| Author |
Message |
 |
|
|
 |
|
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2010/02/28 08:46:05
Subject: Re:A Necron Codex for 5th Edition
|
 |
One Canoptek Scarab in a Swarm
|
Black Antelope wrote:Nachturnus wrote:Yeah, I was basing the way his C'Tan scream works off of Nurgle's Rot, which allows for the caster to essentially cast it on themselves even when locked in assault. I'll edit in under necrodermis cosntruction that he is immune to the effects of C'Tan scream, friendly or otherwise. The idea behind it was to make it so that the Fleshbender's limited combat stats would not be a hinderance for him fighting the IG.
If he pops an assault terminator when he appears, he does 40 pts of dmg there already. if he pops a guardsman, that's like 6 points. 4 attacks isn't enough to combat a giant pile of guard or gaunts, so he needed something to make him more lethal. This guy is worthless against tanks, which was the intent though.
EDIT:
It's been edited.
It can hurt tanks, its S5 (rear 10 on most stuff) and a TL Gauss Flayer (so slightly better than a warrior)
I still say C'tan scream is too good. Its 6 6, compaired to N's Rot which is 3 -.
You could just give him an improved Lightning Field
Yeah, I know he can "hurt" tanks, but it's nothing compared to how much damage he can do to infantry every turn. I was keeping it c'tan scream just to simplify the model and reduce the number of weapon's templates.
EDIT:
Redoing him now:
Nachturnus wrote:
The Bloody Fleshbender:
Long ago the deceiver imbued a brilliant Necrontyr assassin with the ability to change his appearance at will. When the Necrontyr were damned to their metalic existance the Fleshbender, as he had come to be called, was instead uploaded into a pool of living metal, preserving his ability to change and magnifying it to never before seen levels. Unlike the rest of his Necron brethren, The Fleshbender has spent the last million years awake, killing, and learning to download the memories and behaviors of his victims. Long years of research have resulted in learning the knowledge allowing it to impersonate anything from an Eldar Aspect Warrior to a Tactical Space marine.
PTS: 210
WS:4 BS:4 S:5 T:6 W:2 I:5 A:4 Ld:10 Sv: 3++
Special Rules: The Fleshbender, Prefered Enemy, Necron.
The Fleshbender: This unit does not deploy at the start of the mission, but is instead kept in reserves. At the beginning of the game a D6 is rolled; if the result is 5+, Fleshbender may deploy within any enemy infantry squad (excluding special characters or ICs). On a 3+ it may deploy within a fast attack squad or infantry squad. On any other roll the Fleshbender must deploy only within troops choices. When The Fleshbender may be deployed from reserves, the metallic tendrils explodes forth from his disguise, both destroying a model in the squad of the squad owner's choosing, and letting forth a Howl of the Necrontyr. All units surrounding the flesh bender move a minimum of 1 inch away from him, and if the unit was embarked in a transport, the units must all debark before the template is placed, as they attempt to escape the mind-shattering wail.
Wargear: Necrodermis Construction, Metal Tendrils, Howl of the Necrontyr
Necrodermis Construction: The fleshbender's body is made of unnaturally shifting living metal, and is thus nearly impossible to damage, granting him a 3+ invulnerable save. This also allows the Fleshbender to fire a Twin Linked Gauss Flayer during his shooting phase.
Liquid Metal Tendrils: The Fleshbender's melee attacks slide into the tiniest crevices, crush windpipes with cold metal, and mono-molecular needles penetrate ceremite and flesh like butter, Ignoring armor saves.
Howl of the Necrontyr: The Fleshbender is capable of emitting a mind-sundering, ear-drum rupturing, marrow rattling burst of sonic energy. Place a large blast template over The fleshbender. All enemy infantry units with model partially or completely under the template take a pinning test, and suffer a S 5 AP 5 hit for each model under the template. This weapon is unable to resonate with tank armor, and thus all results greater than crew stunned against vehicles are reduced to crew stunned.
Howl of the Necrontyr has been added in. I considered adding a poison attack instead, but I decided that would make him far too powerful against monstrous creatures or enemies with an elevated toughness. For the record, the way it is worded, if a squad has a single model under the template, the entire squad takes a pinning test, as they are knocked down, writhing in pain. This will make him INCREDIBLY good for destroying large groups of light infantry (think guard, gaunts, rippers, fire warriors, kroot, boyz etc.) and the pinning test will toss a big old wrench into the enemy's strategies. He is, however, fairly worthless at killing tanks, as he deploys in the middle of a squad of infantry, and thus will find it quite difficult to get into striking position on tanks and the like.
I've also come up with an upgrade character for Warriors
Nachturnus wrote:
Janus, The Hundred Handed
A small group of necron warriors from a distant tomb world have been fused together, having traveled through the warp in an unstable space hulk. The end result is a single, oddly shaped warrior with a dozen eyes staring out from a mouth somehow sculpted by the warp into a silent, screaming wail of torment.
PTS: 50 (or 60), May only be taken in addition to a squad of warriors.
WS:4 BS:4 S:5 T:5 W:2 I:3 A:4 Ld:10 Sv: 4+
Special Rules: Necron, Slow and purposeful.
Wargear: Relocation Matrix, Curse of the Hundred Handed, Three Twin-linked Gauss Flayers,
Curse of the Hundred Handed: Janus behaves as though he had the Targeting Matrix Wargear, as its eyes and arms all act independently from one another, and his many brains are able to assess threats that pass unperceived by other warriors and then relay the information to his squad, reducing the number of attacks of each enemy squad in an assault by 1. Unfortunately his status as an amalgamation also severely taxes his repair systems, and thus his Feel No Pain saves must be made on a 5+, and may never climb above 4+.
Basically, This guy is the ultimate shooter for a warrior squad, and is definitely nice to have around. He has the stats of around 3 warriors stuck together, with the added bonus of twinlinked on his weapons, however his crappy FNP save and paltry two wounds make him a perfect target for snipers, templates, and stuff that penetrates his armor save.
|
|
This message was edited 4 times. Last update was at 2010/02/28 09:48:53
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/02/28 09:33:10
Subject: Re:A Necron Codex for 5th Edition
|
 |
Been Around the Block
|
The Invisible Death: As the Imperial Guard sought out new planets to colonize they came upon a planet that had strange structures and as they explored the world they unknowingly awakened the Necrons that were sleeping there. They had awoken them when they sent a scout party into an underground tunnel system and as when they awoke the Necrons they were slaughtered by them. When the scout party didn’t return the Imperial Guard set up a defense in front of the entrance in hopes of containing the Necrons but it didn’t help them because it seemed out of nowhere there was a Wraith in their midst slaughtering them then it seemed to disappear. The wraith kept repeating these attacks eventually killing all the Imperial Guard.
150
WS BS S T W I A Ld Sv
6 5 6 6 2 6 4 10 3+/3++
Special Rules: Necron, Wraith Flight, Hit and Run, Jetbike and Invisible Death.
Wargear: Distruption field, Phasing Claws.
Invisible Death: The Invisible Death can deep strike and to deep strike pick a single model in a unit as the destination, if it is a direct hit then the model counts as being hit by a S: 6 power weapon.
Phasing Claws: These count as 2 CCW and they are also power weapons.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/02/28 12:25:31
Subject: Re:A Necron Codex for 5th Edition
|
 |
Elite Tyranid Warrior
|
I'm not going to include a PW Wraith wolfworriors. End of story. Just take a Lord with Wraithbody, which is exactly the same.
Janus sounds ... interesting.
Its certainly a good concept, and will be looked at.
I think all the SC will be unit upgrades or Essences, simply because the Lords are so mutable, they can forfill pretty much any idea for a HQ SC.
How would people feel about the following for SCs:
-Nachturnus's Janus as a Warrior upgrade (although I'd drop his attacks and point cost)
-A Tomb Spider SC that spawns Scarabs, and provides them with some kind of area effect bonus (like the Tyranid Tervigon)
-A Pylon "SC" that fires lightning arcs
Also, how should the idea of Necrons harvesting people be represented (or not at all, just leave it as fluff)
HQ - Unique - 260 points
The Essence of the Deciver
WS BS S T W I A Ld Sv
6 8 6 6 3 8 3 10 3+
The Essence of the Deciver is armed with The Lightning Stave
It has the Necron, Misdirect, Decive, Traitor, Evade and Hit and Run special rules
The Lightning Stave - A long rod of Necrodermis, that mutates in the hands of the weilder, and calls down green lightning upon its foe. The Lighting Stave is a 2 Handed CCW that causes Instant Death. In addition, it may be used in the shooting phase: Rg18 S2+D3 AP- Assault 2D6. Any unit takeing Shooting casulties from The Essence of the Deciver must take a Ld test at -1Ld or fall back, in addition to any test taken for 25% causilties.
Misdirect- After the completion of Infiltration and Scout moves, but before the first movement phase, a single friendly unit may be moved up to 3D6", provided they are still in a legal depoyment. This move is not affected Difficult or Dangerous terrian.
Decive - After the completion of Infiltration and Scout moves, but before the first movement phase, a single enemy unit may be moved up to 6". This move is not affected by Difficult or Dangerous terrian, and the player who controls the unit may chose its facing.
Traitor - An enemy has been taken in by the tricks of the Deciver, and acts to misdirect the enemy on its behalf. When battle is joined, the Deciver may call upon its pawn to strike. Once per game, on any turn other than the first, select any enemy Infantry Troop Choice of at least 3 models, which is not in reseves. The player who controls the unit selects a model, which must take a Ld check. If the test is failed, the model refuses to strike, beliving the risk is too great. It acts as normal for the rest of the game. If the test is passed, the model reveals its true alliegence. The model is immedatly placed 1" away from its unit (outside of a transport if it was in one), and comes under the control of the Necron player. It may not move in the movement phase, but may act as normal for the rest of the turn (counts as having moved for the purpose of shooting). It's profile, rules and weapons remain the same, although it gains a C'tan Phase Knife.
Evade - At the start of any close combat, after the defender has reacted but before blows are struck, the Essence of the Deciver may choose to move 2D6" in a straight line away from the combat. This may not be used to initate any new combat, but may be used to enter a different combat. If the enemy in the combat the Essence of the Deciver has left is now unengadged, they may make the normal D6" move.
C'tan Phase Knife - One Handed CCW that ignores all saves
HQ - Unique - 320 points
The Essence of the Nightbringer
WS BS S T W I A Ld Sv
8 6 8 6 3 6 5 10 3+/4++
The Essence of the Nightbringer is armed with a War Scythe, Lightning Arc, Disruption Fields, Gaze of Flame, Veil of Darkness, Solar Pulse, Phylactery and the Cloak of the Storm Lord
It has the Necron and Eclipse special rules
Lightning Arc - The Essence of the Nightbringer can fire a single bolt of lightning from its fingers, to strike a target. A shooting attack: Rg18" S9 AP4 Assault 1
Eclipse - Once per game, at the start of a game turn, you may force the use of the Night Fighting rules for the full game turn.
Automatically Appended Next Post: HQ - Unique - 320 points
The Essence of the Void Dragon
A strange twisted serpent of a machine, with a raised spine that crackels with green lightning.
WS BS S T W I A Ld Sv
6 6 8 6(7) 3 6 3 10 3+/5++
The Essence of the Void Dragon is armed with a Staff of Light, Distruption Fields, Multiple Claws and Lightning Field
It has the Necron, Metal Serpent, Deepstrike, Tank Hunter, Master of Machines, Charged Vortex and Lightning Spine special rules.
Multiple Claws - The many claws of The Essence of the Void Dragon tear and strike at the enemy. In close combat, make 8 additional attacks, at WS3 S3 I2 Poisoned (4+). These also repair its form, giving The Essence of the Void Dragon a 5+ Inv save.
Metal Serpent - The Essence of the Void Dragon moves as a beast, and may make a fleet (run) move.
Master of Machines - If, at the start of the shooting phase, The Essence of the Void Dragon is within 6" of a friendly vehicle, it roll a D6. On a 3+, it calls forth repair scarabs that fix one Weapon Destroyed or Immobilsed result. Additionly, Pylons in the army do not take up a Heavy Support slot.
Charged Vortex - The Essence of the Void Dragon may vomit forth lightning stored within its shell. Counts as a ranged weapon that may be fired in addition to the Staff of Light, even if The Essence of the Void Dragon makes a run move. Rg:Template S5 AP- Assault1 OR Rg12" S1 AP6 Assault1, Inflicts an automatic glancing hit on any tank it hits.
Lightning Spine - Such is the power stored in the spine of The Essence of the Void Dragon, that it discharges and sparks as it moves. If The Essence of the Void Dragon moves in the movement phase, every unit (friend or foe) within 6" takes D6 hits of a S equal to the distance moved divided by 2 (round up), at the end of the movement phase.
(Note: its supposed to be a Necronish Naga, with a very promonet spine, covered in little claw things (ala tech priest dendrites), surrounded by scarabs and lightning.)
|
|
This message was edited 3 times. Last update was at 2010/02/28 13:07:47
Armys: , , , Skaven
Number of Threads Won: 1 |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/03/01 04:32:59
Subject: Re:A Necron Codex for 5th Edition
|
 |
One Canoptek Scarab in a Swarm
|
interresting, are the essences essentially amped up lords?
Are you going to do one for the outsider?
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/03/01 08:46:27
Subject: Re:A Necron Codex for 5th Edition
|
 |
Elite Tyranid Warrior
|
Yep, they run as "better" Lords
I'm not sure what to do for the outsider. Will probably just nick of the with rules on P1
Automatically Appended Next Post:
HQ - Unique - 330 points
The Essence of the Outsider
WS BS S T W I A Ld Sv
7 0 7 7 3 3 6 8 4+/3++
The Essence of the Outsider is armed with Vampiric Claws, Soulseer Helm, Null Field, Disruption Fields and Chronometron
It has the Necron, Ceasless Hunger, Call of the Outsider, Imune to Natural Law and Ethric Storm special rules
Vampiric Claws - The Essence of the Outsider attacks have the Poisoned (2+) and Rending USRs.
Soulseer Helm - An strange devise that can discern the souls so prized by its master, the controling player may select one IC in the enemy army. That model is worth 2x its normal KP/VP value to the Necron player. The Essence of the Outsider and any unit it joins also has the Prefered Enemy USR agaist this model and any unit the target model should join.
Ceasless Hunger - At the start of every turn, The Essence of the Outsider must pass a Ld test or be subject to the Rage USR
Call of the Outsider - At the end of the Necron players assualt phase, all enemy, non-Necron units within 18" and in LoS of The Essence of the Outsider must pass a Ld check or move D6" directly towards it. Difficult terrain halves the D6 role, Dangerous terrain acts as normal and Impassible terrain stops movement immedatly.
Immune to Natural Law - The Essence of the Outsider is can move through any terrian without penalty (even impassible, although it may not end its move in impassible terrian). It also gains the Eternal Warrior USR and a 3+ Inv save.
Ethric Storm - Once per game, in the Necron players movement phase, select any enemy unit on the board. That unit is removed and placed in reserves. Place a marker where the unit was, and on the controling players next turn, they re-enter play via the deep strike rules. If this would cause a mishap, simply move the unit the minimum distance so that they do not mishap. If the game ends while the unit is in reserves, they are treated as on the board for the purpouse of VP/KP.
Any ideas about SSHelm? I'm not wonderfuly happy with it ATM.
|
|
This message was edited 2 times. Last update was at 2010/03/02 07:12:16
Armys: , , , Skaven
Number of Threads Won: 1 |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/03/01 23:14:57
Subject: A Necron Codex for 5th Edition
|
 |
One Canoptek Scarab in a Swarm
|
I might suggest that you change SSH to something more substantial. I mean, double KP is nice to have, but prefered enemy against one model is a little lackluster.
I might suggest, instead, that any unit the Essence is with gets preferred enemy to that target, and that if the IC that has been marked joins a unit, both he and the unit are subject to the effect of ss helm, IE the unit is worth double KP and the unit that's with the essence has preferred enemy against them all.
This will, first of all, make the ability a little more oomphy, so the enemy can't just stick the IC in a big squad of Thunder Hammer Storm Shield TEQs and not worry about it. Basically it'll either force the enemy player to either make a gamble and pray that the necron player is unable to waste his squad, or he will have to castigate his HQ and try to keep it safe while it's not in a unit.
It will definately add a second level of tactical complexity to the game, kind of like how Bjorn adds a new objective. God damn, Bjorn + SS helm = 6 KP.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/03/02 07:10:49
Subject: Re:A Necron Codex for 5th Edition
|
 |
Elite Tyranid Warrior
|
Thats a good idea Nachturnus, Ill put it in
|
Armys: , , , Skaven
Number of Threads Won: 1 |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/03/02 07:20:45
Subject: A Necron Codex for 5th Edition
|
 |
Bloodthirsty Bloodletter
Anchorage
|
OK. Interesting codex. Short on time so only a few things, I'll look at it again later when I have a bit more time.
1) Phase-out. No, get rid of it. The army is too expensive point wise to have phase out as well. Particularly since your nerfing WBB.
2) The WBB solution, while moving it to FNP is pretty much written in the stars as going to happen, it really makes me want to play chaos marines instead, because the support option are so much better. Like transports you can put them in to protect them further and get them where they need to be. And melta weapons to get rid of armor. But getting back 1d3 per time you move them through a portal, and they cant assault, is a rather large restriction on the ability. Yes, they should have lost less with the FNP being pretty much available, yes they can keep regenerating up till their full strength, but it changes the feel significantly. The look of despair on an opponents face when they take out 9 of 10 immortals, and then they all get back up is priceless...
3) Immobile vehicles. OK. They pylon yes. The others, no. And if they're going to be immobile, then they should be able to fire the round they land, as opposed to having to wait a round to be shot at, and letting everything get out of their 12" effective range. Give them a range of 18-24 maybe. Maybe.
4) I'd like to see the wraith body for the lord, let a unit of wraiths be taken as troops, and a SC wraith-lord, letting you take wraiths as troops without restrictions. (I like wraiths...)
5) Power weapons on wraiths is not over powered. Not at 40 points, not at 50 points. If you think it is, lets look at it this way. 50 pts per, 5 of them, 250 pts. 25 attacks at decent speed and str. For 250 pts I can take 15 Bloodletters in my daemon army, and have rending on one of them. Which is 45 power weapon attacks on the charge, that go off before marines, have a higher WS than marines, and will wound on 3's against marines. I have yet to find a marine squad, or for that matter a terminator squad, that stands up well to that. Not overpowered.
Will look at the rest later.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/03/02 08:02:12
Subject: A Necron Codex for 5th Edition
|
 |
Elite Tyranid Warrior
|
dancingcricket wrote:OK. Interesting codex. Short on time so only a few things, I'll look at it again later when I have a bit more time.
1) Phase-out. No, get rid of it. The army is too expensive point wise to have phase out as well. Particularly since your nerfing WBB.
It really isn't a nerf. Its slighty worse vs AP1/2 fire, better vs lots of fire (as you cannot kill the whole unit and remove WBB), much better in CC (keeps them alive to strike back, lowers losses to avoid Sweeping Advance, the Necrons worst fear) and MUCH better on multiwound models.
2) The WBB solution, while moving it to FNP is pretty much written in the stars as going to happen, it really makes me want to play chaos marines instead, because the support option are so much better. Like transports you can put them in to protect them further and get them where they need to be. And melta weapons to get rid of armor. But getting back 1d3 per time you move them through a portal, and they cant assault, is a rather large restriction on the ability. Yes, they should have lost less with the FNP being pretty much available, yes they can keep regenerating up till their full strength, but it changes the feel significantly. The look of despair on an opponents face when they take out 9 of 10 immortals, and then they all get back up is priceless...
But if necrons get transports, melta etc, they become yet another marine variant. If you look at the Warrior stat line, I've pulled it away from MEQ. All Assault troops have some way of getting their fast (DS, Infiltrate, JetBike) so you really shouldn't be portaling them. Warriors/Immortals should be the ones using portals to avoid assault and dance around.
Also, you really cannot compair PM to Necrons
3) Immobile vehicles. OK. They pylon yes. The others, no. And if they're going to be immobile, then they should be able to fire the round they land, as opposed to having to wait a round to be shot at, and letting everything get out of their 12" effective range. Give them a range of 18-24 maybe. Maybe.
4) I'd like to see the wraith body for the lord, let a unit of wraiths be taken as troops, and a SC wraith-lord, letting you take wraiths as troops without restrictions. (I like wraiths...)
I've said no to any form of "Body-Lord SC" simpy because theyd be too near what could be created anyway.
5) Power weapons on wraiths is not over powered. Not at 40 points, not at 50 points. If you think it is, lets look at it this way. 50 pts per, 5 of them, 250 pts. 25 attacks at decent speed and str. For 250 pts I can take 15 Bloodletters in my daemon army, and have rending on one of them. Which is 45 power weapon attacks on the charge, that go off before marines, have a higher WS than marines, and will wound on 3's against marines. I have yet to find a marine squad, or for that matter a terminator squad, that stands up well to that. Not overpowered.
Will look at the rest later.
Lets compair 'letters to wraiths shall we:
Wraith is 21p more than a letter, loses 1WS, FC, PW
For this you get:
+2S
+2T
+1I
+2A
a 3+/3++ save rather than a -/5++
Jetbike
Rending
Frag Grenades
WraithFlight
Hit and Run
and you want to give them PW AND drop their points cost?
Please go to page 2 and review my earlier post on the strenghs of wraiths. They are a COMPLETELY different unit to 'letters, and should NEVER be used in the same fasion.
|
Armys: , , , Skaven
Number of Threads Won: 1 |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/03/02 09:01:42
Subject: Re:A Necron Codex for 5th Edition
|
 |
Been Around the Block
|
the essences of the C'tan are all upgrades for the Lord right?
And if it is would it be only 1 essence per army?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/03/02 18:46:32
Subject: Re:A Necron Codex for 5th Edition
|
 |
Elite Tyranid Warrior
|
No, the Essences are SC's.
And no army can field more than one Essence.
Janus, The Hundred Handed
A small group of necron warriors from a distant tomb world have been fused together, having traveled through the warp in an unstable space hulk. The end result is a single, oddly shaped warrior with a dozen eyes staring out from a mouth somehow sculpted by the warp into a silent, screaming wail of torment.
A unit of warriors may upgrade a single model to Janus, The Hundred Handed for 30 points.
WS BS S T W I A Ld Sv
4 5 5 5 2 3 2 10 4+
Janus, The Hundred Handed is armed with Three Twin-linked Gauss Flayers and Relocation Matrix.
It has the Necron, Slow and Purposeful and Curse of the Hundred Handed
Curse of the Hundred Handed: Janus behaves as though he had the Targeting Matrix Wargear, as its eyes and arms all act independently from one another. Its many brains are able to assess threats that pass unperceived by other warriors and then relay the information to it's squad, so the squad counts as being equiped with defensive grendes. Unfortunately his status as an amalgamation also severely taxes his repair systems, and thus his Feel No Pain saves are reduced by 1.
#
Credit to Nachturnus
|
Armys: , , , Skaven
Number of Threads Won: 1 |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/03/03 00:29:31
Subject: A Necron Codex for 5th Edition
|
 |
Bloodthirsty Bloodletter
Anchorage
|
Black Antelope wrote:dancingcricket wrote:OK. Interesting codex. Short on time so only a few things, I'll look at it again later when I have a bit more time.
1) Phase-out. No, get rid of it. The army is too expensive point wise to have phase out as well. Particularly since your nerfing WBB.
It really isn't a nerf. Its slighty worse vs AP1/2 fire, better vs lots of fire (as you cannot kill the whole unit and remove WBB), much better in CC (keeps them alive to strike back, lowers losses to avoid Sweeping Advance, the Necrons worst fear) and MUCH better on multiwound models.
2) The WBB solution, while moving it to FNP is pretty much written in the stars as going to happen, it really makes me want to play chaos marines instead, because the support option are so much better. Like transports you can put them in to protect them further and get them where they need to be. And melta weapons to get rid of armor. But getting back 1d3 per time you move them through a portal, and they cant assault, is a rather large restriction on the ability. Yes, they should have lost less with the FNP being pretty much available, yes they can keep regenerating up till their full strength, but it changes the feel significantly. The look of despair on an opponents face when they take out 9 of 10 immortals, and then they all get back up is priceless...
But if necrons get transports, melta etc, they become yet another marine variant. If you look at the Warrior stat line, I've pulled it away from MEQ. All Assault troops have some way of getting their fast (DS, Infiltrate, JetBike) so you really shouldn't be portaling them. Warriors/Immortals should be the ones using portals to avoid assault and dance around.
Also, you really cannot compair PM to Necrons
3) Immobile vehicles. OK. They pylon yes. The others, no. And if they're going to be immobile, then they should be able to fire the round they land, as opposed to having to wait a round to be shot at, and letting everything get out of their 12" effective range. Give them a range of 18-24 maybe. Maybe.
4) I'd like to see the wraith body for the lord, let a unit of wraiths be taken as troops, and a SC wraith-lord, letting you take wraiths as troops without restrictions. (I like wraiths...)
I've said no to any form of "Body-Lord SC" simpy because theyd be too near what could be created anyway.
5) Power weapons on wraiths is not over powered. Not at 40 points, not at 50 points. If you think it is, lets look at it this way. 50 pts per, 5 of them, 250 pts. 25 attacks at decent speed and str. For 250 pts I can take 15 Bloodletters in my daemon army, and have rending on one of them. Which is 45 power weapon attacks on the charge, that go off before marines, have a higher WS than marines, and will wound on 3's against marines. I have yet to find a marine squad, or for that matter a terminator squad, that stands up well to that. Not overpowered.
Will look at the rest later.
Lets compair 'letters to wraiths shall we:
Wraith is 21p more than a letter, loses 1WS, FC, PW
For this you get:
+2S
+2T
+1I
+2A
a 3+/3++ save rather than a -/5++
Jetbike
Rending
Frag Grenades
WraithFlight
Hit and Run
and you want to give them PW AND drop their points cost?
Please go to page 2 and review my earlier post on the strenghs of wraiths. They are a COMPLETELY different unit to 'letters, and should NEVER be used in the same fasion.
It's still rather easy to remove WBB/ FNP on them. First, they need to be near a res orb to always get it. 2 lords with orbs, which will allow you to be mobile if you travel with the lord nearby. The tomb spiders, well, not so much. You want to leave the board and come back elsewhere, your probably not going to be near the spider. The spider doesn't have much in the way of mobility, nor a lot of range support, and it only takes a couple melta shots to pop. And the point wasn't so much that the WBB had been made less effective, as that having to take out 100% of your foes forces when they only have to beat 75% of yours is a huge disadvantage, when everything costs as much as it does.
Necrons ARE another marine variant. Just without the horrid shoulder pads or giving a damn one way or the other about the emperor. But I'm cool with not giving them melta, keep gauss the way it currently is, and give everyone tank hunter, no need for melta. No transports to hide in, fine if I can reliably get back up, or get across the table when I need to. And you've got a good start on that in there. Otherwise though, it's very easy to compare PM to necrons. Particularly if you increase the toughness and give them FNP, and have a similar point cost. The difference at that point is just load out. Instead of plasma, melta, powerfists or swords you get gauss. Instead of fearless you get (if we're lucky) relentless or stubborn. And as was pointed out, a 4-5 toughness increase doesn't make up for a 3+ to 4+ armor save decrease.
Sorry if you don't care for the idea of 'Body-Lord special characters'. I think it to be a nice idea, and a easy way to give the necrons a lot more options. Close combat necrons. Ones that specialize in harrassment tactics. It'd be fun to have a full destroyer wing, without having to have foot sloggers on the board, an actual rapid response/raiding force.
Your letter to wraith comparison is a bit off.
First, it's 29 point difference per model. Second, with a max of 5 in the unit, 25 attacks on the charge, against your standard marine unit, your going to get 12.5 hits, 10.5 wounds with 1.75 rends. Of the remaining 8.75, you can expect your opponent to make about 6 saves, meaning out of a 10 man squad you'll have killed 3-4, on average. For the 'letters at 15 models (about the same point cost) you'll have 45 attacks, 30 hits, 20 wounds, no saves. True, their not as mobile, they don't have grenades. Not as tough as the wraiths you've designed, no hit and run. But with deepstrike they tend to be close enough for the next rounds charge, have 3 times the number of wounds for absorbing shots, and count as troops, so they can secure objectives. And with the better ability to rip through an opponent squad, they hardly need hit and run. And you can almost get 3 for the price of a wraith. The wraiths might have some good bonuses to them. But with the rending taking effect in the wound phase as opposed to the hitting phase of the assault, it's a lot less potent than it used to be. Plus, it fits the fluff better. Honestly, I'd personally give them warscythe type claws, as it sounds closer to the fluff. Phasing in and out of reality as they move and attack, sounds like it's hard to be invulnerable against them. A bit too powerful for things that strike at I6 I know, but it sounds more appropriate. And it definitely sounds more like something I'd put on a unit that was going to be rushing forward to wreak havoc behind enemy lines as fast shock troops. But power weapons is fine.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/03/03 02:54:58
Subject: A Necron Codex for 5th Edition
|
 |
Bloodthirsty Bloodletter
Anchorage
|
Alright, couple other things real quick. (Reading on my breaks at work, so bear with me).
Terrifying Visage. Meh. -1 Ld isn't all that great. Against a non CC focused unit, your probably going to do well enough to make them run anyhow. Against a CC focused unit, it wont make much difference, as chances are it's you thats going to be losing, and too many of the CC focused units out there are fearless in some way or other. I would have been perfectly happy with terrifying visage as it stands in the current necron codex if it was a leadership test, not a morale test, and fearless units weren't immune. It would make the flayers useful, and the pariahs useful to have nearby. As is, they're not going to be overly concerned about that -1 leadership. Otherwise, maybe rending for the flayed ones?
Second - have you considered some sort of rule to back up the fluff that the tyranids tend to want to avoid the necrons. Diverting coarse to avoid a planet, devestated by their attack, etc. Some way for the soulless ability to interfere with synapse perhaps? I realize it makes it very army specific as to what they're good against, but it would be an interesting addition.
Third - Living metal. Does your 4+ cover save work against hand to hand attacks? Mostly wondering because I'm rather tired of some juiced up glory boy (space marine) with an electrified gauntlet coming up and punching to death a tank that shrugs off melta rounds, anti-tank cannon shots, eldar lance weapons, etc. Also, it opens it up to CC attacks by monstrous creatures that before had a more difficult time affecting it, as now they get their 2 dice instead of 1.
4) Would it be simpler on the gauss to just word it as it currently is in the book, and just give the tank-hunter ability to everyone, or at least to most? It doesn't negate the usefullness of disruption fields, as you'll still need them to assault and hurt a LR, and for when you get assaulted by a dread...
5) I wouldn't mind seeing more defensive grenades on the shooty guys. Instead of taking disruption field for assault grenades, being able to take them for defensive instead might be nice.
6) Defence swarms, I'm not sure how they help with defense. Now, if you could take them as wargear for a unit and provided the unit with a +1 to +2 on cover saves, as it's hard to determine where to shoot with the swarm of scarabs flitting about making things dark and hazy, that would be usefull. And worth an extra 20-30 points, for the unit, depending on the bonus they give. As is, the defense swarms seem more of a guided missile swarm. At the very least, if your keeping them as is, you might want to make it a shooting attack for the self destruct, otherwise people are going to be turbo-boosting from behind cover 24 inches ahead to get as close as possible to something and going boom, making it rather hard to defend against. 5 of them in a single unit gives you 5-15 S5 large blasts that wont deviate, avg 10, for 150 pts. The only saving grace is that you have to place it over the swarm base, and you can't move within 1" during the movement phase, so it'll reduce things a bit. To really minimize it, you might want to mention that it needs to be centered over the swarm base, otherwise if the large blast is only covering a 1/4 inch of the base, it's still technically over the swarm base. From such things are UMDC rules debates made.
7) Monolith - More expensive. Ow. But alright, or would be alright if there was no phase out. Ponderous lets you move and fire as if standing still. Alright, hasn't been a problem moving and firing, but now it can deepstrike and fire the gauss flux arc, where current codex it can't. At least if I'm understanding ponderous correctly. Is particle whip going to be such that it can't be disable again, or will the foe be able to silence it? Can you fire it and the gauss flux arc in the same round now? The tank is more vulnerable to incoming fire with the changes in living metal that you propose, what is justifying the extra 65 points of cost? Can it use the portal and shoot everything now?
8) Portal - I don't agree with the no assault. Personal preference. But yanking a troop of CC guys through, only getting an average of 2 a chance to stand back up, and then having them wander around aimlessly for a round getting shot up seems less than wonderful. Nice though the unit you pull can be anywhere on the board, as opposed to 'relatively close'. Also, unless it's intentional, you may want to change the wording to limit it to one unit per turn. As it stands it seems to be more of a thing that any (including all) units can choose to do every round, so long as they can fit in/near the portal. And since you do movement 1 unit at a time, first unit moves through, gets back a guy or two, and moves out of the way for the next squad to cycle through. Rinse repeat till your whole army has teleported across the board. For 300 points, a semi-fixed location to redeploy everyone through at the beginning of a turn sounds like a reasonable cost, but probably not what was intended. And again, I'd like the wraiths to be able to assault out of the thing. Did I mention yet that I really like wraiths?
9) At 30 pts per swarm, can repair swarms count as having res orbs, or do the same as the portal does for a unit, maybe a bit enhanced, return 1d6 models to service, up to the original number? Maybe take a wound or lose a model if a 6 is rolled in the process? (And I promise I'm not asking just because I have 60 swarm bases I'd like to be able to use.)
10) Pylon - again, not quite feeling it. Low points, can take several, and reasonably tough for the points. But immobile, and only have a 6" range for something with terrible AP, that's a large blast, which usually means it can drift, including backwards. 6" means it's easy to avoid it's danger zone, so the only thing its going to excel at is dumping several onto an objective, and forcing the opponent to clear you off. It just doesn't seem worthy of the same name as the pylon from the apocalypse book, with its long range SD weaponry.
11) Relocation matrix - so, no combat resolution? Mixed blessing, lose horribly and phase out to come back later, cheating your opponent of the ability to run you down. Do well, but need to get across the board to claim an objective, the opponent doesn't have to worry about running. But it really messes with the normal flow of combat, more than just about anything else I've seen, including the Mawlocs deepstrike attack and the mystics designating a target. While relatively simple, it might be best to leave it till after combat resolution, and having it let them do something similar to hit and run, with the fade from the table move. Or a saving grace, so if they get run down they can fade away and still come back. Otherwise, it's a nice mechanic for getting across the board relatively quickly to grab those objectives, and has a downside, in that it's time the unit cant be shooting while they aren't on the table, and early game it may not be easy to come back. Of course round 5 they'll show up regardless, so at the end of your opponents round 4 if your went first, or their round 5 if they went first, everything disappears, and reappears on objectives, with no way to really stop them. Especially if they dropped half a dozen pylons and obelisks down on the objectives in the first place. Hmm, might be a bit underpriced. All in all though, still not sure if it's a suitable replacement for run. Particularly as long as the inquisitor and mystics are still out there.
12) On the note of the relocation matrix. Any chance of a piece of wargear for the lord that increases your reserve rolls? Maybe some wargear available for wraiths and/or other units (maybe a swarm unit, or the hounds or one of the vehicles) that acts as a teleport homer?
13) Solar pulse, is it a one time thing, or all game? And I did like the ability to negate night fighting for a round. Helpfull in all the dawn of war battles...
14) Gauss Stripper - Sounds neat. One of the more interesting ideas, conceptually, I've seen for the 'crons in a while. Not sure I'd like it as a TO though, as you'd be removing terrain off the table left and right, and then I'd have to come back and set it up again after you. As a player, I'd really consider bringing 2. Relatively cheap, and all of a sudden, there's no cover on the board, and no terrain to hamper my movement. Objective on the 4th floor of this ruin, well, ruin is gone, now it's on the ground. Don't need 5 rounds of climbing up there to claim it anymore. (Would have been less, but I'm S&P and can't run.) Or does such an objective go away as well? That would really irk the opponent, hit them, take away their cover, do some damage to them, and remove the objective they were sitting on from the game. I like it.
15) Destroyer body - is it +1T like it currently is, so I can put a bronze lord on one and he'll be immune to instant death from double toughness, or will it be 5(6) for him, so a demolisher can take him out with one shot? I'm assuming from the destroyers that it's the latter.
16) Silver Lord, and I've seen a couple others, where they don't seem to have a destroyer body, but have their T listed in the format of [x(x+1)]. Any particular reason?
17) Immortals - Wouldn't mind revisiting the cost of them. They cost almost as much as pariahs, and have less special rules to them, and aren't as rough and tumble in CC. I'll admit you boosted them up from where they were, but yikes.
18) Conversely - 10 pt swarms, number up to 20 bases, and not taking up a FOC, might be a bit underpriced. 60 wounds that move like jetbikes, so they'll have the best chance at getting off the charge, up to 80 attacks on the charge (if the opponent is extremely unlucky at hitting them), and is going to take anything that isn't a squad full of thunderhammers or powerfists a long time to wittle through. Thinking that either 10 pts per is too low, they need fewer models, or that they will need to take up a FOC. My opinion of course.
19) Wouldn't mind seeing some sort of gun platform in the heavies. It's usually where you have the things that deal with opponents armor and heavies, but with gauss working not as necessary. But something that you could choose weapon options on, maybe to drop small blasts on foes at good range, lots of shots (pinning maybe, weapons of terror from the undead guys...), or something with lance or at least AP1 on it.
Otherwise, rather interesting, I'd be happy to test it out, once the local tourney I'm prepping for has passed. Don't want to get actual rules mixxed up with proposed rules right before the event...
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/03/03 10:47:35
Subject: A Necron Codex for 5th Edition
|
 |
Elite Tyranid Warrior
|
dancingcricket wrote:Alright, couple other things real quick. (Reading on my breaks at work, so bear with me).
Terrifying Visage. Meh. -1 Ld isn't all that great. Against a non CC focused unit, your probably going to do well enough to make them run anyhow. Against a CC focused unit, it wont make much difference, as chances are it's you thats going to be losing, and too many of the CC focused units out there are fearless in some way or other. I would have been perfectly happy with terrifying visage as it stands in the current necron codex if it was a leadership test, not a morale test, and fearless units weren't immune. It would make the flayers useful, and the pariahs useful to have nearby. As is, they're not going to be overly concerned about that -1 leadership. Otherwise, maybe rending for the flayed ones?
They do stack though, so taking a Lord w/GoF and the Flayed One SC in a unit of Flayed Ones drops the enemy Ld by 3.
Second - have you considered some sort of rule to back up the fluff that the tyranids tend to want to avoid the necrons. Diverting coarse to avoid a planet, devestated by their attack, etc. Some way for the soulless ability to interfere with synapse perhaps? I realize it makes it very army specific as to what they're good against, but it would be an interesting addition.
If I did that, I'd have to put in that some of the other stuff doesn't work on them (as they have no souls), so I'm leaving as-is for simplicties sake.
Third - Living metal. Does your 4+ cover save work against hand to hand attacks? Mostly wondering because I'm rather tired of some juiced up glory boy (space marine) with an electrified gauntlet coming up and punching to death a tank that shrugs off melta rounds, anti-tank cannon shots, eldar lance weapons, etc. Also, it opens it up to CC attacks by monstrous creatures that before had a more difficult time affecting it, as now they get their 2 dice instead of 1.
1)It is NOT a cover save, it is simply a 4+ that can be in addition to a Cover/Inv save
2)"grants the vehicle a 4+ save against all damage"
Doesn't matter what causes the hit, enemy CC, enemy shooting, your shooting, exploding tanks in apoc etc, the 4+ is taken agaist them ALL
4) Would it be simpler on the gauss to just word it as it currently is in the book, and just give the tank-hunter ability to everyone, or at least to most? It doesn't negate the usefullness of disruption fields, as you'll still need them to assault and hurt a LR, and for when you get assaulted by a dread...
Eh, not really. This way is a lot stronger, and harks back to the rules as in 4th.
5) I wouldn't mind seeing more defensive grenades on the shooty guys. Instead of taking disruption field for assault grenades, being able to take them for defensive instead might be nice.
How would you price def. greandes ?
6) Defence swarms, I'm not sure how they help with defense. Now, if you could take them as wargear for a unit and provided the unit with a +1 to +2 on cover saves, as it's hard to determine where to shoot with the swarm of scarabs flitting about making things dark and hazy, that would be usefull. And worth an extra 20-30 points, for the unit, depending on the bonus they give. As is, the defense swarms seem more of a guided missile swarm. At the very least, if your keeping them as is, you might want to make it a shooting attack for the self destruct, otherwise people are going to be turbo-boosting from behind cover 24 inches ahead to get as close as possible to something and going boom, making it rather hard to defend against. 5 of them in a single unit gives you 5-15 S5 large blasts that wont deviate, avg 10, for 150 pts. The only saving grace is that you have to place it over the swarm base, and you can't move within 1" during the movement phase, so it'll reduce things a bit. To really minimize it, you might want to mention that it needs to be centered over the swarm base, otherwise if the large blast is only covering a 1/4 inch of the base, it's still technically over the swarm base. From such things are UMDC rules debates made.
Its Defence as in Defender or Guard. Their just better CC scarabs
7) Monolith - More expensive. Ow. But alright, or would be alright if there was no phase out. Ponderous lets you move and fire as if standing still. Alright, hasn't been a problem moving and firing, but now it can deepstrike and fire the gauss flux arc, where current codex it can't. At least if I'm understanding ponderous correctly. Is particle whip going to be such that it can't be disable again, or will the foe be able to silence it? Can you fire it and the gauss flux arc in the same round now? The tank is more vulnerable to incoming fire with the changes in living metal that you propose, what is justifying the extra 65 points of cost? Can it use the portal and shoot everything now?
It can use all its weapons the turn it DS's, it can shoot flux arcs, whip and portal on the same turn, has +1BS, has the cool DSing Tank Shock rule, has Living Metal which is IMO stronger than it was.
You cannot kill the Whip "Weapon Destroyed results do not destroy any weapons"
8) Portal - I don't agree with the no assault. Personal preference. But yanking a troop of CC guys through, only getting an average of 2 a chance to stand back up, and then having them wander around aimlessly for a round getting shot up seems less than wonderful. Nice though the unit you pull can be anywhere on the board, as opposed to 'relatively close'. Also, unless it's intentional, you may want to change the wording to limit it to one unit per turn. As it stands it seems to be more of a thing that any (including all) units can choose to do every round, so long as they can fit in/near the portal. And since you do movement 1 unit at a time, first unit moves through, gets back a guy or two, and moves out of the way for the next squad to cycle through. Rinse repeat till your whole army has teleported across the board. For 300 points, a semi-fixed location to redeploy everyone through at the beginning of a turn sounds like a reasonable cost, but probably not what was intended. And again, I'd like the wraiths to be able to assault out of the thing. Did I mention yet that I really like wraiths?
Yeah, it should be one unit, so thanks for that. Also, assulting out of it, wraiths especily is a bit OP, as it basicly gives them 18" treat range around their current location, or 18" around ANY portal
9) At 30 pts per swarm, can repair swarms count as having res orbs, or do the same as the portal does for a unit, maybe a bit enhanced, return 1d6 models to service, up to the original number? Maybe take a wound or lose a model if a 6 is rolled in the process? (And I promise I'm not asking just because I have 60 swarm bases I'd like to be able to use.)
They give +1 to FNP...
10) Pylon - again, not quite feeling it. Low points, can take several, and reasonably tough for the points. But immobile, and only have a 6" range for something with terrible AP, that's a large blast, which usually means it can drift, including backwards. 6" means it's easy to avoid it's danger zone, so the only thing its going to excel at is dumping several onto an objective, and forcing the opponent to clear you off. It just doesn't seem worthy of the same name as the pylon from the apocalypse book, with its long range SD weaponry.
As I said before, the gun is not important, they are AV12 portals, nothing more. Would 100p be a better cost?
11) Relocation matrix - so, no combat resolution? Mixed blessing, lose horribly and phase out to come back later, cheating your opponent of the ability to run you down. Do well, but need to get across the board to claim an objective, the opponent doesn't have to worry about running. But it really messes with the normal flow of combat, more than just about anything else I've seen, including the Mawlocs deepstrike attack and the mystics designating a target. While relatively simple, it might be best to leave it till after combat resolution, and having it let them do something similar to hit and run, with the fade from the table move. Or a saving grace, so if they get run down they can fade away and still come back. Otherwise, it's a nice mechanic for getting across the board relatively quickly to grab those objectives, and has a downside, in that it's time the unit cant be shooting while they aren't on the table, and early game it may not be easy to come back. Of course round 5 they'll show up regardless, so at the end of your opponents round 4 if your went first, or their round 5 if they went first, everything disappears, and reappears on objectives, with no way to really stop them. Especially if they dropped half a dozen pylons and obelisks down on the objectives in the first place. Hmm, might be a bit underpriced. All in all though, still not sure if it's a suitable replacement for run. Particularly as long as the inquisitor and mystics are still out there.
They can only Deepstrike if they have the Deepstrike rule (ie Flayed One) or have bought it (ie Lord w/Shifting Mists). I will clarify that though. it was also ment to be that you had to role for reserves to get them back - 4+ on the turn after they pop, 3+ on the second turn after they pop etc.
12) On the note of the relocation matrix. Any chance of a piece of wargear for the lord that increases your reserve rolls? Maybe some wargear available for wraiths and/or other units (maybe a swarm unit, or the hounds or one of the vehicles) that acts as a teleport homer?
Yeah, I think I'll add a +1 to reseves item. Any ideas for a name?
13) Solar pulse, is it a one time thing, or all game? And I did like the ability to negate night fighting for a round. Helpfull in all the dawn of war battles...
O n all the time
14) Gauss Stripper - Sounds neat. One of the more interesting ideas, conceptually, I've seen for the 'crons in a while. Not sure I'd like it as a TO though, as you'd be removing terrain off the table left and right, and then I'd have to come back and set it up again after you. As a player, I'd really consider bringing 2. Relatively cheap, and all of a sudden, there's no cover on the board, and no terrain to hamper my movement. Objective on the 4th floor of this ruin, well, ruin is gone, now it's on the ground. Don't need 5 rounds of climbing up there to claim it anymore. (Would have been less, but I'm S&P and can't run.) Or does such an objective go away as well? That would really irk the opponent, hit them, take away their cover, do some damage to them, and remove the objective they were sitting on from the game. I like it.
Nah, objectives stay their, dropping to the floor if needed. If the terrian itself is the objective (for a non-rulebook game) then it is removed.
15) Destroyer body - is it +1T like it currently is, so I can put a bronze lord on one and he'll be immune to instant death from double toughness, or will it be 5(6) for him, so a demolisher can take him out with one shot? I'm assuming from the destroyers that it's the latter.
Its TX(X+1) like normal. I will clarify that.
FYI, Bronze lords cannot take bodies
16) Silver Lord, and I've seen a couple others, where they don't seem to have a destroyer body, but have their T listed in the format of [x(x+1)]. Any particular reason?
So their vunerable to ID at S10, but T6 vs small arms. On the Silver Lord in particular, it was because I wanted it to be slightly weaker than the Gold Lord, without putting the Gold Order over T6.
17) Immortals - Wouldn't mind revisiting the cost of them. They cost almost as much as pariahs, and have less special rules to them, and aren't as rough and tumble in CC. I'll admit you boosted them up from where they were, but yikes.
They go up 4 points from the old dex (in which they were one of the best units):
-1WS
S&P
+1BS
+1S
+1T
+1Shot
I'd say its worth it
18) Conversely - 10 pt swarms, number up to 20 bases, and not taking up a FOC, might be a bit underpriced. 60 wounds that move like jetbikes, so they'll have the best chance at getting off the charge, up to 80 attacks on the charge (if the opponent is extremely unlucky at hitting them), and is going to take anything that isn't a squad full of thunderhammers or powerfists a long time to wittle through. Thinking that either 10 pts per is too low, they need fewer models, or that they will need to take up a FOC. My opinion of course.
Shall I just get rid of this line: "They cannot hold objectives, or count as compulsory choices, but do not take up FOC slots."?
This leaves them able to contest, but not hold (Swarms), count as Troops choice, but you can have them for 1 of the compusary slots
19) Wouldn't mind seeing some sort of gun platform in the heavies. It's usually where you have the things that deal with opponents armor and heavies, but with gauss working not as necessary. But something that you could choose weapon options on, maybe to drop small blasts on foes at good range, lots of shots (pinning maybe, weapons of terror from the undead guys...), or something with lance or at least AP1 on it.
GHC is S9 AP1 H1 and the GC is S6 AP3 H3
What would you arm a HS gun with?
Otherwise, rather interesting, I'd be happy to test it out, once the local tourney I'm prepping for has passed. Don't want to get actual rules mixed up with proposed rules right before the event... Automatically Appended Next Post: Next version is up:
It features lots of clarifing rules, 7 SCs, 2 new pieces of wargear and the ability of Lords to allow Destoyers and Wraiths as troops (one unit per lord with the corrosponding body upgrade).
Is the Lighting Tower too powerful?
Upload is in the opening post. (1.2)
|
|
This message was edited 1 time. Last update was at 2010/03/03 12:08:04
Armys: , , , Skaven
Number of Threads Won: 1 |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/03/03 14:52:38
Subject: Re:A Necron Codex for 5th Edition
|
 |
Been Around the Block
|
Is the Lightning tower supposed to be a very tall monolith with lightning? to me it doesnt seem OP The Nightmare Beast: The Nightmare Beast is a hound that has been imbued with a tiny portion of the Nightbringer’s power. A squad of hounds can upgrade one into the Nightmare Beast at 100 extra points. WS BS S T W I A Ld Sv 5 5 6 7 4 6 6 10 3+/4++ Wargear: 2 Twin-linked gauss flayers, Relocation Matrix, Shifting mist. Special Rules: Necron, Beast, Monstrous Creature, Nightmare Incarnate: Nightmare Incarnate: When enemies look at the Nightmare Beast they see their worst Nightmare incarnate and it is also surrounded by shadows making it hard to see. It gains a 4++ save and each enemy in assault with the Nightmare Beast has a -1 Ld and must pass a leadership test (with all penalties) and if they fail then their attack is reduced by 1 (minimum of 1) and their WS counts as a 1 for the turn.
|
|
This message was edited 1 time. Last update was at 2010/03/03 15:06:45
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/03/03 19:22:17
Subject: Re:A Necron Codex for 5th Edition
|
 |
Elite Tyranid Warrior
|
The Light Tower is supposed to be a very tall version of a Pylon (which is itself the Lisening Post off DoW). Think the Pillar of Unlife from DC's Necron base.
|
Armys: , , , Skaven
Number of Threads Won: 1 |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/03/03 20:08:11
Subject: Re:A Necron Codex for 5th Edition
|
 |
Been Around the Block
|
k cause it can move it doesnt have the immoble so i thought it was a tall monolith.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/03/03 20:29:23
Subject: Re:A Necron Codex for 5th Edition
|
 |
Elite Tyranid Warrior
|
Its supposed to be Immobile, I've changed it now.
|
Armys: , , , Skaven
Number of Threads Won: 1 |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/03/04 16:19:46
Subject: Re:A Necron Codex for 5th Edition
|
 |
One Canoptek Scarab in a Swarm
|
Yaaaaaaaaaay Janus!
Also, is the LT supposed to be a portal? It isn't right now, hence my question.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/03/04 17:02:40
Subject: Re:A Necron Codex for 5th Edition
|
 |
Elite Tyranid Warrior
|
Nope
|
Armys: , , , Skaven
Number of Threads Won: 1 |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/03/04 23:56:49
Subject: Re:A Necron Codex for 5th Edition
|
 |
Slaanesh Veteran Marine with Tentacles
|
I gotta say, this is really well put together, so far as I can tell. I'm not an expert on relative points costs by any means, but nothing here looks incredibly overpowered, and it all looks very entertaining to use. You really expand the options and strategies available to the Necrons here, and as soon as I can find someone to playtest this codex with, I'm going to give it a shot. If you'd like, I'll let you know how it goes. Automatically Appended Next Post: Just noticed something that I'm curious about....
The Defensive Swarms can detonate at the start of any shooting phase, and any models under the template take D3 S5 AP6 hits. Is this actually meant to be models, or units? The way this is written implies that any single model takes three hits, which means wound allocation is nonexistent... Seems pretty brutal. Is this right?
|
|
This message was edited 1 time. Last update was at 2010/03/05 00:07:57
Slaneesh may seem fun now, but when you find yourself in bed with a he-goat and several implements of pain, you'll know you've gone too far. -Emperor's Faithful
"Oh, Brother Asmodai! Yes, spank me! I've been heretical!"
"Feel the Emperor's judgement, Azrael!"
"Oooh, yes! Purge me! Purge me!" -Cheese Elemental
'In the eye of Terror, it's still the '80's. And that's a good thing.' -Necroagogo |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/03/05 02:45:13
Subject: A Necron Codex for 5th Edition
|
 |
Bloodthirsty Bloodletter
Anchorage
|
Black Antelope wrote:dancingcricket wrote:Alright, couple other things real quick. (Reading on my breaks at work, so bear with me).
Terrifying Visage. Meh. -1 Ld isn't all that great. Against a non CC focused unit, your probably going to do well enough to make them run anyhow. Against a CC focused unit, it wont make much difference, as chances are it's you thats going to be losing, and too many of the CC focused units out there are fearless in some way or other. I would have been perfectly happy with terrifying visage as it stands in the current necron codex if it was a leadership test, not a morale test, and fearless units weren't immune. It would make the flayers useful, and the pariahs useful to have nearby. As is, they're not going to be overly concerned about that -1 leadership. Otherwise, maybe rending for the flayed ones?
They do stack though, so taking a Lord w/GoF and the Flayed One SC in a unit of Flayed Ones drops the enemy Ld by 3.
Oh Goody. Now the fearless bloodcrushers are at Ld 7. The harlequins that just ripped through you, or banshees, or whichever, that hit you easily because terrifying visage no longer makes it difficult (not that it did that much in the first place) aren't concerned, cause you aren't there. The bloodclaws that charged you can have -3 to their leadership, but chances are your losing the combat to them anyhow, so it's not going to matter much. Yeah, shoot the assaulty guys, attack the shooty guys. Doesn't always work though. And giving them either rending, or making the original terrifying visage actually work, regardless of fearless for instance, that would be something that you could use to base a CC necron army around.
Second - have you considered some sort of rule to back up the fluff that the tyranids tend to want to avoid the necrons. Diverting coarse to avoid a planet, devestated by their attack, etc. Some way for the soulless ability to interfere with synapse perhaps? I realize it makes it very army specific as to what they're good against, but it would be an interesting addition.
If I did that, I'd have to put in that some of the other stuff doesn't work on them (as they have no souls), so I'm leaving as-is for simplicties sake.
Third - Living metal. Does your 4+ cover save work against hand to hand attacks? Mostly wondering because I'm rather tired of some juiced up glory boy (space marine) with an electrified gauntlet coming up and punching to death a tank that shrugs off melta rounds, anti-tank cannon shots, eldar lance weapons, etc. Also, it opens it up to CC attacks by monstrous creatures that before had a more difficult time affecting it, as now they get their 2 dice instead of 1.
1)It is NOT a cover save, it is simply a 4+ that can be in addition to a Cover/Inv save
2)"grants the vehicle a 4+ save against all damage"
Doesn't matter what causes the hit, enemy CC, enemy shooting, your shooting, exploding tanks in apoc etc, the 4+ is taken agaist them ALL
Including Str D weapons? Might want to specify that, just in case. Otherwise, I'd be willing to play around with it and see how it works. Going to miss annoying all the people with their melta though, telling them they don't get thier extra dice.
4) Would it be simpler on the gauss to just word it as it currently is in the book, and just give the tank-hunter ability to everyone, or at least to most? It doesn't negate the usefullness of disruption fields, as you'll still need them to assault and hurt a LR, and for when you get assaulted by a dread...
Eh, not really. This way is a lot stronger, and harks back to the rules as in 4th.
Actually tank hunter sounds a bit stronger. It gives a +1 on the chart for CC and shooting when using the armor penetration, so you don't need to include it in the disruption field. And it uses a standard rule, which is something that seems to be what GW is going for.
Was taking out the ability to always wound on a 6 regardless of toughness a oversite or intentional? With Monstrous creatures starting to be a bit less monstrous nowadays it may not be as much an issue, just saying.
5) I wouldn't mind seeing more defensive grenades on the shooty guys. Instead of taking disruption field for assault grenades, being able to take them for defensive instead might be nice.
How would you price def. greandes ?
Hmm, add it in to the disruption field and cost an extra point per model. It may sound a bit underpriced to some, but since it seems to cost about 5 for the combo of offensive and defensive grenades on singleton models in other codexes, and we're already talking about models that are fairly pricey to begin with, it doesn't sound too unreasonable. Particularly if you want to seperate the grenade effect from disruption field, come up with another name, like repulsor field for instance, and make that the grenades, then between 3-5 depending on the unit.
6) Defence swarms, I'm not sure how they help with defense. Now, if you could take them as wargear for a unit and provided the unit with a +1 to +2 on cover saves, as it's hard to determine where to shoot with the swarm of scarabs flitting about making things dark and hazy, that would be usefull. And worth an extra 20-30 points, for the unit, depending on the bonus they give. As is, the defense swarms seem more of a guided missile swarm. At the very least, if your keeping them as is, you might want to make it a shooting attack for the self destruct, otherwise people are going to be turbo-boosting from behind cover 24 inches ahead to get as close as possible to something and going boom, making it rather hard to defend against. 5 of them in a single unit gives you 5-15 S5 large blasts that wont deviate, avg 10, for 150 pts. The only saving grace is that you have to place it over the swarm base, and you can't move within 1" during the movement phase, so it'll reduce things a bit. To really minimize it, you might want to mention that it needs to be centered over the swarm base, otherwise if the large blast is only covering a 1/4 inch of the base, it's still technically over the swarm base. From such things are UMDC rules debates made.
Its Defence as in Defender or Guard. Their just better CC scarabs
Alright, missed the 5 attacks per base. So the hope is that you charge into CC, have a couple survive all the attacks coming at you, and next round in the opponents turn when they're in base to base, you have half of them blow up, hopefully killing enough to make up for your losses, and maybe making them run. Not sure if the opponent would flee out of combat from something like that, it'd be nice. Will they explode from being hit, or is it voluntary only?
7) Monolith - More expensive. Ow. But alright, or would be alright if there was no phase out. Ponderous lets you move and fire as if standing still. Alright, hasn't been a problem moving and firing, but now it can deepstrike and fire the gauss flux arc, where current codex it can't. At least if I'm understanding ponderous correctly. Is particle whip going to be such that it can't be disable again, or will the foe be able to silence it? Can you fire it and the gauss flux arc in the same round now? The tank is more vulnerable to incoming fire with the changes in living metal that you propose, what is justifying the extra 65 points of cost? Can it use the portal and shoot everything now?
It can use all its weapons the turn it DS's, it can shoot flux arcs, whip and portal on the same turn, has +1BS, has the cool DSing Tank Shock rule, has Living Metal which is IMO stronger than it was.
You cannot kill the Whip "Weapon Destroyed results do not destroy any weapons"
8) Portal - I don't agree with the no assault. Personal preference. But yanking a troop of CC guys through, only getting an average of 2 a chance to stand back up, and then having them wander around aimlessly for a round getting shot up seems less than wonderful. Nice though the unit you pull can be anywhere on the board, as opposed to 'relatively close'. Also, unless it's intentional, you may want to change the wording to limit it to one unit per turn. As it stands it seems to be more of a thing that any (including all) units can choose to do every round, so long as they can fit in/near the portal. And since you do movement 1 unit at a time, first unit moves through, gets back a guy or two, and moves out of the way for the next squad to cycle through. Rinse repeat till your whole army has teleported across the board. For 300 points, a semi-fixed location to redeploy everyone through at the beginning of a turn sounds like a reasonable cost, but probably not what was intended. And again, I'd like the wraiths to be able to assault out of the thing. Did I mention yet that I really like wraiths?
Yeah, it should be one unit, so thanks for that. Also, assulting out of it, wraiths especily is a bit OP, as it basicly gives them 18" treat range around their current location, or 18" around ANY portal
Not sure it's that overpowered. Particularly if you keep with the normal disembarkation(spelling?) rules. Count coming through a portal as disembarking, and with no assault ramps or counting as open top, they can only have their threat range from portals that didn't move. And it lets an opponent try to block them a bit better. It will unfortunately cut out a lot of the 1st round assaults that were possible under 4th, when getting out of a monolith counted as getting out of a vehicle that hadn't moved. It'll give you a way to have 'threat areas' or 'control areas' to try to funnel your opponent, but will give clearer rules for blocking it off, as blocking access points is something already covered in rules. And it leaves the possibility of emergency disembark open.
9) At 30 pts per swarm, can repair swarms count as having res orbs, or do the same as the portal does for a unit, maybe a bit enhanced, return 1d6 models to service, up to the original number? Maybe take a wound or lose a model if a 6 is rolled in the process? (And I promise I'm not asking just because I have 60 swarm bases I'd like to be able to use.)
They give +1 to FNP...
Alright, nice catch making it a solid 3+ FNP as opposed to a +1 to it, otherwise youd have everyone wandering around with a 2+ in short order. Still, 30 pts each seems a bit pricey for a 2 inch range of doing that. Really easy to pull squads away from them for a combat, denying them the bonus to fnp. Increase radius maybe? Do they take up a force org slot, or is it only the scarab swarms in the troop selection that don't? I can see myself using a bunch of these, but the portals would be nice as well.
10) Pylon - again, not quite feeling it. Low points, can take several, and reasonably tough for the points. But immobile, and only have a 6" range for something with terrible AP, that's a large blast, which usually means it can drift, including backwards. 6" means it's easy to avoid it's danger zone, so the only thing its going to excel at is dumping several onto an objective, and forcing the opponent to clear you off. It just doesn't seem worthy of the same name as the pylon from the apocalypse book, with its long range SD weaponry.
As I said before, the gun is not important, they are AV12 portals, nothing more. Would 100p be a better cost?
11) Relocation matrix - so, no combat resolution? Mixed blessing, lose horribly and phase out to come back later, cheating your opponent of the ability to run you down. Do well, but need to get across the board to claim an objective, the opponent doesn't have to worry about running. But it really messes with the normal flow of combat, more than just about anything else I've seen, including the Mawlocs deepstrike attack and the mystics designating a target. While relatively simple, it might be best to leave it till after combat resolution, and having it let them do something similar to hit and run, with the fade from the table move. Or a saving grace, so if they get run down they can fade away and still come back. Otherwise, it's a nice mechanic for getting across the board relatively quickly to grab those objectives, and has a downside, in that it's time the unit cant be shooting while they aren't on the table, and early game it may not be easy to come back. Of course round 5 they'll show up regardless, so at the end of your opponents round 4 if your went first, or their round 5 if they went first, everything disappears, and reappears on objectives, with no way to really stop them. Especially if they dropped half a dozen pylons and obelisks down on the objectives in the first place. Hmm, might be a bit underpriced. All in all though, still not sure if it's a suitable replacement for run. Particularly as long as the inquisitor and mystics are still out there.
They can only Deepstrike if they have the Deepstrike rule (ie Flayed One) or have bought it (ie Lord w/Shifting Mists). I will clarify that though. it was also ment to be that you had to role for reserves to get them back - 4+ on the turn after they pop, 3+ on the second turn after they pop etc.
Potentially usefull early game, much less so later in the game, helps keep cost down. Well enough I suppose.
12) On the note of the relocation matrix. Any chance of a piece of wargear for the lord that increases your reserve rolls? Maybe some wargear available for wraiths and/or other units (maybe a swarm unit, or the hounds or one of the vehicles) that acts as a teleport homer?
Yeah, I think I'll add a +1 to reseves item. Any ideas for a name?
13) Solar pulse, is it a one time thing, or all game? And I did like the ability to negate night fighting for a round. Helpfull in all the dawn of war battles...
O n all the time
14) Gauss Stripper - Sounds neat. One of the more interesting ideas, conceptually, I've seen for the 'crons in a while. Not sure I'd like it as a TO though, as you'd be removing terrain off the table left and right, and then I'd have to come back and set it up again after you. As a player, I'd really consider bringing 2. Relatively cheap, and all of a sudden, there's no cover on the board, and no terrain to hamper my movement. Objective on the 4th floor of this ruin, well, ruin is gone, now it's on the ground. Don't need 5 rounds of climbing up there to claim it anymore. (Would have been less, but I'm S&P and can't run.) Or does such an objective go away as well? That would really irk the opponent, hit them, take away their cover, do some damage to them, and remove the objective they were sitting on from the game. I like it.
Nah, objectives stay their, dropping to the floor if needed. If the terrian itself is the objective (for a non-rulebook game) then it is removed.
15) Destroyer body - is it +1T like it currently is, so I can put a bronze lord on one and he'll be immune to instant death from double toughness, or will it be 5(6) for him, so a demolisher can take him out with one shot? I'm assuming from the destroyers that it's the latter.
Its TX(X+1) like normal. I will clarify that.
FYI, Bronze lords cannot take bodies
16) Silver Lord, and I've seen a couple others, where they don't seem to have a destroyer body, but have their T listed in the format of [x(x+1)]. Any particular reason?
So their vunerable to ID at S10, but T6 vs small arms. On the Silver Lord in particular, it was because I wanted it to be slightly weaker than the Gold Lord, without putting the Gold Order over T6.
Might make it a bit confusing to give the silver lord a destroyer body then. Does he become T5(7) or T6(7)?
17) Immortals - Wouldn't mind revisiting the cost of them. They cost almost as much as pariahs, and have less special rules to them, and aren't as rough and tumble in CC. I'll admit you boosted them up from where they were, but yikes.
They go up 4 points from the old dex (in which they were one of the best units):
-1WS
S&P
+1BS
+1S
+1T
+1Shot
I'd say its worth it
18) Conversely - 10 pt swarms, number up to 20 bases, and not taking up a FOC, might be a bit underpriced. 60 wounds that move like jetbikes, so they'll have the best chance at getting off the charge, up to 80 attacks on the charge (if the opponent is extremely unlucky at hitting them), and is going to take anything that isn't a squad full of thunderhammers or powerfists a long time to wittle through. Thinking that either 10 pts per is too low, they need fewer models, or that they will need to take up a FOC. My opinion of course.
Shall I just get rid of this line: "They cannot hold objectives, or count as compulsory choices, but do not take up FOC slots."?
This leaves them able to contest, but not hold (Swarms), count as Troops choice, but you can have them for 1 of the compusary slots
19) Wouldn't mind seeing some sort of gun platform in the heavies. It's usually where you have the things that deal with opponents armor and heavies, but with gauss working not as necessary. But something that you could choose weapon options on, maybe to drop small blasts on foes at good range, lots of shots (pinning maybe, weapons of terror from the undead guys...), or something with lance or at least AP1 on it.
GHC is S9 AP1 H1 and the GC is S6 AP3 H3
What would you arm a HS gun with?
On the spyder. Yeah, guess I can see it. Just looking at the fluff, and the bit about technology that is supposed to have outstripped everyone else, and still does, then looking at other codexes with man portable blast and template weaponry, melta and plasma that will penetrate any body armor no questions asked, S10 weaponry, lance weapons, etc., and thinking they seem to be missing the superior firepower aspect of advanced technology somehow.
Otherwise, rather interesting, I'd be happy to test it out, once the local tourney I'm prepping for has passed. Don't want to get actual rules mixed up with proposed rules right before the event...
So, does the wraith body confer the 3+/3++ on a lord that takes it? How about the +1T for being a 'jetbike'? Yes, I'm looking at a nasty, if expensive wraith lord.
Additionally, will master of war's +1 to reserves work with the relocation matrix roll to come back later, and is it cumulative if you take more than one?
K, that was sneaky. Started making a list, had a good all wraith army going, was looking to shave off a couple points to bring it down in points slightly, to fit at 1750 instead of 1755 (my hq selections were expensive), when I noticed the 1+ under warriors. With multiple troop choices available now, can we do away with warriors being mandatory. It'd make thematic lists much easier.
|
|
This message was edited 1 time. Last update was at 2010/03/05 10:33:11
|
|
|
 |
 |
|
|
|