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Made in dk
Loyal Necron Lychguard






ANCIENT EVIL REAWAKENED
The rules in this section supplement those found in Codex: Necrons and can be used in any open play, narrative play or matched play game. They include new datasheets, Stratagems and updated Warlord Traits, and new rules for Legion Assets, An Alternative to Annihilation and Dynastic Eccentricities.

DATASHEETS
Hovering Sentinel: During deployment, you can set up this model in the upper atmosphere instead of placing it on the battlefield. At the end of any of your Movement phases the Obelisk can plummet to the battlefield – set it up anywhere on the battlefield that is more than 9" from any enemy models.

Gravity Pulse: At the start of your Shooting phase, roll a D6 for the closest enemy unit that can FLY and is within the distance specified on the damage table above. On a roll of 4+, that unit suffers D3 mortal wounds. If this unit is chosen for the Gravitic Singularity Stratagem roll a D6 for each enemy unit that can FLY and is within the distance specified on the damage table above instead of the closest enemy unit.

Death Descending: During deployment, you can set up this model in the upper atmosphere instead of placing it on the battlefield. At the end of any of your Movement phases the Monolith can plummet to the battlefield – set it up anywhere on the battlefield that is more than 9" from any enemy models.

Invasion Beams/Eternity Gate: When you set up this model, at the same time you can also set up any number of friendly <DYNASTY> INFANTRY units on their tomb world rather than setting them up on the battlefield. At the end of your Movement phase, a single friendly <DYNASTY> unit that was set up on their tomb world can be transported onto the battlefield by this model. Set up the unit so that it is wholly within 3" of this model and more than 9" from any enemy models. If all <DYNASTY> Night Scythes and Monoliths from your army are destroyed, any friendly <DYNASTY> units still on their tomb world are destroyed. Units on the Tomb World that are destroyed are discounted for the purposes of any victory conditions – their destruction never awards Victory points.

STRATAGEMS
ANCIENT CODES
Use this Stratagem when you score a Tactical Objective from the following list: Endless Legions, Dust and Ashes, Reclaim and Recapture, Age of the Machine, Slaughter the Living, Code of Combat. Score 1 additional Victory Point for each turn this objective has been active.

CANOPTEK PRIORITY PROTOCOL
Use this Stratagem after successfully hitting a unit in the Shooting phase or charging a unit in the Charge phase with a <DYNASTY> unit with the SERAPTEK HEAVY CONSTRUCT or CANOPTEK SPYDERS keyword by choosing one of the units that unit charged or hit. Add +2 to Wound rolls or Charge rolls for the Shooting phase or Charge phase respectively for the rest of the phase for any <DYNASTY> CANOPTEK units that shoots at that unit and only shoots at that unit or declares a charge against that unit and only that unit.

DATASTACK EXCHANGE
Use this Stratagem at the start of your Movement phase by selecting a NECRONS unit with the FLYER battlefield role or the Evasion Engrams ability, for the rest of the battle or until you choose the same unit with this Stratagem the unit may benefit from one of the following abilities:
*Hunter Protocols: At the start of each of your Movement phases you may rotate this model up to 90°.
*Importation Protocols: When this model uses its Invasion Beams ability models placed may be within 9" of enemy models but must be more than 6" away from enemy models.
*Persecution Protocols: Ignore penalties to this model's hit rolls.

DELIBERATE STRIKES
Use this Stratagem in your Fight phase before attacking with a LYCHGUARD unit. Each model can only make one attack when the unit attacks this phase, but all these attacks automatically hit and automatically wound.

ENHANCED POWER MATRIX
Use this Stratagem at the start of your Shooting phase by selecting a friendly Monolith or model armed with a resurrection orb or the Orb of Eternity. You may roll Reanimation Protocol rolls for friendly units within 3" of the chosen model if they have made Reanimation Protocol rolls once and only once this turn. If the model is armed with the Orb of Eternity you may re-roll rolls of 1 for all these rolls.

HYPERSPACE SHENANIGANS
Use this Stratagem when a FLAYED ONES or DEATHMARKS unit is targeted by a Shooting attack of an enemy unit, subtract 3 from hit rolls against this unit until all the Shooting attacks made by that enemy unit have been resolved.

MOLECULAR DISASSEMBLY
Use this Stratagem in your Shooting phase before shooting with a NECRONS unit. Hit rolls of 6+ made with gauss weapons by that unit automatically wound against VEHICLES this turn. Gauss weapons include any weapons with "gauss" in their name, including but not limited to gauss flayers, gauss blasters, gauss flayer arrays. If the unit is also the target of the Talent for Annihilation Stratagem any additional hit rolls generated by that Stratagem automatically hit and wound.

OMNIDIMENSIONAL TARGETING DATA
Use this Stratagem during your Shooting phase by targeting an enemy unit. For the remainder of the Shooting phase DEATHMARKS do not require line of sight to shoot the target.

PHASE OUT
Use this Stratagem at the start of your Morale phase. For the remainder of the phase any models that flee from friendly NECRON units flee from the dead models in the units instead of the models on the table. This means those models that flee can no longer return with the Reanimation Protocols ability but no models on the table flee from your units this phase.

PORTAL OF EXILE
Use this Stratagem at the end of your Movement phase by selecting a Monolith or Night Scythe. If you selected a Monolith the target of this Stratagem will be the nearest enemy unit within 8", if you selected a Night Scythe you may select any enemy unit the Night Scythe moved over this turn. Roll a D6. If the result exceeds the highest Wounds characteristic in the target unit, one model from that unit, chosen by the controlling player, is slain.

ROYAL COURT
Use this Stratagem before the battle if your Warlord is a <DYNASTY> OVERLORD. Choose up to one <DYNASTY> LORD and up to one <DYNASTY> CRYPTEK from your army. Generate a Warlord Trait for each character you chose (note that these characters are only regarded as your Warlord for the purposes of these Warlord Traits). You can only use this Stratagem once per battle.

TEMPORAL SNARES
Use this Stratagem at the beginning of your opponent’s Movement or Charge phase. Choose an enemy unit within 12" of a CRYPTEK from your army and roll a D6. Your opponent must reduce that unit’s Movement characteristic or charge distance by the result until the end of the phase. Units with the FLY keyword are not affected.

TOMB NEXUS
Use this Stratagem at the end of your Movement phase by removing a MONOLITH or OBELISK from the table. Immediately place the model back on the table anywhere more than 9" from enemy models.

STAR PULSE
This Stratagem can be used once per battle, in the Shooting phase, if your Warlord did not move during your Movement phase. Instead of shooting with your Warlord's weapons, select a point on the battlefield visible to the Warlord and roll a D6 for every unit within D6" of that point. Subtract 1 from the result if the unit being rolled for is a CHARACTER. On a 4+, the unit being rolled for suffers D3 mortal wounds.

VESSEL OF CONQUEST
Use this Stratagem in the Shooting phase by selecting a Ghost Ark that has not fallen back this turn. Models embarked on this model can attack this phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot (except with Pistols) if this model is within 1" of an enemy unit and cannot shoot at all if they fell back unless they have the FLY keyword, etc.

LEGION AUXILIARIES
Beneath a phaeron’s teeming ranks of soldiery and forbidding techno-armoury are the auxiliaries – those more akin to allies than true warriors of the dynasty.

Some Necrons operate as legion auxiliaries – Necrons that don't fit into the standard phalanx structure of the endless legions of the Necrons, together they operate according to their more esoteric units and command structures. When you include a <DYNASTY> unit in your army, instead of nominating which dynasty that unit is from, you can instead nominate which legion auxiliary it is from. You then simply replace the <DYNASTY> keyword in every instance on that unit’s datasheet with the name of your chosen legion auxiliary. The legion auxiliaries available are as follows:

Annihilation Cult
Cryptek Conclave
Deathbringer Flight
Deathmark Guild
Necrons
Star God Phalanx
Slaved Host
Super-Heavy Phalanx

For example, if you were to include a Lord in your army and you decided he was a Slaved Host, his <DYNASTY> Faction keyword is changed to SLAVED HOST and his The Lord’s Will ability would then say: ‘The Lord’s Will: Re-roll wound rolls of 1 for friendly SLAVED HOST INFANTRY units that are within 6" of this model.’

If your army is Battle-forged, all <DYNASTY> units from a NECRONS Detachment (excluding those in Super-heavy Auxiliary Detachments) can gain a Legion Asset instead of a Dynastic Code, so long as every unit in that Detachment is from the same legion auxiliary. The Legion Asset gained depends upon the legion auxiliary they are from. For example, all units from a SLAVED HOST Detachment gain the ‘Canoptek Harvest’ Legion Asset. Some legion auxiliaries specify what models can benefit from its Legion Asset. This does not prevent you from including other models of the same legion asset in that detachment, it simply means those models cannot make use of that Legion Asset.

Annihilation Cult - Hail to Oblivion
If a unit with this legion asset destroys one or more enemy units during a phase they may Pile In and Consolidate at the end of the current phase.

Cryptek Conclave - Ancient Knowledge
Add 3" to the range of all ranged weapons models with this legion asset are armed with. In addition, re-roll Reanimation Protocol rolls of 1 for models with this legion asset and you may re-roll Reanimation Protocol rolls for units with this legion asset when they are affected by the Enhanced Reanimation Protocols Stratagem.

Deathbringer Flight - Wailing Cacophony
Enemy units within 12" of two or more units with this legion asset and the FLY keyword do not benefit from friendly Aura abilities and must subtract 1 from their Leadership characteristic.

Deathmark Guild - Assasins Code
After deployment, but before the first battle round begins, choose a unit in your opponent’s army without the NECRON keyword. Add 1 to wound rolls for units with this legion asset when targeting that unit with a shooting attack. If your opponent's army consists entirely of models with the NECRON keyword you may replace all Deathmark units in your army with Immortal units of the same sizes with the DEATHMARK GUILD legion auxiliary immediately after the mission has been selected. Immediately select whether each unit is armed with gauss blasters or tesla carbines when you do this, regardless the units cost no reinforcement points.

Necrons - Judicator Battalion
The <DYNASTY> keyword being replace with NECRONS allows units that would normally be able to affect units from their own dynasty to affect units from any dynasty and even those that have no dynasty. Units with this legion asset automatically pass Morale tests.

Star God Phalanx - Slaves, even to Slaves
Add 1 to the Strength and Toughness characteristic of any C'TAN models within 3" of a model with this legion asset. In addition, models with this legion asset treat attacks with an AP characteristic of -1 as having and AP characteristic of -0 while they are within 3" of a C'TAN model.

Slaved Host - Canoptek Harvest
Change the battlefield role of Canoptek Spyders and Canoptek Scarab Swarms with this legion asset from Heavy Support to HQ and Fast Attack to Troops respectively. In addition, Canoptek Spyders and Seraptek Heavy Constructs with this legion asset gain the CHARACTER keyword.

Super-Heavy Phalanx - Nodal Grid
Units with this legion asset can only be included in a Super Heavy Detachment (and not a Super-heavy Auxiliary Detachment). Change the battlefield role of Monoliths with this legion asset from Heavy Support to Lord of War. Friendly NECRON units within 3" of a model with this legion asset gain a 5+ invulnerable save.

AN ALTERNATIVE TO ANNIHILATION
To represent human commanders subverted by mind control scarabs to serve the Necrons, you can include ASTRA MILITARUM units and NECRONS units in the same matched play army, even though these units do not have any Faction keywords in common. In such cases, ignore the ASTRA MILITARUM units when choosing your army’s Faction.

If your army is Battle-forged, you can only include one ASTRA MILITARUM Detachment (one in which every unit has the ASTRA MILITARUM keyword) in your army for each NECRONS Detachment in that army. You cannot include ASTRA MILITARUM named characters in these Detachments, and these Detachments cannot be Specialist Detachments. These ASTRA MILITARUM Detachments are then known as MINDSLAVES Detachments, and every unit in them that has the IMPERIUM, <REGIMENT> and/or MILITARUM TEMPESTUS keyword must replace those in every instance on its datasheet with MINDSLAVES (if a unit does not have any of these keywords, it simply gains the MINDSLAVES keyword).

MINDSLAVES Detachments do not gain any of the Detachment abilities listed in Codex: Astra Militarum, such as Regimental Doctrines, nor can they use any regiment-specific Stratagems, Orders etc. Furthermore, INFANTRY models in MINDSLAVES Detachments treat the AP of all weapons that target them as being 1 worse than they actually are to a minimum of AP-0 (AP-1 would become AP-0 and AP-5 would become AP-4). Your Warlord cannot be from a MINDSLAVES Detachment, and you cannot give any Relics to MINDSLAVES CHARACTERS. In addition, the Command Benefits of all MINDSLAVES Detachments included in your army in this way are halved (rounding up). This reflects that such Detachments are not the primary fighting force of a Necron army, and the acquisition of such military assets is costly in terms of resource. The Command Benefits of Auxiliary Support Detachments are unaffected.

Any PSYKER models in MINDSLAVES Detachments lose the PSYKER keyword and instead gain the PARIAH keyword. Models with the PARIAH keyword can attempt to deny an additional power for each power they would normally be able to manifest in your psychic phase, they are however unable to manifest any psychic powers in your psychic phase. Treat enemy models with a Leadership characteristic of 8+ as 7 while their unit is within 6" of a PARIAH model.

WARLORD TRAITS AND DYNASTIC ECCENTRICITIES
Like the hierarchy of Necron planets, the armies of the tomb worlds are each beholden to their betters just as each noble is a part of his phaeron’s empire. Similarly, the Necron courts form political webs centred around the regent of each tomb world.

Warlord Traits and Unique Characters
Imotekh the Stormlord (Phaeron).
Nemesor Zahndrekh (Nemesor).
Vargard Obyron (Vargard).
Illuminor Szeras (Arch-Cryptek)
Orikan the Diviner (Harbinger of Eternity)
Anrakyr the Traveller (Grand Awakener): You can re-roll failed charge rolls for friendly NECRON units whilst they are within 6" of your Warlord.
Trazyn the Infinite (Conqueror)

CRYPTEK TRAITS
CRYPTEKS can choose to generate their Warlord Traits from this table.

Arch-Cryptek: Increase the range of all abilities on your Warlord’s datasheet by 3". Only increase the range of your Warlord's Technomancer ability, not that of all other CRYPTEKS in your army. If a Cryptek with a Canoptek cloak has this Warlord Trait, this does not affect the distance the cloak allows the model to move in the Movement phase.
Harbinger of Despair: Subtract 1 from the Leadership characteristic of enemy units that are within 12" of your Warlord.
Harbinger of Destruction: At the start of your Shooting phase nominate a friendly <DYNASTY> unit within 6". Until the end of the Shooting phase add 1 to the Damage characteristic of any attacks which hit with a hit roll of 6+ (i.e. D1 becomes D2, Dd6 becomes Dd6+1). Note that this does not affect any additional hits generated by the ability of tesla weapons.
Harbinger of Eternity: Once per turn you can re-roll a failed saving throw, hit roll or wound roll for a <DYNASTY> units within 6" of your Warlord.
Harbinger of the Storm: When an enemy unit arrives from Reserves within 12" of your Warlord your Warlord can immediately shoot at them.
Harbinger of Transmogrification: Friendly <DYNASTY> units within 6" of your Warlord that are receiving the benefit of cover treat attacks with an AP characteristic of -1 as AP-0. Any units that already treat weapons with an AP characteristic of -1 as AP-0 also treat weapons with an AP characteristic of -2 as AP-0.

LORD TRAITS
LORDS can choose to generate their Warlord Traits from this table. All CHARACTERS with the same <DYNASTY> as your Warlord within 6" a member of a Royal Court become members of that Royal Court and in turn make all <DYNASTY> CHARACTERS within 6" of themselves members as well and so on.

1 Animator: This model forms a Royal Court and can roll on the secondary Lord Trait list. Friendly <DYNASTY> units within 6" of a model from your Warlord's Royal Court can re-roll a single Reanimation Protocol roll each turn.
2 Executor: This model forms a Royal Court and can roll on the secondary Lord Trait list. Friendly <DYNASTY> Lychguard units within 6" of a model from your Warlord's Royal Court can re-roll failed charge rolls.
3 Praetor: This model forms a Royal Court and can roll on the secondary Lord Trait list. Friendly Triarch Praetorian units within 6" of a model from your Warlord's Royal Court add +1 to their Hit rolls.
4 Nomarch: This model forms a Royal Court. Friendly <DYNASTY> units within 6" of a model from your Warlord's Royal Court add +1 to their Ld.
5 Vargard: This model forms a Royal Court. Friendly <DYNASTY> CHARACTERS within 6" of a model from your Warlord's Royal Court add +1 to their Sv characteristic against Shooting attacks.
6 Vycount This model forms a Royal Court. Friendly <DYNASTY> CHARACTERS within 6" of a model from your Warlord's Royal Court add +1 to their Hit rolls.

SECONDARY LORD TRAITS
Roll on this table when you generate the Animator, Executor or Praetor Warlord Trait for a Necron Lord. Roll a D3 and consult the table below, note that you cannot choose the result of this roll as you can with other Warlord Traits.

1 Magistrate: Add +1 to the Warlord's Toughness characteristic.
2 Tetrarch: Add +1 to the Warlord's Strength characteristic.
3 Vicarius: Add +1 to the Warlord's Attacks characteristic.

OVERLORD TRAITS
OVERLORDS can choose to generate their Warlord trait from this table.

1 Conqueror: Reduce any damage inflicted on your Warlord by 1 (to a minimum of 1). For example, if your Warlord fails a saving throw against an attack that inflicts 3 damage, they will only lose 2 wounds. Note that this does not affect Quantum Shielding.
2 Harvester: Add D6 to the Warlord's attacks characteristic if he charged, was charged, or performed a Heroic Intervention this turn.
3 Nemesor: Friendly <DYNASTY> units automatically pass Morale tests whilst they are within 6" of your Warlord. In addition, your Warlord can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER.
5 Awakener: You can re-roll failed charge rolls for friendly <DYNASTY> units whilst they are within 6" of your Warlord.
4 Phaeron: Once per battle, you can re-roll a single hit roll, wound roll or damage roll made for your Warlord. In addition, if your army is Battle-forged and your Warlord is on the battlefield, roll a D6 each time you spend a Command Point to use a Stratagem; on a 5+ that Command Point is immediately refunded.
6 High Judicator: If your Warlord targets the same enemy CHARACTER with all their close combat attacks in the Fight phase you can re-roll any hit or wound roll until the end of the phase.

Dynastic Eccentricities
Depending on what <DYNASTY> your Warlord is from they will have an additional Warlord trait. Note this only applies to your Warlord, not just any model with a Warlord Trait. If your Warlord is not from one of the listed Dynasties it will not benefit from Dynastic Eccentricities

Bloody Ritualist: Your NOVOKH Warlord cannot Advance before destroying an enemy model. Your NOVOKH Warlord can re-roll any charge rolls.
Honourable Combatant: If your SAUTEKH Warlord falls back from within 1" of an enemy CHARACTER your opponent gains 1 CP. If an enemy CHARACTER falls back from within 1" of your SAUTEKH Warlord you gain 1 CP.
Immortal Pride: Your opponent must subtract 1 from hit rolls that target your NEPHREKH Warlord. Your NEPHREKH Warlord can only be chosen to Fight once all other units that can fight have fought in the Fight phase.
Merciless Tyrant: Your MEPHRIT Warlord cannot attack a unit if there is another unit available as a target with fewer models in the unit. Your MEPHRIT Warlord can target enemy CHARACTERS with less than 10 wounds in the Shooting phase even if they are not the closest enemy unit.
Eternal Madness: Your NIHILAKH Warlord controls objective markers that are within range of your NIHILAKH Warlord even if there are more enemy models within range of it unless they have a similar ability or if the objective number is less than half the average number of objective markers on the table (rounding up), in which case your Warlord cannot control that objective marker or help controlling it. Randomly number objectives before deployment if the mission includes objectives that are not numbered.

This message was edited 8 times. Last update was at 2020/04/13 05:26:21


 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Datasheets

Obelisk changes are fine, still doubtful it'd see play.

Monolith changes are fine, and it MIGHT start seeing play.

Strats
How much CP do they cost?

Ancient Codes is fine.

Canoptek Priority is WAY overtuned. +2 Charge rolls, okay, that's fine, but +2 to-wound is INSANE.

Datastack Exchange looks fine.

Deliberate Strikes feels too good, but not as much as Canoptek Priority.

Enhanced Power Matrix looks fine.

Hyperspace Shenanigans needs a better name. It's funny, but doesn't fit the Necron aesthetic.
It's also far too powerful-many armies would be completely unable to hit the unit in question. Although, it only affects Flayed Ones and Deathmarks... Okay, it's probably not gonna break the game, but it just seems like a feels bad strat. I'd nix this one entirely, honestly.

Molecular Disassembly looks fine. I might make it apply to MONSTERS too.

Omnidimensional Targeting Data looks fine.

Phase Out is interesting. Feels fine.

Portal of Exile seems okay, but might need testing.

Royal Court is good.

Temporal Snares is fine for MOVEMENT, but I wouldn't allow it to work on charges. Although with the range limit... Maybe it's okay?

Tomb Nexus looks fine.

Star Pulse is probably never gonna get used, like Orbital Bombardment, so it's definitely not OP.

Vessel Of Conquest might be a little too good. I won't say change it, I will say test it.

Legion Auxiliaries

Annihilation Cult-interesting. Doubt it'd be overpowered.

Cryptek Conclave looks fine.

Deathbringer Flight looks FAR too good. (Plus, there'd be arguments over "What's an aura?") Wraiths are fast, killy, and durable. Get two into the enemy lines and you can shut down a LOT of stuff.
I'm not a huge fan of auras, but this is NOT the way to fix it.

Deathmark Guild is probably okay, but scales poorly. At 500 points, it's OP-you can easily wreck a cornerstone unit. At 2,000 points, it's probably fine. At 20,000 points, it'd be virtually useless.

Judicator Battalion looks fine.

Star God Phalanx looks fine.

Slaved Host looks fine.

Super-Heavy Phalanx looks fine.

An Alternative To Annihilation

Looks good!

Warlord Traits And Dynastic Eccentricities

Cryptek Traits: Look fine.

Lord Traits: The Royal Court feels kinda weird. Maybe give some examples of it in play? But overall, I think they're good.

Overlord Traits: Feel kinda meh. Nothing broken, though, at least.

Eccentricities: Very flavorful! And I don't have issues with them, with the exception of Eternal Madness. It's just... Really wonky.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in dk
Loyal Necron Lychguard






 JNAProductions wrote:
Datasheets

Obelisk changes are fine, still doubtful it'd see play.

Monolith changes are fine, and it MIGHT start seeing play.

Monolith changes are meant to allow it to see play, Obelisk is because it doesn't make sense that it's the only unit in the game that needs to DS more than 12" away from enemies and the anti-FLY change is something I think it needs to be better balanced against more lists, the value is of the ability is usually very close to zero, but potentially non-zero and then tripled with the Stratagem. I think the value should be more stable at a low level and then increased to high levels with a Stratagem under ideal situations. Pts changes would also be included in the book if I were writing it.

Strats
How much CP do they cost?

I think I'd like to know whether the ideas behind the Stratagems seem interesting and fun more than I'm interested in whether people agree with whatever value I want to put on them. I'm open to values between 1-4, changes and replacements.
Canoptek Priority is WAY overtuned. +2 Charge rolls, okay, that's fine, but +2 to-wound is INSANE.

Did you catch that it's only for shooting, only on one target and only for Canoptek units, only after having already hit it at least once with a shooting attack from a Seraptek or Spyder unit that same phase? Canoptek shooting is vastly UP IMO and generally quite high strength, the weapon that would benefit the most is transdimensional beamers, a weapon that is IMO overpriced. Spyders vastly overpay for their gun, which leaves the Seraptek as the only sort of good unit for marking units.

Hyperspace Shenanigans needs a better name. It's funny, but doesn't fit the Necron aesthetic.
It's also far too powerful-many armies would be completely unable to hit the unit in question. Although, it only affects Flayed Ones and Deathmarks... Okay, it's probably not gonna break the game, but it just seems like a feels bad strat. I'd nix this one entirely, honestly.

I think it's important for me to realise that this isn't going anywhere so I threw in a random name. I'd find a new name before playtesting which probably won't happen regardless. It only works against one shooting attack, it's meant to more or less entirely cancel that one shooting attack against them, mostly for countering Stratagems such as Auspex Scan. I would like Necrons to be able to beat other people's Stratagems with their Stratagems and not in a 2+ your Stratagem doesn't go off kind of way, more "haha my Flayed Ones appear behind your Devastators" "Well my Devastators have advanced Auspex technology that senses you coming so I shoot you" "Nu-uh my Flayed Ones/Deathmarks have even more advanced cloaking systems that let them evade your Auspex technology and avoid getting removed before they are put into play".

Deathbringer Flight looks FAR too good. (Plus, there'd be arguments over "What's an aura?") Wraiths are fast, killy, and durable. Get two into the enemy lines and you can shut down a LOT of stuff.
I'm not a huge fan of auras, but this is NOT the way to fix it.

Other abilities exist that target aura abilities, I don't see why introducing ones for Necrons changes anything, it already should be clarified and I believe it has been. As soon as you kill the first unit of Wraiths then the ability goes away, as soon as your opponent's unit is more than 12" away from one of the units the effect stops. I added in the option for Wraiths to do it late and I'm open to removing them.

Deathmark Guild is probably okay, but scales poorly. At 500 points, it's OP-you can easily wreck a cornerstone unit. At 2,000 points, it's probably fine. At 20,000 points, it'd be virtually useless.

I don't see how it's OP at 500 pts? +1 to wound is good, but then you're also not getting a Dynasty against the rest of your opponent's list and I don't believe +1 to wound is going to lead to an instantly dead unit, the Astra Militarum WL trait lets you re-roll failed wound rolls for units within 6" that target a marked target, that's a Relic which I think is worth quite a bit less than a Dynasty trait. In bigger games you would be able to have three different Deathmark Guilds all targeting different units, or more likely one Deathmark Guild and one or two other Dynasties/Legion Auxiliaries, have the Deathmark Guild units target one thing until it is dead and then be less efficient afterwards.

Eccentricities: Very flavorful! And I don't have issues with them, with the exception of Eternal Madness. It's just... Really wonky.

I wanted to capture Trazyn going around the battlefield gathering artefacts he finds important while leaving behind other possibly more important military objectives. I'm not sure whether a different version or a whole other idea might be better. Thank you for the response and I'm glad you liked the Eccentricities.

This message was edited 1 time. Last update was at 2020/04/12 17:32:48


 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

The way Canoptek Priority is worded, it seemed like you gained +2 to charge and then +2 to-wound in the subsequent phase. I see that is not the case-with that in mind, feels fine, since Canoptek can't shoot worth crap except the Seraptek.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in dk
Loyal Necron Lychguard






 JNAProductions wrote:
The way Canoptek Priority is worded, it seemed like you gained +2 to charge and then +2 to-wound in the subsequent phase. I see that is not the case-with that in mind, feels fine, since Canoptek can't shoot worth crap except the Seraptek.

New wording hopefully fixes it.

Temporary CP costs, I'll put them in the OP when I'm happy with them and don't think they'll take away from the OP.
Spoiler:

Ancient Codes - 2CP I feel like most of the Necron Objective Cards suck, so this needs to be really strong to give you a chance to get back in the game after holding on to a card that gives 1VP for holding it for possibly the entire game if not among your active cards, then at the least in your hand.

Canoptek Priority Protocol - 2CP I think it's going to be hard to trigger, this is kind of a filler Stratagem but I also wanted some extra benefit to going Canoptek heavy.

Datastack Exchange - 1CP Might seem super low, but compared to Kustom Jobs and Tank Aces I don't think it's out of the ordinary. Very borderline 2CP.

Deliberate Strikes - 1CP. A very pushed Stratagem, but if you're only taking one unit then you are probably veiling it with MWBD so it's only 20% extra hits, normally it'd be 50% extra hits which is amazing and IMO needed for non-Novokh Lychguard. Kutlakh also didn't see a pts-decrease in CA19 so I think Nephrekh Kutlakh Lychguard deserve a push here.

Enhanced Power Matrix - 2CP

Hyperspace Shenanigans - 2CP

Molecular Disassembly - 1CP

Omnidimensional Targeting Data - 1CP

Phase Out - 2CP

Portal of Exile - 1CP

Royal Court - 2CP

Temporal Snares - 1CP

Tomb Nexus - 2CP

Star Pulse - 2CP

Vessel of Conquest - 1CP keeping a unit inside doesn't seem pts-effective. Why not just have two Ghost Arks?
   
Made in us
Fixture of Dakka





Lots of cool stuff here, vict. Good work. I haven't played with my necrons enough to comment on all of it, but here are a few things that jump out at me:

* Deliberate Strikes throws up a red flag for me. Auto-hitting lychguard *probably* aren't OP, but you're looking at counteracting some potentially very expensive to-hit mod investments. For instance, a Veiled path harlequins unit benefitting from Veil of Tears and Fog of Dreams and Lightning Fast Reactions all at once because the harlequin player really wants them to live has invested a chapter tactic, two psychic powers, and 2 CP into giving them more survivability. How many CP should it cost to auto-counter all of that? Perhaps each lych guard should only be allowed to make a single attack when benefitting from this strat? Seems fluffy, and at least it will feel like both you and your opponent are giving something out in that exchange. Makes Deliberate Strikes more situational, which might be a good thing.

* Do the proposed warlord traits replace the existing ones? If so, I'm mildly disappointed that this nerfs my Deceiver + Lord silver tide antics. Currently, I take a Lord with the fearless aura to keep my warrior blobs from suffering morale. If I have to take an Overlord for that strat, it means I can only buff a single unit's shooting instead of giving a lieutenant aura to multiple units. But that's an extremely specific issue that probably only impacts my wonky list.

*The internal balance on the warlord traits seem kind of all over the place. Nomarch giving a +1 Ld buff to the army with the best Leadership in the game doesn't seem nearly as useful as a +1 to hit aura that also comes with a stat boost to your Lord, for instance.

Harbinger of Despair seems like a never-take (even my eldar have trouble making Ld debuffs worth investing in), and it's competing with a trait that gives warriors a 50% or 100% boost to their damage against vehicles.

Harbinger of the Storm also seems pretty weak, although it combos well with the Solar Staff relic.

Harvester seems like it might simply be too good. An average of +3.5 attacks on a model with a war scythe or an even more lethal relic is daunting. I know our melee isn't the scariest in the game, but potentially getting +6 attacks raises a red flag for me.

* I'm not personally all that worried about Hyperspace Shenanigans. It will give armies that depend on one or two really expensive shooting units a hard time, but I... am kind of okay with that. That said, this would be an auto-use if the CP cost is too low. I'd suggest making it relatively expensive (3CP?). That way, it's still useful against extremely expensive shooty units, but you're not just casually ignoring one of your opponent's main offensive units every turn.

But overall, lots of cool stuff there. I really like the Alliance of Agony style strat and the return of some Harbinger type crypteks.



ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in dk
Loyal Necron Lychguard






Wyldhunt wrote:

* Deliberate Strikes throws up a red flag for me. Auto-hitting lychguard *probably* aren't OP, but you're looking at counteracting some potentially very expensive to-hit mod investments. For instance, a Veiled path harlequins unit benefitting from Veil of Tears and Fog of Dreams and Lightning Fast Reactions all at once because the harlequin player really wants them to live has invested a chapter tactic, two psychic powers, and 2 CP into giving them more survivability. How many CP should it cost to auto-counter all of that? Perhaps each lych guard should only be allowed to make a single attack when benefitting from this strat? Seems fluffy, and at least it will feel like both you and your opponent are giving something out in that exchange. Makes Deliberate Strikes more situational, which might be a good thing.

Very good argument, would a single auto-hit + auto-wound per model still be annoying? I've been up against the -3 combo with my Lychguard and ended up dealing more damage to myself than I did to the character I was attacking, yes that's a big combo, but it also made my Lychguard feel like bumbling fools that attacked wildly which doesn't really fit with their fluff. This Stratagem wasn't meant to counter penalties to hit, I just couldn't think of anything better to give to Lychguard, I do believe they need something.

* Do the proposed warlord traits replace the existing ones? If so, I'm mildly disappointed that this nerfs my Deceiver + Lord silver tide antics. Currently, I take a Lord with the fearless aura to keep my warrior blobs from suffering morale. If I have to take an Overlord for that strat, it means I can only buff a single unit's shooting instead of giving a lieutenant aura to multiple units. But that's an extremely specific issue that probably only impacts my wonky list.

I believe the way the rules work is that you would be forced to use the new WL traits for unique characters, but not for regular characters. Warriors + Overlord would be pretty effective against Vehicles with the gauss Stratagem I suggested, 20 Warriors could kill an entire Rhino or Predator.

*The internal balance on the warlord traits seem kind of all over the place. Nomarch giving a +1 Ld buff to the army with the best Leadership in the game doesn't seem nearly as useful as a +1 to hit aura that also comes with a stat boost to your Lord, for instance.

+1 Ld applies to all units, +1 to hit only applies to characters. Best case scenario it applies to Spyders and a Seraptek, usually it'd just be Destroyer Lords, Lords and Crypteks that benefit since Overlords and CCBs are WS/BS 2+.

Harbinger of Despair seems like a never-take (even my eldar have trouble making Ld debuffs worth investing in), and it's competing with a trait that gives warriors a 50% or 100% boost to their damage against vehicles.

Harbinger of the Storm also seems pretty weak, although it combos well with the Solar Staff relic.

They were originally meant to be balanced as something that cost 0,5 CP to get, the Harbinger of Destruction was intended to bring Necron Infantry up to a more acceptable level of anti-tank, definitely needs a second look.

Harvester seems like it might simply be too good. An average of +3.5 attacks on a model with a war scythe or an even more lethal relic is daunting. I know our melee isn't the scariest in the game, but potentially getting +6 attacks raises a red flag for me.

For me that's how good it needs to be when it's as restrictive as it is. The other WL traits don't only work when the moon is in its third phase or when the spirit equinox is in reverse. The Novokh Stratagem is immensely strong, with a single unit of Lychguard and a Destroyer Lord that's 5,3 extra attacks, less if it's not the first round of attacks, but still a solid amount. Two units of Lychguard within range of Anrakyr in the first round of combat, one of them fighting twice, that's 20 extra attacks.

* I'm not personally all that worried about Hyperspace Shenanigans. It will give armies that depend on one or two really expensive shooting units a hard time, but I... am kind of okay with that. That said, this would be an auto-use if the CP cost is too low. I'd suggest making it relatively expensive (3CP?). That way, it's still useful against extremely expensive shooty units, but you're not just casually ignoring one of your opponent's main offensive units every turn.

Ideally, my opponent would know I had these Stratagems available and wouldn't get caught out by it. A Castellan wouldn't fire everything into a unit of Deathmarks or Flayed Ones, so the biggest thing that I can imagine shooting them is a Crusader which would hit on 6+. Let's say my opponent has 3 Crusaders worth of shooting in his list, -3 on one would be the same as being -1 to hit on all of them. I don't think it needs to be more than 2CP for that reason since you could just fire one of the big guns into something else and then the Stratagem wouldn't be too great. I do believe Necrons should be able to respond and participate in the game and not just be pro-active, I think that requires Stratagems that could potentially create gotcha moments, if anyone has any ideas for how to have one without the other I'd love to hear.
   
 
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