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Made in gb
Chaplain with Hate to Spare






24"? What? It's only 6+D6 already.

Besides, it works both ways - it can kill your enemies, but can also be devastating to your own lines. It does make people a bit fearful of running those Meltaguns up to it..

..or maybe not considering the points trade off of your command squad/CCS/PCS/Veteran squad/whatever.

Ah well, it's all fun. No, there's no scatter. I may also have to change it so that the Power Matrix cannot be fired if it uses any of the three other options..
   
Made in gb
Daemonic Dreadnought





Derby, UK.

6+D6 will be the radius of the boom. So potentially 6+6" = 12. Expand that out from from the model in a circle and you get the monolith in the middle of a 24" diameter circle.










This message was edited 1 time. Last update was at 2010/12/24 13:39:19


Armies:

(Iron Warriors) .......Gallery: Iron Warriors Gallery
.......Gallery: Necron Gallery - Army Sold
.......Gallery: Crimson Fists Gallery - Army Sold

Iron Warriors (8000 points-ish)

 
   
Made in us
Commanding Orc Boss




So you justify making warrior's guns rending and giving them T5 by making their Armour 4+?

No. Just no. What you basically have there is plague marines but instead of carrying 2 plasma guns the entire squad is rending.

Make warriors at least 22-23 ppm

I hate hard counters. In a game of rock, paper, scissors, I hate playing any of the factions because no matter what you choose you might as well not deploy against your hard counter. I want to use a gun. Rock, paper, and scissors could all probably still beat gun, but gun will never feel like a game is a lost cause. 
   
Made in gb
Chaplain with Hate to Spare






Praxiss wrote:6+D6 will be the radius of the boom. So potentially 6+6" = 12. Expand that out from from the model in a circle and you get the monolith in the middle of a 24" diameter circle.









You're right there. But technically we're on about the same thing.


zeekill wrote:So you justify making warrior's guns rending and giving them T5 by making their Armour 4+?

No. Just no. What you basically have there is plague marines but instead of carrying 2 plasma guns the entire squad is rending.

Make warriors at least 22-23 ppm


I could do that. But it'd be damned hard for them in low-level games. But I'll think about it for the next revise.
   
Made in fr
Opportunist



La Rochelle

Maybe make two sorts of Warriors, one "weak" (with T4 and 3+) and one "tough" (with T5 and 4+, even 3+).
Along to adds diversity, it would solve your problem. Sorta.

SkaerKrow wrote : "We killed our own gods. What chance do you have against us?"
Kurgash wrote: "Necrons, a dead race that is more dead than anyone else. So dead that they rebuild themselves just to die again!" 
   
Made in gb
Chaplain with Hate to Spare






In the next fandex update, these are probably some of the changes I'm going to implement:

Necron Lords - Layout, and change BS/WS to 4, but increase a few stats here and there. Possibly remove Platinum Lords' special rule, and decrease points costs.
Necron Warriors - Downgrade to T4 and leave the points cost the same. (?) Considering lowering WS, perhaps even BS. Then we'd be seeing a points decrease.
Monolith - Will re-word the rules to make them easier to read, possibly change some of them, for example cannot fire Power Matrix if options 1/2/3 are used.
Tomb Stalker - Might overhaul the rules.

As for the special characters.. well, The Herald will probably have the same treatment as the other Lords, although he might get WS5 and BS5.

What do you guys think? Maybe I should just do army-wide WS/BS 4? That'd make me sad for the Wraiths though..
   
Made in gb
Daemonic Dreadnought





Derby, UK.

Maybe go for army-wide BS/WS 4, but make Wraiths an exception as they have no need for BS. Give them WS 5/6 to compensate for no ranegd.

Armies:

(Iron Warriors) .......Gallery: Iron Warriors Gallery
.......Gallery: Necron Gallery - Army Sold
.......Gallery: Crimson Fists Gallery - Army Sold

Iron Warriors (8000 points-ish)

 
   
Made in gb
Chaplain with Hate to Spare






Praxiss wrote:Maybe go for army-wide BS/WS 4, but make Wraiths an exception as they have no need for BS. Give them WS 5/6 to compensate for no ranegd.


That was my thinking. The Necron Lords DO need to have a weakness somewhere, after all!
   
Made in us
Loyal Necron Lychguard






Darkvoidof40k wrote:
Praxiss wrote:Maybe go for army-wide BS/WS 4, but make Wraiths an exception as they have no need for BS. Give them WS 5/6 to compensate for no ranegd.


That was my thinking. The Necron Lords DO need to have a weakness somewhere, after all!


Why? They don't really have a weakness now except for how expensive they can get.
   
Made in gb
Chaplain with Hate to Spare






True, but points justification generally isn't enough. It needs to be comparatively 'justified' (edit: comparatively to other HQ choices in other codicies) or some such bullcrap.

God damnit, this all started with that comment ages ago about Necrons not being able to learn.

Lets see what responses I get now.. *grumble*

This message was edited 1 time. Last update was at 2010/12/30 10:15:05


 
   
Made in gb
Daemonic Dreadnought





Derby, UK.

Wait, i must have missed a few pages somewhere. Necrons can't learn? Why not?

Pretty much any modern tech can learn (custom dictionaries on phones, form fillers on PCs etc). So while they might noy be able to "learn" per se, surely Necrons would be able to draw on past experience and adapt to the current situation.

Example: A company of Marines attacks some necrons and fights them off. The same Necron Lord then encounter Marines again in the future. Having seen their tactics before, the Lord adapts to these and moves forward.

If you want to explain why some lords are better than others then maybe put it in the Fluff that Necron experience is shared amoung the Lords like a Hive Mind (I'm thinking Borg-esque here). So if a Lord encounters marines on planet A, a lord on planet B might then have knowledge about marine tactics and adapt as such. That way, when they encounter the Marines, the Lord could be suitably upgraded from a standard Bronze Lord to a Gold Lord by the tomb/powers that be to deal with this new threat.

This message was edited 1 time. Last update was at 2010/12/30 11:36:41


Armies:

(Iron Warriors) .......Gallery: Iron Warriors Gallery
.......Gallery: Necron Gallery - Army Sold
.......Gallery: Crimson Fists Gallery - Army Sold

Iron Warriors (8000 points-ish)

 
   
Made in gb
Chaplain with Hate to Spare






I don't write the fluff I'm afraid, I just work with it.

But comparatively to any other HQ in the game, the Platinum Lord is unstoppable.
   
Made in us
Dakka Veteran




Necrons can learn... soulless doesent make you stupid, remember they are necrontyr that are in the necron shells and the Ctan arnt stupid either. Also Pariah's are new and shows that yes necrons can adapt
   
Made in us
Loyal Necron Lychguard






Going by the codex fluff regarding games that grant experience, it states something close to "having been around for millenia there is not much else for them to learn that they do not already know."

Or something to that effect.

   
Made in gb
Daemonic Dreadnought





Derby, UK.

But presumably if they encounter somethign new they will learn from that.

That quote suggests to me it is in the context of technology, science, how the universe works. That kind of thing.

Armies:

(Iron Warriors) .......Gallery: Iron Warriors Gallery
.......Gallery: Necron Gallery - Army Sold
.......Gallery: Crimson Fists Gallery - Army Sold

Iron Warriors (8000 points-ish)

 
   
Made in gb
Chaplain with Hate to Spare






Meh. So you guys think I should just leave them as they are? To me, the Necron Lord is pretty overpowered in terms of survivability, when fully kitted out. T6, 2+ 3++ and FnP that he can always take.

Unkillable.
   
Made in gb
Daemonic Dreadnought





Derby, UK.

Yeah. needs to be toned down somewhere. Is it T6 or T5(6). If it is the former then he would still be vulnerable to Plasma and S10, neither of which would allow FNP normally.

Also, if he was kitted out as above, how much would he cost? That woudl be lethal normally, but if the whole army was him and 2 squads of warriors then you're kind of boned anyway.

Armies:

(Iron Warriors) .......Gallery: Iron Warriors Gallery
.......Gallery: Necron Gallery - Army Sold
.......Gallery: Crimson Fists Gallery - Army Sold

Iron Warriors (8000 points-ish)

 
   
Made in gb
Chaplain with Hate to Spare






Praxiss wrote:Yeah. needs to be toned down somewhere. Is it T6 or T5(6). If it is the former then he would still be vulnerable to Plasma and S10, neither of which would allow FNP normally.

Also, if he was kitted out as above, how much would he cost? That woudl be lethal normally, but if the whole army was him and 2 squads of warriors then you're kind of boned anyway.


Not if he gets into combat with a Warscythe you're not. Besides, him, "maxed out" with a resurrection orb and two ten-strong squads of warriors would still be almost impossible to take down at present.

That's 20 models at T5 4+ and always taking FnP, with Rending rapid-fire weaponry that hits on 3+ that they can move and shoot. To top it off, they're being led by a monstrousity of an independant character who is hiding amongst their ranks with T7, Eternal Warrior, 2+ armour save, 4++ Invulnerable save, with 4 wounds and 4+ FnP that he can always take. What's more, he gets five(!) S7 power weapon attacks that ignore Invulnerable saves and rolls 2D6 for armor penetration.

Yeah, don't blame me for disagreeing with you that they'd be boned.
   
Made in us
Loyal Necron Lychguard






Hey darkvoid, I don't see in your write up that you listed any kind of restrictions on upgrades that lords could take. Like how right now they're limited to 100 points of wargear, I don't see you have anything like that in yours. I do see you at least said "may pick ONE of the following" for the body style upgrades.

To Praxxis - A fully kitted platinum lord is going to cost well over 300 points and close to 400 depending on what you give him. Unless darkvoid decides to put a point cap on wargear allowed.
   
Made in gb
Chaplain with Hate to Spare






I did put a cap with previous editions, but that just stopped the lower-level Lords getting better to any significant extent and made the Platinum an auto-choice.

To be honest, I don't see people not taking the Platinum in anything over 1k. Hell, even under 1k he could be a beast in an elite Destroyer army or something, although it would just be better to take a Gold for that.
   
Made in fr
Opportunist



La Rochelle

In order to permit a Lord to be killed, maybe make the orbe for all necron in range, except the Lord himself.

Happy New Year !!

SkaerKrow wrote : "We killed our own gods. What chance do you have against us?"
Kurgash wrote: "Necrons, a dead race that is more dead than anyone else. So dead that they rebuild themselves just to die again!" 
   
Made in gb
Chaplain with Hate to Spare






Give it up for the "official" MK3 of Crondex!

SPECIAL RULES
Necron – A unit with this special rule has the Feel No Pain and Fearless universal special rules.

Gauss Weapons – A Necron ranged weapon with this rule has the Rending universal special rule.

WEAPONS:
Gauss Flayer – Range: 24” Strength: 4 AP: 5 Type: Rapid-Fire, Gauss Weapon

Gauss Blaster – Range: 24” Strength: 5 AP: 4 Type: Rapid-Fire, Twin-Linked, Gauss Weapon

Gauss Cannon – Range: 36” Strength: 6 AP: 4 Type: Heavy 3, Gauss Weapon

Heavy Gauss Cannon – Range: 48” Strength: 8 AP: 2 Type: Heavy 1, Gauss Weapon

Gauss Destructor – Range: 24” Strength: 5 AP: 3 Type: Heavy 3, Gauss Weapon

Monolith Power Matrix – Range: 48” Strength: 10 AP: 1 Type: Ordnance 1, Large Blast

Gauss Disintegrator – Range: Template Strength 4 AP: 2 Type: Assault 1, Gauss Weapon

WARGEAR:
Staff of Light: The Staff of Light is a Power Weapon that can be fired as a Gauss Disintegrator in the shooting phase.

Warscythe: The Warscythe is a two-handed power-weapon that ignores Invulnerable saves as well as armour saves and allows the user to roll 2D6 Armour Penetration against models with an armour value in close-combat. It can also be fired in the shooting phase as a Gauss Flayer.

Destroyer Body: a model mounted on a Destroyer body has the unit type: Jetbike. Note that the model does not gain +1 Toughness.

Resurrection Orb: Any of your units with at least one model within 12” of a Necron Lord with a Resurrection Orb, including the Lord himself, may always take their Feel No Pain tests regardless of the weapon causing the wound.

Phase Shifter: A model with a Phase shifter benefits from a 4+ Invulnerable save. Additionally, the model may move through impassable terrain, as long as it doesn't end its move inside it.

Phylactery: A model with a Phylactery can re-roll failed Feel No Pain rolls.

Gravitational Disruptor: A model equipped with a Gravitational Disruptor may use it in the Shooting Phase instead of firing a weapon, provided it didn't move that turn. All units with a model within 24” of the Gravitational Disruptor when used will count as being in both difficult and dangerous terrain if they move in their next movement phase, run or make an assault move until the end of your next turn.

Lightning Field: Every unit with a model in base contact with a Necron unit with a lightning field will take D6 hits each turn in the assault phase, before any attacks are made. The Strength of these hits is equal to the number of Necrons in the unit that are in base contact.

Solar Pulse: Once per game at the beginning of your opponents turn, the controlling player may activate the Solar Pulse if the Necron Lord with this wargear is still alive. All enemy units are at -1 BS for the rest of their turn as they are blinded. Also, if the Night Fighting rules are in effect, they will be suspended for the rest of the turn.

Energized Claws: A model with Energized Claws attacks using the Rending universal special rule in close combat.

Fused Plating: A model with Fused Plating has a 2+ armour save.

Veil of Darkness: Utilizing seemingly impossible technology, the Necron Lord moves himself and his silent warriors, seemingly disappearing into darkness and reappearing elsewhere. At the beginning of the turn, the controlling player may remove the Necron Lord and any unit he is with from the table and replace them anywhere on the board via the Deepstrike rules.

Defence Scarabs: The Necron Lord is protected by Scarabs that stay near their master to protect and fight for him. The Necron Lord may make three additional attacks in close combat, at strength 3 and initiative 2 with armour saves allowed as normal. The Necron Lord counts as WS 2 for the purposes of these attacks.

Powered Claws: The attacks from a model with Powered Claws ignore armour saves in an assault.

Wraith body: The model gains the Wraith Phase Shifter wargear, and moves in the same way as a Jetbike – note that the models' unit type does not change to Jetbike, and remains the same.

Wraith Phase Shifter: Grants a 3+ Invulnerable save. Additionally, the model may move through impassable terrain, as long as it doesn't end its move inside it.

Chronometron:
At the beginning of the owning players' turn, the player may select one of the following options:
Gain Initiative 10 until the end of the turn.
Gain the Fleet Universal Special Rule until the end of the player turn.
Gain the Hit and Run Universal Special Rule until the end of the player turn.
Gain the Counter-Attack Universal Special Rule until the end of the player turn.
Note that none of the above options may be taken twice in a row.
In addition, a Necron Lord that has a Chronometron and any unit it is attached to will automatically pass any Initiative tests they may be required to take - so long as the Necron Lord is alive.

Flayer Claws: Attacks from a model with Flayer Claws ignore armour saves and the user will strike at +1 strength in close-combat.

ARMY LIST

HQ

Necron Lord – Each Necron Lord must use one of the following profiles: either Platinum, Gold, Silver or Bronze.

0-1 Platinum
Statline: WS: 7 BS: 7 S: 5 T: 5 W: 4 I: 4 A: 4 LD: 10 Sv: 2+
Points cost: 130
Unit type: Independent Character
Number/unit: 1
Special Rules – Necron
Wargear: Fused Plating
Options:
A Platinum Lord must select one of the following weapons:
Staff of Light for +30pts
Warscythe for +50pts
Energized Claws for +5pts
Powered Claws for +15pts

A Platinum Lord may have any of the following pieces of wargear:
May have a Chronometron for +35pts
May have a Veil of Darkness for +50pts
May have Defence Scarabs for +15pts
May have a Resurrection Orb for +30pts
May have a Lightning Field for +10pts
May have a Solar Pulse for +20pts
May have a Phylactery for +15pts
May have a Phase Shifter for +10pts

May also select one of the following upgrades:
Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers may now be taken as troops choices as well as Fast Attack.
Become a Wraith Lord for +50pts – The Lord gains a Wraith body, and Wraiths may be taken as troops choices as well as Fast Attack.
Become an Immortal Lord for +50pts – The Lord benefits from +1 Toughness and gains the Eternal Warrior special rule. Additionally, Immortals may be taken as troops choices as well as Elites.
Become a Flayer Lord for +50pts – The Lord gains the Grotesque and Attack from below! special rules as detailed in the Flayed Ones entry. Flayed Ones may be taken as troops choices as well as Elites, and the Lord replaces his Staff of Light with two Flayer Claws, and may not take a Warscythe.

Gold
Statline: WS: 6 BS: 6 S: 5 T: 5 W: 3 I: 4 A: 4 LD: 10 Sv: 3+
Points cost: 110
Unit Type: Independent Character
Number/unit: 1
Special Rules – Necron
Wargear: --
Options:
A Gold Lord must select one of the following weapons:
Staff of Light for +30pts
Warscythe for +50pts
Energized Claws for +5pts
Powered Claws for +15pts

A Gold Lord may have any of the following pieces of wargear:
May have a Chronometron for +35pts
May have a Veil of Darkness for +50pts
May have Defence Scarabs for +15pts
May have a Resurrection Orb for +30pts
May have a Lightning Field for +10pts
May have a Solar Pulse for +20pts
May have a Phylactery for +15pts
May have a Phase Shifter for +10pts
May have Fused Plating for +15pts

May also select one of the following:
Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers may now be taken as troops choices as well as Fast Attack.
Become a Wraith Lord for +50pts – The Lord gains a Wraith body, and Wraiths may be taken as troops choices as well as Fast Attack.
Become an Immortal Lord for +50pts – The Lord benefits from +1 Toughness and gains the Eternal Warrior special rule. Additionally, Immortals may be taken as troops choices as well as Elites.
Become a Flayer Lord for +50pts – The Lord gains the Grotesque and Attack from below! special rules as detailed in the Flayed Ones entry. Flayed Ones may be taken as troops choices as well as Elites, and the Lord replaces his Staff of Light with two Flayer Claws, and may not take a Warscythe.

Silver
Statline: WS: 5 BS: 5 S: 5 T: 5 W: 3 I: 4 A: 3 LD: 10 Sv: 3+
Points cost: 80
Unit Type: Independent Character
Number/unit: 1
Special Rules – Necron
Wargear: --
Options:
A Silver Lord must select one of the following weapons:
Staff of Light for +30pts
Warscythe for +50pts
Energized Claws for +5pts
Powered Claws for +15pts

A Silver Lord may have any of the following pieces of wargear:
May have a Chronometron for +35pts
May have a Veil of Darkness for +50pts
May have Defence Scarabs for +15pts
May have a Resurrection Orb for +30pts
May have a Lightning Field for +10pts
May have a Solar Pulse for +20pts
May have a Phylactery for +15pts
May have a Phase Shifter for +10pts
May have Fused Plating for +15pts


May also select one of the following:
Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers may now be taken as troops choices as well as Fast Attack.
Become a Wraith Lord for +50pts – The Lord gains a Wraith body, and Wraiths may be taken as troops choices as well as Fast Attack.
Become an Immortal Lord for +50pts – The Lord benefits from +1 Toughness and gains the Eternal Warrior special rule. Additionally, Immortals may be taken as troops choices as well as Elites.
Become a Flayer Lord for +50pts – The Lord gains the Grotesque and Attack from below! special rules as detailed in the Flayed Ones entry. Flayed Ones may be taken as troops choices as well as Elites, and the Lord replaces his Staff of Light with two Flayer Claws, and may not take a Warscythe.

Bronze
Statline: WS: 5 BS: 5 S: 4 T: 5 W: 2 I: 3 A: 3 LD: 10 Sv: 3+
Points cost: 60
Unit Type: Independent Character
Number/unit: 1
Special Rules – Necron
Wargear: --
Options:
A Bronze Lord must select one of the following weapons:
Staff of Light for +30pts
Warscythe for +50pts
Energized Claws for +5pts
Powered Claws for +15pts

A Bronze Lord may have any of the following pieces of wargear:
May have a Chronometron for +35pts
May have a Veil of Darkness for +50pts
May have Defence Scarabs for +15pts
May have a Resurrection Orb for +30pts
May have a Lightning Field for +10pts
May have a Solar Pulse for +20pts
May have a Phylactery for +15pts
May have a Phase Shifter for +10pts
May have Fused Plating for +15pts

May also select one of the following:
Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers may now be taken as troops choices as well as Fast Attack.
Become a Wraith Lord for +50pts – The Lord gains a Wraith body, and Wraiths may be taken as troops choices as well as Fast Attack.
Become an Immortal Lord for +50pts – The Lord benefits from +1 Toughness and gains the Eternal Warrior special rule. Additionally, Immortals may be taken as troops choices as well as Elites.
Become a Flayer Lord for +50pts – The Lord gains the Grotesque and Attack from below! special rules as detailed in the Flayed Ones entry. Flayed Ones may be taken as troops choices as well as Elites, and the Lord replaces his Staff of Light with two Flayer Claws, and may not take a Warscythe.


Elites
Flayed Ones
Statline: WS: 4 BS: 0 S: 4(5) T: 5 W: 1 I: 4 A: 2 LD: 10 Sv: 4+
Points cost: 150
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron, Furious Charge
Attack From Below: Flayed Ones may enter the game via the Deep Strike rules. They may launch an assault if in range on the turn they deep strike, however they may not move or run in that turn. If the unit scatters onto an enemy unit, then they count as having assaulted it and do not role on the Deep Strike Mishap table.
Grotesque: Flayed Ones drape themselves in the bloody flesh of their victims. All non-Necron units with a model within 12” that can draw Line of Sight to the Flayed Ones suffer a -2 modifier to their Leadership characteristic.
Wargear:
Flayer Claws
Options:
May include up to 5 additional Flayed Ones at 30pts per model.
The unit may take a Lightning Field for +2pts per model.

Immortals
Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 3 A: 2 LD: 10 Sv: 3+
Points cost: 125
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron, Slow and Purposeful
Wargear: Gauss Blaster
Options:
May include up to 5 additional Immortals at 25pts per model.
The unit may take a Lightning Field for +2pts per model.
The entire unit may be upgraded to have Energized Claws for 5pts per model.

(0-1) Pariahs
Statline: WS: 3 BS: 3 S: 5 T: 5 W: 1 I: 3 A: 2 LD: 10 Sv: 2+
Points cost: 105
Unit Type: Infantry
Number/unit: 3
Special Rules –
Pariah Gene: Any Psyker attempting to use a psychic power within 24” of a Pariah will take their Psychic test on 3D6 and discard the lowest roll.
Soulless: All models within 12” of the Pariahs are at a -1 Leadership modifier. Psykers within 12” are at -2 Leadership.
Wargear: Warscythe, Fused Plating
Options:
May include up to 7 additional Pariahs at 35pts per model


Troops
Necron Warriors
Statline: WS: 4 BS: 4 S: 4 T: 4 W: 1 I: 2 A: 1 LD: 10 Sv: 4+
Points cost: 90
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron, Slow and Purposeful
Wargear: Gauss Flayer
Options:
May include up to 15 additional Necron Warriors at 18pts per model
The unit may have a Lightning Field for +2pts per model.
The entire unit may be upgraded to have Energized Claws at +5pts per model


You may include one unit of Tomb Spiders for every unit of Necron Warriors.
Tomb Spyder
Statline: WS: 3 BS: 3 S: 6 T: 6 W: 3 I: 2 A: 3 LD: 10 Sv: 3+
Points cost: 100
Unit Type: Monstrous Creature
Number/unit: 1 Tomb Spyder
Special Rules – Fearless,
Field Repairs: The Tomb Spyder is treated as though it were equipped with a Resurrection Orb.
Wargear: Two close combat weapons
Options:
The Tomb Spyder may replace either of its close combat weapons with a Gauss Destructor for free. However, for each close combat weapon replaced with a Gauss Destructor, the Tomb Spyder looses an attack from its profile.
The unit may include up to two additional Tomb Spyders at +100pts per model.
The unit may include up to two Scarab bases for every Tomb Spyder in the unit at 15pts per model.


Scarab Swarms
Statline: WS: 2 BS: 0 S: 3 T: 3 W: 3 I: 2 A: 3 LD: 10 Sv: 4+
Points cost: 45
Unit Type: Infantry
Number/unit: 3
Special Rules – Swarms, Fearless,
Levitation units: Scarab swarms move in the same way as Jump Infantry.
Disruption Fields: When rolling for armour penetration in close combat against models with an armour value, any roll of a 6 automatically causes a Stunned result on the damage chart.
Wargear: --
Options:
May include up to 17 additional models at +15pts per model.

Fast Attack
Destroyers
Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 2 A: 1 LD: 10 Sv: 3+
Points cost: 150
Unit Type: Jetbike
Number/unit: 3
Special Rules – Necron,
Heavy Destroyers: Any Heavy Destroyer replaces its Gauss Cannon with a Heavy Gauss Cannon and if this option is taken then they become "Heavy Destroyers" - note that asides from the weapons change, the rest of the Destroyer profile remains the same. If the entire unit consists of Heavy Destroyers, it may be taken as a Heavy Support choice.
Wargear: Gauss Cannon, Destroyer body
Options:
May include up to 7 additional Destroyers at 50pts a model
The entire unit may be upgraded with Energized Claws for +2pts per model
Any model may be upgraded to a Heavy Destroyer for free.

Wraiths
Statline: WS: 5 BS: 0 S: 6 T: 4 W: 1 I: 5 A: 4 LD: 10 Sv: 5+
Points cost: 45
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron, Hit and Run
Wargear: Powered Claws, Wraith Body
Options:
May include up to 4 additional Wraiths for +45pts a model
The unit may be upgraded with a Lightning Field for +2pts per model.

Heavy Support
Monolith
Statline: BS: 4 Front Armour: 14 Side Armour: 14 Rear Armour: 14
Points cost: 300
Unit Type: Tank, Skimmer
Number/unit: 1
Special Rules – Deep Strike,
Crewless: The Monolith has no crew. It is unaffected by crew stunned and crew shaken results on the vehicle damage chart.
Living Metal: The Monolith has a 4+ Invulnerable save against all glancing and penetrating hits – taken before rolls on the damage table.
Teleport: This rule confers three abilities to the Monolith, labelled ‘1)’ ‘2)’ and ‘3)’. The controlling player may choose to utilise one of them each turn exactly as described per turn. However, if any of them are used then the Monolith may not fire its Monolith Power Matrix in the same turn. This rule, including the three abilities it confers, may not be used if the Power Matrix has been destroyed.
1)A single Necron infantry unit coming on from reserve may enter play from the Monoliths' portal, provided it was on the table at the start of the turn as if they had just disembarked.
2)At the beginning of your turn, you can pick one of your infantry units on the board and remove them from the table, then replace them as if they had just disembarked from the Monolith – treating the portal as an access point.
3)The Monolith may teleport itself – remove the model from the table and replace it anywhere atleast 18 inches away from its previous position, but no more than 36 inches away. It may not do anything else for the rest of the turn if it teleports itself!
Ponderous: The Monolith is slow and lumbering, and can only move up to 6” per turn. If it does move, it may still fire all of its weapons (unless it is teleporting itself – see above). If the Monolith suffers an immobilized result on the vehicle damage chart, then it will not crash and be destroyed, but sink to the ground and continue to fight from there.
Auto Targeting: When the Monolith's Gauss Destructor's fire, they each fire at the closest enemy unit that they can. This could result in the Monolith firing at separate units. The Monolith Power Matrix may fire at a separate target to the Gauss Destructor's, but it doesn't have to be the closest.
Wargear
4 Gauss Destructor's,
Monolith Power Matrix: The Monolith Power Matrix is a massive protruding crystal on the top of a Monolith that pulses with sickly green energy. It may be fired in the shooting phase with the following profile:
Monolith Power Matrix – Range: 48” Strength: 10 AP: 1 Ordnance 1, Large Blast, Gauss Weapon
If the Monolith suffers a Destroyed – Explodes! result, then the cataclysmic energies of the Power Matrix are released. All units with a model within 6+D6 inches suffer a Strength 8 AP 1 hit. This overrides the normal rules for vehicles exploding, and the Monolith will never explode in any other way than described above. Vehicles are hit on their side armour.
Options:
A Monolith may be equipped with a Gravitational Disruptor for +25pts

Tomb Stalker
Statline: WS: 4 BS: 4 S: 6 T: 7 W: 5 I: 4 A: 4 LD: 10 Sv: 3+
Points cost: 195
Unit Type: Monstrous Creature
Number/Unit: 1
Special Rules -
Sense Cluster: Tomb Stalkers have the Night Vision
universal special rule.
Brutal Assault: The Tomb Stalker itself is a weapon; a mass of bladed limbs and razor-sharp armour plates. It gains +2 attacks on a turn in which it assaults as opposed to the usual +1.
War Construct: The Tomb Stalker is a huge mass of shifting pseudo-metal, with little vulnerability except to the massive use of force. Sniper weapons, attacks with the Poisoned ability and the like, only wound the Tomb Stalker on a 6 (as opposed to a 4+, 2+ etc, as would normally be the case).
Phase Tunnelling: The Tomb Stalker is extraordinarily fast, and carries inbuilt phase field projectors allowing it to pass easily through inert matter, boring its way through rock and stone, and effortlessly passing through debris and rough terrain as it moves. As a result it has the Fleet, Deep Strike, Move Through Cover and Hit and Run universal special rules.
Wargear: Two Gauss Flayers

This message was edited 2 times. Last update was at 2011/01/01 19:05:48


 
   
Made in fr
Opportunist



La Rochelle

You forgot to remove the Lord's staff of light, and maybe to decrease their point costs (except the Platinum's) - (because of the staff).

SkaerKrow wrote : "We killed our own gods. What chance do you have against us?"
Kurgash wrote: "Necrons, a dead race that is more dead than anyone else. So dead that they rebuild themselves just to die again!" 
   
Made in gb
Chaplain with Hate to Spare






Hah! So I did, Arkon, so I did.. only did it for the Platipusinum.

Anyway, I'll get right on it. Don't 'spose you (or anyone else, for that matter..) had any other comments?

Also, how about giving the Herald of the C'tan the Ancient Enemy special rule that the Platipusinum used to have?
   
Made in gb
Junior Officer with Laspistol




Perth/Glasgow

just wondering about the c'tan
reading the fluff the command structure suggests platnium lords as you demonstrated and/or more c'tan, just posing the question, will you add c'tan to this list?

Currently debating whether to study for my exams or paint some Deathwing 
   
Made in gb
Chaplain with Hate to Spare






I will eventually be adding the C'tan, but as Apocalypse Datasheets.
   
Made in gb
Tunneling Trygon





Nottinghamshire- England

Looks pretty darn snazzy mate !

Hope you don't mind but i've copied and pasted the Codex and the link to this page onto the Roll With It Forum.

I've given all Credit to you ;-)
I Lack the imagianation to create or update a codex


The only downside to this is that the Destroyers, whats to stop people from taking all of them as Heavy Destroyers, but leaving one as a Destroyer so as to keep it as a Fast Attack Choice?

This message was edited 2 times. Last update was at 2011/01/03 14:50:04


Grimtuff wrote: GW want the full wrath of their Gestapo to come down on this new fangled Internet and it's free speech.


A Town Called Malus wrote: Draigo is a Mat Ward creation. They don't follow the same rules as everyone else.
 
   
Made in gb
Chaplain with Hate to Spare






You can have a Destroyer unit made entirely of Heavy Destroyers and still have it as Fast Attack. It's optional.

I would've preferred it if you'd asked permission before posting it on another website, but ah well. What's done is done.
   
Made in gb
Tunneling Trygon





Nottinghamshire- England

sorry man. didn't think you'd mind the Fame 'nd Love.

Grimtuff wrote: GW want the full wrath of their Gestapo to come down on this new fangled Internet and it's free speech.


A Town Called Malus wrote: Draigo is a Mat Ward creation. They don't follow the same rules as everyone else.
 
   
Made in gb
Chaplain with Hate to Spare






Bloodhorror wrote:sorry man. didn't think you'd mind the Fame 'nd Love.


Linky gimme?


No, I don't mind. But I'd rather know than not.
   
 
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