| Register Now | |
| My Points | |
| My Games | |
Ok, I was really happy to see the Necrons in ToF, but what with everything I only really just sat down to look at the stats. Allow me to transcribe my thought processes.
'Necrons! Yeah. Oh man, Canoptek Wraiths…players will not know what hit them. Deathmark! Wooh. Oh look, Necron Lord, he's got a Warscythe…huh. 2d10+28? Really? His strength bonus must be ridicul- oh it's only 11. Wait, what? 2d10+17 base damage, and the synaptic disintegrator only gets 1d10+6? Let me check that, there's got to be a table back here somewhere…oh I did read it right.'
Seriously, wtf? All the Necron melee weapons seem overpowered. I can understand them being very good, say 2d10+7 base damage, but 2d10+17? That's just ridiculous. Is this right, or is it a typo, and has anyone come up with an official fix for it if so?
| Page 1 of 1 (12 messages) | 1 |
AlphariusOmegon7 said:
Warscythes in the wargame have always been exceptionally potent melee weapons - at present, they're effective tools for carving holes in tanks and buildings. Infantry typically do not survive getting hit by a warscythe.
Nathan 'N0-1_H3r3' Dowdell
Writing Credits so far: Into the Storm, Edge of the Abyss, Battlefleet Koronus, Black Crusade Core Rulebook, Hostile Acquisitions, First Founding, The Jericho Reach, The Soul Reaver, Only War Core Rulebook, The Navis Primer & Ark of Lost Souls
Disclaimer: Any & all comments I make on these forums are my own opinion, not those of Fantasy Flight Games. My comments & rules suggestions should not be taken as official, are for all intents & purposes nothing more than the words of a devoted fan & long-time member of this community.
A collection of my unofficial supplements can be found here.
I get this. I really do. It's just that - it seems a little game breaking. I understand it fits with the lore pretty well. But in tt, a high powered Chaos Sorcerer or Chaos Lord of, say, Khorne could survive a blow from the thing.
In this an Infamy 60+ character not devoted to Nurgle (so not much Sound Constitution) is going to get kited unless they have a force field. Even then, they're probably screwed. Really only Nurgle devoted characters can survive blows from one of these.
Also, any character who gets hold of one can pretty much forget bad guys as a problem.
I understand that you shouldn't run out to the corner store to get some sacrifices and bump into a Necron Overlord. But when Elite Necron enemies have similarly overpowered weapons (Hyperphase Sword, Dispersion Shield…) it just becomes silly. Especially when the equally fluff-and-TT powerful ranged weapons of the Necrons aren't anywhere near as full-powered.
Look, I've done some thinking, and I do think the Necron Weapons should be powerful. Just not THIS powerful. I'm working on revised stats that I'm going to put up in House Rules if anyone's interested.
AlphariusOmegon7 said:
Also, any character who gets hold of one can pretty much forget bad guys as a problem.
Shouldn't necron weapons phase out?
AlphariusOmegon7 said:
All the Necron melee weapons seem overpowered.
Haven't they been greatly improved in ToF ?
In Hand of Corruption, Hyperphase Swords are 1d10+5 and Dispersion Shields are 1d5.
In ToF, they are 1d10+17 and 1d10+25. Quite a leap in power…
Without signature
I was also a little shocked by the Damage values on some of the Necron melee weapons, which is funny, because I wrote the Necron section for Tome of Fate.
Let me preface this by saying that I do not speak for FFG, and this is in no way an official answer, but simply my own opinion. That said, if I were to include Necrons in my Black Crusade campaign, I would modify the weapons like so:
Dispersion Shield: 1d10 I
Hyperphase Sword: 1d10+6 E
Rod of Covenant (Melee): 1d10+6 E
Void Blade: 1d10 R
Warscythe: 2d10+6 E
I would leave the Pen values and Qualities as-is.
Spacerat, I wouldn't nerf them that much. No1 is right - Necron weapons should be hilariously good. Just not gamebreaking (which is what they are currently). Dispersion Shield I agree - it should barely be a weapon, its primary trait being its very good special ability. Hyperphase sword 1d10+7R, keeping everything else the same, maybe increasing pen by 1. Void Blade 1d10+5R, +1 pen, everything else the same. And Warscythe…I'm still working on that.
bogi, in ToF it gives rules for PCs getting their filthy little mitts on necron weapons, saying that some don't phase out, or you grab it from the dude and run.
AlphariusOmegon7 said:
Spacerat, I wouldn't nerf them that much. No1 is right - Necron weapons should be hilariously good. Just not gamebreaking (which is what they are currently). Dispersion Shield I agree - it should barely be a weapon, its primary trait being its very good special ability. Hyperphase sword 1d10+7R, keeping everything else the same, maybe increasing pen by 1. Void Blade 1d10+5R, +1 pen, everything else the same. And Warscythe…I'm still working on that.
bogi, in ToF it gives rules for PCs getting their filthy little mitts on necron weapons, saying that some don't phase out, or you grab it from the dude and run.
I think that with the numerous Qualities attached to these weapons and the high SB of the Necrons wielding them, the stats I posted above should be sufficiently scary.
I guess it depends on how much you (dis)like your players. :-)
Finding Necron weapons that won't phase out could very well be the basis of an adventure.
But Necron Weapons Should be mega overpowered. Hey, they conquered te galaxy with them once. Second - players do need tools for kiling greater deamons and such.
If life gives you lemons- Blood for the Blood God!
It seems like they were changed in DW's The Outer Reach to the appx values that spaceratcatcher mentioned (ie. 1d10+6, Pen 6 for a hyperphase sword).
I am unsure how I feel about that, as it is just slightly better than a powersword, but probably impossible to get in any other quality, meaning that aGood/ Best version Power sword would be a better deal :/
Without Signature
wow they really got improve in TOF then, because today i played a game and i sent some necron warriors against the heretics, the result, necrons couldnt do any damage to the space marine heretics, i mean the maximum damage they could do with their weapons was 18 with pen 3, and the space marine has his armor with 10 AP on body and 9 TB, so basically the necron warrior needed to roll at least a 9 to make 1 point of damage (without counting gauss of course)…, i mean cmon, where is the powerfull necron weapon there. Necron warriors are only little bugs against some space marines.
Without Signature
jack_px said:
wow they really got improve in TOF then, because today i played a game and i sent some necron warriors against the heretics, the result, necrons couldnt do any damage to the space marine heretics, i mean the maximum damage they could do with their weapons was 18 with pen 3, and the space marine has his armor with 10 AP on body and 9 TB, so basically the necron warrior needed to roll at least a 9 to make 1 point of damage (without counting gauss of course)…, i mean cmon, where is the powerfull necron weapon there. Necron warriors are only little bugs against some space marines.
And this is probably why the stats got turned up. 35,000 point characters (heretic or otherwise) can survive an amazing amount of punishment. I've seen a Nurgle Plaguemarine that giggled when the autocannons were brought out because his armour and toughness were so absurd, and a few sessions ago I watched a Blood Angel with a Jump Pack and two Lightning Claws and a Dark Angel with a Storm Bolter and Powersword just annihilate a brood of 12 genestealers (meant to be taken on by the whole squad, not just two guys) while sustaining a mere 7 points of damage between them - not because of rules abuse or misinterpretations, but because of being that powerful and having good tactical moves.
Without Signature
| Page 1 of 1 (12 messages) | 1 |