December 26, 2024, 05:55:40 AM

Author Topic: Necron Dynasties  (Read 52543 times)

Offline Zelnik

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Re: Necron Dynasties
« Reply #60 on: December 04, 2011, 11:24:43 PM »
Wait, no one has actually given a good reason why the rules need to be changed so radically.

Nothing... (and I do mean nothing) in the new rules for 40k suggests that any of the rules need to be modified. The necrons are STILL the most advanced race in the galaxy, they still use living metal, and they still use inertia-less drives.

Just because they have access to atmospheric bombers and fighters does not mean they are efficient in space combat. If you look at their interceptor, it's just a crescent vessel with a necron bolted onto it.

Please, before people spout off more insane ideas, explain this to me.


Also, All of the rules proposed effectively turn the necrons into "imperial navy+" instead of a distinct fleet.

Offline commander

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Re: Necron Dynasties
« Reply #61 on: December 05, 2011, 06:35:30 AM »
All in the Codex Necrons:
Fluff of the Tomb Blades in the codex indicates/says they not only excisted but were also very efficient as spacefighters that even could damage ships.
Living metal has changed, is weakened somewhat.
Necron ships have shields now.
Apparently they lost FTL (doomed to isolation bit in the codex) but gained access to webway.

That's what I remember sofar.

Offline Prouncer

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Re: Necron Dynasties
« Reply #62 on: December 05, 2011, 09:27:41 PM »
I have to almost agree with Zelnik, the Necrons don't need drastic chages to their space rules when the current ones and background are just fine.

Tomb Blades, yeah, Necrons now have space fighters but I don't see this as reason enough to give them the Ordnance system. Sure if someone wants to create a unique rule for them I would be all ears but I'm in no rush to have generic fighters/bombers/assault boats.

Living Metal has changed in game terms on the table top, but otherwise no, Living Metal is still the strongest known metal and the current rules serve them just fine. Its sad that Living Metal got the rules it did. Did Living Metal need to be toned down a bit for game purposes, yes of course it did. But too many armies have immune to shaken stunned vehicles already. We did not need another.

There was only one mention of the shields. The single half assed story in the codex about necron ships was sorry at best and isn't reason enough to concern ourselves about necron shielding. Sorry Ward, but the pathetic attempt to re-write Necron Space combat was just that, pathetic.

There is nothing to prove that Necrons do not have FTL. Without FTL they could not have built their Galactic Empire in the first place before they hacked the Webway with Dolmen gates. They could not have started a war with the Old Ones. Again, I blame this on Ward for not clearly thinking through his story telling before randomly putting in a line saying that Necrons have slow moving Stasis ships. No short life span Necrontyr could have survived space travel if it tooks hundreds of years to get anywhere. FTL for Necrons is there to stay

Now I do like some of the cool ideas everyone has thought of and they look well thought out. I just don't think we absolutly need them. Now if the community makes new rules with the new codex in mind. I am positive I would try out the rules myself at least once.

After all, it would be fun just to have anything new for BFG. And I think that's the issue more than anything. People want to try out new things with the Necron Fleet. And by that logic alone changing the rules up a bit is a good idea. I just don't think Ward deserves any credit for the utter crap he added with his version of BFG. No thanks Ward.....


Offline commander

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Re: Necron Dynasties
« Reply #63 on: December 05, 2011, 10:19:07 PM »
If one would want to play a mixed campaign, then some changes might be in order. ;)

Offline Zelnik

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Re: Necron Dynasties
« Reply #64 on: December 06, 2011, 05:14:45 PM »
then those are campaign changes, not mechanics or rules changes.


Lets give the necrons the benefit of the doubt, give them some new ship options or special rules where needed, but aside from that, there is NOTHING that suggests changes on this scale need to be made.

Offline horizon

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Re: Necron Dynasties
« Reply #65 on: December 06, 2011, 06:45:43 PM »
Zelnik,

I am on a fence here. Inherent I see nothing wrong with the current Necrons aside of:
i. clumst victory point table which makes them poor for scenarios.
ii. the tombship is considered overpowered by many and the cause of Necrons being banished at places.

Regarding ii. I have no troubles, it is 500pts, it should be good.

Overall wise I could see the additon of scarab swarms, not ac.

Regarding i. what could fix it?

Offline Zelnik

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Re: Necron Dynasties
« Reply #66 on: December 07, 2011, 01:19:09 PM »
Great to hear from you horizon!

I agree, the point allocation issue is clumsy.

When it comes to all of these things, especially the tombship, the best way to forcibly balance it is actually, remarkably simple.

Do not let it disengage for free.  In fact, with their new mentality, necrons should have issues with disengaging due to their innate superiority complex.  Force the tombship, or all necron ships for that matter,  to stay on the table, and you will watch a LOT of the problems leave. 

The only ship that -needs- changes is the Shrowd, simply because it is in desperate need of it.

Offline AndrewChristlieb

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Re: Necron Dynasties
« Reply #67 on: December 07, 2011, 03:28:38 PM »
Zelnik,

I am on a fence here. Inherent I see nothing wrong with the current Necrons aside of:
i. clumst victory point table which makes them poor for scenarios.
ii. the tombship is considered overpowered by many and the cause of Necrons being banished at places.

Regarding ii. I have no troubles, it is 500pts, it should be good.

Overall wise I could see the additon of scarab swarms, not ac.

Regarding i. what could fix it?

Tombships are not overpowered the rules are broken.
When it comes to all of these things, especially the tombship, the best way to forcibly balance it is actually, remarkably simple.

Do not let it disengage for free.  In fact, with their new mentality, necrons should have issues with disengaging due to their innate superiority complex.  Force the tombship, or all necron ships for that matter,  to stay on the table, and you will watch a LOT of the problems leave.
yup hits the nail on the head.

Remove the vp rules and the necrons ability to phase out, these were put in originally to force the necron player to prematurly disengage which is the problem that most people have with them. Their ships are tough but that should give players all the more reason to want to keep them around. Unfortunatly necron players have to keep a steady track of their vp gained vs possible vp lost when disengageing blah blah blah..

as for AC im all for them getting it, if not oh well no loss.

The shroud has a lot of potential ideas but really the best way to bring them up to par is to just add 2 hit points and make them somewhere in the neighborhood of 175pts, or add the option to increase the hitpoints but incure some penatly to weapons/speed/etc.

I don't make the rules, I just think them up and write them down.

Offline Zelnik

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Re: Necron Dynasties
« Reply #68 on: December 07, 2011, 08:34:31 PM »


Here is an idea for you, Since the shrowd is the core of the ships that needs updating... here is an idea for you all.


Shrowd 200pts.
Hits:6, Turn:90, speed:30, armor 6+, shields-, turrets 2

Armament:
ST 10 Lightning arc: FLR 30cm.
Select one
Scarab Factories
Doomscythe Bays
Canoptek Wraiths
Cryptek Crew

Special rules: Shrowds are a versatile and capable vessel, their massive pyramid structures designed for several tasks and easily modified for several possible needs on the field of battle. The player must select one of the following options.

Scarab Factories:(Shrowd must have a large base for this option) Scarabs float around this vessel in enormous swarms, attacking anything that draws near, chewing away at armor and shields alike.  If the Shrowd comes in contact with an enemy vessel, place a blast marker on it's base. If it's shields are down, the enemy vessel takes a hit (no holofeilds allowed), and rolls for critical damage as normal.

Doomscythe Bays: Inside the vessel lay racks upon racks of dormant doomscythes, waiting to be teleported into space to strike at attack craft and vessel alike.  This counts as a st4 launch bay.  Doomscythes move 30 cm and count as fighter bombers.

Canoptek Wraith portal: This vessel is filled with the lethal and faceless monsters that protect the tomb worlds. Any vessel within 15 cm of the shrowd with shields down suffers an instant d3 hit and run attacks as wraiths are teleported onto the ship. (this effect may not be done if the shrowd is on special orders)

Cryptek Crew: Filled with the powerful minds and processors of the Crypteks, the vessel can interpret and predict the enemies movements with mathematical precision. All ships in the necron fleet gain +2 for enemy contacts, enemies do not gain enemy contacts for the shrowd when on special orders.

Offline AndrewChristlieb

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Re: Necron Dynasties
« Reply #69 on: December 07, 2011, 09:24:18 PM »
Sweet! I want 2. Ok this really does sound quite nice. I would change it so that the scarab swarm bypasses shields and the D3 portal attacks is just 2 or 3 normal portals. Also keep it so that all shrouds do not give any bonus to leadership when on special orders. I'm not convinced on the extra turret either but meh.
I don't make the rules, I just think them up and write them down.

Offline Zelnik

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Re: Necron Dynasties
« Reply #70 on: December 07, 2011, 09:39:53 PM »
It's just an idea, but when you get into the 6 hit range for a super-advanced race, why not add a turret? the original had 1 measly turret.

Offline RayB HA

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Re: Necron Dynasties
« Reply #71 on: December 27, 2011, 01:18:23 AM »
Hi Guys,

Nice to see constructive posts. Cheers muchly.

Why do Necrons need a new fleet? Well, with the numerous massive fluff changes it seems reasonable, but Necrons could do with a more competetive streamlined set of rules. (Massive fluff changes: Shields, slower FTL/webway, crypteks, AC, no C'tan leaders/star vampire reasoning. Small fluff changes: living metal is nowhere near as tough as it used to be (Monoliths are actually weaker than Landraiders), Necron 'social' structure has changed significantly, no pariahas (although null effects are still present due to Cryptek specials), I'm sure there's a few others that don't spring instantly to mind.

Overload shield generators, 6+ save: The problem with this mechanic is that you have to roll each dice one at a time which kinda slows the game down. I definately wouldn't want this across an entire fleet.

Replacing armour saves with Quantum shields: I'm not really a fan of an extra phase of dice rolls as the number of dice has been reduced making them feel a little random/important.
Keeping a sense of awesome durability is pretty important to the feel of Necrons so counting as armour 6+ with shields up is a nice special rule that doesn't make them too powerful.

Living metal for crits: coupling this with the quatum shielding the awesome durablity makes it to the table without need of extra special rules. Ignoring damage caused by crits only excludes the crits 7, 11 and 12. The weapon crits will just shift up if they are not applicable afterall. However there is no harm in actually having prow and dorsal weaponary.

Particle whips through shields: If its only on a 6+ its rather useless except in rare circumstances, as on average 1 in 3 hits will go through shields, 2 shields will be taken down for every hit through shields. So you'll have a minor effect against battleships and escorts. I just don't feel it's worth it.
Taking armour into account isn't too powerful and gives those that have 'paid' for extra armour a little extra defence. If you have 4+ armour, particle whips are the least of your problems.

Lightning arcs: given the prevailence of AC in this version of the necron fleet and quantum shielding there is no need for special rules to shoot ordy beyond not being able to at all wth Lightning Arcs! Always the closest ship in an arc of your choice seems very appealing.

Portals/Eternity Gates: They are roughly the same thing (the 40K ones were just renamed and given a vacum ability).

Redeploying AC through Portals: I really do think this should be one of the defining features of the fleet. Given the Necrons teleporter 'character' i feel this is better than having an endless amount of hard to use teleporter attacks (that also don't fit the fact the portal is an exit, not catapult  ;)). 

Star Pulse Generator: Yeah, I don't want to see this bad boy back in the rules, well maybe as a shroud upgrade....

Shroud Upgrades: Counting as cellestial phenomenon for disengagement is a really cool idea! (definately NO auto disengage)
The Shroud effect, cancels EC bonus to enemy leadership. It just being on the Shroud is kinda pointless!

Scarab swarms: I like the idea of them being an upgrade for the Shroud, but just as orbital mines.

Inertialess drive: +1 on AAF is a good idea. -5cm to minimum turning will work nicely. The Speed of the various ships shouldn't be as dramatic as it is, 25cm for the Tombship, 30cm for the Scythe Cruiser, 35cm for the Shroud and Dirge, 40cm for the Jackal.

That's all for now. I'm gonna write up a list and post it up later this week.

Cheers,

RayB HA
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Offline commander

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Re: Necron Dynasties
« Reply #72 on: December 27, 2011, 07:56:20 AM »
Hi Guys,

Nice to see constructive posts. Cheers muchly.

Why do Necrons need a new fleet? Well, with the numerous massive fluff changes it seems reasonable, but Necrons could do with a more competetive streamlined set of rules. (Massive fluff changes: Shields, slower FTL/webway, crypteks, AC, no C'tan leaders/star vampire reasoning. Small fluff changes: living metal is nowhere near as tough as it used to be (Monoliths are actually weaker than Landraiders), Necron 'social' structure has changed significantly, no pariahas (although null effects are still present due to Cryptek specials), I'm sure there's a few others that don't spring instantly to mind.

I agree they need a 'new' fleet

Overload shield generators, 6+ save: The problem with this mechanic is that you have to roll each dice one at a time which kinda slows the game down. I definately wouldn't want this across an entire fleet.

Agreed

Replacing armour saves with Quantum shields: I'm not really a fan of an extra phase of dice rolls as the number of dice has been reduced making them feel a little random/important.
Keeping a sense of awesome durability is pretty important to the feel of Necrons so counting as armour 6+ with shields up is a nice special rule that doesn't make them too powerful.

As quantum shielding only affects front and sides, rear could be armour 4.

Living metal for crits: coupling this with the quatum shielding the awesome durablity makes it to the table without need of extra special rules. Ignoring damage caused by crits only excludes the crits 7, 11 and 12. The weapon crits will just shift up if they are not applicable afterall. However there is no harm in actually having prow and dorsal weaponary.

Living metal should work with repair rolls: on 4+ instead of on a 6.

Particle whips through shields: If its only on a 6+ its rather useless except in rare circumstances, as on average 1 in 3 hits will go through shields, 2 shields will be taken down for every hit through shields. So you'll have a minor effect against battleships and escorts. I just don't feel it's worth it.
Taking armour into account isn't too powerful and gives those that have 'paid' for extra armour a little extra defence. If you have 4+ armour, particle whips are the least of your problems.

Paticle whips should be weapon batteries (blast); Gauss weapons (beam) should be lances.

Lightning arcs: given the prevailence of AC in this version of the necron fleet and quantum shielding there is no need for special rules to shoot ordy beyond not being able to at all wth Lightning Arcs! Always the closest ship in an arc of your choice seems very appealing.

I would consider lightning arcs also as weapon batteries with a few special rules; short range only.

Portals/Eternity Gates: They are roughly the same thing (the 40K ones were just renamed and given a vacum ability).

Very different in their workings as 'explained'. Portals are teleporters. Eternity gates are 'one-way'; you are taken from somewhere and exit the gate. Looks like teleporters (= portals) and launchbays (= eternity gate) to me.

Redeploying AC through Portals: I really do think this should be one of the defining features of the fleet. Given the Necrons teleporter 'character' i feel this is better than having an endless amount of hard to use teleporter attacks (that also don't fit the fact the portal is an exit, not catapult  ;)). 

See above

Star Pulse Generator: Yeah, I don't want to see this bad boy back in the rules, well maybe as a shroud upgrade....

Could become the " C'tan sharding " weapon, front only.

Shroud Upgrades: Counting as cellestial phenomenon for disengagement is a really cool idea! (definately NO auto disengage)
The Shroud effect, cancels EC bonus to enemy leadership. It just being on the Shroud is kinda pointless!

Scarab swarms: I like the idea of them being an upgrade for the Shroud, but just as orbital mines.

Inertialess drive: +1 on AAF is a good idea. -5cm to minimum turning will work nicely. The Speed of the various ships shouldn't be as dramatic as it is, 25cm for the Tombship, 30cm for the Scythe Cruiser, 35cm for the Shroud and Dirge, 40cm for the Jackal.

Why would the Eldar be so much faster then??? They range from 40 to 60 cm for all of their vessels, battleships from 40 to 50.
Inertialess drive: ignores gravity, momentum and other celestial stuff (but not those that are warp-connected). They can turn, change course on the spot, no need for minimum distance as there is no momentum (Eldar can also do so, why not the necrons who have greater mastery of the material universe?). Their speed should also be higher with very few things left that can slow them down. The Eldar may be fast, but the Necron should also not be lacking in that field (as remark above).


That's all for now. I'm gonna write up a list and post it up later this week.

Cheers,

RayB HA

Put in 'feed back' in blue.

Offline commander

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Re: Necron Dynasties
« Reply #73 on: December 27, 2011, 08:26:58 AM »
Well, my thoughts sofar, all still WIP:

NECRON POWER CORES
The 'power cores' of the Necrons tap into and store some of the energies of the material universe and once activated they function until turned off or breached.

REACTIVE HULLS
Necron ships are made of a unique semi-sentient metal (Necrodermis). All Necron ships are Armour 4 all round, but their Quantum shielding, which can be damaged, augments this to 6 on front and sides. As the semi-sentient metal contributes to the efforts of the robotic repair teams of scarabs, spyders and wraiths, all Necron Critical Repair rolls are made on 4+.

INERTIALESS DRIVE
The Necron drive ensures that gravity, momentum and other forces have very little purchase upon the ships frame (ignoring gravity wells). Necron ships have no minimum distance of movement before being able to turn. It also allows any ship to use the special order CTNH and allows ships of any size to land on a planet (without falling towards its surface / crashing) and to take off again. All ships can attain unimaginable velocities, rivalling these of the Eldar.
AAF: speed + (1D6 x 10 cm). Able to turn  after each 20 cm travelled.
FTL: Necrons do not have true FTL. However, when a tomb / stasis ship arrives, eternity gates, wormhole corridor tunnels and dolmen gates are quickly build, enabling further forces to be brought in in a blink of the eye.

NECRON STEALTH
Some ships, but not crippled ones, are capable of 'wraithflight', being out of phase, therefore any successful hits must be re-rolled, do not activate mines and never gives bonuses for being on special orders. While in wraithflight, the ship is unable to use its defensive shields, fire its weaponry, launch AC or initiate boarding actions. A ship may begin play in wraithflight or activate / deactivate it at the beginning of the movement phase. Wraithflight cannot be activated and deactivated in the same turn.

Another form of 'stealth', available to all Necron ships, is keeping the ship(s) in a pocket dimension, totally undetectable by / invulnerable to the inferior races, while themselves being able to survey the 'battlefield'. While in the pocket dimension, they cannot fire their weapons, launch AC or perform Portal attacks. They cannot phase into and out of the pocket dimension in the same turn. A ship may begin play in a pocket dimension (ONLY if the Necrons are the defenders) or activate (place marker) / deactivate it at the end of the movement phase. On deactivation, the ship must 'appear' within 10 cm of its marker.

NECRON WEAPONS
Necron vessels employ many unique weapon systems, unknown to other fleets. These follow the rules outlined below.

Tesla Lightning Arcs
Tesla Lightning arcs function as short range weapon batteries with some differences.
- they don’t suffer the normal column shift to the right when attacking vessels who have holofields or shadowfields
- all targets are treated as closing
- any rolls to hit of 6 count as 2 hits.
Tesla Lightning arcs with multiple fire arcs can divide their total Firepower. A Tesla lightning arc can be split between its fire arcs in any way the player desires.
Range: 30 cm.

Particle Obliterators
Very efficient anti-matter weaponry that require only a small amount of energy to operate.  These are the 'normal' weapon batteries of the Necrons except
- all targets are treated as closing
- heavy
Range: 30 cm

Doomsday batteries
These are the long range weapons batteries (R 60 cm) of the Necrons except
- all targets are treated as closing
- causes criticals on a roll of 4+
Range: 60 cm

Gauss Anihilators
These are the Necron equivalent of lances. Unlike more 'conventional' energy weapons, a gauss projector does not deliver a cutting beam or bolt of force. Instead it emits a molecular disassembling beam reducing the enemies to constituent atoms. The focussed beams of the lance array are capable to cause horrendous damage to any enemy. Any rolls to hit of 6 bypass shields, holofields or shadowfields and affect the target ship directly.
Range: 45 cm

Star Pulse Generator
Still WIP

Portal
Portals are more precise than conventional teleporters and are able to flood enemy ships with a relentless host of Necron Warriors and swarms of Scarabs. Each portal confers a hit and run attack to the Necron vessel. These have a range of 10cm and, as normal, can only be made against ships whose shields are down. The usual restriction that teleport attacks can only be made against ships with less remaining Hull Points is waived, with the exception that Necron Raider class vessels do not carry enough Warriors to board anything with more than 6 Hull Points (remaining).
Each successful  hit and run attack reduces the armour of the enemy ship by 1 on a roll of 4+ (Entropic strikes from the scarabs). If the armour is reduced to '0', the enemy ship is wrecked.

Eternity gates
The eternity gates act as launch bays. The 'carrier' has actually no assault craft on board. Tomb ships can even 'launch' small escort squadrons. The reload SO is needed to reactivate the gate.

Assault craft
Tomb Blades: fighter-bombers, speed 30 cm, resilient (3+?). Necron AC use dimensional phase shifting to 'pass through' the necron shields.

NECRON DEFENCE SHIELDS
Necron shields are multi-purpose 'hard' shields and protects against enemy fire, assault craft, torpedoes and all sorts of celestial phenomena (as navigational shields do), except the warp-based.
Enemy assault craft will have to stall their attacks until the shields are down or be squashed against them.


NECRON LEADERSHIP
Each ship is at least equipped with a Command Core, granting a Ld of 10. Critical hits can reduce the command core's Ld.
In the larger ships, the command Core can be replaced by a Sepulcher (actual bridge) for the commanding Lord/Overlord, Ld of 10.

DISENGAGING
Necrons are rather reluctant to disengage while fighting other, inferior, races. Disengaging is done by ‘fading out’, the vessel in question 'de-materialises' and drops out of normal space. At the end of its Movement phase any Necron ship may perform a 'fade out disengage' after a successful Ld-test (maybe a negative modifier if fighting 'inferiors').
« Last Edit: December 27, 2011, 08:31:22 AM by commander »

Offline RayB HA

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Re: Necron Dynasties
« Reply #74 on: December 27, 2011, 08:18:17 PM »
Hi Commander and all,

Shields: Necrons should have 'special' shields. Increasing armour is my preference. I wouldn't care for the rear to be different as this would allow bombers to ignore it.
Having shields protect against everything is a little rules risky, how this works against crits, H&R's, boarding and probably a few other rules that haven't occuredto me yet would haveto be expanded on. As Necrons will most likely be special rule heavy, keeping them simple is gouing to be important.

Criticals: I hate it when another crit table is used needlessly. Now Necrons have shields and we can more evenly distribute weaponary there is no need for one. 
I'm definately in favour of not suffering additional damage from crits, it makesthem feel more reliable and durable.
Being able to repair more easily would be nice aswell but I'd like to leave that as an upgrade for the Shroud.

Movement: The Inertialess drive is a cool concept but we can't just 'steal' the Eldar character of incredible manueverability. -5cm to the minimum distance to turn is still really good without stepping on their toes.
Tombship at 25cm speed, with 10cm before turning and being able to CTNH is only beaten by the Voidstalker! 40cm escorts are only beaten by Eldar again, but keep in mind that they have armour and shields!

Pocket dimensions, wraith flight and other magic: I can't accept that a full blown warship could go 'out of phase'. It just sounds way too bloody powerful!  :o. The pocket dimension stuff also should stay small scale. In BFG I can't see these having too much of an effect.
Having said that, it could still work for ordnance! Hmm...

Direct weaponary: Given that there aren't any obvious weapons on the models I suppose you could say they have what ever guns you want.

Lightning arcs feel more natural to come out of nowhere, not really needing turrets on the models. I hate the use of the name 'Tesla', it's terrible to use for ancient alien robots! Having extra hit rules for them makes no sense in BFG, the lightning isn't arcing to another ship near by! Direct weapons shouldn't ignore holofields, unless they're rare.

There is a massive difference between the monolith's particle whip and the masively upscaled version on ships. Less blast more 'swiping' lance.
In terms of upscaling you can do it to most energy weapons in BFG in any manner you want. A Lascannon/lasgun could be upscaled to a lance or a laser weapons battery!

Gauss weapons don't seem to have a place in BFG as their bonus allows them to possibly harm anything. Which is great when you need to take out an infantry squad or tank. When it comes to space battles you'll have the capability to have something much nastier.
However if I were to make a gauss weapon for BFG it's be a weapons battery that ignores armour but only damages on a 6.

Entropic weaponary doesn't belong in BFG, its too large scale. If they have a weapon that can reduce armour values of such a large area they should be able to just rip the hull off! This would/should completely destroy all weaponary! Also armour values don't always represent the outside hull. Stealth and internal shielding are common in BFG.
 
Portals and Eternity Gates: Okay 'portals' now only exist in the current BFG rules (they used to be what is now eternity gates in 40K). Pushing them as straight out teleporters is just 'inventing' a weapon for Necrons (as it was when the came out in BFG). I'm all for Necrons being great at teleporter attacks but that should just be the case, there shouldn't be a weapon for it. How about double(2) teleporter attacks against ships with less health, just normal (1) attack against ships with the same or more health.
I would like a launch bay that is a large Eternity Gate, however, I hate that name and would love to keep 'Portal' in the glossary.  :)

Leaderships: To make campaigns interesting you shouldn't have static leadership values. Damned Demiurg! :P

Cheers,

RayB HA   
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When I joined the Corp we didn't have any fancy smancy tanks! We had sticks! Two sticks and a rock for an entire platoon, and we had to share the rock!