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Necron Tombstalker

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Post by joeinthebox Fri Oct 02, 2009 6:14 pm

true
it will be more than the rest of my army put 2gether
and thats after iv upgraded it in the time it takes to build the tombstalker

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Post by Great Unclean One Fri Oct 02, 2009 6:46 pm

Mwuhahaha, Adam wasn't at Fanboy when I went, I is confused =S

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Post by joeinthebox Sun Oct 04, 2009 11:29 pm

if only the tombstalker could transport troops..
i could have my monolith and such all on its back
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Post by Great Unclean One Mon Oct 05, 2009 5:47 am

That is an idea, I'll have to think about that when we make the datasheet, it's entirely plausible that it could transport troops, I don't see why not!
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Post by joeinthebox Mon Oct 05, 2009 7:37 pm

mostly cause thers nowhere they could go
though i dont c y it couldnt have the same teleportation rules asd th monolith
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Post by Disposable-hero Mon Oct 05, 2009 7:56 pm

just put a bg portal on the bottom of it, or on its feet, if its on its feet it would have shitloads of access points
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Post by joeinthebox Mon Oct 05, 2009 8:11 pm

tru
could use the portals the monolith has
tht would be epic
it roaming the battlefeild pwnin everything and dispensing tons of troops as it goes
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Post by Disposable-hero Mon Oct 05, 2009 8:29 pm

yeah but were talking manta type points cost (2000)
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Post by Great Unclean One Mon Oct 05, 2009 9:27 pm

Oh hell yes, loads of points and I'll have to have a look at the monolith teleport rules... Probably have the smaller guns counting as the monoliths main or secondary guns
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Post by joeinthebox Mon Oct 05, 2009 11:02 pm

seeing as the smaller guns are still huge i'd say monolith main gun
monolith teleport rules are tht any "necron" units can teleport from either reserves or 18 inches away, to the front of the monolith, but if they do this then the monolith cant fire its main cannon on that turn
any models that failed their we'll b bak roll, then have their unit teleport to the monolith, get to re-roll the we'll b back roll
the main cannon counts as a particle whip
it cant be stopped by weapon destroyed, stunned or shaken
the secondary guns fire d6 shots at every model within 12"
cant find any stats for titans
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Post by Great Unclean One Tue Oct 06, 2009 6:27 am

Don't worry I've got plenty of them printed off, at least 10 titans ^_^ I think the whip will do and every unit it teleports it loses a shot from a whip? The main cannon will probably stay unaffected with the teleport rules.
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Post by joeinthebox Tue Oct 06, 2009 10:33 pm

yeah cos it is pretty damn huge
thts if i have teleport rules
ws thinkin of it being a monstrous creature which would mean no transport
am more interested in how powerful to make the weapons though
could u copy up a titan datasheet onto legion?
or at least the relevant bits
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Post by Great Unclean One Wed Oct 07, 2009 6:25 am

I don't think there is any way to upload pdf's on Legion =( But it's a bit big and making it a monstrous creature is a bit weak and it really does look like a titan sized thing!
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Post by Nailz94 Wed Oct 07, 2009 4:08 pm

Gargantuan Creature.
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Post by Great Unclean One Wed Oct 07, 2009 4:37 pm

Nah, it'd be killier as a tank and harder to kill
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Post by Disposable-hero Wed Oct 07, 2009 4:39 pm

gargantuan creature is harder to kill than a tank, especially a regenerating one.
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Post by Great Unclean One Wed Oct 07, 2009 4:40 pm

Hmmm, maybe a tank with many structure points, a really high armour value and also the power to heal itself?
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Post by Disposable-hero Wed Oct 07, 2009 4:41 pm

cant really give a tank the power to heal itself.
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Post by Great Unclean One Wed Oct 07, 2009 4:44 pm

You could put a rule that a swarm of scarabs swarm around it and due to it being living metal, I think that is pretty ok for regenerating, have to roll a 5 or 6 to get a structure point back, titans can do that anyway but on a 6 I think O_o....
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Post by joeinthebox Wed Oct 07, 2009 9:33 pm

i get wt u mean but i think the gargantuan creature fits the character much better
it can still be classed as a titan seeing as how all necrons are robots (even ones classed as creatures)
it would be much harder to ikill as a creature i mean imagine a carnifex x10 with titan weapons
n i didnt mean put the pdf onto legion i jst meant copy n paste a few relevant bits
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Post by Great Unclean One Thu Oct 08, 2009 9:05 pm

Oh, the text? I'll see what I can do, it's probably easier if I put links to the download, very quick and only 2 of the four are torrents, the rest are GW or BOLS
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Post by joeinthebox Thu Oct 08, 2009 11:11 pm

woo ty =]
my pc dnt like torrents
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Post by Great Unclean One Fri Oct 09, 2009 6:06 am

Ah, ok then it's only the apoc rulebook that is a torrent, the rest are REALLY fast from the websites ^_^
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Post by Spiritcurse Fri Oct 09, 2009 6:35 am

A tank can heal - techmarines. The rules for them are if they're next to a tank and don't shoot, roll a die. Add one for every servitor in the techmarine's squad. If it's 6+ you can repair a weapon destroyed or immobilized result. Fiddle with units and numbers maybe?

And super-heavy tank seems more logical. Seeing as they're not alive.
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Post by joeinthebox Fri Oct 09, 2009 10:03 pm

like we said earlier neither r tomb sypers but they count as monstoous creature
n the metal heals itself it dnt need servitors
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Post by Great Unclean One Fri Oct 09, 2009 10:18 pm

But Super-Heavy walkers are more killy and gun oriented than gargantuan creatures
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Post by joeinthebox Fri Oct 09, 2009 10:58 pm

true but i'm focusing on makin the character fit the model, its background and army
besides i can make the gargantuan creature gun orientated and more killy
since when did necron unit types stick to the rules?
the one vehicle is epic and transport and deep strike without needing any crew
none of the army are living apart from the c'tan
and the most basic troop can kill vehicles that are 10x its point cost
thats another thing
the necrons are known for having barely anything that classes as a vehicles
and the vehicles ther are all look like buildings, not robots
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