanism: If an enemy infantry model is within 2" every model in the unit must make an armour save replace any who fail with an equal number of Necro Slaves. Any remaining models count as if they have just been charged by their former comrades. Tractor Beam: Range:24" Strength:X AP:X Type: Assault 1 If a unit is hit by this wepon the enemy must role a dice if the result is lower or equal to it's Initiative the model is placed in bace contact with the Ark. Quantuim Sheilding
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This message was edited 2 times. Last update was at 2011/11/02 20:15:27
Praise be to Dark Sphere savior of cheapskates! |
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![[Post New]](/s/i/i.gif) 2011/10/31 20:32:53
Subject: Experimental rules for Necro slaves
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Lord of the Fleet
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Edit: Never mind.
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This message was edited 1 time. Last update was at 2011/10/31 23:36:21
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![[Post New]](/s/i/i.gif) 2011/10/31 23:39:20
Subject: Re:Experimental rules for Necro slaves
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Trazyn's Museum Curator
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I would give the slaves a poorer armor save, like a 6+. They are just a shambling horde of zombie meatshields after all.
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What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2011/10/31 23:53:26
Subject: Re:Experimental rules for Necro slaves
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Focused Fire Warrior
Boone, NC
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CthuluIsSpy wrote:I would give the slaves a poorer armor save, like a 6+. They are just a shambling horde of zombie meatshields after all.
I agree.
Not much else to say though. I think that we have to wait for the next dex and see how well it fits fluff wise and gameplay wise.
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Conquer ignorance with thought. Conquer brutality with precision. Conquer all with unity, for it is The Greatest Good. -"Commander Shas'o Strikesheild" |
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![[Post New]](/s/i/i.gif) 2011/11/01 16:28:44
Subject: Experimental rules for Necro slaves
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Stalwart Tribune
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I agree with both of you their armour is a bit too good and they may not fit the fluff I'm thinking a 5+ save and about 8pt each and perhaps no gause flayer?
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This message was edited 2 times. Last update was at 2011/11/01 16:34:21
Praise be to Dark Sphere savior of cheapskates! |
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![[Post New]](/s/i/i.gif) 2011/11/01 23:36:04
Subject: Experimental rules for Necro slaves
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Focused Fire Warrior
Boone, NC
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I think that the Tractor Beam's range should be reduced to 12" or that models just move 3D6" closer.
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Conquer ignorance with thought. Conquer brutality with precision. Conquer all with unity, for it is The Greatest Good. -"Commander Shas'o Strikesheild" |
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![[Post New]](/s/i/i.gif) 2011/11/02 10:50:18
Subject: Experimental rules for Necro slaves
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Stalwart Tribune
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12" is very short i like to think that the technology is so advanced that it has a very long range it could be reduced to 24".
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Praise be to Dark Sphere savior of cheapskates! |
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![[Post New]](/s/i/i.gif) 2011/11/02 10:59:53
Subject: Experimental rules for Necro slaves
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Fixture of Dakka
On a boat, Trying not to die.
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12 inches on the Tractor beam sounds good. 36" is very OP. Also, instead of an armor save, make it a strength test. It fits your fluff better, as a Space Marine shouldn't have a better chance than a Bloodthirster. Oh, and a 6+ armor save, make them about 6 points, and make them have a rule similar to Syanpse from the Tyranid Codex.
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This message was edited 1 time. Last update was at 2011/11/02 11:00:58
Every Normal Man Must Be Tempted At Times To Spit On His Hands, Hoist That Black Flag, And Begin Slitting Throats. |
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![[Post New]](/s/i/i.gif) 2011/11/02 11:25:38
Subject: Experimental rules for Necro slaves
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Stalwart Tribune
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Sorry I dont Know any thing about synapse 6pt sounds good but 12" is still a bit short perhaps 18"? What do you mean by a strength test? By the way I was thinking that I could make them by mixing chatachan parts and Necron warrior parts just to annoy a freind of mine (he collects chatachans)
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This message was edited 4 times. Last update was at 2011/11/02 11:36:39
Praise be to Dark Sphere savior of cheapskates! |
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![[Post New]](/s/i/i.gif) 2011/11/02 16:56:01
Subject: Experimental rules for Necro slaves
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One Canoptek Scarab in a Swarm
A fortified bunker deep in the Andes
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I don't see any reason for LD10. They are lobotomized, after all, they aren't able to make any rational choices. Maybe 6?
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Actual conversation from my stats class-
Student: Why is the denominator on that equation n-1?
Prof: n is very good, but n-1 is also very good.
GENERATION 5: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. |
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![[Post New]](/s/i/i.gif) 2011/11/02 16:57:53
Subject: Experimental rules for Necro slaves
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Trazyn's Museum Curator
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Spanish Birdman wrote:I don't see any reason for LD10. They are lobotomized, after all, they aren't able to make any rational choices. Maybe 6?
If they are lobotomized and can't make rational choices, then why would they know fear?
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What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2011/11/02 18:26:42
Subject: Experimental rules for Necro slaves
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Steady Space Marine Vet Sergeant
Hanging out on the Great Plains
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Change armor save to 6+
Also are they going to serve as meatshields or do you plan to give them sometype of weapon.
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Eastern Frontier Exploratores
224th Astra Legion (main army)
628th Praetorian Guard Cohort (wife's army)
827th Auxilia Cohort (ad mech fun)
825th Foderati Cohort (in the beginning army)
1212th Foederati Cohort - Jokaero (cause I like apes with guns) |
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![[Post New]](/s/i/i.gif) 2011/11/02 20:14:48
Subject: Experimental rules for Necro slaves
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Stalwart Tribune
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thesilverback wrote:Change armor save to 6+
Also are they going to serve as meatshields or do you plan to give them sometype of weapon.
They have gause flayers but that could change
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Praise be to Dark Sphere savior of cheapskates! |
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![[Post New]](/s/i/i.gif) 2011/11/03 16:07:12
Subject: Experimental rules for Necro slaves
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Steady Space Marine Vet Sergeant
Hanging out on the Great Plains
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Gauss Flayers could be to powerful for slaves.
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Eastern Frontier Exploratores
224th Astra Legion (main army)
628th Praetorian Guard Cohort (wife's army)
827th Auxilia Cohort (ad mech fun)
825th Foderati Cohort (in the beginning army)
1212th Foederati Cohort - Jokaero (cause I like apes with guns) |
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![[Post New]](/s/i/i.gif) 2011/11/03 18:22:47
Subject: Experimental rules for Necro slaves
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Stalwart Tribune
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Maybe a pistol version?
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This message was edited 2 times. Last update was at 2011/11/03 18:23:33
Praise be to Dark Sphere savior of cheapskates! |
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![[Post New]](/s/i/i.gif) 2011/11/03 19:36:52
Subject: Re:Experimental rules for Necro slaves
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Trazyn's Museum Curator
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I am thinking something like a weapon that replaces one of their arms, like in Quake 4.
Stats should be something like this
18" S4 AP- Assault 2 Gauss
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What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2011/11/03 21:22:55
Subject: Re:Experimental rules for Necro slaves
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Stalwart Tribune
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CthuluIsSpy wrote:I am thinking something like a weapon that replaces one of their arms, like in Quake 4.
Stats should be something like this
18" S4 AP- Assault 2 Gauss
Yes that is perfect im thinking that it should be called a Gauss Welder as you can probably tell the tool is for use in construction but can be used as a wepon.
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Praise be to Dark Sphere savior of cheapskates! |
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![[Post New]](/s/i/i.gif) 2011/11/08 19:02:54
Subject: Re:Experimental rules for Necro slaves
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Brainy Zoanthrope
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Great Rules  !
So How does this total feel to you:
Necron Slaves:__--__--__: 6pts Ea.
Created by a cryptech and tolerated by a deranged overlord they are created simply for labor and meat shealds, they are lobtimised humans and aliens captured by the Deathless Host and taken into the tomb ships and altered.
WS:2 BS:2 S:3 T:3 W:1 I:2 A:1 Ld:10 Sv:6+
Unit type:
--Infantry
Unit composition:
--5-20
Wargear:
--Gauss Drill:
----Range: 18in
----S: 4
---- AP: --
----Assault 2, Guass
Special Rules:
--Guided:
----At least one model in a Necron Slaves squad must be within 12 inches of a necron HQ, Elites, Tomb Spyder, or Slavemaker Ark. Every turn they are not within that range, make a leadership test. If the test is failed, the squad moves D6 inches towards the nearest HQ, Elite, Tomb Spyder, or Slavemaker Ark.
--Unbreakable
----Necron Slaves never need to take leadership tests due to pinning, losses, or other similar affects.
Slavemaker Ark:__--__--__: 150pts
A Dark and gloomy adaptation of the Ghost Ark, the Slavemaker Ark is usually manned by simple re-purposed Warriors, but on occasion they are crewed by the dreaded Flayed Ones.
Fr:11 Sd:11 Bk:11 Bs:4 Ld:10
Unit Type:
--Skimmer
Wargear
--2xTwin Linked Gauss Blasters
--Slavemaker Device
----If an enemy infantry model is within 6" of the Slavemaker Ark, every model in the unit must make a toughness test with no armor or cover saves allowed. For each model that fails the test, remove their model and place a Necron Slave in the nearest Necron Slave Squad. If there is no Necron Slave Squad on the table, place the model into reserves. When you have 5 Necron Slaves in your reserves, you may deep strike them into the field immediately, ignoring reserve rolls if they are deep struck within 6" of the Slavemaker Ark.
--Tractor Beam:
----Range: G14"
----Strength:X
---- AP:X
----Large Blast
----Each enemy model beneath the large blast template must roll an Initiative test. If the test is failed, the model is placed within 6" of the Ark.
--Quantuim Sheilding
Does this convey some Ideal Ruels?
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Current Armies:
~2500pts _--_--_--_~1750pts _--_--_--_~1000pts _--_--_--_~1300pts _--_--_--_~750pts _--_--_--_~2000pts |
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![[Post New]](/s/i/i.gif) 2011/11/08 20:55:12
Subject: Experimental rules for Necro slaves
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Tail-spinning Tomb Blade Pilot
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assault 2 when all the other are rapid fire (warriors and immortals)? That seems too strong assault 1 at most. I also think that ld 10 is too high because they are going to have a hard time following orders (ld failure can also can be disrupted communication). I think other than that its pretty interesting.
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![[Post New]](/s/i/i.gif) 2011/11/10 18:50:34
Subject: Re:Experimental rules for Necro slaves
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Stalwart Tribune
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Rennoc215 wrote:Great Rules  !
So How does this total feel to you:
Necron Slaves:__--__--__: 6pts Ea.
Created by a cryptech and tolerated by a deranged overlord they are created simply for labor and meat shealds, they are lobtimised humans and aliens captured by the Deathless Host and taken into the tomb ships and altered.
WS:2 BS:2 S:3 T:3 W:1 I:2 A:1 Ld:10 Sv:6+
Unit type:
--Infantry
Unit composition:
--5-20
Wargear:
--Gauss Drill:
----Range: 18in
----S: 4
---- AP: --
----Assault 2, Guass
Special Rules:
--Guided:
----At least one model in a Necron Slaves squad must be within 12 inches of a necron HQ, Elites, Tomb Spyder, or Slavemaker Ark. Every turn they are not within that range, make a leadership test. If the test is failed, the squad moves D6 inches towards the nearest HQ, Elite, Tomb Spyder, or Slavemaker Ark.
--Unbreakable
----Necron Slaves never need to take leadership tests due to pinning, losses, or other similar affects.
Slavemaker Ark:__--__--__: 150pts
A Dark and gloomy adaptation of the Ghost Ark, the Slavemaker Ark is usually manned by simple re-purposed Warriors, but on occasion they are crewed by the dreaded Flayed Ones.
Fr:11 Sd:11 Bk:11 Bs:4 Ld:10
Unit Type:
--Skimmer
Wargear
--2xTwin Linked Gauss Blasters
--Slavemaker Device
----If an enemy infantry model is within 6" of the Slavemaker Ark, every model in the unit must make a toughness test with no armor or cover saves allowed. For each model that fails the test, remove their model and place a Necron Slave in the nearest Necron Slave Squad. If there is no Necron Slave Squad on the table, place the model into reserves. When you have 5 Necron Slaves in your reserves, you may deep strike them into the field immediately, ignoring reserve rolls if they are deep struck within 6" of the Slavemaker Ark.
--Tractor Beam:
----Range: G14"
----Strength:X
---- AP:X
----Large Blast
----Each enemy model beneath the large blast template must roll an Initiative test. If the test is failed, the model is placed within 6" of the Ark.
--Quantuim Sheilding
Does this convey some Ideal Ruels?
great now to make the models
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Praise be to Dark Sphere savior of cheapskates! |
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![[Post New]](/s/i/i.gif) 2011/11/10 19:37:37
Subject: Experimental rules for Necro slaves
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Ichor-Dripping Talos Monstrosity
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I would make them 6+ with Feel No Pain and Fearless (being mindless meatshields and all) with a leadership of 3, circa Grotesques. Also - make the drill assault 1 or maybe even pistols. I'd also say make it only the slavemaker ark that's their controller at 12-18" and if outside that they ld test to see if they make their way back to it. As is at Ld10 they're almost garunteed to pass the out-of-range test, but Ld3 w/ fearless has the appropriate effect. Also... for the name instead of Slave Maker something more intimidating like Conversion Ark or Indoctrination Ark would fit better with what it is. Also - the easiest way to make the slaves would be the Warhammer Fantasy Vampire Counts Zombie Horde box + a pack of 25mm round bases. 20 Zombies that you can just convert the gauss drill onto.
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This message was edited 1 time. Last update was at 2011/11/10 19:41:37
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