December 26, 2024, 05:58:51 AM

Author Topic: Necron Dynasties  (Read 52544 times)

Offline Koshi

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Re: Necron Dynasties
« Reply #15 on: November 14, 2011, 10:06:45 AM »
My considered opinion is to ignore all retconning from current codex. Hell, it might be retconned out of existence come the next codex, so I see no reason to pay it any mind.

+1 here. New nec fluff is crap. In any means.

Offline RayB HA

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Re: Necron Dynasties
« Reply #16 on: November 14, 2011, 11:52:59 PM »
Tomb Kings in space is right on the money! I don't like that too much, but I'm forcing myself to at least accept it.

Most Necrons are still as they were, the 'new' units having a bit too much awareness for my liking, but they don't make the majority population just most of the pictures!  ;)

The Phaeron Characters have taken the place of the C'tan, some are quite interesting. The C'tan are mediocre monsterous creatures and nothing more.  >:(

Necron Shields on ships is in the codex. A 6+ hull with shields up and a 5+ hull with shields down could work. (armour is determined for an entire attack, don't roll one dice at a time).

Necron AC is a new notion, Tomb blades, Scythes (fighters, which can have portals) and to a lesser degree scarabs could be employed. Tomb blades are bombers (maybe fighter bombers), Scythes are fighters with the possibility of H&R's (as they'd have to drop troops onto the hull...) Maybe Fighters that can act as assault boats when an enemies shields are down.
Scarabs are just too slow to be anything but mines or CAP (or a refit).

The motives of the Necrons has dramatically diversified, some want to wipe all life out, some want to enslave, some want to fight other Necrons for political gain, others are just trying to wake everyone up, and some are trying to become flesh and blood again.....

There is also the Flayer Virus, this makes normal warriors into flayed ones. This could be represented in BFG as having +1 Boarding modifier when you have a normal leadership of 6 (or 7 if 7 is the lowest), you would lose this if you gained leadership in a campaign.

Cheers,

Ray
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Offline lastspartacus

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Re: Necron Dynasties
« Reply #17 on: November 15, 2011, 02:54:12 AM »
Wow.  Matt Ward is a troll with a paycheck.  I certainly couldn't do as good a job making the worst possible changes to the fluff if you paid me.

Offline AndrewChristlieb

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Re: Necron Dynasties
« Reply #18 on: November 15, 2011, 05:03:49 AM »
So you want to add attack craft and shields to necrons? Ok. Tomb blade? Straight bomber 20cm speed. Scythe? Fighter/assault boat 30cm speed, acts as a fighter in all regards except attacking ships, when attacking choose wither they will be supporting tomb blades (turret suppression) or utilizing their portals to drop a warrior squad on the enemy ship (hit and run). Shields have no effect on this attack (it can be assumed that having portals on both sides of the shields will allow them to punch through, it can also be assumed this would give them sufficient power or allow them to target at longer ranges or whatever... Its sci-fi   ;).  Drop the starpulse generators for 4 launch each, starpulse has odd rules anyway and doesn't make much sense as to why it effects everything (and passes holofields) but doesn't hit necron ships ::). Keep the sepulcher but change the psychic blast (that necrons don't have ::)) to doubles attack craft for equipped ship, or maybe add 2 launch? There's lots of options of course they could just be added and the points increased... But necs are alreay like seventymillion pts per escort  :P.

As for shields why not keep it as is but explain the saves as advanced necron shielding. When crippled cut the saves down one (4+ tomb becomes 5+, scythe and shroud become 6+ and jackal and dirge lose their save. Add shields collapsed to result 9 on the critical hit table, ie the ship has no automatic saves until repaired (necrons being able to repair shields? sure! why not :P) and if its equiped with a sepulcher it may not be used.

Or not, whatever its all good really just some thoughts I've had rolling around and thought might help.
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Offline commander

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Re: Necron Dynasties
« Reply #19 on: November 15, 2011, 07:36:22 AM »
Necron AC:
the original Tomb blades are descriped as fighters mounting shipbusting gauss /tesla weaponry. IMO that makes them fighter-bombers.

Offline AndrewChristlieb

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Re: Necron Dynasties
« Reply #20 on: November 15, 2011, 01:06:40 PM »
Yes but apparently this new ship they have is a fighter with a portal to drop troops, I can't really see both being fighter/bomber fighter/assault boats. Altho I guess they are supposed to be super covered in awesome sauce...
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Offline commander

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Re: Necron Dynasties
« Reply #21 on: November 15, 2011, 03:26:24 PM »
Yes, the Scythes are supersonic planetside craft with no indication that there are 'spacecapable' variants. As the original tomb blade was devellopped at the end of the war in the heavens, it would seem that their AC is limited to the Tomb Blades.
Scarab clouds as minefields or selfrepair mechanism seems an acceptable idea.

Offline BaronIveagh

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Re: Necron Dynasties
« Reply #22 on: November 17, 2011, 12:32:26 AM »
Yes, the Scythes are supersonic planetside craft with no indication that there are 'spacecapable' variants. As the original tomb blade was devellopped at the end of the war in the heavens, it would seem that their AC is limited to the Tomb Blades.
Scarab clouds as minefields or selfrepair mechanism seems an acceptable idea.

The problem is they are not aerodynamic, and Necrons have no need for life support.  Therefor it's entirely possible they are also spacecraft. 
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Offline commander

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Re: Necron Dynasties
« Reply #23 on: November 17, 2011, 06:15:20 AM »
IMO they lack the speed to be truly spacefighters, just as Imp Thunderbolt, Lightning and Marauder.

Offline Lex

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Re: Necron Dynasties
« Reply #24 on: November 17, 2011, 08:02:02 AM »
Scarab clouds as minefields or selfrepair mechanism seems an acceptable idea.

Actually the original idea was to have them deployed like a minefield, but behaving like ordnance after activation.........

Offline Dan_Lee

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Re: Necron Dynasties
« Reply #25 on: November 17, 2011, 12:14:41 PM »
Aerodynamics and life support aren't the only things that separate atmospheric craft from space craft. The most important aspects are the ability to escape a planets gravity (i.e. powerful engines) and the ability to survive re-entry (i.e. heat shielding/ energy shields, etc.).

Having said that, I guess you could have spacecraft that were incapable of entering the atmosphere and solely operated in space which wouldn't need the above. Most seem to be designed to operate in both theaters of battle though.
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Offline AndrewChristlieb

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Re: Necron Dynasties
« Reply #26 on: November 17, 2011, 02:13:28 PM »
Night Scythes are Necron variants of the Doom Scythe fighter, favoring troop transport capacity over heavy weaponry. Despite this, they are armed with twin-linked Tesla Destructors and are still formidable craft in their own right when compared to the fighters of lesser races. The favored tool of any Necron invasion, they are used as the first wave of a Necron attack and transport troops into battle with a captive wormhole linked to a distant Tomb World built into its hull. They are also used as scout ships and are capable of interplanetary travel.

seems they can move between planet and space no problem, and dont even require a carrier...
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Offline commander

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Re: Necron Dynasties
« Reply #27 on: November 17, 2011, 06:08:47 PM »
Night Scythes are Necron variants of the Doom Scythe fighter, favoring troop transport capacity over heavy weaponry. Despite this, they are armed with twin-linked Tesla Destructors and are still formidable craft in their own right when compared to the fighters of lesser races. The favored tool of any Necron invasion, they are used as the first wave of a Necron attack and transport troops into battle with a captive wormhole linked to a distant Tomb World built into its hull. They are also used as scout ships and are capable of interplanetary travel.

seems they can move between planet and space no problem, and dont even require a carrier...

Missed that. Time to (again) re-read the dex.

Offline AndrewChristlieb

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Re: Necron Dynasties
« Reply #28 on: November 17, 2011, 07:13:01 PM »
That brings up all kinds of options really. They could be independent of a ship altogether purchased as a separate vessel. Maybe something like 30pts/ strength deployed like any individual ship maybe formed in squadrons, 4+ save, 40 cm move fighter, owning player may choose to have it attack ships like an assault boat or fighter/bomber! where it follows all rules for both. If one is removed roll a D6, on a result of 1 it is disabled for the rest of the game and cannot be reloaded. Any not disabled can be reloaded (using the highest leadership value, or commanders if it is less). Reloaded craft are deployed at any point along the necron players starting table edge. May not be reloaded if there are no more necron ships in play.
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Offline RayB HA

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Re: Necron Dynasties
« Reply #29 on: November 22, 2011, 10:25:15 PM »
Necron AC changes the flavour of the fleet quite considerably. Also the slight problem of not having AC markers has to be overcome.

Portals imo should be Launch bays and teleporter attacks! Placed in the broadsides for crit purposes.

Tombblades should be fighter/bombers with a speed of 20cm. (The speed and effectiveness makes these AC kinda rubbish).

Scythes should be fighter/aboats with a speed of 30cm.

Spyders and Scarabs these are basically 'replicators' from stargate sg1 and are quite amusing in 40K. Almost tempted to say they should act like firecrits from orbital mines, that could form waves..... I'm almost at a point of saying they should be minefields that can move... Actually that would be really cool! ;D

SPG doesn't really fit in the new fluff anymore. Dumping it would a good idea. Especially if Necrons have AC.

Cheers,

Ray
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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!