Hi Guys,
AndrewChristlieb, Blackstones are prefall Eldar! Due to the half thought necron retcon they mean alot less than they did before. As they were C'tan killers! Not so important now.
Anyways back to general points.
Saves: 'I' would prefer these not to exist for a multitude of reasons. I realise Eldar have holofield saves against everything but wb's and area weapons, and I can't say I'm happy with that either. (Holofields should be re-roll successful hits!
)
I'm not a keen on adding another 'stage' to shooting which slows it down and in some cases is ignored requiring FAQ.
Varing saves are also weird when you have a blanket increase of the save to 2+ from 4+/5+ or 6+.
6+ saves are too unpredictable for my tastes, and too crap.
Inertialess drive and armour reduction: As I really do want the Necrons to feel different, not DE on steroids or SMs.. on steroids....
I think the inertialess drive is the factor to key onto across the fleet (I think portals/ac should be a great character weapon/ability aswell).
Firstly I want to make it clear that Necrons will have 'naturally' fast ships and tighter turning circles.
*Righty, so what I'm suggesting is that when you go on special orders involving movement (AAF, CTNH, BR) your firepower doesn't get reduced
but your armour is reduced from 6+ to 5+. If you BFI your armour would be restored as you lose the offending special order.
In addition the special orders have extra effects:
AAF, +5D6cm (instead of 4D6cm), you may move upto the distance travelled. (note: you can still declare a ram, then BFI to regain your 6+ armour.)
CTNH, you may make the extra turn at any point in your movement. (BB's can CTNH)
BR, You may reverse!
I HATE 1D6x10cm AAF because its so bloody random! Also too clunky, there's no smoothness to the increase its all in 10's rather than 1's.
Lightning arcs and Gauss Batteries: I like the idea of having 2 types of gunnery weapon. LArcs being the BC and Gauss Batteries being the weaker of the 2.
LArcs: As a 'bomber' weapons battery does only affect IN, Tau and Orks it might be a bit too specific, however so do bombers!
*Always hitting the closest target (ignoring ordy), you must choose to hit the weakest armour value counting it as the arc hit, so if hitting the prow it is closing, if the aft it is moving away and if the broadsides were the weakest abeam. Lightning Arcs are always LFR but never exceed 30cm range.
Gauss Batteries: Only hit on 6's always count enemy as closing. The batteries will have a relatively high number, may exceed 30cm range and are exclusive to one arc per battery. (As they only hit on 6's anyway they will be quite effective against high armoured targets and ordy, and will be brutal when on Lock-on). (I see these as being an alternative to the broadside portals to allow more classes).
Sepulchre Upgrades: I think it would be far less confusing to have the exact same upgrades for the Tombship and the Shroud.
Pocket dimensioning in a Tombship is most likely too powerful, perhaps a points limit for what can be in a pocket dimension, say 300pts or so. Also this should be specific to a ship.
Canoptic Swarms should cause a fire crit to represent the scarab swarms eating through the hull and
replicating.
Criticals: Just to reaffirm where I stand.
Normal critical table.
No additional damage can be caused by critical results. (Immunity to fire, bulkhead and hullbreach, no effect takes place)
When repairing criticals you have a reroll. (A 6+ reroll isn't statistically as good as a 4+ but there is something about rerolls that just makes the dice feel reliable and working harder).
Cheers,
RayB HA