Friday, August 6, 2010

Scarab Swarms!

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 for scarab swarm I wanted to evoke the image of scarabs coming out of the ground and being horrifying to deal with. As much as I love the fact that they are Jetbikes when I am playing them, I personally don't think that is how they should be represented in the rules. As such they move using the Beast/ Cavalry special rules. Here's what I have came up with:

Troop Choice:
Scarab Swarm:
WS: 2 BS:2 S:2 T:3 W:3 I:3 A:3 Sv:- Ld:10
Beasts/ Cavalry
Equipment options:
Scarabs may be equipped with a Gauss emitter or a Disruption field
Special Rules:
Swarm, Feel no pain, Unearth


A Gauss emitter is a shooting weapon with the following stats: Str: 2 Ap: - 6" Assault 3 Rending. Also, while equipped with a Gauss Emitter, close combat attacks made by the unit gain the rending rule. Units without the Necron rule firing a Gauss emitter may not assault the turn they do so.

Models with disruption fields have a 6+ invulnerable save, also, when rolling to penetrate armor in close combat they roll an additional d6. (Str2+2d6 to penetrate vehicles in close combat)

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