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Post by: Darkvoidof40k
Ahah, forgot 'bout this little gem. Will have to update it soon.
40923
Post by: WIHRS lattergall C´tan
and why not then have 2 kind of characters..
necron lord
necron phrophet
necron libarion
necron entomber
necron chosen
necron older
something like that.. or something totally different. Automatically Appended Next Post: I think the necrons need just 1 more troop choose, just one.. something that was woud be faster couse its kind of sad to play take and hold when playing necrons.. i can only capture the objectives with my troops.. which i will never get over all the way to the other side of the table where the enemy probaly placed hes objectives.. (except if i use veil of darkness or monolith) but that means i HAVE to get those 2 things.. and thats alot of point becouse of one mission roll. Automatically Appended Next Post: I think the necrons need just 1 more troop choose, just one.. something that was woud be faster couse its kind of sad to play take and hold when playing necrons.. i can only capture the objectives with my troops.. which i will never get over all the way to the other side of the table where the enemy probaly placed hes objectives.. (except if i use veil of darkness or monolith) but that means i HAVE to get those 2 things.. and thats alot of point becouse of one mission roll. Automatically Appended Next Post: and if you look at the numbers i have chosen. you can buy a platinium lord for 180 pts. the same as 10 warriors (those with 18 cost) and 180 is number that is often used in the necron army when using points. the same with 360. Automatically Appended Next Post: AND all those necron lord bodyes.. pariahs.. flayed ones.. wraith.. i understand you, i think its cool.. but it woud be better if you said that i coud pay some extra points to upgrade a necron modul to become a necron lord with the same powers and other stuff you already written. Automatically Appended Next Post: but all this is frome my eyes.. and im looking at it from a very negativ side.. couse you need to look at it like that.. or else its just going to become OP.. ( i know what im talking about made 1000 games and stuff my self ((also im a Rpg system and universe maker myself (((which means i make my own rpgs frome buttom to top..almost)))
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Post by: theduncan
I think it looks awesome, although another troops choice couldn't hurt. No idea what though. Automatically Appended Next Post: I'm thinking 1k list:
Platinum Lord w/ flayer body, resurrection orb, phlactery - 225
5 pariahs - 175
7 flayed ones - 210
7 flayed ones - 210
6 flayed ones - 180
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Post by: Tyranic Marta
hey im gonna put my two cents worth in, why not allow one model in each warrior squad to a bronze necron lord who may take a res orb for slightly increased cost?
like a seargent or aspiring champion
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Post by: Darkvoidof40k
In other words, you want to make the Necron Warriors nigh invincible? The fact that Necron Lords can't join units is the only real weakness that they have.
The reason there is no "sergeant" type character is that Necrons are largely autonomous within their own ranks; that is their character.
Also, I'm considering making the "body" upgrades only make their respective units scoring units and not troops choices, like Sternguard. Thoughts?
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Post by: Arkon
I do not want a Necron sergeant, a necron special weapon, and a necron heavy weapon. Unless i play Marine, wich is not the case.
I have to agree with theduncan, another troop choices could be cool, but no idea now. Maybe make Flayed Ones troop, without need of a Lord. I'll look for any other ideas.
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Post by: Praxiss
The scoring idea could work. but i woudl still think about another troops choice for those peopel who might not want to take a Wraith/Destroyer/Pariah/Flayer Lord.
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Post by: Darkvoidof40k
Hmm... not sure what else I could put in there. Besides, asides from flavour, there is no need for another troops type. You have swarms, you have monstrous creatures and you have hard-as-nails standard troops.
If anyone needs another troops choice it's marines! (YES! I AM saying that Marines, of all things, need more units! Scouts and Tactical Marines? Pfft! And I miss old-style vet squads.. but long gone are the days where each model is allowed to be the individual it wishes to be)
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Post by: Bloodhorror
Perhaps Necron Hunters?
A Jump Infantry Necron Troop Choice?
1 Attack with 2 Close Combat weapons (Blades for hands) That have really fast senses giving them I5
I think it'd make sense...
Necrons would then have something that is really fast that could chase down the enemy?
Automatically Appended Next Post: Necron Hunters
150 for 10
15 points for an extra Hunter up to 20 Hunters
WS 4
BS 0
S 4
T 4
W 1
I 5
A 1
LD 10
Sv 4+
Hit and Run
the 4+ is to show that there built for Speed rather than taking shots.
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Post by: Arkon
Not sure if fluffy...
If they're for speed, maybe decrease the Svg, as the warriors already have a 4+ (here).
_____________________________________________________________________
Flayed Ones --> Grotesque -- > "All non-necron units" | So, if i play necron, versus another necron, my Flayed Ones do not scare his necron, right ? And, my pariah are not necron, so they are frightened ? Better clarify this.
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Post by: Praxiss
Bloodhorror wrote:Perhaps Necron Hunters?
A Jump Infantry Necron Troop Choice?
1 Attack with 2 Close Combat weapons (Blades for hands) That have really fast senses giving them I5
I think it'd make sense...
Necrons would then have something that is really fast that could chase down the enemy?
Dont Wraiths already fit this description quite nicely?
I can't see anything in the current codex really working for a second troops choice. As done in this fandex, a more workable option woudl be to create the ability to make other units scoring.
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Post by: Darkvoidof40k
Arkon wrote:Not sure if fluffy...
If they're for speed, maybe decrease the Svg, as the warriors already have a 4+ (here).
_____________________________________________________________________
Flayed Ones --> Grotesque -- > "All non-necron units" | So, if i play necron, versus another necron, my Flayed Ones do not scare his necron, right ? And, my pariah are not necron, so they are frightened ? Better clarify this.
Will just change it to "all non-codex Necrons units" or something in the next edition. *sigh* Really got my work cut out for me now!
40956
Post by: Totally not a bot
WIHRS lattergall C´tan wrote:I think the necrons need just 1 more troop choose, just one.. something that was woud be faster couse its kind of sad to play take and hold when playing necrons.. i can only capture the objectives with my troops.. which i will never get over all the way to the other side of the table where the enemy probaly placed hes objectives.. (except if i use veil of darkness or monolith) but that means i HAVE to get those 2 things.. and thats alot of point becouse of one mission roll. Yeah I just think that another troop choice for Necrons would be idk... Just not rigth... But I Agree with you in that point so I Have been thinking a lot about it... I am Level/Game designing in my spare time, so this was an awesome challenge. this was a fast idea and it will need a lot of playtesting. Fast attack Summon Spyder Unit Type: Jetbike Number/squad: 1-2 Options: one Summon Spyder in a Squad may choose to exchange 1 Gauss flayer with a Claw. If Exchanged that summon spyder gets +2 A WS 2 BS 3 S 4 T 4 W 1 I 2 A 2 LD 10 SV +3 Summon Spyder are artificial constructs and look much like the Tomb spyders. The Summon spyders are but smaller and faster. Its sole purpose is to find and transport the Necrons to Vital Tactical points. It’s Rare to see them moving in the bagground in the beggining of a Flayed one Attack as the Summon Spyders are searching for good spot. When the Summon spyder finds one, it will try to stay out of combat. In case they should be detected, the Summon spyders are equipped with two Gauss flayers to protect themselves as they wait for another Summon Spyder, to start the Veil chronometry and spawn a Necron Squad by its side. Special Rules Veil Chronometry In the movement Phase, but before any model is moved, you may choose to use veil Chronometry. If you choose to use Veil of Chronometry, Summon spyder cannot move that Turn. Roll a D6: 1-2: One unit of Necrons within 6” have slowly begun to Phase out, they receive a +4 cover save 3-6: One unit of Necrons within 6” is remove from the table and are immediately replaced within 6” of another Summon Spyder or Re-enter play by emerging from the monolith portal as if they were disembarked from an access point on a stationary transport vehicle (even if the Monolith moved). That unit may not move or launch an assault in the turned they have been teleported through Veil Chronometry. Drone Proxism Summon Spyder may shoot with 2 weapons. ____________________________________________________________________________ I dunno if it should be named "Summon Spyder", But i just had a picture in my head of a smaller version of the Tomb Spyder... So Summon Spyder was just an easy to go Name... Maybe it should be named transmitter... I dunno... Anyways this is just a fast preview of what i had in mind, that might could solve the Slow Necron problem. Edit Oh Yeah... 25 pts/model... so far
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Post by: Darkvoidof40k
Don't particularly like that I'm afraid, though thanks for devoting your first post to this humble thread. Your name reminds me of a dakkaite called notabot..
But I did have an idea for a new unit in the Fast Attack section (which isn't too crammed, lets face it.. though the two units are very flavourful and desirable) - a sort of Obelisk (which will probably be its name). It will be basically a drop pod, perhaps with more armor, and maybe a power-matrix esque attack. Its real function comes with its ability to teleport necrons to it, from elsewhere on the board and from reserves.
Might put it in Heavy Support instead though, especially if I give it 13 all round.. which I will, otherwise it really wouldn't last long. Probably won't anyway. Ah well.
It's a heavily armed and armored drop pod with four access points (portal doors) that can bring in reserves from it (1 unit per turn if they are standard, and DSing units do not scatter within 6".. so a teleport homer essentially) and is armed with a Power Matrix attack.
I'm thinking.. 150 points maybe? Or perhaps that's too little?
23257
Post by: Praxiss
When you say a powermatrix attack do you mean the Particale Whip? That woudl be too harsh for essentially a trasnport.
Maybe it could have some sort of turrte mounted gauss gun on the apex of the pyramid? I'm thinking like the gaus flux arc from the 'lith. Purely a poitn defense weapon as it's main objective is to aid in moving troops, surely you would want to use the portal as much as possible anyway, so having the whip woudl be pointless as it can't use both.
40956
Post by: Totally not a bot
Hehehehe idk any body named NotaBot, But Totallynotabot is my Name on Steam, and other Forums... the idea for Totally not a bot came from an Online Team and Class Based video Game named Team Fortress 2, which once decided to make a Computer AI too the Game. In their Bot Beta, There was a Bot/NPC named "Totally not a bot" So I changed my Original name to Totally not a bot. So when I played, people Thought i was an OP bot. I didn't believe it would work... But it did hehehehe... My point is that I did not Snatch the name from any User on this forum or any other Forum.
Anyways In the start I was thinking of something Drop pod like too, but then I remembered Every Time I Played Against a Necron Player, that Deepstriking the monolith really could not be trusted and it Often just come into play way too late.
But if you could add a +1 to the reserve roll kinda rule or something... I dunno...
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Post by: Darkvoidof40k
@Praxiss It's a monolith that is smaller and more tower like (AKA upturned rectangle of doom). It only has a SINGLE weapon, therefore any immobilised or Weapon destroyed result makes it redundant in that case. It really needs justification for being put in the under-crowded heavy-support slot. Edit: Also, it's called a Monolith Power Matrix in this 'dex, and it's more powerful. Hugely so.
31794
Post by: Kumorikage
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
Correct me if I'm wrong, but I don't think I read anything in there that allows the Monolith to fire any extra weapons, so you might want to add something, otherwise you can't fire the Destructors and the Power Matrix in the same turn because tanks can't fire anything else if they use an Ordnance weapon.
23257
Post by: Praxiss
So you're thinking of something like the monolith from 2001, essentially an ominous lookign necron slab? Or something like this out of Dawn at War:
25727
Post by: Darkvoidof40k
Something like, although it would be getting smaller slightly nearer the apex, and have only one area of "glowy green lazorz" just before the very top. One Mono Portal door on each facing.
34885
Post by: Tyranic Marta
i was thinking more like the thing that scarabs summon ontop of the stat p's, that kind of obelisk, in which case the particle whip would be justified as it has sufficient mounting room
25727
Post by: Darkvoidof40k
Alrighty, so finally I've gotten round to updating this thing! Still need play testers though.. so PLEASE! Test this 'dex! Although.. there's something immensely different about this update.. and that would be the inclusion of HOMEBREW UNITS! New HQs (although there will be yet more in following updates!), new elites (well, not quite yet.. but I have ideas in the works) and new Heavy Support choices? Yes please! Not to mention the inclusion of a very big and precarious unit at the very bottom. Naturally, these new units will need a great deal of overhauling.. but "start big and go from there" is the motto I work by when creating new units. Also, the Silver and Gold Lords had a few stats reduced here and there. But I really, really am looking for either a new army-wide or Necron-Lord specific special rule to represent The Nodal Command Structure, and it will, rather obviously, be named just so. It's to make the list more interesting and define the Lords slightly more as the real leaders of the Necrons. While this has never been a problem before, with all the new HQs I'm planning on implementing, we don't want this to be forgotten now, do we? I'm thinking something along the lines of Necron Lords granting bonuses (ie special rules and abilities) to Necron units within X amount of inches, a la Grey Knight Grand Master. However, I have indeed gone on a bit on this introduction, and so, as I'm sure you're all wanting to get straight down to the business of the rules.. I have but one thing left to say: Read on, my enthralled followers.. 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 Power Matrix – Range: 48” Strength: 10 AP: 1 Type: Ordnance 1, Large Blast, Gauss Weapon Gauss Disintegrator – Range: Template Strength 4 AP: 2 Type: Assault 1, Gauss Weapon WARGEAR: Staff of Light: The Staff of Light is a Power Weapon that can be fired as a Gauss Disintegrator in the shooting phase. Warscythe: The Warscythe is a two-handed power-weapon that ignores Invulnerable saves as well as armour saves and allows the user to roll 2D6 Armour Penetration against models with an armour value in close-combat. It can also be fired in the shooting phase as a Gauss Flayer. Destroyer Body: a model mounted on a Destroyer body has the unit type: Jetbike. Note that the model does not gain +1 Toughness. Resurrection Orb: Any of your units with at least one model within 12” of a Necron Lord with a Resurrection Orb, including the Lord himself, may always take their 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: 3 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: 4 T: 5 W: 3 I: 4 A: 3 LD: 10 Sv: 3+ Points cost: 75 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. Necron Overlord Statline: WS: 6 BS: 4 S: 7 T: 6 W: 5 I: 3 A: 4 LD: 10 Sv: 3+ Points cost: 175 Unit Type: Monstrous Creature Number/unit: 1 Special Rules – Necron Wargear: Gauss Pulser: this enormous Gauss Weapon may be fired in the shooting phase with the following profile: Range: 36" S: 6 AP: 3 Assault 6, Gauss Weapon Overlord Blade: This large, double-sided blade-arm is a giant version of some of the arcane weapons wielded by the Necron Lords. It is treated as a Staff of Light, however when it is fired it is treated as S6 and Assault 2. Options: May replace Gauss Pulser or Overlord Blade with a Gauss Blaster Battery for free. This weapon may be fired in the shooting phase with the following profile: Range: 24" S:5 AP: 4 Assault 10, Gauss Weapon The Necron Overlord may also replace its Gauss Pulser or Overlord with a Gauss Destroyer for +25 points. A Gauss Destroyer may be fired in the shooting phase with the following profile: Range: 48" S: 9 AP: 2 Heavy 3, Twin-linked, Gauss Weapon. Elites Flayed Ones Statline: WS: 4 BS: 0 S: 4(5) T: 5 W: 1 I: 4 A: 2 LD: 10 Sv: 4+ Points cost: 150 Unit Type: Infantry Number/unit: 5 Special Rules – Necron, Furious Charge Attack From Below: Flayed Ones may enter the game via the Deep Strike rules. They may launch an assault if in range on the turn they deep strike, however they may not move or run in that turn. If the unit scatters onto an enemy unit, then they count as having assaulted it and do not role on the Deep Strike Mishap table. Grotesque: Flayed Ones drape themselves in the bloody flesh of their victims. All non-Necron units with a model within 12” that can draw Line of Sight to the Flayed Ones suffer a -2 modifier to their Leadership characteristic. Wargear: Flayer Claws Options: May include up to 5 additional Flayed Ones at 30pts per model. The unit may take a Lightning Field for +2pts per model. Immortals Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 3 A: 2 LD: 10 Sv: 3+ Points cost: 125 Unit Type: Infantry Number/unit: 5 Special Rules – Necron, Slow and Purposeful Wargear: Gauss Blaster Options: May include up to 5 additional Immortals at 25pts per model. The unit may take a Lightning Field for +2pts per model. The entire unit may be upgraded to have Energized Claws for 5pts per model. (0-1) Pariahs Statline: WS: 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 Obelisk Statline: BS: 4 Front Armour: 13 Side Armour: 13 Rear Armour: 13 Points cost: 200 Unit Type: Tank Number/unit: 1 Access points: The Obelisk has one access point on each of its four facings. Special Rules – Deep Strike, Crewless: The Obelisk has no crew. It is unaffected by crew stunned and crew shaken results on the vehicle damage chart. Living Metal: The Obelisk has a 4+ Invulnerable save against all glancing and penetrating hits – taken before rolls on the damage table. Teleport: This rule confers two abilities to the Obelisk, labeled ‘1)’ and ‘2)’ . The controlling player may choose to utilise one of them each turn exactly as described per turn. However, if any of them are used then the Obelisk may not fire its Power Matrix in the same turn. This rule, including the three abilities it confers, may not be used if the Power Matrix has been destroyed. 1)A single Necron infantry unit coming on from reserve may enter play from the Obelisk, provided the Obelisk was already on the table at the start of the turn. This unit is treated as if they had just disembarked normally. 2)At the beginning of your turn, you can pick one of your infantry units on the board and remove them from the table, then replace them as if they had just disembarked from the Obelisk. Immobile: The Obelisk always enters play via Deep Strike on the controlling players' first turn, without rolling for scatter. It may not move for the rest of the game, and any "immobilized" damage results suffered by it count instead as a "weapon destroyed" result. Wargear: Power Matrix Special Characters Now this one will really get you going.. The Nightbringer Statline: WS: 10 BS: 10 S: 10 T: 10 W: 8 I: 7 A: 6 LD: 10 Sv: --/2++ Points cost: 750 Unit Type: Monstrous Creature Number/unit: 1 (unique) Special Rules – Eternal Warrior, Fearless, Immune to Natural Law: The C'tan are able to warp reality around them in varying degrees. They can walk on air, pass through solid objects, suddenly fade from sight and reappear elsewhere instantly, to name but a few of the incomprehensible abilities of the Star-Gods. The Nightbringer moves in the same way as Jump Infantry. In addition, the Nightbringer may move through any type of terrain or unit, however it may not end its turn in or within 1" of any unit or terrain it passes through. Necrodermis: In their natural state, C'tan are immense energy beings. When they walk amongst mortals, though, they are clad in a Necrodermis which binds their essence. The Nightbringer has an Invulnerable save of 2+, as shown in the ' Sv' characteristic above. This save may never be lowered or ignored by any means - any special rules, weapons or other means that would ordinarily lower or ignore invulnerable saves do not work on the Nightbringer! Death Incarnate: Only the most hardiest of mortal beings can stand to be the presence of the Nightbringer without insanity overtaking them - most will flee in terror, or just drop to their knees sobbing, their mind crumbling as it attempts to comprehend the C'tan. To stare death in the face is not an easy thing to do. Any unit wishing to shoot, assault or otherwise make any action which would bring it within 12" of the Nightbringer must take a Leadership test with a -5 modifier. If the test is failed, the unit must immediately fall back as if it had just failed a morale check. This does not apply to any model or unit that has the Fearless Universal Special Rule or has a Leadership of 9 or higher. Harvester of Souls: The Nightbringer's attacks cause Instant Death, and wounds lost from the Nightbringer's attacks may never be recovered in any way. Likewise, no model that has been removed as a casualty (or otherwise has a special rule preventing this from happening) can ever be returned to play in any way. If you're killed by death, you stay dead. Shroud of Darkness: The Nightbringer is literally surrounded by the darkest darkness; impenetrable blackness. This can make it incredibly hard to spot the Nightbringer from long distances, though a great cloud of darkness heralds the arrival of death. Enemy units that attempt to shoot the Nightbringer from a range of 72" away and greater do so at -1 Ballistic Skill. Wargear: Veil of Darkness, Obsidian Scythe: This fabled weapon, carried by a bringer of death in many a races' mythology, is likened to the darkest obsidian in colour. Those that miraculously see the Nightbringer and survive to tell the tale soon learn where the idea of a bringer of death wielding a great black scythe came from. Attacks in close-combat from the Nightbringer ignore Invulnerable saves. In addition the Nightbringer may project great blasts of energy through its Scythe. The Nightbringer may do this in the shooting phase with the following profile: Range: 36" S: 8 AP: 2 Assault 1, Large Blast Options: -
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Post by: Bloodhorror
Options:
May replace Gauss Pulser or Overlord Blade with a Gauss Blaster Battery for free.
Does this mean i can take only 1 or 2 Blaster Batterys?
Also, i have always had a strong hate of everything C'tan...
But you boosting them up and making them 750 points makes me happy  !
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Post by: Darkvoidof40k
I suppose I originally intended for it to mean you have the option of having a combination of any two of the four different weapons that the Overlord can take.. so no, you cannot. 20 Twin-Linked S5 Rending shots is just overkill!
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Post by: Bloodhorror
Just checking  !
it is a bit overkill... but good overkill
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Post by: Darkvoidof40k
The entirety of this fandex is "good overkill"  . The role of the Overlord really needs to be expanded on.. because "Overlord" does indeed suggest that it is above the Necron Lords.. and I'm really wading into the deep end of new territory here by creating a "boss of the bosses" as it were. Essentially, it's just some mad kind of giant, hunchback Necron with weapons for arms.
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Post by: Bloodhorror
Necron Cyrpt Keeper perhaps?
Suggesting it just sits there and if anyone tries to dig the crypt up, it goes ape Sh*t and kills everyone and if it fails, the crpyt awakes and takes everyone down?
Perhaps also giving him a Res Orb will suit that roll too  ?
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Post by: Arkon
Are Gauss Pulser, Blaster Battery and Destroyer... Gauss weapons ?
You didn't mark it, nor did you put them in the "WEAPONS" section.
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Post by: Darkvoidof40k
True.. I'll go change that now..
Was hoping for a bit more feedback than just editorial errors.. but I'll take what I can get  .
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Post by: Arkon
Hasn't the Overlord an Orb ? As he is an Over-Lord, i'll even see him with an Over-Orb, rather than a normal. Increase range, or maybe a reroll on the FNP (too nasty ? nah, nevah  )
As for the NightBringer... Well, i don't play Apocalypse, so i'll probably never see him in action, but he is certainly cooler than the actual. With the removal of Phase Out, he (and the other c'tan) become playable, and that's certainly a good thing. Or not, if your the necron's opponent
As for playability feedback, well... My club is only open on Wednesday, so i can only manage to play a game by week. And i have SO many DE build to test, than i'm not even sure i'll have finish by the end of the world. So, i'm sorry, but i focus on Dark Eldar.
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Post by: nixti
You really should put this into a PDF for easier distribution and mass updating.
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Post by: Darkvoidof40k
@nixti - it will be made into a PDF when it is complete and the formatting is sorted out.. I intend to make a professional job out of this one!
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Post by: Bloodhorror
Hey DV,
The offer from Roll with it is still there to turn it into a PDF?
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Post by: Darkvoidof40k
As I've said, when it's complete it will be made into a PDF. However, I want to do this myself.  Which means I'll have to aquire Microsoft Word 2007..
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Post by: theduncan
The Nightbringer should have a rule to protect against ID like force weapons and JOTWW. Awesome datasheet though. Makes him fit his fluff so much more. Think I'll represent him with a Chuck Norris mini...
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Post by: Darkvoidof40k
theduncan wrote:The Nightbringer should have a rule to protect against ID like force weapons and JOTWW. Awesome datasheet though. Makes him fit his fluff so much more. Think I'll represent him with a Chuck Norris mini...
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Post by: Praxiss
Just flickign through the new update and have a couple of queries:
The Gold and Silver Lords are both listed as Special Rules: Infantry, should this read Necron?
Monlith/Obilisk unit teleport. There is no range stated for the teleport move, is this intentional? Thsi would mean that you can remove a unit from anywhere on the table (including out of CC) and have them disembark from the portal.
Claw upgrades:
Energised = Rending
Powered = power Weapons
Flayer = Power weapons + re-roll to hit
Just to avoid confusion i would suggest renaming the "Energised" claws to "Rending Claws". Only a minor change but it would make the upgrades more transparent and clear to both the owning player and the opponent who might not be familiar with the codex. Essentially just to avoid possible confusion.
Pariahs: Not necron? And is WS 3 & BS 3 a typo or intentional?
Tomb Spiders: Do they count as Troops as they are in that sections? Or are they one of those units that dont count towards the FOC?
Scarabs: slight issue with the "D6 = stunned" rule. With S3 that means that scarabs will only ever be able to stun any vehicle (total Str9). Maybe give them the option to have energised claws or say that disruption fields grant them an extra D3 vs armour (scaled down Rending)
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Post by: Darkvoidof40k
Just flicking through the new update and have a couple of queries:
Aight. Bring 'em on!
The Gold and Silver Lords are both listed as Special Rules: Infantry, should this read Necron?
Indeed this should.. must be left over from an older version where I had failed to write in "unit type: Infantry".. it should indeed say "Special Rules: Necron".
Monlith/Obilisk unit teleport. There is no range stated for the teleport move, is this intentional? Thsi would mean that you can remove a unit from anywhere on the table (including out of CC) and have them disembark from the portal.
Indeed, this is true. But it only allows infantry units to be teleported in this way, and if your Necron Warriors (usually the bulk of a force) are in close combat, something has probably gone wrong..
Claw upgrades:
Energised = Rending
Powered = power Weapons
Flayer = Power weapons + re-roll to hit
Just to avoid confusion i would suggest renaming the "Energised" claws to "Rending Claws". Only a minor change but it would make the upgrades more transparent and clear to both the owning player and the opponent who might not be familiar with the codex. Essentially just to avoid possible confusion.
I want them to sound unique.. not to just be "Necron Genestealer claws". Although I'm considering making Energised Claws rend on.. perhaps a 5+ or even 4+ to make them a more desirable option.
Pariahs: Not necron? And is WS 3 & BS 3 a typo or intentional?
Well they never have been "Necrons" in the traditional sense.. and they never had the Necron rule in the last codex.. but I'll consider making them Necrons.. the point is they're improved bodies with humans who do not have souls into them.. so they are very different to the process used to make original necrons. Blah blah blah, they're not real Necrons. You get what you pay for. WS/ BS 3 is correct. They're mostly just normal humans who've been turned into Robots and given big beatsticks.
Tomb Spiders: Do they count as Troops as they are in that sections? Or are they one of those units that dont count towards the FOC?
They count as Troops, can hold objectives but may only have one unit for each Necron Warrior unit.
Scarabs: slight issue with the "D6 = stunned" rule. With S3 that means that scarabs will only ever be able to stun any vehicle (total Str9). Maybe give them the option to have energised claws or say that disruption fields grant them an extra D3 vs armour (scaled down Rending)
Scarabs aren't meant to destroy tanks. "Disruption Fields" now actually DISRUPT vehicles, keeping them in one place until you can get a Warscythe in there to destroy it.. especially if it's a LR, where if you surround it with Scarabs the embarked Terminators/whatever are destroyed. The fact you can take them in large units makes them a strong anti-infantry unit. That's what they are: A TARPIT UNIT. That is their role, that is what they do, and they do it well. Several massed Scarab swarms could actually be very terrifying if used correctly.. but anything S6+ (especially with BLAST because that counts as double wounds!) will insta-rape them.
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Post by: Praxiss
Gotcha. My only arguement with your answers there is making the Pariahs WS4 BS4. Looking at the model (and considerign it is an Elites unit) it shoudl have better stats thana guardsman.
The reason i mentioned Pariahs not being necron was because, when you read necron wish-lists, that is soemthing that always crops up.
I woudlnt make the energised claws rend on a 5 or a 4. It coudl be OP and it also involves re-writign an existign USR. Rending as-is should be enough.
22054
Post by: Bloodhorror
rewriting an existing USR is nothing  !
Skulltaker rends on a 4+
Scissorhands Posion on a 3+
Agonizers WOUND OUTRIGHT, but do not posion, on a 4+
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Post by: Praxiss
For ease of reading, here is the current iteration of the fandex in Word Doc form:
(Hope you're ok with this DV, all i've done is make some of the headings Bold to make it easier to read)
EDIT: removed attached word doc as the fandex has since been updated.
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Post by: Darkvoidof40k
No problemo.. though I have yet to edit it to amend mistakes/make changes.
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Post by: Darkvoidof40k
Mostly just a few editorial fixes.. but the astute of you will notice a rather more significant addition.  Enjoy  . 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 Blaster Battery - 24" S:5 AP: 4 Assault 10, Gauss Weapon Gauss Cannon – Range: 36” Strength: 6 AP: 4 Type: Heavy 3, Gauss Weapon Gauss Pulsar - Range: 36" S: 6 AP: 3 Assault 6, Gauss Weapon Heavy Gauss Cannon – Range: 48” Strength: 8 AP: 2 Type: Heavy 1, Gauss Weapon Precision Gauss Rifle - Range: 60" Strength: 6 AP: 1 Type: Heavy 1, Gauss Weapon, Pinning Gauss Destructor – Range: 24” Strength: 5 AP: 3 Type: Heavy 3, Gauss Weapon Gauss Destroyer - Range: 48" S: 9 AP: 2 Heavy 3, Twin-linked, Gauss Weapon Power Matrix – Range: 48” Strength: 10 AP: 1 Type: Ordnance 1, Large Blast, Gauss Weapon Gauss Disintegrator – Range: Template Strength 4 AP: 2 Type: Assault 1, Gauss Weapon WARGEAR: Staff of Light: The Staff of Light is a Power Weapon that can be fired as a Gauss Disintegrator in the shooting phase. Warscythe: The Warscythe is a two-handed power-weapon that ignores Invulnerable saves as well as armour saves and allows the user to roll 2D6 Armour Penetration against models with an armour value in close-combat. It can also be fired in the shooting phase as a Gauss Flayer. Destroyer Body: a model mounted on a Destroyer body has the unit type: Jetbike. Note that the model does not gain +1 Toughness. Resurrection Orb: Any of your units with at least one model within 12” of a Necron Lord with a Resurrection Orb, including the Lord himself, may always take their 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: 3 LD: 10 Sv: 3+ Points cost: 110 Unit Type: Infantry Number/unit: 1 Special Rules – Necron Wargear: -- Options: A Gold Lord must select one of the following weapons: Staff of Light for +30pts Warscythe for +50pts Energized Claws for +5pts Powered Claws for +15pts A Gold Lord may have any of the following pieces of wargear: May have a Chronometron for +35pts May have a Veil of Darkness for +50pts May have Defence Scarabs for +15pts May have a Resurrection Orb for +30pts May have a Lightning Field for +10pts May have a Solar Pulse for +20pts May have a Phylactery for +15pts May have a Phase Shifter for +10pts May have Fused Plating for +15pts May also select one of the following: Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers may now be taken as troops choices as well as Fast Attack. Become a Wraith Lord for +50pts – The Lord gains a Wraith body, and Wraiths may be taken as troops choices as well as Fast Attack. Become an Immortal Lord for +50pts – The Lord benefits from +1 Toughness and gains the Eternal Warrior special rule. Additionally, Immortals may be taken as troops choices as well as Elites. Become a Flayer Lord for +50pts – The Lord gains the Grotesque and Attack from below! special rules as detailed in the Flayed Ones entry. Flayed Ones may be taken as troops choices as well as Elites, and the Lord becomes armed with two Flayer Claws, and may not take any other weapons. Silver Statline: WS: 5 BS: 5 S: 4 T: 5 W: 3 I: 4 A: 3 LD: 10 Sv: 3+ Points cost: 75 Unit Type: Infantry Number/unit: 1 Special Rules – Necron Wargear: -- Options: A Silver Lord must select one of the following weapons: Staff of Light for +30pts Warscythe for +50pts Energized Claws for +5pts Powered Claws for +15pts A Silver Lord may have any of the following pieces of wargear: May have a Chronometron for +35pts May have a Veil of Darkness for +50pts May have Defence Scarabs for +15pts May have a Resurrection Orb for +30pts May have a Lightning Field for +10pts May have a Solar Pulse for +20pts May have a Phylactery for +15pts May have a Phase Shifter for +10pts May have Fused Plating for +15pts May also select one of the following: Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers may now be taken as troops choices as well as Fast Attack. Become a Wraith Lord for +50pts – The Lord gains a Wraith body, and Wraiths may be taken as troops choices as well as Fast Attack. Become an Immortal Lord for +50pts – The Lord benefits from +1 Toughness and gains the Eternal Warrior special rule. Additionally, Immortals may be taken as troops choices as well as Elites. Become a Flayer Lord for +50pts – The Lord gains the Grotesque and Attack from below! special rules as detailed in the Flayed Ones entry. Flayed Ones may be taken as troops choices as well as Elites, and the Lord becomes armed with two Flayer Claws, and may not take any other weapons. Bronze Statline: WS: 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. Necron Overlord Statline: WS: 6 BS: 4 S: 7 T: 6 W: 5 I: 3 A: 4 LD: 10 Sv: 3+ Points cost: 175 Unit Type: Monstrous Creature Number/unit: 1 Special Rules – Necron Wargear: Gauss Pulsar: this enormous Gauss Weapon may be fired in the shooting phase with the following profile: Range: 36" S: 6 AP: 3 Assault 6, Gauss Weapon Overlord Blade: This large, double-sided blade-arm is a giant version of some of the arcane weapons wielded by the Necron Lords. It is treated as a Staff of Light, however when it is fired it is treated as S6 and Assault 2. Options: May replace Gauss Pulser or Overlord Blade with a Gauss Blaster Battery for free. Range: 24" S:5 AP: 4 Assault 10, Gauss Weapon The Necron Overlord may also replace its Gauss Pulser or Overlord with a Gauss Destroyer for +25 points. A Gauss Destroyer may be fired in the shooting phase with the following profile: Range: 48" S: 9 AP: 2 Heavy 3, Twin-linked, Gauss Weapon. Elites Flayed Ones Statline: WS: 4 BS: 0 S: 4(5) T: 5 W: 1 I: 4 A: 2 LD: 10 Sv: 4+ Points cost: 150 Unit Type: Infantry Number/unit: 5 Special Rules – Necron, Furious Charge Attack From Below: Flayed Ones may enter the game via the Deep Strike rules. They may launch an assault if in range on the turn they deep strike, however they may not move or run in that turn. If the unit scatters onto an enemy unit, then they count as having assaulted it and do not role on the Deep Strike Mishap table. Grotesque: Flayed Ones drape themselves in the bloody flesh of their victims. All non-Necron units with a model within 12” that can draw Line of Sight to the Flayed Ones suffer a -2 modifier to their Leadership characteristic. Wargear: Flayer Claws Options: May include up to 5 additional Flayed Ones at 30pts per model. The unit may take a Lightning Field for +2pts per model. Immortals Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 3 A: 2 LD: 10 Sv: 3+ Points cost: 125 Unit Type: Infantry Number/unit: 5 Special Rules – Necron, Slow and Purposeful Wargear: Gauss Blaster Options: May include up to 5 additional Immortals at 25pts per model. The unit may take a Lightning Field for +2pts per model. The entire unit may be upgraded to have Energized Claws for 5pts per model. (0-1) Pariahs Statline: WS: 4 BS: 4 S: 5 T: 5 W: 1 I: 3 A: 2 LD: 10 Sv: 2+ Points cost: 105 Unit Type: Infantry Number/unit: 3 Special Rules – Pariah Gene: Any Psyker attempting to use a psychic power within 24” of a Pariah will take their Psychic test on 3D6 and discard the lowest roll. Soulless: All models within 12” of the Pariahs are at a -1 Leadership modifier. Psykers within 12” are at -2 Leadership. Wargear: Warscythe, Fused Plating Options: May include up to 7 additional Pariahs at 35pts per model Necron Hunters Statline: WS: 2 BS: 5 S: 4 T: 4 W: 1 I: 2 A: 1 LD: 10 Sv: 4+ Points cost: 60 Unit Type: Infantry Number/unit: 3 Special Rules – Necron, Slow and Purposeful Stealth Fields: Necron Hunters appear to have a unique ability amongst the Necron forces - the ability to simulate invisibility. Imperial Tech Priests speculate that these hidden devices distort the particles around them to make the Hunter blend in with its surroundings; even in open ground a Necron Hunter can be harder to spot; provided it remains still. All Necron Hunters have the Stealth Universal Special Rule. Wargear: Precision Gauss Rifle Options: May include up to 7 additional Necron Hunters at 20pts per model The unit may have a Lightning Field for +2pts per model. The entire unit may be upgraded to have Energized Claws at +5pts per model. Troops Necron Warriors Statline: WS: 4 BS: 4 S: 4 T: 4 W: 1 I: 2 A: 1 LD: 10 Sv: 4+ Points cost: 90 Unit Type: Infantry Number/unit: 5 Special Rules – Necron, Slow and Purposeful Wargear: Gauss Flayer Options: May include up to 15 additional Necron Warriors at 18pts per model The unit may have a Lightning Field for +2pts per model. The entire unit may be upgraded to have Energized Claws at +5pts per model. You may include one unit of Tomb Spiders for every unit of Necron Warriors. Tomb Spyder Statline: WS: 3 BS: 3 S: 6 T: 6 W: 3 I: 2 A: 3 LD: 10 Sv: 3+ Points cost: 100 Unit Type: Monstrous Creature Number/unit: 1 Tomb Spyder Special Rules – Fearless, Field Repairs: The Tomb Spyder is treated as though it were equipped with a Resurrection Orb. Wargear: Two close combat weapons Options: The Tomb Spyder may replace either of its close combat weapons with a Gauss Destructor for free. However, for each close combat weapon replaced with a Gauss Destructor, the Tomb Spyder looses an attack from its profile. The unit may include up to two additional Tomb Spyders at +100pts per model. The unit may include up to two Scarab bases for every Tomb Spyder in the unit at 15pts per model. Scarab Swarms Statline: WS: 2 BS: 0 S: 3 T: 3 W: 3 I: 2 A: 3 LD: 10 Sv: 4+ Points cost: 45 Unit Type: Infantry Number/unit: 3 Special Rules – Swarms, Fearless, Levitation units: Scarab swarms move in the same way as Jump Infantry. Disruption Fields: When rolling for armour penetration in close combat against models with an armour value, any roll of a 6 automatically causes a Stunned result on the damage chart. Wargear: -- Options: May include up to 17 additional models at +15pts per model. Fast Attack Destroyers Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 2 A: 1 LD: 10 Sv: 3+ Points cost: 150 Unit Type: Jetbike Number/unit: 3 Special Rules – Necron, Heavy Destroyers: Any Heavy Destroyer replaces its Gauss Cannon with a Heavy Gauss Cannon and if this option is taken then they become "Heavy Destroyers" - note that asides from the weapons change, the rest of the Destroyer profile remains the same. If the entire unit consists of Heavy Destroyers, it may be taken as a Heavy Support choice. Wargear: Gauss Cannon, Destroyer body Options: May include up to 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 Obelisk Statline: BS: 4 Front Armour: 13 Side Armour: 13 Rear Armour: 13 Points cost: 200 Unit Type: Tank Number/unit: 1 Access points: The Obelisk has one access point on each of its four facings. Special Rules – Deep Strike, Crewless: The Obelisk has no crew. It is unaffected by crew stunned and crew shaken results on the vehicle damage chart. Living Metal: The Obelisk has a 4+ Invulnerable save against all glancing and penetrating hits – taken before rolls on the damage table. Teleport: This rule confers two abilities to the Obelisk, labeled ‘1)’ and ‘2)’ . The controlling player may choose to utilise one of them each turn exactly as described per turn. However, if any of them are used then the Obelisk may not fire its Power Matrix in the same turn. This rule, including the three abilities it confers, may not be used if the Power Matrix has been destroyed. 1)A single Necron infantry unit coming on from reserve may enter play from the Obelisk, provided the Obelisk was already on the table at the start of the turn. This unit is treated as if they had just disembarked normally. 2)At the beginning of your turn, you can pick one of your infantry units on the board and remove them from the table, then replace them as if they had just disembarked from the Obelisk. Immobile: The Obelisk always enters play via Deep Strike on the controlling players' first turn, without rolling for scatter. It may not move for the rest of the game, and any "immobilized" damage results suffered by it count instead as a "weapon destroyed" result. Wargear: Power Matrix The Nightbringer Statline: WS: 10 BS: 10 S: 10 T: 10 W: 8 I: 7 A: 6 LD: 10 Sv: --/2++ Points cost: 750 Unit Type: Monstrous Creature Number/unit: 1 (unique) Special Rules – Eternal Warrior, Fearless, Immune to Natural Law: The C'tan are able to warp reality around them in varying degrees. They can walk on air, pass through solid objects, suddenly fade from sight and reappear elsewhere instantly, to name but a few of the incomprehensible abilities of the Star-Gods. The Nightbringer moves in the same way as Jump Infantry. In addition, the Nightbringer may move through any type of terrain or unit, however it may not end its turn in or within 1" of any unit or terrain it passes through. Necrodermis: In their natural state, C'tan are immense energy beings. When they walk amongst mortals, though, they are clad in a Necrodermis which binds their essence. The Nightbringer has an Invulnerable save of 2+, as shown in the ' Sv' characteristic above. This save may never be lowered or ignored by any means - any special rules, weapons or other means that would ordinarily lower or ignore invulnerable saves do not work on the Nightbringer! Death Incarnate: Only the most hardiest of mortal beings can stand to be the presence of the Nightbringer without insanity overtaking them - most will flee in terror, or just drop to their knees sobbing, their mind crumbling as it attempts to comprehend the C'tan. To stare death in the face is not an easy thing to do. Any unit wishing to shoot, assault or otherwise make any action which would bring it within 12" of the Nightbringer must take a Leadership test with a -5 modifier. If the test is failed, the unit must immediately fall back as if it had just failed a morale check. This does not apply to any model or unit that has the Fearless Universal Special Rule or has a Leadership of 9 or higher. Harvester of Souls: The Nightbringer's attacks cause Instant Death, and wounds lost from the Nightbringer's attacks may never be recovered in any way. Likewise, no model that has been removed as a casualty (or otherwise has a special rule preventing this from happening) can ever be returned to play in any way. If you're killed by death, you stay dead. Shroud of Darkness: The Nightbringer is literally surrounded by the darkest darkness; impenetrable blackness. This can make it incredibly hard to spot the Nightbringer from long distances, though a great cloud of darkness heralds the arrival of death. Enemy units that attempt to shoot the Nightbringer from a range of 72" away and greater do so at -1 Ballistic Skill. Wargear: Veil of Darkness, Obsidian Scythe: This fabled weapon, carried by a bringer of death in many a races' mythology, is likened to the darkest obsidian in colour. Those that miraculously see the Nightbringer and survive to tell the tale soon learn where the idea of a bringer of death wielding a great black scythe came from. Attacks in close-combat from the Nightbringer ignore Invulnerable saves. In addition the Nightbringer may project great blasts of energy through its Scythe. The Nightbringer may do this in the shooting phase with the following profile: Range: 36" S: 8 AP: 2 Assault 1, Large Blast Options: -
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Post by: phantommaster
I like the Nightbringer but don't like being a spoil sport, however it should be:
WS10
BS6
S10
T9
W8
I8
A7
Plus hows about a teleporter that can shunt for some units like the new GK teleporters?
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Post by: Kevin949
-5 leadership on Death Incarnate when it already only works on units with a rather low leadership seems a bit much to me. Kinda like kicking a three legged puppy while it's asleep.
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Post by: usa_supersonic
good job
25727
Post by: Darkvoidof40k
Did nobody notice the new unit?
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Post by: phantommaster
The Overlord?? Seems good but unfluffy to me. Meh unsure about what to say.
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Post by: Arkon
The weapon of the Hunters (yes, i noticed it) is a sniper, but S6. Dont sniper always wound on 4+ ?
And the precision Gauss rifle isn't "Gauss".
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Post by: Kevin949
Arkon wrote:The weapon of the Hunters (yes, i noticed it) is a sniper, but S6. Dont sniper always wound on 4+ ?
And the precision Gauss rifle isn't "Gauss".
Yes, but now they'd get Str 6 vs. vehicles instead of str 3. Plus I believe if you have a better chance of wounding then the auto-hit amount then you get to re-roll either the hit or wound (I can't remember which and may be wrong still).
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Post by: Darkvoidof40k
The 'sniper' rule already includes rending.. so to throw in Gauss weapon on top would be irrelevant and also grant additional Rending that might be confusing.. hmm.. I'll fix it up now. Edit: Is this fandex losing its "feel" with all this new units I'm adding? The original idea was to never add new units.. and just bridge 3rd and 5th editions, which worked very well.
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Post by: theduncan
I think that the new units add flavor that the old dex lacked. Actually, I had a nex idea for a new troops choice.
Enlightened Members of the Mechanicus (needs a better name)
5 servitors
1 techpriest
add up to 10 more servitors, but you must take 1 Techpriest for every 5 servitors
represents the mechanicus agents who wish to serve their "machine god".
Then again, then your army changes yet again, so...
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Post by: Darkvoidof40k
Tech Priests would just be shot on sight by Necrons 99.9% of the time.. Automatically Appended Next Post: Just thought I'd see how balanced the FoC is for this codex.
HQ: 5
Elites: 4
Troops: 3
Fast Attack: 2
Heavy Support: 3
Not including The Nightbringer or counting the Heavy Destroyers as a separate unit, this codex presents users with a total of 17 different units at present.
Hm.. I'll need to throw the Herald and Spyder of Damnos back in there!
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Post by: theduncan
Mabe minions then. Like on that planet that one of the C'tans visited. Thepopulation pretty much became cron slaves until they pissed off the C'tan. Still, a great dex so far that you should be pround of. Keep up the good work  !
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Post by: Darkvoidof40k
Thanks dunc, I can't help but notice that you're starting Necrons soon..  *hint-hint*
I think this is definitely a new phase for the Crondex (as I've always affectionally named it) - we've pretty much perfected the standard army list, and now we're moving onto making it an entirely new army list by adding new units.
I just wish that this thread had more viewers.. there's really only about 3-4 people who take regular interest in this thread, which is disappointing.
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Post by: Praxiss
The Sniper unit doesn't seem very......necron-y to me.
The whole point of the army, I thought, was to have an implacable oncoming gun line. With the addition of snipers you are bringing in the option of making a necron army possible of sitting back and havng long range pounding.
Sorry to be a kill-joy.
I'm also thinking the Nightbringer is quite OP.....but being 750 points i'm not sure if that is do-able or not. I've been trygin to compare it to something with a similar price adn the only thing i know of is a Warhound, although you'd be better comparing it to a bio-titan i suppose. but as it is:
WS: 10 BS: 10 S: 10 T: 10 W: 8 I: 7 A: 6 LD: 10 Sv: --/2++
With T10 it is hardly ever going to be wounded and when it is it has a 2++ save. It's also S10 with no saves at all and 2D6 vs armour (due to MC), and it moves like Jump infantry...so has an 18" assault option. Also, with BS and WS10 doesn't that mean it gets to re-roll hits, all the time? And with I7 it will also hit first most of the time.
Also the -5 Ld thign is a bit much.
If you get an army with already low Ld the thing will never get charged. I would change that to a -3 at most. Being charged wont affect this monster anyway.
oh, and a scaled down Demolisher cannon as well? I can see the gun in itself, but i would lose the large blast, as i said, it will get to re-roll hits anyway.
Basically i can't see this thing ever being brought down and it strikes me as a bit of a game-breaker. I woudl either scale down the toughness or the save, definately lower the strength a little as well.
BS+WS10 - does the number even make a difference past 7?
Note: i might be completely out on this. My advice would be to list the Nightbringer rules in it's own thread, it will proabaly get more attention and input there than buried in this dedicated thread with, as you said, only 3 or 4 regular followers.
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Post by: Darkvoidof40k
It is part of this project, so I'm not going to move it. People who see it in another thread will view it as a supplement to the already existing faildex, whereas it is a part of this one.
The closest monstrous creature to it is Angron who weighs in at 500 points + 2-10 Bloodthirsters.
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Post by: Praxiss
Hmmmmm. I suppose an eatth-bound god would be equal to or better than the Damon primarch.
It defo needs play testing though. Maybe put a note on the acct saying it can only be used in apoc or armies of over X points. Other wise people could field this in a 1500 point game and muder everything.
25727
Post by: Darkvoidof40k
It will be scaled down.
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Post by: Arkon
Hum... How about Repair Scarabs.
Repair Scarabs
Statline: WS: 2 BS: 0 S: 3 T: 3 W: 1 I: 2 A: 1 LD: 10 Sv: 4+
Points cost: 45 (?)
Unit Type: Infantry
Number/unit: 3
Special Rules – Fearless,
Levitation units: Repair Scarab move in the same way as Jump Infantry.
Repair Claws: When you roll FNP for any necron unit in 12", you can sacrifice a Repair Scarab to reroll any FNP. You can reroll your FNP as long as you have Scarabs to sacrifice.
Wargear: --
Options:
May include up to 17 additional models at +15pts per model. (?)
23257
Post by: Praxiss
Hmmmm, those rules would seem to make it possible to re-roll a FNP roll up to 17 times.......harsh.
22054
Post by: Bloodhorror
i'm not sure on his wording though...
Is it "you can sacrifice a Repair Scarab to reroll any FNP"
that mean, one scarab for one unit?
or one scarab for one model?
25727
Post by: Darkvoidof40k
Just seems unnecessary. Fact is, you're going to lose troops, but it's going to be hard for that to happen too much if you play well, so it's points that could be better spent on Wraiths or wargear. Thanks for the suggestion though.
25727
Post by: Darkvoidof40k
Okay guys, I playtested it yesterday. Well, my mate did. I used a counts-as Blood Angels army against him.. and.. met with less than satisfying results on my part.
As expected, the Necrons are just death against mech - all of my vehicles got destroyed by turn 3 ( LR turn 2 I think) - except for one Rhino that might have survived till turn four at the back of the board. However, the one funny thing is that the Destroyer Lord (Platinum) lost two wounds on turn one (Invulnerable save and re-rollable FnP fail at its worst  ).
I'm going to balance out the Necron Lords by significantly lowering their WS/ BS, as low as 4 in some cases I think. As for all this FnP, I'm definitely going to have to either increase points drastically or write my own WBB (I'd call it self-repair, personally) - because FnP against everything against Tomb Spyders is just too hard to contend with. Especially when you consider how easy it is to hide them.
Once again, massed firepower has been proved to be the strongest point of this game - lots of 15-20 man Necron squads and Destroyers just annihilated everything. The Wraiths are insanely brutal as well. Just two of them charged my Honour Guard (including Librarian), killing off my poor little Psyker before he could do anything and then 4/5 of the Honour Guard was killed by the other Wraith. Power fist marine killed one Wraith, but lost to combat resolution. The surviving Wraith took a Lascannon to the face in the next turn though.  But four (five on the charge) S6 I5 WS5 power weapon attacks just kills almost everything - Wraiths strike before most things, hit most on a 3+, wound most on a 2+ and ignore most saves. Going to need help balencing them - should I lower S perhaps? Maybe their Attacks need to go down to just 2 or 3?
Help me out, dudes.
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Post by: Anvildude
The Wraiths have Rending, right? They wouldn't need very high Str. with Rending, IMO.
Also, is it just me, of does it seem a bit... odd, that the army who'se stated purpose is to Eradicate all LIFE is incredibly damaging to machines? Maybe more anti-infantry power, less anti-armour. Yeah, it's not going with the current Metagame, but it seems a little more... Necron-y to me. Lots of low to mid-strength shots, maybe a low AP on a lot of them.
I actually like the Repair Scarabs, though. Once again, it makes them, not more survivable, but instead harder to kill.
25727
Post by: Darkvoidof40k
Necrons are brutal to infantry - light is decimated by their high-strength/ AP whilst rending/low AP guns just kill elite armies. It's just so happens that they are brutal against mech, which is most noticable because of the prevelance of mechanised armies.
To this end, I'm probably going to lower squad sizes to make those rediculously strong ranged units easier to take down.
The next update is gonna be big  . I'm talking "half the 'dex is overhauled" big.
Anvil, Wraiths have power weapons, as stated in my last post and shown in their profile in the army list on the last page.
34885
Post by: Tyranic Marta
btw ive been following this dex for ages but havnt really had anything to say... maybe ive piped up b4 i cant remember anyhoo
imho in the current dex there are only a coupleof armies that can consistently kill the nightbringer, AT HIS CURRENT STRENGTH making him even more powerful imho again is just daft, i dont care if hes 1000 points, if you cant kill him is intsa loose for the poor sod in the way of that obsidian scythe
37018
Post by: mezorgon1234
i play the nightbringer often. and i admit, i would like the nb harder to kill because he just gets shot to pices too fast. he would be fine just with the 12" move and T9. T10 is so op.... S10 would be the only good chance of killing it, or mabye a lot of las cannon shots in the face.
14932
Post by: Norade
Honestly, that Nightbringer that has been proposed in this thread so far will never make it into the friendly games that this codex is meant to be used in. Doing rough math for 9 Broadsides shooting at it assuming a cost per model of 75 points we have 675 points shooting at a 750 point model.
9 shots, 6.75 hits, 3.375 wounds, 0.5625 wounds
This means over a standard 6 turn game there is little chance that any army can bring it down. Frankly seeing a model this poorly designed means that I'm not even going to care enough to look at the rest of the codex. If a flagship model is to be so poorly thought out as to be that blatantly broken how is anybody supposed to take your efforts to make a balanced codex seriously?
To even find a comparable model you'd need to look within the Apocalypse books or at something from the darkest depths of Imperial Armor. Not to mention that other monstrous creatures even in these sources usually lack even a 2+ armor save accompanied by no better than a 5/6++ invulnerable save. They also usually don't ignore all saves, move like jump infantry, and reduce leadership.
mezorgon1234 wrote:i play the nightbringer often. and i admit, i would like the nb harder to kill because he just gets shot to pices too fast. he would be fine just with the 12" move and T9. T10 is so op.... S10 would be the only good chance of killing it, or mabye a lot of las cannon shots in the face.
First, try capitalization and proper grammar, it goes a long way.
Second, if you're losing your Nighbringer to shooting you're plainly doing it wrong. The current model is already immune to a fair few weapons and has a great 4++ save to defend it. Even against 2 full units of missile long fangs firing at it your lord of darkness should be expected to see turn three and that's only if your can't get him safely into melee or hide him out of sight to prevent being shot at.
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Post by: Tyranic Marta
so your entire premise rests on the fact that the enemy has broadsides? what about everyone else?
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Post by: Anvildude
Basically what he's saying, is that this version of the Nightbringer is overpowered. Yes, he's a god, yes, he's technically immortal. But the thing on the battlefield isn't the actual Nightbringer, it's just an Avatar of it, much like the Avatar of Khaine. It doesn't contain his full power, and can be destroyed.
To that end, I'd suggest taking his Toughness down to 7, WS to 7 or 8, BS down to 4 or 5, and only 4 (maybe, maybe 5) wounds. Lower his points value at least enough that you can take a basic Troops choice or two in a 750 pt game, nerf the leadership draining effects a bit. Maybe have this variation allowed for extra points in an Apocalypse formation or something.
T7 means he's going to not get ID'd (even without Eternal Warrior) and will still be fairly difficult to wound, without it being impossible. Same with the lower WS. Really powerful ICs of other armies, like SM primarchs/chapter masters, Ghazkull Thrakka, Avatars of Khaine, etc, should actually be able to battle with it on fairly equal ground, but won't actually be able to wound it or survive against its counterattacks very well, due to it's armour and weaponry. But they can still dodge, or get in a lucky shot every once in a while. He's shooting things with a scythe, so he's not going to have great aim, and probably wouldn't have better aim than his own troops, or folks with sophisticated targeting computers. He's not that big, so not that many wounds. A Biotitan or Trygon has so many wounds because you literally have to blow huge frikkin chunks off them to kill them. This guy you just have to snip off an arm or two, and maybe cut his body in half.
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Post by: Norade
Tyranic Marta wrote:so your entire premise rests on the fact that the enemy has broadsides? what about everyone else?
Most armies will fair worse against this beast even with perfect circumstances, the only army that does well relies on massed poison shots to bring him down and still need to get close to bring full power to bear.
If we used say 6 Vendettas for the guard, which come to 780 points and which nobody is likely to field, the numbers are:
18 shots, 9 hits, 3 wounds, 0.5 unsaved wounds per shooting phase. (1,560 points/wound)
Fifteen Longfangs with lascannons cost 645 points, they will average as follows:
15 shots, 10 hits, 3.33 wounds, 0.56 unsaved wounds per shooting phase. (1,151 points/wound)
Five, five man Purifier units with Psycannons that haven't moved, 800 points: Note how often you'll get this many units in range with 24" heavy weapons and that at least one squad will die in the NB's assault phase
80 shots, 53 hits, 8.88 wounds, 1.48 unsaved wounds. (540 points/wound)
Three, five man Trueborn venom squads within 12" having moved, 525 points: Finally we have a unit that works against this broken monster
78 shots, 52 hits, 26 wounds, 4.33 unsaved wounds
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Post by: Tyranic Marta
what about massive squad of hormagaunts with venom sacs?
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Post by: Darkvoidof40k
@Norade - your lack of insight and skim-reading of past posts of mine is disappointing. If you had read correctly, you would have known that I always "start off big" as it were, then work my way down. You would also know that I'm about to do a large overhaul of the entire thing due to recent playtesting.
Do not make assumptions when you do not know all the facts.
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Post by: Norade
Darkvoidof40k wrote:@Norade - your lack of insight and skim-reading of past posts of mine is disappointing. If you had read correctly, you would have known that I always "start off big" as it were, then work my way down. You would also know that I'm about to do a large overhaul of the entire thing due to recent playtesting.
Do not make assumptions when you do not know all the facts. 
I haven't read this thread, I saw the title and looked at the latest edition of the codex and skimmed down figuring the new unit would be something that you were proud of and thought was a good balanced idea.What I saw was instead ridiculous and anybody with the simple ability to do a little basic math can see that. Having read down from the post containing the update I do indeed know about the revision that is coming, but basic common sense and a little math, as well as looking at current official material and the units contained within should have told you all you need to know about a toughness ten eight wound monster that has a 2++ save and can roll nearly anything in CC.
Try starting with the Swarmlord and tweak from there next time and you might end up with something playable.
Tyranic Marta wrote:what about massive squad of hormagaunts with venom sacs?
It should work, but unless you have synapse ready to babysit you'll break and even so the fact that he hits first and you'll hit on 5's will make it tough. You also have to think of how many models can attack a large base and you'll see rather quickly that you won't manage the attacks and will lose to no retreat in short order. Unlike many armies Nids and IG can at least tarpit him, with lucky nids maybe netting a kill, and thus play the enemy at a rather large point advantage. The mass rending that this fandex brings will be a problem for MC heavy Nid armies though.
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Post by: Darkvoidof40k
Ah, but Norade, common sense was not lacking; merely ignored. It is rather fun to create a unit with four stats at 10  .
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Post by: Norade
Darkvoidof40k wrote:Ah, but Norade, common sense was not lacking; merely ignored. It is rather fun to create a unit with four stats at 10  .
It's also unprofessional and as much as I know that a fandex is a labor of love it's something best left in fantasies and not put out for others to see. It's a shame that it was included with that statline if only because it ensured that anybody coming into the thread would focus on it and not see the rest of what you had done. This said PM me when the new version comes out, even though I don't play much these days I do know game balance rather well from too many years spent with dice in one hand and a rulebook in the other.
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Post by: Darkvoidof40k
Wait.. you think I actually intended for that first set of Nightbringer rules to be used? Really?
It's obviously over-powered.. common sense would suggest that my common sense would tell me that.
Anyway, enough of that - back on topic please!
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Post by: Tyranic Marta
im thinking he doesnt need to be more than ws7 bs 4, t7, s8, w5ish, i5, that would make a well rounded hq that is still pretty damn hard to kill, add his effects and hes got a bitchin little thing going on
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Post by: PxDnNinja
I just jumped to page12 since the front said that had the most up to date copy of the fandex. Overall not bad, but my biggest complaint is the same one I'm afraid I'll have about the official Necron dex when it finally comes out.
WBB > FNP.
WBB not only is tactically better (while damaged by current rules, the idea of what it is is much better), but it also gives the army much of it's feel. They are supposed to be terrifying enemies who won't stay down.
After all which is more terrifying. The enemy you have to shoot dozens of times to kill, or the enemy you kill and turn to leave only be be stabbed in the back because it decided death wasn't all it was cracked up to be.
That aside, pretty good dex from what I read over.
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Post by: Anvildude
Actually, I'm definitley in the WBB camp. First off, I'm a big fan of Fluff being represented in rules (Ork player, after all) and, like Ninja said, coming back to life after being shot down is much more Necron-y than just not dying. They're like Zombie Terminators, after all.
Second, I think that, yes, depending on how the rule works, it could definitely be more tactical. Necron troops seem to be all about the short to mid-range shooting, and if you could have a way for a squad to fire, assault/be assaulted, all fall down, then get back up, out of CC and in firing range, that'd definitely increase the strength of the basic warrior, as well as other 'crons.
Maybe a modified WBB (once again, I don't know the original, so feel free to ignore)
We'll Be Back- If a model with the WBB rule is killed, roll a die before the next movement phase. On a role of 4+ (or whatever it is) that model stands back up, fully restored, and moves into unit cohesion with the rest of its squad.
Personally, I think that's a fairly simple rule, with pretty good possiblities in it. Maybe put in some sort of weakness to power weapons or AP2 or whatever, to match with the actual rule. But yeah, definitely WBB instead of FnP.
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Post by: Tyranic Marta
I think WBB is an amazing rule set, and it should be included, however it makes the armies vulnerable to being run down far more significantly than FNP does, trust me i know, i run down necrons ALOT
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Post by: Anvildude
One thing I think I remember about WBB is that it requires at least one of the squad to still be standing? Which is why sweeping advance is so devastating against them.
That'd be fixed easily, by not requiring any of the unit to still be alive.
20086
Post by: Andilus Greatsword
In regards to what was said about making a PDF earlier, if you download OpenOffice then it lets you make PDFs... and it's a free program. http://www.openoffice.org/
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Post by: Tyranic Marta
no the reason sweepong is so effective is because it removes from the board, no wbb allowed
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Post by: Anvildude
Ah, that makes sense. Too bad there isn't some sort of clarification saying that 'removed from board' equals 'was killed' or something.
In that case, just put an addendum to the rule, that Sweeping Advance causes the unit to count as all struck down, or whatever, to allow WBB. (specifically SA, though. making all Removed From Board results allow WBB wouldn't work with things like JotWW or Shokk Atakk 12.)
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Post by: Tyranic Marta
this kinda kills the point of having units dedicated to this task and it would make the basic necron unit very expensive
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Post by: Kevin949
Tyranic Marta wrote:I think WBB is an amazing rule set, and it should be included, however it makes the armies vulnerable to being run down far more significantly than FNP does, trust me i know, i run down necrons ALOT
With what kind of squads do you run them down? Because I'll tell you, WBB or FNP it doesn't matter because both will suffer the same fate when it comes to assaults. The necrons achilles heel right now is power weapons. FNP isn't going to help that. The one thing that will help necrons immensely in their current state is stubborn. Try it out once, play against your necron friends but let them take the stubborn rule on all their necron ruled units. See how easy it is to run them down after that. Sure they probably won't win any close combat encounters still but they'll at least tarpit longer (I don't know you're army). My guess though is that you're running down warriors with something that deep strikes or gets driven on.
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Post by: Darkvoidof40k
SPECIAL RULES Necron – A unit with this special rule has the Fearless universal special rule. It also has the Self Repair rule shown below. Self Repair - Necrons have an innate ability to repair themselves even after suffering the most horrific damage. At the beginning of a Necron turn, roll a dice for each model which were removed from a Necron unit. On a 4+ they are returned to their unit (or if that has been destroyed, then the nearest unit of the same type. If there is no unit of the same type then the models are removed as usual). However this roll may not be taken if the model was killed by Instant Death or any attacks that ignored its save. Gauss Weapons – A Necron ranged weapon with this rule has the Rending universal special rule. WEAPONS: Gauss Flayer – Range: 24” Strength: 4 AP: 5 Type: Rapid-Fire, Gauss Weapon Gauss Blaster – Range: 24” Strength: 5 AP: 4 Type: Rapid-Fire, Twin-Linked, Gauss Weapon Gauss Blaster Battery - 24" S:5 AP: 4 Assault 10, Gauss Weapon Gauss Cannon – Range: 36” Strength: 6 AP: 4 Type: Heavy 3, Gauss Weapon Gauss Pulsar - Range: 36" S: 6 AP: 3 Assault 6, Gauss Weapon Heavy Gauss Cannon – Range: 48” Strength: 8 AP: 2 Type: Heavy 1, Gauss Weapon Precision Gauss Rifle - Range: 36" Strength: 6 AP: 1 Type: Heavy 1, Gauss Weapon, Pinning Gauss Destructor – Range: 24” Strength: 5 AP: 3 Type: Heavy 3, Gauss Weapon Gauss Destroyer - Range: 48" S: 9 AP: 2 Heavy 3, Twin-linked, Gauss Weapon Power Matrix – Range: 48” Strength: 10 AP: 1 Type: Ordnance 1, Large Blast, Gauss Weapon Gauss Disintegrator – Range: Template Strength 4 AP: 2 Type: Assault 1, Gauss Weapon WARGEAR: Staff of Light: The Staff of Light is a Power Weapon that can be fired as a Gauss Disintegrator in the shooting phase. Warscythe: The Warscythe is a two-handed power-weapon that ignores Invulnerable saves as well as armour saves and allows the user to roll 2D6 Armour Penetration against models with an armour value in close-combat. It can also be fired in the shooting phase as a Gauss Flayer. Destroyer Body: a model mounted on a Destroyer body has the unit type: Jetbike. Note that the model does not gain +1 Toughness. Resurrection Orb: Any of your units with at least one model within 12” of a Necron Lord with a Resurrection Orb, including the Lord himself, may always take their Self Repair tests regardless of the weapon causing the wound. Phase Shifter: A model with a Phase shifter benefits from a 4+ Invulnerable save. Additionally, the model may move through impassable terrain, as long as it doesn't end its move inside it. Phylactery: A model with a Phylactery can re-roll failed Self Repair rolls. Gravitational Disruptor: A model equipped with a Gravitational Disruptor may use it in the Shooting Phase instead of firing a weapon, provided it didn't move that turn. All units with a model within 24” of the Gravitational Disruptor when used will count as being in both difficult and dangerous terrain if they move in their next movement phase, run or make an assault move until the end of your next turn. Lightning Field: Every unit with a model in base contact with a Necron unit with a lightning field will take D6 hits each turn in the assault phase, before any attacks are made. The Strength of these hits is equal to the number of Necrons in the unit that are in base contact. Solar Pulse: Once per game at the beginning of your opponents turn, the controlling player may activate the Solar Pulse if the Necron Lord with this wargear is still alive. All enemy units are at -1 BS for the rest of their turn as they are blinded. Also, if the Night Fighting rules are in effect, they will be suspended for the rest of the turn. Energized Claws: A model with Energized Claws attacks using the Rending universal special rule in close combat. Fused Plating: A model with Fused Plating has a 2+ armour save. Veil of Darkness: Utilizing seemingly impossible technology, the Necron Lord moves himself and his silent warriors, seemingly disappearing into darkness and reappearing elsewhere. At the beginning of the turn, the controlling player may remove the Necron Lord and any unit he is with from the table and replace them anywhere on the board via the Deepstrike rules. Defence Scarabs: The Necron Lord is protected by Scarabs that stay near their master to protect and fight for him. The Necron Lord may make three additional attacks in close combat, at strength 3 and initiative 2 with armour saves allowed as normal. The Necron Lord counts as WS 2 for the purposes of these attacks. Powered Claws: The attacks from a model with Powered Claws ignore armour saves in an assault. Wraith body: The model gains the Wraith Phase Shifter wargear. Wraith Phase Shifter: Grants a 3+ Invulnerable save. Additionally, the model may move through impassable terrain, as long as it doesn't end its move inside it. Chronometron: At the beginning of the owning players' turn, the player may select one of the following options: Gain Initiative 10 until the end of the turn. Gain the Fleet Universal Special Rule until the end of the player turn. Gain the Hit and Run Universal Special Rule until the end of the player turn. Gain the Counter-Attack Universal Special Rule until the end of the player turn. Note that none of the above options may be taken twice in a row. In addition, a Necron Lord that has a Chronometron and any unit it is attached to will automatically pass any Initiative tests they may be required to take - so long as the Necron Lord is alive. Flayer Claws: Attacks from a model with Flayer Claws ignore armour saves and the user will strike at +1 strength in close-combat. ARMY LIST HQ Necron Lord – Each Necron Lord must use one of the following profiles: either Platinum, Gold, Silver or Bronze. 0-1 Platinum Statline: WS: 6 BS: 5 S: 5 T: 5 W: 4 I: 4 A: 4 LD: 10 Sv: 2+ Points cost: 130 Unit type: Infantry Number/unit: 1 Special Rules – Necron Wargear: Fused Plating Options: A Platinum Lord must select one of the following weapons: Staff of Light for +30pts Warscythe for +50pts Energized Claws for +5pts Powered Claws for +15pts A Platinum Lord may have any of the following pieces of wargear: May have a Chronometron for +35pts May have a Veil of Darkness for +50pts May have Defence Scarabs for +15pts May have a Resurrection Orb for +30pts May have a Lightning Field for +10pts May have a Solar Pulse for +20pts May have a Phylactery for +15pts May have a Phase Shifter for +10pts May also select one of the following upgrades: Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers may now be taken as troops choices as well as Fast Attack. Become a Wraith Lord for +50pts – The Lord gains a Wraith body, and Wraiths may be taken as troops choices as well as Fast Attack. Become an Immortal Lord for +50pts – The Lord benefits from +1 Toughness and gains the Eternal Warrior special rule. Additionally, Immortals may be taken as troops choices as well as Elites. Become a Flayer Lord for +50pts – The Lord gains the Grotesque and Attack from below! special rules as detailed in the Flayed Ones entry. Flayed Ones may be taken as troops choices as well as Elites, and the Lord becomes armed with two Flayer Claws, and may not take any other weapons. Gold Statline: WS: 5 BS: 5 S: 5 T: 5 W: 3 I: 4 A: 3 LD: 10 Sv: 3+ Points cost: 110 Unit Type: Infantry Number/unit: 1 Special Rules – Necron Wargear: -- Options: A Gold Lord must select one of the following weapons: Staff of Light for +30pts Warscythe for +50pts Energized Claws for +5pts Powered Claws for +15pts A Gold Lord may have any of the following pieces of wargear: May have a Chronometron for +35pts May have a Veil of Darkness for +50pts May have Defence Scarabs for +15pts May have a Resurrection Orb for +30pts May have a Lightning Field for +10pts May have a Solar Pulse for +20pts May have a Phylactery for +15pts May have a Phase Shifter for +10pts May have Fused Plating for +15pts May also select one of the following: Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers may now be taken as troops choices as well as Fast Attack. Become a Wraith Lord for +50pts – The Lord gains a Wraith body, and Wraiths may be taken as troops choices as well as Fast Attack. Become an Immortal Lord for +50pts – The Lord benefits from +1 Toughness and gains the Eternal Warrior special rule. Additionally, Immortals may be taken as troops choices as well as Elites. Become a Flayer Lord for +50pts – The Lord gains the Grotesque and Attack from below! special rules as detailed in the Flayed Ones entry. Flayed Ones may be taken as troops choices as well as Elites, and the Lord becomes armed with two Flayer Claws, and may not take any other weapons. Silver Statline: WS: 4 BS: 4 S: 4 T: 5 W: 3 I: 4 A: 3 LD: 10 Sv: 3+ Points cost: 75 Unit Type: Infantry Number/unit: 1 Special Rules – Necron Wargear: -- Options: A Silver Lord must select one of the following weapons: Staff of Light for +30pts Warscythe for +50pts Energized Claws for +5pts Powered Claws for +15pts A Silver Lord may have any of the following pieces of wargear: May have a Chronometron for +35pts May have a Veil of Darkness for +50pts May have Defence Scarabs for +15pts May have a Resurrection Orb for +30pts May have a Lightning Field for +10pts May have a Solar Pulse for +20pts May have a Phylactery for +15pts May have a Phase Shifter for +10pts May have Fused Plating for +15pts May also select one of the following: Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers may now be taken as troops choices as well as Fast Attack. Become a Wraith Lord for +50pts – The Lord gains a Wraith body, and Wraiths may be taken as troops choices as well as Fast Attack. Become an Immortal Lord for +50pts – The Lord benefits from +1 Toughness and gains the Eternal Warrior special rule. Additionally, Immortals may be taken as troops choices as well as Elites. Become a Flayer Lord for +50pts – The Lord gains the Grotesque and Attack from below! special rules as detailed in the Flayed Ones entry. Flayed Ones may be taken as troops choices as well as Elites, and the Lord becomes armed with two Flayer Claws, and may not take any other weapons. Bronze Statline: WS: 4 BS: 4 S: 4 T: 5 W: 2 I: 3 A: 3 LD: 10 Sv: 3+ Points cost: 60 Unit Type: Infantry Number/unit: 1 Special Rules – Necron Wargear: -- Options: A Bronze Lord must select one of the following weapons: Staff of Light for +30pts Warscythe for +50pts Energized Claws for +5pts Powered Claws for +15pts A Bronze Lord may have any of the following pieces of wargear: May have a Chronometron for +35pts May have a Veil of Darkness for +50pts May have Defence Scarabs for +15pts May have a Resurrection Orb for +30pts May have a Lightning Field for +10pts May have a Solar Pulse for +20pts May have a Phylactery for +15pts May have a Phase Shifter for +10pts May have Fused Plating for +15pts May also select one of the following: Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers may now be taken as troops choices as well as Fast Attack. Become a Wraith Lord for +50pts – The Lord gains a Wraith body, and Wraiths may be taken as troops choices as well as Fast Attack. Become an Immortal Lord for +50pts – The Lord benefits from +1 Toughness and gains the Eternal Warrior special rule. Additionally, Immortals may be taken as troops choices as well as Elites. Become a Flayer Lord for +50pts – Tes he Lord gains the Grotesque and Attack from below! special rules as detailed in the Flayed Ones entry. Flayed Ones may be taken as troops choices as well as Elites, and the Lord becomes armed with two Flayer Claws, and may not take any other weapons. Necron Overlord Statline: WS: 5 BS: 4 S: 7 T: 6 W: 5 I: 3 A: 4 LD: 10 Sv: 3+ Points cost: 175 Unit Type: Monstrous Creature Number/unit: 1 Special Rules – Necron, Feel No Pain Wargear: Gauss Pulsar: this enormous Gauss Weapon may be fired in the shooting phase with the following profile: Range: 36" S: 6 AP: 3 Assault 6, Gauss Weapon Overlord Blade: This large, double-sided blade-arm is a giant version of some of the arcane weapons wielded by the Necron Lords. It is treated as a Staff of Light, however when it is fired it is treated as S6 and Assault 2. Options: May replace Gauss Pulser or Overlord Blade with a Gauss Blaster Battery for free. Range: 24" S:5 AP: 4 Assault 10, Gauss Weapon The Necron Overlord may also replace its Gauss Pulser or Overlord with a Gauss Destroyer for +25 points. A Gauss Destroyer may be fired in the shooting phase with the following profile: Range: 48" S: 9 AP: 2 Heavy 3, Twin-linked, Gauss Weapon. Elites Flayed Ones Statline: WS: 4 BS: 0 S: 4(5) T: 5 W: 1 I: 4 A: 2 LD: 10 Sv: 4+ Points cost: 150 Unit Type: Infantry Number/unit: 5 Special Rules – Necron, Furious Charge Attack From Below: Flayed Ones may enter the game via the Deep Strike rules. They may launch an assault if in range on the turn they deep strike, however they may not move or run in that turn. If the unit scatters onto an enemy unit, then they count as having assaulted it and do not role on the Deep Strike Mishap table. Grotesque: Flayed Ones drape themselves in the bloody flesh of their victims. All non-Necron units with a model within 12” that can draw Line of Sight to the Flayed Ones suffer a -2 modifier to their Leadership characteristic. Wargear: Flayer Claws Options: May include up to 5 additional Flayed Ones at 30pts per model. The unit may take a Lightning Field for +2pts per model. Immortals Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 3 A: 2 LD: 10 Sv: 3+ Points cost: 125 Unit Type: Infantry Number/unit: 5 Special Rules – Necron, Slow and Purposeful Wargear: Gauss Blaster Options: May include up to 5 additional Immortals at 25pts per model. The unit may take a Lightning Field for +2pts per model. The entire unit may be upgraded to have Energized Claws for 5pts per model. (0-1) Pariahs Statline: WS: 4 BS: 4 S: 5 T: 5 W: 1 I: 3 A: 2 LD: 10 Sv: 2+ Points cost: 105 Unit Type: Infantry Number/unit: 3 Special Rules – Pariah Gene: Any Psyker attempting to use a psychic power within 24” of a Pariah will take their Psychic test on 3D6 and discard the lowest roll. Soulless: All models within 12” of the Pariahs are at a -1 Leadership modifier. Psykers within 12” are at -2 Leadership. Wargear: Warscythe, Fused Plating Options: May include up to 7 additional Pariahs at 35pts per model Necron Hunters Statline: WS: 2 BS: 5 S: 4 T: 4 W: 1 I: 2 A: 1 LD: 10 Sv: 4+ Points cost: 60 Unit Type: Infantry Number/unit: 3 Special Rules – Necron, Slow and Purposeful Stealth Fields: Necron Hunters appear to have a unique ability amongst the Necron forces - the ability to simulate invisibility. Imperial Tech Priests speculate that these hidden devices distort the particles around them to make the Hunter blend in with its surroundings; even in open ground a Necron Hunter can be harder to spot; provided it remains still. All Necron Hunters have the Stealth Universal Special Rule. Wargear: Precision Gauss Rifle Options: May include up to 7 additional Necron Hunters at 20pts per model The unit may have a Lightning Field for +2pts per model. The entire unit may be upgraded to have Energized Claws at +5pts per model. Troops Necron Warriors Statline: WS: 4 BS: 4 S: 4 T: 4 W: 1 I: 2 A: 1 LD: 10 Sv: 4+ Points cost: 90 Unit Type: Infantry Number/unit: 5 Special Rules – Necron, Slow and Purposeful Wargear: Gauss Flayer Options: May include up to 15 additional Necron Warriors at 18pts per model The unit may have a Lightning Field for +2pts per model. The entire unit may be upgraded to have Energized Claws at +5pts per model. You may include one unit of Tomb Spiders for every unit of Necron Warriors. Tomb Spyder Statline: WS: 3 BS: 3 S: 6 T: 6 W: 3 I: 2 A: 3 LD: 10 Sv: 3+ Points cost: 100 Unit Type: Monstrous Creature Number/unit: 1 Tomb Spyder Special Rules – Fearless, Field Repairs: The Tomb Spyder is treated as though it were equipped with a Resurrection Orb. Wargear: Two close combat weapons Options: The Tomb Spyder may replace either of its close combat weapons with a Gauss Destructor for free. However, for each close combat weapon replaced with a Gauss Destructor, the Tomb Spyder looses an attack from its profile. The unit may include up to two additional Tomb Spyders at +100pts per model. The unit may include up to two Scarab bases for every Tomb Spyder in the unit at 15pts per model. Scarab Swarms Statline: WS: 2 BS: 0 S: 3 T: 3 W: 3 I: 2 A: 3 LD: 10 Sv: 4+ Points cost: 45 Unit Type: Infantry Number/unit: 3 Special Rules – Swarms, Fearless, Levitation units: Scarab swarms move in the same way as Jump Infantry. Disruption Fields: When rolling for armour penetration in close combat against models with an armour value, any roll of a 6 automatically causes a Stunned result on the damage chart. Wargear: -- Options: May include up to 17 additional models at +15pts per model. Fast Attack Destroyers Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 2 A: 1 LD: 10 Sv: 3+ Points cost: 150 Unit Type: Jetbike Number/unit: 3 Special Rules – Necron, Heavy Destroyers: Any Heavy Destroyer replaces its Gauss Cannon with a Heavy Gauss Cannon and if this option is taken then they become "Heavy Destroyers" - note that asides from the weapons change, the rest of the Destroyer profile remains the same. If the entire unit consists of Heavy Destroyers, it may be taken as a Heavy Support choice. Wargear: Gauss Cannon, Destroyer body Options: May include up to 3 additional Destroyers at 50pts a model The entire unit may be upgraded with Energized Claws for +5pts per model Any model may be upgraded to a Heavy Destroyer for +20 points. Wraiths Statline: WS: 5 BS: 0 S: 6 T: 4 W: 1 I: 5 A: 4 LD: 10 Sv: 5+ Points cost: 45 Unit Type: Jump Infantry Number/unit: 1 Special Rules – Necron, Hit and Run Wargear: Powered Claws, Wraith Body Options: May include up to 4 additional Wraiths for +45pts a model The unit may be upgraded with a Lightning Field for +2pts per model. Heavy Support Monolith Statline: BS: 4 Front Armour: 14 Side Armour: 14 Rear Armour: 14 Points cost: 300 Unit Type: Tank, Skimmer Number/unit: 1 Special Rules – Deep Strike, Crewless: The Monolith has no crew. It is unaffected by crew stunned and crew shaken results on the vehicle damage chart. Living Metal: The Monolith has a 4+ Invulnerable save against all glancing and penetrating hits – taken before rolls on the damage table. Teleport: This rule confers three abilities to the Monolith, labelled ‘1)’ ‘2)’ and ‘3)’. The controlling player may choose to utilise one of them each turn exactly as described per turn. However, if any of them are used then the Monolith may not fire its Monolith Power Matrix in the same turn. This rule, including the three abilities it confers, may not be used if the Power Matrix has been destroyed. 1)A single Necron infantry unit coming on from reserve may enter play from the Monoliths' portal, provided it was on the table at the start of the turn as if they had just disembarked. 2)At the beginning of your turn, you can pick one of your infantry units on the board and remove them from the table, then replace them as if they had just disembarked from the Monolith – treating the portal as an access point. 3)The Monolith may teleport itself – remove the model from the table and replace it anywhere atleast 18 inches away from its previous position, but no more than 36 inches away. It may not do anything else for the rest of the turn if it teleports itself! Ponderous: The Monolith is slow and lumbering, and can only move up to 6” per turn. If it does move, it may still fire all of its weapons (unless it is teleporting itself – see above). If the Monolith suffers an immobilized result on the vehicle damage chart, then it will not crash and be destroyed, but sink to the ground and continue to fight from there. Auto Targeting: When the Monolith's Gauss Destructor's fire, they each fire at the closest enemy unit that they can. This could result in the Monolith firing at separate units. The Monolith Power Matrix may fire at a separate target to the Gauss Destructor's, but it doesn't have to be the closest. Wargear 4 Gauss Destructor's, Monolith Power Matrix: The Monolith Power Matrix is a massive protruding crystal on the top of a Monolith that pulses with sickly green energy. It may be fired in the shooting phase with the following profile: Monolith Power Matrix – Range: 48” Strength: 10 AP: 1 Ordnance 1, Large Blast, Gauss Weapon If the Monolith suffers a Destroyed – Explodes! result, then the cataclysmic energies of the Power Matrix are released. All units with a model within 6+D6 inches suffer a Strength 8 AP 1 hit. This overrides the normal rules for vehicles exploding, and the Monolith will never explode in any other way than described above. Vehicles are hit on their side armour. Options: A Monolith may be equipped with a Gravitational Disruptor for +25pts Tomb Stalker Statline: WS: 4 BS: 4 S: 6 T: 7 W: 5 I: 4 A: 4 LD: 10 Sv: 3+ Points cost: 195 Unit Type: Monstrous Creature Number/Unit: 1 Special Rules - Sense Cluster: Tomb Stalkers have the Night Vision universal special rule. Brutal Assault: The Tomb Stalker itself is a weapon; a mass of bladed limbs and razor-sharp armour plates. It gains +2 attacks on a turn in which it assaults as opposed to the usual +1. War Construct: The Tomb Stalker is a huge mass of shifting pseudo-metal, with little vulnerability except to the massive use of force. Sniper weapons, attacks with the Poisoned ability and the like, only wound the Tomb Stalker on a 6 (as opposed to a 4+, 2+ etc, as would normally be the case). Phase Tunnelling: The Tomb Stalker is extraordinarily fast, and carries inbuilt phase field projectors allowing it to pass easily through inert matter, boring its way through rock and stone, and effortlessly passing through debris and rough terrain as it moves. As a result it has the Fleet, Deep Strike, Move Through Cover and Hit and Run universal special rules. Wargear: Two Gauss Flayers Necron Obelisk Statline: BS: 4 Front Armour: 13 Side Armour: 13 Rear Armour: 13 Points cost: 200 Unit Type: Tank Number/unit: 1 Access points: The Obelisk has one access point on each of its four facings. Special Rules – Deep Strike, Crewless: The Obelisk has no crew. It is unaffected by crew stunned and crew shaken results on the vehicle damage chart. Living Metal: The Obelisk has a 4+ Invulnerable save against all glancing and penetrating hits – taken before rolls on the damage table. Teleport: This rule confers two abilities to the Obelisk, labeled ‘1)’ and ‘2)’ . The controlling player may choose to utilise one of them each turn exactly as described per turn. However, if any of them are used then the Obelisk may not fire its Power Matrix in the same turn. This rule, including the three abilities it confers, may not be used if the Power Matrix has been destroyed. 1)A single Necron infantry unit coming on from reserve may enter play from the Obelisk, provided the Obelisk was already on the table at the start of the turn. This unit is treated as if they had just disembarked normally. 2)At the beginning of your turn, you can pick one of your infantry units on the board and remove them from the table, then replace them as if they had just disembarked from the Obelisk. Immobile: The Obelisk always enters play via Deep Strike on the controlling players' first turn, without rolling for scatter. It may not move for the rest of the game, and any "immobilized" damage results suffered by it count instead as a "weapon destroyed" result. Wargear: Power Matrix The Nightbringer Statline: WS: 10 BS: 7 S: 10 T: 8 W: 6 I: 5 A: 6 LD: 10 Sv: 2+/2++ Points cost: 400 Unit Type: Monstrous Creature Number/unit: 1 (unique) Special Rules – Eternal Warrior, Fearless, Immune to Natural Law: The C'tan are able to warp reality around them in varying degrees. They can walk on air, pass through solid objects, suddenly fade from sight and reappear elsewhere instantly, to name but a few of the incomprehensible abilities of the Star-Gods. The Nightbringer moves in the same way as Jump Infantry. In addition, the Nightbringer may move through any type of terrain or unit, however it may not end its turn in or within 1" of any unit or terrain it passes through. Necrodermis: In their natural state, C'tan are immense energy beings. When they walk amongst mortals, though, they are clad in a Necrodermis which binds their essence. The Nightbringer has an Invulnerable save of 2+, as shown in the 'Sv' characteristic above. Death Incarnate: Only the most hardiest of mortal beings can stand to be the presence of the Nightbringer without insanity overtaking them - most will flee in terror, or just drop to their knees sobbing, their mind crumbling as it attempts to comprehend the C'tan. To stare death in the face is not an easy thing to do. Any unit wishing to shoot, assault or otherwise make any action which would bring it within 12" of the Nightbringer must take a Leadership test with a -3 modifier. If the test is failed, the unit must immediately fall back as if it had just failed a morale check. This does not apply to any model or unit that has the Fearless Universal Special Rule or has a Leadership of 9 or higher. Harvester of Souls: The Nightbringer's attacks cause Instant Death, and wounds lost from the Nightbringer's attacks may never be recovered in any way. Likewise, no model that has been removed as a casualty (or otherwise has a special rule preventing this from happening) can ever be returned to play in any way. If you're killed by death, you stay dead. Shroud of Darkness: The Nightbringer is literally surrounded by the darkest darkness; impenetrable blackness. This can make it incredibly hard to spot the Nightbringer from long distances, though a great cloud of darkness heralds the arrival of death. Enemy units that attempt to shoot the Nightbringer from a range of 72" away and greater do so at -1 Ballistic Skill. Wargear: Veil of Darkness, Obsidian Scythe: This fabled weapon, carried by a bringer of death in many a races' mythology, is likened to the darkest obsidian in colour. Those that miraculously see the Nightbringer and survive to tell the tale soon learn where the idea of a bringer of death wielding a great black scythe came from. Attacks in close-combat from the Nightbringer ignore Invulnerable saves. In addition the Nightbringer may project great blasts of energy through its Scythe. The Nightbringer may do this in the shooting phase with the following profile: Range: 36" S: 8 AP: 2 Assault 1, Large Blast Options: -
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Post by: Tyranic Marta
the nightbringer is still nuts... but hes better.
I am however going to question giving fearless to the entire army, (effectively) i know it works well with the fluff but in my opinion it makes their basic units so overpowered,
Necron Warriors
Statline: WS: 4 BS: 4 S: 4 T: 4 W: 1 I: 2 A: 1 LD: 10 Sv: 4+
Points cost: 90
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron, Slow and Purposeful
Wargear: Gauss Flayer
Options:
May include up to 15 additional Necron Warriors at 18pts per model
The unit may have a Lightning Field for +2pts per model.
The entire unit may be upgraded to have Energized Claws at +5pts per model.
your only paying 15 points for a fearless rending at range self repairing model with cheap upgrade that make them even nastier.... its a weeee bit cheap me thinks
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Post by: Anvildude
Then again, SnP is a devastating speed nerf, and fearless isn't as wonderful as most people consider in many situations.
The Claws might be a bit much, perhaps if they traded their Gauss guns for the Claws that'd be alright, a sort of either/or choice- range, or CC.
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Post by: Tyranic Marta
fearless is fantastic as it prevents sweeping, which is one of the most reliable necron killers, it effectivley doubles the effectivness of each warrior
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Post by: Kevin949
Crons will still fail to combat resolution even with fearless. Sure it prevents sweeping but that's more wounds they have to take and will probably fail at least a couple and lose more guys. At which point it's probably going to be something stupid like 8 no retreat wounds that have to be taken by two guys...I stand by stubborn.
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Post by: Tyranic Marta
what does stubborn do again?
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Post by: Darkvoidof40k
Stubborn means that they suffer no leadership penalty when they take a morale test for losing a combat.
As for the Necron Warriors.. agreed. The points cost of the standard Warrior has long been discussed by myself and others. But where do you draw the line? Twenty points? Twenty-two points? Twenty- five points?
An unusual alternative game balancer might be.. dare I say it.. to lower their weapon ranges. That'd make their devastating frepower come at a cost - they have to get up close and personal to use it.
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Post by: Field Gen
All Necrons should be T5 or higher.
They are ALL machine and have not a single fleshy bit. Why should space marine flesh or human flesh or Ork hide be as tough as solid metal?
It should not. All necron should have a Invulnerable save as well as no more than 2 wounds and a 5+ toughness for basic troops.
Make sense that they should be made out of really hard stuff right?
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Post by: Anvildude
The Toughness does make a lot of sense... except that, if they're machines in the classic sense, they have wires and servoes and stuff that, if knocked out, could possibly incapacitate them. Machines generally don't have as much redundancy as fleshy bodies do. The 5+ or maybe a 6+ Invuln could make sense as well, but again, would necessitate a hike in the cost.
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Post by: Darkvoidof40k
Field Gen wrote:All Necrons should be T5 or higher.
They are ALL machine and have not a single fleshy bit. Why should space marine flesh or human flesh or Ork hide be as tough as solid metal?
It should not. All necron should have a Invulnerable save as well as no more than 2 wounds and a 5+ toughness for basic troops.
Make sense that they should be made out of really hard stuff right?
Do you have no concept of game balancing? And since when was a Necron as tough as a Space Marine? More or less as resilient, but tough is a different word altogether.
Also, you say "why should.. human flesh.. be as tough as solid metal" - first off, depends on the metal, and second off, the fact that normal human Toughness is three and Necrons are four already makes that part of your argument invalid.
As for "no more than 2 wounds", I'm assuming you think they should have two wounds.. um.. no. Just no.
An Invulnerable save? Really? They can self-repair, not deflect lasers with force fields (that they DON'T HAVE).
T4 is really hard stuff.
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Post by: Kevin949
Most necrons right now are already T5. The only ones that aren't are wraiths, warriors and flayed ones. But wraiths have that great invul save and flayed ones get sidelined constantly. So even as it is with the current dex most armies will spam more t5 than t4 (points depending obviously).
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Post by: Darkvoidof40k
I don't suppose anyone has any comments on the actual changes then..
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Post by: Sunoccard
(commentary from a necron player)
The Idea of having tiered lords is weird, and seems unnecessary. Sure it gives more options, but they are necrons, Why can't there be a single Lord with additional upgrade choices instead.
The giving them fearless and SnP makes sense, but I Think giving all guass weapons rending a bit OP. Sure they have to get into range to use their guns, but they can now rip apart just about anything that crosses their path if you have enough of them.
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Post by: Kevin949
It's no different than having squads and squads of guys that all have power weapons. It's just at range instead of in CC. And at range you can still get cover saves or be in transports to protect your fleshy bits. Automatically Appended Next Post: Darkvoidof40k wrote:I don't suppose anyone has any comments on the actual changes then..
Whoa, your wording of "self repair" would allow any weapon with an AP high enough (or low enough, depending how you look at it) to ignore it. Meaning if there is someone with a 4+ save then an AP 4 weapon would negate self repair. Automatically Appended Next Post: Also, in the first monstrous creature profile you listed the Gauss Pulsar as a weapon but then later referred to it as a Gauss Pulser.
Then nightbringer rules - Immune to Natural Law - did you really mean that he can't end within 1" of "any" terrain he passes through? This would be very detrimental, especially since he technically should be able to stop/be placed on impassable terrain, he just can't be "in" impassable terrain as to be avoiding getting shot at. (I.E. by hiding inside a wall of a garrisoned building).
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Post by: Darkvoidof40k
@Your Self Repair comment - that would be why Resurrection Orbs and Tomb Spyders are the way to go!
Against normal anti-infantry guns (lasguns, boltguns etc) and normal CCWs they are seriously tough to take down, with essentially another save. However, I felt that, with the strength of the new 'dex as a whole, Self Repair needed to be easier to get around. But the inclusion of Resurrection Orb platforms (lords, spyders) in an army creates a certain structure that your opponent will need to overcome in order to destroy your normal squads with any real ease.
The Nightbringer is very much a WIP, and rest assured I'll go back to him at a later date. But as far as special characters go, I think we'll be seeing the return of a few friends from older iterations..
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Post by: nixti
Well I finally got around to play testing your dex and I would have to say that giving all gauss weapons rending is a little powerful. A recommendation from the guys at my LGS would be to make it akin to the tyranid gargoyles and instead have them just wound infantry on a "to hit" roll of 6 and just reserve the rending hits for the vehicles. That would at least reserve their strength to destroying vehicles with out mowing through squads like they were nothing.
The rest of this is just a personal preference so ignore it if you wish. If it were up to me I'd say ditch the Bronze and Gold level lords since with Silver and Platinum you can manage both cheap and powerhouse HQ options and still have decent variety. The Tomb Stalker I would almost place in the Fast Attack category given it's rapid assault capabilities and the Overlord I would say make it a 13 12 12 venerable walker, call it a Crypt Guardian and make it a Heavy support choice.
Oh, during the game I also found I missed having the old living metal rules and the indestructible particle whip. (Bright lances, they were every where...) while I'm thinking about it having something to protect against things like Haywire Grenades would be nice, after all the Monolith isn't the most annoying thing to kill for nothing...
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Post by: Darkvoidof40k
I reckon it's a fair trade-off with living metal - a 4++ is very hard to get by most of the time, and that's if the enemy have even managed to beat its 14 armour. Where are my manners? Thanks for testing it! But I must ask, did you test the FnP version or the most recent version with Self Repair? Edit: I will also take into concideration your other points when I next update the 'dex.
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Post by: nixti
For one game I used FnP but after that I used the Self-Repair. The FnP, while effective at keeping my guys up it almost seemed a little too much at times. Personally I liked the Self-Repair more since I never had a problem WBB in the first place and I just felt it was a bit more fluffy than FnP.
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Post by: Darkvoidof40k
Yeah, FnP is far too strong, especially with resurrection orbs and Spyders everywhere. Hence the change to Self Repair. So what are your thoughts on SR?
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Post by: nixti
I think it's good. It works well to keep Necrons doing what they do best. The fact that Warriors only have +4 saves rather than the +3 helps to balance out both the lower point cost as well as the slightly reduced effectiveness of the Self Repair. The only thing I would really change is the wording of the Resurrection Orb so that it possible extends to Psyker abilities, special rules, etc.. We all have rules lawyers in our groups and the one in mine beat that one into the ground.
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Post by: Praxiss
I like Self Repair, mostly due to its similarity to WBB (which i feel is integral to the Necrons).
I have to go along with the notion of SR being denied by any weapon with AP4 or better. if you're going with this i would go back to a 3+ armour save. Along with a slight points increase (maybe 1 or 2 points)
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Post by: Tyranic Marta
imho i would agree with praxiss however i still think the basic dudes are still to cheap Automatically Appended Next Post: just as a little footnote, i personally think they should either drop rending or become more expensive, or at the very least make their rending less effective, sure your going to have to rewrite an existing usr but i think its worth it for game balance
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Post by: Darkvoidof40k
Well, Rending has been a fundamental part of my fandex since the beginning.. in fact it's the only part of the codex that remains unchanged!
I think I'd rather keep it as-is, but what would you all think about a point increase of +2 for Necron Warriors? To little?
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Post by: Tyranic Marta
i would think at their current state the necrons need to be at least the same cost as a plauge marine which is 25 ppm, although they should be more
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Post by: Darkvoidof40k
Tyranic Marta wrote:i would think at their current state the necrons need to be at least the same cost as a plauge marine which is 25 ppm, although they should be more
Why? They have -1 Toughness, -1 Sv, -1 Initiative, no grenades, no Bolt Pistol, Boltgun, Close-Combat weapon and special weapon options. All they have is their one gun, which is powerful, however they crumble in assault.
To be honest, that's the only point of the Warriors: Walk forward, shooting continuously until they reach an objective/die. Pulling them back via a Monolith is still also a very viable tactic.
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Post by: Tyranic Marta
the point is you can make them nigh invulnerable in cc by simply adding a res orb, if your looking at it that way make them the same cost as thousand sons whicha re also snp and have a worse equivalent to sr, (4++) also anti infantry shooting, and also fail in close combat Automatically Appended Next Post: (23 ppm) rending also means that they can kill somehting that a plague marine or a thousand son never could, a land raider
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Post by: Darkvoidof40k
While a Resurrection Orb makes them much more resilient, it is optional. There's nothing to say that Necron players will take them (though they'd be mad not to!).. but if they do, then they have to pay significant points for their Necron Lord or Tomb Spyder, the former of which will usually end up rather expensive and be the target of many attacks, and the latter of which can die fairly easily.
Ah, there's a good point. A Tomb Spyder with a Scarab Swarm essentially has 6 wounds! This is because you use the highest toughness as there is no average toughness in the unit. Fun stuff  . Otherwise you can opt for a 9 wound Tomb Spyder, however it then becomes T3  . Or you could just have 3 Spyders in one unit as a 300pt point sink. They're actually worth it, though - not only do they keep your units alive longer, they can have 5 S6 MC attacks on the charge, or have 6 S5 AP3 shots at 24" range. Now when you add that up, that's 15 CC attacks or 18 Ranged shots. To top it all off, they're troops and can capture objectives!
Tomb Spyders are awesome, so don't underestimate them..
..because they will find you and eat you.. Automatically Appended Next Post: Tyranic Marta wrote:the point is you can make them nigh invulnerable in cc by simply adding a res orb, if your looking at it that way make them the same cost as thousand sons whicha re also snp and have a worse equivalent to sr, (4++) also anti infantry shooting, and also fail in close combat
Automatically Appended Next Post:
(23 ppm) rending also means that they can kill somehting that a plague marine or a thousand son never could, a land raider
Hm, I think I might make Resurrection Orbs and Tomb Spyders slightly more expensive now..
But it's just the same (well, almost) as BA Sanguinary Priests - they're combination units.
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Post by: Deceiver lord
Just a comment on the nightbringer, he's too powerful when causing instant death. Ignoring invulnerable and armour saves is all you need for that points cost. Also I personally feel parihas should be similar to the assasins in the daemon hunter codex. But then they would have to be expensive, so I guess their good.
How about a Deceiver profile? He could be less powerful than the nightbringer but with his own special rules so lesss expensive which makes him more practical in smaller game use.
I dislike feel no pain so I'm glad you changed it to self repair, which is just more necron-ish.
For the tiered lords I think it's a great idea, but keep the platinum at his original profile but more expesive, instead of giving him a worse profile for less points. They're supposed to be greatest necrons!
Great work though, but I do think all units should be T5 but 20 points.
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Post by: Darkvoidof40k
There was a time that they were T5, but it is overpowered and stupid.
Also, I'm trying to come up with a Necron "Pharaoh".. some uber Lord or something.. help anyone?
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Post by: Deceiver lord
An uber lord? As in a c'tan powerful necron or just crazy powerful normal? If normal just give him a higher stat line, and maybe auto phylactery. Although i'm pretty sure this would be the equivalent of a platinum lord fluff wise. Maybe something like this:
Necron Pharoah
225 pts
Ws. Bs. S. T. W. I. A. Ld. S.
6. 6. 6. 7. 3. 4. 3. 10. 3+\4++
Greater necrodermis: the pharoah has been given more dense and powerful necrodermis. A model will always strike with their regular strength value (so powerfists and otherwargear are ineffective) and any weapon with a set to wound roll only wounds on a six.
Necron
warstaff:
these ancient weapons are surrounded by deadly fields of powerful energie. It counts as a warscythe in all respects except if when rolling to wound, the Pharoah rolls a 6, it causes instant death.
Just some ideas, point value is probably too low, but it was more just for ideas than anything.
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Post by: Darkvoidof40k
The Spyder makes his triumphant return!
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.
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Post by: Tyranic Marta
very nice DV and on the whole i think this codex has done very well, im liking the idea of that tomb pharoh, but deffs needs more points cost,
personally DV im getting the impression that this entire army is slightly to cheap, like you said b4 it is a combination unit army, the problem is that if you use the right combination then the army becomes seriously overpowered and you still have points to spare
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Post by: Deceiver lord
I agree with Tyrannic Marta about the slightly too cheap, probably put a limit on the lords equipment choices, and make elites slightly more expensive. Keep the basic troops as their already quite expensive,
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Post by: Field Gen
I Demand that Dragon Machine God to Awaken up in Mars than throw mars and Holy Terra into a Massive Cival war where billions of space marines and I.G and Inquisition are thrown into termoil upon realizing that the machine god that not only the emperor approved of worshiping besides him is a necron god. Thus creating a new Age of Heresy just before when ALL of the forces give that one big final push to take over Holy Terra and rape the body on the golden thrown and devour the regenerating Blood Angel Primarch underneath it. Thus creating the human race extinct and ending the story of all warhammer 40k fluff.
Yeah...return of the third Necron God.
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Post by: Darkvoidof40k
Well some less obvious combinations are:
All-Wraith armies
All-Destroyer armies - these two would probably ditch the Spyders and just have x2 Destroyer Lords with Orbs.
All-Flayed-One army - pretty much the same, except Flayer Lords with Orbs; mass DSing. Not the most appealing.
All-Immortal army - very heavy foot/ranged army. I'd definitely take Spyders; spamming troops is key here.
Anyway, I may well think about increasing points on some units for my next update.. we'll just have to wait and see..
Also, thoughts on the Obelisk? Nobody has commented on that one yet..
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Post by: Deceiver lord
I like the idea of the void dragon and outsider being released, but the fluff wouldn't end when the emperor dies, it'll end once that happens and the necrons destroy the warp, then the c'tan will feed on all living beings and then go into stasis and repeat.
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Post by: Anvildude
Obelisk, I think, has been pretty much universally agreed to be a necessary addition to the Necron Codex, and you've hit the nail on the head about what they are and what they do.
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Post by: Field Gen
Umm..what happens when the old ones come back than?
IF I recall were they not the ones whom created lizardmen so long ago as well as Beat the ever living crap out of the Necrons forcing them to hibernate?
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Post by: nixti
I thought they went to sleep to wait out the Enslaver outbreak and for the galaxy to repopulate.
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Post by: Deceiver lord
That's not why they went into stasis, a "plague" of enslavers that were released by the lesser races (eldar ect...) were killing all the "food" that was still alive. This meant that the c'tan would have to feed off stars, die or go into stasis. They chose stasis. The Old Ones only succeded in stopping the destruction of the warp (at this time there was 4 c'tan left.) and with help of the deceiver managed to weaken the Nightbringer. They got their @$$e$ kicked by the c'tan so there weren't that many left when the chaos god strolled in and killed the last of them.
Great job on the obelisk, I think it was well done.
P.S. I was reading through a lot of comments and many said the c'tan were avatars, so should not be that powerful. Read through the fluff in the codex about the c'tan being transfered into bodies of metal, and they were so powerful because so much energie was forced into the body. Plz read your fluff before posting.
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Post by: Anvildude
Mmm. I was one of the Avatar folks, sorry. Yeah, then, Powerful it is.
Still... They should only be able to beat the everliving tar out of other Racial Leaders, not avoid getting the tar beat out of them.
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Post by: Praxiss
Sorry,a little OT but thought i would mention this:
This may have already been mentioned but apparently the fluff mentioned in the new "Fall of Damnos" book is a strong hint of things to come in the new codex.
I mentioned this to the guy at my local GW and he flushed red and said he can neither confirm nor deny the rumour. Which i think means a yes but he's not allowed to tell me.
I've not started reading it yet but I'll let you know how it looks once i'm done.
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Post by: Darkvoidof40k
Well, I've heard quite of few of the rumors from that novel, but one I am definitely sure about is the inclusion of SnP - it specifically mentions in the WD extract "They advanced slowly and purposefully" or something to that effect. So, I'm doing something right, it seems.
Thanks for all the comments.
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Post by: Darkvoidof40k
Update because we test-played today AND IT IS OVERPOWERED! Rediculously so! SPECIAL RULES Necron – A unit with this special rule has the Fearless universal special rule. It also has the Self Repair rule shown below. Self Repair - Necrons have an innate ability to repair themselves even after suffering the most horrific damage. At the beginning of a Necron turn, roll a dice for each model which were removed from a Necron unit. On a 4+ they are returned to their unit (or if that has been destroyed, then the nearest unit of the same type. If there is no unit of the same type then the models are removed as usual) with 1 wound remaining. However this roll may not be taken if the model was killed by Instant Death or any attacks that ignored its save. Gauss Weapons – A Necron ranged weapon with this rule has the Rending universal special rule. WEAPONS: Gauss Flayer – Range: 24” Strength: 4 AP: 5 Type: Rapid-Fire, Gauss Weapon Gauss Blaster – Range: 24” Strength: 5 AP: 4 Type: Rapid-Fire, Twin-Linked, Gauss Weapon Gauss Blaster Battery - 24" S:5 AP: 4 Assault 10, Gauss Weapon Gauss Cannon – Range: 36” Strength: 6 AP: 4 Type: Heavy 3, Gauss Weapon Gauss Pulsar - Range: 36" S: 6 AP: 3 Assault 6, Gauss Weapon Heavy Gauss Cannon – Range: 48” Strength: 8 AP: 2 Type: Heavy 1, Gauss Weapon Precision Gauss Rifle - Range: 36" Strength: x AP: 5 Type: Heavy 1, Sniper Gauss Destructor – Range: 24” Strength: 5 AP: 3 Type: Heavy 3, Gauss Weapon Gauss Destroyer - Range: 48" S: 9 AP: 2 Heavy 3, Twin-linked, Gauss Weapon Power Matrix – Range: 48” Strength: 10 AP: 1 Type: Ordnance 1, Large Blast, Gauss Weapon Gauss Disintegrator – Range: Template Strength 4 AP: 2 Type: Assault 1, Gauss Weapon WARGEAR: Staff of Light: The Staff of Light is a Power Weapon that can be fired as a Gauss Disintegrator in the shooting phase. Warscythe: The Warscythe is a two-handed power-weapon that ignores Invulnerable saves as well as armour saves and allows the user to roll 2D6 Armour Penetration against models with an armour value in close-combat. It can also be fired in the shooting phase as a Gauss Flayer. Destroyer Body: a model mounted on a Destroyer body has the unit type: Jetbike. Note that the model does not gain +1 Toughness. Resurrection Orb: Any of your units with at least one model within 12” of a Necron Lord with a Resurrection Orb, including the Lord himself, may always take their Self Repair tests regardless of the weapon causing the wound. Phase Shifter: A model with a Phase shifter benefits from a 4+ Invulnerable save. Additionally, the model may move through impassable terrain, as long as it doesn't end its move inside it. Phylactery: A model with a Phylactery can re-roll failed Self Repair rolls. Gravitational Disruptor: A model equipped with a Gravitational Disruptor may use it in the Shooting Phase instead of firing a weapon, provided it didn't move that turn. All units with a model within 24” of the Gravitational Disruptor when used will count as being in both difficult and dangerous terrain if they move in their next movement phase, run or make an assault move until the end of your next turn. Lightning Field: Every unit with a model in base contact with a Necron unit with a lightning field will take D6 hits each turn in the assault phase, before any attacks are made. The Strength of these hits is equal to the number of Necrons in the unit that are in base contact. Solar Pulse: Once per game at the beginning of your opponents turn, the controlling player may activate the Solar Pulse if the Necron Lord with this wargear is still alive. All enemy units are at -1 BS for the rest of their turn as they are blinded. Also, if the Night Fighting rules are in effect, they will be suspended for the rest of the turn. Energized Claws: A model with Energized Claws attacks using the Rending universal special rule in close combat. Fused Plating: A model with Fused Plating has a 2+ armour save. Veil of Darkness: Utilizing seemingly impossible technology, the Necron Lord moves himself and his silent warriors, seemingly disappearing into darkness and reappearing elsewhere. At the beginning of the turn, the controlling player may remove the Necron Lord and any unit he is with from the table and replace them anywhere on the board via the Deepstrike rules. Defence Scarabs: The Necron Lord is protected by Scarabs that stay near their master to protect and fight for him. The Necron Lord may make three additional attacks in close combat, at strength 3 and initiative 2 with armour saves allowed as normal. The Necron Lord counts as WS 2 for the purposes of these attacks. Powered Claws: The attacks from a model with Powered Claws ignore armour saves in an assault. Wraith body: The model gains the Wraith Phase Shifter wargear. Wraith Phase Shifter: Grants a 3+ Invulnerable save. Additionally, the model may move through impassable terrain, as long as it doesn't end its move inside it. Chronometron: At the beginning of the owning players' turn, the player may select one of the following options: Gain Initiative 10 until the end of the turn. Gain the Fleet Universal Special Rule until the end of the player turn. Gain the Hit and Run Universal Special Rule until the end of the player turn. Gain the Counter-Attack Universal Special Rule until the end of the player turn. Note that none of the above options may be taken twice in a row. In addition, a Necron Lord that has a Chronometron and any unit it is attached to will automatically pass any Initiative tests they may be required to take - so long as the Necron Lord is alive. Flayer Claws: Attacks from a model with Flayer Claws ignore armour saves and the user will strike at +1 strength in close-combat. ARMY LIST HQ Necron Lord – Each Necron Lord must use one of the following profiles: either Platinum, Gold, Silver or Bronze. 0-1 Platinum Statline: WS: 6 BS: 5 S: 5 T: 5 W: 4 I: 4 A: 4 LD: 10 Sv: 2+ Points cost: 175 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 +20pts Warscythe for +35pts Energized Claws for +5pts Powered Claws for +15pts A Platinum Lord may have any of the following pieces of wargear: May have a Chronometron for +35pts May have a Veil of Darkness for +50pts May have Defence Scarabs for +15pts May have a Resurrection Orb for +30pts May have a Lightning Field for +10pts May have a Solar Pulse for +20pts May have a Phylactery for +15pts May have a Phase Shifter for +10pts May also select one of the following upgrades: Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers may now be taken as troops choices as well as Fast Attack. Become a Wraith Lord for +50pts – The Lord gains a Wraith body, and Wraiths may be taken as troops choices as well as Fast Attack. Become an Immortal Lord for +50pts – The Lord benefits from +1 Toughness and gains the Eternal Warrior special rule. Additionally, Immortals may be taken as troops choices as well as Elites. Become a Flayer Lord for +50pts – The Lord gains the Grotesque and Attack from below! special rules as detailed in the Flayed Ones entry. Flayed Ones may be taken as troops choices as well as Elites, and the Lord becomes armed with two Flayer Claws, and may not take any other weapons. Gold Statline: WS: 5 BS: 5 S: 5 T: 5 W: 3 I: 4 A: 3 LD: 10 Sv: 3+ Points cost: 140 Unit Type: Infantry Number/unit: 1 Special Rules – Necron Wargear: -- Options: A Gold Lord must select one of the following weapons: Staff of Light for +30pts Warscythe for +50pts Energized Claws for +5pts Powered Claws for +15pts A Gold Lord may have any of the following pieces of wargear: May have a Chronometron for +35pts May have a Veil of Darkness for +50pts May have Defence Scarabs for +15pts May have a Resurrection Orb for +30pts May have a Lightning Field for +10pts May have a Solar Pulse for +20pts May have a Phylactery for +15pts May have a Phase Shifter for +10pts May have Fused Plating for +15pts May also select one of the following: Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers may now be taken as troops choices as well as Fast Attack. Become a Wraith Lord for +50pts – The Lord gains a Wraith body, and Wraiths may be taken as troops choices as well as Fast Attack. Become an Immortal Lord for +50pts – The Lord benefits from +1 Toughness and gains the Eternal Warrior special rule. Additionally, Immortals may be taken as troops choices as well as Elites. Become a Flayer Lord for +50pts – The Lord gains the Grotesque and Attack from below! special rules as detailed in the Flayed Ones entry. Flayed Ones may be taken as troops choices as well as Elites, and the Lord becomes armed with two Flayer Claws, and may not take any other weapons. Silver Statline: WS: 4 BS: 4 S: 4 T: 5 W: 3 I: 4 A: 3 LD: 10 Sv: 3+ Points cost: 90 Unit Type: Infantry Number/unit: 1 Special Rules – Necron Wargear: -- Options: A Silver Lord must select one of the following weapons: Staff of Light for +30pts Warscythe for +50pts Energized Claws for +5pts Powered Claws for +15pts A Silver Lord may have any of the following pieces of wargear: May have a Chronometron for +35pts May have a Veil of Darkness for +50pts May have Defence Scarabs for +15pts May have a Resurrection Orb for +30pts May have a Lightning Field for +10pts May have a Solar Pulse for +20pts May have a Phylactery for +15pts May have a Phase Shifter for +10pts May have Fused Plating for +15pts May also select one of the following: Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers may now be taken as troops choices as well as Fast Attack. Become a Wraith Lord for +50pts – The Lord gains a Wraith body, and Wraiths may be taken as troops choices as well as Fast Attack. Become an Immortal Lord for +50pts – The Lord benefits from +1 Toughness and gains the Eternal Warrior special rule. Additionally, Immortals may be taken as troops choices as well as Elites. Become a Flayer Lord for +50pts – The Lord gains the Grotesque and Attack from below! special rules as detailed in the Flayed Ones entry. Flayed Ones may be taken as troops choices as well as Elites, and the Lord becomes armed with two Flayer Claws, and may not take any other weapons. Bronze Statline: WS: 4 BS: 4 S: 4 T: 5 W: 2 I: 3 A: 3 LD: 10 Sv: 3+ Points cost: 60 Unit Type: Infantry Number/unit: 1 Special Rules – Necron Wargear: -- Options: A Bronze Lord must select one of the following weapons: Staff of Light for +30pts Warscythe for +50pts Energized Claws for +5pts Powered Claws for +15pts A Bronze Lord may have any of the following pieces of wargear: May have a Chronometron for +35pts May have a Veil of Darkness for +50pts May have Defence Scarabs for +15pts May have a Resurrection Orb for +30pts May have a Lightning Field for +10pts May have a Solar Pulse for +20pts May have a Phylactery for +15pts May have a Phase Shifter for +10pts May have Fused Plating for +15pts May also select one of the following: Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers may now be taken as troops choices as well as Fast Attack. Become a Wraith Lord for +50pts – The Lord gains a Wraith body, and Wraiths may be taken as troops choices as well as Fast Attack. Become an Immortal Lord for +50pts – The Lord benefits from +1 Toughness. 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: 4 BS: 4 S: 5 T: 5 W: 1 I: 3 A: 2 LD: 10 Sv: 2+ Points cost: 105 Unit Type: Infantry Number/unit: 3 Special Rules – Pariah Gene: Any Psyker attempting to use a psychic power within 24” of a Pariah will take their Psychic test on 3D6 and discard the lowest roll. Soulless: All models within 12” of the Pariahs are at a -1 Leadership modifier. Psykers within 12” are at -2 Leadership. Wargear: Warscythe, Fused Plating Options: May include up to 7 additional Pariahs at 35pts per model Necron Hunters Statline: WS: 2 BS: 4 S: 4 T: 4 W: 1 I: 2 A: 1 LD: 10 Sv: 4+ Points cost: 60 Unit Type: Infantry Number/unit: 3 Special Rules – Necron, Slow and Purposeful Stealth Fields: Necron Hunters appear to have a unique ability amongst the Necron forces - the ability to simulate invisibility. Imperial Tech Priests speculate that these hidden devices distort the particles around them to make the Hunter blend in with its surroundings; even in open ground a Necron Hunter can be harder to spot; provided it remains still. All Necron Hunters have the Stealth Universal Special Rule. Wargear: Precision Gauss Rifle Options: May include up to 7 additional Necron Hunters at 20pts per model The unit may have a Lightning Field for +2pts per model. The entire unit may be upgraded to have Energized Claws at +5pts per model. Troops Necron Warriors Statline: WS: 3 BS: 4 S: 4 T: 4 W: 1 I: 2 A: 1 LD: 10 Sv: 4+ Points cost: 100 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 20pts per model The unit may have a Lightning Field for +2pts per model. The entire unit may be upgraded to have Energized Claws at +5pts per model. You may include one unit of Tomb Spiders for every unit of Necron Warriors. Tomb Spyder Statline: WS: 3 BS: 3 S: 6 T: 6 W: 3 I: 2 A: 3 LD: 10 Sv: 3+ Points cost: 100 Unit Type: Monstrous Creature Number/unit: 1 Tomb Spyder Special Rules – Fearless, Field Repairs: The Tomb Spyder is treated as though it were equipped with a Resurrection Orb. Wargear: Two close combat weapons Options: The Tomb Spyder may replace either of its close combat weapons with a Gauss Destructor for free. However, for each close combat weapon replaced with a Gauss Destructor, the Tomb Spyder looses an attack from its profile. The unit may include up to two additional Tomb Spyders at +100pts per model. The unit may include up to two Scarab bases for every Tomb Spyder in the unit at 15pts per model. Scarab Swarms Statline: WS: 2 BS: 0 S: 3 T: 3 W: 3 I: 2 A: 3 LD: 10 Sv: 4+ Points cost: 45 Unit Type: Infantry Number/unit: 3 Special Rules – Swarms, Fearless, Levitation units: Scarab swarms move in the same way as Jump Infantry. Disruption Fields: When rolling for armour penetration in close combat against models with an armour value, any roll of a 6 automatically causes a Stunned result on the damage chart. Wargear: -- Options: May include up to 17 additional models at +15pts per model. Fast Attack Destroyers Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 2 A: 1 LD: 10 Sv: 3+ Points cost: 150 Unit Type: Jetbike Number/unit: 3 Special Rules – Necron, Heavy Destroyers: Any Heavy Destroyer replaces its Gauss Cannon with a Heavy Gauss Cannon and if this option is taken then they become "Heavy Destroyers" - note that asides from the weapons change, the rest of the Destroyer profile remains the same. If the entire unit consists of Heavy Destroyers, it may be taken as a Heavy Support choice. Wargear: Gauss Cannon, Destroyer body Options: May include up to 3 additional Destroyers at 50pts a model The entire unit may be upgraded with Energized Claws for +5pts per model Any model may be upgraded to a Heavy Destroyer for +20 points. Wraiths Statline: WS: 5 BS: 0 S: 4 T: 4 W: 1 I: 5 A: 3 LD: 10 Sv: 5+ Points cost: 45 Unit Type: Jump Infantry Number/unit: 1 Special Rules – Necron, Hit and Run Wargear: Powered Claws, Wraith Body Options: May include up to 4 additional Wraiths for +45pts a model The unit may be upgraded with a Lightning Field for +2pts per model. Heavy Support Monolith Statline: BS: 4 Front Armour: 14 Side Armour: 14 Rear Armour: 14 Points cost: 300 Unit Type: Tank, Skimmer Number/unit: 1 Special Rules – Deep Strike, Crewless: The Monolith has no crew. It is unaffected by crew stunned and crew shaken results on the vehicle damage chart. Living Metal: The Monolith has a 4+ Invulnerable save against all glancing and penetrating hits – taken before rolls on the damage table. Teleport: This rule confers three abilities to the Monolith, labelled ‘1)’ ‘2)’ and ‘3)’. The controlling player may choose to utilise one of them each turn exactly as described per turn. However, if any of them are used then the Monolith may not fire its Monolith Power Matrix in the same turn. This rule, including the three abilities it confers, may not be used if the Power Matrix has been destroyed. 1)A single Necron infantry unit coming on from reserve may enter play from the Monoliths' portal, provided it was on the table at the start of the turn as if they had just disembarked. 2)At the beginning of your turn, you can pick one of your infantry units on the board and remove them from the table, then replace them as if they had just disembarked from the Monolith – treating the portal as an access point. 3)The Monolith may teleport itself – remove the model from the table and replace it anywhere atleast 18 inches away from its previous position, but no more than 36 inches away. It may not do anything else for the rest of the turn if it teleports itself! Ponderous: The Monolith is slow and lumbering, and can only move up to 6” per turn. If it does move, it may still fire all of its weapons (unless it is teleporting itself – see above). If the Monolith suffers an immobilized result on the vehicle damage chart, then it will not crash and be destroyed, but sink to the ground and continue to fight from there. Auto Targeting: When the Monolith's Gauss Destructor's fire, they each fire at the closest enemy unit that they can. This could result in the Monolith firing at separate units. The Monolith Power Matrix may fire at a separate target to the Gauss Destructor's, but it doesn't have to be the closest. Wargear 4 Gauss Destructor's, Monolith Power Matrix: The Monolith Power Matrix is a massive protruding crystal on the top of a Monolith that pulses with sickly green energy. It may be fired in the shooting phase with the following profile: Monolith Power Matrix – Range: 48” Strength: 10 AP: 1 Ordnance 1, Large Blast, Gauss Weapon If the Monolith suffers a Destroyed – Explodes! result, then the cataclysmic energies of the Power Matrix are released. All units with a model within 6+D6 inches suffer a Strength 8 AP 1 hit. This overrides the normal rules for vehicles exploding, and the Monolith will never explode in any other way than described above. Vehicles are hit on their side armour. Options: A Monolith may be equipped with a Gravitational Disruptor for +25pts Tomb Stalker Statline: WS: 4 BS: 4 S: 6 T: 7 W: 5 I: 4 A: 4 LD: 10 Sv: 3+ Points cost: 195 Unit Type: Monstrous Creature Number/Unit: 1 Special Rules - Sense Cluster: Tomb Stalkers have the Night Vision universal special rule. Brutal Assault: The Tomb Stalker itself is a weapon; a mass of bladed limbs and razor-sharp armour plates. It gains +2 attacks on a turn in which it assaults as opposed to the usual +1. War Construct: The Tomb Stalker is a huge mass of shifting pseudo-metal, with little vulnerability except to the massive use of force. Sniper weapons, attacks with the Poisoned ability and the like, only wound the Tomb Stalker on a 6 (as opposed to a 4+, 2+ etc, as would normally be the case). Phase Tunnelling: The Tomb Stalker is extraordinarily fast, and carries inbuilt phase field projectors allowing it to pass easily through inert matter, boring its way through rock and stone, and effortlessly passing through debris and rough terrain as it moves. As a result it has the Fleet, Deep Strike, Move Through Cover and Hit and Run universal special rules. Wargear: Two Gauss Flayers Necron Obelisk Statline: BS: 4 Front Armour: 13 Side Armour: 13 Rear Armour: 13 Points cost: 200 Unit Type: Tank Number/unit: 1 Access points: The Obelisk has one access point on each of its four facings. Special Rules – Deep Strike, Crewless: The Obelisk has no crew. It is unaffected by crew stunned and crew shaken results on the vehicle damage chart. Living Metal: The Obelisk has a 4+ Invulnerable save against all glancing and penetrating hits – taken before rolls on the damage table. Teleport: This rule confers two abilities to the Obelisk, labeled ‘1)’ and ‘2)’ . The controlling player may choose to utilise one of them each turn exactly as described per turn. However, if any of them are used then the Obelisk may not fire its Power Matrix in the same turn. This rule, including the three abilities it confers, may not be used if the Power Matrix has been destroyed. 1)A single Necron infantry unit coming on from reserve may enter play from the Obelisk, provided the Obelisk was already on the table at the start of the turn. This unit is treated as if they had just disembarked normally. 2)At the beginning of your turn, you can pick one of your infantry units on the board and remove them from the table, then replace them as if they had just disembarked from the Obelisk. Immobile: The Obelisk always enters play via Deep Strike on the controlling players' first turn, without rolling for scatter. It may not move for the rest of the game, and any "immobilized" damage results suffered by it count instead as a "weapon destroyed" result. Wargear: Power Matrix Necron Overlord Statline: WS: 5 BS: 4 S: 7 T: 6 W: 5 I: 3 A: 4 LD: 10 Sv: 3+ Points cost: 175 Unit Type: Monstrous Creature Number/unit: 1 Special Rules – Necron Wargear: Gauss Pulsar: this enormous Gauss Weapon may be fired in the shooting phase with the following profile: Range: 36" S: 6 AP: 3 Assault 6, Gauss Weapon Overlord Blade: This large, double-sided blade-arm is a giant version of some of the arcane weapons wielded by the Necron Lords. It is treated as a Staff of Light, however when it is fired it is treated as S6 and Assault 2. Options: May replace Gauss Pulser or Overlord Blade with a Gauss Blaster Battery for free. Range: 24" S:5 AP: 4 Assault 10, Gauss Weapon The Necron Overlord may also replace its Gauss Pulser or Overlord with a Gauss Destroyer for +25 points. A Gauss Destroyer may be fired in the shooting phase with the following profile: Range: 48" S: 9 AP: 2 Heavy 3, Twin-linked, Gauss Weapon.
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Post by: Tyranic Marta
if the obelisk is going to be that good it needs to be slightly more expensive
or you can have 3 relatively cheap hard to kill deepstriking leathal artillery units
41985
Post by: Deceiver lord
here's an idea, going by fluff structure, you could do 0-1 platinum lord, 0-3 gold lords as a single hq choice, 0-5 silver, and 0-7 bronze. in this case bronze lords should suck, silver be like the current ones in the actual codex, gold be pretty good but expensive, and platinum be like the Pharaoh. This would make it so you could bulk out on troops and add some crappy lords in for resurection orb and other cheap stuff, to a platinum lord who can give any unit or hero a run for their money. This would add more customization to an army.
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Post by: Praxiss
Based on what i have read form the latest book, there does seem to be a Hierarchy of Lords.
You get an Overlord, who usually wakes up last due to being more complicated. Under him there is a Cryptek or Architect, they wake up first and are responsible for waking up everyone else, the Cryptek is also in charge of Scarabs and Tomb Spyders. Beyond them there seem to a Lord for Warriors, Immortals and Wraiths, then another Lord or Flayed ones and another for Destroyers.
41985
Post by: Deceiver lord
Hm, special lords. In one GW book (can't recall which) it said there was one uber lord known as the platinum lord, under it 3 gold lords who are on field generals essentially, but their orders can be changed by the platinum, then there are silvers who are the second stage to be woken up and they launch an assault on the world. Then there are the bronze who are the first to wake up, have the responsability of waking everyone else up and cleansing the tomb. Bronze are essentially squad captains, silver platoon commanders, gold generals and the platinum is the most powerful necron on the world, and has the authuty to do whatever he wants.
The idea of a lord of each unit is interesting, but they would appear to be silver and bronze lords, whereas the gold and platinum would be very powerful regular necrons. Again I can't remember the reference, but that's what I read.
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Post by: Darkvoidof40k
That was the Apocalypse book (or Apocalypse Reload.. one or the other) - was the whole reason I did the hierarchy structure in the first place.
So, those of you who've read the book.. help me out!
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Post by: Darkvoidof40k
PDF version of the current version, for those who care. Free bump as well!
I'll probably update the entire thing soon anyway.
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crondex2.pdf |
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Post by: archonalrox
this is kind of stupid because thier is no nightbringer or deciver andwithh all the other characters that are super powerful like absdrubal vect (dak elder) the necrons will need them
Archonalrox
(your sox)
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Post by: Bloodhorror
See... i was agreeing with you, until you said Super Powerful Characters like Vect  !
Vect will die to a Ton of Necron shots, and could just as easily get mullered by a Warsycthe.
(sorry about poor spelling on Warsycthe ... its always been a pain ¬¬)
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Post by: Darkvoidof40k
'tis m'kay, you only got two letters wrong. Swap the 's' and 'y' to spell Warscythe correctly. @achonalrox - please, sort your grammar out, it's annoying to read. Also, there have been many special characters over the many iterations of this codex, and when I'm happy with the normal units, I will go back and get my special characters and redo them. So actually, it is not at all stupid.
22054
Post by: Bloodhorror
W A R S C Y T H E
I Can Spell ^^!
And Yesh DV is correct as he has introduced The Spider of Dammos, Herald of the C'tan, Nightbringer (  ) and they got removed due to the units in the codex being a bit iffy
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Post by: Darkvoidof40k
Oh, side note, I played a game against them at 2k last Friday; I was using Orks. It was pitched-battle and annihilation.
I lost.  It was something like 8-5 kill points to him. The new Necrons are powerful  . It could've been very different if I'd done waaagh! a turn earlier and if we'd remembered Warriors are indeed now WS3!
I don't play Orks much, I just borrowed them off my opponent so we could play test a horde army against them for a change.
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Post by: grmpf
Just my two cents about this interation :
Darkvoidof40k wrote:
WEAPONS:
Gauss Flayer – Range: 24” Strength: 4 AP: 5 Type: Rapid-Fire, Gauss Weapon
Gauss Blaster – Range: 24” Strength: 5 AP: 4 Type: Rapid-Fire, Twin-Linked, Gauss Weapon
Gauss Blaster Battery - 24" S:5 AP: 4 Assault 10, Gauss Weapon
Gauss Cannon – Range: 36” Strength: 6 AP: 4 Type: Heavy 3, Gauss Weapon
Gauss Pulsar - Range: 36" S: 6 AP: 3 Assault 6, Gauss Weapon
Heavy Gauss Cannon – Range: 48” Strength: 8 AP: 2 Type: Heavy 1, Gauss Weapon
Precision Gauss Rifle - Range: 36" Strength: x AP: 5 Type: Heavy 1, Sniper
Gauss Destructor – Range: 24” Strength: 5 AP: 3 Type: Heavy 3, Gauss Weapon
Gauss Destroyer - Range: 48" S: 9 AP: 2 Heavy 3, Twin-linked, Gauss Weapon
Power Matrix – Range: 48” Strength: 10 AP: 1 Type: Ordnance 1, Large Blast, Gauss Weapon
Gauss Disintegrator – Range: Template Strength 4 AP: 2 Type: Assault 1, Gauss Weapon
A little too much Gauss perhaps? Like, if you remplace Gauss by "blood" or "Wolf McWolf"... I know that the codex is currently filled with Gauss, but too much is too much
like Gauss Disintegrator -> Tesla Beam (and with AP2, who needs rending anyways. You wont fire at a Carnifex/Trygon/Dreadknight with that gun)
Precision Gauss Rifle -> Precision Disruptor (ignores cover may be cool), A weapon that destroys space itself... (Like in Edmond Hamilton books, I can't remember the name)
Gauss Pulsar -> Just Pulsar, it's cool enough, or Lightning Pulsar, or Void Pulsar.
You may fit the word "Void" at other places too
These are mere suggestions, however.
Darkvoidof40k wrote:
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.
Ummh, D6 S10 AP- ? Each turn? for +2pts per model? -> A little overpowered, no?
I think that may work better with fixed Str and AP, but with the number of hits proportionnal to the number of models in the squad, or to the number of attacks made against them.
Darkvoidof40k wrote:
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.
No scatter, please  But it's a fanboy (me) request.
Darkvoidof40k wrote:
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.
Something don't work in the pricing of these two units, no? Or it is just me? Also, the Immortals are rumored to have 2+ save now. I also think that relentless fits the necron style better than S&P, but it's me. Flayed ones may also have fleet for that price.
Darkvoidof40k wrote:
(0-1) Pariahs
Statline: WS: 4 BS: 4 S: 5 T: 5 W: 1 I: 3 A: 2 LD: 10 Sv: 2+
Points cost: 105
Unit Type: Infantry
Number/unit: 3
Special Rules –
Pariah Gene: Any Psyker attempting to use a psychic power within 24” of a Pariah will take their Psychic test on 3D6 and discard the lowest roll.
Soulless: All models within 12” of the Pariahs are at a -1 Leadership modifier. Psykers within 12” are at -2 Leadership.
Wargear: Warscythe, Fused Plating
Options:
May include up to 7 additional Pariahs at 35pts per model
Cool rules! Deathstar Unit : T5 Save 2+, 2 WS4 Str5 Warscythe Attacks, 24" Anti-Psyker bubble... with shooting. Maybe a little underpriced. Also, the only unit without fearless and Self Repair/ Feel No Pain / Will Be Back?
Darkvoidof40k wrote:
Necron Hunters
Statline: WS: 2 BS: 4 S: 4 T: 4 W: 1 I: 2 A: 1 LD: 10 Sv: 4+
Points cost: 60
Unit Type: Infantry
Number/unit: 3
Special Rules – Necron, Slow and Purposeful
Stealth Fields: Necron Hunters appear to have a unique ability amongst the Necron forces - the ability to simulate invisibility. Imperial Tech Priests speculate that these hidden devices distort the particles around them to make the Hunter blend in with its surroundings; even in open ground a Necron Hunter can be harder to spot; provided it remains still. All Necron Hunters have the Stealth Universal Special Rule.
Wargear: Precision Gauss Rifle
Options:
May include up to 7 additional Necron Hunters at 20pts per model
The unit may have a Lightning Field for +2pts per model.
The entire unit may be upgraded to have Energized Claws at +5pts per model.
Cool new unit! But what about infiltrate and/or scout? That would fit the theme of the stealth fields  They could also have WS3 or 2, more like warriors. And I also tend to think that Necrons Shadows or Spectres would be a better name, but that's just me.
Darkvoidof40k wrote:
Troops
Necron Warriors
Statline: WS: 3 BS: 4 S: 4 T: 4 W: 1 I: 2 A: 1 LD: 10 Sv: 4+
Points cost: 100
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 20pts per model
The unit may have a Lightning Field for +2pts per model.
The entire unit may be upgraded to have Energized Claws at +5pts per model.
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.
Mmmh, 20 pts per warrior, and 100 for a Tomb Spyder? That may be a little too much, if we compare with base mehreens. For the TS, I don't know if +1W and resurrection Orb is worth 45pts. Maybe. What about the Scarab swarms that can come with the Spyders? While they are in the same squad they lose Jetbike and Stealth... Are they really worth 15pts then? (Counting that I take the same number of swarms than Spyders, so they are T6). I could say yes, but I don't know.
Darkvoidof40k wrote:
Fast Attack
Destroyers
Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 2 A: 1 LD: 10 Sv: 3+
Points cost: 150
Unit Type: Jetbike
Number/unit: 3
Special Rules – Necron,
Heavy Destroyers: Any Heavy Destroyer replaces its Gauss Cannon with a Heavy Gauss Cannon and if this option is taken then they become "Heavy Destroyers" - note that asides from the weapons change, the rest of the Destroyer profile remains the same. If the entire unit consists of Heavy Destroyers, it may be taken as a Heavy Support choice.
Wargear: Gauss Cannon, Destroyer body
Options:
May include up to 3 additional Destroyers at 50pts a model
The entire unit may be upgraded with Energized Claws for +5pts per model
Any model may be upgraded to a Heavy Destroyer for +20 points.
I think that the upgrade to Heavy Destroyers is a little too pricey... at 65 pts they were overpriced, now they are 70 with a less strong gun. Is the upgraded range worth 5 pts?
Darkvoidof40k wrote:
Wraiths
Statline: WS: 5 BS: 0 S: 4 T: 4 W: 1 I: 5 A: 3 LD: 10 Sv: 5+
Points cost: 45
Unit Type: Jump Infantry
Number/unit: 1
Special Rules – Necron, Hit and Run
Wargear: Powered Claws, Wraith Body
Options:
May include up to 4 additional Wraiths for +45pts a model
The unit may be upgraded with a Lightning Field for +2pts per model.
No more jetbike and -2 Str? Is that worth a power weapon that works only when assulting and +3pts? (I assume that the wording of the rule means that it is akin to Furious Charge)
Darkvoidof40k wrote:
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
Can a Gravitational Disruptor equipped monolith fire it AND it's normal weapon systems? I also assume that the Monolith can fire all his weapons in the same turn, thus cancelling the Ordnance rule that says that no other weapons may be fired when the Ordnance weapon is, just like the Leman Russ. Am I right? Also, being Ordnance, the MPM already have the large blast rule as per BRB.
Darkvoidof40k wrote:
Necron Obelisk
[...]
Teleport: This rule confers two abilities to the Obelisk, labeled ‘1)’ and ‘2)’ . The controlling player may choose to utilise one of them each turn exactly as described per turn. However, if any of them are used then the Obelisk may not fire its Power Matrix in the same turn. This rule, including the three abilities it confers, may not be used if the Power Matrix has been destroyed.
1)A single Necron infantry unit coming on from reserve may enter play from the Obelisk, provided the Obelisk was already on the table at the start of the turn. This unit is treated as if they had just disembarked normally.
2)At the beginning of your turn, you can pick one of your infantry units on the board and remove them from the table, then replace them as if they had just disembarked from the Obelisk.
Immobile: The Obelisk always enters play via Deep Strike on the controlling players' first turn, without rolling for scatter. It may not move for the rest of the game, and any "immobilized" damage results suffered by it count instead as a "weapon destroyed" result.
Wargear: Power Matrix
I suppose that the Obelisk does not have the special exploding rules of the Monolith?
Great job overall! Don't be fooled by the high amount of criticism in my post, I do like it and it's fun to wishlist. I tried to be as constructive as I could, but take all of my comments with salt as english is not my prime language.
Regards
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Post by: Darkvoidof40k
Reading your comments, which are much appreciated, I thought you were English  .
The reasons some things may seem a little bit "iffy" is because we've playtested.
Take 90 Points of Wraiths for example, when they had +2 Strength and +1 attack than they do now - they kept killing things often double, or triple their own cost, one example being a Blood Angels Librarian and Honour Guard.
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Post by: prototype_X
Darkvoidof40k wrote:
@achonalrox - please, sort your grammar out, it's annoying to read. Also, there have been many special characters over the many iterations of this codex, and when I'm happy with the normal units, I will go back and get my special characters and redo them. So actually, it is not at all stupid.
The gestapo of grammar strikes again
*heroic music*
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Post by: Darkvoidof40k
Right, based on the Necron rumors, I shall be updating the Crondex soon. For those of you that don't know:
yakface wrote:
1) No surprise here, but Necrons are still essentially Tomb Kings in space fluff wise. A shift in fluff is now that all of the higher up necrons are intelligent while the lower level ones are still basically automatons. I guess that's roughly the same as it used to be, but apparently there is more emphasis in the sentience of the higher Necrons now (hence the named Lords).
2) C'Tan are still in the codex...sort of. They have been moved to the Elites section and are now a single unit choice, but with variable upgrade powers you can take.
3) We'll be Back is no longer called that and it is NOT Feel No Pain. Basically it is a 5+ bonus save similar to Feel No Pain, but doesn't get cancelled out by double strength, AP1/2, etc. In addition, this save is made at the END of the phase after morale tests are taken. If the unit is wiped out or is falling back at the end of the phase, then the save cannot be used. So as an opponent, if you manage to wipe the unit out or make them fall back, then you prevent any Necrons from getting back up...unless the unit has something called the 'ever-living' rule, in which case it gets to attempt this save even if the unit is wiped out.
4) Gauss Weaponry does NOT have rending. It retains the 'auto-glance' on a penetration roll of a '6' rule, but apparently otherwise has lost the 'auto-wound' on a roll of a '6' regardless of Toughness that it used to have. The Gauss Cannon is now apparently Assault 2 & AP3 (I'm assuming the Strength is still 6). The Gaus Flux Arc on the Monolith no longer automatically hits every unit within range, instead each one fires separately and can hit four different targets.
5) Phase out is gone.
6) Destroyers now count as jump infantry and there is a new Fast Attack Jetbike unit called Tomb Blades.
7) Immortals are now a Troops choice. Pariahs are gone. Flayed Ones are Elites.
8) There are indeed 6 named characters (although I have no more info on them). There is also a Necron Overlord and a bodyguard unit called Crypteks. Crypteks can be split off before the game to lead units of Necrons, very similar to Wolf Guard in the Space Wolves codex. Crypteks can take a bunch of different technology upgrades, so there is kind of a way now to have personalized squad leaders in a Necron army.
9) They army is much more mobile now in general. They have several units of jump troops, and 2 new transport vehicles. 1 transport can carry 15 necrons while another can carry 10. Jump pack units count as 2 models and jetbikes count as 5. The one that holds 10 is able to recover casualties to a unit (although can't take it beyond its starting strength). Necron vehicles besides the monolith are open-topped skimmers. However they have something called 'Quantum shielding' which gives their front & side armor +2 until the vehicle takes its first glance/pen, at which point it loses the shielding. One of these two transports (not sure which one) is apparently a personal transport for the Lord (and his retinue).
10) There are six new vehicles in the codex (including the two transports mentioned above). Two of which seem to be based around this old Jes Goodwin design: http://storage.canalblog.com/29/28/731795/53057637.jpg
11) In general Necrons have a lot more long ranged fire support. There is also a new weapon type called Tesla weapons. These weapons, on a roll of '6' to hit automatically cause two more hits. The biggest version of the Tesla weapons has a chance of hitting all other units close to the target; both friend and foe. One of the new vehicles carries the doomsday cannon: 72" S9 AP1 Heavy 1 large blast. BS4.
12) In the Elites section there is a big new walker. It has a heat ray that that is either a melta or flamer depending on what you want to do. Any unit hit by this vehicle is marked (as in: laser targeted), which means that all other necrons count as being twin-linked for shooting at the marked enemy unit that turn.
Okay continuing on here with some nice stuff (added 5/5):
13) Necron Warriors have the same basic statline they had before except they now have a 4+ save. Now before you go crazy, also note that their points cost is 12 points, which is a 1/3 price drop (down from 18 points). That means you get 1/3 more Warrior models in the army for the same amount of points...it also makes losing an entire unit due to sweeping advance, not nearly as painful.
I know a lot of cynical people will hate this and accuse GW from simply making the change to sell more Warrior models, and you could be right. But personally I was always hoping they were going to make Necron Warriors not quite as tough and dump the points cost on them, so you could really take a ton of them...given in my mind they are supposed to be more like a shambling horde of undead robots than some sort of small elite force of super-warriors (but that could just be me).
So this change alone totally changes the army from out of the ' MEQ' umbrella and makes their base statline unique in the game (which is good, IMHO).
14) Immortals have lost their T5 (down to T4), but keep their 3+ save. However, their points cost has dropped to 17 pts a model, which is an 11 point drop (more than 1/3 a drop from the previous cost of 28 pts)!
15) All units in the army benefit from the new WBB rule, not just the units that were formerly classified as 'Necrons' in the current codex (even Scarabs!). So although you're only getting a 5+ save in many cases, you're still getting it on some of the more expensive stuff in the army as well (and there are some pricey new units to counterbalance the relatively cheap Warriors and Immortals). Also the vehicle that can add models back into the unit is also able to use this ability on any unit.
15) Rez Orb is still in the game and boosts the new WBB rule to a 4+ instead of a 5+, but only affects the unit it is in. I have a strong suspicion that this is an upgrade that Crypteks can take (I'll confirm if I find out), so I'd imagine you can get quite a few units in the game getting the 4+ bonus save if you want to pay the points to take them for your Crypteks and then split those Crypteks off to lead units.
16) Veil of Darkness is now definitely something Crypteks can take (so you can have a bunch of 'em in the army), but it no longer allows a unit to be pulled out of combat (and neither does the Monolith), except in the case of the Veil carried by one of the named Lords.
17) In the new fluff it sounds like the C'Tan were mainly killed off by the Necrons (or something like that), so the C'Tan that you field in the game are just remaining shards of their power. They're naturally still a really mean Monstrous Creature who rocks in combat, but you can also purchase a bunch of different abilities. These abilities are in line with a lot of the things we've seen in the last few codexes, things like: messing around with Deep Striking enemy units, making enemies moving through terrain differently, and allowing the Necron player to change some of his deployment, etc. So it sounds like you have a lot of different options with the C'Tan that really mess with the enemy army and/or supplement your own. And they are not one per army (so you can have 3 if you want to use up all your Elites on them, although it sounds like the other Elites choices are pretty awesome as well).
18) Some of those six new vehicles include flyers (not sure how many), which can move at cruising speed and fire all their weapons.
19) Besides a few units that are Fearless (Wraiths, Tomb Spyders and Scarabs), the army doesn't have any sort of blanket immunity to morale. They are still Ld10, but obviously we know that still leaves them very vulnerable to being run down in combat, and it looks like that will remain a big Achilles heel.
20) Scarabs sound great. They are cheap, have the new WBB rule, move like beasts and have an ability that erodes enemy armor when they get into combat with it. Any non-vehicle model they wound, but don't kill, has its armor save turned to a dash (i.e. nothing) for the rest of the game. If they hit a vehicle, on a 4+ the vehicle loses a point of armor value on ALL facings, and if any facing is reduced to zero, then the vehicle is destroyed (I'm not sure if this ability kicks in for each hit they get on the vehicle, or just once no matter how many hits they cause). There are some items in the army that also have a similar ability to erode armor, including one of the C'Tan powers.
So it sounds like Scarabs may play a major role in most Necron armies!
21) Overall, CC is definitely still the weak point of the army, but it looks like they've got a lot of different places they can take special rules to slow down or screw with approaching enemy, including some of the C'Tan powers, but also some of the different gear they can take. But they also have some different potential counter-assault units, which mainly come out of the Elites section (besides the new Walker, the C'Tan and the flayed ones in Elites there are 3 OTHER brand new units in there as well, for a grand total of 6 Elites choices). The Flayed ones are, being consistent, cheaper than they were and now have 3 Attacks base (but their save is now 4+ as with standard Warriors). One of the other new Elite units is also CC oriented, but is very pricey points wise (but is S5/T5/3+save). This unit can wield a Warscythe, but they are not called Pariahs (no idea if that's what Pariahs have 'turned into' or not).
Another new Elites choice is a sniper style unit that can Deep Strike into play normally or it can choose to immediately Deep Strike immediately after the opponent brings an enemy unit on from Reserves, and they have some nasty additional damage ability against one nominated unit...obviously we need more info to know how useful this will really be, but the concept of countering an opponent's Reserve deployment immediately sounds interesting at least.
The last new Elites choice is an Elite Jump Infantry unit with very close range shooting and some decent CC ability (and are also S5/T5/3+save).
22) Fast Attack has 4 choices...Wraiths, Tomb Blades (jetbikes), Scarabs & Destroyers.
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Post by: Anvildude
That's a lot of new stuff.
Interesting that Necrons and Tomb Kings are getting new codices at about the same time, and it sounds like they're having similar changes made to them.
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Post by: Darkvoidof40k
Anvildude wrote:Interesting that Necrons and Tomb Kings are getting new codices at about the same time, and it sounds like they're having similar changes made to them.
True, but nobody gives a crap about skeletons. Skeletal Robots in space hell bent on killing everything? Yes please.
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Post by: Anvildude
Funny thing? I'm completely blah about Necrons, but if I ever get into Fantasy, I'm going to be all over the Tomb Kings. By the same token, I can't see myself playing anything other than Orks in 40K, but I'm very much blah about Fantasy Greenskins.
Anyway, I do have to say I'm a bit dissapointed that they're basically nerfing the Necron's Teleportation stuff in favor of Transports. Takes away a lot of their uniqueness in my eyes, not to mention is a bit overkill in terms of making them more maneuverable. Funny how on here and in most discussions, all the Necron players really wanted was a second Teleportation unit, a stationary one, but it looks like in the new codex, they're getting Transports! and Jetbikes! and Jump Infantry! galore.
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Post by: Darkvoidof40k
Well, I agree, some of the new units are "Wait.. what?", so the Crondex will remain (far) truer to the original Necron playstyle and theme.  Hopefully that'll keep its appeal when the new, official 'dex comes out. Strange thing is, amongst other things, I had been considering reverting to a 5+ WBB for awhile now - before these rumors even came out! Games Workshop, theyz be readin' ma mind. Oh hello there new page.
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Post by: Darkvoidof40k
Alrighty, it's been ages since this thread has had a proper update, so time to get back to work!
Just a small update, here's the new and not overpowered version of the Gauss weapon rule.
Gauss Weapon - a Necron weapon with this special rule automatically causes a Glancing hit on vehicles when a roll of 6 is made for armour penetration, unless the roll would normally cause any other result, in which case this effect is ignored.
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Post by: Praxiss
Fair enough. I'm hoping this will be true in the official dex when it comes out as well. Makes the 'crons still have something "unique".
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Post by: Darkvoidof40k
Praxiss wrote:Fair enough. I'm hoping this will be true in the official dex when it comes out as well. Makes the 'crons still have something "unique".
Yeah. But I'm not planning on putting the Warriors down to 12 points a piece with this 'dex, they're better than that.
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Post by: Arkon
Isn't the "Glancing on a 6" stuff that make Mech uneasy to deal with necron ? In the current official dex, i mean.
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Post by: Tyranic Marta
i play csm's and imo the glancing on sixes thing doesnt really matter, noone bothers wasting shooting of warriors on tanks when theres infantry to be shot at, (or daemon princes) so effectivly your paying for something you dont use and its non optional,
even as an enemy of necrons i would have no issue with seeing it increased in power slightly
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Post by: Darkvoidof40k
As I've said, I'm changing the fandex to be closer to the rumors of the official 'dex.
So you'll all be seeing Tesla weapons soon enough!
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Post by: Tyranic Marta
good good
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