Warhammer 40K ships

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Warhammer 40K ships

Post by Evil Sadistic Bastard »

Does anyone know the classes of the ships in BFG? I'd like to know about the Necron, Eldar, and Imperium ships, and with a brief description if possible. Thanks.
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Post by Evil Sadistic Bastard »

Arg! Where are the 40Kers?

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Re: Warhammer 40K ships

Post by Hotfoot »

Evil Sadistic Bastard wrote:Does anyone know the classes of the ships in BFG? I'd like to know about the Necron, Eldar, and Imperium ships, and with a brief description if possible. Thanks.
I can do Imperial and Eldar for you, but I never bothered picking up any Necron data.

There are three basic classes of ships: Battleships, cruisers, and escorts. Commonly, this is further simplified to just capital ships (battleships and cruisers) and escorts. Additionally, there are attack craft, consisting of
fighters, bombers, and assault boats/boarding ships.

Skipping attack craft, I'll work my way up from the smallest ships. Unless otherwise stated, all Imperial escorts have only one damage point, cruisers have 8, and battleships have 12.

Weapons batteries must roll equal to or higher than the armor value of the target to do damage. Lances do damage on rolls of 4, 5, or 6, regardless of armor. Torpedoes must meet or beat ship armor to do damage, but unlike lances and batteries, they ignore shields and do damage directly to the hull. Each PD Turret has a 50% chance of shooting down a single torpedo before they can do damage.

Imperial Escort Ships:
  • Cobra Class Destroyer: light torpedo ship, has a small (1) weapons battery to complement the two torpedo tubes. Has 4+ armor, 1 shield, and one point defense turret. Weakest Imperial ship, but also the fastest, speed 30cm
  • Sword Class Frigate: light gunship, has a respectable weapons battery of 4. Armor of 5+, 2 point defense turrets, 1 shield. In groups of three or more, they can lay down the firepower of a cruiser's weapons battery
  • Firestorm Class Frigate: half the weapons battery firepower as the Sword, but makes up for the sacrifice with the addition of a prow lance. Otherwise identical to the Sword.
Imperial Cruisers:
  • Dauntless Class Light Cruiser: Two strength 4 weapons batteries, one port, one starboard. Three prow lances. Only has 6 damage points, but has the speed and agility of a Frigate. Armor is +5, has one shield, one PD turret. Can go faster than other cruisers on "all ahead full" orders. Some Dauntless Cruisers have a strength 6 foreward torpedo bank replacing the strength 3 lance array.
  • Dictator Class Cruiser: Light combat carrier, port and starboard launch bays, each capable of launching two attack craft per turn. Also has port and starboard strength 6 weapon batteries and a strength 6 forward torpedo bank. Armor is 6+ on the front arc and 5+ on the sides and rear. Has 2 shields and three PD turrets.
  • Gothic Class Cruiser: Shipkiller Cruiser. Strength 4 lance arrays port and starboard, strength 6 forward torpedo bank. Armor 6+/5+, 2 shields, 2 PD turrets.
  • Dominator Class Cruiser: Gunship Cruiser. Strength 12 weapons batteries port and starboard, prow Nova Cannon (Older ships of the series still carry the traditional strength 6 forward torpedo banks). Otherwise identical to the Gothic Class Cruiser.
  • Tyrant Class Cruiser: Extended Range Gunship. Similar to the Dominator, except that half of its weapons batteries on each side have been replaced with longer range (45 cm rather than 30 cm) strength 4 batteries, giving it a strength 6 (30cm) and strength 4 (45cm) broadside port and bow. Some ships have dispensed entirely with the shorter range batteries and have strength 10 (45cm) broadsides. Comes standard with a strength 6 forward torpedo bank, but some models have replaced this with a prow nova cannon. Armor 6+/5+, 2 shields, 2 PD turrets
  • Lunar Class Cruiser: Multi-purpose cruiser, has a strength 2 lance array and strength 6 weapons battery array on port and starboard, plus the standar strength 6 forward torpedo bank (optional nova cannon can be fitted in place of torpedoes). Armor 6+/5+, 2 shields, 2 PD turrets
  • Overloard Class Battlecruiser: Heavy gunship. Two strength 8 (60cm) weapons batteries port and starboard, strength 2 (60cm) dorsal lance battery, and strength 6 forward torpedo banks. Armor 6+/5+, 2 shields, 2 PD turrets (can be upgraded to 3 PD turrets).
  • Mars Class Battlecruiser: Medium combat carrier. Strength 2 launch bays and strength 6 (45cm) weapons batteries port and starboard, strength 2 (60cm) dorsal lance battery, prow nova cannon. Armor 6+/5+, 2 shields, 2 PD turrets. Can be fitted with advanced targeting computer making the weapons batteries more accurate.
Imperial Battleships:
  • Retribution Class Battleship: Biggest gunship the Imperials have (at least in the main book). Not as much raw firepower as some Chaos ships, but it has the advantage of range with its strength 12 (60cm) port and starboard weapons batteries, strength 3 (60cm) dorsal lance array, and strength 9 forward torpedo banks. Armor 6+/5+, 4 shields, 4 PD turrets. Very big, very difficult to manuever.
  • Emperor Class Battleship: Heavy combat carrier. Strength 4 launch bays and strength 6 (60cm) weapons batteries port and starboard, strength 5 (60cm) dorsal and prow weapons batteries. Armor 5+, 4 shields, 5 PD turrets, especially slow and unmanueverable. Lost the standard 6+ forward armor from the mass of sensor probes and forward turrets, giving it a +1 leadership rating. May also carry assault boats (most carriers only carry fighters and bombers).
Eldar ships are far fewer in variety, and tend to be made up mostly of smaller ships. All Eldar ships have a holofield which grants a 2+ save versus all attacks except for weapons batteries, which are just made a step less accurate than normal. In other words, only 1 our of 6 lances, bombers, torpedoes, etc. will miss because they will be firing at the wrong target. Weapons batteries work on the concept of filling an area of space with weapons fire on the off chance of hitting something vital, so as long as they know the general location of the ship, they'll probably hit it with some explosion or another.

All Elder Cruisers have 6 hits, light cruisers have 4, battleships have 10, and escorts have 1. All Eldar ships have variable movement based on the angle of their solar sails, and all Eldar ships move twice per turn. A note: Eldar Pulsar Lances act as normal lances, except that if you hit, you can roll to hit the same target again, up to three hits are allowed per each individual pulsar lance. A strength 2 array would be able to get a maximum of 6 hits in this fashion. Weapons batteries are also more accurate, and their torpedoes can only be shot down on a roll of a 6 by PD turrets.

Eldar Escorts:
  • Hemlock Class Destroyer: Highly specialized anti-capital ship escort. Has one prow pulsar lance (30cm). Armor 4+, holofields, no PD turrets, speed 15/20/30.
  • Nightshade Class Destroyer: Shares a similar function to the Imperial Cobra Destroyer, though it is considerably more effective, if a bit more focused. Strength 2 forward torpedo banks, strength 1 forward weapons battery. Armor 4+, holofields, no PD turrets, speed 15/20/30.
  • Aconite Class Frigate: Gunship escort, similar to the Imperial Sword in function. Strength 5 forward weapons battery, armor 4+, holofields, no PD turrets, speed 10/20/30.
  • Hellebore Class Frigate: Similar to the Imperial Firestorm in function. Strength 1 prow pulsar lance, strength 2 forward torpedo banks, strength 1 forward weapons battery. Armor 4+, holofields, no PD turrets, speed 10/20/30.
Eldar Cruisers:
  • Shadow Class Cruiser: Primary Eldar attack cruiser. Strength 4 forward torpedo banks, strength 12 forward weapons battery. Armor 4+, holofields, no PD turrets, speed 10/20/25.
  • Eclipse Class Cruiser: Eldar combat carrier. Strength 4 launch bay, strength 2 prow pulsar lance array. 4+ armor, holofields, no PD turrets, speed 10/20/25.
Eldar Battleships
  • Void Stalker Battleship: The largest Eldar ship ever seen, packs much hurty. Not in standard rulebook, and the only non-standard ship I'll go into for the moment. Strength 8 (45cm) weapons battery (front, left, right), strength 2(45) pulsar lance array (front, left), strength 2(45) pulsar lance array (front, right), strength 4 launch bay, can be fitted to launch torpedo bombers. Armor 4+, holofields, no PD turrets, speed 10/20/25.
We'll not mention craftworlds...at least not for the moment. ;)

Hopefully that's (more than) enough information to get you started. 8)
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Post by Hotfoot »

Evil Sadistic Bastard wrote:Arg! Where are the 40Kers?

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Patience, I can only transcribe so quickly, Brother. ;)
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Post by Evil Sadistic Bastard »

Sank you, Brother Mechanicus.

And do you have any stats for Chaos ships? i can't believe I forgot the Chaos.

And is it true that fluff-wise the Emperor-class is the biggest and most ba-ass of the battleships?
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Post by Hotfoot »

Evil Sadistic Bastard wrote:Sank you, Brother Mechanicus.

And do you have any stats for Chaos ships? i can't believe I forgot the Chaos.
Next you'll be wanting Orks, too. ;)

*looks at Chaos list* o_O Um, tell ya what, let's see if I can't figure out a better way of doing this...
And is it true that fluff-wise the Emperor-class is the biggest and most ba-ass of the battleships?
Well, they're usually the flagships of any fleet, much like the supercarriers of the modern US fleet. However, IIRC, Chaos ships tend to have Imperial ships beat when it comes down to raw firepower. I think the Chaos Planet Killer has the undisputed "biggest and most bad-ass" title for the Battleships though. You know, being the personal ship of Abbadon the Despoiler and destroying planets and all that.

Anyway, rather than me typing up all the fleet lists for you (which, while fun, takes up way too much time), check out this nifty little program and download the BFG data files. I highly recommend buying the full version, as it will let you construct 40K detachments, Epic Armies, BFG Fleets, etc. and so on. Well worth the $40 (though I do wish I had a CD crack, as I get tired of having to put the CD in every time I want to use it).
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Post by Evil Sadistic Bastard »

Well... Does BFG have Codices for ships or anyfink? I like downloading Codices and ripping GW off (j/k).

Plus, it would save your poor fingers the trouble.
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Post by Hotfoot »

Evil Sadistic Bastard wrote:Well... Does BFG have Codices for ships or anyfink? I like downloading Codices and ripping GW off (j/k).

Plus, it would save your poor fingers the trouble.
BFG=Battle Fleet Gothic

The BFG data file has literally every ship ever printed in it, though it is missing some of the special rules for the Necrons, I believe, among other things. It's designed to be a tool for people who already own the codexes to make their own force lists quickly and easily. And, I must say, the printed format is exceptionally handy and easy to read.
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Post by Cpt_Frank »

If you don't mind I'll do chaos.
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Post by Cpt_Frank »

Well, they're usually the flagships of any fleet, much like the supercarriers of the modern US fleet. However, IIRC, Chaos ships tend to have Imperial ships beat when it comes down to raw firepower.
The thing which bothers me about the Emperor class, and that's also what keeps me from buying one, is the fact that they're as slow as fuck. 15 cm speed, that's 5 less than other Imp ships (which already are slow).
The Retribution class is also worth 365 points, that's 20 more than the Emperor class.

Well, ESB didn't ask for it, but anyways, for future reference, here come the Chaos:
(ranges and speeds are in cm)

2 ancient Imperial ship classes which hotfoot forgot:
Vengeance (stats see chaos list)
Avenger class Grand cruiser:
Armor: 5+
Speed: 20
Hits: 10
shields: 2
turrets: 3
Armament:
Port weapons battery: range 30 strenght 16 (!!!)
Starboard weapons battery: range 30 strenght 16
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Battleships:

-Despoiler class:
Armor: 5+
Speed:20
Hits:12
shields: 4
turrets: 4
Armament:
Port launch bay: 4 squads of fighters, bombers or assault boats (Swiftdeaths, Doomfires, and Dreadclaws).
Starboard launch bay: same as above
Port weapons batery: range 60 strenght 6
Starboard weapons battery: same as above
Dorsal lances: range 60 strength 3
Prow lances: range 30 strength 4

-Desolator class:
Armor: 5+
Speed: 25
Hits: 12
shields: 4
turrets:4
Armament:
Port Lances: range 60 strenght 4
Starboard Lances: see above
Dorsal weapons battery: range 60 strength 6
Prow torps: range 30 strenght 6

Grand Cruisers

-Repulsive class
Armor: 5+
Speed: 20
Hits: 10
shields: 2
turrets: 3
Armament:
Port weapons: range 45 strength 14
Starboard weapons: see above
Dorsal Lances: range 60 strength 3
Prow torps: range 30 strength 6

-Vengeance class
Armor: 5+
Speed: 20
Hits: 10
Armament:
Port Lances: range 45 strength 2
Starboard Lances: see above
Port weapons battery: range 60 strength 10
Starboard weapons battery: see above

-Retaliator class
Armor: 5+
Speed: 20
Hits: 10
Armament:
Port weapon batteries: range 30 strength 6
Starboard weapon batteries: see above
Port Lances: range 45 strength 2
Starboard Lances: ragne 45 strength 2
Port Launch bays: 2 squads bombers/fighters
Starboard Launch bays: 2 squads bombers/fighters

Heavy Cruisers:
-Styx class
Armor: 5+
Speed: 25
Hits: 8
shields: 2
turrets: 3
Armament:
Port Launch bays: 3 squads bombers/fighters/assault shuttles
Starboard Launch bays: see above
Dorsal Lances: range 60 strength 2
Prow weapons battery: range 60 strength 6

-Hades class
Armor: 5+
Speed: 25
Hits: 8
shields: 2
turrets: 2
Armament:
Port weapons battery: range 45 strength 10
Starboard weapons battery: see above
Dorsal Lances: range 60 strength 2
Prow Lances: range 60 strength 2

-Acheron class
Armor: 5+
Speed 25
Hits: 8
shields: 2
turrets: 3
Armament:
Port Lances: range 60 strength 2
Starboard Lances: see above
Dorsal Lances: range 45 strength 2
Prow weapons battery: range 45 strenght 6

Cruisers follow...
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Post by Cpt_Frank »

Cruisers

-Murder class
Armor: 5+
Speed: 25
Hits: 8
Shields: 2
Turrets: 2
Port weapons battery: range 45 strength 10
Starboard weapons battery: range 45 strenght 10
Prow lances: range 60 strength 2

-Devastation class
Armor: 5+
Speed: 25
Hits: 8
Shields: 2
Turrets: 3
Port launch bays: 2 squads fighters/bombers/assault boats
Starboard launch bays: 2 squadrons
Port lances: range 60 strength 2
Starboard lances: range 60 strength 2
Prow weapons batter: range 30 strenght 6

-Slaughter class
Armor: 5+
Speed: 30
Hits: 8
Shields: 2
Turrets: 2
Port lances: range 30 strength 2
Starboard Lances: range 30 strength 2
Port weapons battery: range 30 strength 8
Starboard weapons battery: range 30 strength 8
Prow weapons battery: range 30 strength 6

-Carnage class
Armor: 5+
Speed: 25
Hits: 8
Shields: 2
Turrets: 2
Armament:
Port weapons battery: range 45 strength 6
Starboard weapons battery: range 45 strength 6
Port weapons battery: range 60 strength 4
Starboard weapons battery: range 60 strength 4
Prow weapons battery: range 60 strength 6

Escorts

Frigates (Raiders)

-Idolator class
Armor: 5+
Speed: 30
Hits: 1
Shields: 1
Turrets: 2
Armament:
Weapons battery: range 45 strength 2
Lance battery: range 30 strength 1

-Infidel class
Armor: 5+
Speed: 30
Hits: 1
Shields: 1
Turrets: 1
Armament:
Weapons battery: range 30 strength 2
Torpedoes: range 30 strength 2

destroyers

-Iconoclast class
Armor: 4+
Speed: 30
Hits: 1
Shields: 1
Turrets: 1
Armament:
weapons battery: range 30 strength 3
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Post by Evil Sadistic Bastard »

My tentacle-adorned eye is grateful indeed. Thank you Capt. Frank.
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Post by Cpt_Frank »

Oh, I'm not even finished yet, now come the Necrons and then the Orcs, then the Tyranids :P .
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Post by Cpt_Frank »

Battleships
-Cairn class Tombship
Armor: 6+
Speed: 20
Hits: 12
shields: 4, +saving roll
Turrets: 4
Armament:
Lighthning Arc: range 30 strength 20 :shock:
Star Pulse Generator: range 20 ,strenght 1 x number of enemies
Gauss partice whip: range 45 strength 6
Portal: range 10 strength 3
(one of BFG's most powerful ships, I guess the only way to get them is with several nova canon equipped ships such as the Dominator class (hmm Dominator class *pets Dominator class cruiser standing on the desk*))

Cruisers
-Scythe class Harvest ship
Armor: 6+
Speed: 30
Hits: 8
shields: 5+save
Turrets: 3
Armament:
Lightning arc: range 30 strength 8
Gauss Particle whip: range 45 strength 4
Star Pulse generator: range 20 strength 1 per enemy
Portal: range 10 strength 2

-Shroud class Light cruiser
Armor: 6+
Speed: 30
Hits: 4
shields: 5+save
Turrets: 1
Armament:
Lightning arc: range 30 strength 10

Escorts
-Jackal class raider
Armor: 6+
Speed: 40
Hits: 1
shields: 6+save
Turrets: 1
Armament:
Lightning arc: range 30 strength 4
Portal: range 10 strength 1

-Dirge class raider
Armor: 6+
Speed: 60
Hits: 1
shields: 6+save
Turrets: 1
Armament:
Lightning arc: range 30 strength 3
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Post by Cpt_Frank »

Orks


Cruisers:
-Kill Kroozer
Armor: 6+front 5+sides 4+aft
Speed: 20
Hits: 10
Shields: 1
Turrets:1
Port Heavy Gunz: range 15 strength 4
Port Gunz: range 30 strength D6
Starboard Heavy Gunz: range 15 strength 4
Starboard Gunz: range 30 strength D6
Prow Heavy Gunz: range 15 strenth 6
Prow Gunz: range 45 strength D6+2

-Terror Ship
Armor: 6+front 5+sides 4+aft
Speed: 20
Hits: 10
Shields: 1
Turrets:1
Port launch bays: 2 squads Fighta Bommas/Assault Boats
Port Gunz: range 30 strength D6
Starboard launch bays: 2 squads Fighta Bommas/Assault Boats
Starboard Gunz: range 30 strength D6
Prow Heavy Gunz: range 15 strenth 6
Prow Gunz: range 45 strength D6+2

Escorts

-Onslaught class Attack ship
Armor: 6+front/4+
Speed: 20
Hits: 1
Shields: 1
Turrets:1
Gunz: range 30 strength D6+1

-Savage class Gunship
Armor: 6+front/4+
Speed: 20
Hits: 1
Shields: 1
Turrets:1
Heavy Gunz: range 15 strength 4

-Ravager class Attack ship
Armor: 6+front/4+
Speed: 20
Hits: 1
Shields: 1
Turrets:1
Gunz: range 30 strength D6
Torpedoes: range 30 strength 2

-Brute Ram Ship
Armor: 6+front/4+
Speed: 25
Hits: 1
Shields: 1
Turrets:1
Gunz: range 30 strength 2
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Post by Cpt_Frank »

Not exactly what you'd call a regular starship.
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Post by NecronLord »

And then there is the ultimite beardiness of a cairn class with seplcure and two shrouds, The cairn then has LD 12

yes Leadership can-not-fail-at-all 12 :twisted:
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Post by Cpt_Frank »

The necrons are actually even more über than the Eldar.
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Post by Hotfoot »

Cpt_Frank wrote:The necrons are actually even more über than the Eldar.
You say that as if you're somehow surprised. I've always considered it a given. Necrons started off as a neat campaign twist, since summoning Chaos got old and you could only have so many Tyranid re-growths before getting tired, and this had the added bonus of throwing in something that the players didn't expect, and made the fighting really dead hard.

Then someone went "oh, cool! These models are awesome, and they kick ass in the game! It would be so cool to field a full army of these things..."

And so rules were published in WD to meet demand, new models were made, eventually there was even a codex. Now there's an even more comprehensive codex, a slew of new models, and just enough balancing so that the golden boys of 40K can hold their own against them, given the right tools.

Of course, maybe I'd stop griping if I got my preliminary barrage rules back, but that's besides the point. Still, Necrons rate up there with Space Marines and Tau as my least favorite 40K forces.
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Post by NecronLord »

Hotfoot wrote:
Cpt_Frank wrote:The necrons are actually even more über than the Eldar.
You say that as if you're somehow surprised. I've always considered it a given. Necrons started off as a neat campaign twist, since summoning Chaos got old and you could only have so many Tyranid re-growths before getting tired, and this had the added bonus of throwing in something that the players didn't expect, and made the fighting really dead hard.

Then someone went "oh, cool! These models are awesome, and they kick ass in the game! It would be so cool to field a full army of these things..."

And so rules were published in WD to meet demand, new models were made, eventually there was even a codex. Now there's an even more comprehensive codex, a slew of new models, and just enough balancing so that the golden boys of 40K can hold their own against them, given the right tools.

Of course, maybe I'd stop griping if I got my preliminary barrage rules back, but that's besides the point. Still, Necrons rate up there with Space Marines and Tau as my least favorite 40K forces.
Clearly the fact that when they first appeared it was stated they would eventually be a proper army with codex and everything passed you by?
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Post by Hotfoot »

NecronLord wrote:Clearly the fact that when they first appeared it was stated they would eventually be a proper army with codex and everything passed you by?
That's not how I remember them being introduced, but I could well be wrong. Do you remember the specific issue where they made their first appearance?
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Hotfoot wrote:
NecronLord wrote:Clearly the fact that when they first appeared it was stated they would eventually be a proper army with codex and everything passed you by?
That's not how I remember them being introduced, but I could well be wrong. Do you remember the specific issue where they made their first appearance?
not offhand it was slightly befor the 3rd edition. Came with a necron.
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Post by Hotfoot »

NecronLord wrote:not offhand it was slightly befor the 3rd edition. Came with a necron.
Curious, I don't remember ever getting a free Necron, and I've had a subscription dating back far before they were ever introduced.

I do recall that the Necron Codex was just a few months before Third Edition, which I thought was more than a little shifty...
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Post by NecronLord »

Hotfoot wrote:
NecronLord wrote:not offhand it was slightly befor the 3rd edition. Came with a necron.
Curious, I don't remember ever getting a free Necron, and I've had a subscription dating back far before they were ever introduced.

I do recall that the Necron Codex was just a few months before Third Edition, which I thought was more than a little shifty...
Supposedly they were designed for the 3rd edition and retro-fitted into second. Hence the sickly uberness in 2nd when a scarab could immobilise a tank.
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