Switch Theme:

Necron vehicle some suggestions  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
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.




Made in gb
Tail-spinning Tomb Blade Pilot




Some suggested changes

Ghost Ark: repair barge works on units of warriors, immortals, lychguard, praetorians and flayed ones, but is limited to D3 warriors / flayed ones, D2 immortals and 1 lychguard or praetorian per turn. Also gives IWND 6+ to all independant characters with the necron faction within 6 inches.

Doomsday ark: should be classed as a heavy skimmer.

Monolith: a few to choose / debate:
Survivability:
1) Becomes immune to ordnance, melta and armourbane rules
2) AV to 15 or higher.
3) 4 or 5+ invincible save
4) IWND 5+

Price :
5) Drops 35 pts to 165.

Offense:
6) Particale Whip reclassified to Primary Weapon (with armbourbane added) instead of Ordnance.
7) Eternity Gate allows disembarking units to assult from.
8) Addition of drop pod rule from C:SM etc.

Support:
9) Repair Barge as in my point about ghost arks.

I would likely want to see two of the above rules to make the monolith more usable.

Delighted with any feedback. Thank you.


15k+
3k+
 
   
Made in gb
Lord of the Fleet






London

Ghost Ark seems fine as it is.

I agree with the Monolith changes in that the Particle Whip should be reclassed, and IWND would be nice, but the price drop in addition would make it far overpowered.

Here's what I would suggest.

1: Change Particle Whip to Primary Weapon.
2: Keep AV values the same, maybe add IWND or a 5+ Invulnerable.
3: Change the Flux Ark back to how it was, in that it affects every unit within 12"
4: A way to DS safely.
   
Made in us
Fiery Bright Wizard






Idaho

so tied with this, should we also drop land raiders 75 points? correct me if I'm wrong, but monoliths can:
1) warp warriors
2) shoot all of their guns at different things
3) have AV 14 all around
4) + more

for around 200 points? where is the problem?

With a little less dickish-ness from me, I think ghost arks are just fine as they are, and the current Necron codex is pretty good ATM either way.

I'll never be able to repay CA for making GW realize that The Old World was a cash cow, left to die in a field.  
   
Made in gb
Tail-spinning Tomb Blade Pilot




I don't think that's dickish at all.

Monoliths can't go more than 6 inches a turn and if they shoot their main weapon, their over 4x3 shot guns are BS1 S5 AP4. Lucky to get one wound on that. And their main weapon is a blast, so not particularly effective.

15k+
3k+
 
   
Made in ca
Shas'la with Pulse Carbine




Ffyllotek wrote:
Some suggested changes

Ghost Ark: repair barge works on units of warriors, immortals, lychguard, praetorians and flayed ones, but is limited to D3 warriors / flayed ones, D2 immortals and 1 lychguard or praetorian per turn. Also gives IWND 6+ to all independant characters with the necron faction within 6 inches.

Doomsday ark: should be classed as a heavy skimmer.

Monolith: a few to choose / debate:
Survivability:
1) Becomes immune to ordnance, melta and armourbane rules
2) AV to 15 or higher.
3) 4 or 5+ invincible save
4) IWND 5+

Price :
5) Drops 35 pts to 165.

Offense:
6) Particale Whip reclassified to Primary Weapon (with armbourbane added) instead of Ordnance.
7) Eternity Gate allows disembarking units to assult from.
8) Addition of drop pod rule from C:SM etc.

Support:
9) Repair Barge as in my point about ghost arks.

I would likely want to see two of the above rules to make the monolith more usable.

Delighted with any feedback. Thank you.



I like some of your changes but others I think are oddly complex and cost cutting really should be cost increases. I would change them to -
Ghost Ark - 120pts
Gauss Blaster Array - Str5 ap4 Salvo 5/10 rather than flayers (Str4 Ap5)
Capacity: 12 infantry models. (allowing them to carry a lord and cryptek with a 10 man squad
Repair Barge: Repair d3 of any infantry type(excluding HQ choices) from 1 unit within 6" per turn.


Doomsday ark: 180Pts
Heavy skimmer to take advantage of living metal rules - but you lose jink
Gauss Blaster Array - Str5 ap4 Salvo 5/10 rather than flayers (Str4 Ap5)
5++ invlun

Monolith - 300pts
AV14, 6HP - Everliving Rule, Living Metal Rule, cannot Jink,-1 on armor pen table for attack against it(only AP1 can explode)
Disregards ordnance, melta, armourbane and lance rules
5++ invlun
Particle Whip reclassified to Primary Weapon w/ Armourbane (so 3dice for armor pen, pick the highest 2 right?)
Eternity Gate allows disembarking units to assault from
Eternity Gate gets back its ability to suck enemies through and eliminating them from play on a failed test.
Deep Strike - No Scatter, Can auto enter after turn 1

9000
8000
Knights / Assassins 800  
   
Made in gb
Tail-spinning Tomb Blade Pilot




I like your rules for the monolith. Almost indestructible, but you certainly pay a price for it!

15k+
3k+
 
   
Made in us
Loyal Necron Lychguard





Virginia

The Ghost ark is fine as is. It has decent firepower, and the guys inside can add to that. The only thing I'm okay with changing is being able to bring back Immortals. It should be limited to troop choices, but even then, Immortals are different than Warriors, and so it probably wouldn't even make sense.

The Monolith is fine as is. Granted, I said "fine". Not super awesome, not incredible, merely fine. It has a 24" Battle Cannon, has the same armor as a Land Raider, can "transport" any infantry models in your army (as well as in Reserves), Deep Strikes, Ignores Crew Shaken (and stunned if in the detachment), already has essentially IWND 6+, has access to a non-scatter DS formation, and has 4 Heavy Bolters that kill vehicles (so in case that blast isn't as effective this turn, you can fire those instead. Options, people). All for, what, 40 points cheaper than a Land Raider?

The Monolith is never given enough credit for what it is. Sure, it can be better. Sure, I think it could ignore Melta or Lance, but that would be a bit much, as most armies wouldn't be able to deal with it easily, or at all, for that matter.

The Doomsday Ark being a Heavy Skimmer would be a very nice addition, imo. However, it would remove the need to stay still to fire the high-power Cannon, so why even have the low power one? And if you kept both profiles, why would it even become a Heavy Skimmer in the first place? Also, remove the Open-topped from it, and we'll be good.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
 
Forum Index » 40K Proposed Rules
Go to: