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![[Post New]](/s/i/i.gif) 2011/03/26 15:59:50
Subject: Necron fandex WIP -- Current iteration of the codex on page 12! Check it out!
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Daemonic Dreadnought
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Hmmmm, those rules would seem to make it possible to re-roll a FNP roll up to 17 times.......harsh.
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![[Post New]](/s/i/i.gif) 2011/03/26 16:07:45
Subject: Necron fandex WIP -- Current iteration of the codex on page 12! Check it out!
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Tunneling Trygon
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i'm not sure on his wording though...
Is it "you can sacrifice a Repair Scarab to reroll any FNP"
that mean, one scarab for one unit?
or one scarab for one model?
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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. |
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![[Post New]](/s/i/i.gif) 2011/03/26 16:07:45
Subject: Necron fandex WIP -- Current iteration of the codex on page 12! Check it out!
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Chaplain with Hate to Spare
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Just seems unnecessary. Fact is, you're going to lose troops, but it's going to be hard for that to happen too much if you play well, so it's points that could be better spent on Wraiths or wargear. Thanks for the suggestion though.
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![[Post New]](/s/i/i.gif) 2011/04/03 10:26:31
Subject: Necron fandex WIP -- Current iteration of the codex on page 12! Check it out!
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Chaplain with Hate to Spare
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Okay guys, I playtested it yesterday. Well, my mate did. I used a counts-as Blood Angels army against him.. and.. met with less than satisfying results on my part.
As expected, the Necrons are just death against mech - all of my vehicles got destroyed by turn 3 ( LR turn 2 I think) - except for one Rhino that might have survived till turn four at the back of the board. However, the one funny thing is that the Destroyer Lord (Platinum) lost two wounds on turn one (Invulnerable save and re-rollable FnP fail at its worst  ).
I'm going to balance out the Necron Lords by significantly lowering their WS/ BS, as low as 4 in some cases I think. As for all this FnP, I'm definitely going to have to either increase points drastically or write my own WBB (I'd call it self-repair, personally) - because FnP against everything against Tomb Spyders is just too hard to contend with. Especially when you consider how easy it is to hide them.
Once again, massed firepower has been proved to be the strongest point of this game - lots of 15-20 man Necron squads and Destroyers just annihilated everything. The Wraiths are insanely brutal as well. Just two of them charged my Honour Guard (including Librarian), killing off my poor little Psyker before he could do anything and then 4/5 of the Honour Guard was killed by the other Wraith. Power fist marine killed one Wraith, but lost to combat resolution. The surviving Wraith took a Lascannon to the face in the next turn though.  But four (five on the charge) S6 I5 WS5 power weapon attacks just kills almost everything - Wraiths strike before most things, hit most on a 3+, wound most on a 2+ and ignore most saves. Going to need help balencing them - should I lower S perhaps? Maybe their Attacks need to go down to just 2 or 3?
Help me out, dudes.
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![[Post New]](/s/i/i.gif) 2011/04/03 14:43:11
Subject: Necron fandex WIP -- Current iteration of the codex on page 12! Check it out!
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Liche Priest Hierophant
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The Wraiths have Rending, right? They wouldn't need very high Str. with Rending, IMO.
Also, is it just me, of does it seem a bit... odd, that the army who'se stated purpose is to Eradicate all LIFE is incredibly damaging to machines? Maybe more anti-infantry power, less anti-armour. Yeah, it's not going with the current Metagame, but it seems a little more... Necron-y to me. Lots of low to mid-strength shots, maybe a low AP on a lot of them.
I actually like the Repair Scarabs, though. Once again, it makes them, not more survivable, but instead harder to kill.
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GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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![[Post New]](/s/i/i.gif) 2011/04/03 15:37:29
Subject: Necron fandex WIP -- Current iteration of the codex on page 12! Check it out!
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Chaplain with Hate to Spare
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Necrons are brutal to infantry - light is decimated by their high-strength/ AP whilst rending/low AP guns just kill elite armies. It's just so happens that they are brutal against mech, which is most noticable because of the prevelance of mechanised armies.
To this end, I'm probably going to lower squad sizes to make those rediculously strong ranged units easier to take down.
The next update is gonna be big  . I'm talking "half the 'dex is overhauled" big.
Anvil, Wraiths have power weapons, as stated in my last post and shown in their profile in the army list on the last page.
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![[Post New]](/s/i/i.gif) 2011/04/03 23:42:45
Subject: Necron fandex WIP -- Current iteration of the codex on page 12! Check it out!
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Depraved Slaanesh Chaos Lord
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btw ive been following this dex for ages but havnt really had anything to say... maybe ive piped up b4 i cant remember anyhoo
imho in the current dex there are only a coupleof armies that can consistently kill the nightbringer, AT HIS CURRENT STRENGTH making him even more powerful imho again is just daft, i dont care if hes 1000 points, if you cant kill him is intsa loose for the poor sod in the way of that obsidian scythe
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Skullscreamers 2000
My best friend wrote:See nerds can get hot gorgeous girlfriends... does she have a friend??? |
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![[Post New]](/s/i/i.gif) 2011/04/04 06:33:48
Subject: Necron fandex WIP -- Current iteration of the codex on page 12! Check it out!
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One Canoptek Scarab in a Swarm
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i play the nightbringer often. and i admit, i would like the nb harder to kill because he just gets shot to pices too fast. he would be fine just with the 12" move and T9. T10 is so op.... S10 would be the only good chance of killing it, or mabye a lot of las cannon shots in the face.
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Necrons 3000 points
Imortal robot zombies! |
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![[Post New]](/s/i/i.gif) 2011/04/05 04:02:18
Subject: Necron fandex WIP -- Current iteration of the codex on page 12! Check it out!
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1st Lieutenant
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Honestly, that Nightbringer that has been proposed in this thread so far will never make it into the friendly games that this codex is meant to be used in. Doing rough math for 9 Broadsides shooting at it assuming a cost per model of 75 points we have 675 points shooting at a 750 point model.
9 shots, 6.75 hits, 3.375 wounds, 0.5625 wounds
This means over a standard 6 turn game there is little chance that any army can bring it down. Frankly seeing a model this poorly designed means that I'm not even going to care enough to look at the rest of the codex. If a flagship model is to be so poorly thought out as to be that blatantly broken how is anybody supposed to take your efforts to make a balanced codex seriously?
To even find a comparable model you'd need to look within the Apocalypse books or at something from the darkest depths of Imperial Armor. Not to mention that other monstrous creatures even in these sources usually lack even a 2+ armor save accompanied by no better than a 5/6++ invulnerable save. They also usually don't ignore all saves, move like jump infantry, and reduce leadership.
mezorgon1234 wrote:i play the nightbringer often. and i admit, i would like the nb harder to kill because he just gets shot to pices too fast. he would be fine just with the 12" move and T9. T10 is so op.... S10 would be the only good chance of killing it, or mabye a lot of las cannon shots in the face.
First, try capitalization and proper grammar, it goes a long way.
Second, if you're losing your Nighbringer to shooting you're plainly doing it wrong. The current model is already immune to a fair few weapons and has a great 4++ save to defend it. Even against 2 full units of missile long fangs firing at it your lord of darkness should be expected to see turn three and that's only if your can't get him safely into melee or hide him out of sight to prevent being shot at.
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![[Post New]](/s/i/i.gif) 2011/04/05 05:11:48
Subject: Necron fandex WIP -- Current iteration of the codex on page 12! Check it out!
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Depraved Slaanesh Chaos Lord
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so your entire premise rests on the fact that the enemy has broadsides? what about everyone else?
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Skullscreamers 2000
My best friend wrote:See nerds can get hot gorgeous girlfriends... does she have a friend??? |
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![[Post New]](/s/i/i.gif) 2011/04/05 05:50:42
Subject: Necron fandex WIP -- Current iteration of the codex on page 12! Check it out!
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Liche Priest Hierophant
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Basically what he's saying, is that this version of the Nightbringer is overpowered. Yes, he's a god, yes, he's technically immortal. But the thing on the battlefield isn't the actual Nightbringer, it's just an Avatar of it, much like the Avatar of Khaine. It doesn't contain his full power, and can be destroyed.
To that end, I'd suggest taking his Toughness down to 7, WS to 7 or 8, BS down to 4 or 5, and only 4 (maybe, maybe 5) wounds. Lower his points value at least enough that you can take a basic Troops choice or two in a 750 pt game, nerf the leadership draining effects a bit. Maybe have this variation allowed for extra points in an Apocalypse formation or something.
T7 means he's going to not get ID'd (even without Eternal Warrior) and will still be fairly difficult to wound, without it being impossible. Same with the lower WS. Really powerful ICs of other armies, like SM primarchs/chapter masters, Ghazkull Thrakka, Avatars of Khaine, etc, should actually be able to battle with it on fairly equal ground, but won't actually be able to wound it or survive against its counterattacks very well, due to it's armour and weaponry. But they can still dodge, or get in a lucky shot every once in a while. He's shooting things with a scythe, so he's not going to have great aim, and probably wouldn't have better aim than his own troops, or folks with sophisticated targeting computers. He's not that big, so not that many wounds. A Biotitan or Trygon has so many wounds because you literally have to blow huge frikkin chunks off them to kill them. This guy you just have to snip off an arm or two, and maybe cut his body in half.
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GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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![[Post New]](/s/i/i.gif) 2011/04/05 05:59:48
Subject: Necron fandex WIP -- Current iteration of the codex on page 12! Check it out!
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1st Lieutenant
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Tyranic Marta wrote:so your entire premise rests on the fact that the enemy has broadsides? what about everyone else?
Most armies will fair worse against this beast even with perfect circumstances, the only army that does well relies on massed poison shots to bring him down and still need to get close to bring full power to bear.
If we used say 6 Vendettas for the guard, which come to 780 points and which nobody is likely to field, the numbers are:
18 shots, 9 hits, 3 wounds, 0.5 unsaved wounds per shooting phase. (1,560 points/wound)
Fifteen Longfangs with lascannons cost 645 points, they will average as follows:
15 shots, 10 hits, 3.33 wounds, 0.56 unsaved wounds per shooting phase. (1,151 points/wound)
Five, five man Purifier units with Psycannons that haven't moved, 800 points: Note how often you'll get this many units in range with 24" heavy weapons and that at least one squad will die in the NB's assault phase
80 shots, 53 hits, 8.88 wounds, 1.48 unsaved wounds. (540 points/wound)
Three, five man Trueborn venom squads within 12" having moved, 525 points: Finally we have a unit that works against this broken monster
78 shots, 52 hits, 26 wounds, 4.33 unsaved wounds
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This message was edited 1 time. Last update was at 2011/04/05 06:01:59
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![[Post New]](/s/i/i.gif) 2011/04/05 06:10:11
Subject: Necron fandex WIP -- Current iteration of the codex on page 12! Check it out!
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Depraved Slaanesh Chaos Lord
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what about massive squad of hormagaunts with venom sacs?
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Skullscreamers 2000
My best friend wrote:See nerds can get hot gorgeous girlfriends... does she have a friend??? |
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![[Post New]](/s/i/i.gif) 2011/04/05 06:17:05
Subject: Necron fandex WIP -- Current iteration of the codex on page 12! Check it out!
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Chaplain with Hate to Spare
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@Norade - your lack of insight and skim-reading of past posts of mine is disappointing. If you had read correctly, you would have known that I always "start off big" as it were, then work my way down. You would also know that I'm about to do a large overhaul of the entire thing due to recent playtesting.
Do not make assumptions when you do not know all the facts.
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![[Post New]](/s/i/i.gif) 2011/04/05 06:26:20
Subject: Necron fandex WIP -- Current iteration of the codex on page 12! Check it out!
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1st Lieutenant
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Darkvoidof40k wrote:@Norade - your lack of insight and skim-reading of past posts of mine is disappointing. If you had read correctly, you would have known that I always "start off big" as it were, then work my way down. You would also know that I'm about to do a large overhaul of the entire thing due to recent playtesting.
Do not make assumptions when you do not know all the facts. 
I haven't read this thread, I saw the title and looked at the latest edition of the codex and skimmed down figuring the new unit would be something that you were proud of and thought was a good balanced idea.What I saw was instead ridiculous and anybody with the simple ability to do a little basic math can see that. Having read down from the post containing the update I do indeed know about the revision that is coming, but basic common sense and a little math, as well as looking at current official material and the units contained within should have told you all you need to know about a toughness ten eight wound monster that has a 2++ save and can roll nearly anything in CC.
Try starting with the Swarmlord and tweak from there next time and you might end up with something playable.
Tyranic Marta wrote:what about massive squad of hormagaunts with venom sacs?
It should work, but unless you have synapse ready to babysit you'll break and even so the fact that he hits first and you'll hit on 5's will make it tough. You also have to think of how many models can attack a large base and you'll see rather quickly that you won't manage the attacks and will lose to no retreat in short order. Unlike many armies Nids and IG can at least tarpit him, with lucky nids maybe netting a kill, and thus play the enemy at a rather large point advantage. The mass rending that this fandex brings will be a problem for MC heavy Nid armies though.
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This message was edited 1 time. Last update was at 2011/04/05 06:28:16
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![[Post New]](/s/i/i.gif) 2011/04/05 06:28:12
Subject: Necron fandex WIP -- Current iteration of the codex on page 12! Check it out!
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Chaplain with Hate to Spare
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Ah, but Norade, common sense was not lacking; merely ignored. It is rather fun to create a unit with four stats at 10  .
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![[Post New]](/s/i/i.gif) 2011/04/05 06:32:50
Subject: Necron fandex WIP -- Current iteration of the codex on page 12! Check it out!
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1st Lieutenant
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Darkvoidof40k wrote:Ah, but Norade, common sense was not lacking; merely ignored. It is rather fun to create a unit with four stats at 10  .
It's also unprofessional and as much as I know that a fandex is a labor of love it's something best left in fantasies and not put out for others to see. It's a shame that it was included with that statline if only because it ensured that anybody coming into the thread would focus on it and not see the rest of what you had done. This said PM me when the new version comes out, even though I don't play much these days I do know game balance rather well from too many years spent with dice in one hand and a rulebook in the other.
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![[Post New]](/s/i/i.gif) 2011/04/05 15:20:33
Subject: Necron fandex WIP -- Current iteration of the codex on page 12! Check it out!
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Chaplain with Hate to Spare
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Wait.. you think I actually intended for that first set of Nightbringer rules to be used? Really?
It's obviously over-powered.. common sense would suggest that my common sense would tell me that.
Anyway, enough of that - back on topic please!
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![[Post New]](/s/i/i.gif) 2011/04/05 19:32:05
Subject: Necron fandex WIP -- Current iteration of the codex on page 12! Check it out!
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Depraved Slaanesh Chaos Lord
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im thinking he doesnt need to be more than ws7 bs 4, t7, s8, w5ish, i5, that would make a well rounded hq that is still pretty damn hard to kill, add his effects and hes got a bitchin little thing going on
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Skullscreamers 2000
My best friend wrote:See nerds can get hot gorgeous girlfriends... does she have a friend??? |
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![[Post New]](/s/i/i.gif) 2011/04/05 20:36:19
Subject: Necron fandex WIP -- Current iteration of the codex on page 12! Check it out!
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Been Around the Block
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I just jumped to page12 since the front said that had the most up to date copy of the fandex. Overall not bad, but my biggest complaint is the same one I'm afraid I'll have about the official Necron dex when it finally comes out.
WBB > FNP.
WBB not only is tactically better (while damaged by current rules, the idea of what it is is much better), but it also gives the army much of it's feel. They are supposed to be terrifying enemies who won't stay down.
After all which is more terrifying. The enemy you have to shoot dozens of times to kill, or the enemy you kill and turn to leave only be be stabbed in the back because it decided death wasn't all it was cracked up to be.
That aside, pretty good dex from what I read over.
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ARMIES:
Necrons (5k)
Blood Angles (4k) |
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![[Post New]](/s/i/i.gif) 2011/04/06 03:16:40
Subject: Necron fandex WIP -- Current iteration of the codex on page 12! Check it out!
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Liche Priest Hierophant
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Actually, I'm definitley in the WBB camp. First off, I'm a big fan of Fluff being represented in rules (Ork player, after all) and, like Ninja said, coming back to life after being shot down is much more Necron-y than just not dying. They're like Zombie Terminators, after all.
Second, I think that, yes, depending on how the rule works, it could definitely be more tactical. Necron troops seem to be all about the short to mid-range shooting, and if you could have a way for a squad to fire, assault/be assaulted, all fall down, then get back up, out of CC and in firing range, that'd definitely increase the strength of the basic warrior, as well as other 'crons.
Maybe a modified WBB (once again, I don't know the original, so feel free to ignore)
We'll Be Back- If a model with the WBB rule is killed, roll a die before the next movement phase. On a role of 4+ (or whatever it is) that model stands back up, fully restored, and moves into unit cohesion with the rest of its squad.
Personally, I think that's a fairly simple rule, with pretty good possiblities in it. Maybe put in some sort of weakness to power weapons or AP2 or whatever, to match with the actual rule. But yeah, definitely WBB instead of FnP.
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GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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![[Post New]](/s/i/i.gif) 2011/04/06 03:19:42
Subject: Necron fandex WIP -- Current iteration of the codex on page 12! Check it out!
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Depraved Slaanesh Chaos Lord
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I think WBB is an amazing rule set, and it should be included, however it makes the armies vulnerable to being run down far more significantly than FNP does, trust me i know, i run down necrons ALOT
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Skullscreamers 2000
My best friend wrote:See nerds can get hot gorgeous girlfriends... does she have a friend??? |
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![[Post New]](/s/i/i.gif) 2011/04/06 03:50:29
Subject: Necron fandex WIP -- Current iteration of the codex on page 12! Check it out!
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Liche Priest Hierophant
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One thing I think I remember about WBB is that it requires at least one of the squad to still be standing? Which is why sweeping advance is so devastating against them.
That'd be fixed easily, by not requiring any of the unit to still be alive.
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GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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![[Post New]](/s/i/i.gif) 2011/04/06 03:56:41
Subject: Necron fandex WIP -- Current iteration of the codex on page 12! Check it out!
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Dour Wolf Priest with Iron Wolf Amulet
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In regards to what was said about making a PDF earlier, if you download OpenOffice then it lets you make PDFs... and it's a free program. http://www.openoffice.org/
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![[Post New]](/s/i/i.gif) 2011/04/06 04:25:58
Subject: Necron fandex WIP -- Current iteration of the codex on page 12! Check it out!
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Depraved Slaanesh Chaos Lord
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no the reason sweepong is so effective is because it removes from the board, no wbb allowed
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Skullscreamers 2000
My best friend wrote:See nerds can get hot gorgeous girlfriends... does she have a friend??? |
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![[Post New]](/s/i/i.gif) 2011/04/06 04:37:28
Subject: Necron fandex WIP -- Current iteration of the codex on page 12! Check it out!
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Liche Priest Hierophant
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Ah, that makes sense. Too bad there isn't some sort of clarification saying that 'removed from board' equals 'was killed' or something.
In that case, just put an addendum to the rule, that Sweeping Advance causes the unit to count as all struck down, or whatever, to allow WBB. (specifically SA, though. making all Removed From Board results allow WBB wouldn't work with things like JotWW or Shokk Atakk 12.)
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GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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![[Post New]](/s/i/i.gif) 2011/04/06 04:39:50
Subject: Necron fandex WIP -- Current iteration of the codex on page 12! Check it out!
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Depraved Slaanesh Chaos Lord
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this kinda kills the point of having units dedicated to this task and it would make the basic necron unit very expensive
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Skullscreamers 2000
My best friend wrote:See nerds can get hot gorgeous girlfriends... does she have a friend??? |
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![[Post New]](/s/i/i.gif) 2011/04/06 16:20:32
Subject: Necron fandex WIP -- Current iteration of the codex on page 12! Check it out!
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Loyal Necron Lychguard
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Tyranic Marta wrote:I think WBB is an amazing rule set, and it should be included, however it makes the armies vulnerable to being run down far more significantly than FNP does, trust me i know, i run down necrons ALOT
With what kind of squads do you run them down? Because I'll tell you, WBB or FNP it doesn't matter because both will suffer the same fate when it comes to assaults. The necrons achilles heel right now is power weapons. FNP isn't going to help that. The one thing that will help necrons immensely in their current state is stubborn. Try it out once, play against your necron friends but let them take the stubborn rule on all their necron ruled units. See how easy it is to run them down after that. Sure they probably won't win any close combat encounters still but they'll at least tarpit longer (I don't know you're army). My guess though is that you're running down warriors with something that deep strikes or gets driven on.
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![[Post New]](/s/i/i.gif) 2011/04/06 18:48:45
Subject: Re:Necron fandex WIP -- Current iteration of the codex on page 13! Check it out!
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Chaplain with Hate to Spare
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SPECIAL RULES Necron – A unit with this special rule has the Fearless universal special rule. It also has the Self Repair rule shown below. Self Repair - Necrons have an innate ability to repair themselves even after suffering the most horrific damage. At the beginning of a Necron turn, roll a dice for each model which were removed from a Necron unit. On a 4+ they are returned to their unit (or if that has been destroyed, then the nearest unit of the same type. If there is no unit of the same type then the models are removed as usual). However this roll may not be taken if the model was killed by Instant Death or any attacks that ignored its save. 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 Blaster Battery - 24" S:5 AP: 4 Assault 10, Gauss Weapon Gauss Cannon – Range: 36” Strength: 6 AP: 4 Type: Heavy 3, Gauss Weapon Gauss Pulsar - Range: 36" S: 6 AP: 3 Assault 6, Gauss Weapon Heavy Gauss Cannon – Range: 48” Strength: 8 AP: 2 Type: Heavy 1, Gauss Weapon Precision Gauss Rifle - Range: 36" Strength: 6 AP: 1 Type: Heavy 1, Gauss Weapon, Pinning Gauss Destructor – Range: 24” Strength: 5 AP: 3 Type: Heavy 3, Gauss Weapon Gauss Destroyer - Range: 48" S: 9 AP: 2 Heavy 3, Twin-linked, Gauss Weapon Power Matrix – Range: 48” Strength: 10 AP: 1 Type: Ordnance 1, Large Blast, Gauss Weapon 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 Self Repair 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 Self Repair 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. 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: 6 BS: 5 S: 5 T: 5 W: 4 I: 4 A: 4 LD: 10 Sv: 2+ Points cost: 130 Unit type: Infantry 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 becomes armed with two Flayer Claws, and may not take any other weapons. Gold Statline: WS: 5 BS: 5 S: 5 T: 5 W: 3 I: 4 A: 3 LD: 10 Sv: 3+ Points cost: 110 Unit Type: Infantry 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 becomes armed with two Flayer Claws, and may not take any other weapons. Silver Statline: WS: 4 BS: 4 S: 4 T: 5 W: 3 I: 4 A: 3 LD: 10 Sv: 3+ Points cost: 75 Unit Type: Infantry 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 becomes armed with two Flayer Claws, and may not take any other weapons. Bronze Statline: WS: 4 BS: 4 S: 4 T: 5 W: 2 I: 3 A: 3 LD: 10 Sv: 3+ Points cost: 60 Unit Type: Infantry 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 – Tes he 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 becomes armed with two Flayer Claws, and may not take any other weapons. Necron Overlord Statline: WS: 5 BS: 4 S: 7 T: 6 W: 5 I: 3 A: 4 LD: 10 Sv: 3+ Points cost: 175 Unit Type: Monstrous Creature Number/unit: 1 Special Rules – Necron, Feel No Pain Wargear: Gauss Pulsar: this enormous Gauss Weapon may be fired in the shooting phase with the following profile: Range: 36" S: 6 AP: 3 Assault 6, Gauss Weapon Overlord Blade: This large, double-sided blade-arm is a giant version of some of the arcane weapons wielded by the Necron Lords. It is treated as a Staff of Light, however when it is fired it is treated as S6 and Assault 2. Options: May replace Gauss Pulser or Overlord Blade with a Gauss Blaster Battery for free. Range: 24" S:5 AP: 4 Assault 10, Gauss Weapon The Necron Overlord may also replace its Gauss Pulser or Overlord with a Gauss Destroyer for +25 points. A Gauss Destroyer may be fired in the shooting phase with the following profile: Range: 48" S: 9 AP: 2 Heavy 3, Twin-linked, Gauss Weapon. 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: 4 BS: 4 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 Necron Hunters Statline: WS: 2 BS: 5 S: 4 T: 4 W: 1 I: 2 A: 1 LD: 10 Sv: 4+ Points cost: 60 Unit Type: Infantry Number/unit: 3 Special Rules – Necron, Slow and Purposeful Stealth Fields: Necron Hunters appear to have a unique ability amongst the Necron forces - the ability to simulate invisibility. Imperial Tech Priests speculate that these hidden devices distort the particles around them to make the Hunter blend in with its surroundings; even in open ground a Necron Hunter can be harder to spot; provided it remains still. All Necron Hunters have the Stealth Universal Special Rule. Wargear: Precision Gauss Rifle Options: May include up to 7 additional Necron Hunters at 20pts 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. 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 3 additional Destroyers at 50pts a model The entire unit may be upgraded with Energized Claws for +5pts per model Any model may be upgraded to a Heavy Destroyer for +20 points. 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: Jump 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 Necron Obelisk Statline: BS: 4 Front Armour: 13 Side Armour: 13 Rear Armour: 13 Points cost: 200 Unit Type: Tank Number/unit: 1 Access points: The Obelisk has one access point on each of its four facings. Special Rules – Deep Strike, Crewless: The Obelisk has no crew. It is unaffected by crew stunned and crew shaken results on the vehicle damage chart. Living Metal: The Obelisk has a 4+ Invulnerable save against all glancing and penetrating hits – taken before rolls on the damage table. Teleport: This rule confers two abilities to the Obelisk, labeled ‘1)’ and ‘2)’ . 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 Obelisk may not fire its 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 Obelisk, provided the Obelisk was already on the table at the start of the turn. This unit is treated as if they had just disembarked normally. 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 Obelisk. Immobile: The Obelisk always enters play via Deep Strike on the controlling players' first turn, without rolling for scatter. It may not move for the rest of the game, and any "immobilized" damage results suffered by it count instead as a "weapon destroyed" result. Wargear: Power Matrix The Nightbringer Statline: WS: 10 BS: 7 S: 10 T: 8 W: 6 I: 5 A: 6 LD: 10 Sv: 2+/2++ Points cost: 400 Unit Type: Monstrous Creature Number/unit: 1 (unique) Special Rules – Eternal Warrior, Fearless, Immune to Natural Law: The C'tan are able to warp reality around them in varying degrees. They can walk on air, pass through solid objects, suddenly fade from sight and reappear elsewhere instantly, to name but a few of the incomprehensible abilities of the Star-Gods. The Nightbringer moves in the same way as Jump Infantry. In addition, the Nightbringer may move through any type of terrain or unit, however it may not end its turn in or within 1" of any unit or terrain it passes through. Necrodermis: In their natural state, C'tan are immense energy beings. When they walk amongst mortals, though, they are clad in a Necrodermis which binds their essence. The Nightbringer has an Invulnerable save of 2+, as shown in the 'Sv' characteristic above. Death Incarnate: Only the most hardiest of mortal beings can stand to be the presence of the Nightbringer without insanity overtaking them - most will flee in terror, or just drop to their knees sobbing, their mind crumbling as it attempts to comprehend the C'tan. To stare death in the face is not an easy thing to do. Any unit wishing to shoot, assault or otherwise make any action which would bring it within 12" of the Nightbringer must take a Leadership test with a -3 modifier. If the test is failed, the unit must immediately fall back as if it had just failed a morale check. This does not apply to any model or unit that has the Fearless Universal Special Rule or has a Leadership of 9 or higher. Harvester of Souls: The Nightbringer's attacks cause Instant Death, and wounds lost from the Nightbringer's attacks may never be recovered in any way. Likewise, no model that has been removed as a casualty (or otherwise has a special rule preventing this from happening) can ever be returned to play in any way. If you're killed by death, you stay dead. Shroud of Darkness: The Nightbringer is literally surrounded by the darkest darkness; impenetrable blackness. This can make it incredibly hard to spot the Nightbringer from long distances, though a great cloud of darkness heralds the arrival of death. Enemy units that attempt to shoot the Nightbringer from a range of 72" away and greater do so at -1 Ballistic Skill. Wargear: Veil of Darkness, Obsidian Scythe: This fabled weapon, carried by a bringer of death in many a races' mythology, is likened to the darkest obsidian in colour. Those that miraculously see the Nightbringer and survive to tell the tale soon learn where the idea of a bringer of death wielding a great black scythe came from. Attacks in close-combat from the Nightbringer ignore Invulnerable saves. In addition the Nightbringer may project great blasts of energy through its Scythe. The Nightbringer may do this in the shooting phase with the following profile: Range: 36" S: 8 AP: 2 Assault 1, Large Blast Options: -
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This message was edited 1 time. Last update was at 2011/04/14 12:16:49
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![[Post New]](/s/i/i.gif) 2011/04/06 19:48:48
Subject: Necron fandex WIP -- Current iteration of the codex on page 12! Check it out!
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Depraved Slaanesh Chaos Lord
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the nightbringer is still nuts... but hes better.
I am however going to question giving fearless to the entire army, (effectively) i know it works well with the fluff but in my opinion it makes their basic units so overpowered,
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.
your only paying 15 points for a fearless rending at range self repairing model with cheap upgrade that make them even nastier.... its a weeee bit cheap me thinks
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Skullscreamers 2000
My best friend wrote:See nerds can get hot gorgeous girlfriends... does she have a friend??? |
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