Hi,
Sorry to bring up another subject during the core rule revision, but i'd really like som feedback on my latest
suggestion for the Scarab Protectors. Here goes :
Necron Scarab Protectors
The Scarab Protector is in essense a small flying robot. Its role is to protect, and is often brought along for that purpose. The robots are considered skimmers. They float along besides their masters, always within coherency. They act independently, and constantly monitor the threat against their masters. Any physical against a detachment protected by a Scarab Protector has a chance of being intercepted by it. On a roll of 4+, the Scarab has anticipated the attack, and will move to block it. It will only intercept attacks which will actually hit, and only physical attacks and close combat attacks can be blocked in this way. If the roll is successful, the attack will hit the Scarab instead. If that happens, follow normal rules for combat. The Scarabs can't pin anything, and can be targeted normally. The Scarab will not enter combat if its detachment initiates it, but will only protect against attacks. You can purchase one Scarab per detachment. The Scarabs take up one support card slot each. The Scarabs do not receive orders, but will always follow their detachment within coherency. If the detachment is destroyed, the Scarab will be lost. The Scarab follows all normal rules for Necrons, and has a small conversion field. Its save can never be modified beyond 5+. The Scarab will move to follow its detachment, even if it has warp'ed. Only Necrons and True Slann may purchase Scarabs.
Necron Scarab Protector
Special
3+
+4
Close combat missiles
-
-
-
-
Nullify field, No Morale rolls, Self-repair, special rules
It will cost 100 points, be a support card (maximum 1 per detachment), and increase the VPs by one.
Any thoughts?
Rune
Received on Sun Apr 14 2002 - 22:26:20 UTC
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: Tue Oct 22 2019 - 10:59:35 UTC