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Author Topic: Necron Dynasties  (Read 52538 times)

Offline commander

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Re: Necron Dynasties
« Reply #90 on: December 29, 2011, 03:06:36 PM »
Why a special system for the Eldar that goes against the core rules? The original rules were broken enough, a return to core rules would be better.
Make them fast, variable speeds, in one movement phase only. Except escorts, they must move before turning, cruisers min 5 cm, Battleships min 10 cm (-5 cm of standard rules). One turn per movement phase only.
They should also have a min distance that they must travel (half of their slowest speed?) unless 'Burning Retro's' SO.

If you give them a second turn in a normal movement phase, so would have the Necrons, being a bit more advanced in real space tech.

For the Necrons that would mean that they are fast too but at a 'constant' speed. Necrons have no min distance before turning / when moving. No burning retro's SO, Necrons can chose not to move at all, they have no problem with 'brutal' alterations to speed and direction because of inertialess drives (no gravity, momentum and stuff) and being, well, ... necrons and not Necrontyr.

Would that make the Eldar less 'unique'? Yes, they would conform to the core rules, just as any other fleet. But they can still have their other toys but has to share some of them with the necrons.

I really must look into the Eldar fleet(s) very soon.


Offline AndrewChristlieb

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Re: Necron Dynasties
« Reply #91 on: December 29, 2011, 03:15:21 PM »
I really like playing eldar like that tho :/...

Back to the necrons tho, even if the eldar keep their no min move, the necrons by their fluff should have no min move. if there were any fleets I would be least concerned having no min it would probably be these 2 as the eldar have a stupid high pts/ac ratio and I can't see the necs being better by the time this is done.
I don't make the rules, I just think them up and write them down.

Offline commander

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Re: Necron Dynasties
« Reply #92 on: December 29, 2011, 04:18:00 PM »
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), Armour 4 all round. The metal reacts to and is able to negate the following:
- Gas & dust clouds: no blast marker is placed, speed is not reduced.
- Passing through / in contact with blast marker(s): blast marker is ignored, no reduction in speed, no damage.
What the armour cannot negate, the quantum shielding takes over.

QUANTUM SHIELDING
The shielding is somehow part of the hull, augmenting the armour to 6 all round and only exist at the moment of a hit / impact the Necrodermis cannot negate, such as weapon/lance/bombs/torpedo hits, assault boat/meteorite impacts or teleport attacks. This means that all teleporters and AC will have to stall their attacks until the shielding is down (assault boats/boarding torpedoes/teleported troops would be squashed against the shielding). The others can chose to attack the shielding first.
The capacity of the shielding to withstand hits/impact is given by a number.

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 or is it the opposite?.
AAF: speed + (1D6 x 10 cm). Able to turn  at any point of the movement and from there 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
All necron ships, but not crippled ones, are capable of  phasing. Being partially out of phase they do not activate mines, never gives bonuses for being on special orders, are difficult to 'spot' by targeter arrays and as a result, weapon batteries suffer a right shift on the gunnery table and any other successful hits must be re-rolled.

Another form of 'stealth', available to all Necron ships, but not crippled ones, 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; write down position) or activate it (place marker) at the end of the movement phase. On deactivation, at the beginning of the movement phase, the ship must 'appear' within 10 cm of its marker / secret position.

NECRON REPAIR
The teams of Canoptek spyders, scarabs & wraiths allow to roll an extra die in the end phase.
A more elaborate system (upgrade) allows to roll an extra die in the end phase and succeed repairs on a roll of 4+.

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

Lightning Arcs
Lightning arcs function as short range weapon batteries with some differences.
- all targets are treated as closing
- Lightning arcs with multiple fire arcs can divide their total Fire power, splitting it between its fire arcs in any way the player desires.
- Can only be fired at the closest target (single ship or squadron of ships) in each of the firing arc, but not ordnance. If however the 'line of fire' to the closest ship passes through a single piece / wave of ordnance, they are affected by 'secondary' arcing. The single piece of ordnance / each single piece of ordnance in a wave, is hit on a roll of 6.
Range: 30 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 that effectively causes damage to the hull, causes a critical hit on a 4+.
Range: 45 cm


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 allows the necron ship to attempt and 'repair' one hitpoint in the end phase of the turn (harvested energy by scarabs).

Eternity gates
act as launch bays. The 'carrier' has actually no assault craft on board. The reload SO is needed to launch the next 'wave'.
Launch limits?

Assault craft
Tomb Blades: fighter-bombers, speed 30 cm, resilient (3+?).

NECRON LEADERSHIP
Each ship is at least equipped with a Command Core, granting a Ld (7 + D2). 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 (7 + D3).

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'? But how severe?).


EDIT: removed the Star Pulse.
EDIT2: blue text.
« Last Edit: December 29, 2011, 06:23:38 PM by commander »

Offline Zelnik

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Re: Necron Dynasties
« Reply #93 on: December 29, 2011, 07:21:50 PM »
Okay, It has become clear that this is not a community effort, this is about people turning something that has been left alone and survived just fine on it's own into your own pet project.

Hey, I have no problem with pet projects, I had one of my very own. I do have a problem when you attack the rules of a game that have been in place for years for no other reason then "Hey they have a new codex!"

Allow me to go point by point

"Living metal isn't as strong!"
So you are making a judgement based upon a tabletop miniature, when according to scale, it is insignificant in BFG? Who knows how that changes when size and power reserves go up.

"They have new fluff!"
So what? that does not involve the rules except maybe the disengage rules.

"we should bring stuff back to the core rules!"
This one was the kicker. The core rules focus around only a few factions that are close together technologically speaking.  The Eldar and the Necrons are literally MILLIONS of years more advanced then any other faction. This means they get to ignore certain unpleasant rules of physics that restrict them like other races.

This is a specialist game, which means 'dumbing it down' is not an option. If you want to play a game designed for a fourth grader, go play 40k, or Candyland.   

"Their rules are unbalanced!"
This is trash, and a sign of someone who probably lost against a fifth grader and doesn't know why.  Anyone who reads the necron rules can see their glaring flaws for what they are, and can function against them. 

"Victory against them is unsatisfying!"
So what? Have you ever seen Babylon 5? Victory against a massively more advanced race has to be taken into proper context. This isn't "Hooray we won!" this is "Holy shit we survived and drove them off"


"bypassing shields on a 6+ rarely happens!"
Clearly you have not played  against necrons or played with them.  a 1/6 chance when you roll 4-6 dice comes up quite often and is remarkably effective. The game creators know this, and put it in for a reason.

"Lets give them armor 4!!"

Armor 4 is tissue paper, it means that any sort of attack can destroy it so long as it doesn't miss. The eldar bypass this weakness by being hard to hit, the necrons do the same (though through different means).

commander, it's time you actually read the necron and eldar rules. Then read their fluff. If neither of these things will help you realize just how wrong you are, then you are not suited to post in this board.  You are trying to sound impressive and important, but all you are doing is annoying the crap out of old players who took their time to study who and what their fleets are. Something you clearly have not done.


tl;dr?

Stop trying to turn necrons into Imperial Navy++.  take a step back from the keyboard and stop pissing us off.



One final point. When you said "why should eldar be outside the rules!?" was the moment you lost any sort of credit at least with me.  The very point of the eldar is that they are SO advanced that they -break all the rules-.  The designers of the game recognized this, and used it. They are not supposed to be easy to beat, they are supposed to challenge veteran players, not be par-and-parcel to everything else in the game. 
« Last Edit: December 29, 2011, 07:31:35 PM by Zelnik »

Offline horizon

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Re: Necron Dynasties
« Reply #94 on: December 29, 2011, 07:59:43 PM »
In this instance I agree with our overly conservative Zelnik (conservative is not a bad treat, it can be a good value!).

Moving Eldar further into the normal realm is just plain daft & boring. Taking them into mms is already to normal for some players.

Offline Zelnik

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Re: Necron Dynasties
« Reply #95 on: December 29, 2011, 08:08:50 PM »
So ironic, since I am a screaming, tree hugging, bleeding heart liberal in person... I suppose we have the crazy insular nature in all of us.

Offline horizon

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Re: Necron Dynasties
« Reply #96 on: December 29, 2011, 08:22:08 PM »
I actually only am seeing you as conservative within BFG, outside of it I just wouldn't know. ;)
heh

But I never depicted it you as a tree hugger. An ent perhaps, but a tree...

Offline commander

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Re: Necron Dynasties
« Reply #97 on: December 29, 2011, 08:47:05 PM »
It's not a community project, right about that.
It's my pet project, wrong; it are thoughts that I shared (see my first post).
Do you have to agree with them, no.
Impressive and important, nope, I don't have that drive.
All I know is that someone else, he started this topic, is writing rules for the Necron fleet, just offering thoughts.
And yes, I know nothing about BFG, playing it as it came out in its current form.
And yes, I play IN and sofar my winning score in the regular players group is quite good, even against Necrons and Eldar (MSM and MMS).
Vieuws differ, yes, but I don't hold that against anyone.
And certainly, I don't get pissed off because of it.
 ;)



Offline AndrewChristlieb

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Re: Necron Dynasties
« Reply #98 on: December 29, 2011, 11:56:38 PM »
I've never had a problem facing any fleet in BFG, they are all fairly balanced so long as some one doesn't go over board on the power gamer cheese etc... In other words if everyone plays a fairly fluffy fleet they're all balanced well and if they dont the power gamer cheese etc fleets all have their weaknesses so blah. The problem is that BFG has no new blood so its nice to see people working on things like this and thats why I like to throw my $.02 in  ;). Some new Necron rules are right up there with new DE ships so far as things that should be done. There's too much garbage with their crit chart and the non sense with their victory points. whats so wrong with adding a few new things along with trying to fix some old problems anyway?
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 #99 on: December 30, 2011, 02:25:56 AM »
Because the problems you speak of don't exist.

Again, winning against necrons should not be measured in "wiping them out," it should be measured in "Holy crap we survived!"

The whole point of the necron fleet was something similar to ants attacking a human.  Simply forcing them to leave is the true victory, even if your fleet is in rags and tatters by the end of combat.  If you somehow wipe the board of the enemy fleet, then you should consider it a near-miracle, and be rewarded as such (since you get additional renown points for Victory points, imagine how fast you would rise through the ranks in a campaign!)

If you -really- want to change things for the better, attack the dark eldar fleet. It has two ships, and two ships ONLY. 

Offline AndrewChristlieb

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Re: Necron Dynasties
« Reply #100 on: December 30, 2011, 01:14:54 PM »
Believe what you want. If you want to believe that a powerful fleets only weakness should be that you can maybe drive them off play any of the scenarios where the necron player gets more points than you (in a campaing those will be the ones that your playing btw).

Why does almost every crit cause thew Necron to lose leadership? you really dont think thats just silly?

I like playing against necrons, its challenging and I find it very rewarding when I win so I dont understand what you were going for there? As an aside do you get beat by 5th graders a lot? You keep bringing them up.

The Necron rules are not unbalanced, until you take them into context. In a campaign The necron will always be playing raids, unless you play them as non pirates for some reason, and they're higher initiative means that most likely you will always be at the disadvantage against them (along with already being at a disadvantage against them... ::) ).  In a straight fight then no its no big deal to play them, not that I have a problem playing them in a campaign either but most people do.

Everything else I agree with, I would like to see some new toys for them  ;) but its no big deal really.
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 #101 on: December 30, 2011, 06:57:50 PM »
Believe what you want. If you want to believe that a powerful fleets only weakness should be that you can maybe drive them off play any of the scenarios where the necron player gets more points than you (in a campaign those will be the ones that your playing btw).

Only a fool that has not read the list thoroughly thinks this is their only weakness. If you cannot identify the fundamental weakness (namely to boarding action and lance equivalent attacks) you need to stop talking now.

Why does almost every crit cause thew Necron to lose leadership? you really dont think thats just silly?
Strictly speaking, as a game mechanic, it is a balancing factor. For fluff's sake, for a massively automated and technologically advanced ship, damaging it will harm it's capacity to communicate across the ship. Command core damage and power surge damage harms valuable circuitry that the necrons rely on.

I like playing against necrons, its challenging and I find it very rewarding when I win so I dont understand what you were going for there? As an aside do you get beat by 5th graders a lot? You keep bringing them up.
I bring them up because certain individuals want to dumb down the game to 40k levels. Also, I am responsible for the Chicago BFG hobby community, If I am legitimately beaten by a youngster, more power to them, they have a great BFG future ahead of them.

The Necron rules are not unbalanced, until you take them into context. In a campaign The necron will always be playing raids, unless you play them as non pirates for some reason, and they're higher initiative means that most likely you will always be at the disadvantage against them (along with already being at a disadvantage against them... ::) ).  In a straight fight then no its no big deal to play them, not that I have a problem playing them in a campaign either but most people do.

This is how it should be. They are the old masters of the galaxy, and they have no problems using their supremely advanced technology to win. There is only one faction that fights honorably against the lesser races.

Everything else I agree with, I would like to see some new toys for them  ;) but its no big deal really.
I would think that the Dark Eldar, who have only two ship classes, would get more love when they got their new codex... why the passion now?

Offline RayB HA

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Re: Necron Dynasties
« Reply #102 on: December 31, 2011, 03:38:14 AM »
Guy, guys, please, please.... continue.  ;)

I'm not quite ready to write up a rule set til I've got a few things nailed down in my head.

Eldar/advanced tech: There is so much to say so I'll be as brief as possible.
They need 2 movements because of the sunward movement.
They turn imediately because of their minute mass (in comparison to other ships).
They are really advanced but have very different tech to most other races, and Necrons are the same, not only is is more advanced but it is different.

Themed scenarios/fairness: As this is a competetive game you can't just have a fleet that always wins because in the background it should. Otherwise you wouldn't bother with a points system at all. It's not perfectly fair, that would be imposible with such diverse fleets (unless you had seperate points against each fleet!!) but it is a starting point to play relatively competetive games. If you want themed scenarios that see Necrons winning most of the time there is nothing stopping you from doing that, just increase their points limit.

Shields: I think I made a mistake upscaling the quantum shielding in the manner I did. It is perhaps too abstract. The rules mechanic is a little foriegn to BFG's rules set. Any suggestions that don't include saves?

Lightning arcs: I'm definately not keen on the hits jumping to nearby ships, well maybe if they were in base contact. Nah, there is just too much of a ship to hit initially to want to jump so far away. I would definately be in support of kill AC on CAP!

New idea for Lighning arcs: I know this is a little abstract but I've become fond of the idea of lightning arcs being able to hit the weakest armour value of a ship. I just like the idea of lighning reaching across the hull looking for weak spots. Is this too powerful? It might be okay if there were gauss batteries as well, but I also have them ignoring armour only hitting on 6's.
Well they don't truely ignore armour, and we could also modify the gunnery modifier to moving away if hitting the aft. Actually that could work.

Cheers,

RayB


***Minimum movement before turning: all this talk of inertia reminded me of a house rule we used to play that had your minimum move before turning being equal to your starting damage converted into cm. So a 8 hit cruiser would have to move 8cm before turning and a 6 hit light cruiser only 6cm until its turn. This proved slightly annoying for escorts but on the whole it felt good even if everything else had a sharper turning circle.   
« Last Edit: December 31, 2011, 05:07:59 AM by RayB HA »
+++++++++++

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!

Offline RayB HA

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Re: Necron Dynasties
« Reply #103 on: December 31, 2011, 05:07:02 AM »
Pocket dimensions: I didn't realise they could put capital ships into pocket dimensions, maybe attack craft but capital ships just seems crazy. However this is such a massive ability it needs to be 'grounded', as in specific to an upgrade or ship. I'd attach it as a shroud upgrade. But I'm not sure in what manner.

The Shroud could pop into existence or could bring in a squadron in some manner. I prefer the later as you don't require counters or scatter dice.
*A Shroud with the Pocket Dimensions upgrade can bring in ships placed in reserve at the beginning (or end?) of its movement phase by placing them in base contact with the Shroud. Note: none of these ships may be placed on special orders. Other Shrouds with this upgrade can be brought into play in this manner but cannot then bring other reserves into play in the same turn.
(I can only really see this being worth while with multiple Shrouds to reinforce flanks and to keep your opponent guessing where they'll come from. Although I can imagine a Shroud speeding down a flank to then unleash a Tombship and a bunch of Cruisers!!!) This would also be a nice way to avoid your Tombships getting hit by NC's.

Shroud/Tombship upgrades: Given that these upgrades will be quite characterful I think the Tombship should have access to them as well. I'm going to call them Sepulchre upgrades. Shrouds and Tombships must pick one Sepulchre upgrade.   
Pocket dimenshions: as above.
Stealth: All ships within 15cm don't offer a bonus to enemy command checks due to enemy constacts. In addition the Shroud counts as cellestial phenomenon for Necron ships when disengaging.
Sensors: Necrons within 15cm gain +1 Leadership for command checks if any enemy is on special orders. In addition any enemy wishing to disengage within 15cm of the Shroud suffers -3 to its leadership (including the normal -1 for being an enemy ship).
Canoptek Swarms: Necron ships in base contact may use the Shrouds hits to repair criticals as if they were its own. Enemy ships in base contact at the end of the movement phase suffer an automatic fire critical.
Portals(launchbays): The ship has an additional 2 portals in each broadside, but these do not add to the AC limit.

Any other ideas? The Star Pulse is tempting.....

Cheers,

RayB HA
 
 
+++++++++++

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!

Offline AndrewChristlieb

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Re: Necron Dynasties
« Reply #104 on: December 31, 2011, 05:31:39 AM »
Zel  ;) chill im messing with you and your taking it way to seriously  :P! When I mentioned
Believe what you want. If you want to believe that a powerful fleets only weakness should be that you can maybe drive them off play any of the scenarios where the necron player gets more points than you (in a campaign those will be the ones that your playing btw).
I ment it in jest towards your previous comments about how people should be "lucky" to have driven off a necron player not as an actual break down of the weaknesses of the fleet.

Only a fool that has not read the list thoroughly thinks this is their only weakness. If you cannot identify the fundamental weakness (namely to boarding action and lance equivalent attacks) you need to stop talking now.

I would have went with their lack of ac and so-so turret values as a glaring flaw more so than a perceived venerability to lances? Boarding actions do favor the non necron player in that the necron cannot escape of course if the people you have running necron fleets are allowing you to board you as the person responsible for the Chicago BFG hobby community should be trying to teach them how to play  ;).

Strictly speaking, as a game mechanic, it is a balancing factor. For fluff's sake, for a massively automated and technologically advanced ship, damaging it will harm it's capacity to communicate across the ship. Command core damage and power surge damage harms valuable circuitry that the necrons rely on.
Fluff wise I agree, I guess I just don't understand why its so important for them to have such drastically lowered leadership, take away automatic disengagement and ill agree that yes its a balancing factor for game play, but as it sits now its somewhere between overkill and just not needed. I'm sure your thinking that the lack of ability to take special orders is the biggest reason behind this but honestly a good player will be able to make due with out special orders anyway.


I bring them up because certain individuals want to dumb down the game to 40k levels.
Sorry did I miss something? Who was doing this?


This is how it should be. They are the old masters of the galaxy, and they have no problems using their supremely advanced technology to win. There is only one faction that fights honorably against the lesser races.
Wow... how does someone respond to such a blatantly foolish comment?

Themed scenarios/fairness: As this is a competetive game you can't just have a fleet that always wins because in the background it should. Otherwise you wouldn't bother with a points system at all. It's not perfectly fair, that would be imposible with such diverse fleets (unless you had seperate points against each fleet!!) but it is a starting point to play relatively competetive games. If you want themed scenarios that see Necrons winning most of the time there is nothing stopping you from doing that, just increase their points limit.

Thanks Ray, solved that question!

I would think that the Dark Eldar, who have only two ship classes, would get more love when they got their new codex... why the passion now?
I dunno? Like I said before I'm just throwing in my $.02 You want to fix the DE make a thread I'll throw down with as much passion as I put in everything else  :-*


Guy, guys, please.... continue.  ;)

I'm not quite ready to write up a rule set til I've got a few things nailed down in my head.

Eldar/advanced tech: There is so much to say so I'll be as brief as possible.
They need 2 movements because of the sunward movement.
They turn imediately because of their minute mass (in comparison to other ships).
They are really advanced but have very different tech to most other races, and Necrons are the same, not only is is more advanced but it is different.
Hey a good response that didn't call for blood!

Themed scenarios/fairness: As this is a competetive game you can't just have a fleet that always wins because in the background it should. Otherwise you wouldn't bother with a points system at all. It's not perfectly fair, that would be imposible with such diverse fleets (unless you had seperate points against each fleet!!) but it is a starting point to play relatively competetive games. If you want themed scenarios that see Necrons winning most of the time there is nothing stopping you from doing that, just increase their points limit.

If this ever gets around to being written some "historical" scenarios should defiantly be in order.

Shields: I think I made a mistake upscaling the quantum shielding in the manner I did. It is perhaps too abstract. The rules mechanic is a little foriegn to BFG's rules set. Any suggestions that don't include saves?

Why not just give them shields? Maybe tie their 6+ armor into it instead of being attached to the hull/BFI. That way they have 6+ until their shields are down then the native 4+ (which is what the sentient metal is already so please don't flame me for saying it lol) takes over, of course with a built in right shift due to blast markers  ;).

Lightning arcs: I'm definately not keen on the hits jumping to nearby ships, well maybe if they were in base contact. Nah, there is just too much of a ship to hit initially to want to jump so far away. I would definately be in support of kill AC on CAP!

Eh it was a thought, i doubt the cap would be needed anyway they have no ordnance now and if they get some after this is written it probably wont be enough to warrant cap at any rate

New idea for Lighning arcs: I know this is a little abstract but I've become fond of the idea of lightning arcs being able to hit the weakest armour value of a ship. I just like the idea of lighning reaching across the hull looking for weak spots. Is this too powerful? It might be okay if there were gauss batteries as well, but I also have them ignoring armour only hitting on 6's.
Well they don't truely ignore armour, and we could also modify the gunnery modifier to moving away if hitting the aft. Actually that could work.

Is this some kind of living lightning? Or super advanced bending the laws of physics lightning? Or some other out of the ordinary lighting? Because Lighting, like all electricity wants to get to ground and it is going to take the absolute shortest path that it can every time. A good plausible boost to lighting arcs? 1D6 auto crit per damage suffered as minor systems are overloaded instead of rolling for critical.

You want to add a weapon that only hits on 6's? Why? Whats the catch? The gunnery chart already counts hitting the aft as moving away...


Cheers,

RayB


***Minimum movement before turning: all this talk of inertia reminded me of a house rule we used to play that had your minimum move before turning being equal to your starting damage converted into cm. So a 8 hit cruiser would have to move 8cm before turning and a 6 hit light cruiser only 6cm until its turn. This proved slightly annoying for escorts but on the whole it felt good even if everything else had a sharper turning circle.   

I don't think this is so much of an issue that anything needs to be changed on the whole as it just makes sense for the necrons to have no min


Pocket dimensions: I didn't realise they could put capital ships into pocket dimensions, maybe attack craft but capital ships just seems crazy. However this is such a massive ability it needs to be 'grounded', as in specific to an upgrade or ship. I'd attach it as a shroud upgrade. But I'm not sure in what manner.

The Shroud could pop into existence or could bring in a squadron in some manner. I prefer the later as you don't require counters or scatter dice.
*A Shroud with the Pocket Dimensions upgrade can bring in ships placed in reserve at the beginning (or end?) of its movement phase by placing them in base contact with the Shroud. Note: none of these ships may be placed on special orders. Other Shrouds with this upgrade can be brought into play in this manner but cannot then bring other reserves into play in the same turn.
(I can only really see this being worth while with multiple Shrouds to reinforce flanks and to keep your opponent guessing where they'll come from. Although I can imagine a Shroud speeding down a flank to then unleash a Tombship and a bunch of Cruisers!!!) This would also be a nice way to avoid your Tombships getting hit by NC's.

Limit the shrouds to escort only, tombships to light cruiser and smaller. If the ship is destroyed before the other ships are released do they count as destroyed? Blizzard should sue btw can we start calling shrouds dragoons?

Shroud/Tombship upgrades: Given that these upgrades will be quite characterful I think the Tombship should have access to them as well. I'm going to call them Sepulchre upgrades. Shrouds and Tombships must pick one Sepulchre upgrade.   
Pocket dimenshions: as above.
Stealth: All ships within 15cm don't offer a bonus to enemy command checks due to enemy constacts. In addition the Shroud counts as cellestial phenomenon for Necron ships when disengaging.
Hum I like it!  ::)
Sensors: Necrons within 15cm gain +1 Leadership for command checks if any enemy is on special orders. In addition any enemy wishing to disengage within 15cm of the Shroud suffers -3 to its leadership (including the normal -1 for being an enemy ship).
ok
Canoptek Swarms: Necron ships in base contact may use the Shrouds hits to repair criticals as if they were its own. Enemy ships in base contact at the end of the movement phase suffer an automatic fire critical.
Only +1D6 to repair allow multiple ships to "dock" for lack of a better term. 1D6 against facing armor instead of fire crit, why would it be a fire anyway?
Portals(launchbays): The ship has an additional 2 portals in each broadside, but these do not add to the AC limit.
Eh kind of awkard maybe Tomb only and it does add to launch limits?
Any other ideas? The Star Pulse is tempting.....
How about some kind of directed energy blast using the nova template? Some thing that rewuires a reload order maybe? Or a teleported bomb? Because there just are not enough area effect weapons in BFG.  ;D
Cheers,

RayB HA
 
 

« Last Edit: December 31, 2011, 05:39:02 AM by AndrewChristlieb »
I don't make the rules, I just think them up and write them down.