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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Wed, 2008 Sep 3, 7:20 AM (CDT)
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Artaxerxes
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I've done some work on statting up Necrons. Finished it several weeks ago and uploaded to Dark Reign I've finally decided to update my blog and inform a few more people these exist
Hope you'll find em useful
Dark Reign link
http://www.darkreign40k.com/docman/threats/the-necron-threat/download.html
Rapidshare link
http://rapidshare.com/files/142288754/The_Necron_Threat.pdf.html
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Wed, 2008 Sep 3, 8:50 AM (CDT)
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frootbat
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a succesful willpower test to avoid phasing out after its been killed?
I just would have thought thats something a necron would want to do if it was made incapable of combat so I would have done it the other way round (unless I've misread something and am in fact being stupid)
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Wed, 2008 Sep 3, 9:00 AM (CDT)
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Artaxerxes
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Once it has has been "killed" it will either phase out or repair itself via regeneration
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That is not dead which can eternal lie...
Myths and creeds are heroic struggles to comprehend the truth in the world. |
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Wed, 2008 Sep 3, 12:35 PM (CDT)
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llsoth
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What is your rational for having them "phase out" when killed?
In all the books I have read this is not what happens.
Is it from the TT game fluff? Necron codex maybe? I am unfamiliar with the TT game.
Also those scarabs seem overpowered (at least as far as the books I have read are concerned).
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Wed, 2008 Sep 3, 3:07 PM (CDT)
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user4574
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In the PDF, it says that the Pariahs use the Psychic Null Trait found in the GM screen...I've got that in front of me and can't see that anywhere...am I missing something?
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Wed, 2008 Sep 3, 3:30 PM (CDT)
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Traveller61
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Artaxerxes - very nice work
Any chance of seeing a Necron Lord added??? Or Destroyers?
And I have just a couple of questions .....
Flayed Ones - Same WS & BS as the others; why not increase WS & decrease BS?
They are close combat specialists with no ranged weapons at all.
Immortals - better BS, Int and armour than a standard Warrior?
After all they are meant to retain more of their personality than the rank and file; and their models have always looked more armoured.
Looking forward to seeing more!
llsoth - "phase out" comes from the orignal Necron articles in WD (and later in their codex). They phase out and reappear on the nearest Tomb World or ship to be repaired and readied for battle once again.
DW
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Wed, 2008 Sep 3, 4:39 PM (CDT)
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fantus
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How much armour does Armour Plating give?
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Raw strength and courage. |
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Wed, 2008 Sep 3, 5:41 PM (CDT)
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Artaxerxes
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llsoth wrote:What is your rational for having them "phase out" when killed? Is it from the TT game fluff? Necron codex maybe? I am unfamiliar with the TT game.
As mentioned its part of the original rules and the TT game, once shot to bits a Necron will either remain on the ground to regenerate or will phase out and return to a tomb world or space ship
Also those scarabs seem overpowered (at least as far as the books I have read are concerned).
These guys are pretty useless against infantry but if it gets close enough to a tank, that tank is going to suff, as it should be. There fairly easy to shoot and have low stats
user4574 wrote:In the PDF, it says that the Pariahs use the Psychic Null Trait found in the GM screen...I've got that in front of me and can't see that anywhere...am I missing something? 
This should be located in the section detailing the aliens in the adventure
How much armour does Armour Plating give?
2 points by default, see the bestiary and traits section at the back
Any chance of seeing a Necron Lord added??? Or Destroyers?
And I have just a couple of questions .....
At some point I'm intending to return to it, that may be a while, I suspect I need a really good game of DH to get me back into the swing of things
Flayed Ones - Same WS & BS as the others; why not increase WS & decrease BS?
They are close combat specialists with no ranged weapons at all.
Because thats how they are in the books! I see Necrons as not being the best in close combat, what gives them there edge is just how bloody tough they are to take out.
Immortals - better BS, Int and armour than a standard Warrior?
After all they are meant to retain more of their personality than the rank and file; and their models have always looked more armoured.
Not in my copy of the codex? They are listed as the prototypes, the first Necrons to willingly submit to the process of Necronification(!) They are also listed as Hulking which will add to there movement and accounts for the larger armour of the models.
Any feedback is appreciated and I'll certainly rework it if anything is strongly argued for
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Wed, 2008 Sep 3, 7:08 PM (CDT)
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user4574
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Artaxerxes wrote:
user4574 wrote:In the PDF, it says that the Pariahs use the Psychic Null Trait found in the GM screen...I've got that in front of me and can't see that anywhere...am I missing something? 
This should be located in the section detailing the aliens in the adventure
Oooooh, in the actual booklet, not the screen?...cheers
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Wed, 2008 Sep 3, 10:37 PM (CDT)
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bourdain89
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I have to say these stats are very well done. ive seen some pretty bad homebrew stats for DH but you seem to have this down. keep up the good work
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Thu, 2008 Sep 4, 12:30 AM (CDT)
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Razorboy
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Good writeup of the Necrons. I was planning on throwing a wraith or a Flayed One into the campaign eventually, I think I'll use these. One question however, many of the Gauss weapons in your cron doc, contain the quality "Magi-Tek". I can't remember off the top of my head where this quality is from or what it does. Is it homebrew or not? Thanks.
This message was edited 1 time. Last update was at Thu, 2008 Sep 4, 12:30 AM (CDT)
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Thu, 2008 Sep 4, 1:01 AM (CDT)
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Artaxerxes
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Razorboy wrote:One question however, many of the Gauss weapons in your cron doc, contain the quality "Magi-Tek". I can't remember off the top of my head where this quality is from or what it does. Is it homebrew or not? Thanks.
Edit: Ah its been way to long since I generated these stats... the Quality Magi-Tek is based on Warp Weapons from the rulebook and is detailed in the list
I have to say these stats are very well done. ive seen some pretty bad homebrew stats for DH but you seem to have this down. keep up the good work
This message was edited 1 time. Last update was at Thu, 2008 Sep 4, 4:31 PM (CDT)
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Myths and creeds are heroic struggles to comprehend the truth in the world. |
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Thu, 2008 Sep 4, 1:33 AM (CDT)
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MrPete
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I created Necron stats myself for a mini-campaign involving a radical Inquisitor who triggered the watchfull eye of Ordo Hereticus (dealing with Xenos Tech? Bad boy!)
I mainly used the stats from the Codex: Necrons and roughly multiplied by 10 to get Attributes, weapon damage and other qualitities were selected on comparing given TT-Weaponry from Codex: IG and the stats in the Inquisitors Handbook.
Perhaps I can spend some time and try to combine both ideas, since some of yours really are great.
On another note: Don't you think the "From Beyond"- and "Machine"-Traits would work perfectly on Necrons?
With these they don't know fear, can't be set on fire, are immune to most Psy-effects and show many of the fluff-described behaviors like simply shrugging of enemy fire.
I used a Toughness-Test when the Necron reaches 0 wounds to determine if he can stand up at the end of the next turn with his wounds all healed, which was closer to the TT-rules and in my eyes better than having them regenerate slowly.
But I love your "Strength in numbers", I must say that I cheated my way around it by using a special scenario (crashed Necron ship slowly awakening after Tech priests removed the power source of the Stasis-Generator).
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Thu, 2008 Sep 4, 10:14 AM (CDT)
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Gaudy Scabbard
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I really enjoyed the work you've done. Fan supplements like this are filling a VERY BIG void in the game.
Constructive criticism ahead.
If you include stats for Gauss cannons and Heavy Gauss cannons and then state that they are used by Destroyers, then you really should include stats for Destroyers. That kind of omission is really annoying.
Otherwise, fantastic
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Thu, 2008 Sep 4, 12:24 PM (CDT)
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Artaxerxes
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MrPete wrote:On another note: Don't you think the "From Beyond"- and "Machine"-Traits would work perfectly on Necrons?
Well they have the Machine trait As for From Beyond I'm not entirely sure it fits them perfectly, mainly due to the TT rules not making them fearless or ignore pinning. Fluffwise it does fit though
I used a Toughness-Test when the Necron reaches 0 wounds to determine if he can stand up at the end of the next turn with his wounds all healed, which was closer to the TT-rules and in my eyes better than having them regenerate slowly.
You then may well end up in a situation where the players take it down, only for it to stand right back up as strong as ever, after the desperate attempts some of them had killing one in testing (3 on 1 grapple, repeatedly shoot it in the head with an overcharged longlas after throwing dozens of shots at it, all there frag grenades and plenty of harsh language) I fear the players might kill the GM if that happens
Gaudy Scabbard wrote:
If you include stats for Gauss cannons and Heavy Gauss cannons and then state that they are used by Destroyers, then you really should include stats for Destroyers. That kind of omission is really annoying.
Plans were afoot to stick them in, however I just didnt have the time to focus on em properly, plus it begs the question... vehicles or npc rules?
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Thu, 2008 Sep 4, 12:51 PM (CDT)
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blodgett
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Artaxerxes wrote:
I used a Toughness-Test when the Necron reaches 0 wounds to determine if he can stand up at the end of the next turn with his wounds all healed, which was closer to the TT-rules and in my eyes better than having them regenerate slowly.
You then may well end up in a situation where the players take it down, only for it to stand right back up as strong as ever, after the desperate attempts some of them had killing one in testing (3 on 1 grapple, repeatedly shoot it in the head with an overcharged longlas after throwing dozens of shots at it, all there frag grenades and plenty of harsh language) I fear the players might kill the GM if that happens
I have just re-read the Necrons Codex, in there they stand back up with 1 wound and recover over time, if there are similar models within a set distance, were not killed by a melee weapon that ignores armor, or a weapon that is better than a set amount (double their toughness I think). Otherwise, they fade out.
Having the Necron make a toughness test to recover to 1 wound & then regenerating from there would work. Having them make a WP check to avoid retreating at 25, 50 & 75% does make sense, just not for whenever they drop.
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Thu, 2008 Sep 4, 3:21 PM (CDT)
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Lsathranil
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I think you did a great job, and though a lot of the traits and talents are spot-on, I think it's a bit off in many areas.
I'm a long time TT-necron player and I could recite their profiles and fluff even if you awake me at 3 o'clock in the morning.
Given that you use TT as the framework, a NW is exactly like a SM (except when it comes to I, which ONLY determines speed in CC in TT), so I would look in the Astartes supplement for some inspiration for armour, S, T etc.
For general information, the latest official fluff regarding their state-of-life (Apocalypse/Reload) is that NW mostly are "alive", but recycling hundreds (even countless) of times reduces them to automatons. i.e. each time they "die" takes a little life from them.
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Thu, 2008 Sep 4, 4:36 PM (CDT)
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Artaxerxes
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Given that you use TT as the framework, a NW is exactly like a SM (except when it comes to I, which ONLY determines speed in CC in TT), so I would look in the Astartes supplement for some inspiration for armour, S, T etc.
I'm afraid I have no plans to base any work on that supplement, I appreciate your feedback though.
As to your comments re the tabletop game and stats, I've gone for the approach that less is more, while many people base everything on TT stats I've gone for applying the bonuses that the various actions give you to the stats. A standard Necron armed with a Gauss Flayer has a minimum of 40% chance of hitting and max chance of 70% when doing a full aim, which is very much inline with the fluff and TT stats as they aim, fire, march, aim, fire, march towards the enemy. They are also almost invulnerable to standard Lasgun fire
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That is not dead which can eternal lie...
Myths and creeds are heroic struggles to comprehend the truth in the world. |
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Thu, 2008 Sep 4, 4:52 PM (CDT)
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Traveller61
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Artaxerxes - you are completely right about the Flayed Ones WS skills and the Immortals' armour
Obviously my memory chip has been badly degraded ....
Of course as this is DH and not the TT then it seems fairly logical that a specialised close combat unit like the Flayed Ones might have better skills? Just of an idea of course..
Have you read Xenology? The Necron Lord portrayed in there has great role playing / major villain potential
Your stuff really makes me want to finish the Necron Career Path I was working on (a very serious document to be taken very seriously. Seriously)
DW
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Thu, 2008 Sep 4, 5:19 PM (CDT)
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RedSkull
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Hey also a long tome TT Necron player and I have to say be careful adding this ageless evil into the DH universe. They can easily be OP against the PCs.
The Necron weapons I think should be labeled as Xeno tech and not Magi or anything related to the warp since the C'tan can't stand the warp. SO why would the masters give the slaves weapons that could destroy them?
If i remember right the weapons sort of work like black holes drawing all atoms towards the gun in a "flaying" action.
As for the phase out... that is something that happens to the warriors when badly damaged.
Just to make the necrons more creepy they make no sound when they attack and their weapons also make no noise.. In the fluff its described as silent death.
In game terms I think that 2 warriors should be enough to give the PCs some trouble...One Immortal could be a boss and a necron lord = PC death
I mean that is how i would handle it.....these Xenos are not to be taken lightly
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Thu, 2008 Sep 4, 5:49 PM (CDT)
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N0-1_H3r3
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RedSkull wrote:Hey also a long tome TT Necron player and I have to say be careful adding this ageless evil into the DH universe. They can easily be OP against the PCs.
My experience, having inflicted them upon my players in an early playtest, is that Necrons work best in a horror style situation, rather than all-out action. The implied threat of them is more than sufficient to terrify players.
"You manage to pry the door open and enter the room. It's pitch black inside, the air is heavy with static, and smells stale and dusty. As you cautiously move inwards, the beam of one of your lamp packs catches something glinting a few metres away. It's a roughly human form, a skeletal metal statue, completely inert and lifeless. As the light plays over its body, the hollow eye-sockets burst into life, glowing with an unnatural green energy, and a long rifle wreathed in crackling green lightning shimmers into its metal fist. As you back away, in shock and terror, you see more pairs of malevolent green eyes and lightning-wreathed guns ignite all across this vast, dark chamber..."
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Thu, 2008 Sep 4, 5:55 PM (CDT)
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RedSkull
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N0-1_H3r3 wrote:
RedSkull wrote:Hey also a long tome TT Necron player and I have to say be careful adding this ageless evil into the DH universe. They can easily be OP against the PCs.
My experience, having inflicted them upon my players in an early playtest, is that Necrons work best in a horror style situation, rather than all-out action. The implied threat of them is more than sufficient to terrify players.
"You manage to pry the door open and enter the room. It's pitch black inside, the air is heavy with static, and smells stale and dusty. As you cautiously move inwards, the beam of one of your lamp packs catches something glinting a few metres away. It's a roughly human form, a skeletal metal statue, completely inert and lifeless. As the light plays over its body, the hollow eye-sockets burst into life, glowing with an unnatural green energy, and a long rifle wreathed in crackling green lightning shimmers into its metal fist. As you back away, in shock and terror, you see more pairs of malevolent green eyes and lightning-wreathed guns ignite all across this vast, dark chamber..."
Yeah that would be enough for me to crap my pants and start to run. They can be a very effective horror tool if your players know what they are dealing with.
This brings me back to the fact that not many PCs are going to know what Necrons are. The lore for them is extremely old and most of that is based around Myth. Only very higher up officials in the Inquisition and of course the SMs would have any such knowledge about this threat. So to have your acolytes just stumble across them is really some major bad news for them.
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Thu, 2008 Sep 4, 5:55 PM (CDT)
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fantus
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"You manage to pry the door open and enter the room. It's pitch black inside, the air is heavy with static, and smells stale and dusty. As you cautiously move inwards, the beam of one of your lamp packs catches something glinting a few metres away. It's a roughly human form, a skeletal metal statue, completely inert and lifeless. As the
That would be time for the acolytes to interrupt the GM and give a fantastic description of running away after throwing in all the party's grenades.
Party to =][=, "Sir, how do we fill out a requisition form for a planetary sterilzation?"
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Thu, 2008 Sep 4, 5:59 PM (CDT)
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N0-1_H3r3
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RedSkull wrote:Yeah that would be enough for me to crap my pants and start to run. They can be a very effective horror tool if your players know what they are dealing with.
This brings me back to the fact that not many PCs are going to know what Necrons are. The lore for them is extremely old and most of that is based around Myth. Only very higher up officials in the Inquisition and of course the SMs would have any such knowledge about this threat. So to have your acolytes just stumble across them is really some major bad news for them.
I plan to use the Necrons again in my current campaign, at some much later stage. Of course, here I have the advantage that, technically, the first official contact with the Necrons (the massacre at Sanctuary 101) won't happen for decades yet, so they're (in-character) a completely unknown threat... and thus not something my players have any reason whatsoever to expect.
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Thu, 2008 Sep 4, 5:59 PM (CDT)
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RedSkull
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N0-1_H3r3 wrote:As the light plays over its body, the hollow eye-sockets burst into life, glowing with an unnatural green energy, and a long rifle wreathed in crackling green lightning shimmers into its metal fist. As you back away, in shock and terror, you see more pairs of malevolent green eyes and lightning-wreathed guns ignite all across this vast, dark chamber..."
Actually that seems more like to time to chime in about escape and area destruction....
fantus wrote:
That would be time for the acolytes to interrupt the GM and give a fantastic description of running away after throwing in all the party's grenades.
Party to =][=, "Sir, how do we fill out a requisition form for a planetary sterilzation?"
remember just cause out of game you know what necrons are does not mean that your character does
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"Your powers are weak old man." |
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