Sorry Ray, can't make more of it. It all looks like crap to me.
I have to admit, I laughed out loud at this.
Hi Horizon,
Leadership, if this is static, which fluffwise it doesn't need to be, they'll be boring as hell in campaigns! They have to have random leadership in some manner!
My
Lightning Arcs do have a strange mechanic, it maybe too strange. Only Orks get screwed over as INs 6+ prow basically causes a rightshift instead of offering heavier armour. However Orks are worth saving...
The reason I like the mechanic is that it is different (better and worse) than eldar 'closing' batteries. *(I'm definately against ignoring holofields!)
*Having Lightning Arcs as always LFR could fit the need to be better (having to shoot the closest target being the dissadvantage).
Living metal as a slight modification to the critical result and a reroll to repair is far easier than having a separate critical table and a 4+ to repair with the possibilty of repairing hits.
My
Portals are launchbays that offer half the amount to the AC limit, in addition you can teleport AC to portals in the ordy phase instead of normal movement.
The
Inertialess drive allows a ship to move faster, slower or allows it make sharper turns without being a massive drain to power systems as the overall relative mass has been reduced. The side effect of this is that the ship suffers impacts more violently as is has become more structually frail.
Why should Necron
teleport attacks be different to anyone elses?
Introducing
Necron AC is pretty jarring, it seems weird somehow. I suspect this is only because they haven't had any until now. In general though they should be predominantly fighters, filling the role of the SPG and NMF.
The Current Necrons aren't fine! NMF, SPG, Special victory points, have to go at the very least. Shields, AC and commanders, campaign rules have to be added at the very least.
Hi Plaxor,
Having no AC does add an element of interest to the fleets rules, however you can achieve the same by having very few AC. Necrons will cost over the norm to get as many AC on the table, so that aspect will always remain.
Hi Zelnik.
Hi Commander,
I'd rather not lose
minimum movement, the inertialess drive shouldn't be considered active or fully activated all the time. This gives you a reason to actually want to use the inertialess drive for special orders.
Scarabs and wraiths don't/can't reapair, only spyders can that's why I didn't want it to be a 'heal mine'.
The
Particle whip is just a lance with a special rule that barely ever comes into play. Only going through shields on a 6+ means that 1 in 3 hits goes through shields. Against a cruiser that's 2 shields down and a direct hit (the same as normal lances). Against a BB it's okay, but then you've struck it a hard blow and aren't going to follow up with anything else, unlikely... Against escorts this is good, basically counts as an extra hit, unless you're unlucky enough to hit an escort who already has it's shields down. So only noticeable against escorts really, kinda crap.
Also keep in mind that the number of particle whips would be reduced. Think of them as the Necrons lance and torp equivs.
The reason why the
AC is so slow is because they can teleport to portals instaed of moving. The Necrons AC is basically only good for CAP and weak attacks, they're AC is primarily defensive, the escorts need it.
Cheers,
RayB HA