Horde + Regeneration?

By Ard3, in Black Crusade Rules Questions

How does this work?


I am intending to use Necrons in my upcoming campaign(Deathwatch with BC combat rules) and all necrons except scarabs have regeneration.

With single elites & master it is clear, but how does a necron warrior horde with regeneration work?

T test to regenerate 5 horde magnitude? Strong, maybe change it to 1d5 or 5/2?

With scarabs helping it would be Regeneration(10). So 10, 1d10, 2d5(double normal) or 10/2?

If it is like that Horde of warriors supported by scarabs would be terrifying. More so if lead by immortals or accompanied by flayed ones.

Would be nasty surprise for players, at first it would be like "Small horde, yeah we can take that down."

After few rounds it would, and should, be "Holy Throne! These just wont stay dead. Pray the Emperor and pass ammunition."

Also, they have size(5) = Hulking, do enemies get +10 size bonus and horde magnitude bonus to hit?

Scarab has 40 wound, is this meant to represent horde of them? Because for individual scarab that is just silly and/or typo.

Strangely necrons are not Fearless, so hordes will break.

Ard3 said:

With scarabs helping it would be Regeneration(10). So 10, 1d10, 2d5(double normal) or 10/2?

Personally, I'd say recover 1d5 Magnitude per turn automatically - that represents some passing their toughness tests and others failing.

Ard3 said:

Also, they have size(5) = Hulking, do enemies get +10 size bonus and horde magnitude bonus to hit?

That's how I'd do it - it's a large group of large things. It should logically be easier to hit than a large group of small things.

Ard3 said:

Scarab has 40 wound, is this meant to represent horde of them? Because for individual scarab that is just silly and/or typo.

Scarabs have the swarm trait. This means that the entry already represents a mass of them, hence the 40 wounds.

Ard3 said:

Strangely necrons are not Fearless, so hordes will break.

Necrons aren't fearless in the wargame either; haven't been since their original appearance in the late 90s. Personally, I'd describe it as part of their automatic protocols - retreat in the face of impossible odds - and I'd probably have them phase out (vanish from the battlefield entirely) if they flee.

Thanks, that sounds a good ruling. 1d5 per round, 2d5 if scarabs help. Should this be based on magnityde too?

Because it would make sense that mag 100 would regenerate more than mag 40.

Hmm size and horde magnitude bonus makes quite easy to hit, but since they have high T and armour its ok. And they will just get up again.

Didn't notice Swarm. Ty for pointing out.

Phasing out makes sense. Instead of fleeing they just vanish.

Don't bother trying to factor size of an individual warrior into the horde. The nature of hordes automatically precludes this, and the rules account for this as well. Keep in mind that a Mag 40 horde of civilians may have 40 people in it, but a Mag 40 horde of necron warriors may have only 10 or 15 warriors in it. And the players have the same bonus to hit each horde. Basically, the number or size of each individual in the horde has no real meaning as far as the rules are concerned. You can go all out for narrative. Also remember that Magnitude does not equal wounds or number of individuals left in the horde , though it may, in some cases. It rather represents how much of a threat the horde is in combat.

The necron horde recovers 1d5 Magnitude per 10 Magnitude. Simple scaling mechanic that represents larger hordes as well as smaller hordes. It also means that a horde regenerates fewer and fewer units with increasing damage, which is as it should be.