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Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/15 10:04:25


Post by: Darkvoidof40k


The list in this OP is outdated. It remains here merely so people who wish can see the progress it has made. The most up-to-date version is on page 15 of the thread. This is just to show how far the codex has come!



Well, it's what the title says. I've got the armoury and army list pretty much finished. Working on the special characters, and I just want to know what Necron players and the general Dakka community think. Here's what I've made so far:

SPECIAL RULES
Necron – Unit with this special rule has the Feel No Pain and Stubborn universal special rules.
Gauss Weapons – all Necron ranged weapons have the Rending universal special rule.

WEAPONS:
Gauss Flayer – Range: 24” Strength: 4 AP: 5 Rapid-Fire, Gauss Weapon
Gauss Blaster – Range: 24” Strength: 4 AP: 5 Rapid-Fire, Twin-Linked, Gauss Weapon
Gauss Cannon – Range: 36” Strength: 6 AP: 4 Heavy 3, Gauss Weapon
Heavy Gauss Cannon – Range: 48” Strength: 8 AP: 2 Heavy 1, Blast, Gauss Weapon
Gauss Destructor – Range: 24” Strength: 5 AP: 3 Heavy 3, Gauss Weapon
Monolith Power Matrix – Range: 48” Strength: 10 AP: 1 Ordnance 1, Large Blast, Gauss Weapon
Particle Disruptor – Range: Template Strength 4 AP: 2 Assault 1, Gauss Weapon

WARGEAR:
Staff of Light: Power Weapon, can be fired as a Particle Disruptor.

Warscythe: Ignores armour and Invulnerable saves, 2D6 Armour Penetration, Two handed. Can be fired in the shooting phase as a Gauss Flayer.

Destroyer Body: Moves in the same way as a Jetbike. Can always fire regardless of how far the model moved.

Resurrection Orb: Any of your units with atleast 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 passes Feel No Pain tests on a 3+.

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 this 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 the 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 Strength 4 hits each turn in the assault phase, before any attacks are made.

Solar Pulse: Once per game at the beginning of your opponents turn, the controlling player may make a Solar Pulse if the upgraded Necron Lord 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 not count as being in effect for the rest of the turn.

Energized Claws: A model with Energized Claws has the Rending universal special rule in assault.

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. The unit will only scatter 1D6 inches if an arrow is rolled on the scatter dice.

Defense Scarabs: The Necron Lord is protected by Scarabs that stay near their master to protect and fight for him. The Necron Lord gains +1 to his Attack and Wound characteristics.

Powered Claws: The attacks from a model with Powered Claws counts as being armed with a single power weapon. Additionally, it bestows the Rending universal special rule on the models attacks.

Wraith body: The model gains the Wraith Phase Shifter wargear, and moves in the same way as a jetbike.

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: The Necron Lord and any unit he is with gain the Fleet universal special rule, and +1 Initiative.


ARMY LIST
HQ
Necron Lord
 0-1 Platinum
Statline: WS: 7 BS: 7 S: 5 T: 6 W: 4 I: 5 A: 4 LD: 10 Sv: 2+
Points cost: 150
Unit type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character, Fearless
Ancient Enemy: A Platinum Necron Lord will have been fighting for Thousands, if not Tens of Thousands of years. His skills at range and close combat are rarely matched and his ancient robotic body is as tough as the worst Tyranid monster and stronger than any Space Marine and can take a considerable amount of punishment, as shown in his profile. Additionally, on account of his experience, he has the Preferred enemy special rule against all enemies. He conveys this rule to any Necron unit he has joined.
Wargear: Staff of Light, Fused Plating
Options:
May have a Chronometron for +20pts
May have a Wraith body for +50pts
May have a Destroyer Body for +40pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
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
 Gold
Statline: WS: 6 BS: 5 S: 5 T: 5 W: 3 I: 4 A: 3 LD: 10 Sv: 3+
Points cost: 115
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character
Wargear: Staff of Light
Options:
May have a Chronometron for +20pts
May have Fused Plating for +15pts
May have a Wraith body for +50pts
May have a Destroyer Body for +40pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
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
 Silver
Statline: WS: 5 BS: 5 S: 5 T: 4 W: 2 I: 3 A: 3 LD: 10 Sv: 3+
Points cost: 100
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character
Wargear: Staff of Light
Options:
May have a Chronometron for +20pts
May have Fused Plating for +15pts
May have a Wraith body for +50pts
May have a Destroyer Body for +40pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
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
 Bronze
Statline: WS: 4 BS: 4 S: 4 T: 4 W: 2 I: 2 A: 2 LD: 10 Sv: 3+
Points cost: 75
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character
Wargear: Staff of Light
Options:
May have a Chronometron for +20pts
May have Fused Plating for +15pts
May have a Wraith body for +50pts
May have a Destroyer Body for +40pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
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


Elites
Flayed Ones
Statline: WS: 4 BS: 4 S: 4 T: 4 W: 1 I: 4 A: 2 LD: 10 Sv: 3+
Points cost: 200
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron,
Attack From Below: Flayed Ones may enter the game via the Deep Strike rules. If the unit scatters, then they will only move 1D6 inches. They may not move as normal, but can launch an assault if in range.
Grotesque: All enemy 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:
Two Flayer Claws – A Flayer Claw is treated in the same way as a Lightning claw (see the main rulebook).
Options:
May include up to 5 additional Flayed Ones at 40pts per model.

Immortals
Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 2 A: 2 LD: 10 Sv: 3+
Points cost: 125
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron
Wargear: Gauss Blaster
Options:
May include up to 5 additional Immortals at 25pts per model.
The unit may take a Lightning Field for 15pts.
The entire unit may be upgraded to have Energized Claws at 5pts per model.

(0-1) Pariahs
Statline: WS: 3 BS: 3 S: 5 T: 5 W: 1 I: 3 A: 2 LD: 10 Sv: 3+
Points cost: 90
Unit Type: Infantry
Number/unit: 3
Special Rules – Furious Charge
Pariah Gene: Any Psyker attempting to use a psychic power within 24” of a Pariah will take their Psychic test on 3D6, and if they are within 12” They take the test on 4D6.
Wargear: Warscythe
Options:
May include up to 7 additional Pariahs at 30pts per model


Troops
Necron Warriors
Statline: WS: 4 BS: 4 S: 4 T: 4 W: 1 I: 2 A: 1 LD: 10 Sv: 3+
Points cost: 100
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron
Wargear: Gauss Flayer
Options:
May include up to 15 additional Necron Warriors at 20pts per model
The unit may have a Lightning Field for 20pts
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 YOU HAVE. THEY DO NOT TAKE UP ANY SPACE ON THE FORCE ORGANISATION CHART, BUT ARE OTHERWISE TREATED AS TROOPS.
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: 1-3 Tomb Spyders
Special Rules – Fearless,
Field Repairs: The Tomb Spyder is treated as though it were equipped with a Resurrection Orb.
Wargear: Claws (no attack bonus)
Options:
Replace one claw with a Gauss Cannon for free. If this is chosen, The Tomb Spyder loses one attack from its profile.
The unit may include up to two Scarab bases for every Tomb Spyder in the unit at 10pts per model.


Scarab Swarms
Statline: WS: 2 BS: 0 S: 3 T: 3 W: 3 I: 2 A: 3 LD: 10 Sv: 5+
Points cost: 30
Unit Type: Jetbike
Number/unit: 3
Special Rules – Swarms, Fearless, Never a Scoring unit
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 10pts 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: See Destroyer Body wargear
Number/unit: 3
Special Rules – Necron
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 5pts a model
Any model may replace its Gauss Cannon with a Heavy Gauss Cannon for 25pts
Wraiths
Statline: WS: 5 BS: 0 S: 6 T: 4 W: 1 I: 6 A: 3 LD: 10 Sv: 3+
Points cost: 50
Unit Type: See Wraith Body wargear
Number/unit: 1
Special Rules – Necron,
Wargear: Powered Claws, Wraith Body
Options:
May include up to 4 additional Wraiths at 50pts a model
The unit may be upgraded with a Lightning Field for 10pts
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.
Teleport: Necron infantry units coming on from reserve may enter play from the Monoliths' portal, provided it was on the table at the start of the turn. Alternatively, 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. Any models that cannot disembark are destroyed.
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. 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: Monolith Power Matrix, 4 Gauss Destructor's

SPECIAL CHARACTERS
Herald of the C'tan (takes up 1 HQ slot, may not take Platinum Lord as well as the Herald)
Statline: WS: 8 BS: 7 S: 6 T: 6 W: 5 I: 6 A: 5 LD: 10 Sv: 2+
Points cost: 290
Unit Type: Infantry
Number/unit: 1 (unique)
Special Rules – Necron, Independent Character, Fearless, Eternal Warrior, Ancient Enemy,
Necron Elite: The Herald of the C'tan is usually accompanied to battle by the most elite Necrons. Immortals and Flayed Ones may count as troops or elites choices in an army including the Herald of the C'tan, and the 0-1 limit on Pariahs is removed.
Wargear: Resurrection Orb, Phase Shifter, Phylactery, Fused Plating, Veil of Darkness
Staff of the Tomb King: The most powerful handheld Necron weapon, this ancient staff has similarities to both the Warscythe and Staff of Light – but infinitely more powerful. This weapon ignores armour and invulnerable saves, rolls 2D6 for armour penetration and adds +2 to the Herald of the C'tan's strength. Additionally, it may be fired as a Gauss Destructor.
The Herald of the C'tan may select one of the following options:
Take a Destroyer body for 40pts
Replace Phase Shifter with Wraith Body for 50pts

The Spyder of Damnos
Statline: WS: 5 BS: 4 S: 7 T: 6 W: 4 I: 4 A: 4 LD: 10 Sv: 2+
Points cost: 175
Unit Type: Monstrous Creature
Number/unit: 1 (unique)
Special Rules – Fearless, Field Repairs, Furious Charge, Hit and Run
The Spyder's web: This weapon can be fired in the shooting phase with the following profile:
Range: 12” Strength – AP – Assault 1, Large blast, Pinning. This weapon does not roll to wound, and any models under the template must take a Strength test using the most common strength value of all the models under the template – if any of these models fail their test then the whole unit is treated as though it had just failed a pinning test.
Wargear: Claws

The Destroyer of Prandia




-------

This was made because my necron friend, who is my most regular opponant, just never wins against my vanilla's. And until the rumoured codex comes out next january or whenever it is gonna come out, hopefully he can use this when it's finished. Also, on the topic of release dates, January makes sense - they released nids in January so it seems likely that another xenos release will come then. Or just before christmas. One or the other.



Automatically Appended Next Post:
No replies? Hmm...


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/16 01:30:44


Post by: Captain_Trips01


Wow man, this was great. I couldn't really find anything too glaringly overpowered, which is a huge accomplishment for fan codices. Well done


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/16 02:15:56


Post by: Sasori


seems pretty decent, the only glaring thing I do not like is the Gauss blaster. It's much better off as it is now, rather than a twin linked Flayer.

Also, the Warscythes had Gauss blasters in them, because they were assault weapons, so they could fire it, then assault. They can't do that with the Rapid Fire weapon.

Other than that, looks fine for version of the codex we have now.

I also think Pariahs should have WS4 instead of 3.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/16 03:19:20


Post by: Pvt. Jet


I like it. I was gonna comment on the Herald of the C'Tan but... he seems balanced. A game changer, to be sure, but surprisingly balanced. A xeno Mephiston, as it were.

I would play this codex. Fantastic Variety, the customization problems fixed... I'd lament the loss of We'll be back, but FNP is much more player-friendly.

Agreed on the Pariah weapon skill. They're supposed to be super-elites. A new breed of necrons. They should be handy in CC.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/16 03:28:03


Post by: Halfpast_Yellow


It's pretty decent, FNP, Rending are solid ideas for USRs that fit Necrons. Stubborn can fit, but their is an argument for making it a support unit conferred ability (ie Lord or Spyder) over a USR. FNP will help alleviate assault problems somewhat, so universal Stubborn may not be required, or their should be some cost/playstyle/required character concession to obtain it.

Some things are off here though.

The top tier Lord is far too powerful for 150 points. Thats a 200+ point bare minimum statline and equipment, easily.

As said, the Gauss Blaster isn't right. If it's going to stay that way, Immortals/Pariahs at least need relentless to enable assault and retain their longer range firepower. Consider making Immortals more like they are now, but in Heavy support, this avoids somewhat the Immortals/Pariahs in the same slot dilemma.

For Warscythes, make them confer +1 attack, as the signature CC weapon upgrade of the Lord. Then reduce Pariah's base attacks to 1, so those are still effectively 2 attacks, 3 on the charge.

With the Warscythe method of increasing Lord attacks I'd then drop or change the defense scarabs idea. As well as being costed too cheaply for what they do, keep the only way of increasing wounds on the Lord be the tiered metal upgrade, for KISS, and it cheapens the tougher longer 'lived' concept of the higher lords if lower models can access upgrades to the wound stat.

Since we've covered blasters and scythes, Pariahs aren't really right either, but they're a hard unit to know what to do with. They should be totally unique, and more powerful than gimped. They're supposed to be the next generation of Necron weapon, and should have FNP as well.
Furious charge doesn't fit them, and the WS3 idea doesn't really make sense. Try WS4 or 5, FNP, Fearless, and they should be around terminator cost, and add back the Pariah gene effect that makes opponents Ld7 within 12". The anti psyker effect is good.

Flayed ones are way too good and thus expensive. They should be CC troops on par with Warriors in cost, with the option of a special character who enables them as troops. Deepstrike scatter should be 2D6 with no assault allowed, no good reason to alleviate the penalty, they aren't Blood Angels and shouldn't step on BA toes. Last thing we need is a whole bunch of Deepstrike scatter reduction/assault creep in codexes. The statline is fine, but they should have basic 'energized claws' (rending), with no rerolling wounds. 18-20 points each. Also, their fear effect is too powerful. It shouldn't be an AoE, keep it assault based, infact it's probably fine as it already is in the existing codex. Let Pariahs be the main Ld aoe reducers, for a FO troops assault based army synergy between the two units.

Destroyers are fine, but no turboboosting and shooting.

Scarabs as troops would is good, but leave Spyders as HS if you're going to roll all Destroyers into FA.

Wraiths should stay 1-3. The idea of the unit is stealthy assassins, in fluff these are or should be somewhat lone serial murderers of the necrontyr, kind of like the horror movie lone villain who jumps out from no where and is hard to kill. Their game role is to kill HQ style models, and the tools for doing so should be high WS, Init, and the 3+ invulnerable. Try WS7, I6, St6 Rending?

With the Lords, most of the wargear ideas are cool, but you need to tone down your AoEs. Res Orb effect should be on it's joined unit, not an AoE. If you're going to give that AoE effect somewhere, put it on Spyders as a 6", that way you can build a 'phalanx' tactic army with Spyders, but your opponent will be able to silence the powerful Orb effect by shooting the Spyders who can't hide in units.

Gravitatonal disruptor, I realise you can't move to use it, but 24" is still far too large. 12" at the very most.

The lightning field is reasonable. Solar pulse? Again, make it -1 BS when shooting at the lords unit, -1 for a whole shooting phase is far too powerful again.

I guess what I'd recommend you do with the lord's gear is make him a great force multiplier for whoever he joins. Build a wraith lord with some wraiths, that chronometron is looking good. Deepstriking with Immortals, prefered enemy lord with flayed ones, solar pulse with pariahs, or res Orb with a full unit of 20 warriors.

If you want an AoE support unit, make that Tomb Spyders. Potentally with Immortals in HS, Tomb spyders could be an Elites option.










Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/16 03:42:47


Post by: Necroman


Idea: Maybe you should find someway to represent the "tomb Lord" conversion you see all the time online, with the tomb spyder legs on the Lord? It's a quite common conversion, and more reality is always a good thing in an army that lacks it.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/16 08:41:19


Post by: Darkvoidof40k


Well, there is a lot of things in there that need changing and refining, but I thought hell to it and posted this up. Thanks for the kind words, in total, I'd say I've spent maybe a maximum of 20 hours on this thing.

I've been thinking about wraith body = wraiths as troops, destroyer body = destroyers as troops. But, especially with destroyers, it would just make necron warriors redundant, save maybe one squad to sit on an objective.

My newest idea is this: if they have destroyer/wraith body, then one destroyer/wraith unit can be troops.

And yes, the Spyder can hide in a unit! 3 Spyders and 6 Scarab bases. Not exactly the best way to keep them alive, but they're there to keep your necrons alive - be it through always letting them take FnP or being a good distraction.

Also, I think flayed ones should be the terror causing unit; I mean what's more scary? Skulking robots with flesh draped all over them brandishing stupidly long claws? Or a robot with a long stick that has a sharp bit at the end. Yeah. They're about as terrifying to the normal man as a normal necron, except they're tougher and have a great big warscythe. They're less terrifying IMO, and should stay that way. Maybe, a very unique rule could be they make enemy units within 6" roll 3D6 for LD/morale tests, and remove the lowest dice.

I mean, I've made it so that they can be teleported through mono as well as Veil'd, and T5 S5 Warscythe FnP isn't right. They're a new version of necron, yes, but they don't go standing back up do they? They've never had WBB, so should not have FnP which represents the same thing.

Stubborn on all necrons is more than necessary. The amount of times I have screwed large squads to a few power weapons via sweeping advance is madness. Even my necron mate who plays them, totally agrees.

Anyway, this fandex has come a long way. You shoulda seen it when we play tested it the first (and only) time. Destroyers had blast weapons, Necron warriors had FnP, Stubborn, Relentless and some other USR! Lols, you guys may say it's fair now... but back then :p

Anyway, I appreciate all the feedback guys! Although, Halfpast_Yellow, I had no idea what you were saying for half your post because you kept going on about 'AoE'.


Oh, just a side note on the Gravitational Disruptor - that piece of wargear has been largely left alone since I first made it, which was right at the beginning of this 'dex, because I had no idea what to do with it.

Any recommendations and even better, a full written out rule for it, would be awesome!

Because eventually, I hope to PDF the finished version and put it up on scribd, so if you guys all help me refine it, then we'll probably have one of the best fandex's out there! And I won't forget to include you guys' names in it, if and when I do it.


Automatically Appended Next Post:
Right, to the changes!

Immortals
Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 2 A: 2 LD: 10 Sv: 3+
Points cost: 125
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron, Relentless
Wargear: Gauss Blaster
Options:
May include up to 5 additional Immortals at 25pts per model.
The unit may take a Lightning Field for 15pts.
The entire unit may be upgraded to have Energized Claws at 5pts per model.

(0-1) Pariahs
Statline: WS: 3 BS: 3 S: 5 T: 5 W: 1 I: 3 A: 2 LD: 10 Sv: 3+
Points cost: 120
Unit Type: Infantry
Number/unit: 3
Special Rules – Furious Charge
Pariah Gene: Any Psyker attempting to use a psychic power within 24” of a Pariah will take their Psychic test on 3D6, and if they are within 12” They take the test on 4D6.
Wargear: Warscythe
Options:
May include up to 7 additional Pariahs at 40pts per model


Just change this: Warscythe: Ignores armour and Invulnerable saves, 2D6 Armour Penetration, Two handed. Can be fired in the shooting phase as a Gauss Flayer.
to this: Warscythe: Ignores armour and Invulnerable saves, 2D6 Armour Penetration, Two handed. Can be fired in the shooting phase as a Particle Disruptor.




Now, as for flayed ones, I really want to keep the Lightning claws. They used to only count has having a single power weapon, but I thought, if I'm making them power weapons, they should be lightning claws, they're essentially the same thing. It gives Necrons a really strong anti BA TH/SS FnP Terminators or equivelant units. Necrons need power weapons, and putting them only on the Lord and the Pariahs just isn't enough. Necrons have Warscythes, so why shouldn't they be able to have something similar to Lightning claws? Makes sense and works for me. Anyway, compare a Terminator to a Flayed one, those who say Flayed ones are unfair in this 'dex:

Terminator - 2+/5++ Storm Bolter and PF or Twin Lightning claws or TH/SS, can deep strike, can only be transported in LR and take up two spaces.
Flayed One - 3+ two Lightning claws, can deepstrike and assault on the same turn if in range, with only 1d6 scatter, and enemy units that are both within 12" of them and have LoS to them have -2 LD.

Yes, they are a nasty anti-infantry unit, but are they as durable as Terminators? No. Can they take weapons that allow them to take out enemy armour? No. I think what I've done is justified; they are solely an anti-infantry unit, and that's the end of that. It's the one thing they can do, and they do it really well.

Anyway, that's my rant over on that subject, I shall be keeping them the way they are.

Res Orb, IMO, is fine. 6" is very limiting and unless you took loads of Tomb Spyders, which are 100pts each (=drag) then your army is gonna be very close together and just marching up. That defeats the point of the lord being able to be tooled up for CC like few other HQ units.

Also, maybe another upgrade for a Necron lord - "may become a flayer lord (or perhaps flayed lord? Hmm - no) which allows him to follow all the special rules as Flayed Ones and join their unit for yadda yadda amount of pts".

The thing with the lord is to make them as optimisable as possible, generally towards CC whether as a counter-attack unit (a roll which Tomb Spyders now fulfill quite well) and/or keeping nearby units alive (Tomb Spyder, again, does that) or being a very, very sharp spear tip with which to just smush the enemy army.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/16 16:59:40


Post by: Wolfblade


I think all Gauss weapons should also get the "...glance on 6s" rule as rending just adds 1 D6 to the roll against a vehicle. Also same with the "I'll be back" rule too, that's iconic of necrons (the soulless robots you can't kill) other than that its pretty good.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/16 18:09:29


Post by: Darkvoidof40k


Wolfblade wrote:I think all Gauss weapons should also get the "...glance on 6s" rule as rending just adds 1 D6 to the roll against a vehicle. Also same with the "I'll be back" rule too, that's iconic of necrons (the soulless robots you can't kill) other than that its pretty good.


Dude, any necron player with sense will exchange WBB for FnP anyday.

Glance on 6s? Hello? A gauss flayer can now pen AV12 and glance AV13. That's better than 6's glancing IMO, because against low AV you have a better chance of doing damage now it can pen.

3-6 to hit, armour pen roll of 6 allows +D3 to the roll. This means that there's a much better chance of a 10 man warrior squad taking out transports instead of only stunning, immobolising and weapon destroying them.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/16 18:45:10


Post by: Halfpast_Yellow


AoE means Area of Effect, which refers to abilities that have a radii, for example all enemy units within X inches suffer Y, or all friendly units within X inches gain Y.

They're very hard to balance and can very easily be too overpowered. For example, the older Space Marine codex had a Librarian power which caused an immediate morale check at -2 on all units within 12". A special character could increase this to 24". Librarians also had a boardwide anti-psyker effect and had a better statline: the result is nobody took anything but Librarians, and would build their army around a Librarian drop-podding in and running half an army with one move. Far too good for what it was, and not fun to play with.

Take that into account as well, negative effects should be used sparingly as powerful ones aren't that fun to play against.

It's great you posted this up as it's great to think about these things, and hey, we know GW isn't above taking stuff from Dakka.

What you want to keep in mind with your fandex is overall army theme. It's a balancing act between promoting flexibility in the amount of possible 'armies' and builds you can construct from it, while not making the army too good at everything, and not stepping on other codexes as well. If it's great at shooting, assault, is super mobile, and hardest to kill, where is the balance?

I'd say with your flayed ones if you want to keep them as they are, no problems, you're writing this for your own use, but you say "Necrons need powerweapons" - why? The idea of giving units Rending is it replaces the need for individual models within the unit to carry a CCW or gun upgrade. You wouldn't give Space Marines Warscythes, so let them keep their unique lightning claws.

Also by making Flayed Ones a CC super elite unit, the dex doesn't need that. You've got a 10 point swarm CC unit, then 3 'elite' CC units - Pariahs, Flayed Ones, Wraiths which are all terminator cost. Why no 18-20 point warrior equivalent CC choice and less redundancy at the top?

Also I don't agree with your assessment of Flayed Ones vs Pariahs - Flayed Ones are just mentally unbalanced Necrons - are they really any scarier to your average guardsman over a Warp Daemon, Tyranid Warrior, huge Ork Nob, fanatical Space Marine, or fancy Tau Battlesuit? -
Whereas Pariahs have the famous 40k Pariah gene, terrifying to average creatures with a soul, agonizing to psykers, synapse creatures, daemons. And it's actually an area of effect power in the fluff.

Universal Stubborn, yes I realise the problem of Necrons being swept and that it sucks, but consider that a unit falling back is often done for anyway, you've gained the benefit of FNP in the assault phase, no phase out, and your assault units are getting better - you've got to have some weaknesses to your strong units no? I've make stubborn tie into the Lord, perhaps if he joins a unit, or perhaps if he is killed it's lost. And/Or consider making basic Warriors WS2 so they're easier to kill, especially by heroes. (Spyders really should still be WS2 as well, no reason they need to be WS3)








Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/16 19:10:13


Post by: Darkvoidof40k


Well, I do not intend to make many changes until I playtest this more often, and as my mate doesn't have any flayed ones.. O.O

Meh.

Possible builds I can see:
Wraith Spam (when I get the lord makes wraiths troops option)
Destroyer mega spam (same as above)
Warrior gunline
Immortal gunline (herald)


Infact, screw that.

I'll leave making lists to anyone else who would like to be a BIG help.

Do you play Necrons? Do you play someone who plays necrons? It'd be nice if you/friend who plays 'crons would playtest these rules for me, that is, if anyone is interested. After all, as aforementioned, I do intend to eventually make this a downloadable PDF on scribd, so if people playtest it now that'll be a great help! And if anyone does, I hope it makes games more even and fun.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/18 01:07:02


Post by: Wolfblade


Darkvoidof40k wrote:
Wolfblade wrote:I think all Gauss weapons should also get the "...glance on 6s" rule as rending just adds 1 D6 to the roll against a vehicle. Also same with the "I'll be back" rule too, that's iconic of necrons (the soulless robots you can't kill) other than that its pretty good.


Dude, any necron player with sense will exchange WBB for FnP anyday.

Glance on 6s? Hello? A gauss flayer can now pen AV12 and glance AV13. That's better than 6's glancing IMO, because against low AV you have a better chance of doing damage now it can pen.

3-6 to hit, armour pen roll of 6 allows +D3 to the roll. This means that there's a much better chance of a 10 man warrior squad taking out transports instead of only stunning, immobolising and weapon destroying them.


true to the first part. WBB is on a roll of 3+ correct? and they get all their wounds back (i think) FNP is on a 4+ and ap1 or 2 prevent it as do instant death weapons. (not sure about WBB don't have the codex on hand)

Darkvoidof40k wrote:Well, I do not intend to make many changes until I playtest this more often, and as my mate doesn't have any flayed ones.. O.O

Meh.

Possible builds I can see:
Wraith Spam (when I get the lord makes wraiths troops option)
Destroyer mega spam (same as above)
Warrior gunline
Immortal gunline (herald)


Infact, screw that.

I'll leave making lists to anyone else who would like to be a BIG help.

Do you play Necrons? Do you play someone who plays necrons? It'd be nice if you/friend who plays 'crons would playtest these rules for me, that is, if anyone is interested. After all, as aforementioned, I do intend to eventually make this a downloadable PDF on scribd, so if people playtest it now that'll be a great help! And if anyone does, I hope it makes games more even and fun.


I'll see if I can get my friend to agree to these and pm you on how they work.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/18 06:54:18


Post by: Pvt. Jet


Personally, I'm not a fan of replacing WBB with FNP. It takes away the zombie-esque feel of the army. Any other army in the galaxy can take units that shrug off major blows, but only the Necrons (fluff and current codex-wise) take hits, then reform back to shiny newness. It gives them some weaknesses in assault, but the fluff factor, the fear factor, and the uniqueness I think aren't worth dropping. However, if it makes the game simpler... I could live with it. Although losing 3+ WBB to a 4+ FNP is a bit of a drop in success rates.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/18 07:31:22


Post by: Darkvoidof40k


WBB is NOT 3+. It is 4+ anyway, same as FNP.

Besides, in the small amount of fluff I've read, damaged Necrons engage their self-repair ability's straight away, meaning that they get up pretty much instantaniously, so I feel it fits with the fluff.

Also, remember:
Most of the time with WBB you had to have a unit of the same type within 6" of another unit to allow them to take their WBB roles, unless there is also a tomb spyder within something or other range.

This fandex may not capture the feel and fluff too well, but it's designed for practicality, and it is very nasty indeed. Trust me.

I mean, making a Tomb Spyder count as having a res. orb allows it to do what it's supposed to do - simply - but it's not written in a very fluffy way.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/18 22:51:44


Post by: illrik


what you've done with the dex is cool. three things though: first i think that all gauss weapons should still glance on a 6 which they do but with rending they have no chance of blowing a tank, where in the old rules they could, so i think that on a six they glance but with only a -1 to the d6, so on a 6 to damage the tank still goes boom. second i think that pharias should be ws 4 still, there ment to be close combat monsters as well as a unit you'd throw at you opponents HQ, with ws3 they'ed be hitting most hq on 5, and finaly they should have FNP ok they might be cyborgs but there tough as hell or make them SV 2+. oh and another thing how drop the LC for the flayed ones and just give them rending drop em back down 20 my reason for this is because the armys small as it is dont need to be any smaller.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/19 01:08:39


Post by: Wolfblade


ah ok, then my friends been playing them wrong (he plays them on a 3+ not a 4+)


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/19 07:26:18


Post by: Darkvoidof40k


^ You. Been. Cheated.

Ah well, they don't stand much of a chance anyways.

Also, just to make sure, you do know what weapons negate WBB, right?


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/19 08:01:16


Post by: Shrike325


You added in weapons that have a low AP but gave EVERY gun in the army rending. No need for both.

FNP vs WBB: Looks similar, except that on anything with more than 1 wound, FNP is MUCH better.

Finally: combo of your first HQ (The T6, W4, 2+ guy) with a Wraith Body is just insane. 200 points for a T6, W4, 2+, 3++, AND 4+ FnP? How would you ever kill him?

Hell, throw on a Phylactery and Defense Scarab just to make your opponent cry. 230 points for something with T6, W5, 2+, 3++, 3+ FnP.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/19 16:22:02


Post by: Darkvoidof40k


Yes, yes, yes! It has been pointed out that the Platinum lord is not expensive enough. I intend to up him a lot! But I don't solely devote my life to this 'dex. I haven't edited it since I posted it up here.... so, people, please read previous posts.

Also, as for the low ap + rending:

Monolith crystal thingy - It has to be powerful, right? Just wouldn't be right, just like it wouldn't be right if I didn't make it a gauss weapon? Sure, it really doesn't need it, but it IS still a gauss weapon and hence it has the gauss weapon rule. Makes sense.

Well, I guess the rending would be very useful if you were playing the attack on fenris mission from that WD but substituting the TS for Necrons... AV16 fortress gate... fun

Keep on posting people... no need to point out what has already been said (unless you think it really is that important)


Automatically Appended Next Post:
Shrike325 wrote:Finally: combo of your first HQ (The T6, W4, 2+ guy) with a Wraith Body is just insane. 200 points for a T6, W4, 2+, 3++, AND 4+ FnP? How would you ever kill him?

Hell, throw on a Phylactery and Defense Scarab just to make your opponent cry. 230 points for something with T6, W5, 2+, 3++, 3+ FnP.


Hey, how d'you think I did against the herald?! That playtest was a bit of a reality shock... I'd been so focused on making the necrons more powerful that I made 'em too powerful lol! :p


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/21 02:44:42


Post by: eNvY


I'm okay with universal rending on all cron weapons and FnP in place of WBB and the "always glance rule", but I like the following:

Res Orb gives the Necron Lord and the unit he is in FnP even if they normally wouldn't get it (AP1, Instakill, PW in CC). Make it cheaper (like 30 points) so it doesn't end up being something everybody takes.

I also like the idea of mixing Destroyers/Heavy Destroyers into one squad. Pehaps in order to free up FoC slots make it so Destroyer Squads with 2 or more Heavy Destroyers can also count as Heavy Support.

I think the Heavy Destroyer Armament should look something like Str 8 Ap 1 Rending Assault 1. If you look in the current necron dex, there's a fluff piece in the back talking about how amazing the Heavy Gauss Cannon is and they show a picture of it piercing two faces of a Land Raider without stopping. If it's only as good as a Lascannon why do the Adeptus Mechanicus want it so bad?

I would also like to see all destroyers get two wounds, and give heavies a 2+ save. This brings them in line with something like Crisis/Broadside suits. Their cost can be adjusted accordingly.

I would like Immortals to have two firing modes for their Gauss Blasters, one being the normal one, and another being Str 5 Ap 4 36" Heavy 3.

Pariahs should have In 4 and 2 base attacks. Should they get FnP? They aren't necrons, but should that matter? It would still make them rare, as nice as T5 is walking expensive 3+ models anywhere (Crons have no transports save the Monolith) is still scary. Their Warscythe, Soulless, and fear causing abilities are cool. Perhaps it would would form a nice combo slapping a CC Lord with my new form of the Res Orb with them, so that they can be kept cheap but still be effective/survivable.

As for the Flayed ones, you can keep them the way they are, just give them rending in CC and maybe allow them to deepstrike into terrain normally. Aren't they supposed to burrow from under ground?

The C'Tan need to go, they are simply WAY too powerful to really represent them in any 40k game under Apocalypse level. I'm okay with multi-level lords, but I would like more variety than Destroyer or Foot Lord with different stats.

Wraiths are good, but maybe for variety instead of giving them rending just make them have Power Weapons.

What about new units? Perhaps some kind of Melee Destroyer/Jetbike thing? Pariahs on destroyer bodies? I think they need at least one more vehicle besides the Monolith (I like how you have it). What could that be?

Perhaps when the monolith Deep Strikes it does something similar to the Mawloc by landing on said enemy units and pushing them away. It IS the biggest thing in 40k.

Maybe give them a walker, with options to be good in CC (Perhaps Gauss Swords? Rending, Force Weapons, +1 Attack for having two) and have them have under arm Gauss Flayers/Blasters/Cannons for fire support and the option to give them either a Heavy Gauss Cannon (lose one Gauss Sword attack) or maybe some kind of new Gauss Blast/Large Blast weapon. Make them Str 6 but no Dreadnought CCW to balance it out.

Perhaps they could get a beefed up Immortal in Heavy Support that can bring something like a Plasma Cannon, a High Str small blast or maybe the option to upgrade one per 3 immortals/new bigger immortals to shoot a pie plate with Str 6 Ap 5 Heavy 1 rending and give them Relentless and SnP.

Phew, I think maybe I should've just written my own after all of that.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/21 07:38:43


Post by: Darkvoidof40k


Um, well, thanks for the feedback, eNvY, but do you read the other posts on here (excluding the OP)? Does anyone?

...

Res orb is already 30pts... and it has a 12" range and already DOES give all units with a model in range the ability to always use FnP. Seems like you just posted my Res orb then got rid of the 12" range.

FYI, this codex is a "bridge" between the 3rd ed one and the rumoured 5th ed one. To give Necron players a better chance with the models they already have. I don't have a team of designers, like GW, so I'm keeping it simple.

Now, I WILL post a revised army list soon, okay! SO PLEASE stop posting what other people already has. I don't need to read the same stuff twice. Not having a go at anyone in particular here, but if you've ever started a thread it can kinda get annoying.

While I appreciate that you're all showing support for one idea or another (or just not reading previous posts) it is my fandex, hence I shall take a good idea when I see it.

Certain changes will include;

Platinum Lord price increase

Possible limitation on the pts of wargear allowed by Lords depending on their status/type.

New rules; the Destroyer body will, if taken on a lord, allow destroyers to be fast attack or troops, and the same with the wraith body except the effect will be for wraiths instead.

Flayed Ones and Wraiths will all have a reduction in pts cost and only have energised claws, but will have the option of buying "powered claws". They used to be in the fandex, dunno if they still are, but they make the users attacks ignore armour saves.


Until next time, chillax.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/21 14:42:56


Post by: acidchalk


FNP is no good for necrons. I've been playing them since white dwarf and i think it would mess a lot of things up. First off I LIKE WBB because after then entire squad is down and your lovely h2h units consolidate away my squad can get back up and rapid fire them in the ass. Also, if you give them FNP then they can't use the monolith to try a wbb again. I wish people would stop trying to push FNP on my necrons =(.

They only thing they need is for their gauss to be -1 on the glance instead of -2 and make them fearless so when they lose h2h they don't get scared away by all the LD minuses and then getting run down because of their 2 initiative. It'll make is so they take some fearless armor saves and then can all be knocked down for a wbb rapid fire in the arse!


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/21 15:11:22


Post by: Darkvoidof40k


Well, tbh, that isn't the playstyle I personally want for necronse, so, Acid, I'm afraid I agree with nothing you just said (except that Necrons need fearless for CC, but I gave them Stubborn instead. Much better for CC IMO, and only works in CC anyways).

Keep the comments coming...


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/21 23:09:14


Post by: Wolfblade


Darkvoidof40k wrote:^ You. Been. Cheated.

Ah well, they don't stand much of a chance anyways.

Also, just to make sure, you do know what weapons negate WBB, right?

think so. ap1, 2, power weapons, and instant death correct?


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/22 08:09:00


Post by: Darkvoidof40k


No. It's much worse than that.
-quotes codex-

Necron Codex wrote: A Necron cannot self-repair if it was destroyed by a close combat weapon that allows no armour saves or any weapon whose strength is double the toughness of the Necron concerned.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/23 09:50:37


Post by: Darkvoidof40k


RIGHT! Guys, I've revised the entire fandex. Well, when I say that, I haven't ovahauled it or anything, but I've fixed it up a lot, and it is actually pretty much complete... Although playtesting might have something to say about that!

Anyways, I'll post everything in segments.


Automatically Appended Next Post:
This is mostly just the same. But I did a bit of editing - and the stuff I did edit is pretty important, i.e. the destroyer and wraith bodies.
-----------------------------------------------------------------
SPECIAL RULES
Necron – Unit with this special rule has the Feel No Pain and Stubborn universal special rules.
Gauss Weapons – all Necron ranged weapons have the Rending universal special rule.

WEAPONS:
Gauss Flayer – Range: 24” Strength: 4 AP: 5 Rapid-Fire, Gauss Weapon
Gauss Blaster – Range: 24” Strength: 4 AP: 5 Rapid-Fire, Twin-Linked, Gauss Weapon
Gauss Cannon – Range: 36” Strength: 6 AP: 4 Heavy 3, Gauss Weapon
Heavy Gauss Cannon – Range: 48” Strength: 8 AP: 2 Heavy 1, Blast, Gauss Weapon
Gauss Destructor – Range: 24” Strength: 5 AP: 3 Heavy 3, Gauss Weapon
Monolith Power Matrix – Range: 48” Strength: 10 AP: 1 Ordnance 1, Large Blast, Gauss Weapon
Particle Disruptor – Range: Template Strength 4 AP: 2 Assault 1, Gauss Weapon

WARGEAR:
Staff of Light: Power Weapon, can be fired as a Particle Disruptor.

Warscythe: Ignores armour and Invulnerable saves, 2D6 Armour Penetration, Two handed. Can be fired in the shooting phase as a Gauss Flayer.

Destroyer Body: A model with a Destroyer body is treated the same way as a model riding as a model riding a Jetbike, but does not gain +1 Toughness and may not use the Turbo Boost special rule.

Resurrection Orb: Any of your units with atleast 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. A model may not have a Phase Shifter and a Wraith Phase Shifter.

Phylactery: A model with a Phylactery passes Feel No Pain tests on a 3+.

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 this 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 the 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 Strength 4 hits each turn in the assault phase, before any attacks are made.

Solar Pulse: Once per game at the beginning of your opponents turn, the controlling player may make a Solar Pulse if the upgraded Necron Lord 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 not count as being in effect for the rest of the turn.

Energized Claws: A model with Energized Claws has the Rending universal special rule in assault.

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. The unit will only scatter 1D6 inches if an arrow is rolled on the scatter dice.

Defense Scarabs: The Necron Lord is protected by Scarabs that stay near their master to protect and fight for him. The Necron Lord is accompanied by a single Scarab base.

Powered Claws: The attacks from a model with Powered Claws counts as being armed with a single power weapon. Additionally, it bestows the Rending universal special rule on the models attacks.

Wraith body: The model gains the Wraith Phase Shifter wargear, and a model with a Wraith body is treated the same way as a model riding as a model riding a Jetbike, but does not gain +1 Toughness and may not use the Turbo Boost special rule.

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: The Necron Lord and any unit he is with gain the Fleet universal special rule, and +1 Initiative.

Flayer Claws – A Flayer Claw is treated in the same way as a Lightning claw (see the main rulebook).



Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/23 09:54:53


Post by: Darkvoidof40k


HQ - I've limited some of the options depending on the level of Lord, and added a new form of upgrade. You can now upgrade various lords to a Flayer Lord, Immortal Lord, Destroyer Lord or Wraith Lord. Naturally, it's all pretty badass and can affect your FoC quite justifiably.

HQ
Necron Lord
 0-1 Platinum
Statline: WS: 7 BS: 7 S: 5 T: 6 W: 4 I: 5 A: 4 LD: 10 Sv: 2+
Points cost: 200
Unit type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character, Fearless
Ancient Enemy: A Platinum Necron Lord will have been fighting for Thousands, if not Tens of Thousands of years. His skills at range and close combat are rarely matched and his ancient robotic body is as tough as the worst Tyranid monster and stronger than any Space Marine and can take a considerable amount of punishment, as shown in his profile. Additionally, on account of his experience, he has the Preferred enemy special rule against all enemies. He conveys this rule to any Necron unit he has joined.
Wargear: Staff of Light, Fused Plating
Options:
A Platinum Lord may have any of the following:
May have a Chronometron for +20pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
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:
Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers many 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: 5 S: 5 T: 5 W: 3 I: 4 A: 3 LD: 10 Sv: 3+
Points cost: 115
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character
Wargear: Staff of Light
Options:
A Gold Lord may select up to 150pts of upgrades from the list below
May have a Chronometron for +20pts
May have Fused Plating for +15pts
May have a Wraith body for +50pts
May have a Destroyer Body for +40pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
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:
Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers many 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: 4 W: 3 I: 3 A: 3 LD: 10 Sv: 3+
Points cost: 100
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character
Wargear: Staff of Light
Options:
A Silver Lord may select up to 100pts of upgrades from the list below
May have a Chronometron for +20pts
May have Fused Plating for +15pts
May have a Wraith body for +50pts
May have a Destroyer Body for +40pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
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:
Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers many now be taken as troops choices as well as Fast Attack.

 Bronze
Statline: WS: 4 BS: 4 S: 4 T: 4 W: 2 I: 2 A: 2 LD: 10 Sv: 3+
Points cost: 75
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character
Wargear: Staff of Light
Options:
A Bronze Lord may select up to 50pts of upgrades from the list below
May have a Chronometron for +20pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
May have a Resurrection Orb for +30pts
May have a Lightning Field for +10pts

May also select the following:
Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers many now be taken as troops choices as well as Fast Attack.



Automatically Appended Next Post:
Done a bit here and there with the elites - subtle but important changes.
---------------------------------------------------------------------
Elites
Flayed Ones
Statline: WS: 4 BS: 4 S: 4 T: 4 W: 1 I: 4 A: 2 LD: 10 Sv: 3+
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.
Grotesque: All enemy 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:
Energized Claws
Options:
May include up to 5 additional Flayed Ones at 30pts per model.
The entire unit may replace their Energized claws with one of the following:
Powered Claws at +10pts per model.
Flayer Claws at +15pts 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
Wargear: Gauss Blaster
Options:
May include up to 5 additional Immortals at 25pts per model.
The unit may take a Lightning Field for 15pts.
The entire unit may be upgraded to have Energized Claws at 5pts per model.

(0-1) Pariahs
Statline: WS: 4 BS: 4 S: 5 T: 5 W: 1 I: 3 A: 2 LD: 10 Sv: 3+
Points cost: 90
Unit Type: Infantry
Number/unit: 3
Special Rules – Relentless
Pariah Gene: Any Psyker attempting to use a psychic power within 24” of a Pariah will take their Psychic test on 3D6, and if they are within 12” They take the test on 4D6.
Wargear: Warscythe
Options:
May include up to 7 additional Pariahs at 30pts per model





Automatically Appended Next Post:
TROOPS! Fun fun fun.
---------------------------------------------------------------------
Troops
Necron Warriors
Statline: WS: 4 BS: 4 S: 4 T: 4 W: 1 I: 2 A: 1 LD: 10 Sv: 3+
Points cost: 100
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron
Wargear: Gauss Flayer
Options:
May include up to 15 additional Necron Warriors at 20pts 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 YOU HAVE. THEY DO NOT TAKE UP ANY SPACE ON THE FORCE ORGANISATION CHART AND THEY ARE NOT SCORING UNITS, BUT ARE OTHERWISE TREATED AS TROOPS CHOICES.
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:
Replace any of its close combat weapons with a Gauss Cannon for free. If it replaces both close combat weapons with a Gauss Cannon, then it counts as being armed with a single twin-linked Gauss Cannon. Additionally, for each close combat weapon replaced with a Gauss Cannon, 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: Jump Infantry
Number/unit: 3
Special Rules – Swarms, Fearless,
Mindless Swarm: Scarab Swarm units are not Scoring Units, and may never hold objectives, table quarters or any other form of objective, but may still contest objectives. Additionally, you may never include more units of Scarab Swarms than units of Necron Warriors.
Hover: Regardless of how far they move, Scarab swarms always count 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 in addition to any other damage. This result can never be made better or worse, i.e. by the Extra Armour upgrade on a vehicle or a vehicle being open-topped.
Wargear: --
Options:
May include up to 17 additional models at 15pts per model.



Automatically Appended Next Post:
Not so crowded. Infact, considering all the changes I've done, the necron FoC really isn't crowded at all, with plenty of awesomesausage in all the slots. Plus, you can take some of the awesomesausage in different FoC slots depending on different selections, i.e. lords and heavy destroyer units.
---------------------------------------------------------------------
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: See Destroyer Body wargear
Number/unit: 3
Special Rules – Necron
Heavy Destroyers: A Heavy Destroyer replaces its Gauss Cannon with a Heavy Gauss Cannon. 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 5pts a model
Any model may be upgraded to a Heavy Destroyer for +25pts per model

Wraiths
Statline: WS: 5 BS: 0 S: 6 T: 4 W: 1 I: 6 A: 3 LD: 10 Sv: 3+
Points cost: 50
Unit Type: See Wraith Body wargear
Number/unit: 1
Special Rules – Necron,
Wargear: Powered Claws, Wraith Body
Options:
May include up to 4 additional Wraiths at 50pts a model
The unit may be upgraded with a Lightning Field for 10pts



Automatically Appended Next Post:
What does happen when one of the most powerful "machines" that's up and about explodes anyway?
---------------------------------------------------------------------
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.
Teleport: Necron infantry units 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. Alternatively, 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.
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. 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
It may not be destroyed by a Weapon Destroyed result on the damage table. It may only be destroyed if the Monolith suffers a Destroyed - Wrecked or Destroyed - Explodes! result on the vehicle damage table. If the Monolith does suffer a Destroyed – Explodes! result then the cataclysmic energies of the Power Matrix are released. All models, regardless of the damage result that destroyed it, all models within 2D6 inches suffer a Strength 10 AP 1 hit on a D6 roll of a 3+.



Automatically Appended Next Post:
Hmph. What do y'all think of this? --

Gauss Blaster – select the firing mode for the entire unit before making any 'to hit' rolls:
Range: 24” Strength: 4 AP: 5 Assault 2, Twin-Linked, Gauss Weapon
Range: 30" Strength 5 AP: 4 Heavy 1, Twin-Linked, Gauss Weapon.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/25 16:22:31


Post by: Bio-Merc91207


i like it. i think this is very solid and like that different levels of hq you can take, personally instead of platinum,gold,silver... i would do something more fluffy like "0-10 deaths, 50 to 100, 100-500 deaths, to show that there a better class of necron since they didn't die so quickly and get screwed up being regenerated so many times,

on a side note, this may have no place in this thread, but i always wanted to see immortals become the necrons answer to terminators, if you make immortals become like terminators that would be epic.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/25 16:29:37


Post by: Darkvoidof40k


Well, I was considering giving them a 2+ save. I mean, in my fandex they really don't have anything unless you take an immortal lord and take them as uber-hard troops.

I think the 2+ would make them much more favorable.

Immortals
Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 3 A: 2 LD: 10 Sv: 2+
Points cost: 150
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron
Wargear: Gauss Blaster, Fused Plating
Options:
May include up to 5 additional Immortals at 30pts per model.
The unit may take a Lightning Field for 15pts.
The entire unit may be upgraded to have Energized Claws at 5pts per model.

Gauss Blaster: Range: 30" S 5 AP 5 Assault 2, Twin-linked, Gauss Weapon

I think this is how I want them to be now. But is the pts increase to 30pts a model enough? Should they be taken up to 35 or even 40? 35 Sounds a bit better...


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/25 17:22:02


Post by: Kurgash


I'm not a fan of swapping a characterful rule with a USR filler. Rather have WBB be something like 'roll at the end of every phase' kind of deal. Shoot the Necrons, some get back up right before you charge. Some of them crashed going through terrain 'destroyer lord did this..twice in one game >.>' roll at end of movement phase to get back up, etc etc. Fluffy, unique and simple.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/25 18:54:48


Post by: Darkvoidof40k


I used to be pretty sure everyone wanted FnP instead of WBB. Now I'm not so sure... there seems to be a minority wanting WBB to stay but made decent. For starts, lets change the name if GW ever do use it in the next 'dex.

Self-repair is the best IMO.

Anyways, this is for practicality.

So, please, no more cries of "I want WBB!" because it isn't gonna be in this fandex (unless I make a MK2), k? I mean, ya go through my entire thread, read my first and second army lists, and then just say that you want WBB instead of FnP. Bit vague and unhelpful?

So, yeah... posts that actually say "this is good" "this is overpowered" "this is overpriced" "change this because blah blah blah" etc.

No offense to you FnP bashers.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/27 19:28:30


Post by: Darkvoidof40k


Got a test game with the refined version on saturday! Gonna be my SM mate against my necron playing friend. The SM dude doesn't know what he's in for...


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/27 21:01:58


Post by: phantommaster


Darkvoidof40k wrote:

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

Powered Claws: The attacks from a model with Powered Claws counts as being armed with a single power weapon. Additionally, it bestows the Rending universal special rule on the models attacks.

Wraith body: The model gains the Wraith Phase Shifter wargear, and moves in the same way as a jetbike.

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.



I absolutely love the whole thing but I would lose these upgrades as I think it is going too far and I'm not sure what to make of the Power Matrix. Also lose the Spyder's special rule about the 2 Scarabs for every Spyder and give them the Scarab upgrade in the armoury. Also make them one Spyder for every five Warriors and lower the points of the Warriors.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/28 04:26:44


Post by: dancingcricket


eNvY wrote:I think the Heavy Destroyer Armament should look something like Str 8 Ap 1 Rending Assault 1. If you look in the current necron dex, there's a fluff piece in the back talking about how amazing the Heavy Gauss Cannon is and they show a picture of it piercing two faces of a Land Raider without stopping. If it's only as good as a Lascannon why do the Adeptus Mechanicus want it so bad?


If you read the fluff that accompanies the pic on page 55 of the codex it just says skimmer. If you look at the pic, it's a destroyer, not a heavy. You can tell as the linear accleration chambers (gauss tubes) are above each other, not one in front of the other. This goes with the earlier editions of the brb where it was possible to explode a vehicle with a glanceing hit. So the question on that is, do you want it to go back to all necrons being able to do that, which is how it worked, or would you rather limit to certain choices have that option, and if so which ones? Personally I'm inclined to the former. I didn't mind having essentially bolters on my troops that could wound regardless of toughness, and could explode any tank, but had to get through opposing masses of units through lots and lots of shooting.



Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/28 07:39:08


Post by: Darkvoidof40k


phantommaster wrote:
Darkvoidof40k wrote:

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

Powered Claws: The attacks from a model with Powered Claws counts as being armed with a single power weapon. Additionally, it bestows the Rending universal special rule on the models attacks.

Wraith body: The model gains the Wraith Phase Shifter wargear, and moves in the same way as a jetbike.

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.



I absolutely love the whole thing but I would lose these upgrades as I think it is going too far and I'm not sure what to make of the Power Matrix. Also lose the Spyder's special rule about the 2 Scarabs for every Spyder and give them the Scarab upgrade in the armoury. Also make them one Spyder for every five Warriors and lower the points of the Warriors.


Well, as said, I'm playtesting tomorrow.

Don't see the problem with the wargear there. Gives them some good anti-super cc (termies etc) and the Wraith phase shifter is right in there with the fluff, and otherwise is no different from the fluff.

ALSO

It seems you quoted the codex in the OP. That is invalid now. Check the new one please! It's up there ^


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/29 06:12:13


Post by: dancingcricket


Consider making gauss blaster assault instead of, or in addition to, twin linked


Res orb - might want to specify 'models with the necron rule', just so someone isn't trying to take fnp rolls on things that don't get them, or are opposing armies. For instance, if you decide to give something FNP but not necron so it isn't affected by the res orb.

Gravitational disruptor as described affects both friend and foe, is this intentional?

Lightnening field, is there an AP? Does it have a different value against armor?

Reword solar pulse, as is the opponent gets to ignore night fighting but is at -1.

You've toned down the wraith body/phase shifter, taking away the turboboost, and ignoring terrain. Which means that even though they can assault 6 into cover, they now have to take dangerous terrain checks. I'm against the first, and the second really takes away their usefullness.

Interesting that silver and bronze can only do destroyer lords. What's the reasoning there, if I might ask?

Do the claws come as pairs, or as a single.

Same question for the flayed ones, do the claws come singly or as pairs, and does that change if you upgrade.

Immortals - with rapid fire instead of assault, they don't seem that impressive anymore, particularly since youve reduced the strength of the weapon to have the same S and AP of the flayer.

Well, relentless fixes the pariahs so they can shoot before assaulting, but so far I must say that it looks like you've toned down the necrons shooting. But their cheaper, still maybe a bit up there in points though considering they don't get wbb/fnp

Hrmm. MC spam. From necrons. 400 pts for 3 monstrous creatures and 5 warriors, So I could wind up with 18 if I had the points for it, and they all counts as troops. Makes you light on warriors, but that's ok, I think they're a bit overpriced for what they are (just my opinion), and the mc's are tougher anyhow. Particularly if you spend a few points on scarab bases. to go with them to take advantage of majority toughness...

I'll check the rest later when I get home.


Edit - had a chance to look at the rest...

Scarab swarms - Hover, sounds rather redundant. You've put unit type as jump infantry, here your just reiterating it. I'm also curious about the limit on how many you can have of them, is it to force people to take warriors, as you've taken the swarms out of fast attack?

Destroyers - Not bad, but after re-reviewing the destroyer body and following up on the wraith body, I have a question. What do you have against jetbikes? Destroyer and wraith bodies count as being on a jetbike, but you don't get the +1T or turboboost. I can see not wanting to make the destroyers T5(6), but why no turboboost? Your taking away two of the advantages of being a jetbike, and not compensating with anything extra. Destroyers would have to come down in cost from 50, as they no longer have the ability to turboboost to distance themselves from fast moving assault units, contest or take an objective last minute, or get a cover save from movement. Wraiths have the same issue, and have lost the abilities they had that let them keep their init when assaulting into terrain, and now take dangerous terrain tests when doing so.

Monoliths - Not sure if the changes make the lith more or less survivable, though it does help out somewhat against those annoying powerfists, which is something that always annoyed me. Otherwise, you've definitely increased it's damage output, is it's shooting used to be either or. I'm ok with that. You also made it possible to take out the gauss destructors, as opposed to just whittling down the weapons, which I guess I'm ok with, though that really messes with things a bit. Now, one change you made, not sure if it was intentional or not, with the new wording, the monolith is now subject to the rule about deepstriking counting as cruising speed, so it can't shoot any of it's weapons when it deepstrikes. Additionally, when deepstriking, you now have the monolith subject to deepstrike mishaps if it lands on someone or something. Again, is this purposeful?


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/29 07:51:14


Post by: Darkvoidof40k


Well, I've made even more changes to the codex. Also, sorry guys, the MK2 is actually at the bottom of page 1. I'll fix that in a minute... now to get the most updated version up from my computer to answer cricket's questions


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/29 08:14:57


Post by: Darkvoidof40k


Multi-quoting post ftw.

Right, anything that I post in italics is copied from the most up-to-date version of the codex on my computer that I finished either yesterday or the day before. I don't remember


Consider making gauss blaster assault instead of, or in addition to, twin linked


Gauss Blaster – Range: 30” Strength: 5 AP: 4 Assault 2, Twin-Linked, Gauss Weapon

Res orb - might want to specify 'models with the necron rule', just so someone isn't trying to take fnp rolls on things that don't get them, or are opposing armies. For instance, if you decide to give something FNP but not necron so it isn't affected by the res orb.


True, I'll get on it soon.

Gravitational disruptor as described affects both friend and foe, is this intentional?


Yes. This is intentional, so if you're fighting, say, Nids - you wanna slow them down? This does that. Plus, you shouldn't have much reason to move if you're fighting them with this army anyways, just sit there and shoot, maybe DS or infiltrate if it's objectives. Unfortunately, this piece of wargear was one of the first things I ever came up with for this 'dex, but it has no place in the army yet. I haven't removed it because I kinda like the idea.

Lightnening field, is there an AP? Does it have a different value against armor?


There is no AP stated, so it has no AP. It does not say that it has a different value against armor - assuming you're talking about tanks. Just D6 S4 hits.

Lightning Field: Every unit with a model in base contact with a Necron unit with a lightning field will take D6 Strength 4 hits each turn in the assault phase, before any attacks are made.

Reword solar pulse, as is the opponent gets to ignore night fighting but is at -1.


Might. But for 30pts you get a one-use item. Yes, it is very good, but that doesn't stop your opponant getting lucky dice rolls, does it? And Night-fighting is suspended for the turn it is used on anyway.

Solar Pulse: Once per game at the beginning of your opponents turn, the controlling player may make a Solar Pulse if the upgraded Necron Lord 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 not count as being in effect for the rest of the turn.

You've toned down the wraith body/phase shifter, taking away the turboboost, and ignoring terrain. Which means that even though they can assault 6 into cover, they now have to take dangerous terrain checks. I'm against the first, and the second really takes away their usefullness.


These models could move 24" a turn, get 3+ cover and still shoot. Bit OP if you ask me. Besides, all they're meant to do is shoot stuff. They can still move 12" a turn and shoot, so yes, less effective and whatnot. Although, now that I think about it, they are Immortals fused to a Destroyer body - so they shall now gain a 2+ save. I don't think the Immortal rules on this thread are up-to-date, so just so you guys know:

Immortals
Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 3 A: 2 LD: 10 Sv: 2+
Points cost: 125
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron
Wargear: Gauss Blaster
Options:
May include up to 5 additional Immortals at 25pts per model.
The unit may take a Lightning Field for 15pts.
The entire unit may be upgraded to have Energized Claws at 5pts per model.



Interesting that silver and bronze can only do destroyer lords. What's the reasoning there, if I might ask?

Because they are less advanced. Bronze isn't even as tough (toughness wise) as an Immortal, and they don't do necron warriors/Destroyer body combos, but they might make an exception for a Lord. The real point of Bronze and Silver lords is for low pts games. Bronze should only ever really be used in games of combat patrol - 750pts. Silver should probably only be used in 750-1000pts. Gold is the best IMO, considering its low pts cost in contrast with the Platinum, and the Gold can be more than a match for most enemy characters. Gold I'd recommend using in 1000+ games, naturally. The Platinum dude is just crazy. I mean, if you take him stripped down in a 2k game he's already 10% of your force, and if you tool him up to the max he becomes something like 21%. So yeah, he is just insane. If you did use him in low pts games, then probably taking him as a Flayer Lord with some tooled-up Flayed Ones would work best, because of the Preferred enemy rule. I mean, S5 attacks ignoring armour saves and re-rolling to hit and to-wound is just insane. But fun

Do the claws come as pairs, or as a single.


Yes, they are pairs. But they are written simply as "claws" because this states the plural, but it is not my intention for any of the units to gain additional attacks so it does not state that they are a pair in accordance with the rulebook. The maxinum number of base attacks on any model in the Necron army is already shown on its profile.

Same question for the flayed ones, do the claws come singly or as pairs, and does that change if you upgrade.


See above.

Immortals - with rapid fire instead of assault, they don't seem that impressive anymore, particularly since youve reduced the strength of the weapon to have the same S and AP of the flayer.


I fixed that either yesterday or the day before. Scroll upwards for the statline that I have already given you.

Well, relentless fixes the pariahs so they can shoot before assaulting, but so far I must say that it looks like you've toned down the necrons shooting. But their cheaper, still maybe a bit up there in points though considering they don't get wbb/fnp


Just think how much Eldar will love them and other than that, they're a decent unit - probably best served in killing tanks such as land raiders. But, obviously, they can easily munch their way through space marines and the like. But they're not a hard-cc unit. That gap is filled by the Flayed Ones and Wraiths (and Lords? )

Hrmm. MC spam. From necrons. 400 pts for 3 monstrous creatures and 5 warriors, So I could wind up with 18 if I had the points for it, and they all counts as troops. Makes you light on warriors, but that's ok, I think they're a bit overpriced for what they are (just my opinion), and the mc's are tougher anyhow. Particularly if you spend a few points on scarab bases. to go with them to take advantage of majority toughness...

It isn't MC spam. I mean, you could, but your army would probably fail, especially against shooty armies. Tomb Spyders are not scoring units, and MC spam built - little point in it. Costs a lot of money and you couldn't use all the models in a GW-codex game/tournament.

I'll check the rest later when I get home.




Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/29 22:38:13


Post by: dancingcricket


Darkvoidof40k wrote:Multi-quoting post ftw.

Gravitational disruptor as described affects both friend and foe, is this intentional?


Yes. This is intentional, so if you're fighting, say, Nids - you wanna slow them down? This does that. Plus, you shouldn't have much reason to move if you're fighting them with this army anyways, just sit there and shoot, maybe DS or infiltrate if it's objectives. Unfortunately, this piece of wargear was one of the first things I ever came up with for this 'dex, but it has no place in the army yet. I haven't removed it because I kinda like the idea.

Perhaps, but it does limit your ability to move away a bit and shoot, kiting said nids, or orcs, or space wolves...

Lightnening field, is there an AP? Does it have a different value against armor?


There is no AP stated, so it has no AP. It does not say that it has a different value against armor - assuming you're talking about tanks. Just D6 S4 hits.

I'm assuming that's on rear armor? Again, it's GW, if it's not specifically laid out, someone will argue it's on the side you happen to be on.

Lightning Field: Every unit with a model in base contact with a Necron unit with a lightning field will take D6 Strength 4 hits each turn in the assault phase, before any attacks are made.

Reword solar pulse, as is the opponent gets to ignore night fighting but is at -1.


Might. But for 30pts you get a one-use item. Yes, it is very good, but that doesn't stop your opponant getting lucky dice rolls, does it? And Night-fighting is suspended for the turn it is used on anyway.

Perhaps, but then you can't use it to counter night-fighting on your turn. It just gives the opponent the benefit of cancelling night fighting for a penalty to shooting. It never states you can use it during your turn, only at the beginning of your opponents.

Solar Pulse: Once per game at the beginning of your opponents turn, the controlling player may make a Solar Pulse if the upgraded Necron Lord 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 not count as being in effect for the rest of the turn.

You've toned down the wraith body/phase shifter, taking away the turboboost, and ignoring terrain. Which means that even though they can assault 6 into cover, they now have to take dangerous terrain checks. I'm against the first, and the second really takes away their usefullness.


These models could move 24" a turn, get 3+ cover and still shoot. Bit OP if you ask me. Besides, all they're meant to do is shoot stuff. They can still move 12" a turn and shoot, so yes, less effective and whatnot. Although, now that I think about it, they are Immortals fused to a Destroyer body - so they shall now gain a 2+ save. I don't think the Immortal rules on this thread are up-to-date, so just so you guys know:

Immortals
Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 3 A: 2 LD: 10 Sv: 2+
Points cost: 125
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron
Wargear: Gauss Blaster
Options:
May include up to 5 additional Immortals at 25pts per model.
The unit may take a Lightning Field for 15pts.
The entire unit may be upgraded to have Energized Claws at 5pts per model.


Alright, you've confused me. How are they basically immortals? If your talking about the gear for the lords, ok, yes they get shooting. But it's also how your giving the ability to wraiths, who don't get shooting. And if I recall, it also doesn't say anything about counting as having grenades, so charging into cover your going at I1. So now you can, with a wraith, move 12, charge 6(rolling dangerous terrain), and go last. And how are you getting the 24" movement, you've said their jetbikes but can't turboboost or get the +1 T.


Interesting that silver and bronze can only do destroyer lords. What's the reasoning there, if I might ask?

Because they are less advanced. Bronze isn't even as tough (toughness wise) as an Immortal, and they don't do necron warriors/Destroyer body combos, but they might make an exception for a Lord. The real point of Bronze and Silver lords is for low pts games. Bronze should only ever really be used in games of combat patrol - 750pts. Silver should probably only be used in 750-1000pts. Gold is the best IMO, considering its low pts cost in contrast with the Platinum, and the Gold can be more than a match for most enemy characters. Gold I'd recommend using in 1000+ games, naturally. The Platinum dude is just crazy. I mean, if you take him stripped down in a 2k game he's already 10% of your force, and if you tool him up to the max he becomes something like 21%. So yeah, he is just insane. If you did use him in low pts games, then probably taking him as a Flayer Lord with some tooled-up Flayed Ones would work best, because of the Preferred enemy rule. I mean, S5 attacks ignoring armour saves and re-rolling to hit and to-wound is just insane. But fun

I'd think that the other bodies make just as much, if not more, sense for small battles thant he destroyer. My opinion of course. But two of them are infantry, which is usually more typical for small forces, and wraiths would be phenomenal for small battles, going through terrain and ignoring enemy lines of fire. And perhaps a bit more balanced as they aren't outmanuevering and outshooting the foe. Well, at least they are when ignoring terrain.




Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/29 22:48:47


Post by: Darkvoidof40k


I have made a note of that... it should atleast be in the MK2 at the bottom of page 1.

Anyways, played a test game today. I tag-teamed with a friend against a list I drew up earlier, but we had to take off 250pts cause of model limitations and whatnot.

Anyways, it was pretty fun. Was apocalypse, which I know doesn't really give a great overview for the armies perforance in proper games, but I wanted to get a feel of how a large portion of the army did. Tbh, it was a bad idea to play apoc IMO, cause a lot of the army didn't do much and we stopped at the end of turn 4. Next time, it'll be 1750

I'll also post the most up-to-date version at a later date.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/31 18:30:28


Post by: WD40


I've been going through alot of the Necron homebrew/fandexes out there and compiling all the stuff, and adding some of my ideas, so here are some:

For LD, my plan was to have them take LD tests on 3D6 or 4D6, and have them discard dice, so they can effectivley choose to pass or fail morale/ld based tests. I called this "mechanical mind", since they're supposed to think logically.

For gauss, i saw someone was using the poisoned system, but its not called poison. Ex: Gauss Flayer Str 4, AP5, Rapid Fire, Gauss (5+). It needs a 5+ to wound, and if you're shooting at something T4 or lower, you get to reroll the roll to wound. For anti-vehicles, my idea was at half range gauss weapons get a D3 bonus to amor penetration, and on rolls of 6s they count as AP1, but i was thinking that might be too OP. All i know, is everyone is trying to make necrons good at assault, but i think some more emphasis should be placed on shooting, because its a shooting army.

I kept phase out, because i think its the main way to balance the army, if you're adding all this stuff to make all the units better. I've also been thinking about SaP... but that might make the army not fun to play if there isnt some expansion on the teleport abilities.

For the armory/wargear, i added alot of stuff, and i kept the points costs in line with the 5th ed marine dexs and tyranids, so my upgrades are generally, more expensive than yours. I though a platinum lord should be in line with a Tyranid hive tyrant, points wise.
I also divided my armory into a couple different parts. The first was artifacts, that any lord could take, and the second was arcane abilites, that only a lord with the staff of light could take (ex: Solar Pulse), because the staff of light is a vessel for arcane-ness, and warscythes are pretty much just for combat.

For assault units, i just gave Wraiths + Flayed ones rending, i think power weapons would be too OP. I suppose you could give them preferred enemy, but then they're genestealers on roids, and would probably warrant a points increase. For pariahs, i like keeping them at itiative 3, because if you stick a lord with the unit, the cronometron will give the unit +1i, making them MEQs. I suppose this way, you can keep theyre points below 40.

I really like your idea of having the Tomb Spyders as troop choices but dont take up FOC, and scarabs as troops, since that eliminates some of the FOC problems with the current necron codex.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/05/31 20:50:26


Post by: Thanatos_elNyx


Isn't Str10 AP1 Rending a bit redundant?


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/06/01 03:24:22


Post by: WD40


Thanatos_elNyx wrote:Isn't Str10 AP1 Rending a bit redundant?

The H. Destroyers are str 9.

A multi-melta would get 2d6+8 pen at 12'', and is automatically AP1.
The heavy gauss cannon would get D6+D3+9 pen at 18'' and is AP1 only on a roll of a 6.

If i did my math right, at 1/2 range:
Mutlimelta has a 15/36 chance of penetrating AV14, and 5/36 chance of Glancing
Heavy Gauss Cannon: 1/2 chance of penetrating AV14, and 1/6 Chance of Glancing, which means they get a result on the damage table 1/9th more frequent than a MM.

Heavy gauss cannon has slightly better range, and better chance of doing damage (which i should from a fluff perspective), but only gets that +1 on the damage table 1/6 times. A multi-melta is 10 points, and... the Heavy gauss cannon is around 17. (Using the 3rd ed necron codex, a h. destroyer is 65- 30 for D. body and 18 for the basic necron warrior = 17.) Granted, the h. destroyers have greater mobility than a SM devastator, but... you can put MMs on a Landspeeder, attack bikes, land raiders, and a bunch of other delivery systems.

How is it redundant? Its not like H. Destroyers are MCs with str 10, getting another 2D6+D3 pen. In fact, doing all this math sorta makes me think that Heavy gauss cannons should get a points reduction, since attack bikes with MMs are 50 points each, have 1 more attack, grenades, ATSKNF/redthirst/berzerk charge/counter attack. FNP isnt worth 15 points/model. Additonally, H. Destroyers are competeing with HS slots with the monolith, and attack bikes dont get rid of any HS slots.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/06/01 12:26:33


Post by: Thanatos_elNyx


I was referring to the
Monolith Power Matrix – Range: 48” Strength: 10 AP: 1 Ordnance 1, Large Blast, Gauss Weapon

Correct me if I am wrong but Rending only gives you the D3 if you roll a 6 on the AP roll.
So 10 + 6 is Penetrating everything already so another D3 will make no difference. And obviously the Ap1 makes no difference if the weapon is already Ap1

At least on the:
Heavy Gauss Cannon – Range: 48” Strength: 8 AP: 2 Heavy 1, Blast, Gauss Weapon

The D3 means a 6 Penetrates instead of Glances, and AP1 is an improvement over the AP2.
Though if the HGC is Str 9 it slides back into redundant though the AP1 is still handy vs Vehicles.

Just a tidiness nitpick, love the rest of it


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/06/01 23:26:01


Post by: WD40


Well the extra D3 i was talking about happened all the time, if the gun was firing at half range. The ap1 was what happened on the rolls of a 6. I thought you were talking about the heavy gauss cannon and instead of saying D3, you just threw rending out there. Sorry.

So yeah, in reference to the Power Matrix, it is... Str 9+ rending, would be redundant, expecially if the weapon was AP2 or AP1 to begin with.

But with regards to the Heavy Gauss Cannons, do you think they should get a points decrease? I sorta think Normal and Heavy destroyers should cost about the same. The heavy gauss cannon isnt really an upgrade, its designed for a completley different thing.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/06/03 15:15:44


Post by: Darkvoidof40k


The redundancy of rending on the mono crystal wotsit has been discussed already

Will post most up-to-date 'dex soon. Can't ATM, on holiday :/ Gimme 2 days


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/06/03 17:30:31


Post by: Thanatos_elNyx


I always felt that the HGC wasn't a huge improvement over the normal GC.
If I was doing a codex, I would merge Heavy Destroyers and Destroyers; such that you buy Destroyers and any number can upgrade to HGC for Free.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/06/03 18:46:10


Post by: Darkvoidof40k


Thanatos_elNyx wrote:I always felt that the HGC wasn't a huge improvement over the normal GC.
If I was doing a codex, I would merge Heavy Destroyers and Destroyers; such that you buy Destroyers and any number can upgrade to HGC for Free.



Oh, if you want a fandex that does that see the one written by Darkvoidof40k.



Anyway, cause I dunno what I update with this project or when, I AM going to post the most up to date version, as I keep saying. I'm gonna stop saying it now, but either way its back home (I'm 300 miles away ATM )

Keep the feedback coming (unless you don't read my stuff in the first place).


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/06/04 19:30:26


Post by: Darkvoidof40k


MOST UPDATED'IST VERSION (I HOPE!)

(yep, just C and P'd it all, looks right. So yeah, a lot is the same - but there's quite a few changes since I last posted one up. FYI this was done over a week ago I believe)


SPECIAL RULES
Necron – Unit with this special rule has the Feel No Pain and Stubborn universal special rules.
Gauss Weapons – all Necron ranged weapons have the Rending universal special rule.

WEAPONS:
Gauss Flayer – Range: 24” Strength: 4 AP: 5 Rapid-Fire, Gauss Weapon
Gauss Blaster – Range: 30” Strength: 5 AP: 4 Assault 2, Twin-Linked, Gauss Weapon
Gauss Cannon – Range: 36” Strength: 6 AP: 4 Heavy 3, Gauss Weapon
Heavy Gauss Cannon – Range: 48” Strength: 8 AP: 2 Heavy 1, Blast, Gauss Weapon
Gauss Destructor – Range: 24” Strength: 5 AP: 3 Heavy 3, Gauss Weapon
Monolith Power Matrix – Range: 48” Strength: 10 AP: 1 Ordnance 1, Large Blast, Gauss Weapon
Particle Disruptor – Range: Template Strength 4 AP: 2 Assault 1, Gauss Weapon

WARGEAR:
Staff of Light: Power Weapon, can be fired as a Particle Disruptor.

Warscythe: Ignores armour and Invulnerable saves, 2D6 Armour Penetration, Two handed. Can be fired in the shooting phase as a Gauss Flayer.

Destroyer Body: A model with a Destroyer body is treated the same way as a model riding as a model riding a Jetbike, but does not gain +1 Toughness and may not use the Turbo Boost special rule.

Resurrection Orb: Any of your units with atleast 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. A model may not have a Phase Shifter and a Wraith Phase Shifter.

Phylactery: A model with a Phylactery passes Feel No Pain tests on a 3+.

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 this 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 the 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 Strength 4 hits each turn in the assault phase, before any attacks are made.

Solar Pulse: Once per game at the beginning of your opponents turn, the controlling player may make a Solar Pulse if the upgraded Necron Lord 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 not count as being in effect for the rest of the turn.

Energized Claws: A model with Energized Claws has the Rending universal special rule in assault.

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. The unit will only scatter 1D6 inches if an arrow is rolled on the scatter dice.

Defense Scarabs: The Necron Lord is protected by Scarabs that stay near their master to protect and fight for him. A single Scarab base accompanies the Necron Lord.

Powered Claws: The attacks from a model with Powered Claws counts as being armed with a single power weapon. Additionally, it bestows the Rending universal special rule on the models attacks.

Wraith body: The model gains the Wraith Phase Shifter wargear, and a model with a Wraith body is treated the same way as a model riding as a model riding a Jetbike, but does not gain +1 Toughness and may not use the Turbo Boost special rule.

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: The Necron Lord and any unit he is with gain the Fleet universal special rule, and +1 Initiative.

Flayer Claws – A Flayer Claw is treated in the same way as a Lightning claw (see the main rulebook).



HQ
Necron Lord
 0-1 Platinum
Statline: WS: 7 BS: 7 S: 5 T: 6 W: 4 I: 5 A: 4 LD: 10 Sv: 2+
Points cost: 200
Unit type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character, Fearless
Ancient Enemy: A Platinum Necron Lord will have been fighting for Thousands, if not Tens of Thousands of years. His skills at range and close combat are rarely matched and his ancient robotic body is as tough as the worst Tyranid monster and stronger than any Space Marine and can take a considerable amount of punishment, as shown in his profile. Additionally, on account of his experience, he has the Preferred enemy special rule against all enemies. He conveys this rule to any Necron unit he has joined.
Wargear: Staff of Light, Fused Plating
Options:
A Platinum Lord may have any of the following:
May have a Chronometron for +20pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
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:
Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers many 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: 5 S: 5 T: 5 W: 3 I: 4 A: 3 LD: 10 Sv: 3+
Points cost: 115
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character
Wargear: Staff of Light
Options:
A Gold Lord may select up to 150pts of upgrades from the list below
May have a Chronometron for +20pts
May have Fused Plating for +15pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
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:
Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers many 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: 4 W: 3 I: 3 A: 3 LD: 10 Sv: 3+
Points cost: 100
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character
Wargear: Staff of Light
Options:
A Silver Lord may select up to 100pts of upgrades from the list below
May have a Chronometron for +20pts
May have Fused Plating for +15pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
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:
Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers many now be taken as troops choices as well as Fast Attack.

 Bronze
Statline: WS: 4 BS: 4 S: 4 T: 4 W: 2 I: 2 A: 2 LD: 10 Sv: 3+
Points cost: 75
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character
Wargear: Staff of Light
Options:
A Bronze Lord may select up to 50pts of upgrades from the list below
May have a Chronometron for +20pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
May have a Resurrection Orb for +30pts
May have a Lightning Field for +10pts

May also select the following:
Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers many now be taken as troops choices as well as Fast Attack.


Elites
Flayed Ones
Statline: WS: 4 BS: 4 S: 4 T: 4 W: 1 I: 4 A: 2 LD: 10 Sv: 3+
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.
Grotesque: All enemy 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:
Energized Claws
Options:
May include up to 5 additional Flayed Ones at 30pts per model.
The entire unit may replace their Energized claws with one of the following:
Powered Claws at +10pts per model.
Flayer Claws at +15pts per model.

Immortals
Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 3 A: 2 LD: 10 Sv: 2+
Points cost: 125
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron
Wargear: Gauss Blaster
Options:
May include up to 5 additional Immortals at 30pts per model.
The unit may take a Lightning Field for 15pts.
The entire unit may be upgraded to have Energized Claws at 5pts per model.

(0-1) Pariahs
Statline: WS: 4 BS: 4 S: 5 T: 5 W: 1 I: 3 A: 2 LD: 10 Sv: 3+
Points cost: 90
Unit Type: Infantry
Number/unit: 3
Special Rules – Relentless
Pariah Gene: Any Psyker attempting to use a psychic power within 24” of a Pariah will take their Psychic test on 3D6, and if they are within 12” They take the test on 4D6.
Wargear: Warscythe
Options:
May include up to 7 additional Pariahs at 30pts per model


Troops
Necron Warriors
Statline: WS: 4 BS: 4 S: 4 T: 4 W: 1 I: 2 A: 1 LD: 10 Sv: 3+
Points cost: 100
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron
Wargear: Gauss Flayer
Options:
May include up to 15 additional Necron Warriors at 20pts 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 YOU HAVE. THEY DO NOT TAKE UP ANY SPACE ON THE FORCE ORGANISATION CHART AND THEY ARE NOT SCORING UNITS, BUT ARE OTHERWISE TREATED AS TROOPS CHOICES.
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:
Replace any of its close combat weapons with a Gauss Cannon for free. If it replaces both close combat weapons with a Gauss Cannon, then it counts as being armed with a single twin-linked Gauss Cannon. Additionally, for each close combat weapon replaced with a Gauss Cannon, 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: Jump Infantry
Number/unit: 3
Special Rules – Swarms, Fearless,
Mindless Swarm: Scarab Swarm units are not Scoring Units, and may never hold objectives, table quarters or any other form of objective, but may still contest objectives. Additionally, you may never include more units of Scarab Swarms than units of Necron Warriors.
Hover: Regardless of how far they move, Scarab swarms always count 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 in addition to any other damage. This result can never be made better or worse, i.e. by the Extra Armour upgrade on a vehicle or a vehicle being open-topped.
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: 2+
Points cost: 180
Unit Type: See Destroyer Body wargear
Number/unit: 3
Special Rules – Necron
Heavy Destroyers: A Heavy Destroyer replaces its Gauss Cannon with a Heavy Gauss Cannon. 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 60pts a model
The entire unit may be upgraded with Energized Claws for 5pts a model
Any model may be upgraded to a Heavy Destroyer for +25pts per model

Wraiths
Statline: WS: 5 BS: 0 S: 6 T: 4 W: 1 I: 6 A: 3 LD: 10 Sv: 3+
Points cost: 50
Unit Type: See Wraith Body wargear
Number/unit: 1
Special Rules – Necron,
Wargear: Powered Claws, Wraith Body
Options:
May include up to 4 additional Wraiths at 50pts a model
The unit may be upgraded with a Lightning Field for 10pts


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.
Teleport: Necron infantry units 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. Alternatively, 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. This rule may not be used if the Monoliths' Power Matrix has been disabled – see below for details.
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. 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
It may not be destroyed by a Weapon Destroyed result on the damage table. It may only be destroyed if the Monolith suffers a Destroyed – Explodes! result. The cataclysmic energies of the Power Matrix are released. All models, regardless of the damage result that destroyed it, all models within 2D6 inches suffer a Strength 10 AP 1 hit on a D6 roll of a 3+. This overrides the normal rules for vehicles exploding, and the Monolith will never explode in any other way than described above.



Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/06/04 23:44:27


Post by: dancingcricket


The warscythe with a built in rapid fire weapon, as opposed to assault. Makes it much less useful for anyone who isn't relentless. Might be fine for pariahs who have that, but hinders any lord who decides to take it.

Destroyer body - Treated as a jetbike, but isn't one. So can move 12, has a stable platform for firing hvy weapons, good. Can't turbo boost, doesn't get the cover save, doesn't get the +1 T, takes dangerous terrain if it charges into cover, not good. That's taking out some of the main advantages and survival traits of jetbikes.

Phase shifter - may move through impassable terrain. Do they count it as clear terrain, difficult terrain, or dangerous terrain? Does it negate the dangerous terrain penalty for assaulting into cover if I put it on my destroyer body lord?

Lightning field : Might want to specify that it's 'Every enemy unit' as opposed to every unit. Just incase you have 2 necron units in the same assault, both with the lightning field. Wouldn't want their special gear hurting each other.

Solar pulse - again, it's only usable in the opponents phase as it's currently written, which means that your giving the opponent the advantage of not needing to worry about night fight for a small penalty to their bs. Handy if it's not night when you use it, but doesn't help your side shoot when it is night fight.

Powered claws - rending and power weapons? I take it this is just to help out against vehicles?

Wraith body - Start off with the same thing as destroyer body, leaving out a bunch of the advantages, but none of the disadvantages. It's more felt on wraiths to an extent as they're supposed to be your fast assault units. But they don't have grenades, and are subject to dangerous terrain tests (being treated as jetbikes) when they assault into cover.

Wraith phase shifter - see my comment on phase shifter above, with more emphasis. Assault units/models here, it's important to know exactly how we're dealing with terrain. It's not impassable terrain we're worried about here now (though it does help to have that), it's regular terrain that went from not a consideration to being lethal to enter.

Platinum lord - Ancient enemy - The rules effects sound good, the fluff though. All the necrons have been fighting for thousands, if not tens of thousands of years. How are they different? Now if they were a favorite of the C'tan before they were changed... Just saying..


Flayed ones - Grotesque - Is this cumulative if there are multiple units that have this? So I can have 6 units of them on the table, a lord with a flayer body so he gets it, and get a cumulative -14 to the opponents leadership? So much for psychic abilities. Now all I need is a nightmare shroud so I can make everyone run.

Tomb Spyder - Not sure the stat increases are worth raising the cost to 100 pts/model. The increase for res orb is compensated by no longer needing to have the rule that extends how far away necron units can be from each other, and they no longer generate scarab bases, but now have to pay for their ablative wounds, and can't regenerate them. 75 pts at most is what I'd suggest.

Scarab swarms - Hover - regardless of how they move? Unnecessary to have in there. Just say 'Scarab swarms are (or count as in all respects, your choice as to which) jump infantry (in addition to being swarms.) Otherwise, you've built in the disruption fields (ok, but sometimes not desired) for a reduced cost(good) but to a lesser effect than normal, but keeping them from shooting is something at least.

Destroyers - see destroyer body above. Additionally, is switching everything to heavy gauss cannon a mandatory change to heavy support, or an optional change? Want to have my 3 units of heavy destroyers and 3 monoliths... For that matter, how, if at all, does that get affected by a lord taken destroyer body? Does a group of destroyers also count as troops if you upgrade them all to heavy destroyers?

Wraiths - Again, see wraith body/wraith phase shifter above. Needs grenades.

Monolith -
300 pts, I'm against the significant price increase, what you've done with the rules doesn't warrant it. If anything, you've made it weaker.
Deep strike - ok, had that before.
Crewless - handy, one of the few upgrades, but wasn't really necessary, you were always able to fire the large blast before, or use the teleport. Minor benefit at best.
Living Metal - yeah, have a chance to save against the incoming damage, but now your going to need it a lot more. Melta, monstrous creatures, and various other weapons now get 2d6 penetration, lance weapons reduce armor to 12, and still subject to power fists (which has always bugged me). So you'll have plenty of time to use that 4+ invulnerable save. Oh, and hope one of the guys who messes with invulnerables isn't doing so when your getting hit.
Teleport - OK. But you've lost the second chance at getting back up. Perhaps consider letting a unit coming through it roll for reinforcements, up to starting strength maybe? You also mention that it can't be used if the power matrix has been disabled, but nowhere do you mention it being able to be disabled, only destroyed if the monolith explodes. Not is wrecked, but explodes. More on that later - see below.
Ponderous - If it moves it may fire all its weapons, how about if it doesnt? One of the weapons is ordnance, the others don't qualify as defensive, so normally you don't get to fire both. Also removed was the bit about making other units move if you land on them when you deepstrike, could at least have it autocorrect ala drop pod.
Auto-targeting - While the gauss destructors may be individually more potent against the target they're shooting (maybe), overall the damage potential has gone way down, as fewer units are targettable. As well as the usefullness, as they now fire at the closest unit. Meaning you don't get to choose to shoot at the dangerous units on the other side of the cover providing throw away unit between the lith and them.
Monolith Power Matrix - Description and stats, OK. But rending really isn't necessary when it's already AP1, and to get the rend you've already got a pen result. May not be destroyed by weapon destroyed result - that's the same. May only be destroyed if the monolith suffers an explodes. Hold up, does this mean if the opponent wrecks the monolith it'll sink to the ground, and keep shooting the large blast for the rest of the game? Otherwise the wording seems a bit off. The explosion result seems interesting, and makes the monolith something you'd want to keep as far away from your own units as possible.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/06/05 00:37:27


Post by: Kevin949


Darkvoidof40k wrote:These models could move 24" a turn, get 3+ cover and still shoot. Bit OP if you ask me. Besides, all they're meant to do is shoot stuff. They can still move 12" a turn and shoot, so yes, less effective and whatnot. Although, now that I think about it, they are Immortals fused to a Destroyer body - so they shall now gain a 2+ save.


Wait...you know that destroyers and heavy destroyers could NOT turbo boost and shoot in the same turn, right? Sooo...all you've done is take away their turbo boost rule and the cover save they can get from it and given nothing in return. And why would "immortals fused to a destroyer body" get a 2+ cover save? A model should get that only because of their small size, like scarabs.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/06/05 07:16:38


Post by: Darkvoidof40k


@Kevin

I was referring to their 2+ armour save. It does say somewhere that they are Immortals fused to a destroyer body.

@Dancingcricket

Thanks dude, your nit-picky-ness is being really helpful - the kind of feedback I wanted from the start of this thread. Eh. Looks like I've got my work cut out for me.

One thing I have noticed is that the Necron warriors need to be toned down in CC, like what someone said earlier. For instance, in test play, one of my captains charged a 10ish man unit, killed 2-3 then got offed by the rest! Yes, he was on 2 wounds (this is the same guy who made 17 consecutive 3+ saves in his first game... ) and yes, he only has a 3+ save. But it just didn't feel right.

So, necron warriors - take them down to WS3? Or even WS2?

As for all your points, cricket, I thank you for taking the time to look through my 'dex and write them. I'll do something about it all later, it's 7:15 AM here.

As for Destroyers and Wraiths, I just felt that moving around so fast wasn't right. Or something.

Might just give 'em outflank or scouts or something. Open to suggestions and help on this topic.

As for all the rewording, naturally that'll take awhile.

The Mono, I'll work on that too at some point.

Seems I'm rambling. I'll end the post here then


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/06/05 10:35:57


Post by: dayve110


Gauss Blaster – Range: 30” Strength: 5 AP: 4 Assault 2, Twin-Linked, Gauss Weapon


30" range... S5... AND assault2 ? i think that's a bit much, and tats before you factor in the AP4 and rending and twin-linked.
Currently its better than a heavy bolter (with the TL and rending included) and its an assault weapon.
You could have it shorter range if the unit moved, something similar to how noise marine weaponry work.
As is necrons would be very well just backing up and laying waste to everything with these.

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


Do you really need the blast on this? I'd rather see it as S9 AP2 Heavy1 with the option to fire a template at S5 AP4 or similar.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/06/05 13:59:26


Post by: Kevin949


Darkvoidof40k wrote:@Kevin

I was referring to their 2+ armour save. It does say somewhere that they are Immortals fused to a destroyer body.



But here is the thing...in the current dex it is stated that destroyers are warriors on a destroyer body. If that is the case, the fact they are T5 shows they are getting the +1 toughness from the destroyer body. If you switch it up to immortals then it should be T6 instead of a 2+ save since now you're altering (even further) how the jetbike rule works. And really, the only thing at this point that you've taken from the jetbike rule is their ability to move and shoot heavy weapons. But no +1 toughness and no turbo boost, no thanks.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/06/05 16:29:46


Post by: Darkvoidof40k


Eh. So how's this:

Destroyer Body: A model with a Destroyer body is treated in all respects as if the model was on a Jetbike, but does not gain any bonus to their toughness characteristic.

Toughness 5 is way better than Toughness 4(5).

As for Wraiths, I don't see them moving as fast as Destroyers, so I'll do something for 'em later. I'm thinking they get Infiltrate.


Also, when the fandex is done, I intend to make apocalypse datasheets for the Nightbringer, then the Deciever.

One fandex I saw even did the void dragon. Which is fail. Because it would just destroy the Imperium end of.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/06/05 22:13:09


Post by: dancingcricket


Darkvoidof40k wrote:@Kevin

I was referring to their 2+ armour save. It does say somewhere that they are Immortals fused to a destroyer body.

@Dancingcricket

Thanks dude, your nit-picky-ness is being really helpful - the kind of feedback I wanted from the start of this thread. Eh. Looks like I've got my work cut out for me.

One thing I have noticed is that the Necron warriors need to be toned down in CC, like what someone said earlier. For instance, in test play, one of my captains charged a 10ish man unit, killed 2-3 then got offed by the rest! Yes, he was on 2 wounds (this is the same guy who made 17 consecutive 3+ saves in his first game... ) and yes, he only has a 3+ save. But it just didn't feel right.

So, necron warriors - take them down to WS3? Or even WS2?

As for all your points, cricket, I thank you for taking the time to look through my 'dex and write them. I'll do something about it all later, it's 7:15 AM here.

As for Destroyers and Wraiths, I just felt that moving around so fast wasn't right. Or something.

Might just give 'em outflank or scouts or something. Open to suggestions and help on this topic.

As for all the rewording, naturally that'll take awhile.

The Mono, I'll work on that too at some point.

Seems I'm rambling. I'll end the post here then


Actually, that doesn't sound wrong, if the warriors paid the 5 pts each for the upgrades. The stats are fine, it's how they are now. Let's look for a moment at the changes you've made to them. The stat's as I said are identical to how they are now, so it's in the rules changes you've given them. First, you've raised the points cost per model by 2, so they're already more expensive. Now you've swapped out wbb for fnp, which is arguably not as good as WBB, there are more things that WBB lets you come back from, you have options for a second chance (due to monolith), and the restrictions on it are relatively easy to overcome. There are admittedly downsides to it, but overall it's a bit more potent. The major downside to WBB you've fixed by adding in stubborn. All in all not too much of an increase, and they're already more expensive than the basic trooper for many other codexes. Don't have my SM codex handy, so I don't know how much a marine costs right off hand, but the statline is similar, with a lower init and a slightly higher leadership. If you want to make it any more reasonable, cost wise, consider lowering leadership to 9. Now, adding on rending in CC as well as their ranged for 5 pts. Your example has a single captain charging in, dropping 2-3 necrons, and then getting killed. I'm assuming a 10 man squad? That means that a marine, with 2 wounds left, got attacked by 7-8 marines. It's not unreasonable that the equivalent of 7-8 marines can kill the general equivalent of 2 marines, they effectively outnumber him about 4 to 1, and it was 5 to 1 when he charged in. If they had the 5 pt energized claw upgrades on each model, it's even more reasonable. Otherwise, Id playtest it a bit more, could have just been some lucky or unlucky rolls, depending on which side your on, just a little less dramatic than when the tau gun-drone beats down a carnifex.

The change to destroyer body sounds a bit more reasonable there. Still say it's ok for wraiths to have full jetbike if they're going to be moving. They can't assault if they turboboost. Scout might also be a good idea.

As for a fandex having datasheets for the void dragon, I don't think it's any worse than seeing datasheets for the titans that are supposed to be guarding the emperors throne. Cause lets face it, if the enemy is close enough for them to get involved, the empire's already lost. They wouldn't be able to stop incoming fire from destroying the throne at that point, even if they did manage to defeat the force that was attacking, the Imperiums ability to travel the warp would be severely hampered at best.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/06/05 22:43:28


Post by: Sasori


It's really starting to look a lot better! Keep up the good work, and the play tests!


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/06/06 08:46:58


Post by: Darkvoidof40k


Thanks, you two.

Well, the Void Dragon (the rules for all the c'tan in that fandex were pretty messed up.. the unit changed turn to turn with some random table thing changing abilities, possibly ruining game plans, making them stronger or weakening them) is fine if you wanna play the siege of Terra MK2.

Personally, I think that if the World Engine had popped up right infront of Terra - the Imperium would crumble. The Adeptus Terra would most likely all be dead, lots of important people would be dead, and the Emperors palace quite probably blown to smitheroons. The Emperor himself might survive, cause he's a bit more than 6ft under.

It'd be a pity if the Custodes were lost though.. still waiting for GW to make them DO something.

I mean, they've been alive for over 10,000 years, they were already more experienced than the chapter masters of the time, you'd think they'd get out there and start fighting again.. lazy gits.

Anyway, back on-topic


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/06/07 03:44:16


Post by: the_ferrett


The platnum lord looks a little mephiston like


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/06/07 16:55:37


Post by: Darkvoidof40k


the_ferrett wrote:The platnum lord looks a little mephiston like


A little, yes. Go back to the OP and have a look at "The Herald". Bottom of the original fandex, first special charry I did. Gonna have to fix him sometime


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/08/18 18:43:29


Post by: Darkvoidof40k


Alright, it's been a long time since I've updated this project, but I have done quite a bit of work on the army list, significantly changing it ever since I was inspired a few nights ago on a necron codex rumor/discussion thread. Sure, there's a lot of stuff I can improve on, but I think it looks a lot like it will do when it's finished.

Also, I'm thinking about showing this to GW. Does anyone know a way I can contact them? Email would be best.

Anyway, here's the revised army list and wargear/weapons list:

Codex: Necrons

SPECIAL RULES
Necron – A unit with this special rule gain 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

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

WARGEAR:
Staff of Light: Power Weapon, can be fired as a Particle Disruptor.

Warscythe: Ignores armour and Invulnerable saves, 2D6 Armour Penetration, Two handed. Can be fired in the shooting phase as a Gauss Flayer.

Destroyer Body: a model mounted on a Destroyer body has the unit type: Jetbike.

Resurrection Orb: Any of your units with atleast 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 passes Feel No Pain tests on a 3+.

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 this 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 the 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 Strength 4 hits each turn in the assault phase, before any attacks are made.

Solar Pulse: Once per game at the beginning of your opponents turn, the controlling player may make a 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 has the Rending universal special rule in assault.

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.

Defense 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 counts as being armed with a single power weapon.

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: The Necron Lord and any unit he is joined with gain the Fleet universal special rule and always strike first in close combat, and 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 re-roll failed rolls to wound.

ARMY LIST
HQ

Necron Lord
0-1 Platinum
Statline: WS: 7 BS: 7 S: 5 T: 6 W: 4 I: 4 A: 4 LD: 10 Sv: 2+
Points cost: 180
Unit type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character, Fearless
Ancient Enemy: A Platinum Necron Lord will have been fighting for millions, if not billions of years. His skills at range and close combat are rarely matched and his ancient robotic body is as tough as the worst Tyranid monster and stronger than any Space Marine and can take a considerable amount of punishment, as shown in his profile. Additionally, on account of his experience, he has the Preferred enemy special rule against all enemies. He conveys this rule to any Necron unit he has joined.
Wargear: Staff of Light, Fused Plating
Options:
A Platinum Lord may have any of the following:
May have a Chronometron for +35pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
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:
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: 3 LD: 10 Sv: 3+
Points cost: 125
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character
Wargear: Staff of Light
Options:
A Gold Lord may select up to 150pts of upgrades from the list below
May have a Chronometron for +35pts
May have Fused Plating for +15pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
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:
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: 3 A: 2 LD: 10 Sv: 3+
Points cost: 100
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character
Wargear: Staff of Light
Options:
A Silver Lord may select up to 100pts of upgrades from the list below
May have a Chronometron for +35pts
May have Fused Plating for +15pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
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:
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: 4 BS: 4 S: 4 T: 5 W: 2 I: 2 A: 2 LD: 10 Sv: 3+
Points cost: 75
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character
Wargear: Staff of Light
Options:
A Bronze Lord may select up to 50pts of upgrades from the list below
May have a Chronometron for +35pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
May have a Resurrection Orb for +30pts
May have a Lightning Field for +10pts

May also select 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 T: 5 W: 1 I: 4 A: 2 LD: 10 Sv: 4+
Points cost: 150
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron, Slow and Purposeful
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.
Grotesque: Flayed Ones drape themselves in the bloody flesh of their victims. All enemy 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:
Energized Claws
Options:
May include up to 5 additional Flayed Ones at 30pts per model.
The entire unit may replace their Energized claws with one of the following:
Powered Claws at +10pts per model.
Flayer Claws at +15pts per model.


Immortals
Statline: WS: 4 BS: 4 S: 4 T: 5 W: 2 I: 2 A: 2 LD: 10 Sv: 3+
Points cost: 150
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron, Slow and Purposeful
Wargear: Gauss Blaster
Options:
May include up to 5 additional Immortals at 30pts per model.
The unit may take a Lightning Field for 15pts.
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: 90
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 if they are within 12” They take the test on 4D6. Additionally, all models within 12” of the Pariahs are at a -1 Leadership modifier.
Wargear: Warscythe, Fused Plating
Options:
May include up to 7 additional Pariahs at 30pts per model


Troops
Necron Warriors
Statline: WS: 4 BS: 4 S: 4 T: 5 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 20pts
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 YOU HAVE. THEY DO NOT TAKE UP ANY SPACE ON THE FORCE ORGANISATION CHART, BUT ARE OTHERWISE TREATED AS TROOPS CHOICES.
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:
Replace any of its close combat weapons with a Gauss Destructor for free. However, for each close combat weapon replaced with a Gauss Cannon, 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: 5+
Points cost: 30
Unit Type: Infantry
Number/unit: 3
Special Rules – Swarms, Fearless,
Mindless: Scarabs have a very limited understanding of tactics and hence are not scoring units.
Levitation units: Scarab swarms move 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 12pts per model.

Fast Attack
Destroyers
Statline: WS: 4 BS: 4 S: 4 T: 5 W: 2 I: 2 A: 1 LD: 10 Sv: 3+
Points cost: 150
Unit Type: Jetbike
Number/unit: 3
Special Rules – Necron
Heavy Destroyers: A Heavy Destroyer replaces its Gauss Cannon with a Heavy Gauss Cannon. 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 5pts a model
Any model may be upgraded to a Heavy Destroyer for +25pts per model

Wraiths
Statline: WS: 5 BS: 0 S: 6 T: 4 W: 1 I: 5 A: 3 LD: 10 Sv: 5+
Points cost: 50
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron,
Wargear: Powered Claws, Wraith Body
Options:
May include up to 4 additional Wraiths at 50pts a model
The unit may be upgraded with a Lightning Field for 10pts
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 gives three abilities that the controlling player may use once per turn, however no more than one of them can be used in a turn.
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!This rule may not be used if the Monoliths' Power Matrix has been disabled – see below for details.
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
It may not be destroyed by a Weapon Destroyed result on the damage table. It may only be destroyed if the Monolith suffers a Destroyed – Wrecked or Destroyed - Explodes! result. If the Monolith suffers a Destroyed – Explodes! result, then the cataclysmic energies of the Power Matrix are released. All models, 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.




SPECIAL CHARACTERS

Herald of the C'tan (takes up 1 HQ slot, may not take a Platinum Lord as well as the Herald)
Statline: WS: 8 BS: 7 S: 6 T: 6 W: 5 I: 5 A: 5 LD: 10 Sv: 2+
Points cost: 325
Unit Type: Infantry
Number/unit: 1 (unique)
Special Rules – Necron, Independent Character, Fearless, Eternal Warrior, Ancient Enemy,
Necron Elite: The Herald of the C'tan is often accompanied to battle by the most elite Necron forces. Immortals and Flayed Ones units may count as troops or elites choices (as the owning player decides) in an army including the Herald of the C'tan, and the 0-1 limit on Pariahs is removed.
Essence of the C'tan: The Herald of the C'tan has been imbued with a fraction of the power of some of the C'tan – created to be their strongest warrior. From one, he received extreme power, another great cunning, and from the last the power to control machines. To represent this, the Herald of the C'tan has the following:
Extreme power – on a turn in which he charges into an assault, the Herald of the C'tan has +2 strength.
Great cunning – Before deployment, roll a D6. A number of units equal to the result on the D6 gain the Infiltrate Universal Special rule. Which units is up to the controlling player.
Mastery over Machines – At the beginning of the controlling players' turn (before rolling for reserves The Herald of the C'tan may pick an enemy vehicle within 12” and take a Leadership test. If the test is passed, the controlling player may control that vehicle for the rest of the turn (he may still shoot and assault it!). However, should the Herald of the C'tan fail the Leadership test he automatically looses D3 swounds (he may not take saves of any kind or use Feel No Pain to recover the wounds!).
Wargear: Resurrection Orb, Phase Shifter, Phylactery, Fused Plating, Veil of Darkness
Staff of the Tomb King: The most powerful handheld Necron weapon, this ancient staff has similarities to both the Warscythe and Staff of Light – but it is infinitely more powerful. This weapon ignores armour and invulnerable saves, rolls 2D6 for armour penetration and adds +2 to the Herald of the C'tan's strength. Additionally, it may be fired as a Gauss Destructor.


The Spyder of Damnos
Statline: WS: 5 BS: 4 S: 7 T: 6 W: 4 I: 4 A: 4 LD: 10 Sv: 2+
Points cost: 175
Unit Type: Monstrous Creature
Number/unit: 1 (unique)
Special Rules – Fearless, Field Repairs, Furious Charge, Hit and Run

Wargear: Two close combat weapons, The Spyder's web: This weapon can be fired in the shooting phase with the following profile:
Range: 12” Strength – AP – Assault 1, Large blast, Pinning. This weapon does not roll to wound, and any models under the template must take a Strength test – if any of these models fail their test then the whole unit is treated as though it had just failed a pinning test. This weapon can still be used to pin Fearless units, as they are not actually taking a pinning test.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/08/19 10:44:41


Post by: Darkvoidof40k


Noone interested in this project anymore?


Well, just in case anyone is, I'll be playing a test game in a week or so (hopefully).. It'll probably be about 1750, and I'll post up a short (probably) battle report on this thread. While battle reports have their own section, it is specifically related to this thread, so I'll most likely will post it here.



Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/08/19 13:49:39


Post by: Sir Harry Flashman, VC


Great work. I'll give this a try if I can convince my opponents to take it on...


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/08/19 18:31:08


Post by: Darkvoidof40k


Sir Harry Flashman, VC wrote:Great work. I'll give this a try if I can convince my opponents to take it on...


Thanks! If your opponents agree, let me know how you get on.

Also, it'd probably be a good idea if you stuck to something like 1500 - big enough to allow test-players to use a sizable force, but small enough that it remains very tactical, allowing us all to see how this list fairs tactically (this goes for anyone). Mind if I request pics + description/battle report?

I'm assuming you're the Necron player, Harry? Edit: Just looked at your gallery, so it seems I was right. I must say, nice stuff you've got there.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/08/20 15:14:14


Post by: Sir Harry Flashman, VC


Thanks dude. I'll hopefully have something in a week or so when I get back to England.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/08/20 16:07:11


Post by: Dashofpepper


Interesting.

I think that part of what makes Monolith so fun is that they ignore extra armor penetration. IE...meltas do nothing.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/08/20 17:55:09


Post by: Darkvoidof40k


Dashofpepper wrote:Interesting.

I think that part of what makes Monolith so fun is that they ignore extra armor penetration. IE...meltas do nothing.


Yeah, but Invulnerable saves on vehicles are fun.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/08/21 19:00:29


Post by: Addicted to Bleach


You obviously put quite allot of work into this thread. You also have several good ideas, however I don't love it. I don't hate it, and I can't put my finger on why I don't love it. I would love to try it, but I would probably rather play with the official codex. If you change some of the points values and playtest it I think it will be fun and characterful.
Somethings I don't like
A) I wish that gauss is left alone execpt that it treats vehicles as open-topped.
B) I like the current gauss blaster better.
C) I don't want to pay 30 pts for flayed ones.
The rest are just minor things.
Maybe you could add something like weather orbs. One could create nightfighting ect... and they could be used at the beginning of the game.
For Example
Black Orb (Artificial Night): Used before deployment, creates nightfighting for 1D6 game turns. The controling player may terminate its effect at any time.
White Orb (From the Mist): Used before deployment, increase necron deployment zone by 12" representing them taking opponent by suprise with artificial mist.
Red Orb (Skies of Blood): Used at beginning of turn, roll 1D6 the leadership of all enemy units is reduced by that number for the remainder of the player turn.
Yellow Orb (Solar Pulse): Used at beginning of turn, all enemy units within Los of model using the solar pulse will only hit with ranged and close combat attacks on a six or higher for the rest of the game turn.
Green Orb (The Awakening): Used at beginning of turn, all units friendly necrons on table count as within the radius of a ressurection orb until the end of the game turn.

These would be one time use and only available on HQ. I feel it would add depth to the army without messing with the whole identical theme they have going for them.


Automatically Appended Next Post:
The orbs probably need a pts and are probably abit OP, but they were examples and were quickly thought up.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/08/21 19:13:40


Post by: Kevin949


For the white orb, I'd say 6" at the most, if not D6". 12" is a huge advantage.

Though, so is the ability for BT to get preferred enemy for their entire army for 50 pts...

Hm. I suppose it would work then but it would have to be rather costly.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/08/21 21:49:22


Post by: grayspark


Platinum Lord is an awesome idea...


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/08/23 16:39:45


Post by: Darkvoidof40k


Thanks for the responses


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/09/05 02:34:41


Post by: daniel80000


I really like this, im going to make a Herald of the C'tan just because of you! lol


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/09/05 09:37:07


Post by: Darkvoidof40k


Thanks, and you're welcome.. I think .
So, does this mean you'll be testplaying? Noone else seems to be.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/09/05 16:26:02


Post by: daniel80000


If I can get someone to agree to it, I definitely will.

Ready for Test Drive!!!


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/09/05 17:39:50


Post by: Darkvoidof40k


daniel80000 wrote:If I can get someone to agree to it, I definitely will.

Ready for Test Drive!!!


If they say no, then they're just afraid of actually loosing to necrons.

I'll hopefully get the aforementioned promised test-battle done next week and have it posted whenever I can. Tbh, I might just put it on my youtube as a video report/batrep. It's that or pictures.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/09/07 18:20:08


Post by: Shake Zoola


Hey void...

I talked to my buddy and I should be able to set up a test game within the next week or two...

Ill send you the results!


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/09/07 18:27:14


Post by: Darkvoidof40k


Shake Zoola wrote:Hey void...

I talked to my buddy and I should be able to set up a test game within the next week or two...

Ill send you the results!


I look forward to it!

Specifically the kind of information I'm looking for is:

Army list/points level
Deployment
Brief summary of each turn
You and your opponants views on how each unit performed
Did you both enjoy the game? More or less than with normal Necron 'dex?

Just to be clear, I'm only asking for this stuff. Only send me what you have time for/can be bothered etc. Regardless, I appreciate any feedback you give me!

I hope you enjoy the 'dex. I may well be having a game with it later on this week or the next as well.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/09/07 19:03:04


Post by: phantommaster


A couple of things, I've been reading Nemesis lately and the Pariahs in that are much more powerful than that, hows about for every Psyker within 6" or 12" they gain +1 S. For they suck power from Psykers nearby and use it for themselves.

Also one other little thing, if the Herald is S6, gains another 2 from his weapon and is +2 on the charge, S10?!!!! And this guy is infantry???!!!! I suggest Furious Charge instead.

Other than that I am loving the great work.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/09/07 20:42:24


Post by: Darkvoidof40k


phantommaster wrote:A couple of things, I've been reading Nemesis lately and the Pariahs in that are much more powerful than that, hows about for every Psyker within 6" or 12" they gain +1 S. For they suck power from Psykers nearby and use it for themselves.

Also one other little thing, if the Herald is S6, gains another 2 from his weapon and is +2 on the charge, S10?!!!! And this guy is infantry???!!!! I suggest Furious Charge instead.

Other than that I am loving the great work.


Cheers! I have been thinking a lot about this guy. I very much intend to take his profile down a lot.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/09/25 09:22:55


Post by: Darkvoidof40k


Alrighty guys! I'd say there's about a 9 in 10 chance of this codex getting a test run today!

Speaking of which, has anyone else tried it yet?


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/09/26 08:50:09


Post by: Darkvoidof40k


Right, I played a test game with my mate yesterday, and I have to say the Necrons performed very well.. a little too well for my liking . Suffice to say I was almost tabled, but I clawed back some honor by contesting two objectives/tank shocking ftw//. Although my cultists lost me the other objective, which sucked.

Oh, a note on that. I was using an unofficial CSM codex, which is much better by far than the current one.

The game was 1500, table quarters and 3 objectives. The Monolith failed to do pretty much anything.. it killed about 12 infantry in the game. As for the number of times it failed to penetrate a Rhino or Land Raider.. Unfortunately, the Necron player didn't make use of the Mono's other abilities.

The Destroyers.. damn but they're tough. I'm thinking about taking a wound off them or increasing their cost. One or the other.

As for the Platinum Lord.. he was 280pts in the army list I made (and my mate played) and boy did he take some killing.. although I didn't actually kill him. T7 with 4 wounds and 2+/4++ and 3+ FnP against ANYTHING was just insane. Next time I think I'll bring some more heavy weapons.. now where'd I leave those Plasma cannons?


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/09/26 10:34:11


Post by: grayspark


I like all of these quite a bit except for all Gauss Weapons being rending. I do agree that the normal Necron infantry should be made to be walking tanks, but rending with rapid-fire weapons? I don't think I'm a supporter of that.


Ah, and besides that, I really think this is coming along nicely. I would definitely use this as a Codex for Necrons if I played them, this is much more preferable than the crappy GW one.

I don't get why it takes people on Dakka who are smart and have time to make a fantastic codex in a month or so, yet it takes GW years to just make more suck.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/09/26 16:06:43


Post by: Darkvoidof40k


Yeah, I should totally be head of the design studio.

Thanks for the feedback, although as for Rending weapons on everything, believe me, they need it.

It isn't actually as effective as you might think.. and for those who say "why does the mono weapon have rending?" Well, asides from uniformality, sometimes it comes in handy! I.E. You shoot that LR, but the central marker hole scatters off the tank, but you still touch it with the marker. Half strength, you can't touch it. Oh wait, you've got rending, you have a chance of glancing it. Not that it helped my mate in the test game.. but oh well.

Also, I'm definitely changing Pariahs a bit. They're just FAR to powerful vs. psykers. I'm going to change their rule to "enemy psyker using power withink X amount of inches rolls 3D6 for test, discarding the lowest roll."


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/09/26 19:44:18


Post by: privateherbert24


As a guardsman player, who's most played enemy is necrons, they are stupidly overpowered. i think that res-ing needs to be limited in some way, when your entire army is decimated and he lost 3 models in total including res-ed models, it gets pretty damn depressing.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/09/27 03:43:26


Post by: grayspark


privateherbert24 wrote:As a guardsman player, who's most played enemy is necrons, they are stupidly overpowered. i think that res-ing needs to be limited in some way, when your entire army is decimated and he lost 3 models in total including res-ed models, it gets pretty damn depressing.


Sorry to be rude, but you might just fail...

Depends also on the points value your playing, how he plays his army, whether or not he actually follows points values/rules.....


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/09/27 05:06:36


Post by: alspal8me


Very good work its wonderful to see what its evolved into i remember this thread and the codex when it was originally posted I like the idea of not editing the point cost too much but just making the necrons "worth" their points in the current version of the game

although sadly I see a point reduction across the board rather than an effectiveness boost partially for the reason newer 5th edition armies have all been given an increase in model count, although fluff wise the inverse might be better but more models means more money

One thing I noticed right away was all those "slow and Purposeful" rolls that would have to be made that would be a bit frustrating since I refuse to play models with movement or shots I cant gauge beforehand IE: (Warp Spiders)

Rending seems right as far as gauss fluff goes (but then when has fluff really mattered rules wise) I do predict the Gauss rule will get changed to rending though

really love The Spyder of Damnos as well nice work with this one



Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/09/27 07:24:16


Post by: Darkvoidof40k


^ Thanks to all of you.

SaP is very necron-y and very effective. Moving up continuously, sometimes 1 inch, sometimes 6 at a time.. whilst firing off incredibly powerful weapons is great. Just image 20 Necron Warriors rapid-firing.. although sometimes you don't roll any 6's. It's just the way the dice fall. This USR is characteristic of necrons, because they are slow. A slow, continuous advance firing. And if you want mobility, just bring a few DSing monoliths and some Veil of Darkness Lords.. heck just play a pure Destroyer list!

So, my friend, necrons in this 'dex are most definitely not handicapped by SaP.

I'm glad so many people like this project, and I enjoy all support and feedback. Speaking of which, I'm always looking for test-players!

@privateherbert24 - bring tanks. Bring lascannons. Bring meatshield units. Bring them all by the dozen. You cannot fail against Necrons then. Headhunt the Res orbs, and blast everything away with S8/ap2 and your problems will go away.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/10/18 15:02:41


Post by: Perkustin


I hope it is okay to post a couple weeks after anyone else but i am always interested to see how people would update the Necrons codex. I have one major criticism and a couple minor ones. On balance Love the refinements espeicially to the necron 'core rules'.
The major criticism is there only being seven weapons, id est no more than the original codex if i am not mistaken! I think the lack of weapon variety is a major turnoff for most players considering Necrons, so i would recommend adding 'something else'. Judging by some of your proposed rules you are certainly creatively up to the task of creating some new weapons.
Minor 1: Bronze lord (stats wise) seems Pointless, and anyway i believe a platinum level Construct has not been encountered so that could be your Herald Character. In 0ther words 3 Lord types is ample.
Minor 2: Why you hating on Pariahs? In a fandex full of upgrades they have been Castrated. I think one comment suggests the Pariahs as Terminator Equivalents: good call.
Minor 3: Gauss Blaster did not need to be changed! Giving elite troops rubishy guns is not right in 5ed (well, aside from combi bolters). Most the codexes have seen upgrades to elite choice weaponry, storm troopers ap3?!
Thats all i can think of, and a couple are the same issues as other posts.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/10/18 16:26:04


Post by: Darkvoidof40k


Perkustin wrote:I hope it is okay to post a couple weeks after anyone else but i am always interested to see how people would update the Necrons codex. I have one major criticism and a couple minor ones. On balance Love the refinements espeicially to the necron 'core rules'.
The major criticism is there only being seven weapons, id est no more than the original codex if i am not mistaken! I think the lack of weapon variety is a major turnoff for most players considering Necrons, so i would recommend adding 'something else'. Judging by some of your proposed rules you are certainly creatively up to the task of creating some new weapons.
Minor 1: Bronze lord (stats wise) seems Pointless, and anyway i believe a platinum level Construct has not been encountered so that could be your Herald Character. In 0ther words 3 Lord types is ample.
Minor 2: Why you hating on Pariahs? In a fandex full of upgrades they have been Castrated. I think one comment suggests the Pariahs as Terminator Equivalents: good call.
Minor 3: Gauss Blaster did not need to be changed! Giving elite troops rubishy guns is not right in 5ed (well, aside from combi bolters). Most the codexes have seen upgrades to elite choice weaponry, storm troopers ap3?!
Thats all i can think of, and a couple are the same issues as other posts.


I'm always looking for replies to this thread.

For starters, these rules are designed to be a "bridge" until the next codex. I've merely taken the current rules and updated them to fit in with 5th ed. Not majorly imaginative or creative, but rather appropriate, I think.

1) Bronze - low point level games.
2) Hating Pariahs? I am not! They needed to bring something unique to the army, which they do in bucketloads as psyker defence (although the rules a couple of posts up are too powerful, believe me. They also needed to be able to do other things, and so I made them pretty damn resilient and more than competent in combat, and the gauss flayer isn't exactly the worst gun in the game.
3) I made the Gauss Blaster BETTER, so I'm not sure why you're complaining! It's not "Rubishy" as you put it, it's a gauss flayer with a point of AP transferred to S and it's twin-linked! T5 W2 3+ is quite hard to get through anyway, and the fact that they're SaP means they can move, shoot as far as they want and assault if they can/want to. The relative unreliability of the speed of most infantry in the game is more than made up for with the other means of movement in the 'dex, along with the fact that it makes them VERY shooty with their VERY shooty weapons! And all of that for +5pts!


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/10/18 17:08:26


Post by: Perkustin


Gauss blasters are Twin linked, i missed that whoops. Still i think assault 2 is a more elegant/streamlined equiv. of slow and Purposeful + rapid fire. Necron's natural I2 i think conveys their lack of speed appropriately enough. Didn't pariahs cause Ld7 like the Culexus, also did they not pack gauss blasters, ws4?. I stand by my comment about the Bronze lord his stats are just a bit weedy imo. Gets a bit barbed here, you can't encourage experimentation (The herald) in one aspect but not in others (new weapons). Though having recently played my first game in years against a Necron force with my Guard, in which i merely stood back and wiped them out with little strategy, i can appreciate 90% of your refinements.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/10/18 19:44:39


Post by: Darkvoidof40k


Perkustin wrote:Gauss blasters are Twin linked, i missed that whoops. Still i think assault 2 is a more elegant/streamlined equiv. of slow and Purposeful + rapid fire. Necron's natural I2 i think conveys their lack of speed appropriately enough. Didn't pariahs cause Ld7 like the Culexus, also did they not pack gauss blasters, ws4?. I stand by my comment about the Bronze lord his stats are just a bit weedy imo. Gets a bit barbed here, you can't encourage experimentation (The herald) in one aspect but not in others (new weapons). Though having recently played my first game in years against a Necron force with my Guard, in which i merely stood back and wiped them out with little strategy, i can appreciate 90% of your refinements.


Well damn, you're either an overly competent player or your opponent sucked/had the worst rolls ever.

No Vendetta's? No melta/plasma spam in Chimera's? No vets? No LRBTs with S8 and tons of plasma? Man, that guy sucked. Kudos for you for whooping his a$$.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/10/19 03:16:55


Post by: WD40


You should change your Bronze lord's (and the rest of them by effect) stats to be in line with the Tyranid Prime, who's statline is rediculously better for +5 points compared to your current rendition of the bronze lord. Tyranid Prime also has acsess to force weapons, attacks that reroll hits, and lash whips for relatively cheap. You could also compare the Necron Lord to the space wolf lord, or a space marine chapter master. The wolf lord starts off with 2 more attacks than the codex neron lord (for the same price) with some other stuff, and the chapter master comes with a 4+ invuln save, i.e. phase shifter for free, for the same points. This just screams that necron lord is overcosted.

I'd suggest:
Bronze Lord (80 pts): 5WS, 5BS, 5S, 5T, 3W, 5I, 4A, 10Ld, 3+ Sv.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/10/19 07:29:07


Post by: Darkvoidof40k


If that's what I change the Bronze to, the Platinum will turn into the most unbeatable model in the game. I agree, it is fairly useless, and the Herald will have many changes made to it as I've already said many times before in this thread.

Something else I've always been trying to think of is rules to fit the Nodal Command Structure..


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/10/22 16:12:31


Post by: Arkon


Hi here. As told in my presentation, i noticed a little mistake.

The Platinum Lord has Necron rule, and USR Fearless.
But the Necron rule, in your fandex, give the necron the USR Fearless.
So, the Platinum Lord has (among other) Fearless and Fearless USR... Wich is a little redundant.

Except for this, i will hopefully try your codex soon. I'll give you feedback.

Bye.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/10/22 16:57:57


Post by: Darkvoidof40k


Arkon wrote:Hi here. As told in my presentation, i noticed a little mistake.

The Platinum Lord has Necron rule, and USR Fearless.
But the Necron rule, in your fandex, give the necron the USR Fearless.
So, the Platinum Lord has (among other) Fearless and Fearless USR... Wich is a little redundant.

Except for this, i will hopefully try your codex soon. I'll give you feedback.

Bye.


Cheers.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/10/23 00:32:36


Post by: Arkon


I see more strange things.

The Flayed Ones, with Attack From Below, can launch an assault, but cannot run, the turn they DeepStrike... Can a Slow and Purposefull unit run or launch an assault ? I tought no, but i may be wrong. However, if they cannot assault due to SaP, you'll have to fix that. Either the Flayed Ones aren't Slow and Purposefull, or this part of Attack From Below has to be removed. I'll say Flayed Ones not SaP, but you'll see.

Can an Immortal unit with Energized Claws stil shot in the shot phase ? Does the Energized claws remove the weapons, or can a unit have the two ? This applies for many entries in the codex.

If a model is equiped with Powered claws, it has ONE power weapon, and if it's Flayer claws, it's ALL its attacks that ignore armour and reroll to wound. Right ?

Gravitational Disruptor : "All unit [...] count as both Difficult and Dangerous terrain." Even my Nécrons, or only ennemies units ?

Wraith Phase Shifter : "the model may move through impassable terrain" Can the model move through Dangerous/Difficult terrain without test, or only impassable ? Forget that, the model move like Jetbike, so no test.

Scarabs : The first three cost ten points each, then its twelve points each ?

That's all, for now.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/10/24 00:13:36


Post by: alspal8me


One thing im seeing in this is the inability to play at smaller point levels

Necrons are the only codex where there is only 1, 500 point army possible. Necrons are very handicapped at anything under 1500 in 5th.

As a player who frequently competes in 1k point doubles tournaments i've stopped tanking my crons just because there is very little I can do at 1k against a good green tide or other similar "competitive" builds. I'd like to see something addressing that glaring weakness.

Sorry if this is less than constructive criticism but it is something that needs to be addressed in a codex.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/10/24 08:53:35


Post by: Darkvoidof40k


I think you'd find that this codex is quite resilient in 1k and under. Admittedly, I did loose a 1k test game a few weeks ago, but that'd be the fault of circumstance. I was playing Orks, 3 objectives, Dawn of War and I won the roll to go first and set up quite close so that I could blast out his transports. Then he seized the initiative.

10 'crons did beat 12 Orks including a Nob in combat though - and they were being charged. But they were in cover.. Meh.

I actually conceded the game in the end, but damn that initiative seizing.

Several Warrior squads with a Silver/Gold in the middle with a Res orb is very hard to move. The best thing to add in after that is some Destroyers IMO.

Or, in low points, an all-destroyer force would be very nasty. Very small, but very mobile and nasty.


Stripped-down Silver/Gold Lord with Destroyer Lord upgrade and Res orb and some other stuff if you fancy, and then 10-18 Destroyers of various types. Also very hard to kill, but a bit too elite for my liking.

Quite possibly the best 1k and under list might be an Immortal Lord and 10-30 Immortals as troops choices, and some Wraiths or Scarabs to harass the enemy. I dunno.

I'll leave it up to you guys to experiment.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/10/24 17:50:29


Post by: Arkon


I see an other thing, i dunno if its' good or bad.

With the Warriors, the Lords (except platinum), the Flayed Ones, the Destroyers at T5, it will be very difficult to ID them (in order to disallow FNP). Not to mention the Immortals wich (not sure, maybe that) are Eternal Warrior. EDIT : Yeah, they aren't, mistaking. You'll have to take many F10 weapons, and many power weapons. So, i thing, without test, that they will be very tough. Maybe increase their cost. Or maybe not. I'll be sure after a test (if i can persuade my opponent to play with this codex).


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/10/25 08:15:06


Post by: Darkvoidof40k


Arkon wrote:I see an other thing, i dunno if its' good or bad.

With the Warriors, the Lords (except platinum), the Flayed Ones, the Destroyers at T5, it will be very difficult to ID them (in order to disallow FNP). Not to mention the Immortals wich (not sure, maybe that) are Eternal Warrior. You'll have to take many F10 weapons, and many power weapons. So, i thing, without test, that they will be very tough. Maybe increase their cost. Or maybe not. I'll be sure after a test (if i can persuade my opponent to play with this codex).


T5 W2 Sv3+ is fine at 30ppm, even if you start comparing to things like the SM biker or Ork Nob. They have I2 which isn't very fun, and only A2. Nothing too special. Besides, at 300pts for ten of them, they do cost quite a lot. Admittedly, with FnP to top all of that off, they are pretty damn hard to kill. This is why I'm considering taking Destroyers and Immortals down to W1.

Edit: And no, they do not have EW.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/02 23:10:35


Post by: Arkon


Ayay. So, i played a game with my brother, using this codex, facing his BA. I made a report, but i've lost it, so i'll give you general view.

It was 1500pt.

In HQ, i played a Silver Lord with Immortal body and Veil of Darkness (but i forgot to use it more than once ─ idiot !) and maybe an orb, i don't remember.
In Troops, ten Immortals, 2*ten Warriors, a Tomb Spider, six Scarabs
In Elites, seven Flayed Ones with Flayer Claws.
In Fast Attack, five Destroyers.
In Heavy Support, a Monolith.

My brother played Sanguinor and Dante,
Corbulo, Veteran Squads,
Death Company with Chaplain
And other things, I don't remember...

So, my (and my opponent's) general view, is that FNP sucks in cc. With FNP, my Immortals resisted something like three turn... In cc, vs Blood Angels, maybe assault squad, which are not "bad" in close combat. I think WBB, without the limitation "The necron mini have to be at 6-12-120", is better in cc. My brother tell me, and he was right : "It's like the Terminator (the robot in the movie). Yeah, he is in fact immortal. But as long as you shot him to ground, or slap him with something hard, he can't hurt you." With FNP, the minis are hyper-strong in cc, as they are always able to hit. Maybe reduce their WS will help, but i think just the WBB rule, with limitations to Power Weapons, Instant Death and maybe AP1-2, without "You have to be at...", is better for close combat with necron. The scene will be : an assault squad contact a necron unit, they kill them, then continue to run, and are shot in the back by the necrons they just demolish. Or if there is one survivor, the assaut squad just take one hit. With WBB, the necron that face ground don't pay back.

Rending is better than the current Gauss weapons, as it's not useless versus non-vehicules minis. So good.

I think T5 4+ for warriors is better than T4 3+.

The Flayed Ones were good ; hum... the flayer claws don't negate FNP, do they ? We played like they don't. Reroll to hit and to wound, and negates armour saves is pretty. I liked.
Just... I don't see them with SaP. I mean, they are designed to be cc unit, no ?

I don't think he shot at my Monolith, but he hadn't anti-tank, so he decided to ignore it. F10 AP1 is good, and your Gauss flux arc projector are better than the current, IMO.

I played my Meccarachnid like a moving orb, not contacted marines with it. I think an orb for the Meccarachnid is better than the current rule.

The final score was, i think, 5-3, for the BA, wich is a pretty correct score for the necrons. Oh yeah, it was annihilation.

Here you go. If i can convince my regular opponents at my gaming group to play with this codex, i'll be able to give you more battle report (and i'll try not to lose the reports...). Goodnight.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/02 23:46:52


Post by: Kevin949


Anything in CC that ignores armour saves also negates FNP. Just like with WBB.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/03 16:33:14


Post by: Darkvoidof40k


Thank you, Arkon. However, I'm not sure whether you were saying FnP was too strong or too weak in close combat!

Ah well, for a first time playing the necron "codex" 5-3 is pretty damn good against BA! Or atleast I think so.

By the way, have you tried the Platinum lord yet? He is a beast, especially when he's an Immortal Lord.

Dear god he is just too evil. I find that around 300pts will usually make its points up quite easily if you get him in combat.

It's good to finally have another test player! Cheers, buddy.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/03 18:38:26


Post by: samrtk


Just uncovered this thread. I have actually been working on a temperory Necron codex myself, and had a couple of new units in there. I'll have to finish it then share and collab.

First of all the critique:

Gauss Blasters - Should remain Assault 2, Rapid Fire just doesn't work for me in the spirit of Immortals. Assault 2 is the Immortals way, mobile long range infantry.

Heavy Gauss Cannon - Keep it at Strength 9.

A suggestion for Gauss Weapons in general - Rending against units, AP1 against vehicles.

Pariahs - 5+ Inv Save

Flayed Ones - Ridiculously overpriced.

Monolith - The beauty of the Monolith is that is ignores additional dice to Pen, I would rather have that than a 4+ inv save. Especially at 300 points! =O

Scarab Swarms - drop the points, no longer jetbikes removes almost all of their usefulness, other than being a wall against assault units.

Wraiths - deserve Inititive 6

Other than that it looks pretty solid. I'll try and persuade my local club to allow me to play test these rules for a few weeks, and then get back to you with some battle reports.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/03 18:58:50


Post by: Darkvoidof40k


Thank you, samrtk. Although I have to say I disagree with all of those points you made.
I mean, Pariahs - invuln? Why? There's no reason for it..

Also, my Immortals are mobile long range infantry. SaP confers relentless.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/03 19:50:01


Post by: Chaos Lord Gir


30-35 sounds about right in my opinion, around the price of a vanilla CSM termie sounds right, since they lack the big things like PF's inital ++5 save (which no one ever makes)

The base of 5T is great, but if they get assaulted by a power weapon toting squad, I3 will bite them in the ass.

Also, have you thought about giving Flayed ones a frag grenade equivilent? Its no good having anti infantry troop, who strikes last against infantry in cover (And there WILL be troops in cover, or you've already won)


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/03 19:52:25


Post by: samrtk


I'll give you my reasons:

Gauss Weapons Rending/AP1: Gauss Weaponry is supposed to be so advanced that it can tear through the heaviest armour including that of armoured vehicles. AP1 modifyer on Gauss Weaponry brings back the great Necron cheese [the fluff], the holy grail.

Immortals to Assault 2 twin-linked weaponry: I don't see how being able to fire one shot at 24" is better than two. I wouldn't like to get Immortals up close.

Heavy Gauss Cannon back to old profile: 75 points for a strength 8 weapon carrier? That's not nice. Unless AP1 is added to Gauss Weapons, the Monolith is the only model in this army capable of penetrating AV14 at range, and at it's high points cost, is not well suited in all games.

Pariahs 5+ Inv: The future of the Necron race, they ought to have some survivability against high powered weapons. It's not entirely necessary, but it would help them in CC, as nearly all units have at least one power weapons. I've also just noticed they are WS 3, that is...strange for a superior unit.

Flayed Ones overpriced: 30 points? For a Deep Striking Plague Marine. It's a big investment. Around 20 points would be generous, for thirty you could have a Terminator with a Warscythe instead. Plus there is wargear on top of that, it's an unhealthy investment.

Scarabs point reduction: To about 8 points per base. They're no longer the 2+ cover save turbo-boosting contest-a-unit they used to be, or the Destroyer Lord's gang. Their usefulness now is limited.

Wraiths Inititive 6: They're Wraiths, the high speed killers, running laps around units and ripping them apart. Hit and Run is also an option.

Monolith ignoring additional dice: It's what made the Monolith feared, holding the reputation it bears to this day.

That's the jist of my reasoning anyway. Care to state your reasoning?


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/03 20:50:42


Post by: Darkvoidof40k


Well, I think Hit and Run on the Wraiths would be a good thing to throw in.

Also, it was just silly having Necron warriors popping or seriously damaging land raiders and the like - heck, a normal Destroyer's gun blew apart a Land Raider though, and it has a pretty good chance of doing just that now! Besides, they're even more effective against infantry now.

The point of this codex is to give lots of options when building a force to make it more interesting and fun! Yes, there are several units that need their points tinkering - Destroyers and Scarabs amongst them, as well as some stats need revising (I'm looking at you, Bronze lord!) but I haven't actually touched this codex for months. So when I get the chance, I'll post up a revised codex.

On a last note, Pariahs are tough with T5 and 2+, and there is no reason for them to have an invuln. There are plenty of ways of making them much more deadly, however. Also, I will definitely be changing their anti-psyker rules as they are just stupidly over-powered. Also, WS3 and BS3 is because they are just stupid Tech-Priests and humans without souls that have been turned into MK2 necrons. Other Necrons have their WS/BS4 because of how long they've been fighting. Pariahs? Not long at all. Perhaps I'll just give the Warscythe a buff..yes..+2 strength might do nicely..hehe.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/03 21:21:23


Post by: Darkvoidof40k


Slightly revised 'dex. There're quite a few significant changes in it, however. I'm a bit unsure about some of them, so please give feedback on the changed units:
Gold, Silver and Bronze lords
Immortals
Pariahs
Warscythe
Destroyers
Wraiths - the new points cost was thought up in comparison to the Lictor's profile.
Flayed Ones
Scarab Swarms


Anyway, here's the revised army list and wargear/weapons list:

Codex: Necrons

SPECIAL RULES
Necron – A unit with this special rule gain 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

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

WARGEAR:
Staff of Light: Power Weapon, can be fired as a Particle Disruptor.

Warscythe: The Warscythe is a two-handed power-weapon that adds +2 to the users' strength in assault,Ignores Invulnerable saves as well as armour saves and the user rolls 2D6 Armour Penetration against vehicles 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 atleast 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 passes Feel No Pain tests on a 3+.

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 this 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 the 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 Strength 4 hits each turn in the assault phase, before any attacks are made.

Solar Pulse: Once per game at the beginning of your opponents turn, the controlling player may make a 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 has the Rending universal special rule in assault.

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.

Defense 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 counts as being armed with a single power weapon.

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: The Necron Lord and any unit he is joined with gain the Fleet universal special rule and always strike first in close combat, and 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 re-roll failed rolls to wound.

ARMY LIST
HQ

Necron Lord
0-1 Platinum
Statline: WS: 7 BS: 7 S: 5 T: 6 W: 4 I: 4 A: 4 LD: 10 Sv: 2+
Points cost: 180
Unit type: Infantry
Number/unit: 1
Special Rules – Feel No Pain, Fearless, Independent Character
Ancient Enemy: A Platinum Necron Lord will have been fighting for millions, if not billions of years. His skills at range and close combat are rarely matched and his ancient robotic body is as tough as the worst Tyranid monster and stronger than any Space Marine and can take a considerable amount of punishment, as shown in his profile. Additionally, on account of his experience, he has the Preferred enemy special rule against all enemies. He conveys this rule to any Necron unit he has joined.
Wargear: Staff of Light, Fused Plating
Options:
A Platinum Lord may have any of the following:
May have a Chronometron for +35pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
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:
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: 125
Unit Type: Infantry
Number/unit: 1
Special Rules – Feel No Pain, Fearless, Independent Character
Wargear: Staff of Light
Options:
A Gold Lord may select up to 150pts of upgrades from the list below
May have a Chronometron for +35pts
May have Fused Plating for +15pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
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:
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: 100
Unit Type: Infantry
Number/unit: 1
Special Rules – Feel No Pain, Fearless, Independent Character
Wargear: Staff of Light
Options:
A Silver Lord may select up to 100pts of upgrades from the list below
May have a Chronometron for +35pts
May have Fused Plating for +15pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
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:
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: 75
Unit Type: Infantry
Number/unit: 1
Special Rules – Feel No Pain, Fearless, Independent Character
Wargear: Staff of Light
Options:
A Bronze Lord may select up to 50pts of upgrades from the list below
May have a Chronometron for +35pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
May have a Resurrection Orb for +30pts
May have a Lightning Field for +10pts

May also select 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 T: 5 W: 1 I: 4 A: 2 LD: 10 Sv: 4+
Points cost: 150
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron
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.
Grotesque: Flayed Ones drape themselves in the bloody flesh of their victims. All enemy 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:
Energized Claws
Options:
May include up to 5 additional Flayed Ones at 25pts per model.
The entire unit may replace their Energized claws with one of the following:
Powered Claws at +5pts per model.
Flayer Claws at +10pts per model.


Immortals
Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 2 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 15pts.
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 discarding the lowest roll. Additionally, all models within 12” of the Pariahs are at a -1 Leadership modifier.
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: 5 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 20pts
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 YOU HAVE. THEY DO NOT TAKE UP ANY SPACE ON THE FORCE ORGANISATION CHART, BUT ARE OTHERWISE TREATED AS TROOPS CHOICES.
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:
Replace any of its close combat weapons with a Gauss Destructor for free. However, for each close combat weapon replaced with a Gauss Cannon, 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: 5+
Points cost: 30
Unit Type: Infantry
Number/unit: 3
Special Rules – Swarms, Fearless,
Mindless: Scarabs have a very limited understanding of tactics and hence are not scoring units.
Levitation units: Scarab swarms move 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 10pts 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: A Heavy Destroyer replaces its Gauss Cannon with a Heavy Gauss Cannon. 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 5pts a model
Any model may be upgraded to a Heavy Destroyer for freel

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 at 45pts a model
The unit may be upgraded with a Lightning Field for 10pts
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 gives three abilities that the controlling player may use once per turn, however no more than one of them can be used in a turn.
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!This rule may not be used if the Monoliths' Power Matrix has been disabled – see below for details.
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
It may not be destroyed by a Weapon Destroyed result on the damage table. It may only be destroyed if the Monolith suffers a Destroyed – Wrecked or Destroyed - Explodes! result. If the Monolith suffers a Destroyed – Explodes! result, then the cataclysmic energies of the Power Matrix are released. All models, 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.




SPECIAL CHARACTERS

WIP - NOT YET FOR USE IN-GAME
Herald of the C'tan (takes up 1 HQ slot, may not take a Platinum Lord as well as the Herald)
Statline: WS: 8 BS: 7 S: 6 T: 6 W: 4 I: 5 A: 5 LD: 10 Sv: 2+
Points cost: 325
Unit Type: Infantry
Number/unit: 1 (unique)
Special Rules – Necron, Independent Character, Fearless, Eternal Warrior, Ancient Enemy,
Necron Elite: The Herald of the C'tan is often accompanied to battle by the most elite Necron forces. Immortals and Flayed Ones units may count as troops or elites choices (as the owning player decides) in an army including the Herald of the C'tan, and the 0-1 limit on Pariahs is removed.
Essence of the C'tan: The Herald of the C'tan has been imbued with a fraction of the power of some of the C'tan – created to be their strongest warrior. From one, he received extreme power, another great cunning, and from the last the power to control machines. To represent this, the Herald of the C'tan has the following:
Extreme power – on a turn in which he charges into an assault, the Herald of the C'tan has +2 strength.
Great cunning – Before deployment, roll a D6. A number of units equal to the result on the D6 gain the Infiltrate Universal Special rule. Which units is up to the controlling player.
Mastery over Machines – At the beginning of the controlling players' turn (before rolling for reserves The Herald of the C'tan may pick an enemy vehicle within 12” and take a Leadership test. If the test is passed, the controlling player may control that vehicle for the rest of the turn (he may still shoot and assault it!). However, should the Herald of the C'tan fail the Leadership test he automatically looses D3 swounds (he may not take saves of any kind or use Feel No Pain to recover the wounds!).
Wargear: Resurrection Orb, Phase Shifter, Phylactery, Fused Plating, Veil of Darkness
Staff of the Tomb King: The most powerful handheld Necron weapon, this ancient staff has similarities to both the Warscythe and Staff of Light – but it is infinitely more powerful. This weapon ignores armour and invulnerable saves, rolls 2D6 for armour penetration and adds +2 to the Herald of the C'tan's strength. Additionally, it may be fired as a Gauss Destructor.

FINISHED - READY FOR USE IN-GAME
The Spyder of Damnos
Statline: WS: 5 BS: 4 S: 7 T: 6 W: 4 I: 4 A: 4 LD: 10 Sv: 2+
Points cost: 175
Unit Type: Monstrous Creature
Number/unit: 1 (unique)
Special Rules – Fearless, Field Repairs, Furious Charge, Hit and Run

Wargear: Two close combat weapons, The Spyder's web: This weapon can be fired in the shooting phase with the following profile:
Range: 12” Strength – AP – Assault 1, Large blast, Pinning. This weapon does not roll to wound, and any models under the template must take a Strength test – if any of these models fail their test then the whole unit is treated as though it had just failed a pinning test. This weapon can still be used to pin Fearless units, as they are not actually taking a pinning test.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/04 21:30:45


Post by: dancingcricket


I have a slight problem with the gauss/rending bit. Against anything with just a save vs the damage it's fine. It's against armor. First, is a personal thing, it doesn't seem to match anything like the fluff where the lowliest gauss weapon is capable of taking out the heaviest tanks. Yes, I'm of the opinion that the super high tech gauss flayers, supposedly the most advanced basic weapon carried by any troop in the known galaxy, should be able to take out a land raider as it indicated in the fluff.

But second is a math issue and the effect it has on the roll to penetrate armor. We'll use your gauss cannon as an example. Against AV 11 a shot from a gauss cannon can glance on a 5, pen on a 6. Against AV12 it will do nothing on a 5, and pen on a 6, against AV 13 you once again have a chance to get a glancing shot. This kind of oddity with shooting armor is seen throughout the range. S4 vs AV10 means you either don't touch it, or you penetrate, while you can glance on AV11 and 12. S8 can glance AV10 through 13, but can only penetrate AV14.

Otherwise, I'll pay the extra 3 points for the immortals if it means I go back to having assault 2 shooting and lose the slow and purposefull.

Edit - OK, have a minute so I'll talk about FNP, and why it isn't as great as you think. Not wanting to be nurgle marines aside, it's a tactical limitation. WBB with its drawbacks, even not being as bad as FNP, have a drawback in that to be really effective you need to be relatively close to the res orb. Why is this a big limitation you ask? Glad you did. The radius of 6" on the orb, and only having 2 of them, means that your necrons are going to have to bunch up. You've raised it to 12, this helps a bit, but not as much as you hope. In order to make sure that your troops (of whatever sort you get thanks to your variant body type lords) that don't have the protection of being in a transport get the maximum benefit from their WBB/FNP you have to be within range of the orb, or falling ordnance is going to eat you alive, power weapons on the assault will wipe you out, etc. So you have to bunch up, which means if you do move that group of wraiths off one way to intercept one unit, and the flayed ones try that deepstrike assault, and you have destroyers move off another way to try to line up shots on something, your moving out of res orb protection, and are more likely to have fnp negated. It's limiting your tactical options to have to rely on it, or take a big risk to ignore it. Another option needs to be found. I have an idea, but while I think it'd be a bit more effective, I'm not sure it'd be any better recieved.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/06 20:57:28


Post by: Arkon


I my opinion, and in my opponent's, FNP is too strong in close combat.

I realise that we played flayer claws like they reroll to hit and to wound, and that it's not the case.

If Flayed Ones take Powered Claws, they have one attack that ignore armour saves, and if they take Flayer Claws, all their attacks ignore armour saves ? Maybe change Powered Claws, no ?

Oh, and orb at 12' is pretty nice, the current is very useless due to the range.

Heavy Destroyers for free ? I didn't try them, but maybe.

In the official, Veil of Darkness can be use to disengage a necron unit. Can yours be used like that ? You may write it to avoid misunderstands.

EDIT : And you didn't change that : the Platinum Lord is Fearless... Yepeah ! As he is Necron, he is already Fearless, so... Same with the Herald.

BTW, good job for all this.

EDIT 2 : The first five flayed ones are 30pts each, and then it's 25pts each.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/07 08:27:08


Post by: Darkvoidof40k


Thanks, I'll have to fix those at some point!

Although, if Flayed Ones take Powered Claws, all their attacks ignore armour saves - just like if a Space Marine Sergeant took a single power weapon, all his attacks would ignore armour saves.

Yes, VoD can be used to get out of combat.

FnP in combat - yes, it is tough, but don't complain all of a sudden just because that is the big thing that makes this army special. Every codex has its own special rules, some more game changing than others.

Honestly, TH/SS or Lightning claws are the best way to take down these Necrons in an assault.



Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/08 13:24:34


Post by: Arkon


One more thing.

Your Lords are FNP and Fearless, but aren't Necron ?


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/08 14:41:15


Post by: Praxiss


Looks great tom me. Just a coupe of queries:

Why bother giving ther Flayed ones any BS at all?

how come Pariahs (being elite and special) only have BS3 and WS3?

How come the Gauss Blaster is just a TL Flayer? Personally i would keep it as Assault to give it something unique.





**EDIT: never mind, didn't notice there were 4 other pages of additions/corrections. Ignore me.



Finally: Any plans/ideas for other Necron vehicles?



Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/08 16:23:33


Post by: Darkvoidof40k


As previously said my friend, this codex is just a temporary replacement of the "official" rules, kinda like the old BA WD list.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/09 15:38:36


Post by: Praxiss


One final suggestion. Since Flayed ones can DS (....ish, they come out of the ground instead of from the sky but same diff really.) Why not make this available to some other units as well?

Specifically Scarabs and Spyders.

Maybe have the Lord act a telport homer so they don't scatter if they join the battle with 6" of a Lord, or maybe it coudl work ike a drop pod, it still scatter btu stops short of a mishap..

Maybe also say that if they do this they can assault after DS but can do nothing else (like your Flayed ones)....this might make it a bit overpowered though.

My thinking is that, fluff wise, woudln't a Lord be able to call in more necrons on his position? Not any obviously, Destroyers jumping out of the ground woudl be a little silly.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/09 16:04:44


Post by: Darkvoidof40k


My friend, you have just given me a new idea for a piece of wargear for the Lords: The Summoning Orb (or the Orb of Summoning, not sure yet..)

Basically it will let necron units reserve and DS within 6" of him.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/10 12:54:15


Post by: Praxiss


Yeah, that sounds better than just making it a rule. It coudl also encourage people to take a lesser lord so they coudl get a Res Orb and a Summon Orb in one army. (presumably one lord couldn't carry both).

If this was the case, the only downside/arguement point i could see would be the tactic of a bare-bones destroyer Lord with a Summoning Orb, zooming down the table and then dropping all your reserves behind enemy lines.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/10 18:04:02


Post by: Darkvoidof40k


Praxiss wrote:Yeah, that sounds better than just making it a rule. It coudl also encourage people to take a lesser lord so they coudl get a Res Orb and a Summon Orb in one army. (presumably one lord couldn't carry both).

If this was the case, the only downside/arguement point i could see would be the tactic of a bare-bones destroyer Lord with a Summoning Orb, zooming down the table and then dropping all your reserves behind enemy lines.


Ah, but there would be certain things that would make it quite hard for the plan to work out as simple as that. Plus, the Lord selection, while being the only HQ choice in the list can also be made obscenely powerful (as far as non-special HQ choices are concerned). So, I don't see why anyone would want to waste the opportunity and take anything less than a gold in anything over 1k. Even at 1500, a Platinum is a powerful investment. The trick is, however, not to overdo them. Only give them what will help what they're going to do, or alternatively just equip them to be adaptable. Problem with that is the price tag. It's a bit like the Hive Tyrant that needs lots of expensive upgrades to be worth taking, except that the Platinum is already great!


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/10 18:17:17


Post by: Sir Harry Flashman, VC


Nice work. Was it this thread that featured 'Abominations', enemy units wiped out by the Necrons then raised as 'zombies' by Necron nanobots. Perhaps a Lords wargear upgrade maybe. That would be awesome.

Anyway, just wanted to say I tried out making all Gauss weapons AP1 on sixs to wounds or penetrate (no other changes to the codex) in a few games and for some reason its utterly lethal, vehicles blowing up all over the place


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/10 19:58:44


Post by: Darkvoidof40k





But I still ask that you honour your (much) earlier offer to test-play my fandex.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/11 12:15:45


Post by: Sir Harry Flashman, VC


Yes, I did say I would. We're missing some of our more 'liberal' players at the moment, but I will see if the resident DE bandwagon jumper will take it on....


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/11 15:31:23


Post by: Praxiss


Did you ever get round to putting this in a PDF format? i would love to have a hard copy.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/11 16:09:29


Post by: Darkvoidof40k


Praxiss wrote:Did you ever get round to putting this in a PDF format? i would love to have a hard copy.


I intend to.. eventually. I just have no experience in making a PDF! All I know is that you have to do it on the internet..right?


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/15 15:09:31


Post by: Praxiss


Not a clue. sorry.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/18 17:31:04


Post by: Kevin949


How is this for a PDF?

 Filename DarkVoid - Necron Codex.pdf [Disk] Download
 Description
 File size 294 Kbytes



Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/18 17:49:24


Post by: punkow


The dex seems fine and fun... just one thing that I simply do not understand why nobody told: HQ are incredibly OP... just because they are independent characters... they have statlines a la daemon prince (not fluff-wise and op) but they are IC so you can't shoot'em... on the other side they're nearly unstoppable against normal troops but a Meq or Ork army can get rid of them with a simple ghost fist since they do not have EW (do the Orb affect them, and can it stack with the phylactery?... in this way they're OP)...
So i suggest to leave only the lesser hq to be IC and remove IC from the others, giving EW to the platinum, not only the special character (that I sincerely don't like and find not fluff-wise : Necrons hqs shouldn't be so powerful cause they are mere servants: the Bad Guys should be the C'tans, with Stats above everyone else in the game (yes even avatars and Greater daemons)


Automatically Appended Next Post:
... and all that T5 doesn't make any sense


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/18 18:06:07


Post by: Darkvoidof40k


It makes them less a la MEq. What more can you want?
They're powerful. Not overpowered. Every codex has its strengths, and powerful HQ choices are one of the ones for this one.

Kevin949 - I love it! Of course, I will have to do some editing, redrafting, revising etc because the codex isn't completely finished just yet. But I must ask, how did you create the PDF?


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/18 19:27:16


Post by: Kevin949


Darkvoidof40k wrote:It makes them less a la MEq. What more can you want?
They're powerful. Not overpowered. Every codex has its strengths, and powerful HQ choices are one of the ones for this one.

Kevin949 - I love it! Of course, I will have to do some editing, redrafting, revising etc because the codex isn't completely finished just yet. But I must ask, how did you create the PDF?


I just copied the text you posted here, changed a little formatting and added some bolding for item separation and then saved it as a PDF as I have the full version of adobe acrobat at work here. Didn't take but 5 minutes I think. I'll gladly help out again as things change.


Automatically Appended Next Post:
punkow wrote:The dex seems fine and fun... just one thing that I simply do not understand why nobody told: HQ are incredibly OP... just because they are independent characters... they have statlines a la daemon prince (not fluff-wise and op) but they are IC so you can't shoot'em... on the other side they're nearly unstoppable against normal troops but a Meq or Ork army can get rid of them with a simple ghost fist since they do not have IS (do the Orb affect them, and can it stack with the phylactery?... in this way they're OP)...
So i suggest to leave only the lesser hq to be IC and remove IC from the others, giving EW to the platinum, not only the special character (that I sincerely don't like and find not fluff-wise : Necrons hqs shouldn't be so powerful cause they are mere servants: the Bad Guys should be the C'tans, with Stats above everyone else in the game (yes even avatars and Greater daemons)


Automatically Appended Next Post:
... and all that T5 doesn't make any sense


If you look at the current dex for necrons, they have T5 all over the place as it is. HQ units, Spyders are T6, destroyers/heavy D, Immortals, Pariahs...the only units not T5 are Warriors, Scarabs, Flayed ones and Wraiths.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/18 19:57:29


Post by: Darkvoidof40k


Cheers dude, I appreciate the help.

Full version you say.. //looks into it//


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/18 20:41:50


Post by: Kevin949


Darkvoidof40k wrote:Cheers dude, I appreciate the help.

Full version you say.. //looks into it//


There is also a print driver called CUTEPDF that will convert to PDF but it might not be as inclusive as an actual program that can do it. I'm sure that there are other free options to convert to PDF from within a program (similar to OpenOffice working with Microsoft Office files) but I can't think of any at the moment.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/20 16:53:14


Post by: punkow


It makes them less a la MEq. What more can you want?
They're powerful. Not overpowered. Every codex has its strengths, and powerful HQ choices are one of the ones for this one.

Kevin949 - I love it! Of course, I will have to do some editing, redrafting, revising etc because the codex isn't completely finished just yet. But I must ask, how did you create the PDF?


powerful hqs as necron strenght? MMMMMMMMH....
Anyway stats are fine... only they shouldn't be ICs... they have a la mephiston stats, so making them ICs is out of the common format of modern codices besides the fact they are OP... In this way you will have armies based on hqs... something appropriate for CSM or SW or even eldars ( no.. actually they have not so much powerful hqs beside the jetbike seer coucil, as expensive as a whole IG army)
but not for necrons.... so I'm saying:
- Necrons shouldn't be (in my opinion of course) heavyly based on hqs skills in combat but on their ability to sustain their minions ( a la necromancer)
-These Hqs are perfect if they are not ICs. Withou the opportunity to shoot at 'em almost every enemy wil not be able to kill them and I can't see the fun of it.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/20 17:59:17


Post by: Darkvoidof40k


They give a strong centre-point to the force, and they are hard to kill so they'll keep supporting your force for a long time..

Of course, when they're dead they're dead. Not to mention the price tag..

The Necron Lords really do allow you to make many different and interesting lists. Plus, there're many different types of Necron Lord, so you can pick and choose for the points level.

The idea is that they're there to support your army, not for the army to support them.
You can pick the one that you feel is right for the points level.
You can pick wargear that you want for the Necron Lord depending on what role you want him (it?) to fulfil.
They can mess about with your force organisation slots to make your army more unique and give it lots of different options.


For instance, a Platinum Lord would be very out of place in a 750pt game, but would be right at home in 2500 or apocalypse.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/20 19:08:07


Post by: Kevin949


Darkvoidof40k wrote:*snip*
The idea is that they're really just there to support your army, not to support your army.


What? LoL


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/21 08:09:57


Post by: Darkvoidof40k




My bad.

I meant "they're there to support your army, not for the army to support them".


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/21 16:16:08


Post by: punkow



The idea is that they're there to support your army, not for the army to support them.
You can pick the one that you feel is right for the points level.
You can pick wargear that you want for the Necron Lord depending on what role you want him (it?) to fulfil.
They can mess about with your force organisation slots to make your army more unique and give it lots of different options


all right... but if you want them to have Monstruous creatures stats, make them monstrous creatures and not ICs...
They have the same stats as Tiranyds beasts or mephiston, so... No IC guys: enemy should be able to target them with his lascannons!
And another thing. No human-sized miniature have T6 or that amount of Wounds: all the guys that have these stats are MCs.
So this platinum lord is going to be a HUUUUUGE Lord!!!


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/21 17:28:41


Post by: Darkvoidof40k


Nope. He just has 'powers invested in him' and is made of really, really, really, really, really and and then some tough steel


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/21 17:37:28


Post by: punkow


not talking about fluffy issues Darkvoid...
Immortal platinum : T7
so no IC for game balance...
Mephiston could be a IC but he's not, for game blance issues


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/21 17:45:41


Post by: Saintspirit


Wondering: What about adding the Tomb Stalker to the Heavy Support choices?


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/21 18:01:46


Post by: Darkvoidof40k


Yes, I 'spose I could. But this was originally designed to just update the current rules for 5th edition..

..but then again, neither of my special characters were part of the original rules..

(in other words, watch this space!)


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/23 19:49:27


Post by: Kevin949


punkow wrote:not talking about fluffy issues Darkvoid...
Immortal platinum : T7
so no IC for game balance...
Mephiston could be a IC but he's not, for game blance issues


How about the option to take a retinue for him instead of IC? Yes I know the issue would still be there, sort of, but once the retinue is gone he still would not be an IC and couldn't join any other unit.



Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/27 18:05:37


Post by: Shake Zoola


Getting together w my buddy for a day of playtesting this...Ill post the results here and PM to you void!

Sorry it took so long for me to get this to happen!


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/27 22:20:49


Post by: necronsftw


This looks nice and I am gonna play test this codex for ya, I ll tell you the results!!!


Automatically Appended Next Post:
I have just looked over it a little and, why do Necron warriors have a 4+ armor save, same with flayed ones??? Shouldn't they have a 3+ I do not see why not.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/28 01:55:45


Post by: Shake Zoola


necronsftw wrote:This looks nice and I am gonna play test this codex for ya, I ll tell you the results!!!


Automatically Appended Next Post:
I have just looked over it a little and, why do Necron warriors have a 4+ armor save, same with flayed ones??? Shouldn't they have a 3+ I do not see why not.


Probably to make up for the T5?

I just played 2 test games for you today man and my buddy and I are going to make up a full report...i screwed up a bit though....we played the FOs and Warriors w a 3+ as I didnt realize they were 4+...

None the less here are a few things we noticed:

Giving a Destroyer Lord the ability to take sraight up take Destroyers as troops is too powerful...it should be limited to 1 unit per D Lord.

The Chornometron is far to powerful (especially when combined w a Flayer lord, which is an awesome idea!, and flayed ones)...if you made it work only in the first round of assault it would be more balanced.

The Flayed ones being able to assault after Deep Striking might be too much...Id give them infiltrate back and remove S&P from them, its too much of a liability for assault troops if you want to keep S&P at least give them move through cover.

I like the fact that Flayed ones were quite good at first I thought they were over priced but after running a game with them I think the price is good for what they do!

I like what you did with Tomb spyders! Funny thing is when I first began playing this was how I thought they worked...one thing though, I wouldnt make them exist outside of the FOC chart...Id keep them at a heavy support as they are I just took a token squad of 5 warriors so I could take a tomb spyder. Make them heavies and jack the BS back down to 2...everything else about them was pretty good

2 wounds seemed a bit much for Destroyers especially due to the fact that you kept the price the same at T5 and 3+ along w FNP 1 wound is enough...

Those are my quick observations from my first 2 test games w them...we are probably going to get together in a few weeks to test out the stuff we didnt use in a larger game...

Well send you a full report with army lists and a breakdown of the game soon!

Hope it helps...


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/28 09:52:05


Post by: Darkvoidof40k


Thank you all for responding!

Shake Zoola, I'm afraid to say that there are actually TWO lists on page 4. My bad. The second one is the most updated and contains many changes, including modifications to profiles such as the Destroyers.

Granted, there's still plenty of refining to do with my 'dex, but I can't find the time to do it at the minute.



Edit: Here's the updated version from the last page so that nobody gets confused:


Darkvoidof40k wrote:Slightly revised 'dex. There're quite a few significant changes in it, however. I'm a bit unsure about some of them, so please give feedback on the changed units:
Gold, Silver and Bronze lords
Immortals
Pariahs
Warscythe
Destroyers
Wraiths - the new points cost was thought up in comparison to the Lictor's profile.
Flayed Ones
Scarab Swarms


Anyway, here's the revised army list and wargear/weapons list:

Codex: Necrons

SPECIAL RULES
Necron – A unit with this special rule gain 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

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

WARGEAR:
Staff of Light: Power Weapon, can be fired as a Particle Disruptor.

Warscythe: The Warscythe is a two-handed power-weapon that adds +2 to the users' strength in assault,Ignores Invulnerable saves as well as armour saves and the user rolls 2D6 Armour Penetration against vehicles 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 atleast 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 passes Feel No Pain tests on a 3+.

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 this 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 the 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 Strength 4 hits each turn in the assault phase, before any attacks are made.

Solar Pulse: Once per game at the beginning of your opponents turn, the controlling player may make a 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 has the Rending universal special rule in assault.

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.

Defense 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 counts as being armed with a single power weapon.

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: The Necron Lord and any unit he is joined with gain the Fleet universal special rule and always strike first in close combat, and 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 re-roll failed rolls to wound.

ARMY LIST
HQ

Necron Lord
0-1 Platinum
Statline: WS: 7 BS: 7 S: 5 T: 6 W: 4 I: 4 A: 4 LD: 10 Sv: 2+
Points cost: 180
Unit type: Infantry
Number/unit: 1
Special Rules – Feel No Pain, Fearless, Independent Character
Ancient Enemy: A Platinum Necron Lord will have been fighting for millions, if not billions of years. His skills at range and close combat are rarely matched and his ancient robotic body is as tough as the worst Tyranid monster and stronger than any Space Marine and can take a considerable amount of punishment, as shown in his profile. Additionally, on account of his experience, he has the Preferred enemy special rule against all enemies. He conveys this rule to any Necron unit he has joined.
Wargear: Staff of Light, Fused Plating
Options:
A Platinum Lord may have any of the following:
May have a Chronometron for +35pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
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:
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: 125
Unit Type: Infantry
Number/unit: 1
Special Rules – Feel No Pain, Fearless, Independent Character
Wargear: Staff of Light
Options:
A Gold Lord may select up to 150pts of upgrades from the list below
May have a Chronometron for +35pts
May have Fused Plating for +15pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
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:
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: 100
Unit Type: Infantry
Number/unit: 1
Special Rules – Feel No Pain, Fearless, Independent Character
Wargear: Staff of Light
Options:
A Silver Lord may select up to 100pts of upgrades from the list below
May have a Chronometron for +35pts
May have Fused Plating for +15pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
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:
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: 75
Unit Type: Infantry
Number/unit: 1
Special Rules – Feel No Pain, Fearless, Independent Character
Wargear: Staff of Light
Options:
A Bronze Lord may select up to 50pts of upgrades from the list below
May have a Chronometron for +35pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
May have a Resurrection Orb for +30pts
May have a Lightning Field for +10pts

May also select 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 T: 5 W: 1 I: 4 A: 2 LD: 10 Sv: 4+
Points cost: 150
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron
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.
Grotesque: Flayed Ones drape themselves in the bloody flesh of their victims. All enemy 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:
Energized Claws
Options:
May include up to 5 additional Flayed Ones at 25pts per model.
The entire unit may replace their Energized claws with one of the following:
Powered Claws at +5pts per model.
Flayer Claws at +10pts per model.


Immortals
Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 2 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 15pts.
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 discarding the lowest roll. Additionally, all models within 12” of the Pariahs are at a -1 Leadership modifier.
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: 5 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 20pts
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 YOU HAVE. THEY DO NOT TAKE UP ANY SPACE ON THE FORCE ORGANISATION CHART, BUT ARE OTHERWISE TREATED AS TROOPS CHOICES.
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:
Replace any of its close combat weapons with a Gauss Destructor for free. However, for each close combat weapon replaced with a Gauss Cannon, 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: 5+
Points cost: 30
Unit Type: Infantry
Number/unit: 3
Special Rules – Swarms, Fearless,
Mindless: Scarabs have a very limited understanding of tactics and hence are not scoring units.
Levitation units: Scarab swarms move 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 10pts 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: A Heavy Destroyer replaces its Gauss Cannon with a Heavy Gauss Cannon. 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 5pts a model
Any model may be upgraded to a Heavy Destroyer for freel

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 at 45pts a model
The unit may be upgraded with a Lightning Field for 10pts
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 gives three abilities that the controlling player may use once per turn, however no more than one of them can be used in a turn.
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!This rule may not be used if the Monoliths' Power Matrix has been disabled – see below for details.
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
It may not be destroyed by a Weapon Destroyed result on the damage table. It may only be destroyed if the Monolith suffers a Destroyed – Wrecked or Destroyed - Explodes! result. If the Monolith suffers a Destroyed – Explodes! result, then the cataclysmic energies of the Power Matrix are released. All models, 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.




SPECIAL CHARACTERS

WIP - NOT YET FOR USE IN-GAME
Herald of the C'tan (takes up 1 HQ slot, may not take a Platinum Lord as well as the Herald)
Statline: WS: 8 BS: 7 S: 6 T: 6 W: 4 I: 5 A: 5 LD: 10 Sv: 2+
Points cost: 325
Unit Type: Infantry
Number/unit: 1 (unique)
Special Rules – Necron, Independent Character, Fearless, Eternal Warrior, Ancient Enemy,
Necron Elite: The Herald of the C'tan is often accompanied to battle by the most elite Necron forces. Immortals and Flayed Ones units may count as troops or elites choices (as the owning player decides) in an army including the Herald of the C'tan, and the 0-1 limit on Pariahs is removed.
Essence of the C'tan: The Herald of the C'tan has been imbued with a fraction of the power of some of the C'tan – created to be their strongest warrior. From one, he received extreme power, another great cunning, and from the last the power to control machines. To represent this, the Herald of the C'tan has the following:
Extreme power – on a turn in which he charges into an assault, the Herald of the C'tan has +2 strength.
Great cunning – Before deployment, roll a D6. A number of units equal to the result on the D6 gain the Infiltrate Universal Special rule. Which units is up to the controlling player.
Mastery over Machines – At the beginning of the controlling players' turn (before rolling for reserves The Herald of the C'tan may pick an enemy vehicle within 12” and take a Leadership test. If the test is passed, the controlling player may control that vehicle for the rest of the turn (he may still shoot and assault it!). However, should the Herald of the C'tan fail the Leadership test he automatically looses D3 swounds (he may not take saves of any kind or use Feel No Pain to recover the wounds!).
Wargear: Resurrection Orb, Phase Shifter, Phylactery, Fused Plating, Veil of Darkness
Staff of the Tomb King: The most powerful handheld Necron weapon, this ancient staff has similarities to both the Warscythe and Staff of Light – but it is infinitely more powerful. This weapon ignores armour and invulnerable saves, rolls 2D6 for armour penetration and adds +2 to the Herald of the C'tan's strength. Additionally, it may be fired as a Gauss Destructor.

FINISHED - READY FOR USE IN-GAME
The Spyder of Damnos
Statline: WS: 5 BS: 4 S: 7 T: 6 W: 4 I: 4 A: 4 LD: 10 Sv: 2+
Points cost: 175
Unit Type: Monstrous Creature
Number/unit: 1 (unique)
Special Rules – Fearless, Field Repairs, Furious Charge, Hit and Run

Wargear: Two close combat weapons, The Spyder's web: This weapon can be fired in the shooting phase with the following profile:
Range: 12” Strength – AP – Assault 1, Large blast, Pinning. This weapon does not roll to wound, and any models under the template must take a Strength test – if any of these models fail their test then the whole unit is treated as though it had just failed a pinning test. This weapon can still be used to pin Fearless units, as they are not actually taking a pinning test.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/28 10:10:41


Post by: Sgt_Scruffy


you do realize you just created an entire army that is T5 FnP that will ALWAYS get its FnP roll due to Lords and Spyders having res orbs?

10 rapid firing marine bolters kills .74 of these warriors. 10 rapid firing PLASMA guns only kills just over 5. There's tough, but this seems a little much.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/28 10:59:14


Post by: Darkvoidof40k


Sgt_Scruffy wrote:you do realize you just created an entire army that is T5 FnP that will ALWAYS get its FnP roll due to Lords and Spyders having res orbs?

10 rapid firing marine bolters kills .74 of these warriors. 10 rapid firing PLASMA guns only kills just over 5. There's tough, but this seems a little much.


Yes, I do realize all of this. Tomb spiders aren't all that tough to take out, and I'm sure people can be inventive enough when getting rid of the Lords. This army list can end up being quite expensive and elite, you know, so it kind of balances it out.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/28 13:34:36


Post by: Arkon


Why Wraiths have 5+ and 3++ ? I don't see the issue with giving them 3+/3++.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/28 16:13:40


Post by: necronsftw


I would say make necrons 12 pts a model and give them a 3+ save for the warriors


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/28 17:00:15


Post by: Darkvoidof40k


Arkon wrote:Why Wraiths have 5+ and 3++ ? I don't see the issue with giving them 3+/3++.


Because their armour is lighter as they were build for speed, I reckon that they'd be relying on their phase shifter most of the time. Besides, a 3+ would make them more expensive. And it doesn't really matter anyway, it just makes more sense I think.


necronsftw wrote:I would say make necrons 12 pts a model and give them a 3+ save for the warriors



..why?


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/28 17:53:24


Post by: punkow


I'm sorry if it may seem unpolite... but... I would never let you use this dex against me... the hq is incredibly OP and every adjustment brought here made this dex full of so many unbalanced units... I didn't notice the Res Orb Spam when i read it for the first time...


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/28 18:07:23


Post by: Darkvoidof40k


punkow wrote:I'm sorry if it may seem unpolite... but... I would never let you use this dex against me... the hq is incredibly OP and every adjustment brought here made this dex full of so many unbalanced units... I didn't notice the Res Orb Spam when i read it for the first time...


Well, that's just you then isn't it.

Besides, it's not like BA priest/termi spam or other deathstar units/lists can't be beat.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/28 23:20:30


Post by: necronsftw


I was mistaken thought it was nine points for a warrior sorrry. To the other person, yes I can see res orb spam being a problem. And I play tested it and will say it is not OP but it does look very cheese. Ok so during the games I noticed some stuff. 50pts for a destroyer, that is very over priced! It should be 35pts. And 40pts for a heavy destroyer. I must say that platium is very powerful. I can get a 2+/4++ with FnP on a 3+ while always gettiing to take it too. And if you really want you can have a 3++ invunerable. Maybe just up the points a little. I do like that though Also I do not think the immortal lord is worth 50pts. Because the eternal warrior is not as worth cause you are T6!


Automatically Appended Next Post:
Also the pariahs are really bad! I think they need to be I5 WS5 and be 40pts also have a 6+ invunerable save. Also have the pyskic defense should be 24" and roll on 3d6 and add them together. I thought a cool rule for the tomb syper. If your model is destroyed knock it over, if a tombspyder is within 12" he may use that to start off a new squad all back with 1 wound (this is a pyskic power btw) So for example you have 15 warriors and 10 of them die! (That would really suck!) Anyway if you have the tomb sypder within those 12" the dead 10 ones will stand back up! With one wound maybe up the points by 20. This cannot be done to ICs MCs units fully whipped out and monliths. That reminds me on the point of monliths, what ever happened to the old living metal! That should be brought back indifinitely and also have the old rules of the monlith for the weapon destroyed rule were it is -1 ! Also have the power matrix not effect the teleportation!


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/30 02:52:06


Post by: Shake Zoola


side note there necronsftw...destroyers now cost 50 pts...

He took them and gave them an extra wound...thereby making them better, and they were already fine at 50. 35 pts is just stupidly cheap for the amount of firepower they put out...


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/30 07:21:05


Post by: Darkvoidof40k


Shake Zoola wrote:side note there necronsftw...destroyers now cost 50 pts...

He took them and gave them an extra wound...thereby making them better, and they were already fine at 50. 35 pts is just stupidly cheap for the amount of firepower they put out...


I removed that extra wound. It was too much overkill. FnP + 3+ is fine.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/30 10:30:25


Post by: Praxiss


Shake Zoola wrote:


The Chornometron is far to powerful (especially when combined w a Flayer lord, which is an awesome idea!, and flayed ones)...if you made it work only in the first round of assault it would be more balanced.




Maybe make it so the Chronometron grants the Lord and his unit Fleet. And also grants a +1 intiative on the charge? Kind of like a tweaked Furious Charge USR. That way they get a bonus to cover the "shock value" of them charging, but they lose the advantage of it once you're past the first round of combat.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/30 16:20:39


Post by: Darkvoidof40k


Praxiss wrote:
Shake Zoola wrote:


The Chornometron is far to powerful (especially when combined w a Flayer lord, which is an awesome idea!, and flayed ones)...if you made it work only in the first round of assault it would be more balanced.




Maybe make it so the Chronometron grants the Lord and his unit Fleet. And also grants a +1 intiative on the charge? Kind of like a tweaked Furious Charge USR. That way they get a bonus to cover the "shock value" of them charging, but they lose the advantage of it once you're past the first round of combat.

Yeah, I'm thinking something a la ymgarls.

Like one of the following per option, but none twice or more in a row:

Initiative 10 for the turn.
Fleet for the turn.
Hit and Run
Counter-Attack


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/30 18:59:52


Post by: Kevin949


Darkvoidof40k wrote:
Arkon wrote:Why Wraiths have 5+ and 3++ ? I don't see the issue with giving them 3+/3++.


Because their armour is lighter as they were build for speed, I reckon that they'd be relying on their phase shifter most of the time. Besides, a 3+ would make them more expensive. And it doesn't really matter anyway, it just makes more sense I think.



Considering they'd always use the better save anyway, there is no point in having a worse armor save vs. invul save. Quite honestly, having their armor and invul saves at two different values could lead to res orb shenanigans or other such things since you'd NEVER actually roll an armor save (a misconception on many peoples parts with current wraiths, they don't always roll an invul save as they do have a 3+ armor save). I just see someone trying to pull some RAW/RAI crap and start an argument.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/30 19:08:15


Post by: Darkvoidof40k


Kevin949 wrote:
Darkvoidof40k wrote:
Arkon wrote:Why Wraiths have 5+ and 3++ ? I don't see the issue with giving them 3+/3++.


Because their armour is lighter as they were build for speed, I reckon that they'd be relying on their phase shifter most of the time. Besides, a 3+ would make them more expensive. And it doesn't really matter anyway, it just makes more sense I think.



Considering they'd always use the better save anyway, there is no point in having a worse armor save vs. invul save. Quite honestly, having their armor and invul saves at two different values could lead to res orb shenanigans or other such things since you'd NEVER actually roll an armor save (a misconception on many peoples parts with current wraiths, they don't always roll an invul save as they do have a 3+ armor save). I just see someone trying to pull some RAW/RAI crap and start an argument.


Kindly elaborate, because I'm afraid that at the minute you're not really making much sense - in other words, what's your point exactly?


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/30 19:50:00


Post by: Kevin949


Darkvoidof40k wrote:
Kevin949 wrote:
Darkvoidof40k wrote:
Arkon wrote:Why Wraiths have 5+ and 3++ ? I don't see the issue with giving them 3+/3++.


Because their armour is lighter as they were build for speed, I reckon that they'd be relying on their phase shifter most of the time. Besides, a 3+ would make them more expensive. And it doesn't really matter anyway, it just makes more sense I think.



Considering they'd always use the better save anyway, there is no point in having a worse armor save vs. invul save. Quite honestly, having their armor and invul saves at two different values could lead to res orb shenanigans or other such things since you'd NEVER actually roll an armor save (a misconception on many peoples parts with current wraiths, they don't always roll an invul save as they do have a 3+ armor save). I just see someone trying to pull some RAW/RAI crap and start an argument.


Kindly elaborate, because I'm afraid that at the minute you're not really making much sense - in other words, what's your point exactly?


Someone could (and probably would) try to pull the card of "you didn't roll an armour save, you rolled an invul save, so you don't FNP/WBB because that only works against failed armor saves". See where I'm going with this?

*Edit*
I originally meant FNP/WBB shenanigans, not res orb shenanigans. Sorry.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/30 20:32:21


Post by: Darkvoidof40k


Ah, right. I thought that was what you were getting at, but thanks for clearing it up.

Don't worry, I'll sort it out in the next edition of the 'dex.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/30 21:38:03


Post by: HawaiiMatt


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 this 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 the movement phase, run or make an assault move until the end of your next turn.


This, is actually stupidly good. But, unless I missed something, nobody can take it.
The break down is: 17% die if you move, 30% if you move and run, and 42% if you move, fleet and assault. And that's every unit within 24".
It's like the night spinner, only huge.

It's not a bad idea to give necron something that slows and kills the enemy, but to have it hit such a huge area is bad. If you wanted to go with options for upgrades, a graviton gun (say 1/10 warriors) this did this on the unit it hit (yes, roll to hit) would be nice.

I also don't like the herocentric format of the list. IMO, HQ's should not be impossible to kill, killing machines.

-Matt


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/30 22:40:00


Post by: Darkvoidof40k


As I've said a fair few times before, there will be many changes in the next edition of the fandex.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/11/30 22:48:58


Post by: Samus_aran115



I like how nothing in the codex has eternal warrior...Unless I m
Looks pretty good, but I don't see why everyone wouldn't just use the platinum lord guy He's a beast!


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/01 02:03:24


Post by: Shake Zoola


Darkvoidof40k wrote:
Shake Zoola wrote:side note there necronsftw...destroyers now cost 50 pts...

He took them and gave them an extra wound...thereby making them better, and they were already fine at 50. 35 pts is just stupidly cheap for the amount of firepower they put out...


I removed that extra wound. It was too much overkill. FnP + 3+ is fine.


Good.

The first game we played my opponent only managed to kill 3 destroyers the entire game! (we are compiling the report still by the way).

Also I like the idea of the chronometron giving fleet for the lord (and whatever unit he joins) and making them strike first for the round they charge...this would be very useful with our crappy I...

As much as I like ALWAYS going first...the fight was egregiously one sided and not much fun for me or my opponent.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/01 07:17:02


Post by: Darkvoidof40k


Ah, but you weren't playing with the most updated version.

Also, a big thankyou to everyone who's commented on this thread! I hope you will all help me playtest the next 'dex.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/01 07:39:24


Post by: GamzaTheChaos


I REALLY dislike the idea of replacing WBB with feel no pain. I think it takes the essence and unique feel from the necrons and turns them into a cheap
rip off honestly. ignoring a wound doesn't fit in well when the fluff states the repair themselves on the battle field lol.

I don't see a problem with WBB the way it is. all they need to do is word things better/clear up questions.

I dislike the C'tan too more generic rip off.



other then that I think its pretty good for a fan made.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/01 16:03:49


Post by: Darkvoidof40k


^ the number of FnP rolls necron units have to roll represents the fact that the more damage they take, the less likely it is they will be able to self-repair. See? It is fluffy, it's just represented in a different and easier way.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/01 23:38:43


Post by: Shake Zoola


Darkvoidof40k wrote:Ah, but you weren't playing with the most updated version.

Also, a big thankyou to everyone who's commented on this thread! I hope you will all help me playtest the next 'dex.


True enough!

Hopefully I can give the new one a shot!


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/02 02:50:31


Post by: Eldar Savior


NECRONS!!!AAAAAAAAAAGHHHHHHHHHHHHHH!!!Seriously though, those guys are scary!


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/02 09:07:01


Post by: Darkvoidof40k


Eldar Savior wrote:NECRONS!!!AAAAAAAAAAGHHHHHHHHHHHHHH!!!Seriously though, those guys are scary!




Thanks for the input

Although, to be fair, this fandex is a real beast on the tabletop.. I just can't seem to win with it.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/02 10:27:46


Post by: phantommaster


necronsftw wrote:I must say that platium is very powerful. I can get a 2+/4++ with FnP on a 3+ while always gettiing to take it too. And if you really want you can have a 3++ invunerable.


And??? Thats 275pts, same as the Sanguinor, more than Mephiston, more than a Wraithlord and not far off the current Deceiver. It's fine.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/02 13:48:36


Post by: Darkvoidof40k


^ My point(s) exactly.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/02 14:23:27


Post by: Zonder


I'd just like to chime in with, in my mind giving wraiths a 5+/3++ is strange but acceptable. The wraiths would be vulnerable to Psycannons as they are Str 6 Ap 4 and ignore invul saves. This would mean they wound Wraiths on a 3+ with no save. Granted this is a unique thing as nobody else has that weapon other than DH. Also they wouldnt be the first unit with a better invul than armor save, point and case is the Imperial Guard priest. He has a 5+/4++.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/02 14:25:43


Post by: Praxiss


/agree.

The Wraith would depend more on its Phasing ability than its physical armour. So any weapon that woudl ignore invul saves woudl need to put the Wraith at a disadvantage....having a reduced armour save does exactly that.

I think it's more clever than strange.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/02 18:16:59


Post by: Darkvoidof40k



Codex: Necrons

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

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

WARGEAR:
Staff of Light: Power Weapon, can be fired as a Particle Disruptor.

Warscythe: The Warscythe is a two-handed power-weapon that adds +2 to the users' strength in assault,Ignores Invulnerable saves as well as armour saves and the user rolls 2D6 Armour Penetration against vehicles 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 atleast 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 passes Feel No Pain tests on a 3+.

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 Strength 4 hits each turn in the assault phase, before any attacks are made.

Solar Pulse: Once per game at the beginning of your opponents turn, the controlling player may make a 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 has the Rending universal special rule in assault.

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.

Defense 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 counts as being armed with a single power weapon.

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 re-roll failed rolls to wound.

ARMY LIST
HQ

Necron Lord
0-1 Platinum
Statline: WS: 7 BS: 7 S: 5 T: 6 W: 4 I: 4 A: 4 LD: 10 Sv: 2+
Points cost: 180
Unit type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character
Ancient Enemy: A Platinum Necron Lord will have been fighting for millions, if not billions of years. His skills at range and close combat are rarely matched and his ancient robotic body is as tough as the worst Tyranid monster and stronger than any Space Marine and can take a considerable amount of punishment, as shown in his profile. Additionally, on account of his experience, he has the Preferred enemy special rule against all enemies. He conveys this rule to any Necron unit he has joined.
Wargear: Staff of Light, Fused Plating
Options:
A Platinum Lord may have any of the following:
May have a Chronometron for +35pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +25pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
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:
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: 125
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character
Wargear: Staff of Light
Options:
A Gold Lord may select up to 150pts of upgrades from the list below
May have a Chronometron for +35pts
May have Fused Plating for +15pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +25pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
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:
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: 100
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character
Wargear: Staff of Light
Options:
A Silver Lord may select up to 100pts of upgrades from the list below
May have a Chronometron for +35pts
May have Fused Plating for +15pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +25pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
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:
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: 75
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character
Wargear: Staff of Light
Options:
A Bronze Lord may select up to 50pts of upgrades from the list below
May have a Chronometron for +35pts
May have Fused Plating for +15pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +25pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
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:
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 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.
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:
Energized Claws
Options:
May include up to 5 additional Flayed Ones at 30pts per model.
The entire unit may replace their Energized claws with one of the following:
Powered Claws at +5pts per model.
Flayer Claws at +10pts per model.


Immortals
Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 2 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 15pts.
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.
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: 5 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 20pts
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 YOU HAVE. THEY DO NOT TAKE UP ANY SPACE ON THE FORCE ORGANISATION CHART, BUT ARE OTHERWISE TREATED AS TROOPS CHOICES.
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:
Replace any of its close combat weapons with a Gauss Destructor for free. However, for each close combat weapon replaced with a Gauss Cannon, 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: 30
Unit Type: Infantry
Number/unit: 3
Special Rules – Swarms, Fearless,
Mindless: Scarabs have a very limited understanding of tactics and hence are not scoring units.
Levitation units: Scarab swarms move 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 10pts 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 5pts a model
Any model may be upgraded to a Heavy Destroyer for freel

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 at 45pts a model
The unit may be upgraded with a Lightning Field for 10pts 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 gives three abilities that the controlling player may use once per turn, however no more than one of them can be used in a turn.
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!This rule may not be used if the Monoliths' Power Matrix has been disabled – see below for details.
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
It may not be destroyed by a Weapon Destroyed result on the damage table. It may only be destroyed if the Monolith suffers a Destroyed – Wrecked or Destroyed - Explodes! result. If the Monolith suffers a Destroyed – Explodes! result, then the cataclysmic energies of the Power Matrix are released. All models, 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




SPECIAL CHARACTERS

Herald of the C'tan (takes up 1 HQ slot, may not take a Platinum Lord as well as the Herald)
Statline: WS: 8 BS: 7 S: 6 T: 6 W: 4 I: 4 A: 5 LD: 10 Sv: 2+
Points cost: 325
Unit Type: Infantry
Number/unit: 1 (unique)
Special Rules – Feel No Pain, Independent Character, Fearless, Eternal Warrior, Ancient Enemy,
Necron Elite: The Herald of the C'tan is often accompanied to battle by the most elite Necron forces. Immortals and Flayed Ones units may count as troops or elites choices (as the owning player decides) in an army including the Herald of the C'tan, and the 0-1 limit on Pariahs is removed.
Essence of the C'tan: The Herald of the C'tan has been imbued with a fraction of the power of some of the C'tan – created to be their strongest warrior. From one, he received extreme power, another great cunning, and from the last the power to control machines. To represent this, the Herald of the C'tan has the following:
Extreme power – on a turn in which he charges into an assault, the Herald of the C'tan gains +D3 attacks instead of the usual +1 attack bonus.
Great cunning – Before deployment, roll a D6. A number of units equal to the result on the D6 gain the Infiltrate Universal Special rule. Which units is up to the controlling player.
Mastery over Machines – At the beginning of the controlling players' turn (before rolling for reserves The Herald of the C'tan may pick an enemy vehicle within 12” and take a Leadership test. If the test is passed, the controlling player may control that vehicle for the rest of the turn (he may still shoot and assault it!). However, should the Herald of the C'tan fail the Leadership test he automatically looses D3 swounds (he may not take saves of any kind or use Feel No Pain to recover the wounds!).
Wargear: Resurrection Orb, Phase Shifter, Phylactery, Fused Plating, Veil of Darkness
Staff of the Tomb King: The most powerful handheld Necron weapon, this ancient staff has similarities to both the Warscythe and Staff of Light – but it is infinitely more powerful. It is a Warscythe, however it may not be fired as a Gauss Flayer, but may still be used in the shooting phase with one of the following profiles (decided by the controlling player before checking range):
Range: 18" Strength: 5 AP: 3 Assault 3, Gauss weapon
OR
Range: 36" Strength: 8 AP: 1 Heavy 1, Gauss weapon

The Spyder of Damnos
Statline: WS: 5 BS: 4 S: 7 T: 6 W: 4 I: 4 A: 4 LD: 10 Sv: 2+
Points cost: 175
Unit Type: Monstrous Creature
Number/unit: 1 (unique)
Special Rules – Fearless, Field Repairs, Furious Charge, Hit and Run

Wargear: Two close combat weapons, The Spyder's web: This weapon can be fired in the shooting phase with the following profile:
Range: 12” Strength – AP – Assault 1, Large blast, Ensnaring*.
*This weapon does not roll to wound, and any models under the template must take a Strength test – if any of these models fail their test then the whole unit is treated as though it had just failed a pinning test. This weapon can still be used to pin Fearless units, as they are not actually taking a pinning test.

--------------------------------------------------------
16 units in total.

Well, I think that just about does it. There's quite a few changes, most noticably the addition of Forge World's Tomb Stalker. Asides from that, I've tweaked a few points costs, special and wargear rules, as well as unit options and stats.

Tell me what y'all think, and I look forward to feedback from play-testers!


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/02 19:40:25


Post by: Arkon


The monolith's Power Matrix may teleport a necron infantry unit, so it cannot teleport Destroyers (Jetbikes). Right ?


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/02 19:47:43


Post by: Kevin949


Here is your new PDF format of your newest codex update. Some formatting and grammatical changes were made, nothing that affects the rules at all, purely for coherency or correctness.

 Filename DarkVoid - Necron Codex Update 12.2.2010.pdf [Disk] Download
 Description Newest update in PDF format
 File size 305 Kbytes



Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/02 20:13:06


Post by: Darkvoidof40k


Arkon wrote:The monolith's Power Matrix may teleport a necron infantry unit, so it cannot teleport Destroyers (Jetbikes). Right ?

Correct.


Kevin949 wrote:Here is your new PDF format of your newest codex update. Some formatting and grammatical changes were made, nothing that affects the rules at all, purely for coherency or correctness.


Hey dude, thanks! I really appreciate this.

Once it has been play-tested enough and if play-testers find the fandex is good, then I'll stick that up for download somewhere (probably scribd?). Atleast until I can make my own PDF 'dex.

Thanks again, Kevin.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/02 22:04:59


Post by: Kevin949


Ya, once it's all approved or whatever then I can start adding background pics and other stuff if you can/want to supply the images for it.

And ya, no problem man. Once it's all finalized I'll do a thorough reading and spelling/grammar checking of everything. This stuff is just a quick once over.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/02 23:12:01


Post by: Thanatos_elNyx


I like everything except the Slow and Purposeful.
I already play Thousand Sons; but if the new Necron codex made them S&P I would seriously consider dropping Necrons altogether.

Don't take this as discouragement; I like almost evrything else.

I know Necrons are supposed to be Space Undead, but these are not Zombies.
I am a fan of the idea I've seen some places that is much more characterful. That is Relentless and an inability to Run (with one or two exceptions like Pariahs and Flayed Ones).


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/03 09:35:43


Post by: Darkvoidof40k


Thanatos_elNyx wrote:I like everything except the Slow and Purposeful.
I already play Thousand Sons; but if the new Necron codex made them S&P I would seriously consider dropping Necrons altogether.

Don't take this as discouragement; I like almost everything else.

I know Necrons are supposed to be Space Undead, but these are not Zombies.
I am a fan of the idea I've seen some places that is much more characterful. That is Relentless and an inability to Run (with one or two exceptions like Pariahs and Flayed Ones).


My friend, first of all anyone with S&P can run.

Secondly, it is with Slow and Purposeful that one of the greatest strengths of the army lies - to keep advancing whilst firing that devastating Gauss weaponry and without taking too many casualties in return - really, anything less than a plasma cannon is going to struggle. Besides, they tend to go quite quickly more often than you'd expect. Besides, this army has loads of maneuverability potential; you just have to look a little harder for it. All Destroyer armies, multiple Monoliths, deep striking and Veil of Darkness here, there and everywhere.

So really, S&P is both characterful and beneficial on the table-top, it just requires a few new tactics and adds a slight bit of uncertainty to the game. Frankly, most opponants will probably be coming to you anyway, but then you can pull some 'Eldar tricks' with teleporting about.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/03 09:50:54


Post by: Praxiss


I have to agree with Thanatos. I woudl prefer to see Relentless than S+P.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/03 09:51:14


Post by: Darkvoidof40k


@Kevin949;

Reading through the PDF properly, some of the edits you have done aren't to my liking, I'm afraid. For example, "optional equipment" - additional members of a unit are not equipment.. well, maybe they are because they're necrons.. but the point still stands, unfortunately.

Anyway, should you wish to busy yourself in editing the PDF, then here are a few idea's I have:

- Add a front cover (I could quite easily provide the image so it actually looks like a proper codex front cover).
- Add the description of each unit that is found in codex: Necrons. If you don't have the codex, I can also supply those. For the Tomb Stalker, perhaps have a look around Forgeworld's website? http://www.forgeworld.co.uk/Warhammer-40000/Necrons/NECRON-TOMB-STALKER.html
- Possibly some model images/artwork? I don't know, I'll leave that one to you and see what you come up with.

Cheers, again, although you don't have to do any of this if you don't want to.


Automatically Appended Next Post:
Praxiss wrote:I have to agree with Thanatos. I woudl prefer to see Relentless than S+P.


I'm sure Space Wolf players would prefer every model to have their stats at 10 across the line and cost 1 point, but we don't always get what we like now, do we?


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/03 12:55:05


Post by: Thanatos_elNyx


Darkvoidof40k wrote:My friend, first of all anyone with S&P can run.

Secondly, it is with Slow and Purposeful that one of the greatest strengths of the army lies - to keep advancing whilst firing that devastating Gauss weaponry and without taking too many casualties in return - really, anything less than a plasma cannon is going to struggle. Besides, they tend to go quite quickly more often than you'd expect. Besides, this army has loads of maneuverability potential; you just have to look a little harder for it. All Destroyer armies, multiple Monoliths, deep striking and Veil of Darkness here, there and everywhere.

So really, S&P is both characterful and beneficial on the table-top, it just requires a few new tactics and adds a slight bit of uncertainty to the game. Frankly, most opponants will probably be coming to you anyway, but then you can pull some 'Eldar tricks' with teleporting about.


You misunderstand me.
I am suggesting that instead of giving Necrons S&P.
Just give them Relentless (so Purposeful without the Slow) and make it so they CAN'T run (as a balancing factor).

In this way they keep a steady advance with a steady stream of fire coming from your warriors; not the hodge podgy randomness than comes from S&P.
You mention that S&P adds uncertainty; but surely these guys are the exact opposite of uncertain.

As I said, I play Thousand Sons already so I know exactly how S&P plays in the game (I am well aware they can run).
Relentless (with No Run) is more characterful and saves us from having two armies with the exact same gimmick for their basic warriors.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/03 13:17:32


Post by: Praxiss


To explain the no Run bit, maybe state in the fluff that gauss weapons need to be carried steadily to be accuracte, so you can't run if you're carrying a Gauss weapon (hence why Flayed Ones can still run or have Fleet).

Obviously Skimmers with Gauss weaposn can still move fast because skimmers dont jostle abotu on the move.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/03 15:06:35


Post by: Darkvoidof40k


Sorry guys, but S&P is here to stay. And I don't think you can really compare TS to these Necrons because you can't really make an entire army out of them - sure, a force, but they're just one troops choice and this is almost an entire army list that is S&P.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/03 17:15:33


Post by: Kevin949


Darkvoidof40k wrote:@Kevin949;

Reading through the PDF properly, some of the edits you have done aren't to my liking, I'm afraid. For example, "optional equipment" - additional members of a unit are not equipment.. well, maybe they are because they're necrons.. but the point still stands, unfortunately.

Anyway, should you wish to busy yourself in editing the PDF, then here are a few idea's I have:

- Add a front cover (I could quite easily provide the image so it actually looks like a proper codex front cover).
- Add the description of each unit that is found in codex: Necrons. If you don't have the codex, I can also supply those. For the Tomb Stalker, perhaps have a look around Forgeworld's website? http://www.forgeworld.co.uk/Warhammer-40000/Necrons/NECRON-TOMB-STALKER.html
- Possibly some model images/artwork? I don't know, I'll leave that one to you and see what you come up with.

Cheers, again, although you don't have to do any of this if you don't want to.


No worries, like I said I just went through and changed some things that seemed to fit better but I can see what you're saying about the optional equipment thing, I didn't fully read through every list. That's a simple change. I'll see about adding in some of that other stuff as well when I have some time.

In the mean time, here is a PDF with the optional equipment changed back to options.

 Filename DarkVoid - Necron Codex Update 12.2.2010.pdf [Disk] Download
 Description
 File size 304 Kbytes



Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/03 18:54:17


Post by: Thanatos_elNyx


Darkvoidof40k wrote:Sorry guys, but S&P is here to stay.


Hey its your fandek. Rock On.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/03 18:54:44


Post by: phantommaster


I'm liking the addition of the Tomb Stalker, getting a pair myself. Other than that it would be an almost perfect codex; reason being I would like to see some new units. A Necron walker vehicle would be nice. I made one myself based on the Wraithlord image. With Gauss Cannons on it's shoulders and a pair of Warscythe arms.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/03 19:00:36


Post by: Darkvoidof40k


phantommaster wrote:I'm liking the addition of the Tomb Stalker, getting a pair myself. Other than that it would be an almost perfect codex; reason being I would like to see some new units. A Necron walker vehicle would be nice. I made one myself based on the Wraithlord image. With Gauss Cannons on it's shoulders and a pair of Warscythe arms.


He has a Phase Shifter.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/04 15:38:07


Post by: punkow


@ darkvoid.... nobody likes slow and purposeful... I proposed it for DA veterans and a choir of no arrived suddenly... Anyway I keep saying something:
-Incredibly OP characters!!!! for reasons I've already mentioned and are so clear that I don't understand why you don't see them!! at least make them normal units and not ICs so the enemy can shoot'em...
-Upgrades for flayed ones are underpriced... a power weapon is worth much more than 5 points... and surely a pair of lighning claw is worth MUCH more than 10 points (30 points in SM codexes... you make them cost one third...)... and.... mine 2 to leadership to anyone in 12" ??? OMG.... that makes no sense... go back to the old version of terrifying visage...
-T5 for warriors isn't good... Immortals and pariahs should have T5... not warriors or flayed ones... make them T4 and give them back the 3+ armour....
-Slow and purposeful isn't so in my opinion ... absolutely not relentless-wide for the army!!!! that's totally crazy...
-Resurrection orb spam is totally out of the world...
- Spyder tombs as troops???




Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/04 16:14:55


Post by: Darkvoidof40k


punkow wrote:@ darkvoid.... nobody likes slow and purposeful... I proposed it for DA veterans and a choir of no arrived suddenly... Anyway I keep saying something:
Nobody likes Vanguard Veterans' points cost, but they can still be used well and win games if played properly.

-Incredibly OP characters!!!! for reasons I've already mentioned and are so clear that I don't understand why you don't see them!! at least make them normal units and not ICs so the enemy can shoot'em...
Powerful and expensive, with comparitively low Initiative.

-Upgrades for flayed ones are underpriced... a power weapon is worth much more than 5 points... and surely a pair of lighning claw is worth MUCH more than 10 points (30 points in SM codexes... you make them cost one third...)... and.... mine 2 to leadership to anyone in 12" ??? OMG.... that makes no sense... go back to the old version of terrifying visage...
They already have ENERGIZED CLAWS and the option is to REPLACE them with powered claws. Same goes for the Flayer claws, which does not do the same job as a PAIR, it only does the job on a single lightning claw.

-T5 for warriors isn't good... Immortals and pariahs should have T5... not warriors or flayed ones... make them T4 and give them back the 3+ armour....
Less MEq is good MEq. Besides, T5 and then 4+ and 4+ again is much better than T4 and 3+.

-Slow and purposeful isn't so in my opinion ... absolutely not relentless-wide for the army!!!! that's totally crazy...
Crazy, but it works.

-Resurrection orb spam is totally out of the world...
So are Razorspam world-wolf lists or Thunderwolf Deathstars.

- Spyder tombs as troops???
It means that the FOC is less clogged up and they are good for sitting on objectives.



Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/04 17:57:02


Post by: CesareAcies


Well first off thank you for a Necron fandex idea that isn't all cheese & no new ideas my only problem (as i think has been said by others) platinum lord should be a one model unit! just think of it like this Mephiston, Sanguinor and Death company Tycho are All one model units and cannot hide in a squad because of game balance issues! All of them fluff wise should be in a squad especially Tycho! he WAS inducted into the death company but has to run around on his own, plus his stats and rules are not on same par as a souped up plat lord. For example when you give him phylactry and rez orb he has in effect a 3+ invulnerable save that cant ever be discounted by warscythes grey knights or certain Psychic powers. On top of this it can be taken after you have failed an armour save therefore making it more effective than a standard invun. Ah well its your fandex and yes Necrons DO need a MAJOR overhaul for new edition I was playing against them recently and can totally agree with the need for new dex. Just be careful of blinkering yourself with regards to your (slightly) Over powered platinum


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/04 21:08:33


Post by: punkow


punkow wrote:
@ darkvoid.... nobody likes slow and purposeful... I proposed it for DA veterans and a choir of no arrived suddenly... Anyway I keep saying something:
Nobody likes Vanguard Veterans' points cost, but they can still be used well and win games if played properly.

-Incredibly OP characters!!!! for reasons I've already mentioned and are so clear that I don't understand why you don't see them!! at least make them normal units and not ICs so the enemy can shoot'em...
Powerful and expensive, with comparitively low Initiative.
...... not even comparable to the point cost of Big guys in C: SM and CSM.... for much more power... (with 250 points you have resorb, warciet etc....) and i repeat... it's obvious that you can keep these stats but it shouln't be an IC just like mephiston or the sanguinor or daemon princes... because their statline isn't compatible with IC

-Upgrades for flayed ones are underpriced... a power weapon is worth much more than 5 points... and surely a pair of lighning claw is worth MUCH more than 10 points (30 points in SM codexes... you make them cost one third...)... and.... mine 2 to leadership to anyone in 12" ??? OMG.... that makes no sense... go back to the old version of terrifying visage...

They already have ENERGIZED CLAWS and the option is to REPLACE them with powered claws. Same goes for the Flayer claws, which does not do the same job as a PAIR, it only does the job on a single lightning claw.
and so??? rending becoming power for 5 points???


-T5 for warriors isn't good... Immortals and pariahs should have T5... not warriors or flayed ones... make them T4 and give them back the 3+ armour....
Less MEq is good MEq. Besides, T5 and then 4+ and 4+ again is much better than T4 and 3+. ]No... it's not good... Necrons are now Meq so this is the way they should stay...

-Slow and purposeful isn't so in my opinion ... absolutely not relentless-wide for the army!!!! that's totally crazy...
Crazy, but it works.
In fact !!! it's OP


-Resurrection orb spam is totally out of the world...
So are Razorspam world-wolf lists or Thunderwolf Deathstars.
not even comparable.... and anyway can you cite something not SW
- Spyder tombs as troops???
It means that the FOC is less clogged up and they are good for sitting on objectives.
in fact I do not understand why they should be able to keep objectives... toggle S&P to your warriors and go get them


... definitely I should say this dex is too cheesy... personally i think it's not absolutely balanced... When you make a fandex you have to stay near to already existent sample units... this crons are a unique army... but it's impossible to make comparisons with other armies... I think that when you want to make a fandex to use it in games you have to keep it to the minimum... without trying to make your guys too cheesy... with this fandex it will be difficult to find someone allowing you to use it... unless you say everytime you're playtesting...


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/05 09:36:59


Post by: Darkvoidof40k


It will not be hard to find playtesters, actually. And no, this list isn't all that cheesy really.

For starters, if the Necron Lords were independant characters, a lot of wargear that is designed for large effect would become incredibly redundant. Furthermore, where is your justification for that change? There is none. Daemon Princes are monstrous creatures which is why they can't join units (ie, they're too big). Mephiston can't join units, because it has fluff support. If he was an IC, then he would probably cost more points, simple as that.

As for Rending, it increases your chance to damage vehicles as well, so it has two effects that you're trading in for one.

Relentless-wide army - I don't see anything overpowered about that, considering for most of the game your warriors will probably just be footslogging it due to lack of dedicated-transports until they get teleported via Veil of Darkness or Monolith.

Tomb Spyders are the ones who guarded the Tomb Worlds, so it makes sense that they would also guard the back lines/objective of the Necron forces.


Punkow, I don't see why you have so many problems with this fandex, in all honesty you have to be the person who has criticized this codex wih such a negative view. It's rather surprising, actually.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/05 10:10:15


Post by: Sha1emade


I for one really like where you are going with it. But I agree on the fact that it is WAY to overpowered. I do believe that it fits the fluff almost to a perfect T. However I do not see this as balanced with other armies at all. I am a veteran player and I would be very hard pressed to beat this codex, if I were using a very powerful list vs a average necron list from your codex. In the hands of a seasoned vet this would be just plain wrong. Assault= amazing, shooting=amazing, speed= amazing (with monoliths and numerous fast units), maneuverability=amazing (ability to move and shoot an entire army is very nasty). Most codexes only have one or two amazing attributes, as I see it.

I see no weakness in this army at all. That is where I have my issues. To strong. It plays like the fluff. However not balanced the current codexs.

That being said I would LOVE to play against it for story type of missions and games. It has the deadly, unstoppable feel that the crons should have. You have done a wonderful job writing up the codex and you have some great ideas with this. To bad you can not be a part of the upcoming dex from GW. It would be great for them to read these ideas and concepts. But they would have to tone it down a bunch in the power category.

Please take no offense to this post. I mean everything to be constructive. I think you are on to something here. Keep at it. This is really not that far away from being a total package.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/05 10:16:03


Post by: Darkvoidof40k


Sha1emade wrote:I for one really like where you are going with it. But I agree on the fact that it is WAY to overpowered. I do believe that it fits the fluff almost to a perfect T. However I do not see this as balanced with other armies at all. I am a veteran player and I would be very hard pressed to beat this codex, if I were using a very powerful list vs a average necron list from your codex. In the hands of a seasoned vet this would be just plain wrong. Assault= amazing, shooting=amazing, speed= amazing (with monoliths and numerous fast units), maneuverability=amazing (ability to move and shoot an entire army is very nasty). Most codexes only have one or two amazing attributes, as I see it.

I see no weakness in this army at all. That is where I have my issues. To strong. It plays like the fluff. However not balanced the current codexs.

That being said I would LOVE to play against it for story type of missions and games. It has the deadly, unstoppable feel that the crons should have. You have done a wonderful job writing up the codex and you have some great ideas with this. To bad you can not be a part of the upcoming dex from GW. It would be great for them to read these ideas and concepts. But they would have to tone it down a bunch in the power category.

Please take no offense to this post. I mean everything to be constructive. I think you are on to something here. Keep at it. This is really not that far away from being a total package.


My friend, it's posts like this that this thread lives for.

Also, at some point I do want to (when it's all finished and PDF'd up) send it to GW, see what they make of it and hope they don't sue me.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/05 16:25:48


Post by: punkow


Darkvoi... I'm trying to help you fixing some problems.. I will not speak about what's right, i would speak about what's wrong... And if I see problems I will tell you... and I'm not telling that nercons made this way wouldn't be fun... they absolutely would... but if you want to play competitively the dex should be balanced.

Your Ics are:
rule-wise impossible to kill ! In close combat they're unstoppable! perhaps abaddon would be able to kill a full builded platinum lord but only with a lot of luck... and in the shooting phase you can't shoot em cos they are ICs
Fluff-wise totallly unrealistic. first of all, even admitting that a necron can learn, maybe an higher level lord would have higher Ws and BS, not S or T ... And btw T6 or even 7 (for immortal platinum) are stats for monstruous creatures
how can a human sized guy have the toughness of a wraithlord, a Talos pain engine or a Tyranid Carnifex??? even assuming a very strong build (reflected by armour saves generally,not toughness) we would reach T5, becoming 6 for an immortal lord if you want but really that's a very high limit.
I'm not providing resons to make them no ICs because YOU should provide fluff reasons for that statline that's appropriate for MC, not for human-sized creatures...

The res orbs spam with spyders as troops make your army practically unstoppable... It's very necron-style but this is a game and has to be balanced... my deathwatch sergeant should be able to kill an entire tau army by himself , fluff-wise (kill team vol. 2) but he's not for game balance reasons... If the enemy can't easily kill necrons with plasmas and lascannos, what is he supposed to do? probably ignoring your warriors, killing fast stuff and get the objectives ignoring you, that's not so funny in my opinion....

The flayed ones probably are fine this way I recognize it, because their 30 points each... but still the cost for upgrade are low... make power : 10points and Claws 15 points, lowering the base cost... making the grotesque rule functioning in the old way...

If I might seem unconstructive, let me assure that's not my intent. I'm always very hard crtiticising fandexes because if you want to play a dex mad by yourself, in my opinion there shouldn't be any doubt about its balance...
I can say I think a fandex should be a little underpowered confronted with other codices, so nobody can doubt you're using it for having fun, not winning more easily...

And a dex with Army-wide T5, army-wide feel no pain usable even against armor piercing weapon (!!!!!), MCs as troops, fast long range shooters, and the mightiest ICs ever seen ... everything for a point cost just slightly higher than marines or chaos, and without one single strong flaw... well I think I have reasons to doubt of the fact it's balanced...

I' lower army-wide T to 4 raising to 3+ the armour and removing the Res Orbs from spiders, making them elites or Heavy supports...

I'd remove slow and purposeful WITHOUT making them relentless....

Anywya it's your dex so do as you like....





Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/07 19:28:30


Post by: BSent


I do feel like with the HQ, units are overpreiced and too overpowered in some senses, but I'm more intereseted in the c'tan.

First I think that there should be an HQ for each of the c'tan. Normally I'd say a regular HQ, but it's to similar to chaos gods IMO. So essentially only Special Characters, with a herald to each one. I don;t think the actual c'tan should be in. It just doesn't fit fluff-wise; if these were just necron lords given power by the c'tan, this allows all 4 to be represented, but not advance the fluff(something GW likes to do).

I think that each c'tan should have it's own specialty, but still be close combat monsters the whole time. They should have a bunch of special rules. Fearless, ignore invulnerable saves, 3+ armor saves, but most importantly being able to deepstrike without scattering. Therre supposed to be the incarnation of gods, so they should be able to just fly and land whereever they want. On the actual models they're already flying.

Outsiderr-Offense
He's insane. All he does is go around killing the enemy.

Void Dragon- Defense
At first I figured hte Void Dragon would make a good "vehicle" theme, but some armies don't have vehciles or only a few, and barely use them. With him being so machine-oriented he would have a 2+ armor save, and be grant better armor to necrons and be able to mess with vehicles. He would also have "dragon's breath", an ability that gives him a melta template weapon that always rolls 2d6 for armor penetration

Nightbringer-Support
He'd have the same stats as now but with a higher inaiative. At first he was the offense guy, but then I realized that the outsider has no place. He's still just as powerful, but he abilites that also makes necrons stronger and better

Deceiver- Distruption
He's the weakest but in contrast to the Nightbringer, instead off supprting his own army, he messes with the enemys army. This is seen with stuff like decieve and grand illusion. Few changes to original here.

This is the gist of it. I'll write rules for each of them first. I just hope that in the new actual codex. the Deceiver is still as strong. He's my bro <_<



Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/08 10:27:48


Post by: Darkvoidof40k


The C'tan won't be in my fandex, but I will eventually write accompanying apocalypse datasheets; but only for the Deceiver and the Nightbringer.

The Outsider is, well, outside of the universe doing whatever the hell it is he does, and if the Void Dragon was woken then it would be the end of humanity, and quite possibly everybody else, too.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/13 13:23:03


Post by: Arkon


Maybe, make the Lords not IC, but with a retinue, which depends on what sort of Lord he is.
I.e., for a Lord without special body, it'll be a Warrior retinue. For an Immortal Lord, an Immortal retinue, etc.

And i think at least Warriors need a WS decrease. They are supposed to suck in cc, but they fight the same way as a MEQ ?
I'd say Warriors, Immortals and Destroyers at WS2.
Flayed Ones, Tomb Spyder, Wraith and Scarabs are supposed to be cc units, so they can have more than 2.
Lords are supposed to be badass, so WS4-5-6 is ok.
About Pariahs, i'm not sure. Maybe 3 is correct. But i don't play them, so, no idea.

Oh, my brother send me the report i have forgotten at him's. The final score was 9-5. I should have play no warriors at all, but only Flayed and Wraiths. But i do not have the minis And to forgot the veil was a very bad idea.
We'll probably play an other game during the vacation, if he accepts (but i think he will), i'll be able to give you another report.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/13 16:28:32


Post by: Darkvoidof40k


I'm considering making Lords WS + BS 4 infantry models.. but that makes them very vulnerable all of a sudden, even with 2+ and 3++ and always getting a 3+++ with 4 wounds.

I dunno, it'd seriously decrease their points costs, but with the warscythe they have brutally high strength!


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/16 18:36:07


Post by: phantommaster


Darkvoidof40k wrote:I'm considering making Lords WS + BS 4 infantry models.. but that makes them very vulnerable all of a sudden, even with 2+ and 3++ and always getting a 3+++ with 4 wounds.

I dunno, it'd seriously decrease their points costs, but with the warscythe they have brutally high strength!


I think you should leave them, maybe the base one but the others are at or above par with the Captains etc and so seems 'proper'.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/16 19:49:34


Post by: Darkvoidof40k


phantommaster wrote:
Darkvoidof40k wrote:I'm considering making Lords WS + BS 4 infantry models.. but that makes them very vulnerable all of a sudden, even with 2+ and 3++ and always getting a 3+++ with 4 wounds.

I dunno, it'd seriously decrease their points costs, but with the warscythe they have brutally high strength!


I think you should leave them, maybe the base one but the others are at or above par with the Captains etc and so seems 'proper'.


Yeah. But a previous comment saying something along the lines of "even suggesting that Necrons can learn is just stupid" really got me thinking and bugs me whenever I look at the fandex.

I'll leave it for the public to decide. I mean, it would seriously balance out all their insane wargear, give Necron players more points to spend on the Lords as well and compensate for their high S/T.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/24 11:37:13


Post by: Squigsquasher


The Codex says you can't teleport the Monolith if it's Power Matrix has been disabled-and yet the only way to disable the Power Matrix is to destroy the Monolith. Error, much?


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/24 12:42:10


Post by: Darkvoidof40k


Squigsquasher wrote:The Codex says you can't teleport the Monolith if it's Power Matrix has been disabled-and yet the only way to disable the Power Matrix is to destroy the Monolith. Error, much?


No, not really, considering that actually makes sense. Sure, it might be redundant text that was left over from earlier write-ups of the profile, but it still makes sense nonetheless. It's just something I'll have to change when I revise the codex next.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/24 12:53:25


Post by: Praxiss



Darkvoidof40k wrote:

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 gives three abilities that the controlling player may use once per turn, however no more than one of them can be used in a turn.
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!This rule may not be used if the Monoliths' Power Matrix has been disabled – see below for details.
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
It may not be destroyed by a Weapon Destroyed result on the damage table. It may only be destroyed if the Monolith suffers a Destroyed – Wrecked or Destroyed - Explodes! result. If the Monolith suffers a Destroyed – Explodes! result, then the cataclysmic energies of the Power Matrix are released. All models, 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.








OK, just been reading about the 'Lith. I like the fact that it can teleport itself. Very DoW. But does it just appear or come back in via Deepstrike? Does it scatter at all? I was thinking it could enter via deepstrike like the Drop Pod (thus reducing mis-haps), but scatter 6".

Does teleport option 2 have a range or can you move any unit on the board, no matter how far away they are?

Also, the explosion when it is destroyed? Potentially a 24" diameter S8 AP1 explosion? Does anyone else think this might be a little much? I'm just thinking that soem people might abuse this by commiting 'lith-i-cide. Teleport the 'Lith into the ranks of the enemy, hoping that they destroy it and take a wedge of themselves with it.

I would either reduce the range or the power of the explosion. I like the idea of it exploding in a massive boom of otherworldly energy....so maybe 6+D6 with S6 AP3? It would wound most models easily, still have a crack at most tanks side armour and anything less that a Terminator will need an invul save. As it is at the minute the explosion alone will insta-kill anything short of a MC and stand a healthy chance of nailing most tanks (could even glance a LR).


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/24 13:01:07


Post by: Darkvoidof40k


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..


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/24 13:37:28


Post by: Praxiss


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.












Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/24 14:12:16


Post by: zeekill


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


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/24 15:10:44


Post by: Darkvoidof40k


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.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/27 15:14:54


Post by: Arkon


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.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/27 15:25:07


Post by: Darkvoidof40k


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..


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/29 09:48:49


Post by: Praxiss


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.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/29 10:12:44


Post by: Darkvoidof40k


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!


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/29 20:31:00


Post by: Kevin949


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.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/30 10:14:44


Post by: Darkvoidof40k


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*


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/30 11:35:05


Post by: Praxiss


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.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/30 14:30:00


Post by: Darkvoidof40k


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.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/30 14:44:28


Post by: Gibbsey


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


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/30 17:16:03


Post by: Kevin949


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.



Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/31 11:18:52


Post by: Praxiss


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.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/31 11:21:54


Post by: Darkvoidof40k


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.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/31 12:17:40


Post by: Praxiss


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.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/31 15:14:19


Post by: Darkvoidof40k


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.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/31 17:21:49


Post by: Kevin949


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.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2010/12/31 21:01:50


Post by: Darkvoidof40k


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.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/01 02:04:46


Post by: Arkon


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 !!


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/01 15:53:45


Post by: Darkvoidof40k


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


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/01 18:47:26


Post by: Arkon


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).


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/01 19:02:16


Post by: Darkvoidof40k


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?


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/01 21:53:32


Post by: Hlaine Larkin mk2


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?


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/02 08:52:29


Post by: Darkvoidof40k


I will eventually be adding the C'tan, but as Apocalypse Datasheets.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/03 14:44:18


Post by: Bloodhorror


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?


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/03 15:09:07


Post by: Darkvoidof40k


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.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/03 18:07:31


Post by: Bloodhorror


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


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/03 18:37:56


Post by: Darkvoidof40k


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.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/04 08:57:45


Post by: Praxiss


This might have already been resovled in earlier posts but:

Can the Power Matrix on the Monolith be affected by Weapon Destroyed results?


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/04 16:19:27


Post by: Darkvoidof40k


Bloodhorror wrote:http://forum.rollwithit.org.uk/viewtopic.php?f=32&t=502


There Ye Go

Cheers dude.

Praxiss wrote:This might have already been resovled in earlier posts but:

Can the Power Matrix on the Monolith be affected by Weapon Destroyed results?


That was amended in the last update. To answer your question now, I'm pretty sure the answer is yes..


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/05 08:13:10


Post by: Praxiss


I'd be interested in seeign a report of playtesing the 'lith under these rules.

it striekd me that if you get a weapon destroyed result and they opponent chooses the Power Matrix (and why wuldn't they?!) then you not only lose the weapon but also the majority of the 'Liths usefulness (ie: all teleport options). At that point it turns into a 6" movement skimmer with 4 AP3 H.Bolters.

The guns are great but you coudl end up up losing any kind f decent movement is someone happens to roll a 3.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/05 11:14:07


Post by: Grim.Badger


There's a few things I think could be tweaked, if you don't mind some critique :p

For now though, how about this?

Tomb Spider with Scarabs:

Little and Large - Such is the size difference between the Tomb Spider and it's "offspring" that most enemy units targeting it will be unlikely to target the Scarabs, or even notice their existance.

When rolling to wound the toughness of the unit is counted as that of the Tomb Spider regardless of the number of Scarab bases, however any succesful wounds made on a Scarab base will remove the entire base rather than a single wound.
Weapons with no strength value, or a value of 1 (such as the Space Marine Hellfire Rounds), will only cause a single wound as normal.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/05 16:19:11


Post by: Darkvoidof40k


Interesting idea, Badger. Might well have to incorporate it, although I doubt anyone would take Scarabs very often anyway, when you can just take T-Spider units of 3 with super-ultra-survivable Warriors as a screen.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/07 08:39:24


Post by: Grim.Badger


Darkvoidof40k wrote:Interesting idea, Badger. Might well have to incorporate it, although I doubt anyone would take Scarabs very often anyway, when you can just take T-Spider units of 3 with super-ultra-survivable Warriors as a screen.


The point of this should be that you can then use the Spiders more offensively - they are Monstrous Creatures afterall - as the Scarabs act as extra wounds by taking shots and generally getting in the way as they should

Wraiths I have a problem with, but it could just be me In my mind, Wraiths have always filled a similar role to the old Tyranid Warrior - shock troops with special attacks and multiple wounds. How about something like this?

*****
Wraiths
Statline: WS: 5 BS: 0 S: 6 T: 4 W: 2 I: 6 A: 3 LD: 10 Sv: 3+
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.
Any model may replace it's Powered Claws with Poisoned Claws for 25pts per model

Poisoned Claws: This wargear is used to deliver fatal poisons, acids, enzymes and other nasty suprises straight into a target victims internal organs. Close combat attacks made with Poisoned Claws wound on a 2+ regardless of the targets toughness, and when paired with a Wraith Body they also ignore armour saves.

Wraith body: A Necron Wraith body contains a device capable of changing the way mater interacts in ways that are completely incomprehensible to even the highest Mechanicus priests.
A Wraith body is capable of passing through solid objects with ease, even "phasing" it's hands through it's targets armour to administer toxins or rupture internal organs.

A model with a Wraith body moves like a Jetbike, treats no terrain as difficult or dangerous, may pass through inpenetrable terrain (as long as it does not end it's turn within) and counts as being equiped with Frag Grenades.

An enemy targetting the Wraith in the shooting phase must use the Nightfighting rules for determining if the target is in range as the phased body confuses auspexes and senses.

In close combat attacking models count as having WS1 as most of their skillfully aimed blows and parries pass straight through the Necrons body. The disruptive effects of power weapons are also neutralised by the phasing effects of the wraiths body and so attacks made by Power Swords, Power Fists and similar do not ignore armour saves. Monstrous Creatures, which use their strength and mass as a weapon, are not affected by this rule.

*****


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/07 15:27:56


Post by: Darkvoidof40k


I'm not a fan of the poisoned claws, because that's quite a bit below the Necron technology and ways of waging war.

For me, the Wraiths were always The Tyranid Lictor Of The Necrons. TTLOTN. Anyways, when creating the Wraiths, I compared them to the 65pt Lictor, which actually has 3 wounds, but only a 5+ save, but stealth. The Wraith has 1 wound, a 3++ and 5+, plus moves 24" - although I'll probably just change them to be Jump Infantry.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/07 17:12:04


Post by: Kevin949


Shouldn't they be "assault grenades" instead of frag grenades now?


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/07 18:01:48


Post by: Darkvoidof40k


Kevin949 wrote:Shouldn't they be "assault grenades" instead of frag grenades now?


In either case, they definitely will not be getting frag grenades. Maybe something about ignoring any handicaps for assaulting units in cover on account of their phase shifter.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/07 18:47:36


Post by: BSent


I feel that the kinds of claws you get should be changed around. I just think it would make more sense for flayed claws to be rending and engerized should be the ones to add the strength. Power calws should stay the same though.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/07 18:50:05


Post by: Kevin949


Darkvoidof40k wrote:
Kevin949 wrote:Shouldn't they be "assault grenades" instead of frag grenades now?


In either case, they definitely will not be getting frag grenades. Maybe something about ignoring any handicaps for assaulting units in cover on account of their phase shifter.


They don't need them since they NEVER roll for terrain they are never affected by it so having grenades is pointless and redundant. Or rather I should say, having a rule that "acts as having assault grenades" is pointless for them.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/11 15:42:06


Post by: Praxiss


How about "Nano Claws". They would work the same as poisoned (wound on a 4+ for example). But the fluff could be that with each strike, the Wraith injects its victim with nano-scarabs which then attack the victim from within.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/11 16:21:06


Post by: Darkvoidof40k


Well, I intend to make Phase claws, perhaps just normal close combat weapons that ignore Invulnerable saves? Lil' bit of Anti-demon weaponry there.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/11 17:45:33


Post by: Grim.Badger


Darkvoidof40k wrote:I'm not a fan of the poisoned claws, because that's quite a bit below the Necron technology and ways of waging war.


I thought of poisoned claws because of the Needle Gun that they have on one arm that seems to be there to inject something.... I've thought it strange that it wasn't reflected in the rules.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/11 18:33:25


Post by: Shenra


Need more new models other than just the tomb stalker...more than just moving current models to different headings.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/11 18:47:40


Post by: Darkvoidof40k


Shenra wrote:Need more new models other than just the tomb stalker...more than just moving current models to different headings.


I disagree, and besides, that defeats the original purpose of the fandex. What's more, the Necrons are well served with a lot of simple and powerful options available to them. [edit: They are in crondex, at least ]


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/15 09:01:09


Post by: Jone96


35 definitely. I'm not sure about Herald of C'tan. I think its way too powerful to be 290pts unit and to be IC! You can hide him to 20 Warriors unit and opponent has to kill 20 Warriors before he can hit Herald. Make him MC. Destroyers, Scarabs and Wraiths should be still Jetbikes! Destroyers and Wraiths are good but Troops? I dont think thats fair! Change those Troop Destro and Wraith rules and make Destroyer Body cheaper. 50pts is too much! Monoliths 2D6 explode should be D6 or make it less powerful.
Give Pariahs 2+ Sv and 5 WS and raise their points cost or give them FNP, they are still metal Necrons.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/15 09:30:02


Post by: Darkvoidof40k


Jone96 wrote:35 definitely. I'm not sure about Herald of C'tan. I think its way too powerful to be 290pts unit and to be IC! You can hide him to 20 Warriors unit and opponent has to kill 20 Warriors before he can hit Herald. Make him MC. Destroyers, Scarabs and Wraiths should be still Jetbikes! Destroyers and Wraiths are good but Troops? I dont think thats fair! Change those Troop Destro and Wraith rules and make Destroyer Body cheaper. 50pts is too much! Monoliths 2D6 explode should be D6 or make it less powerful.
Give Pariahs 2+ Sv and 5 WS and raise their points cost or give them FNP, they are still metal Necrons.



You really haven't read the actual fandex, have you. *sigh* Was it not enough for me to put "on page 8" and write it in the original post that the lists in there weren't the most up to date?

Pariahs already have a 2+ save, the Monolith has been pretty seriously changed and the Herald isn't even in the fandex at the moment! Jeeze, some people..


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/15 15:49:39


Post by: Bloodhorror


Owned.

!

Btw Darkvoidof40k, i sent you a PM a while back and you haven't got back to me.

I'll assume you don't want to take us up on our offer?


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/15 16:00:06


Post by: Darkvoidof40k


Bloodhorror wrote:Owned.

!

Btw Darkvoidof40k, i sent you a PM a while back and you haven't got back to me.

I'll assume you don't want to take us up on our offer?


Oh, about the PDF? Well, I believe Kevin was already 'hired' for that job, unless it was someone else in this thread, but sure, depending on how good your 'team' is. I don't suppose they have any examples I could see before the actual production of this fandex?

Also, if they did do it, I want it to look like an actual codex army list, and it might also be better if we all wait until this fandex is finalised.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/16 11:35:53


Post by: Bloodhorror


I've asked the higher up guys and there working on getting you an example Done i hope ¬¬....

we do have one dude who works in IT for a living, and made us a snazzy looking Roster for my Zombie Game if you'd like me to email you that?


and by all means wait until the final Iteration
Can't wait to see the final Piece ^^


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/24 00:10:30


Post by: Arkon


Guys, how about giving Disruption fields (maybe Gauss weapons) a system ala Disruption grenades (in the DE codex).

1 : Nothing
2-5 : Glancing
6 : Penetrating

Maybe change the effectiveness, but same idea.

Or have the scarabs too many attacks for this ? Nevermind, didn't know how to play grenads.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/24 00:12:44


Post by: Asherian Command


How come I have not caught wind of this yet?


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/24 07:27:48


Post by: Darkvoidof40k


Asherian Command wrote:How come I have not caught wind of this yet?


Dunno. I wonder why this thread doesn't get more attention every day. Why don't the repressed population of Necron players rise up?


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/27 01:09:56


Post by: Tyranic Marta


Imho i think theyre waiting for the gw one to come out and are reserving judgement


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/01/27 07:13:07


Post by: Darkvoidof40k


It was a rhetorical question, but I suppose that's hard to convey on the internet. Thanks for the free bump, though.

I really should work on the next update..


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/02/03 20:50:53


Post by: cross_revert


I was just wondering why you took away the monolith's ability to move things out of its way when it deepstrikes (Or is the deepstrike you have listed supposed to be copy/pasted from the codex)? If not then I think is should at least be given the ability that SM drop pods have where it moves away from them. Also sorry if I missed a post, I'm looking at the entry on page 8.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/02/04 08:25:03


Post by: Darkvoidof40k


Well dude, I don't see any reason why it should get more special treatment with DSing than any other unit.

Then again, I just might add something in the next edition of the 'dex, as you suggested. It'd be a real shame to have your 300 point vehicle destroyed just because it scattered onto some Gretchin..


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/02/04 13:31:23


Post by: cross_revert


That was my thought. Although, now that I think abut it, I'd settle for just a simple re-roll of the scatter die myself (Maybe in a certain range of a lord?) Not sure what other's opinions are. I don't know, just thought I'd give some feedback.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/02/04 13:36:35


Post by: Praxiss


Or have it scatter D6 instead of 2D6. it could be justified in that it's not actually flying down from orbit, just materialising from underground.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/02/21 04:23:35


Post by: DarthLakey


no updates... *sigh* still waiting on the pdf


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/02/21 09:21:24


Post by: Darkvoidof40k


Yes, I know.. I'll try and update it sometime this week


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/02/21 20:59:52


Post by: dancingcricket


Darkvoidof40k wrote:
Asherian Command wrote:How come I have not caught wind of this yet?


Dunno. I wonder why this thread doesn't get more attention every day. Why don't the repressed population of Necron players rise up?


Mostly, in my case, because of it being a fandex. It's interesting, but since it wouldn't be allowed in tournaments, and for pick up games I'd have to show it to my opponent, and get permission for it for each and every game, with much double checking of it every turn, my interest in it is fairly limited.

The other reason is that I have other ideas as to where I'd like to see necrons go, and they aren't reflected here...


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/02/21 21:10:51


Post by: Darkvoidof40k


dancingcricket wrote:
Darkvoidof40k wrote:
Asherian Command wrote:How come I have not caught wind of this yet?


Dunno. I wonder why this thread doesn't get more attention every day. Why don't the repressed population of Necron players rise up?


The other reason is that I have other ideas as to where I'd like to see necrons go, and they aren't reflected here...


Well God forbid you should suggest them.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/02/23 00:01:36


Post by: dancingcricket


There's a question on theme when it comes to suggestions. And I imagine that's part of what's behind the rumored fluff related delay to the next Necron codex. From what I gather, they tried to go with a horror theme, and somehow wound up with the terminator, and currently at least it doesn't do either well. So, which to go with? It actually makes a big difference.

For example -
Pariahs with their psychic abomination. With a terminator theme I'm looking at it essentially being a psychic hood, perhaps a bit more effective than the one in the SM dex. For the horror theme though, instead of shutting down psychic abilities the idea is to cause psykers to suffer perils on any doubles they roll.

Gauss - For a super advanced robot theme, they're going to be melta, same stats, just better at penetrating armor. For a horror, rending that causes an additional -1 to moral/break test for every unsaved wound that was caused by a rend.

Scarab Swarms - Robot theme, A screening unit that provides a -1 to the opponents BS for every unit that draws LOS through a unit of swarms, cumulative, sort of an ablative ballistic shield. For horror, a unit that can run up and attach itself to an enemy unit (actually joins the enemy unit). While they're attached, the opponents unit must pass a leadership at a cumulative -1 per round to be able to move, and shoot, and will suffer a -cumulative -1 to WS and BS per round while they are being swarmed. They can choose to swing/engage the swarms, but for each attack, roll a d6. 1-4 hit the swarms, 5-6 hit a squad member. (Because I know it would cause yelling and screaming if I don't mention it, (see, the horror thing is working) each unit of swarms would only be able to engage one unit at a time.)

So, which way would you like to see? Considering that I'd rather not spend too much time working on a dex that is going to be promptly ignored as soon as the next official one comes out, I'm willing to give one, but not both.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/02/23 09:17:39


Post by: Darkvoidof40k


Obviously I still want an evil/horror Necron feel to it, but your train of thinking down the horror route is sounding unnecessarily complicated and possibly overpowered. If you want Scarabs attaching to peoples faces, play Deathwatch or some other similar RPG, or make some new Necromunda rules.

The point of this codex is to have all the same units, but make them do what they did much better; improve the synergy of the army. At the minute it's very powerful, and to be honest in some places overpowered, which is why in the next incarnation of the 'dex - which will be done sometime this week - certain balancing changes will be made. For example, Necron Lord's will no longer be Independant characters, but rather units of single Infantry, possibly with an option for a retinue upgrade. Naturally, this will effect the wargear options, and the wargear options will efffect the retinue upgrade.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/02/23 09:56:40


Post by: Praxiss


Got to be honest. I like the thought of making Gauss melta but keeping the same strength.




Actually, thinking about it, that would give a Gauss Flayer a potential S16 hit at 12". Nevermind. Bad idea.





EDIT:

Just looking at a quick list using this codex.....

Question - if you make a Lord into a Wraith Lord, does he gain the Wraith Phase Shifter? Just looking at HQ i was thinking:

Bronze Lord - 60
Warscythe - 50
Res orb - 30
Pylactery - 15
Phase Shifter - 10
Fused Plating - 15


So for 180 points i can get the following:


Statline: WS: 5 BS: 5 S: 4 T: 5 W: 2 I: 3 A: 3 LD: 10 Sv: 2+/4++

S4, AP5 24" RF gun
2DC vs armour
ignores all saves in CC
FNP with re-roll vs all attacks



<of course, if the Wraith body = wraith shifter you could add on 50pts and have Wraith troops and give the lord a 3++ invul>



Nice, if slightly OP.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/02/23 10:17:10


Post by: Darkvoidof40k


Praxiss wrote:Got to be honest. I like the thought of making Gauss melta but keeping the same strength.




Actually, thinking about it, that would give a Gauss Flayer a potential S16 hit at 12". Nevermind. Bad idea.


Guys, I'm pretty sure I've got the Gauss weapons sorted out. Rending does as rending pleases.


By the way, do you guys think that, just maybe, I should reduce the WS/BS on some of the Lords? Specifically, THE PLATINUM.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/02/23 10:57:00


Post by: Praxiss


/agree Rending sounds more than fair enough to me. Anythgin else and you'll a lowly warrior popping land raiders.


Looking at it. WS7 and BS7 are a little high. i can't think of another unit that has stats that high tbh (but then any knowledge i have revolves around CSM and 'Crons anyway)


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/02/23 11:16:05


Post by: Bloodhorror


Dark Eldar Archons have WS and BS 7.

And Lithe Ninja Elves that drink peoples Pain!
So how a bloody Robot is as ninja as that... i don't know...



Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/02/23 11:21:59


Post by: Praxiss


I suppose the WS/BS is mitigated by the Initative 4 a bit. The WS/BS, as i see it, isn't really about how quick or ninja-like they are, it's more about how accurate they are when hitting......and you'd think a super advanced robot woudl be pretty accurate in its strikes, if not as quick as a DE.






Sorry, just flicking through the Fandex again to have a proper read.

Was it your intention to allow units of Hevy Destroyers to be taken as both Fast Attck and Heavy Support? In the destoryer entry it says any may become HDestroyer for free and then says if the unit is all H.Destroyer it MAY be taken as HS.

i can't see why anyone would want to do this but it could still be an option to field 60 H.Desroyers (3 FA and 3 HS units at max 10 models)and still have a legal army. Ouchie. Would still ike to see it though.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/02/23 17:58:49


Post by: dancingcricket


Praxiss wrote:/agree Rending sounds more than fair enough to me. Anythgin else and you'll a lowly warrior popping land raiders.


Looking at it. WS7 and BS7 are a little high. i can't think of another unit that has stats that high tbh (but then any knowledge i have revolves around CSM and 'Crons anyway)


Lowly warriors popping Land Raiders. You mean, like they used to do before 5th edition came out?

And if you actually look at the numbers, it's not as likely as you think. Your only looking at 1/12 chance of a pen against a Land Raider, and that's when your in range of the stuff inside to assault you. Then you only have 1/3 chance to pop the tank open, so 1/36 chance of any shot killing the land raider. A Lascannon will Pen 1/6 of the time, and therefor pop it 1/18 of the time. And nowhere near as bad as a S8 AP1 melta weapon. Plus, it doesn't change the basic warriors effectiveness against things that aren't armor. It just realigns it to being effective against vehicles again, similar to the earlier edition the fandex is 'supposed' to be trying to recreate, and the fluff in the codex...


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/02/23 18:38:03


Post by: Darkvoidof40k


The Gaus Flayers are most effective against heavy infantry, like Marines. Large units Rapid-Firing decimates small, heavily-armoured units.

But rending also allows the Warriors to target lightly-armoured transports, like rhinos, making up for the Necrons lack of special weapons, especially in lower point levels (ie 1k and lower). In higher point levels, such as 1500, 1750, 2000 etc, you really shouldn't be relying on Warriors for tank busting, considering the wide range of anti-vehicle weapons and tactics this fandex presents.

Also, anyone actually willing to test it yet? Admittedly I have to update it.. but nonetheless, when I do, I'd appreciate play testers.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/02/24 09:24:34


Post by: Praxiss


I'll be happy to give it a go, but i dont get to play very often what with working 2 jobs and having a little'un.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/02/24 09:25:44


Post by: Darkvoidof40k


Praxiss wrote:I'll be happy to give it a go, but i dont get to play very often what with working 2 jobs and having a little'un.


I sympathise. I have to go to work 5 days a week and I still have two parents to look after.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/02/24 09:41:24


Post by: Praxiss


I'm hoping i'll be able to play more in the next couple of months as i am planning on making a games table for my home. If that happens i shoudl be able to get a game in every week or so.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/02/24 09:46:41


Post by: Darkvoidof40k


Praxiss wrote:I'm hoping i'll be able to play more in the next couple of months as i am planning on making a games table for my home. If that happens i shoudl be able to get a game in every week or so.


It's definitely a good idea. I did it with ma pops a few years ago, nice 'lil 4x4 covered in PVA glue and then textured with rock and sand direct from Mars.

Also have the battlemat for bigger games and floorwars.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/02/24 09:51:39


Post by: Praxiss


I was thinking of making a 6x4 that folds in half for storage. But thinking about it that might be a little too big for the room it's goign in.

Maybe 4x4 is the way to go.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/02/24 09:57:00


Post by: Darkvoidof40k


Praxiss wrote:I was thinking of making a 6x4 that folds in half for storage. But thinking about it that might be a little too big for the room it's goign in.

Maybe 4x4 is the way to go.




You need to appreciate how hard to store these things can be. Check out a veryyyyyyyyyyyyyyyy old MWG video on how to make a 6x4.


Another good one I once saw was a 4x4 that was made of 4 inividual pieces, like GWs official gaming table thing. Could work with a 6x4, but this route really detracts from the look of the board.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/02/24 10:23:07


Post by: Praxiss


My plan was to make a simple board with a hinge down themiddle soit folds in half. That way i could store it behind a cupboard or something.

I've got one of the green battle mats so i was plannign on just clipping that to the table once it was unfolded, that way i dont have to worry about pva glue or sand falling off all over the place.

I was going to use 18mm thick MDF, i think that should be thick enough to support the weight of the models and any terrain bits i can get.





ANYWAY....getting off topic.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/02/24 18:13:17


Post by: dancingcricket


Had a friend who had a 6x4 board that he stored in his laundry area between the washer and wall. He'd just pull it out, put it on top of the table, throw on a piece of felt and a few pieces of terrain out of a box he kept on a shelf in a closet.

Otherwise, there's a teacher who hosts weekly games as a fund-raiser for school field trips, low econimic area and all that. He has a bunch of 3x4 boards, so they fit in a smaller space, then puts two on each table, covers with felt and such then we're good.

So if your ok with something that isn't super fancy showcase setup to show in white dwarf as what everyone must aspire to, a simple trip to home depot and the nearest fabric store can give you the basics of a table. For terrain, blueboard and paint are your friends.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/02/25 09:08:06


Post by: Darkvoidof40k


Right, I've made a fair few small changes in print, some of which may have a large effect on how this fandex is played. Notably, Necron Lords are now Infantry units of one. I might (read: will) add a bodyguard unit option for the Lord, similar to a command squad, and depending on which (or if at all) "Lord upgrade" he has selected. For example, an Immortal Lord would have 5 Immortals, a Wraith Lord would have 5 Wraiths, a Destroyer Lord would have 5 Destroyers etc. Of course these would all cost more points than their "normal" type as I'd have to give them some statline boosts or special rules.

And bam. Necron Deathstar unit.




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: 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: 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 – Infantry
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: 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 – Infantry
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: 5 BS: 5 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.


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 +5pts 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


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/02/25 17:39:54


Post by: Arkon


Your Gold and Silver Lords are still IC.

Warriors have T4 and 4+ FNP, and are still 18pts ? Maybe decrease the cost, no ?

The scarabs can now score, right ? So, 20 scarabs, 60 wounds 4+, Fearless, for 300 pts ? Take that, Plague Marine.

And I like Furious Charge for the Flayed Ones.


At the moment, I test various DE builds, so I cannot test this dex, but I'll be back.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/02/25 18:02:16


Post by: Darkvoidof40k


Arkon wrote:Your Gold and Silver Lords are still IC.

Whoops.

Warriors have T4 and 4+ FNP, and are still 18pts ? Maybe decrease the cost, no ?

Not when you factor in LD10, Rending Gauss Flayers + Relentless and resurrection orbs

The scarabs can now score, right ? So, 20 scarabs, 60 wounds 4+, Fearless, for 300 pts ? Take that, Plague Marine.

Not so. They have the Swarm special rule, and hence are not scoring units.

And I like Furious Charge for the Flayed Ones.

Yeah, me too.


At the moment, I test various DE builds, so I cannot test this dex, but I'll be back.

Whenever you're free, I'm in no rush.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/02/25 18:23:09


Post by: Alfndrate


Are you still looking for people to test this? My buddy plays necrons and we're looking for alternatives to his codex until the rumored new one starts.


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/02/25 20:18:49


Post by: Darkvoidof40k


Alfndrate wrote:Are you still looking for people to test this? My buddy plays necrons and we're looking for alternatives to his codex until the rumored new one starts.


Absolutely!


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/03/16 19:55:34


Post by: WIHRS lattergall C´tan


im not quite sure id understood this. a necron immortal is 125 pts??


Automatically Appended Next Post:
sorry meant i not "id"


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/03/16 20:04:17


Post by: Bloodhorror


No, thats 5 Immortals.

one Immortal, if my maths is good (), is 25 Points


Necron fandex WIP -- Current iteration of the codex on page 15! Check it out! @ 2011/03/16 20:08:55


Post by: WIHRS lattergall C´tan


i like your stuff.. but what i find the chromomentron a little to difficult to use.. to many options, which means, you need to balance the whole system (not only necrons) and it shall all be in mind of all those ways to use that 1 power. you dont relly got any "cheap" wargear for the necron lord (what about the maximum of 100 pts) and the monolith, i think its way to much cost.. its the same as the deciever. your Necron lord silver-bronze-gold thing.. its very popular to have such themes for a necron lord.. but to be honest.. i think the difference is to little for such thing.. why not just make a new kind of characters.


Automatically Appended Next Post:
it woud be nice if you did like this:
necron lord bronze: max upgrade 100 pts.
silver: max upgrade 140 pts (you get the idea) +1 T.+1 W
gold: Max upgrade 180 pts.. +1 S.+1 WS.
Platinium: Max upgrade 200 pts.. -1 sv (which means 2+sv) +1 I.
every step is going to cost extra points, which then makes it even more exepensive couse youll probaly buy some more wargear with that max limit moved, so that means hes going to cost much. yet not that much that you woud like to hang yourself..
also if you want a necron gold lord you need to guy both the Bronze and silver for that necron lord (you get all bonuss)


Automatically Appended Next Post:
necron lord: 80 pts
bronze: +10 pts
silver: +20 pts (20+10=30 so therefor overall cost is 80+30)
gold: +30 pts (30+30=60+80)
platinium: +40 pts (40+60=100+80)