Tactical Command
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Ideas...
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=123&t=6548
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Author:  blackhorizon [ Thu Nov 10, 2005 11:34 pm ]
Post subject:  Ideas...

Okay, first draft ideas on Necrons,

Leadership: all vessels 9

Sepulchre: leadership 10

Armour: 6+

Stealth: 4+ save on all vessels

Living metal/Reactive hulls: repair critical hits at 4+, when a 6 is rolled player may chose to repair 1 damage point.

Disengage: Necron Hulk left on table is 150% victory points to enemy (when holding the field).

Turrets: 0 thus no turrets in Necron fleet.

Author:  Hellebore [ Fri Nov 11, 2005 3:06 am ]
Post subject:  Ideas...

Well black Horizon,

seeing as how you put up this topic, I though I might as well add the stuff I put up on the BFG forum as well:


Reactive hull
Necron hulls are formed from a unique sentient metal that can instantly repair itelf and adapt to protect against incoming enemy fire. In addition to this necron ships possess 'skin fields', phasing energy shields that actually run through the ships skin, further repeling attacks. The only way to penetrate such defences successfully is to concentrate fire power on a small area, and hope that the repeated impacts cause destruction faster than the ship can repair it.

Celestial phenomena
all necron ships are immune to the effects of solar flares, gas clouds, and blast markers.

Sentient metal and phase fields
Each ship has a shield value, representing the living hull and phase fields protecting it. However, these can never go down, so a necron ship will always ignore a number of hits equal to their shield value from every seperate ship and/or squadron, thus the best way to deal with necron vessels is massed fire.

Critical repairs
All necron cruisers repair criticals on a 4+ as the ship attempts its self repair routines. If one of these repair rolls is a 6, it will instead repair a single damage point instead, up to a maximum of 1 per cruiser, and 2 per battleship.

Gauss Particle whip
This is the preferred ranged weapon of the Necron Raiders. A particle beam is projected along a magnetic field across a short (at source)
arc, the arc is sufficient to crack the particle beam like a whip. When a target is hit the beam is energised focusing power similar to the lightning arc batteries, but on a much smaller target area. The particle whip is treated like a lance except any rolls to hit of 6 bypass shields and affect the target ship directly - these are unsaveable by holofields.

Keep any 6's to hit seperate from other damage dice. If a critcal is caused by these then the shot will instead reduce the armour of the target by 1 on the facing being fired upon. This is repairable like any other critical.

Ordnance

Scarab Storm
During battle the necrons have been observed to release thousands of scarab constructs from their hulls, giant clouds of robotic insects intent on destruction. These swarm over enemy ships, damaging equipment or even destroying weapons systems, and are even capable of countering enemy fighter squadrons.

Some ships may be upgraded with a Scarab storm. The number of ordnance counters deployed is equivalent to half the starting hits of the parent ship (so a Tombship can produce 6 scarab storm markers). These have a movement of 20 cm and act as fighters. In addition, instead of removing the markers when they contact an enemy ship, you may make a single hit and run attack per marker, like assault boats.
Note that turrets will only remove markers on a 6, as there are literally thousands of these tiny constructs, making it virtually impossible to destroy them all.


As I have reinstated shields amongst the necron fleet, they now all need shield values:

Shield values
tombship: 3
Harvestership: 2
Raider: 1


The link below is also a suggested construction of the scythe cruiser- it looks much better than the strange construction seen at the moment.

http://photobucket.com/albums....the.jpg

The 'shield/repairing skin' thing can be called something else- I think the complaint was more the semantics of the rules: ie they still read as shields rather than something 'unique'.

I think this is a bit of stupid argument, but if people could think of other ways to represent this (ablative armour or something) but still use the same mechanics, just write them down.

hellebore





Author:  Admiral d'Artagnan [ Fri Nov 11, 2005 9:09 pm ]
Post subject:  Ideas...

As I said in the other forum, I like the Crit repair and the Scarab Storm but don't like the shield option.

Blackhorizon, only 150%? I think the orig Necron VP table is ok. Also I think you mean +4 save vs all weapons? :;):

Author:  blackhorizon [ Fri Nov 11, 2005 11:07 pm ]
Post subject:  Ideas...

Yes 4+ save against all weapons.

The original vps table is a little to muddy in my opinion.

Author:  Hellebore [ Sat Nov 12, 2005 8:53 am ]
Post subject:  Ideas...

How about this?

Crit damage repair on 4+, 6+ = a damage point repaired.

Necron ships cannot be crippled.

Thus the ship has no saves, no shields but can never be crippled and can repair its damge at the end of each turn.

hellebore

Author:  Admiral d'Artagnan [ Sat Nov 12, 2005 9:14 am ]
Post subject:  Ideas...

Not giving them saves would be very hurtful even if they can't be crippled, considering they can only repair damage on 6s. Lances will be very hurtful. Keep the current armor save, even improve it a bit (TS 3+ save, Harvesters 4+ and the Escorts at 5+). This would keep them as one of the stronger races but the other races can still take a stab at beating them.

Or if you are worried about the Escorts, maybe give the TS something like what the 40k Monolith can do and "resurrect" them on 6s. Limited to the TS with a Sephulchre only.





Author:  blackhorizon [ Sat Nov 12, 2005 1:47 pm ]
Post subject:  Ideas...

No no, I still support 4+ save for every vessel. This is good for a raiding fleet what the Necrons are. It will support the use of escorts alot.
The 4+ save is also against bombers, thus the no-turret idea.

Damage repair at a 6+ is good, but giving player choice to repair system or damage point is also viable.

Author:  blackhorizon [ Sat Nov 12, 2005 7:55 pm ]
Post subject:  Ideas...

Just had a new idea on leadership, instead of fixed 9 maybe the following is better.

D6
1-3 = Ld 8
4-6 = Ld 9
Sepulchre = Ld 10

Author:  Admiral d'Artagnan [ Sat Nov 12, 2005 9:18 pm ]
Post subject:  Ideas...

Quote (blackhorizon @ 12 Nov. 2005 (12:47))
No no, I still support 4+ save for every vessel. This is good for a raiding fleet what the Necrons are. It will support the use of escorts alot.
The 4+ save is also against bombers, thus the no-turret idea.

Damage repair at a 6+ is good, but giving player choice to repair system or damage point is also viable.

4+ save is Ok I guess since they won't have shields and turrets. I think keeping the Ld at 9 is ok, no need for Ld8. What do you think about the Monolith idea for Escorts?

Author:  blackhorizon [ Sat Nov 12, 2005 11:10 pm ]
Post subject:  Ideas...

The Monolith isn't bad, the only thing that pops up is;

* when do you roll the D6 for ressurrection:

a) right after escort is destroyed
b) end phase (bookkeeping, which is escort is destroyed where)
c)

Author:  Admiral d'Artagnan [ Sun Nov 13, 2005 12:51 am ]
Post subject:  Ideas...

Normally it would be the end phase. Minor book keeping as long as you know which Escorts were destroyed that turn or when it's destroyed, just place the Escorts on one side as a reminder to try and resurrect them. Any resurrected ships then form a new squadron to keep things simple.

Author:  blackhorizon [ Mon Nov 14, 2005 6:05 pm ]
Post subject:  Ideas...

Okay, that's not that hard I guess :;):

All leadership at 9 is fine, fits better with the machine thing.

What about the special rules for Necrons, like AAF? Keep it? I would say so.

Some thing that I remembered was that Necrons would be allowed to board even on special orders. Right?

The portal they have is a better teleport attack as we know. Ships with more HP may be attacked, but shields must be down. What if they got the additional benefit of doing a portal attack at a negative modifier while enemy ship still has shields?

Author:  Admiral d'Artagnan [ Mon Nov 14, 2005 9:41 pm ]
Post subject:  Ideas...

1. AAF yes since they do use Inertialess Drives.

2. Re Boarding, maybe not the Necrons themselves but the Scarab Storm? They're small enough and act like AC enough so they can perform boarding even if the shields are up. Portal attacks follow the same ruling.

Author:  blackhorizon [ Tue Nov 15, 2005 6:27 am ]
Post subject:  Ideas...

Yeah, Hellebore mentioned them and indeed good idea.

My thinking came from the Borg (why is always those Borg when talking about Necron?:laugh: ), they beamed through shields.

Author:  Admiral d'Artagnan [ Tue Nov 15, 2005 8:25 am ]
Post subject:  Ideas...

Dunno. I don't really see Borgs as Necrons as Borgs are more machine than a former living race.  :(8:  I imagine Necrons as closer to the Mummy although not really the Undead.

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