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![[Post New]](/s/i/i.gif) 2010/11/10 18:17:17
Subject: Re:Necron fandex WIP -- Current iteration of the codex on page 4!
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Wicked Canoptek Wraith
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Nice work. Was it this thread that featured 'Abominations', enemy units wiped out by the Necrons then raised as 'zombies' by Necron nanobots. Perhaps a Lords wargear upgrade maybe. That would be awesome.
Anyway, just wanted to say I tried out making all Gauss weapons AP1 on sixs to wounds or penetrate (no other changes to the codex) in a few games and for some reason its utterly lethal, vehicles blowing up all over the place
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This message was edited 1 time. Last update was at 2010/11/10 18:17:30
Flashman
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![[Post New]](/s/i/i.gif) 2010/11/10 19:58:44
Subject: Re:Necron fandex WIP -- Current iteration of the codex on page 4!
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Chaplain with Hate to Spare
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But I still ask that you honour your (much) earlier offer to test-play my fandex.
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![[Post New]](/s/i/i.gif) 2010/11/11 12:15:45
Subject: Re:Necron fandex WIP -- Current iteration of the codex on page 4!
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Wicked Canoptek Wraith
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Yes, I did say I would. We're missing some of our more 'liberal' players at the moment, but I will see if the resident DE bandwagon jumper will take it on....
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Flashman
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![[Post New]](/s/i/i.gif) 2010/11/11 15:31:23
Subject: Necron fandex WIP -- Current iteration of the codex on page 4!
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Daemonic Dreadnought
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Did you ever get round to putting this in a PDF format? i would love to have a hard copy.
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![[Post New]](/s/i/i.gif) 2010/11/11 16:09:29
Subject: Necron fandex WIP -- Current iteration of the codex on page 4!
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Chaplain with Hate to Spare
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Praxiss wrote:Did you ever get round to putting this in a PDF format? i would love to have a hard copy.
I intend to.. eventually. I just have no experience in making a PDF! All I know is that you have to do it on the internet..right?
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![[Post New]](/s/i/i.gif) 2010/11/15 15:09:31
Subject: Necron fandex WIP -- Current iteration of the codex on page 4!
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Daemonic Dreadnought
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Not a clue. sorry.
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![[Post New]](/s/i/i.gif) 2010/11/18 17:31:04
Subject: Re:Necron fandex WIP -- Current iteration of the codex on page 4!
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Loyal Necron Lychguard
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How is this for a PDF?
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DarkVoid - Necron Codex.pdf |
Download
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294 Kbytes
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![[Post New]](/s/i/i.gif) 2010/11/18 17:49:24
Subject: Necron fandex WIP -- Current iteration of the codex on page 4!
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Focused Dark Angels Land Raider Pilot
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The dex seems fine and fun... just one thing that I simply do not understand why nobody told: HQ are incredibly OP... just because they are independent characters... they have statlines a la daemon prince (not fluff-wise and op) but they are IC so you can't shoot'em... on the other side they're nearly unstoppable against normal troops but a Meq or Ork army can get rid of them with a simple ghost fist since they do not have EW (do the Orb affect them, and can it stack with the phylactery?... in this way they're OP)... So i suggest to leave only the lesser hq to be IC and remove IC from the others, giving EW to the platinum, not only the special character (that I sincerely don't like and find not fluff-wise : Necrons hqs shouldn't be so powerful cause they are mere servants: the Bad Guys should be the C'tans, with Stats above everyone else in the game (yes even avatars and Greater daemons) Automatically Appended Next Post: ... and all that T5 doesn't make any sense
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This message was edited 2 times. Last update was at 2010/11/22 14:32:55
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![[Post New]](/s/i/i.gif) 2010/11/18 18:06:07
Subject: Necron fandex WIP -- Current iteration of the codex on page 4!
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Chaplain with Hate to Spare
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It makes them less a la MEq. What more can you want?
They're powerful. Not overpowered. Every codex has its strengths, and powerful HQ choices are one of the ones for this one.
Kevin949 - I love it! Of course, I will have to do some editing, redrafting, revising etc because the codex isn't completely finished just yet. But I must ask, how did you create the PDF?
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![[Post New]](/s/i/i.gif) 2010/11/18 19:27:16
Subject: Necron fandex WIP -- Current iteration of the codex on page 4!
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Loyal Necron Lychguard
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Darkvoidof40k wrote:It makes them less a la MEq. What more can you want?
They're powerful. Not overpowered. Every codex has its strengths, and powerful HQ choices are one of the ones for this one.
Kevin949 - I love it! Of course, I will have to do some editing, redrafting, revising etc because the codex isn't completely finished just yet. But I must ask, how did you create the PDF?
I just copied the text you posted here, changed a little formatting and added some bolding for item separation and then saved it as a PDF as I have the full version of adobe acrobat at work here. Didn't take but 5 minutes I think. I'll gladly help out again as things change. Automatically Appended Next Post: punkow wrote:The dex seems fine and fun... just one thing that I simply do not understand why nobody told: HQ are incredibly OP... just because they are independent characters... they have statlines a la daemon prince (not fluff-wise and op) but they are IC so you can't shoot'em... on the other side they're nearly unstoppable against normal troops but a Meq or Ork army can get rid of them with a simple ghost fist since they do not have IS (do the Orb affect them, and can it stack with the phylactery?... in this way they're OP)...
So i suggest to leave only the lesser hq to be IC and remove IC from the others, giving EW to the platinum, not only the special character (that I sincerely don't like and find not fluff-wise : Necrons hqs shouldn't be so powerful cause they are mere servants: the Bad Guys should be the C'tans, with Stats above everyone else in the game (yes even avatars and Greater daemons)
Automatically Appended Next Post:
... and all that T5 doesn't make any sense
If you look at the current dex for necrons, they have T5 all over the place as it is. HQ units, Spyders are T6, destroyers/heavy D, Immortals, Pariahs...the only units not T5 are Warriors, Scarabs, Flayed ones and Wraiths.
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This message was edited 1 time. Last update was at 2010/11/18 19:28:26
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![[Post New]](/s/i/i.gif) 2010/11/18 19:57:29
Subject: Necron fandex WIP -- Current iteration of the codex on page 4!
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Chaplain with Hate to Spare
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Cheers dude, I appreciate the help.
Full version you say.. //looks into it//
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![[Post New]](/s/i/i.gif) 2010/11/18 20:41:50
Subject: Necron fandex WIP -- Current iteration of the codex on page 4!
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Loyal Necron Lychguard
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Darkvoidof40k wrote:Cheers dude, I appreciate the help.
Full version you say.. //looks into it//
There is also a print driver called CUTEPDF that will convert to PDF but it might not be as inclusive as an actual program that can do it. I'm sure that there are other free options to convert to PDF from within a program (similar to OpenOffice working with Microsoft Office files) but I can't think of any at the moment.
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![[Post New]](/s/i/i.gif) 2010/11/20 16:53:14
Subject: Re:Necron fandex WIP -- Current iteration of the codex on page 4!
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Focused Dark Angels Land Raider Pilot
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It makes them less a la MEq. What more can you want?
They're powerful. Not overpowered. Every codex has its strengths, and powerful HQ choices are one of the ones for this one.
Kevin949 - I love it! Of course, I will have to do some editing, redrafting, revising etc because the codex isn't completely finished just yet. But I must ask, how did you create the PDF?
powerful hqs as necron strenght? MMMMMMMMH....
Anyway stats are fine... only they shouldn't be ICs... they have a la mephiston stats, so making them ICs is out of the common format of modern codices besides the fact they are OP... In this way you will have armies based on hqs... something appropriate for CSM or SW or even eldars ( no.. actually they have not so much powerful hqs beside the jetbike seer coucil, as expensive as a whole IG army)
but not for necrons.... so I'm saying:
- Necrons shouldn't be (in my opinion of course) heavyly based on hqs skills in combat but on their ability to sustain their minions ( a la necromancer)
-These Hqs are perfect if they are not ICs. Withou the opportunity to shoot at 'em almost every enemy wil not be able to kill them and I can't see the fun of it.
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![[Post New]](/s/i/i.gif) 2010/11/20 17:59:17
Subject: Re:Necron fandex WIP -- Current iteration of the codex on page 4!
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Chaplain with Hate to Spare
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They give a strong centre-point to the force, and they are hard to kill so they'll keep supporting your force for a long time.. Of course, when they're dead they're dead. Not to mention the price tag.. The Necron Lords really do allow you to make many different and interesting lists. Plus, there're many different types of Necron Lord, so you can pick and choose for the points level. The idea is that they're there to support your army, not for the army to support them. You can pick the one that you feel is right for the points level. You can pick wargear that you want for the Necron Lord depending on what role you want him (it?) to fulfil. They can mess about with your force organisation slots to make your army more unique and give it lots of different options. For instance, a Platinum Lord would be very out of place in a 750pt game, but would be right at home in 2500 or apocalypse.
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This message was edited 1 time. Last update was at 2010/11/21 08:10:30
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![[Post New]](/s/i/i.gif) 2010/11/20 19:08:07
Subject: Re:Necron fandex WIP -- Current iteration of the codex on page 4!
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Loyal Necron Lychguard
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Darkvoidof40k wrote:*snip*
The idea is that they're really just there to support your army, not to support your army.
What? LoL
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![[Post New]](/s/i/i.gif) 2010/11/21 08:09:57
Subject: Re:Necron fandex WIP -- Current iteration of the codex on page 4!
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Chaplain with Hate to Spare
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My bad.
I meant "they're there to support your army, not for the army to support them".
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![[Post New]](/s/i/i.gif) 2010/11/21 16:16:08
Subject: Re:Necron fandex WIP -- Current iteration of the codex on page 4!
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Focused Dark Angels Land Raider Pilot
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The idea is that they're there to support your army, not for the army to support them.
You can pick the one that you feel is right for the points level.
You can pick wargear that you want for the Necron Lord depending on what role you want him (it?) to fulfil.
They can mess about with your force organisation slots to make your army more unique and give it lots of different options
all right... but if you want them to have Monstruous creatures stats, make them monstrous creatures and not ICs...
They have the same stats as Tiranyds beasts or mephiston, so... No IC guys: enemy should be able to target them with his lascannons!
And another thing. No human-sized miniature have T6 or that amount of Wounds: all the guys that have these stats are MCs.
So this platinum lord is going to be a HUUUUUGE Lord!!!
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![[Post New]](/s/i/i.gif) 2010/11/21 17:28:41
Subject: Necron fandex WIP -- Current iteration of the codex on page 4!
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Chaplain with Hate to Spare
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Nope. He just has 'powers invested in him' and is made of really, really, really, really, really and and then some tough steel
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![[Post New]](/s/i/i.gif) 2010/11/21 17:37:28
Subject: Necron fandex WIP -- Current iteration of the codex on page 4!
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Focused Dark Angels Land Raider Pilot
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not talking about fluffy issues Darkvoid...
Immortal platinum : T7
so no IC for game balance...
Mephiston could be a IC but he's not, for game blance issues
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![[Post New]](/s/i/i.gif) 2010/11/21 17:45:41
Subject: Re:Necron fandex WIP -- Current iteration of the codex on page 4!
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Nasty Nob
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Wondering: What about adding the Tomb Stalker to the Heavy Support choices?
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![[Post New]](/s/i/i.gif) 2010/11/21 18:01:46
Subject: Necron fandex WIP -- Current iteration of the codex on page 4!
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Chaplain with Hate to Spare
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Yes, I 'spose I could. But this was originally designed to just update the current rules for 5th edition..
..but then again, neither of my special characters were part of the original rules..
(in other words, watch this space!)
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![[Post New]](/s/i/i.gif) 2010/11/23 19:49:27
Subject: Necron fandex WIP -- Current iteration of the codex on page 4!
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Loyal Necron Lychguard
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punkow wrote:not talking about fluffy issues Darkvoid...
Immortal platinum : T7
so no IC for game balance...
Mephiston could be a IC but he's not, for game blance issues
How about the option to take a retinue for him instead of IC? Yes I know the issue would still be there, sort of, but once the retinue is gone he still would not be an IC and couldn't join any other unit.
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![[Post New]](/s/i/i.gif) 2010/11/27 18:05:37
Subject: Necron fandex WIP -- Current iteration of the codex on page 4!
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Irked Necron Immortal
On the train headin down to delicious town
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Getting together w my buddy for a day of playtesting this...Ill post the results here and PM to you void!
Sorry it took so long for me to get this to happen!
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loota boy wrote:Ah, I see you have run into the great Mephiston, Lord of Cheese! Not to worry, that block of chedder can be tied up easily with 30 boyz, can get his ass handed to him in a match with Ghazzy, and can be squigified with Zogwort. How satisfiying would that be? ....Squigfiston, Lord of gak...
grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over." "WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over" |
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![[Post New]](/s/i/i.gif) 2010/11/27 22:20:49
Subject: Necron fandex WIP -- Current iteration of the codex on page 4!
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Raging-on-the-Inside Blood Angel Sergeant
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This looks nice and I am gonna play test this codex for ya, I ll tell you the results!!! Automatically Appended Next Post: I have just looked over it a little and, why do Necron warriors have a 4+ armor save, same with flayed ones??? Shouldn't they have a 3+ I do not see why not.
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This message was edited 1 time. Last update was at 2010/11/27 22:23:23
Same list, different army
6th Edition W 32 L 7 D:3 |
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![[Post New]](/s/i/i.gif) 2010/11/28 01:55:45
Subject: Necron fandex WIP -- Current iteration of the codex on page 4!
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Irked Necron Immortal
On the train headin down to delicious town
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necronsftw wrote:This looks nice and I am gonna play test this codex for ya, I ll tell you the results!!!
Automatically Appended Next Post:
I have just looked over it a little and, why do Necron warriors have a 4+ armor save, same with flayed ones??? Shouldn't they have a 3+ I do not see why not.
Probably to make up for the T5?
I just played 2 test games for you today man and my buddy and I are going to make up a full report...i screwed up a bit though....we played the FOs and Warriors w a 3+ as I didnt realize they were 4+...
None the less here are a few things we noticed:
Giving a Destroyer Lord the ability to take sraight up take Destroyers as troops is too powerful...it should be limited to 1 unit per D Lord.
The Chornometron is far to powerful (especially when combined w a Flayer lord, which is an awesome idea!, and flayed ones)...if you made it work only in the first round of assault it would be more balanced.
The Flayed ones being able to assault after Deep Striking might be too much... Id give them infiltrate back and remove S&P from them, its too much of a liability for assault troops if you want to keep S&P at least give them move through cover.
I like the fact that Flayed ones were quite good at first I thought they were over priced but after running a game with them I think the price is good for what they do!
I like what you did with Tomb spyders! Funny thing is when I first began playing this was how I thought they worked...one thing though, I wouldnt make them exist outside of the FOC chart... Id keep them at a heavy support as they are I just took a token squad of 5 warriors so I could take a tomb spyder. Make them heavies and jack the BS back down to 2...everything else about them was pretty good
2 wounds seemed a bit much for Destroyers especially due to the fact that you kept the price the same at T5 and 3+ along w FNP 1 wound is enough...
Those are my quick observations from my first 2 test games w them...we are probably going to get together in a few weeks to test out the stuff we didnt use in a larger game...
Well send you a full report with army lists and a breakdown of the game soon!
Hope it helps...
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loota boy wrote:Ah, I see you have run into the great Mephiston, Lord of Cheese! Not to worry, that block of chedder can be tied up easily with 30 boyz, can get his ass handed to him in a match with Ghazzy, and can be squigified with Zogwort. How satisfiying would that be? ....Squigfiston, Lord of gak...
grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over." "WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over" |
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![[Post New]](/s/i/i.gif) 2010/11/28 09:52:05
Subject: Necron fandex WIP -- Current iteration of the codex on page 4!
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Chaplain with Hate to Spare
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Thank you all for responding! Shake Zoola, I'm afraid to say that there are actually TWO lists on page 4.  My bad. The second one is the most updated and contains many changes, including modifications to profiles such as the Destroyers. Granted, there's still plenty of refining to do with my 'dex, but I can't find the time to do it at the minute. Edit: Here's the updated version from the last page so that nobody gets confused: Darkvoidof40k wrote:Slightly revised 'dex. There're quite a few significant changes in it, however. I'm a bit unsure about some of them, so please give feedback on the changed units: Gold, Silver and Bronze lords Immortals Pariahs Warscythe Destroyers Wraiths - the new points cost was thought up in comparison to the Lictor's profile. Flayed Ones Scarab Swarms Anyway, here's the revised army list and wargear/weapons list: Codex: Necrons SPECIAL RULES Necron – A unit with this special rule gain the Feel No Pain and Fearless universal special rules. Gauss Weapons –a Necron ranged weapon with this rule has the Rending universal special rule. WEAPONS: Gauss Flayer – Range: 24” Strength: 4 AP: 5 Type: Rapid-Fire, Gauss Weapon Gauss Blaster – Range: 24” Strength: 5 AP: 4 Type: Rapid-Fire, Twin-Linked, Gauss Weapon Gauss Cannon – Range: 36” Strength: 6 AP: 4 Type: Heavy 3, Gauss Weapon Heavy Gauss Cannon – Range: 48” Strength: 8 AP: 2 Type: Heavy 1, Gauss Weapon Gauss Destructor – Range: 24” Strength: 5 AP: 3 Type: Heavy 3, Gauss Weapon Monolith Power Matrix – Range: 48” Strength: 10 AP: 1 Type: Ordnance 1, Large Blast Particle Disruptor – Range: Template Strength 4 AP: 2 Type: Assault 1, Gauss Weapon WARGEAR: Staff of Light: Power Weapon, can be fired as a Particle Disruptor. Warscythe: The Warscythe is a two-handed power-weapon that adds +2 to the users' strength in assault,Ignores Invulnerable saves as well as armour saves and the user rolls 2D6 Armour Penetration against vehicles in close-combat. It can also be fired in the shooting phase as a Gauss Flayer. Destroyer Body: a model mounted on a Destroyer body has the unit type: Jetbike. Note that the model does not gain +1 Toughness. Resurrection Orb: Any of your units with atleast one model within 12” of a Necron Lord with a Resurrection Orb, including the Lord himself, may always take their Feel No Pain tests regardless of the weapon causing the wound. Phase Shifter: A model with a Phase shifter benefits from a 4+ Invulnerable save. Additionally, the model may move through impassable terrain, as long as it doesn't end its move inside it. Phylactery: A model with a Phylactery passes Feel No Pain tests on a 3+. Gravitational Disruptor: A model equipped with a Gravitational Disruptor may use it in the Shooting Phase instead of firing a weapon, provided it didn't move this turn. All units with a model within 24” of the Gravitational Disruptor when used will count as being in both difficult and dangerous terrain if they move in the movement phase, run or make an assault move until the end of your next turn. Lightning Field: Every unit with a model in base contact with a Necron unit with a lightning field will take D6 Strength 4 hits each turn in the assault phase, before any attacks are made. Solar Pulse: Once per game at the beginning of your opponents turn, the controlling player may make a Solar Pulse if the Necron Lord with this wargear is still alive. All enemy units are at -1 BS for the rest of their turn as they are blinded. Also, if the Night Fighting rules are in effect, they will be suspended for the rest of the turn. Energized Claws: A model with Energized Claws has the Rending universal special rule in assault. Fused Plating: A model with Fused Plating has a 2+ armour save. Veil of Darkness: Utilizing seemingly impossible technology, the Necron Lord moves himself and his silent warriors, seemingly disappearing into darkness and reappearing elsewhere. At the beginning of the turn, the controlling player may remove the Necron Lord and any unit he is with from the table and replace them anywhere on the board via the Deepstrike rules. Defense Scarabs: The Necron Lord is protected by Scarabs that stay near their master to protect and fight for him. The Necron Lord may make three additional attacks in close combat, at strength 3 and initiative 2 with armour saves allowed as normal. The Necron Lord counts as WS 2 for the purposes of these attacks. Powered Claws: The attacks from a model with Powered Claws counts as being armed with a single power weapon. Wraith body: The model gains the Wraith Phase Shifter wargear, and moves in the same way as a jetbike – note that the models' unit type does not change to Jetbike, and remains the same. Wraith Phase Shifter: Grants a 3+ Invulnerable save. Additionally, the model may move through impassable terrain, as long as it doesn't end its move inside it. Chronometron: The Necron Lord and any unit he is joined with gain the Fleet universal special rule and always strike first in close combat, and automatically pass any Initiative tests they may be required to take - so long as the Necron Lord is alive. Flayer Claws: Attacks from a model with Flayer Claws ignore armour saves and re-roll failed rolls to wound. ARMY LIST HQ Necron Lord 0-1 Platinum Statline: WS: 7 BS: 7 S: 5 T: 6 W: 4 I: 4 A: 4 LD: 10 Sv: 2+ Points cost: 180 Unit type: Infantry Number/unit: 1 Special Rules – Feel No Pain, Fearless, Independent Character Ancient Enemy: A Platinum Necron Lord will have been fighting for millions, if not billions of years. His skills at range and close combat are rarely matched and his ancient robotic body is as tough as the worst Tyranid monster and stronger than any Space Marine and can take a considerable amount of punishment, as shown in his profile. Additionally, on account of his experience, he has the Preferred enemy special rule against all enemies. He conveys this rule to any Necron unit he has joined. Wargear: Staff of Light, Fused Plating Options: A Platinum Lord may have any of the following: May have a Chronometron for +35pts May have a Veil of Darkness for +50pts May replace Staff of Light with Warscythe for +10pts May have Defense Scarabs for +15pts May have Energized Claws for +5pts May have a Resurrection Orb for +30pts May have a Lightning Field for +10pts May have a Solar Pulse for +20pts May have a Phylactery for +15pts May have a Phase Shifter for +10pts May also select one of the following: Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers may now be taken as troops choices as well as Fast Attack. Become a Wraith Lord for +50pts – The Lord gains a Wraith body, and Wraiths may be taken as troops choices as well as Fast Attack. Become an Immortal Lord for +50pts – The Lord benefits from +1 Toughness and gains the Eternal Warrior special rule. Additionally, Immortals may be taken as troops choices as well as Elites. Become a Flayer Lord for +50pts – The Lord gains the Grotesque and Attack from below! special rules as detailed in the Flayed Ones entry. Flayed Ones may be taken as troops choices as well as Elites, and the Lord replaces his Staff of Light with two Flayer Claws, and may not take a Warscythe. Gold Statline: WS: 6 BS: 6 S: 5 T: 5 W: 3 I: 4 A: 4 LD: 10 Sv: 3+ Points cost: 125 Unit Type: Infantry Number/unit: 1 Special Rules – Feel No Pain, Fearless, Independent Character Wargear: Staff of Light Options: A Gold Lord may select up to 150pts of upgrades from the list below May have a Chronometron for +35pts May have Fused Plating for +15pts May have a Veil of Darkness for +50pts May replace Staff of Light with Warscythe for +10pts May have Defense Scarabs for +15pts May have Energized Claws for +5pts May have a Resurrection Orb for +30pts May have a Lightning Field for +10pts May have a Solar Pulse for +20pts May have a Phylactery for +15pts May have a Phase Shifter for +10pts May also select one of the following: Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers may now be taken as troops choices as well as Fast Attack. Become a Wraith Lord for +50pts – The Lord gains a Wraith body, and Wraiths may be taken as troops choices as well as Fast Attack. Become an Immortal Lord for +50pts – The Lord benefits from +1 Toughness and gains the Eternal Warrior special rule. Additionally, Immortals may be taken as troops choices as well as Elites. Become a Flayer Lord for +50pts – The Lord gains the Grotesque and Attack from below! special rules as detailed in the Flayed Ones entry. Flayed Ones may be taken as troops choices as well as Elites, and the Lord replaces his Staff of Light with two Flayer Claws, and may not take a Warscythe. Silver Statline: WS: 5 BS: 5 S: 5 T: 5 W: 3 I: 4 A: 3 LD: 10 Sv: 3+ Points cost: 100 Unit Type: Infantry Number/unit: 1 Special Rules – Feel No Pain, Fearless, Independent Character Wargear: Staff of Light Options: A Silver Lord may select up to 100pts of upgrades from the list below May have a Chronometron for +35pts May have Fused Plating for +15pts May have a Veil of Darkness for +50pts May replace Staff of Light with Warscythe for +10pts May have Defense Scarabs for +15pts May have Energized Claws for +5pts May have a Resurrection Orb for +30pts May have a Lightning Field for +10pts May have a Solar Pulse for +20pts May have a Phylactery for +15pts May have a Phase Shifter for +10pts May also select one of the following: Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers may now be taken as troops choices as well as Fast Attack. Become a Wraith Lord for +50pts – The Lord gains a Wraith body, and Wraiths may be taken as troops choices as well as Fast Attack. Become an Immortal Lord for +50pts – The Lord benefits from +1 Toughness and gains the Eternal Warrior special rule. Additionally, Immortals may be taken as troops choices as well as Elites. Become a Flayer Lord for +50pts – The Lord gains the Grotesque and Attack from below! special rules as detailed in the Flayed Ones entry. Flayed Ones may be taken as troops choices as well as Elites, and the Lord replaces his Staff of Light with two Flayer Claws, and may not take a Warscythe. Bronze Statline: WS: 5 BS: 5 S: 4 T: 5 W: 2 I: 3 A: 3 LD: 10 Sv: 3+ Points cost: 75 Unit Type: Infantry Number/unit: 1 Special Rules – Feel No Pain, Fearless, Independent Character Wargear: Staff of Light Options: A Bronze Lord may select up to 50pts of upgrades from the list below May have a Chronometron for +35pts May replace Staff of Light with Warscythe for +10pts May have Defense Scarabs for +15pts May have Energized Claws for +5pts May have a Resurrection Orb for +30pts May have a Lightning Field for +10pts May also select the following: Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers may now be taken as troops choices as well as Fast Attack. Become a Wraith Lord for +50pts – The Lord gains a Wraith body, and Wraiths may be taken as troops choices as well as Fast Attack. Become an Immortal Lord for +50pts – The Lord benefits from +1 Toughness and gains the Eternal Warrior special rule. Additionally, Immortals may be taken as troops choices as well as Elites. Become a Flayer Lord for +50pts – The Lord gains the Grotesque and Attack from below! special rules as detailed in the Flayed Ones entry. Flayed Ones may be taken as troops choices as well as Elites, and the Lord replaces his Staff of Light with two Flayer Claws, and may not take a Warscythe. Elites Flayed Ones Statline: WS: 4 BS: 0 S: 4 T: 5 W: 1 I: 4 A: 2 LD: 10 Sv: 4+ Points cost: 150 Unit Type: Infantry Number/unit: 5 Special Rules – Necron Attack From Below: Flayed Ones may enter the game via the Deep Strike rules. They may launch an assault if in range on the turn they deep strike, however they may not move or run in that turn. Grotesque: Flayed Ones drape themselves in the bloody flesh of their victims. All enemy units with a model within 12” that can draw Line of Sight to the Flayed Ones suffer a -2 modifier to their Leadership characteristic. Wargear: Energized Claws Options: May include up to 5 additional Flayed Ones at 25pts per model. The entire unit may replace their Energized claws with one of the following: Powered Claws at +5pts per model. Flayer Claws at +10pts per model. Immortals Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 2 A: 2 LD: 10 Sv: 3+ Points cost: 125 Unit Type: Infantry Number/unit: 5 Special Rules – Necron, Slow and Purposeful Wargear: Gauss Blaster Options: May include up to 5 additional Immortals at 25pts per model. The unit may take a Lightning Field for 15pts. The entire unit may be upgraded to have Energized Claws for 5pts per model. (0-1) Pariahs Statline: WS: 3 BS: 3 S: 5 T: 5 W: 1 I: 3 A: 2 LD: 10 Sv: 2+ Points cost: 105 Unit Type: Infantry Number/unit: 3 Special Rules – Pariah Gene: Any Psyker attempting to use a psychic power within 24” of a Pariah will take their Psychic test on 3D6 and discarding the lowest roll. Additionally, all models within 12” of the Pariahs are at a -1 Leadership modifier. Wargear: Warscythe, Fused Plating Options: May include up to 7 additional Pariahs at 35pts per model Troops Necron Warriors Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 2 A: 1 LD: 10 Sv: 4+ Points cost: 90 Unit Type: Infantry Number/unit: 5 Special Rules – Necron, Slow and Purposeful Wargear: Gauss Flayer Options: May include up to 15 additional Necron Warriors at 18pts per model The unit may have a Lightning Field for 20pts The entire unit may be upgraded to have Energized Claws at 5pts per model YOU MAY INCLUDE ONE UNIT OF TOMB SPIDERS FOR EVERY UNIT OF NECRON WARRIORS YOU HAVE. THEY DO NOT TAKE UP ANY SPACE ON THE FORCE ORGANISATION CHART, BUT ARE OTHERWISE TREATED AS TROOPS CHOICES. Tomb Spyder Statline: WS: 3 BS: 3 S: 6 T: 6 W: 3 I: 2 A: 3 LD: 10 Sv: 3+ Points cost: 100 Unit Type: Monstrous Creature Number/unit: 1 Tomb Spyder Special Rules – Fearless Field Repairs: The Tomb Spyder is treated as though it were equipped with a Resurrection Orb. Wargear: Two close combat weapons Options: Replace any of its close combat weapons with a Gauss Destructor for free. However, for each close combat weapon replaced with a Gauss Cannon, the Tomb Spyder looses an attack from its profile. The unit may include up to two additional Tomb Spyders at +100pts per model. The unit may include up to two Scarab bases for every Tomb Spyder in the unit at 15pts per model. Scarab Swarms Statline: WS: 2 BS: 0 S: 3 T: 3 W: 3 I: 2 A: 3 LD: 10 Sv: 5+ Points cost: 30 Unit Type: Infantry Number/unit: 3 Special Rules – Swarms, Fearless, Mindless: Scarabs have a very limited understanding of tactics and hence are not scoring units. Levitation units: Scarab swarms move as Jump Infantry. Disruption Fields: When rolling for armour penetration in close combat against models with an armour value, any roll of a 6 automatically causes a Stunned result on the damage chart. Wargear: -- Options: May include up to 17 additional models at 10pts per model. Fast Attack Destroyers Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 2 A: 1 LD: 10 Sv: 3+ Points cost: 150 Unit Type: Jetbike Number/unit: 3 Special Rules – Necron Heavy Destroyers: A Heavy Destroyer replaces its Gauss Cannon with a Heavy Gauss Cannon. If the entire unit consists of Heavy Destroyers, it may be taken as a Heavy Support choice. Wargear: Gauss Cannon, Destroyer body Options: May include up to 7 additional Destroyers at 50pts a model The entire unit may be upgraded with Energized Claws for 5pts a model Any model may be upgraded to a Heavy Destroyer for freel Wraiths Statline: WS: 5 BS: 0 S: 6 T: 4 W: 1 I: 5 A: 4 LD: 10 Sv: 5+ Points cost: 45 Unit Type: Infantry Number/unit: 1 Special Rules – Necron, Hit and Run Wargear: Powered Claws, Wraith Body Options: May include up to 4 additional Wraiths at 45pts a model The unit may be upgraded with a Lightning Field for 10pts Heavy Support Monolith Statline: BS: 4 Front Armour: 14 Side Armour: 14 Rear Armour: 14 Points cost: 300 Unit Type: Tank, Skimmer Number/unit: 1 Special Rules – Deep Strike, Crewless: The Monolith has no crew. It is unaffected by crew stunned and crew shaken results on the vehicle damage chart. Living Metal: The Monolith has a 4+ Invulnerable save against all glancing and penetrating hits – taken before rolls on the damage table. Teleport: This rule gives three abilities that the controlling player may use once per turn, however no more than one of them can be used in a turn. 1)A single Necron infantry unit coming on from reserve may enter play from the Monoliths' portal, provided it was on the table at the start of the turn as if they had just disembarked. 2)At the beginning of your turn, you can pick one of your infantry units on the board and remove them from the table, then replace them as if they had just disembarked from the Monolith – treating the portal as an access point. 3)The Monolith may teleport itself – remove the model from the table and replace it anywhere atleast 18 inches away from its previous position, but no more than 36 inches away. It may not do anything else for the rest of the turn if it teleports itself!This rule may not be used if the Monoliths' Power Matrix has been disabled – see below for details. Ponderous: The Monolith is slow and lumbering, and can only move up to 6” per turn. If it does move, it may still fire all of its weapons (unless it is teleporting itself – see above). If the Monolith suffers an immobilized result on the vehicle damage chart, then it will not crash and be destroyed, but sink to the ground and continue to fight from there. Auto Targeting: When the Monolith's Gauss Destructor's fire, they each fire at the closest enemy unit that they can. This could result in the Monolith firing at separate units. The Monolith Power Matrix may fire at a separate target to the Gauss Destructor's, but it doesn't have to be the closest. Wargear 4 Gauss Destructor's, Monolith Power Matrix: The Monolith Power Matrix is a massive protruding crystal on the top of a Monolith that pulses with sickly green energy. It may be fired in the shooting phase with the following profile: Monolith Power Matrix – Range: 48” Strength: 10 AP: 1 Ordnance 1, Large Blast, Gauss Weapon It may not be destroyed by a Weapon Destroyed result on the damage table. It may only be destroyed if the Monolith suffers a Destroyed – Wrecked or Destroyed - Explodes! result. If the Monolith suffers a Destroyed – Explodes! result, then the cataclysmic energies of the Power Matrix are released. All models, within 6+D6 inches suffer a Strength 8 AP 1 hit. This overrides the normal rules for vehicles exploding, and the Monolith will never explode in any other way than described above. Vehicles are hit on their side armour. SPECIAL CHARACTERS WIP - NOT YET FOR USE IN-GAME Herald of the C'tan (takes up 1 HQ slot, may not take a Platinum Lord as well as the Herald) Statline: WS: 8 BS: 7 S: 6 T: 6 W: 4 I: 5 A: 5 LD: 10 Sv: 2+ Points cost: 325 Unit Type: Infantry Number/unit: 1 (unique) Special Rules – Necron, Independent Character, Fearless, Eternal Warrior, Ancient Enemy, Necron Elite: The Herald of the C'tan is often accompanied to battle by the most elite Necron forces. Immortals and Flayed Ones units may count as troops or elites choices (as the owning player decides) in an army including the Herald of the C'tan, and the 0-1 limit on Pariahs is removed. Essence of the C'tan: The Herald of the C'tan has been imbued with a fraction of the power of some of the C'tan – created to be their strongest warrior. From one, he received extreme power, another great cunning, and from the last the power to control machines. To represent this, the Herald of the C'tan has the following: Extreme power – on a turn in which he charges into an assault, the Herald of the C'tan has +2 strength. Great cunning – Before deployment, roll a D6. A number of units equal to the result on the D6 gain the Infiltrate Universal Special rule. Which units is up to the controlling player. Mastery over Machines – At the beginning of the controlling players' turn (before rolling for reserves The Herald of the C'tan may pick an enemy vehicle within 12” and take a Leadership test. If the test is passed, the controlling player may control that vehicle for the rest of the turn (he may still shoot and assault it!). However, should the Herald of the C'tan fail the Leadership test he automatically looses D3 swounds (he may not take saves of any kind or use Feel No Pain to recover the wounds!). Wargear: Resurrection Orb, Phase Shifter, Phylactery, Fused Plating, Veil of Darkness Staff of the Tomb King: The most powerful handheld Necron weapon, this ancient staff has similarities to both the Warscythe and Staff of Light – but it is infinitely more powerful. This weapon ignores armour and invulnerable saves, rolls 2D6 for armour penetration and adds +2 to the Herald of the C'tan's strength. Additionally, it may be fired as a Gauss Destructor. FINISHED - READY FOR USE IN-GAME The Spyder of Damnos Statline: WS: 5 BS: 4 S: 7 T: 6 W: 4 I: 4 A: 4 LD: 10 Sv: 2+ Points cost: 175 Unit Type: Monstrous Creature Number/unit: 1 (unique) Special Rules – Fearless, Field Repairs, Furious Charge, Hit and Run Wargear: Two close combat weapons, The Spyder's web: This weapon can be fired in the shooting phase with the following profile: Range: 12” Strength – AP – Assault 1, Large blast, Pinning. This weapon does not roll to wound, and any models under the template must take a Strength test – if any of these models fail their test then the whole unit is treated as though it had just failed a pinning test. This weapon can still be used to pin Fearless units, as they are not actually taking a pinning test.
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This message was edited 2 times. Last update was at 2010/11/28 09:53:48
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![[Post New]](/s/i/i.gif) 2010/11/28 10:10:41
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Longtime Dakkanaut
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you do realize you just created an entire army that is T5 FnP that will ALWAYS get its FnP roll due to Lords and Spyders having res orbs?
10 rapid firing marine bolters kills .74 of these warriors. 10 rapid firing PLASMA guns only kills just over 5. There's tough, but this seems a little much.
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![[Post New]](/s/i/i.gif) 2010/11/28 10:59:14
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Chaplain with Hate to Spare
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Sgt_Scruffy wrote:you do realize you just created an entire army that is T5 FnP that will ALWAYS get its FnP roll due to Lords and Spyders having res orbs?
10 rapid firing marine bolters kills .74 of these warriors. 10 rapid firing PLASMA guns only kills just over 5. There's tough, but this seems a little much.
Yes, I do realize all of this. Tomb spiders aren't all that tough to take out, and I'm sure people can be inventive enough when getting rid of the Lords. This army list can end up being quite expensive and elite, you know, so it kind of balances it out.
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![[Post New]](/s/i/i.gif) 2010/11/28 13:34:36
Subject: Re:Necron fandex WIP -- Current iteration of the codex on page 5!
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Opportunist
La Rochelle
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Why Wraiths have 5+ and 3++ ? I don't see the issue with giving them 3+/3++.
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SkaerKrow wrote : "We killed our own gods. What chance do you have against us?"
Kurgash wrote: "Necrons, a dead race that is more dead than anyone else. So dead that they rebuild themselves just to die again!" |
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![[Post New]](/s/i/i.gif) 2010/11/28 16:13:40
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Raging-on-the-Inside Blood Angel Sergeant
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I would say make necrons 12 pts a model and give them a 3+ save for the warriors
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Same list, different army
6th Edition W 32 L 7 D:3 |
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