Warhammer 40k 8th edition necron rules2/12/2024 Necrons don't have mixed weapons and tend to be light on heavy weapons in general, so gauss needs to be a swiss army knife, capable of working on just about any target. So the question becomes how to make the rules fit the reality of the army. Which is to say the fluff can justify just about any rules you'd care to throw at it. Every necron warrior is armed with a weapon that can kill a titan or chop down a mountain if given enough time. This is why gauss has always been able to mess up vehicles, no material in the universe is strong enough to resist gauss weapons for long. That's a glancing hit, longer hits or more powerful gauss weapons can bore through material like a power drill, leaving holes where armored ceramite was before. It can also be applied to all Gauss weapons, including the heavy gauss cannon which should do a D6 damage because it's a las cannon equivalent.įluff wise Gauss functions like power weapons, disrupting the molecular bonds and then removing chunks of material, which is why they are called flayers because it looks like the target was skinned by the weapon. Out of the suggestions in this thread, I think a 6 doing an extra wound is probably the best of them, as it gets us the closest to 7th ed gauss rules. (2/3 * 1/6 * 1/3) + (2/3 * 1/6) = 4/27 or a 15% chance per hit to inflict a wound so 7 shots to a wound, for 56 shots to kill a dread. If you roll an armor save per hit then it doesn't make a difference, dead is dead whether the single wound target took one wound or two.Ī mortal wound on a roll of six is the most potent of the suggestions and basically replaces shred with rending. If this is the way we save, I would think we'd do something else for gauss. So you would have to separate those attacks from the main pool and roll saves on a per model basis. Things can get weird against single wound models, If you roll a save per wound, you greatly reduce the chance their armor will save them, against a space marine it goes from a 66% chance of surviving a Gauss shot to a 44% chance. So 11% of shots will inflict a wound, so 9 shots to a wound, 72 shots to kill a dread, which is spot on with 7th ed after accounting for wound inflation. But there are a lot of ways they can do RP and nothing has hinted at it or constrained it like with gauss, so I wouldn't even call the above an educated guess.Ģ wounds on a roll of six is an interesting idea, against a dreadnought: Big things will have varying levels of it will not die, kind of like the royal blood rules from the FEC. Maybe allow necrons to spend command points to reroll the reanimation for a unit. My hope is that goes back to pre 7th ed style of getting knocked down, and then rolling to get back up at the end of the turn. This would up their offensive ability against toughness 4 and below, but with no mixed weapon types they loose out on split fire and anti-infantry weapons, so it probably comes close enough to balancing out that it only requires minor adjustments to points to make it work.Īs for reanimation protocols, I honestly have no idea. at 12% it's 8 shots to a wound, for 8 wounds that means about 64 shots, which is a little over double the 7th ed amount of shots. If we got shred like in SWA here is how the math looks:Ģ/3 chance to hit (1 - 2/3 * 2/3) 5/9 chance to wound and a 1/3 chance of it failing it's armor save. That's almost quadruple when most other anti-vehicle weapons only doubled. I know this is true of most weapons, but just to show you how bad it is for gauss:Ģ/3 chance to hit * 1/3 chance to wound * 1/3 chance to fail the save = 7.4% chance to get a wound thru per shot, meaning it takes about 14 shots per wound, means it takes 112 gauss shots to take down a dreadnought.Ĭompare to 7th ed 2/3 chance to hit 1/6 chance to glance, so 11% of shots get through, so 9 shots to a wound, 3 wounds to kill it, so 27 shots to a dreadnought. So Necrons depend on Gauss for anti-vehicle work, which is where things start to fray around the edges, with wounds doubling or more on vehicles, plus adding armor saves, gauss looses a lot of mileage. The problem is Necrons only have a handful of weapon above s6, and their availability is much lower than equivalents in other armies since Necrons don't do mixed weapon in units. Max 5+ on to damage rolls would be the closest mechanical match, and useful on Toughness 8+, which I guess represents vehicles, so that could work.
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