Friday, August 6, 2010

Necron Flayer Warriors

This is a continuation on my previous entry on what I believe the Necron codex should be as a means to better represent the fluff and make the army less of a marine variant. I would like to take the time to point out that I am not suggesting that the changes I make are balanced for the current point values of the unit in the current codex. Frankly these changes are so radical that there in no way in hell that I am going to put my neck on the line and come up with point values for these new units. If you want to do so yourself, then by all means please do so! Let me know what you come up with.

So with this post I am going to be covering what I think flayers from the current Necron codex should become to better represent them fluffwise.

First off I would like to point out that I am changing their name to Necron Flayer Warriors to better represent their essence. They are troop choices, and are pretty much just Necron warriors with different weapons and special rules. (Compare if you will to the Marine codex and the difference between assault and regular terminators)

Necron Flayer Warrior:
WS: 3 BS:4 S:3 T:5 W:1 I:2 A:1 Sv: 4+ Ld:10
Flencing claws: Flencing claws count as a pair of lightning claws that grant an additional attack (to a total of three base, four on the charge)
Special Rules:
Necron, Move through cover, Horrifying Visage, Flay, Unearth.

Horrifying Visage: Necron Flayer Warriors decrease the leadership of all enemy units within 12" by 1. At the beginning of each round of combat, enemy models engaged by Necron Flayer Warriors take a leadership test, if they fail, their WS and I characteristics are reduced to 1 for the remainder of the turn.

Flay: Any time Necron Flayer Warriors capture a fleeing unit and wipe it out their Horrifying Visage rule increases it's range by 6" for the remainder of the game. (To represent the screams of the fallen capturing the attention of their nearby comrades.) Such is their eagerness to flay their enemies, Flayer warriors roll 2D6 and discount the lowest result when rolling to pursue enemies.

Unearth: units with the unearth rule coming in from reserve may choose to deploy via the Unearth rule instead of walk on from your board edge. (You make this decision as they deploy, this is to cause a level of uncertainty in your opponent and open up your options)

When a unit enters play via unearth place one model in the unit anywhere on the table more than an inch away from another model. You and your opponent then roll off to see who controls where the unit enters play. Whoever wins may then move the unit D6 Inches in any direction. This move may not bring the unit to within 1" of an allied unit. If the move would bring the unit into within an inch of an enemy unit, place the remaining models within coherency of the initial model. The unit arriving via unearth then counts as having been assaulted this turn, their initiative is reduced to 1.

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