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Fixing Reanimation Protocols for multi-wound Necron Units  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Sure Space Wolves Land Raider Pilot




Somerdale, NJ, USA

Personally I have never had a multi-wound Necron reanimate with the current version of Reanimation Protocols (henceforth referred to as RP).

Don't get me wrong, this iteration of RP for single wound Necrons is amazing when compared to previous editions/codices RP rules. But, for multi-wound Necron Units it seems like it's lacking something & nearly pointless to even roll.

I have two proposals/suggestions for modifying multi-wound RP.
Proposal 1 seems a little more fluffy but at the same time a little too over-powered to me; though not without similar precedence (Chaos Spawn regeneration) & looking at Angron's new "resurrection" rules...
Proposal 2 is a little more tame and is probably closer to the spirit of the intended rule.

Both of these proposals would make RP more of a regeneration roll for wounds lost.


Rule Change - Proposal 1: If healed via RP, heal to full after RP is applied; lose Living Metal.
1. At the end of the enemies attack sequence against the unit in question: you would roll RP as normal, but (assuming the unit is not completely wiped out) roll the number of wounds lost from that last attack (similar to FnP).
--- 1a. This differs from current RP in that currently your RP dice pool is equal to the total wounds of the destroyed models.
2. The number of successes is how many wounds that unit gets back & is healed for.
3. All damaged models need to be healed to full with RP successes before using RP successes to reanimate a killed model.
4. After all RP successes are applied, models that have had wounds returned with RP but are not at their full Wounds would then be healed to full wounds.
--- 4a. This also applies to any models that are successfully reanimated but not at their starting Wounds, after all successes are applied.
5. Models that do not receive any healing due to RP remain at however many wounds they have remaining before the RP roll.
6. As normal, any model not reanimated is considered destroyed and may only be brought back by some other means (Res. Orb, Spyder, etc..).
7. All multi-wound Necron Units benefiting from this RP Proposal would lose Living Metal.

P1, Example 1:
1. You have a unit of 5 Scarab Bases (4 wounds each).
2. The Scarab unit fails its saving throws & takes 7 wounds; killing 1 Scarab Base and leaving another with one wound remaining.
3. At the end of the enemies attack sequence you roll 7 RP dice, getting 1 success.
4. Apply the 1 success to the Scarab Base with only one wound remaining.
5. That Scarab Base is then healed back to its starting 4 wounds.
6. The killed Base is considered destroyed.

P1, Example 2:
1. You have a unit of 3 Lokhust Destroyers (3 wounds each).
2. The unit fails its saving throws & takes 5 wounds from an enemy unit, killing one Lokhust and leaving another with one wound remaining.
3. At the end of that enemies attack sequence you roll 5 RP dice, getting zero successes.
4. The damaged Lokhust remains at 1 wound and the killed Lokhust is considered destroyed.
Example 2 continued:
5. Say the next enemy unit deals 2 wounds; killing the damaged Lokhust and leaving the remaining Lokhust with 2 wounds.
6. At the end of that enemies attack sequence you roll 2 RP dice, getting two successes.
7. Apply the first success to the damaged Lokhust and the second to the killed Lokhust.
8. Heal the reanimated Lokhust to full wounds.

P1, Example 3:
1. You have a unit of 3 Canoptek Spyders (6 wounds each).
2. The unit fails its saving throws & takes 5 wounds from an enemy unit; damaging one Spyder, leaving it with one wound remaining.
3. At the end of that enemies attack sequence you roll 5 RP dice, getting one success.
4. The damaged Spyder is healed to 2 wounds remaining with the RP success.
5. Finally, because the damaged Spyder was healed with a RP success it is then healed to full wounds.



Rule Change - Proposal 2: use RP successes to heal missing wounds and reanimate killed models; still benefit from Living Metal.
1. At the end of that enemies attack sequence, you would roll RP as normal but (assuming the unit is not completely wiped out) roll the number of wounds lost from that last attack (similar to FnP).
--- 1a. This differs from current RP in that currently your RP dice pool is equal to the total wounds of the destroyed models.
2. The number of successes is how many wounds that unit gets back & is healed for.
3. All damaged models need to be healed to it's starting Wounds with RP successes before using RP successes to reanimate a killed model.
4. Models may be reanimated with less than it's original starting wounds, with a minimum of 1 wound.
5. As normal, any model not reanimated is considered destroyed and may only be brought back by some other means (Res. Orb, Spyder, etc..).
6. All multi-wound Necron Units with RP Proposal would keep and benefit from Living Metal.

P2, Example 1:
1. You have a unit of 5 Skorpekh Destroyers (3 wounds each).
2. The Skorpekh unit fails its saving throws & takes 5 wounds; killing 1 Skorpekh and leaving another with one wound remaining.
3. At the end of the enemies attack sequence you roll 5 RP dice, getting 1 success.
4. Apply the 1 success to the damaged Skorpekh, leaving it with 2 wounds remaining.
5. The killed Skorpekh is considered destroyed.
6. Assuming the Skorpekh unit survives the remainder of the enemy turn: at the start of your Command Phase Living Metal would activate, healing the damaged Skorpekh as normal.



Questions/comments?

"The only problem with your genepool is that there wasn't a lifeguard on duty to prevent you from swimming."

"You either die a Morty, or you live long enough to see yourself become a Rick."

- 8k /// - 5k /// - 5k /// - 6k /// - 6k /// - 4k /// - 4k /// Cust - 3k 
   
Made in us
Fixture of Dakka





I think I could get behind proposal 2. It makes sense to me that the 'crons would be healing from damage right away rather than waiting until they're knocked out of the fight to kick in. That said, you could maybe ditch Living Metal at that point as the "instant healing" provided by RP in this scenario already seems to reflect the same fluff that Living Metal does. Living Metal seems more like a bandaid rule to make up for the way the current official RP tends not to benefit multi-wound models.

Proposal 1 makes me nervous that it could potentially make models with 3+ wounds too difficult to remove. For instance, a squad of 5 bolter sisters would have to completely wipe out at least 1 scarab base to avoid having their damage completely negated.


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.
 
   
 
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