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Author Topic: Necron Dynasties  (Read 51441 times)

Offline RayB HA

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Re: Necron Dynasties
« Reply #135 on: January 07, 2012, 05:45:17 PM »
Hi Zelnik,

Quote
You are making them move, act, and play like IN, with better toys. Hence, IN+.


Absolutely not! Unless better toys means special rules.... How do they act like IN? Mostly LFR weaponary, nothing at massive long range (NC), no torps, No prow on movement 'requirement', much faster speed, much better turning. Orks are more similar to IN than Necrons! 

Quote
Again, I do not see how their saves are random, it is an expression of just how much tougher it is to destroy their vessels that gives them a save.


The armour save is an additional stage of the dice rolling after all the other dice rolling so you roll very few dice making the result more random. (When I say after 'all' other rolling I'm partially refering to the honoured few that roll 'to hit' with gunnery weapons and am excluding critical rolls).
Also 6+'s and to a much lesser extent 5+'s are quite random in comparison to the 4+ BFI save.


As a guide line I'd like to know if anyone disagrees with the following:

Necrons should have,
Shields, 
Quote
They have something better, it's called a save.

A save is only better in big games and that depends on how many shields. Either way fluffwise Necrons now have shields that 'go down' like normal shields.
 
Durability,
Quote
They have this, every ship is already 6+ armor standard.

They also have resilience to criticals and now have shields. (agreed..)
 
Normal hits to type (e.g. 8 hits for a cruiser),
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They have this. Escorts are 1 hit, Scythes are 8, shrowds are 4 (normal for light cruisers)
Other than the Shroud having 4 instead of a proper 6 hits you agree this should be the case. (agreed..)

Speed,
Quote
Obviously 30cm speed standard is not enough for you, along with the d6x10 mechanic.

What are you talking about? When did I say they generally need faster speed? 30cm is fine for the cruiser (Reaper), Tombship is too slow at 20cm though, it should be 25cm, and the escorts are too different from one another that it makes mixed squadron movement difficult.

Manueverability,

Inertialess drives (enhancing movement special orders),
Quote
They HAVE THIS already!

They do, but only for AAF, it should be for every movement special order.

Special critical rules,
Quote
They already have this.
It is now unecessary to have a separate critical table though.

Special weapons,
Quote
Should I stop talking now?
No but I'm not quite sure why you can't just say you agree, and then do/don't change it because...
 
Special teleporter rules,
Quote
See above.

See above.  ;)

Attack Craft (including scrab swarms),
Quote
I am not convinced on attack craft, but I like the scarab swarm idea.

In what way are you not convinced? Because it chips away at their character? 

Admirals,
Quote
If you insist, but i don't see how adding a "Phaeron" for 50 points and LD 10 with a re-roll changes how the mechanics already work.

Well killing the ship with the admiral on would also forfit remaining rerolls. Also there can be a Ld9 and Ld10 option. A Campaign character table would also fit in nicely. 

Varying leaderships,
Quote
...you ARE aware you still roll normal LD for necrons right?
Are you aware that static leadership has been suggested?
 
*and Crewskills/Refits in campaigns.
Quote
The average necron warrior does not have any sort of personality or self, and as such they do not learn, just as they are programmed to do. This is in the new codex.

Indeed, however not everything to do with a ship's leadership is to do with basic necron warriors. This could represent a ship slowly being brought back to its original status, Cryptek support/upgrades, the lords and crypteks actually getting better, as they do. Crewskills is a bit of a stretch, this could be labelled Cryptek upgrades.   

Quote
Ray, I appreciate what you are saying, but you may be blinded by your desire to change things... everything you want is already implemented.

Adding Shields, attack craft, admirals, and banishing starpulse generators, unnecessary special rules such as the critical chart and special victory point rules, are all worthy goals. In general streamlining the Necron rules so that they don't have a greater weight than any other fleet is also worth it. The rest is up for debate, well so is the above too.  ;)

Cheers,

RayB HA
« Last Edit: January 07, 2012, 05:58:03 PM by RayB HA »
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Offline AndrewChristlieb

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Re: Necron Dynasties
« Reply #136 on: January 07, 2012, 11:47:04 PM »
Leadership 10 shouldn't even be an option for them. Static leadership tho now that sound about right! Leadership 7 across the board (fearlessness may give them all a 10 in 40k but this aint 40k and it takes more than steel OO's to operate a ship it takes cunning and passion. To off set this give them some "cheap" upgrades, maybe 25pts for +1ld limit 3. Make fleet commanders mandatory, ld8@50, 9@75 both with 1 reroll. No additional rerolls (even the "smart" ones are not very quick on their feet. Seph adds +1 instead of ld10 as it will be more common put a maximum on these tho maybe 3 max on them as well.
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Offline commander

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Re: Necron Dynasties
« Reply #137 on: January 08, 2012, 12:14:15 PM »
Most of their strategies and tactics would be held in the automated command cores anyways. How good these are, is a reflection on how good they were in ancient 'fleshy' times. Some could be quite good you know.

Offline AndrewChristlieb

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Re: Necron Dynasties
« Reply #138 on: January 08, 2012, 02:03:37 PM »
I'm sure they have a great many very good tactics, but I don't see them having very good on the spot initiative and creativity. The leadership rating in bfg takes in more than just their ability to maneuver a fleet its also representative of a races ability to react to challenges and come up with ways to defeat them. Basically what it boils down to is that a machine is only going to get out of it programming what was put in while an organic mind can come up with absolutely stupid ideas that some how work instead of killing everyone.
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Offline AndrewChristlieb

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Re: Necron Dynasties
« Reply #139 on: January 08, 2012, 06:38:01 PM »
Ok so here we go some ideas on Necron lords as commanders along with leadership values Crypteks and a possible additional fleet list. also an idea I've been thinking about on squadrons and attacking.


Mind of the Machine
Necron fleets, just like their armies, are composed of a horrifying array of unthinking machines intent only on fulfilling their plans of conquest.

Leadership
Necron Lords: All Necron ships are commanded by a group of Necron lords and fall under the Nodal Command system.

Line Formation Node Ld7 (all Necron ships are nominally led by a LFN)

1 Command Node
You must include a Command Node in your fleet, even if it totals 750pts or less. It must be assigned to the most expensive ship, unless there is a Sepulchre present in which case it will be assigned to the ship carrying the Sepulchre.

Reserve Command Node Ld8 50 pts
Priority Command Node Ld9 100pts

Command Nodes get one re-roll. In addition they may be accompanied by a Cryptek as shown below.

0-3 Sepulchre 50pts A Tombship or Shroud class light cruiser may be upgraded to carry a Sepulchre.

Sepulchre
A ship carrying a Sepulchre automatically gains +1 Leadership to a maximum of 10. The Sepulchre is used to attack one enemy ship that is within 20cm range per turn. When the Sepulchre is used make a Leadership test for the enemy vessel being attacked, as the Sepulchre attempts to override the computer control systems aboard the enemy vessel. The ships is paralyzed as its command core is probed for weaknesses, and if control is lost then the crew will have to complete a shutdown and restart of the command core to prevent the Sepulchre taking complete control of the ship. A ship attacked by the Sepulchre should take a Leadership test. If they pass, the command crew is able to counter the attack and restores order. If it is failed, then the ship’s Leadership is permanently reduced by 1, representing the loss of tactical data due to not following proper command core shutdown procedures. Also the ship may not use any special orders until after the end of their next turn. This includes Brace for Impact. If there are no enemy ships within 20cm range the Sepulchre can attempt to override the controls of any ordnance within 20cm. Any ordnance within 20cm of the Sepulchre are destroyed on a 4+. A Necron ship may only unleash its Sepulchre when the ship is not on any special orders or crippled. The Sepulchre has no effect on Tyranid vessels or ordnance.

Harbinger of Despair: Also known as psychomancers, they are masters of influencing the organic mind and psychological warfare.

Harbinger of Despair 25 pts Enemy ships within 15 cm of the Command Node's ship suffer -2 to their Leadership value.

Harbinger of Destruction: Also known as plasmancers, they are masters of raw energy and utilize a Solar Pulse that reproduces the effect of looking into a sun.

Harbinger of Destruction 25 pts Any firing conducted towards the Command Node's ship suffers one column shift right on the Gunnery table in addition to any other column shifts.

Harbinger of Eternity: Also known as chronomancers, they are masters of time and knowledge of the future flows through their every act.

Harbinger of Eternity 25 pts The Command Node gains a re-roll

Harbinger of Transmogrification: Practicing an art once known as alchemy, they specialize in the transmutation of matter from one form to another.

Harbinger of Transmogrification 35 pts Once per turn any single ship or escort squadron within 15cm will count their armor value as 4+.

Harbinger of The Storm: Also known as ethermancers, they are capable of manipulating the weather against their foes.

Harbinger of The Storm 35 pts The Command Nodes ship may re-roll any misses by their lightning arcs. This is in addition to any re-rolls granted by Lock On special orders.



Raider Force Group
Consisting of a smaller number of Necron vessels, a Raider Force has autonomy within the Nodal Command system (to the level allowed by its programming) and is designed to scout the area around the Tomb World to determine whether any other races are nearby. The destruction of a Raider Force either causes the Tomb World to begin the second phase of awakening, or the dispatch of a second Raider Force.

Raider Force Group 0-1500 pts (in a campaign this would be the choice for a pirate fleet)

Mind of the Machine
Necron fleets, just like their armies, are composed of a horrifying array of unthinking machines intent only on fulfilling their plans of conquest.

Leadership
Necron Lords: All Necron ships are commanded by a group of Necron lords and fall under the Nodal Command system.

Line Formation Node Ld7 (all Necron ships are nominally led by a LFN)

0-1 Command Node
You may include 1 Command Node in your fleet, which must be assigned to the most expensive ship, unless there is a Sepulchre present in which case it will be assigned to the ship carrying the Sepulchre. If the fleet is worth over 750 points a Command Node must be included to lead it.

Reserve Command Node Ld8 50 pts one

Command Nodes get one re-roll. In addition they may be accompanied by a Cryptek as shown below.

Harbinger of Despair 25 pts Enemy ships within 15 cm of the Command Node's ship suffer -2 to their Leadership value.

Harbinger of Destruction 25 pts Any firing conducted towards the Command Node's ship suffers one column shift right on the Gunnery table in addition to any other column shifts.

Harbinger of Eternity 25 pts The Command Node gains a re-roll

Harbinger of Transmogrification 35 pts Once per turn any single ship or escort squadron within 15cm will count their armor value as 4+.

Harbinger of The Storm 35 pts The Command Nodes ship may re-roll any misses by their lightning arcs. This is in addition to any re-rolls granted by Lock On special orders.

0-3 Sepulchre 50pts A Shroud class light cruiser may be upgraded to carry a Sepulchre.

CAPITAL SHIPS
Cruisers
Your fleet may include up to one Scythe class Harvest ship and up to three Shroud class light cruisers
0-1 Scythe class harvest ship . . . . . . . . 275 pts
0-3 Shroud class light cruiser . . . . . . . 155 pts

ESCORTS
Raiders
Your fleet may include up to twelve Jackal
class raiders, and up to twelve Dirge class
raiders.
0-12 Jackal class raiders . . . . . . . . . . . . . 50 pts
0-12 Dirge class raiders . . . . . . . . . . . . . 40 pts


We Are The Necron
All Necron vessels are nominally connected to one another and are therefore much better organized during an attack than other races, as such they do not take squadrons as other races do. Their capitol ships are always taken independently, and their escorts while bought and fielded as squadrons are much more independent than those of other races. To represent that Necron vessels are able to coordinate their attacks to hit at exactly the same time and location they will never suffer any negative column shifts for blastmarkers generated by another Necron vessel firing this turn (blast markers from previous turns and other sources affect shooting as normal). Additionally Necron escorts being connected by the Nodal Command system are not subject to any limitations for distance between ships in the "squadron".
I don't make the rules, I just think them up and write them down.

Offline horizon

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Re: Necron Dynasties
« Reply #140 on: January 09, 2012, 04:02:32 AM »
And you are sure you want to ditch the Tombship? ;)

Offline AndrewChristlieb

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Re: Necron Dynasties
« Reply #141 on: January 09, 2012, 12:56:38 PM »
Just in raider fleets, should have been more specific I guess. The top section was just for the fleet commanders to add to the standard fleet list in Armada. The Raider Force Group is more like the Vanguard fleet list for the Tyranids, just with campaigns in mind more than anything else. When choosing a fleet for campaigns the RFG would represent a Tomb world in the first stages of awakening (played as a pirate fleet) where as the complete fleet list as presented in Armada would be used for players wanting to take a "Dynasty" fleet list representing a Tomb world that has already fully awakened (played as Imp or Chaos in a campaign). I don't see why there would be anything stopping a player from bringing in a Tomb ship as reserves in an RFG list during a campaign, representing a further step in the awakening process or as a response to increased resistance around the Tomb world.
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Offline RayB HA

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Re: Necron Dynasties
« Reply #142 on: January 09, 2012, 06:37:19 PM »
Hi AndrewChristlieb,

Leadership: That is alot of radical leaps in terms of leadership. I do have a few problems with static leadership as a mechanic, but given the scale of BFG the fluff wouldn't support it anyway.

A ship is more than a straight copy, it will have upgrades, damage, slight design differences, and most importantly a different crew from one ship to another. For Necrons this should be lessened, but not to the degree of static leadership. Lords, Crypteks and other non-chaff necrons have personalities and even creativity. The ratios of warriors and canoptik constructs will also vary changing leadership.
*Leadership such as 1,2= 7, 3,4= 8 and 5,6=9 would fit this nicely.In general though leadership isn't really about creativity, it's the ability to follow orders effectively. If you want to show low initiative reducing the number of rerolls and possibly increasing their cost would demonstraight this.
*Having no 'inbuilt' reroll for the admiral and only allowing the purchase of one reroll would work pretty well.
Having static leadership would also make campaigns boring, I'm not quite waht to do about the campaign admirals progression. I guess it makes sense to be quite conservative.

Sepulchre upgrades: You've got quite alot of options here but I don't think a drag and drop copy of crypteks from the codex is a seamless transition. Some of these effects are a little out of place when you magnify them to such a degree. Entropic damage is way too crazy in this scale, even if it is interesting. Lightning arc upgrades is such a vague stretch as well.

You've definately given me a fair bit to ponder.

Cheers,

RayB HA
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Offline AndrewChristlieb

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Re: Necron Dynasties
« Reply #143 on: January 09, 2012, 07:30:48 PM »
Limited re-rolls was definitely something I was looking at also, note the only way to get more than one in this version is by taking a Harbinger of Eternity and even then its only +1. The Crypteks were more along the idea of upgrades to the Commanders, a few are just carbon copies of Marks of Chaos actually. Really I get the feeling from reading the fluff that they would work in a very similar fashion to BBB v1.0 Chaos in terms of leadership and that's why I used a lot of the same values when writing this. The only reason I left out the option to purchase additional Nercon Lords (Command Nodes) was because of the Chaos fleets ability to do the same.

The fluff actually supports the leadership hierarchy to the T, I just copied this and inserted BFG values. That said I think random leadership would be just fine, keep it standard tho 1=6, 2-3=7, 4-5=8, 6=9. This would be an acceptable way to show that some ships' Command Nodes are more "all there" than others. as far as the crew tho, no on a necron vessel they're all going to be pretty much identical, think more Borg less human. I definitely think the only way they should be able to attain leadership 10 outside of a campaign is through the Sepulchre, but even then only by the Sepulchre being combined with a Ld9 ship or commander.


Harbinger of Transmogrification was the most difficult to determine an effect that wasn't too op and that fit their fluff, I was kind of thinking about a knock back effect tho also, similar to their Tremorstave. The real problem is that the fluff for this character focuses entirely on land based or sound based attacks, not something that's too easy to reproduce in space!

The Harbinger of The Storm on the other hand I thought was pretty spot on, utilizing their ability to manipulate lightning they can focus the lightning arcs energy to make it more effective ie: re-roll misses

Eternity and Despair were the easiest both are marks of chaos already and Destruction was the effect for fighting sunward, but with the ship itself being the "sun".

In regards to the campaign chart I don't see it being very difficult to come up with something, especially if the Crypteks as I presented them make into the update, I think I'll look into this next as it is one of their gaping holes.

NECRON PROMOTION TABLE
Renown     Title                                             Ld         Notes (Necron Court)
1-5            Bronze-level Necron Lord             8          1 re-roll
6-10          Silver-level Necron Lord               8          1 re-roll, 1 Cryptek Lord
11-20        Gold-level Necron Lord                 9          1 re-roll, 1 Cryptek Lord
21-30        Platinum-level Necron Lord          9          1 re-roll, 1 Cryptek Lord, 1 Reserve Command Node Ld8
31-50        Necron Overlord                          10         1 re-roll, 1 Cryptek Lord, 1 Reserve Command Node Ld8
51+           Phaeron                                      10         2 re-rolls, 1 Cryptek Lord, 1 Priority Command Node Ld9

Reserve Command Nodes and Priority Command Nodes are additional Groups of Necron Lords in the court of your fleet commander. They may be placed on any ship in the fleet (other than the fleet commanders) and modifies the ships Ld to the value shown.
« Last Edit: January 09, 2012, 07:47:39 PM by AndrewChristlieb »
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Offline RayB HA

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Re: Necron Dynasties
« Reply #144 on: January 09, 2012, 07:53:46 PM »
Hi AndrewChristlieb,

I wouldn't really think 'borg' when thinking of Necrons. There are too many individuals at the top of the chain of command. The rank and file are kinda borgy, more like zombie slaves though.
I'd like to stay away from borgy type stuff. Let them be their own thing, even if they are kinda tomb kings in space.  ;)

I really do like the more grounded leadership offerings as it does give the feel of less uniqueness.

Cheers,

RayB   
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Offline AndrewChristlieb

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Re: Necron Dynasties
« Reply #145 on: January 09, 2012, 08:19:18 PM »
Hi AndrewChristlieb,

I wouldn't really think 'borg' when thinking of Necrons. There are too many individuals at the top of the chain of command. The rank and file are kinda borgy, more like zombie slaves though.
I'd like to stay away from borgy type stuff. Let them be their own thing, even if they are kinda tomb kings in space.  ;)
True, I'm still liking "We are the Necron" tho

I really do like the more grounded leadership offerings as it does give the feel of less uniqueness.

Not sure what your getting at with this one? less options for random leadership? There's never been a reason for them to have above average leadership but I guess 7,8,9 isn't terrible maybe 1-2=7,3-5=8,6=9 still random, but much more static and only slightly above average of course this is getting away from them having less special tables :\
Cheers,

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

Offline RayB HA

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Re: Necron Dynasties
« Reply #146 on: January 10, 2012, 09:56:22 PM »
Hi Guys,

I'm going to be playtesting the following rules over the next week. I'll let you know how it turns out.
The points haven't really been played about with too much, what do people reckon to their values?

Cheers,

RayB HA

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Necron Dynasties

Special Rules

Leadership
Necrons have the following Leadership table: 1,2=7, 3-4=8, 5-6=9.
Necrons do not gain a leadership bonus for enemy contacts.

Inertialess Drive
Minimum distance before turning is reduced by 5cm.
Come to New heading, All Ahead Full and Burn Retros special orders do not half firepower,
instead they reduce the ships armour value to 5+ until the special order is removed.

Living Metal
Critical Hits suffered do not cause extra damage.
Fire, Hull Breach and Bulkhead Collapse critical results are taken but have no effect.
When repairing critical hits you may reroll failed repair rolls.

Teleporter Attacks
Necron capital ships may make teleporter attacks against any target and have double the number of teleporter attacks against targets with lower remaining hits.

Weapons

Lightning Arcs
Gunnery Weapon that hits the weakest armour facing.
If hitting the Prow the target counts as closing, the aft counts as moving away and broadsides counts as abeam.
You may only target the closest enemy excluding ordnance in an arc of your choice. 

Particle Whip
Lance that ignores shields when the targets armour is met or beaten.

Ordnance

Portals
These are Launch bays that offer only half to the attack craft limit (Per weapon entry rounding down).
Portals allow attack craft including Canoptik Swarms upto the number of portals to relaunch instead moving normally per ordnance phase.

Scythe
20cm speed Fighter/Assault Boats only when a targets shields are down.

Tomb Blades
20cm speed Fighter/Bomber ignores armour only hitting on 6's.

Canoptik Swarms
10cm speed Orbital mines causing fire criticals instead of damage.
Canoptik swarms don't use the attack craft limit, just like normal mines.


Tombship
Type: Battleship, Hits: 12, Speed: 25cm, Turns: 45*, Shields: 4, Armour: 6+, Turrets: 4
Dorsal Particle Whip, 6, 45cm, LFR 
Prow Lightning Arc, 8, 30cm, LFR
In addition Choose one of the following sets of broadsides:
Starboard Lightning Arc, 6, 30cm, LFR
Port Lightning Arc, 6, 30cm, LFR
OR
Starboard Portals, 3
Port Portals, 3
Notes: +5D6cm on AAF, The Tombship also posses a Sepulchre.

Reaper
Type: Cruiser, Hits: 8, Speed: 30cm, Turns: 45*, Shields: 2, Armour: 6+, Turrets: 3
Dorsal Particle Whip, 3, 45cm, LFR
Prow Lightning Arc, 4, 30cm, LFR
In addition Choose one of the following sets of broadsides:
Starboard Lightning Arc, 4, 30cm, LFR
Port Lightning Arc, 4, 30cm, LFR
OR
Starboard Portals, 2
Port Portals, 2
Notes: +5D6cm on AAF.

Shroud
Type: Cruiser, Hits: 6, Speed: 35cm, Turns: 90*, Shields: 1, Armour: 6+, Turrets: 2
Dorsal Portals, 2
Starboard Lightning Arc, 4, 30cm, LFR
Port Lightning Arc, 4, 30cm, LFR
Prow Lightning Arc, 4, 30cm, LFR
Notes: +6D6cm on AAF. May replace it's Dorsal Portals for a Sepulchre.


Dirge
Type: Escort, Hits: 1, Speed: 35cm, Turns: 90*, Shields: 1, Armour: 6+, Turrets: 2
Lightning Arc, 3, 30cm, LFR
Portal, 1
Notes: +6D6cm on AAF


Jackal
Type: Escort, Hits: 1, Speed: 40cm, Turns: 90*, Shields: 1, Armour: 6+, Turrets: 1
Lightning Arc, 3, 30cm, LFR
Notes: +6D6cm on AAF


Stasis Ship (Transport)
Type: Escort, Hits: 1, Speed: 25cm, Turns: 90*, Shields: 1, Armour: 6+, Turrets: 1
Lightning Arc, 3, 15cm, LFR
Notes: +4D6cm on AAF, counts as 2 Transports, (-1 leadership as normal transports) may not be squadroned.


Fleet Commander
0-1 Fleet Commander
The most expensive capitalship in your fleet may be captained by a fleet commander.
You must include a fleet commander if your fleet is worth over 750pts.


Phaeron (Ld 9)....50pts
Nemesor (Ld 8 )....25pts

Your fleet commander does not come with a fleet reroll but may purchase up to two Astromancer rerolls that are allocated to specific squadrons during deployment.

One Astromancer reroll.....25pts
Two Astromancer rerolls.....50pts

Sepulchre Upgrades
Tombships and Shrouds may take a Sepulchre upgrade each as explained in their notes.
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).
Canoptik Hives: One Canoptik Swarm maybe launched per turn as long as the ship is not braced or crippled. Instead of launching a swarm any ship within 10cm gains D6 repair dice. 

Capitalships
Battleships
You may include one Battleship for every 2 Cruisers
Tombship........500pts

0-12 Cruisers
Reaper.......250pts
Shroud........175pts

Escorts
You may have any number of escorts in your fleet.
Jackal.........50pts
Dirge..........50pts

Campaign Rules

Necron Dynasties are a Battlefleet with an Attack Rating of 2

Necron Promotion Table
1-10 Renown: Overlord (Ld8) 0 rerolls
11-25 Renown: Nemesor (Ld8) 1 reroll
26-50 Renown: Phaeron (Ld9) 1 reroll
51+ Renown: (Ld9) 2 rerolls

Ship Experience

Necrons gain and lose experience like any normal fleet but cannot gain crewskills, instead they may gain Cryptek Augments in the same manner.

Cryptek Augmentation table
1: Psychomancy, (despair) Teleporter attacks may cause -1 leadership until repaired instead of a successful critical. Choose after you have rolled.
2: Plasmancers, (destruction) Roll 3D6 and discard the highest when attempting Lock-on special orders.
3: Chronomancers, (eternity) autopass leadership check, declare before rolling.
4: Ethermancers, (Storm) Lightning arcs maybe aimed at ordnance benefiting from a left shift on the gunnery table. 
5: Geomancers, (transmogrification) Roll 3D6 and discard the highest when attempting BFI special orders. 
6: Flayer Virus, +1 Boarding Value, +1 to teleporter Hit and run attacks, -1 Leadership.

Systems and Repair values
After setting up the Subsector map the Necron player only discovers the Necron presence in each system as he secures them.
Once any Necron player takes a system for the first time he must roll on the following table to determine its worth.
1-3: Huskworld. Counts as unihabitated.
4-5: Fringeworld. Counts as Mining.
6: Coreworld. Counts as Civilised.
Starting World: Crownworld. Counts as Forge or Hive.
The First world the Necron Player starts with is a CrownWorld, no matter what it counts as to the other players.
The only exception to this is when the Necron player is capturing a Civilised, Hive or Forge world, in which case it counts as a Slaveworld and only offers half the normal amount of repair points rounding up.

Refits
Necrons may use the normal refit table with the following changes:
Ship Refit 1, The ship has +1 Ld.
Weapons Refit 3, Lightning Arcs may target any ship in range after a successful leadership test.
Weapons Refit 6, The ship has an additional Sepulchre upgrade, this cannot be a duplicate of one already possed by this ship.


Cutting Room Floor:

Nightmare field.
Lightning Arcs being closing WBs that ignore holofields.
Star Pulse Generator.
Particle Whips ignoring shields on a 6+ to hit.
Portals being teleporter attacks.
Unique Critical table.
Repairing criticals on a 4+.
Immunity to Blastmarkers and related cellestial phenomenon.
Armour Saves.
BFI save 2+, reducing armour to 4+.
AAF D6x10cm, can turn every 20cm.
Automatic disengaging.
Special Victory Points.
Half Repair Points in camapigns.
No fleet Commander.
Leadership normal, or +1.
Leadership upgrade for the Tombship.
Unlocalised rerolls (no 'free' reroll).
Tombship limited by one Scythe(Reaper).
Name of the Scythe Cruiser changed to Reaper.


Quantum shields, shields that increase the armour value from 5+ to 6+ until knocked down.
No mimimum movement.
No mimimum movement before turning.
Inerialess drive also allowing extra AAF movement, free turn on CTNH, Reverse on Burn Retros.
Flayer Virus, A Necron ship with leadership 7 has the flayer virus having a +1 to Hit and Run attacks from its teleporter attacks.
Lightning arcs able to jump to other targets.
Gauss Batteries, Gunnery weapon that ignores armour only hitting on 6's. All targets count as closing.
Attack craft having fast speeds.
Launch bay Portals linked to teleporter attacks.
Scarab swarms/hives changed to Canoptik swarms/hives.
Moving Minefields (Scarab/Canoptik swarms).
Regenerating hits (when repairing criticals).
Speeds changed: Tombship 20cm to 25cm, Shroud 30cm to 35cm. Jackal 40cm to 35m, Dirge 50cm to 40cm.
+++++++++++

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 horizon

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Re: Necron Dynasties
« Reply #147 on: January 10, 2012, 10:51:19 PM »
Hi,

1) I dislike the Leadership. Standard 7 with Sepulchure upgrades is much better.
2) I dslike the lightning arc mechanic
3) I dislike the living metal (repairing a hitpoint or a critical hit = easier faster better living metal)
4) I dislike the portal, what do you mean anyway?
5) I dislike inertia. Makes no sense.
6) I dislike teleports (if we do a change it should be teleports are allowed on special orders)
7) all things AC is to be disliked.

So well, yeah, I am not favouring this direction. The current Necrons are fine, perhaps a tweak here and there, but that's it.

Sorry Ray, can't make more of it. It all looks like crap to me. :)

Offline Plaxor

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Re: Necron Dynasties
« Reply #148 on: January 10, 2012, 11:53:22 PM »
I'm with Horizon. I like the idea of shields, and a less 'leadership-killy' critical chart, as well as less harsh victory points and more expansion. The weapons work fine, the Necron lack of AC is something novel to their fleet despite fluff arguments. AAF can remain the same, just not usable in certain missions.

Offline Zelnik

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Re: Necron Dynasties
« Reply #149 on: January 11, 2012, 03:59:11 AM »
Guess where I stand.