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![[Post New]](/s/i/i.gif) 2019/09/10 17:18:35
Subject: (Necron) Nephritakh Fan Codex Supplement
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Freaky Flayed One
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With the advent of the Psychic Awakening, the awesome Space Marine supplements and me just generally feeling good about myself lately, I decided to channel some positive energy into doing what I loved best during my early days of 40K. Writing fan Codices. This time for my homebrew Necron Dynasty.
Edit 1: The link below has now been updated to the v1.1 of the codex. For those who have already seen the v1 the changelog will be in the comments below for ease of reading along but if it gets far enough ahead I'll just edit the most up-to-date here.
Just to preface a few things first:
-No its not complete. As you'll see soon enough the lore segment is unfinished, about 1/3 done, and I plan to have some artwork in there but because I'm drawing them myself it's gonna be a while. (My work ethic with art is significantly worse than my writing ethic, funny cause I love art significantly more...)
-This isn't an attempt to Fix the current Necron Codex. This is me pretending I'm a GW employee and was given free reign to design and create lore/rules for my Dynasty.
-This being a fan Codex obviously Narrative play is what people think of but I did however write it in mind of the general Semi-competitive Matched play meta.
-I'm no good at mathhammer and as far as playtesting goes all I've done are some controlled dice rolls.
-If you spot something, have an idea or need to criticise the writing by all means speak your mind. I'd love to interact with you guys to brainstorm and discuss the fun and technical aspects of the Codex.
-With that in mind future updates here will probably come weekly and bi-weekly on the Necrontyr reddit page unless its urgent.
-The intended play-style is "Calculated Aggression".
With all that said, feel free to download the Codex and give it a spin if your FLGS or mates are into it. I've already received some great feedback about plenty of things but I would like some more before I make an update later today or tomorrow.
Automatically Appended Next Post:
https://www.dropbox.com/s/txur4r6ivefbcjd/Nephritakh%20Dynasty%20Supplement%20v1.1.pdf?dl=0
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This message was edited 2 times. Last update was at 2019/09/11 13:38:39
The Qarnakh Dynasty - Starting Again From scratch...Once again
kirotheavenger wrote:People like straws, and they're not willing to give any up even as the camel begins to buckle.
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![[Post New]](/s/i/i.gif) 2019/09/10 18:09:25
Subject: Re:(Necron) Nephritakh Fan Codex Supplement
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Humming Great Unclean One of Nurgle
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Wrath Of The Fallen is okay as a 6+++... Not so much as a "You killed five Warriors in close combat, eat 165 attacks from the remaining 15".
Nefertara is too good-not necessarily compared to other armies, but you'd be absolutely STUPID to not run her in this code, due to increasing the FNP from 6+ to 5+.
Celestial Fury is absolutely insane, even at 4 CP.
Empress Revenants looks fine.
Covenant of the First King looks interesting, but I'd make it RR1s only, I think. Maybe drop it to 1 CP as well.
Cometh the Hour just looks weird.
Didact's Wrath is fine for +1 Attack, NOT for +1 to-wound. Combo that with Celestial Fury, and 20 Warriors do, assuming S5 AP-2 D3, enough wounds to kill a Knight in rapid fire range.
First two relics are fine, but the Mindshackles Scarabs are too good.
Warlord Trait looks okay.
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Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2019/09/10 18:47:48
Subject: Re:(Necron) Nephritakh Fan Codex Supplement
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Freaky Flayed One
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JNAProductions wrote:Wrath Of The Fallen is okay as a 6+++... Not so much as a "You killed five Warriors in close combat, eat 165 attacks from the remaining 15".
Nefertara is too good-not necessarily compared to other armies, but you'd be absolutely STUPID to not run her in this code, due to increasing the FNP from 6+ to 5+.
Celestial Fury is absolutely insane, even at 4 CP.
Empress Revenants looks fine.
Covenant of the First King looks interesting, but I'd make it RR1s only, I think. Maybe drop it to 1 CP as well.
Cometh the Hour just looks weird.
Didact's Wrath is fine for +1 Attack, NOT for +1 to-wound. Combo that with Celestial Fury, and 20 Warriors do, assuming S5 AP-2 D3, enough wounds to kill a Knight in rapid fire range.
First two relics are fine, but the Mindshackles Scarabs are too good.
Warlord Trait looks okay.
Yeah I was speaking with someone else and it just seemed overly complicated so I'm probably gonna stick to the 6+++
Interesting. So far no ones really cared about Nefertara buffing the code but the fact that she's a beatstick melee cron (in comparison to the rest of our HQ catalogue) would your recommend changing it?
Celestial Fury was in imitation of the Oblits fleshmetal guns but yeah I did do a controlled dice rolling session and when 10 tesla immortals eradicated a Castellan I new it had to go. Planning on changing it to the SM orbital bombardment strat and dropping it to 3CP
Empress Revenants is an odd one largely because of its use in tandem with the other strats. I'm hoping to leave this largely the same and just tweak the rest to suit.
Covenant was kind of a way to bring back the idea of the Royal Court from 5th edition and provide a source of 'consistent' hit re-rolls for the army but I'm fine with dropping it to 1CP and just re-roll 1s.
My idea for the playstyle was a hyper-aggressive army that rewarded you in both shooting and melee. Right now melee crons kinda suck largely because of a lack of effective delivery yet I was conscious of making sure that there was an effective constraint attached to it. Based on feedback some are thinking of having it simply be 3" extra movement and ignore heavy weapon penalty.
One of my goals was synergy. I didn't really want a bunch of abilities used in a vacuum but i suppose its hard to balance that way. Considering Celestial Fury as it is is pretty much gone would you still change Didact's Wrath or leave it the same?
Fair enough I can drop the 3D6 to a 2D6
Someone suggested to just keep the Fall back and shoot otherwise the warlord trait is too powerful, thoughts?
Finally thanks a lot! I really appreciate you taking time to read and review what I've done. Although synergy was a huge thing on my mind when writing it I figured if I high-ball all the abilities somewhat it'll probably be easier to nerf them later on knowing the original intent.
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This message was edited 1 time. Last update was at 2019/09/10 18:54:53
The Qarnakh Dynasty - Starting Again From scratch...Once again
kirotheavenger wrote:People like straws, and they're not willing to give any up even as the camel begins to buckle.
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![[Post New]](/s/i/i.gif) 2019/09/11 13:40:40
Subject: (Necron) Nephritakh Fan Codex Supplement
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Freaky Flayed One
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Based on initial feedback these are the alterations I have put together.
v.1.1
-No lore updates
-Secondary ability for 'Wrath of the Fallen' dynastic code streamlined to function as an astartes banner.
-Nefertara's 'Didact Eternal' modified to allow full number of attacks on death rather than FNP buff.
-Celestial Fury changed to function as SM Orbital bombardment stratagem.
-Empress Revenants and Covenant of the First King, tentatively, left untouched.
-Cometh the Hour changed to all units and simpler 3" move buff and ignore heavy weapon penalty
-Removed +1 to wound from Didacts Wrath
-Lunar Thermisite changed to either or buff
-Mindshackle scarabs changed to 2D6 from 3D6 leadership roll
-Offspring of the First King left the same.
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The Qarnakh Dynasty - Starting Again From scratch...Once again
kirotheavenger wrote:People like straws, and they're not willing to give any up even as the camel begins to buckle.
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![[Post New]](/s/i/i.gif) 2019/09/14 06:08:09
Subject: (Necron) Nephritakh Fan Codex Supplement
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Loyal Necron Lychguard
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It's never going to trigger. It needs to be 6" or even 12" if it's going to be on 2d6, try and compare it to the Vexator's Mask: Enemy units cannot fire overwatch at the bearer. In addition, at the start of each Fight phase, select an enemy unit within 6" of the bearer. That unit cannot fight until all other units that are able to have done so. If the unit has an ability that allows it to fight first in the Fight phase, it instead fights as if it did not have this ability. If both players have units that cannot fight until all other unit have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place.
So a unit charges anywhere near you and you can make them go last instead of first automatically, no roll required. While you get to lower damage from one model by 60% 1/6 of the time and causing the odd mortal wound. Not to mention the Mask denying Overwatch but that's a secondary ability IMO. 3d6 is absolutely fine if it is within 1" that's about 4/6 times it works, you'll be charging your relic into a character to get it off since your opponent will have an easy time just moving around it if they are charging, a lot of characters just need one good fight phase or maybe a bit more to kill a Cron character, so one turn where your opponent passes, maybe with a re-roll and your character is toast. If your opponent re-rolls it's basically guaranteed to not go off at 2d6.
You'd never take the 2d6 1" version compared to something like the Veil of Darkness and this is not worth 1 CP for an extra relic. Just yesterday I played against the new Ynnari. Pretty weak overall, but 5+ FNP and halve all damage relic (yes that's one relic with both those abilities...) was insane on a 12W T7 3+ 5++ Wraithseer. We are also seeing one of the game's most OP relics out of Iron Hands in the community preview, lower all damage by 1 against friendly vehicles within 3" or something. This isn't taking control of your opponent's character and have them slap themselves, it's just a debuff to their damage with a really tiny range and it isn't even useful on 3d6 against melee hordes because their characters will be lost in the horde.
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![[Post New]](/s/i/i.gif) 2019/09/14 11:37:22
Subject: (Necron) Nephritakh Fan Codex Supplement
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Freaky Flayed One
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vict0988 wrote:
It's never going to trigger. It needs to be 6" or even 12" if it's going to be on 2d6, try and compare it to the Vexator's Mask: Enemy units cannot fire overwatch at the bearer. In addition, at the start of each Fight phase, select an enemy unit within 6" of the bearer. That unit cannot fight until all other units that are able to have done so. If the unit has an ability that allows it to fight first in the Fight phase, it instead fights as if it did not have this ability. If both players have units that cannot fight until all other unit have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place.
So a unit charges anywhere near you and you can make them go last instead of first automatically, no roll required. While you get to lower damage from one model by 60% 1/6 of the time and causing the odd mortal wound. Not to mention the Mask denying Overwatch but that's a secondary ability IMO. 3d6 is absolutely fine if it is within 1" that's about 4/6 times it works, you'll be charging your relic into a character to get it off since your opponent will have an easy time just moving around it if they are charging, a lot of characters just need one good fight phase or maybe a bit more to kill a Cron character, so one turn where your opponent passes, maybe with a re-roll and your character is toast. If your opponent re-rolls it's basically guaranteed to not go off at 2d6.
You'd never take the 2d6 1" version compared to something like the Veil of Darkness and this is not worth 1 CP for an extra relic. Just yesterday I played against the new Ynnari. Pretty weak overall, but 5+ FNP and halve all damage relic (yes that's one relic with both those abilities...) was insane on a 12W T7 3+ 5++ Wraithseer. We are also seeing one of the game's most OP relics out of Iron Hands in the community preview, lower all damage by 1 against friendly vehicles within 3" or something. This isn't taking control of your opponent's character and have them slap themselves, it's just a debuff to their damage with a really tiny range and it isn't even useful on 3d6 against melee hordes because their characters will be lost in the horde.
First off thanks a lot for taking the time to read and offer feedback, now on to the main subject. You've got a very interesting take on the relic, one I'm slightly leaning towards, primarily because the initial feedback I got was that it was too strong on 3D6 despite the fact I intentionally worded it to allow the opponent to roll, offering them a chance for a CP re-roll should things go awry.
Knowing that VoD is our premier relic for all occasions and to take the Mindshackle Scarbs you need to spend a CP (and choose a Nephritakh character) what would you rather have, the 2D6 with 6" range affecting the entire unit or the 3D6 with 3" range affecting 1 model? (This is a slight buff on the original to make nabbing characters and other important models easier).
Of course I'm open to changing it to work pretty much identically to the Vexator Mask minus the overwatch negation.
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The Qarnakh Dynasty - Starting Again From scratch...Once again
kirotheavenger wrote:People like straws, and they're not willing to give any up even as the camel begins to buckle.
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![[Post New]](/s/i/i.gif) 2019/09/14 13:34:43
Subject: (Necron) Nephritakh Fan Codex Supplement
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Loyal Necron Lychguard
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I am the same person as on reddit that's why I have the same opinion on the relic, I'm also the person to yell at if someone has a problem with Necrons getting an orbital strike because I suggested it, it just feels so wrong to me that they should not have it.
We need JNA back to explain why he thinks Mindshackle Scarabs were OP, it might be that I as a Necron player with a love for the old 5th ed item am blinded by how good it used to be and I am not seeing how good that first version was. I'd like to see if there are any relics like the current or previous one to compare to, Vexator Mask is an OP relic so maybe that comparison was unfair. I guess some might find it unfun when their character gets nerfed by your relic, but your opponent should know that before getting within 1 tiny inch.
I'm pretty sure it'd still be trash at 12" so that'd be the safe option. I think you should ask any person who you'd want to playtest against. You could also give an additional rule instead, like getting a CP every time your opponent uses a Stratagem, yes that's powerful, yes that's how much room the current version has to grow IMO. It might be more thematic in the first place if they had already infested the enemy rather than doing a field infestation. Roll a D6 each time your opponent loses a character on a 3+ you can continue using the CP ability, otherwise you've just slain one of the people that were infected with Mindshackle Scarabs.
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![[Post New]](/s/i/i.gif) 2019/09/14 14:39:36
Subject: (Necron) Nephritakh Fan Codex Supplement
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Humming Great Unclean One of Nurgle
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It's that it's a permanent debuff, and a damn potent one at that.
If it was one turn, that'd be much more acceptable.
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Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2019/09/14 16:14:11
Subject: Re:(Necron) Nephritakh Fan Codex Supplement
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Freaky Flayed One
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So if it was a debuff for just the phase or first round of attacks then would it be fine as 3D6, 3" Range? Probably better to tone it down to just a -1 rather than -2 as well.
Tbh I like the idea of one of the opponents characters already being infected with the Mindshackle scarabs and it being used to the Necron advantage. However I am a bit remiss to touch anything to do with CP farming. I dunno why but it almost feels a bit cheap from a rules standpoint to just slap some extra CP or form of regeneration on a character, but I suppose that's how 8th edition treats it's master tacticians. Still Vict0988's idea does sound really thematic in this context.
Maybe at that start of the game before first turn roll a D3 and pick that many of your opponents characters, none named?, to be infested with the scarabs. As long as they're alive and on the table on a 6+ you get a CP for every stratagem you or your opponent use.
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The Qarnakh Dynasty - Starting Again From scratch...Once again
kirotheavenger wrote:People like straws, and they're not willing to give any up even as the camel begins to buckle.
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![[Post New]](/s/i/i.gif) 2019/09/14 16:58:36
Subject: (Necron) Nephritakh Fan Codex Supplement
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Loyal Necron Lychguard
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JNAProductions wrote:It's that it's a permanent debuff, and a damn potent one at that.
If it was one turn, that'd be much more acceptable.
Excuse me I'm not sure how I managed to miss the d3 MWs and the debuff lasting more than a phase. The 3d6 version was op but 2d6 is still too weak.
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