Necrons (BIG text dump ^^)

By Blank space, in Black Crusade House Rules

So i was board, and felt that that the necron in the main rule book feel a bit last edition, so i went ahead and updated them(errrk, looks like the formatting got all messed up sorry!)Edit-stats are now on paste bin:

Black crusade Necrons

Stats: http://pastebin.com/gQLGrptT


New trait: Necron
Necron are strange and powerful adversaries, made of living metal, wielding weapons of hyper-advanced science, and regularly employing equipment, which is far beyond anything seen by man or xeno alike. As a result, All necron weapons can never gain the primitive trait and never jam and never run out of ammunition. All necrons also have the following traits and talent: Ambidextrous, regeneration (5), Auto-stabilised, Fearless, dark sight, deadly natural weapons, Undying. Units with canoptek in their name DO NOT have the regeneration trait. Necrons may be healed using tech use instead of Medicare This implacable machine race also has EMP-shielded and the Machine hierarchy traits, along with some new weapon qualities:
EMP-shielded
Necron machinery is often placed on worlds with little or no atmosphere, or magnetic field. This results in constant bombardment with both radiation (not a problem form the metallic bodies of the necrons) and by electro-magnetic radiation, which, if strong enough, can cause havoc with lesser machines. It is no surprise therefor, that the Necrons are shielded against such background interference .When hit by a weapon with the hay-wire quality, Necrons count the effects against them as being 2 steps lower than is rolled
Machine hierarchy
Whilst the nobles and ruling elite of Necron “society” are fully aware of their surroundings and situation, with fully intact personalities and memories the lower downs are little more than automations, with little or no free thought or will. Necrons with a * instead of a INT and a WP stat use the WP and INT of their over seer, commander, or nearest equivalent. If there is no immediate superior, they revert back to INT(10) and WP(10)
WEAPON QUALITY: GAUSS
Gauss weapons are terrifying examples of advanced
technology. Gauss weapons generate Zealous Hatred
on a 9 or 10, and if they would not deal damage when
generating Zealous Hatred, they deal 1d5 Wounds
instead of 1. In addition, they generate
Zealous Hatred against vehicles on a 9 or 0, even if
they do not deal damage

WEAPON QUALITY:TESLA

Tesla weapon fire bolts of greenish-blue lightning, that arcs between targets, cooking flesh and shorting out more primitive circuitry. For every other degree of success that is scored on the roll to hit, when using a weapon with this quality, the lighting may arc to another target within 10m of the first, doing the same damage to each target (roll damage separately for everyone hit). All tesla weapons also have the shocking, and haywire (0) qualities


WEAPON QUALITY:PHASE WEAPON

Necron’s do not employ crude disruption field as other races do, instead their weapons simply phase though the crude steel and iron of lesser beings. Even mighty Tactical Dreadnaught armour is not enough to protect the wearer from the wrath of these undead machines. Phase weapons completely ignore armour, and cannot be destroyed by the power field quality

Warrior:
Movement: 3/6/9/18 Wounds: 20
Armour: Machine Trait (6 All) Total TB: 8
Skills: Intimidate (S)+10, Logic (Int)+20, Tech-Use (Int)+20.
Talents: Crack Shot.
Traits: Size (4), Machine (6), Unnatural Strength (+4),
Unnatural Toughness (+4), Necron
Weapons: Guass flayer (100m, d10+10 E, Pen 4, S/4/—,
Gauss). Weapon Blade (1d10+8 R; Pen 2; Unwieldy).
Immortal
Movement: 5/10/15/30 Wounds: 25
Armour: Machine Trait (8 All) Total TB: 10
Skills: Intimidate (S)+10, Logic (Int)+20, Tech-Use (Int)+20.
Talents: Crack Shot, Target Selection.
Traits: Size (5), Machine (8), Unnatural Strength (+5),
Unnatural Toughness (+5). Necron
Weapons: Guass Blaster (100m, 2d10+7 E, Pen 6, S/4/—,
Gauss) OR Tesla carbine(50m, D10+10 E, Pen -, S/-/-,
tesla). Weapon Blade (1d10+10 R; Pen 2; Unwieldy)
Flayed one
Movement: 6/12/18/36 Wounds: 20
Armour: Machine Trait (6 All) Total TB: 8
Skills: Intimidate (S)+10, Logic (Int)+20, Tech-Use (Int)+20, two weapon wielder(melee), climb(S) Stelth+10(ag).
Talents Crusing blow, Flesh Render, Swift attack, Hatred(The living), Preternatural Speed
Traits: Size (4), Machine (6), Unnatural Strength (+4), Unnatural agility (2) Unnatural Toughness (+4), , Necron, Fear (2)
Weapons: 2X horrific bladed hands (D10+12 pen 3 razor sharp, tearing)

Lych guard
Movement: 5/10/15/30 Wounds: 40
Armour: Machine Trait (10 All) Total TB: 14
Skills: Intimidate (S)+10, Logic (Int)+20, Tech-Use (Int)+20. Parry+10
Talents: Crusing blow ,Sure strike, Precise blow, Blade master, Hammer blow
Traits: Size (5), Machine (10), Unnatural Strength (+8), Unnatural Weapon skill (+2),
Unnatural Toughness (+8). Necron
Weapons: Warsyth( 2D10+20 pen ∞ phase weapons, 2 handed)OR Hyperphase sword and deflection shield( D10+16pen ∞ phase weapons balanced, and FF:50 prot. Rating, 01-05 over load, can deflect any ranged attk that originates from more than 10M away to any enemy within 10M)

Death mark
Movement: 5/10/15/30 Wounds: 20
Armour: Machine Trait (8 All) Total TB: 10
Skills: Intimidate (S)+10, Logic (Int)+20, Tech-Use (Int)+20. climb(S) Stelth+30(ag) Dodge
Talents: Crack Shot, Target Selection, deadeye shot, marksman, sharpshooter, Hunters from hyperspace.
Traits: Size (5), Machine (8), Unnatural Strength (+5),
Unnatural Toughness (+5). Necron, Unnatural perception (2)
Weapons: Synaptic disintegrator(120M D10+3, s/-/-, accurate, pen 4, felling (4), shocking) Weapon Blade (1d10+10 R; Pen 2; Unwieldy)
Hunters from hyperspace: when a pack of death marks are encountered, pick one of the players, or their minions. The death marks gain the Unnatural ballistic skill (4) trait and all their weapons gain the felling (8) quality, when targeting that person. The person will be marked with a glowing green halo, which marks them for death. Against this target the Death marks cause fear (3), and any stealth tests suffer a -20 penalty due to the unearthly glow. This mark lasts for about an hour

Overlord
Movement: 5/10/15/30 Wounds: 100
Armour: Machine Trait (12 All) Total TB: 16Skills: Intimidate (S)+10, Logic (Int)+20, Tech-Use (Int)+20. Parry+10, Awareness (Per), Commerce (Fel) +10, Charm +20, Command (Fel)+20 Dodge (Ag), decive(fel), scrutiny(per)+10, Skills: Intimidate (S)+10, Logic (Int)+20, Tech-Use (Int)+30,Fobbiden lore(Archotech, Necrons)+30, Forbidden lore (any appropriate to the overlord)
Talents: Crusing blow ,Sure strike, Air of Authority, Demagogue, Into the jaws of hell, master orator, Combat formation, swift attack, lighting attack, step aside
Traits: Size (5), Machine (12), Unnatural Strength (+10),
Unnatural Toughness (+10). Necron
Gear: may have any of the following: Sempiternal weave (Grants machine 16) Phase shifter (grants the phase trait) Destroyer body (grants hoverer(8), hatred(the living),+20 wounds and unnatural toughness (12). Lose 20 fel, and int, and all skills and talents pertaining to fel. May not be taken with phase sifter) Resurrection orb (grants the regeneration(+3) trait to all necrons within 15M),Tachyon arrow (single shot weapon: range:∞, DMG: 6D10+15 pen 15 felling (4), proven (4))
Weapons: Warsyth( 2D10+22 pen ∞ phase weapons, 2 handed)OR Hyperphase sword and deflection shield( D10+18 pen ∞, phase weapons balanced, and FF:50 prot. Rating, 01-05 over load, can deflect any ranged attk that originates from more than 10M away to any enemy within 10M) Or gauntlet of fire (D10+16, pen 4, flame, or can be used as a legion heavy flamer)or staff of light (Range 35 2D10+10 pen8 tearing)

Cryptek:
Movement: 3/6/9/18 Wounds: 40
Armour: Machine Trait (6 All) Total TB: 8
Skills: Intimidate (S)+10, Logic (Int)+20, Tech-Use (Int)+30,Fobbiden lore(Archotech, Necrons)+30, Forbidden lore (any appropriate to the individual Cryteks area of expertise), trade(armourer)+20
Talents: Infused knowledge, master enginseer, Combat formation, Harbingers of knowledge, Weapon tech
Traits: Size (4), Machine (6), Unnatural Strength (+4), Unnatural intelligence (8)
Unnatural Toughness (+4), Necron,
Weapons: Depending on the discipline, the crytek will have ONE of the following weapons: Eldrich lance (Harbinger of destruction)(Basic, Range: 200m, 3d10+8E pen 12, flame S/-/-)Abyssal staff(Harbinger of despair)(Basic, range: 30M D10+12E, s/-/- spray Ignores armour, and WP bonus is used instead of T bonus)
Tremor stave and harp of dissidence(Harbinger of transmogrification)(Basic, Range:180M 2D10I blast(7) Concussive(3) s/-/- and Pistol, Range ∞, d10+10 pen 2,s/-/- any armour that a target is wearing has its AP reduced by d5, until repaired) Voltaic staff (Harbinger of the storm)(Basic, range: 40M D10+7 pen 0, ---/4/6, tesla)Aeon staff( Harbingers of eternity)(Melee, D10+10 pen 0, if an oppent is hit by this weapon they half the following stats for the rest of the encounter: weapon skill, ballistic skill, Agility, and may only take half actions, as they are caught in a bubble of slow time)

Harbingers of knowledge
All cryptks belong to one of the 5 discipline of knowledge, and each is known by their area of expertise: Harbingers of destruction, or plasmancers, are masters of war and fire, with interment knowledge of destruction and death. Harbingers of despair are masters of illusions, fear and mind tricks. The psycomancers are fond of fear tactics and other such games. Harbinger of transmogrification, known sometimes as geomancers, are masters of physics, and mater, able to make the inanimate dance to their tune. Harbinger of the storm or eithermancers, have detailed knowledge of the complexities of random chance, probability and are master of the electrik arts. The Harbingers of eternity, or chonomancers , are the most enigmatic and subtle of the crypetks. As master of time, they stand apart from even their fellow immortals, as to them, time does not flow from back to front, but from side to side, front to back, and up to down, their actions taking place in the split second formed in another monument, as for them, time its self is a weapon. Each Harbinger has a vast array of tools and equipment, unique to each displine, ranging from the nightmare shroud of the psycomancers, to the time-splitters clock of the Chronomancers, a mantle of crystalized time which makes the user impervious to any attack which doesn’t land with perfect timing, to the crippling, green-fire grenades of the plasmancers

Destroyers
Movement: 8/16/24/48 Wounds: 50
Armour: Machine Trait (8 All) Total TB: 12
Skills: Intimidate (S)+10, Logic (Int)+20, Tech-Use (Int)+20.
Talents: Crack Shot, Target Selection. Hatred (the living)
Traits: Size (6), Machine (8), Unnatural Strength (+5), hoverer(8)
Unnatural Toughness (+6). Necron
Weapons: Guass cannon (Heavy, Range: 200m, 2d10+10 E, Pen 8, S/3/—,
Gauss) OR Tesla Cannon(Heavy, Range: 150m, 3D10+7 E, Pen 1, -/-/2,
Tesla, storm). May be a Heavy destroyers , equipped with either a Heavy Gauss cannon (heavy, Range: 250m 4d10+14 pen 12 s/-/- Gauss) OR a tesla destructor (Heavy, Range 150m 4D10+7 pen 2 -/-/4, tesla, storm, may arc to anyone within 20M of target ). The targeting array in their faces counts as a red dot laser sight and a telescopic sight
Wraith
Movement: 8/16/24/48 Wounds: 35
Armour: Machine Trait (8 All) Total TB: 10
Skills: Intimidate (S)+10, Logic (Int)+20, Tech-Use (Int)+30, Trade(technomat)+30 dodge+10.
Talents: Master enginseer, swift attack, lighting attack
Traits: Size (4), Machine (8), Unnatural Strength (+4), hoverer(8)
Unnatural Toughness (+4). Necron, Phase, Unnatural senses (phase vision)(20m)
Weapons: wielding torches, phase cutters, wire spooling and other such tools (d10+12R pen ∞ phase weapons)
Spyder
Movement: 4/8/12/24 Wounds: 60
Armour: Machine Trait (10 All) Total TB: 14
Skills: Intimidate (S)+10, Logic (Int)+20, Tech-Use (Int)+30, Trade(armour)+30. Two weapon wielder (melee, ballistic)
Talents: Master enginseer, swift attack
Traits: Size (6), Machine (10), Unnatural Strength (+8), hoverer(4)
Unnatural Toughness (+8). Necron, Unnatural senses (phase vision)(20m), artificer(can heal d5 magnitude to a hoard of scarabs, on a successful tech use test and a half action)
Weapons: 2X Fabricator claws (2d10+16 pen 10) or Fabricator claw and particle projector (heavy Range 150m 2d10+5 pen 5 blast(4))
Repair: spyders can co-ordinate, Necrons, reconstruction efforts. Any Scarab Swarm may choose to
assist all Necrons within 8 metres in this way as a Half Action, raising the Necron’s Regeneration Trait by +5.


Scarabs

Movement: 4/8/16/32 Wounds: 2
Armour: Machine Trait (4 All) Total TB: 2
Skills: Stealth (Ag) +20.
Talents: Swift Attack
Traits: Hoverer (4), Size (2), Machine (4), Swarm.
Weapons: Entropic fields (2d10+1 R; Pen 1d5, on hit, reduce targets armour by 1 for every 5 damage done).
Repair: Scarabs can swarm over Necrons, assisting their
reconstruction efforts. Any Scarab Swarm may choose to
assist all Necrons within 8 metres in this way as a Full Action,
raising the Necron’s Regeneration Trait by +2.

Thoughts, comments?

Before I get down to it, I'm trying to be constructive here, and I'm not hating what you're doing. However, I'm not one for chewing words and being subtle, so apologies if the following makes you take offense. Really not my intention. That said, a few things stick out:

Necron trait:
Some of these are a bit too much. In general, you want npc's to have as slim and easy to remember statline as possible. Bloating them with a whole lot of talents and trait unlikely to matter is not really good design. Remove Ambidextrous, deadly natural weapons and auto-stabilized. For most necron units, they're completely unrelated to what they do, and should only be given to those for whom it will matter, such as heavy weapon users and Flayed ones, for example. And even then, Flayed ones won't need auto-stabilized, and their weapons are attached to their hands, so deadly natural weapons becomes somewhat silly.

Undying: the stuff that it does that should apply to Necrons (not breathing, for example) is already provided by the Machine trait. This creates confusing overlap and, tbh, falls into the redundant category. Yes, I know poisons for some reason isn't included in the machine trait, but tbh I think most gm's can figure out their Necrons aren't gonna die from lung cancer without having to remember a trait that includes a bunch of other traits, which is a lot of mental clutter.

Fearless should not apply. They don't have it in the boardgame and they don't have it in the fluff. Necrons still possess enough of their old fleshy minds to feel fear, albeit sporadically. In other words, remove this, possibly replace it with the "Unshakeable Will" talent.

Phase weapon. This special quality is rather redundant. It's just warp weapon with power weapon immunity, which you could easily write as a separate trait. Furthermore, because it's not warp weapon, it sidesteps aspects of the rules meant to counter warp weapons, such as Telekinetic shield, which does not get bypassed by warp weapons. But does get bypassed by phase weapons, because it's a trait that didn't exist before. This is somewhat unbalanced, even on an npc. Thus, remove this, and grant a penetration rating to all former phase weapons, since it might apply anyway.

Weapon quality: Tesla
This basically functions like semi/full auto fire, albeit with a bigger distribution range. Just treat it as such, and say shots may be distributed across 10 meters instead of 2 and, possibly, that you may not target the same target more than once. This way, it's now tied into existing rules and can be treated accordingly, for example regarding dodge tests. As it stands, it allows certain units to make a full auto attack, and then each hit there generates arcing hits and you basically end up resolving two separate multiple hit attacks from a single roll. Confusing, complex and not good. Give Tesla weapons the special qualities you mention here, on each individual stat line instead. Then, possibly, up their full-auto number and give their users a few points of unnatural ballistic skill, so they easily generate a few extra hits.

EMP shielding:
This is, honestly, a little mean. Creating a defense against a creative, clever and smart response to Necrons penalizes players for being creative and not just hitting it with a stick. It also negates one of the few downsides Necrons have, which for something that's already incredibly powerful is bad design and, lastly, it's just boring. It means there's one less creative way to fight Necrons, meaning you're telling your players you don't want them to do anything but hit it with guns, blades and bombs. Personally, I dislike enemies and situations that actively discourage anything but blunt force violence and direct assaults.

Flayed one:
Two weapon wielder is a talent, not a skill :)

Death Mark:
Hunters from hyperspace is fine, mostly. But I must say, I find the idea that someone randomly starts glowing green a bit, well, silly really. Sure that they aim for a target, and that the targets gets a penalty to hide FROM THEM, but that they would just randomly start glowing would, probably, jar my mood a bit.

Overlord:
Master orator doesn't exist in BC. It's been replaced by Demagogue. Also, the Tachyon arrow having infinite range becomes weird. Not only does it become impossible to resolve short and long range (technically, the Overlord would always get a short range bonus, since targets would be within half an infinity) but it also creates a bunch of questions about what it needs to aim and fire. Line of sight? Awareness of target? Neither?

Cryptek:
Infused knowledge is, well, once again a talent that's unlikely to enter play, especially since it already has all the forbidden lores it ought to.
Abyssal staff: List pen, give warp weapon trait?
Tremor stave and harp of dissidence: Once again, infinite range is a really weird and hard to implement effect.
Aeon staff: even wielded by a unit with neither swift or lightning attack, it is in my mind far too harsh. Halving most "active" combat stats in half and then removing a half action? That's the sorta burning pain that leaves players inactive and irritated, not tense and excited biting their nails. The fact that it applies on a hit and not damage is also very, very potent. The last thing BC needs is Exalted style "bad touch" effects .
Harbingers of Knowledge: the fluff is nice, but it doesn't DO anything mechanically.

Destroyers:
They are ranged units. Having hatred (the living) does nothing for them in any meaningful way.

Scarabs:
Entropic fields: reducing armor on damage is not good design. First of all, it makes no mention of how to deal with non-worn armor traits, such as machine, natural armor and the like. Secondly, it greatly decreases future survivability in an already high lethality system and is far too powerful an ability to throw onto something that usually attacks in hordes (you know, the thing that makes undodgeable attacks?) and is meant to be something akin to mooks!

General:
Please, use more spacing and paragraphs. You have these statlines so cluttered that reading them is a little hard on the eyes. Also, the way you wrote the characteristics at the top makes it hard to reference quickly, and the uneven spacing between the various lines makes it hard to really see what anything has in a specific number at a glance. Just list them like:
WS: X
BS: X
etc

For each unit individually, on their own profile.

In summary, I kinda dig the idea, and making stats for Overlords and Cryptek's is a cool thing that should be done. However, the existing necrons are really just fine the way they are, and this, I feel, is far too potent an upgrade in lethality and power. If these were the stats I had to use as a GM, I'd just elect to NOT use Necrons. They're far, far too potent against anything but high level pc's. Or psykers with Flicker, since these necrons have exactly two units that might be able to deal with them. And one of those can't can't fly and only does melee, unlike the target it would be pursuing.

So my advice is, take a hard second look, and really start trying to trim the fat off these guys. There's a lot of skills and talents that almost certainly will not come into play, and we don't need to have those listed on a statline. It's usually easier to allow a GM to adlib in a few more traits than it is to clutter up a npc profile with lots of superflous stuff.

you make some good points but, i feel you are ,missing the point on some things ^^
The necron traits are supposed to represent broad strokes Necron. Players need never know most of the traits and talents. Remember te key point here : just because a talent or trait doesn’t have a direct ,mechanical effect doesn’t mean it shouldn’t exist: take the gear on the stuff you find in the DH books (d5 teef for example): RP is fun after all.
On the point of fearless: this means our scary unstoppable kill robots….can wet themselves and run away like a little girl. This is silly. If the GM is at all sensible them he/she will have them tactically retreat and act as necessary. This is just to stop a demon going boo! And the Necrons running away
I can see what you mean about Tesla, but this rule binds all that text into one easy rule. Also any Tesla weapon SHOULD have only the single shot function. Like in the dex ^^. Could go either way
EMP shielding: totally see your point. Seems really OP
Phase weapon: the reason that they are not warp weapons, is because they are not warp weapons: they ignore things like hexagrammic wards and teleketic shields and the many other ways of being immune to warp weapon, which are all warpy crap. Phase weapons are super-awesome-tech stuff, not warp weapons.
Death marks: good point. This is what it says in the fluff. I have no idea how to make this better

Destroyers: yeah, they have it in the code. It’s a fluff rule. Yay for more RP talents

Overlord: sorry yeah, am used to playing DH, Just a mix up there. The tacion arrow could have a range of like 10,000 if you want. It makes no different. If you don’t like it don’t have it in your campaign

Cryptek: fluff for the fluff god, role paly for the role-play throne!! For the absyle staff see phase weapons

Scarbs: have you seen these fuckers on the Table top!? These guys can take a land raider out in one turn ! tech use test for repair armour seems like the best idea. To tone down lethality simple increases the amount of DMG before this triggers.

The formatting is terrible I totally agree.

But remember something very very impotent: necrons are scary. They are the demons that come in the night and rip off your skin. Or come and wipes your world out, just because you didn’t bend the knee. Even if you kill them they get back up. If your players are running into even a modest amount of necron, **** has just got very real and very bad. They should run. Very quickly. Maybe I am just biased as a necron player :D

Ahh my bad. ignore the Tesla bit. its been a while since i wrote these rules a while back, so i forgot some had full auto

you make some good points but, i feel you are ,missing the point on some things ^^
The necron traits are supposed to represent broad strokes Necron. Players need never know most of the traits and talents. Remember te key point here : just because a talent or trait doesn’t have a direct ,mechanical effect doesn’t mean it shouldn’t exist: take the gear on the stuff you find in the DH books (d5 teef for example): RP is fun after all
.

These are not your characters. A player character having some interesting stuff on his body or hair style or tattoos is rp fodder for him, and for the other players who find it. Having random equipment on an NPC likely to have it dropped or stolen is also rp fodder. Players don't loot the statline of your giant robot. They will never see it, only you will. You already know it, and don't need rp fodder in the statline of your implacable, walking killer robot.

On the point of fearless: this means our scary unstoppable kill robots….can wet themselves and run away like a little girl. This is silly. If the GM is at all sensible them he/she will have them tactically retreat and act as necessary. This is just to stop a demon going boo! And the Necrons running away

Except, unless I recall the old necrons rules wrong, they do. They can go "ahh" when an appropriately terrifying thing pops up on the tabletop. And remember, Fear ratings are something player characters can accrue in this game, and having an minor army of daemons is ALSO something they can do.

Phase weapon: the reason that they are not warp weapons, is because they are not warp weapons: they ignore things like hexagrammic wards and teleketic shields and the many other ways of being immune to warp weapon, which are all warpy crap. Phase weapons are super-awesome-tech stuff, not warp weapons.

Creating a trait that's just "X but better" still strikes me as largely unnecessary, just add caveats instead. That said, you actually will NOT bypass TK shield. Because it counts as cover, and unlike warp weapons phase weapons don't mention that.

Destroyers: yeah, they have it in the code. It’s a fluff rule. Yay for more RP talents

As above. Talents are never seen by players, and you don't need fluff in your crunch slowing down the game.

Overlord: sorry yeah, am used to playing DH, Just a mix up there. The tacion arrow could have a range of like 10,000 if you want. It makes no different. If you don’t like it don’t have it in your campaign

It's not about whether or not I want it in my game. It's about having rules that don't **** with all the other rules. Having a listed range, no matter how absurdly, stupidly long, makes all the difference in game where being within half of that gives you bonuses to hit.

And, because it's a pet peeve of mine "If you don't like it, don't use it" is not a defense of something being badly designed in how it interacts with the rules.

Cryptek: fluff for the fluff god, role paly for the role-play throne!! For the absyle staff see phase weapons

You know, talents don't roleplay for you gui%C3%B1o.gif

Scarbs: have you seen these fuckers on the Table top!? These guys can take a land raider out in one turn ! tech use test for repair armour seems like the best idea. To tone down lethality simple increases the amount of DMG before this triggers.

A tech-use test requiring what? A quick field patch, a long term stint in a workshop, a year in a manufactorum? And yet again, what happens to, say, natural armor? How does that require a tech-use test? Does it heal on it's own?

And having something that automatically hits with every attack, swift attacks everything in sight (individually, mind you), can not be dodged or parried and does an average of 10 damage per hit, and thus removes 2 points of armor with every hit does not become any better designed because it takes only 1 point of armor away with every hit. Players have, roughly, 7 points of armor, and 10 points of "soak" counting said armor. A necron swarm will remove, roughly, 2-4 points of that to every single character within range. It's unlikely to be killed a single round. Which means that, in 2 rounds, it has cut the soak of your average human pc (in power armor!) in half. That means every other enemy is now TWICE as lethal. It's insanely overpowered for what this is supposed to be!

But remember something very very impotent: necrons are scary. They are the demons that come in the night and rip off your skin. Or come and wipes your world out, just because you didn’t bend the knee. Even if you kill them they get back up. If your players are running into even a modest amount of necron, **** has just got very real and very bad. They should run. Very quickly. Maybe I am just biased as a necron player :D

You know what else is scary? Dark Eldar, Grey Knights, Space Marines, Tyranids and actual daemons! None of them have statlines this bloated and overpowered in the 40k rpgs, and they ALL stand toe to toe with Necrons on the tabletop.

Look, you like Necrons, I get that. But, as a GM, your job is to disregard the fact that you think Necrons are awesome and instead look to providing a fun, interesting game for your players. If you make enemies purely with the notion that even the tiniest footsoldier should terrify the living daylights out of your players and have the running to the hills, never to return… you should be running Call of Cthulu, not Black Crusade.

Black Crusade, unlike Call of Cthulu and indeed Dark Heresy, is not about making your players afraid. In BC, your players are the things that give Dark Heresy characters nightmares.

A quick suggestion for the Tesla rule:

"Tesla weapons produce potent arcs of energy that sometimes leap from target to target, creating a cascade of destructive power. Any Tesla weapon that causes Zealous Hatred does not cause a roll on the Critical Damage tables as normal, but instead inflicts two additional hits, which may be allocated to the original target or any other target within 2m. Creatures hit multiple times by Tesla weapons, for any reason, resolve Dodges as if dodging semi/full-auto fire."

There - a rule that matches the spirit and of the rule from the wargame, matches nicely up against the Gauss rule (which also affects the way weapons inflict Zealous Hatred), and which doesn't pile additional work upon the degrees of success from the attack roll.

Reverend mort said:

On the point of fearless: this means our scary unstoppable kill robots….can wet themselves and run away like a little girl. This is silly. If the GM is at all sensible them he/she will have them tactically retreat and act as necessary. This is just to stop a demon going boo! And the Necrons running away

Except, unless I recall the old necrons rules wrong, they do. They can go "ahh" when an appropriately terrifying thing pops up on the tabletop. And remember, Fear ratings are something player characters can accrue in this game, and having an minor army of daemons is ALSO something they can do.

Strictly speaking, Necrons are emotionless and without fear. They're not strictly Fearless in the wargame (though they were originally), but they are Ld10. Broadly speaking, there's actually no fear mechanic in the wargame, so failing a Ld test doesn't inherently represent being scared so much as acknowledging a poor situation and retreating (same as with Space Marines).

Reverend mort said:


As above. Talents are never seen by players, and you don't need fluff in your crunch slowing down the game.

Ugh… Sorry, I can't stomach this kind of viewpoint. Rules for creatures and adversaries are defined by the background for them - that is, you can't have the rules without the background that determines what they are.

In the wargame, all Destroyers have Favoured Enemy (All). As shooting units, it doesn't effect them much (except Destroyer Lords), but they have it because it's characterful. The same logic applies here - it may not be a significant inclusion, but it's an appropriate one.

Reverend mort said:

You know, talents don't roleplay for you gui%C3%B1o.gif

No, but they do define the way that a given creature interacts with the rest of the rules, which can go a significant way to representing the way that the creature acts.

To give an extreme example, you can use a single generic stat-block for all enemies, and just roleplay them differently at the table… but having rules that help define what those individual creatures are like makes this easier and produces more characterful encounters. When Orks fight like Orks and Eldar fight like Eldar and Necrons fight like Necrons, everyone wins because the rules evoke the setting - the GM needs to put less effort into roleplaying the creatures because the rules do some of the work, and the players get the feeling of facing this particular iconic foe rather than cardboard cut-outs in the shape of that enemy.

I'm sorry but the Necrons as posted in this thread as just bloated and overpowered. There is no need for an enemy to have that many unique talents and traits… it's the exact thing that makes the hobby poor in comparison to Fantasy, where there are universal special rules that a unit can have. How those rules are in effect is entirely up to the background of the unit but the fluff, while linked to, is not part of the mechanics. A stat line for something is purely mechanical, whilst its fluff text is purely narrative. The way the two intertwine is in your imagination, not in some amalgamated stack of unique abilities that just muddy the rules' water.

Not to mention that anything Matt Ward has written just drops a massive poo on everything that has come before….

To clarify, i am not averse to the OP posting his vision of current edition Necrons ported into the roleplay, but i feel that simplifying things and using as many existing rules as possible and keeping the stat lines as short as possible would be of massive benefit to how well they are run in game.

Strictly speaking, Necrons are emotionless and without fear. They're not strictly Fearless in the wargame (though they were originally), but they are Ld10. Broadly speaking, there's actually no fear mechanic in the wargame, so failing a Ld test doesn't inherently represent being scared so much as acknowledging a poor situation and retreating (same as with Space Marines).

And Fearless makes you suicidally brave and forces you to roll willpower to back down, and I don't think the fluff or boardgame rules support Necrons being that insanely tenacious either. Guess it's just a matter of which compromise you prefer, I guess.

Ugh… Sorry, I can't stomach this kind of viewpoint. Rules for creatures and adversaries are defined by the background for them - that is, you can't have the rules without the background that determines what they are.

In the wargame, all Destroyers have Favoured Enemy (All). As shooting units, it doesn't effect them much (except Destroyer Lords), but they have it because it's characterful. The same logic applies here - it may not be a significant inclusion, but it's an appropriate one.

No, but they do define the way that a given creature interacts with the rest of the rules, which can go a significant way to representing the way that the creature acts.

To give an extreme example, you can use a single generic stat-block for all enemies, and just roleplay them differently at the table… but having rules that help define what those individual creatures are like makes this easier and produces more characterful encounters. When Orks fight like Orks and Eldar fight like Eldar and Necrons fight like Necrons, everyone wins because the rules evoke the setting - the GM needs to put less effort into roleplaying the creatures because the rules do some of the work, and the players get the feeling of facing this particular iconic foe rather than cardboard cut-outs in the shape of that enemy.

Which is all fine and good. There's nothing wrong when rules help define individual creatures. But there is a problem when a creature is given a bunch of talents and traits that will never come up, and thus never define it's roll as a character or it's place in the rules. All while making it that much harder for a GM to get an at glance image of what a creature does, and which of it's talents apply for this situation. If anything, that could very well muddle it's purpose and focus and make me wonder, say, is this a ranged character or is it a melee one through some rule I'm missing?

In short, there is a balance that needs to be struck between ease of use and conveyance of flavor.

For example, does it in any way help or aid me to know that the Overlord can make his troops fearless, despite the fact that they're already fearless? No, not really. He's a good speaker. That's conveyed well enough with Demagogue.

As for your extreme example, one could also give every single creature a 1 meter long writeup detailing how it spends it's free time, notes on which aspects of it's skills it's like to use the most, how it treats it's family, what it thinks of war, it's attitude towards religion and it's favorite food. If the purpose of this creature is to walk towards the characters, shoot and gun, get shot and die… I'd probably be annoyed that I had to wade through 10 pages worth of text to get to it's shooting skill. Even if it was nestled right in between it's "Decent family man" skill and "Makes a mean gumbo" skill.