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![[Post New]](/s/i/i.gif) 2010/11/28 17:00:15
Subject: Re:Necron fandex WIP -- Current iteration of the codex on page 5!
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Chaplain with Hate to Spare
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Arkon wrote:Why Wraiths have 5+ and 3++ ? I don't see the issue with giving them 3+/3++.
Because their armour is lighter as they were build for speed, I reckon that they'd be relying on their phase shifter most of the time. Besides, a 3+ would make them more expensive. And it doesn't really matter anyway, it just makes more sense I think.
necronsftw wrote:I would say make necrons 12 pts a model and give them a 3+ save for the warriors
..why?
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![[Post New]](/s/i/i.gif) 2010/11/28 17:53:24
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Focused Dark Angels Land Raider Pilot
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I'm sorry if it may seem unpolite... but... I would never let you use this dex against me... the hq is incredibly OP and every adjustment brought here made this dex full of so many unbalanced units... I didn't notice the Res Orb Spam when i read it for the first time...
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![[Post New]](/s/i/i.gif) 2010/11/28 18:07:23
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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punkow wrote:I'm sorry if it may seem unpolite... but... I would never let you use this dex against me... the hq is incredibly OP and every adjustment brought here made this dex full of so many unbalanced units... I didn't notice the Res Orb Spam when i read it for the first time...
Well, that's just you then isn't it.
Besides, it's not like BA priest/termi spam or other deathstar units/lists can't be beat.
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![[Post New]](/s/i/i.gif) 2010/11/28 23:20:30
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 was mistaken thought it was nine points for a warrior sorrry. To the other person, yes I can see res orb spam being a problem. And I play tested it and will say it is not OP but it does look very cheese. Ok so during the games I noticed some stuff. 50pts for a destroyer, that is very over priced! It should be 35pts. And 40pts for a heavy destroyer. I must say that platium is very powerful. I can get a 2+/4++ with FnP on a 3+ while always gettiing to take it too. And if you really want you can have a 3++ invunerable. Maybe just up the points a little. I do like that though  Also I do not think the immortal lord is worth 50pts. Because the eternal warrior is not as worth cause you are T6! Automatically Appended Next Post: Also the pariahs are really bad! I think they need to be I5 WS5 and be 40pts also have a 6+ invunerable save. Also have the pyskic defense should be 24" and roll on 3d6 and add them together. I thought a cool rule for the tomb syper. If your model is destroyed knock it over, if a tombspyder is within 12" he may use that to start off a new squad all back with 1 wound (this is a pyskic power btw) So for example you have 15 warriors and 10 of them die! (That would really suck!) Anyway if you have the tomb sypder within those 12" the dead 10 ones will stand back up! With one wound maybe up the points by 20. This cannot be done to ICs MCs units fully whipped out and monliths. That reminds me on the point of monliths, what ever happened to the old living metal! That should be brought back indifinitely and also have the old rules of the monlith for the weapon destroyed rule were it is -1 ! Also have the power matrix not effect the teleportation!
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This message was edited 1 time. Last update was at 2010/11/28 23:29:48
Same list, different army
6th Edition W 32 L 7 D:3 |
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![[Post New]](/s/i/i.gif) 2010/11/30 02:52:06
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Irked Necron Immortal
On the train headin down to delicious town
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side note there necronsftw...destroyers now cost 50 pts...
He took them and gave them an extra wound...thereby making them better, and they were already fine at 50. 35 pts is just stupidly cheap for the amount of firepower they put out...
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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) 2010/11/30 07:21:05
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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Shake Zoola wrote:side note there necronsftw...destroyers now cost 50 pts...
He took them and gave them an extra wound...thereby making them better, and they were already fine at 50. 35 pts is just stupidly cheap for the amount of firepower they put out...
I removed that extra wound. It was too much overkill. FnP + 3+ is fine.
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![[Post New]](/s/i/i.gif) 2010/11/30 10:30:25
Subject: Necron fandex WIP -- Current iteration of the codex on page 4!
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Daemonic Dreadnought
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Shake Zoola wrote:
The Chornometron is far to powerful (especially when combined w a Flayer lord, which is an awesome idea!, and flayed ones)...if you made it work only in the first round of assault it would be more balanced.
Maybe make it so the Chronometron grants the Lord and his unit Fleet. And also grants a +1 intiative on the charge? Kind of like a tweaked Furious Charge USR. That way they get a bonus to cover the "shock value" of them charging, but they lose the advantage of it once you're past the first round of combat.
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This message was edited 2 times. Last update was at 2010/11/30 10:41:08
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![[Post New]](/s/i/i.gif) 2010/11/30 16:20:39
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:Shake Zoola wrote: The Chornometron is far to powerful (especially when combined w a Flayer lord, which is an awesome idea!, and flayed ones)...if you made it work only in the first round of assault it would be more balanced. Maybe make it so the Chronometron grants the Lord and his unit Fleet. And also grants a +1 intiative on the charge? Kind of like a tweaked Furious Charge USR. That way they get a bonus to cover the "shock value" of them charging, but they lose the advantage of it once you're past the first round of combat.
Yeah, I'm thinking something a la ymgarls. Like one of the following per option, but none twice or more in a row: Initiative 10 for the turn. Fleet for the turn. Hit and Run Counter-Attack
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This message was edited 1 time. Last update was at 2010/11/30 16:20:49
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![[Post New]](/s/i/i.gif) 2010/11/30 18:59:52
Subject: Re:Necron fandex WIP -- Current iteration of the codex on page 5!
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Loyal Necron Lychguard
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Darkvoidof40k wrote:Arkon wrote:Why Wraiths have 5+ and 3++ ? I don't see the issue with giving them 3+/3++.
Because their armour is lighter as they were build for speed, I reckon that they'd be relying on their phase shifter most of the time. Besides, a 3+ would make them more expensive. And it doesn't really matter anyway, it just makes more sense I think.
Considering they'd always use the better save anyway, there is no point in having a worse armor save vs. invul save. Quite honestly, having their armor and invul saves at two different values could lead to res orb shenanigans or other such things since you'd NEVER actually roll an armor save (a misconception on many peoples parts with current wraiths, they don't always roll an invul save as they do have a 3+ armor save). I just see someone trying to pull some RAW/ RAI crap and start an argument.
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![[Post New]](/s/i/i.gif) 2010/11/30 19:08:15
Subject: Re:Necron fandex WIP -- Current iteration of the codex on page 5!
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Chaplain with Hate to Spare
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Kevin949 wrote:Darkvoidof40k wrote:Arkon wrote:Why Wraiths have 5+ and 3++ ? I don't see the issue with giving them 3+/3++.
Because their armour is lighter as they were build for speed, I reckon that they'd be relying on their phase shifter most of the time. Besides, a 3+ would make them more expensive. And it doesn't really matter anyway, it just makes more sense I think.
Considering they'd always use the better save anyway, there is no point in having a worse armor save vs. invul save. Quite honestly, having their armor and invul saves at two different values could lead to res orb shenanigans or other such things since you'd NEVER actually roll an armor save (a misconception on many peoples parts with current wraiths, they don't always roll an invul save as they do have a 3+ armor save). I just see someone trying to pull some RAW/ RAI crap and start an argument.
Kindly elaborate, because I'm afraid that at the minute you're not really making much sense - in other words, what's your point exactly?
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![[Post New]](/s/i/i.gif) 2010/11/30 19:50:00
Subject: Re:Necron fandex WIP -- Current iteration of the codex on page 5!
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Loyal Necron Lychguard
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Darkvoidof40k wrote:Kevin949 wrote:Darkvoidof40k wrote:Arkon wrote:Why Wraiths have 5+ and 3++ ? I don't see the issue with giving them 3+/3++.
Because their armour is lighter as they were build for speed, I reckon that they'd be relying on their phase shifter most of the time. Besides, a 3+ would make them more expensive. And it doesn't really matter anyway, it just makes more sense I think.
Considering they'd always use the better save anyway, there is no point in having a worse armor save vs. invul save. Quite honestly, having their armor and invul saves at two different values could lead to res orb shenanigans or other such things since you'd NEVER actually roll an armor save (a misconception on many peoples parts with current wraiths, they don't always roll an invul save as they do have a 3+ armor save). I just see someone trying to pull some RAW/ RAI crap and start an argument.
Kindly elaborate, because I'm afraid that at the minute you're not really making much sense - in other words, what's your point exactly?
Someone could (and probably would) try to pull the card of "you didn't roll an armour save, you rolled an invul save, so you don't FNP/ WBB because that only works against failed armor saves". See where I'm going with this?
*Edit*
I originally meant FNP/ WBB shenanigans, not res orb shenanigans. Sorry.
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This message was edited 1 time. Last update was at 2010/11/30 19:51:07
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![[Post New]](/s/i/i.gif) 2010/11/30 20:32:21
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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Ah, right. I thought that was what you were getting at, but thanks for clearing it up.
Don't worry, I'll sort it out in the next edition of the 'dex.
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![[Post New]](/s/i/i.gif) 2010/11/30 21:38:03
Subject: Re:Necron fandex WIP -- Current iteration of the codex on page 5!
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Killer Klaivex
Oceanside, CA
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Gravitational Disruptor: A model equipped with a Gravitational Disruptor may use it in the Shooting Phase instead of firing a weapon, provided it didn't move this turn. All units with a model within 24” of the Gravitational Disruptor when used will count as being in both difficult and dangerous terrain if they move in the movement phase, run or make an assault move until the end of your next turn.
This, is actually stupidly good. But, unless I missed something, nobody can take it.
The break down is: 17% die if you move, 30% if you move and run, and 42% if you move, fleet and assault. And that's every unit within 24".
It's like the night spinner, only huge.
It's not a bad idea to give necron something that slows and kills the enemy, but to have it hit such a huge area is bad. If you wanted to go with options for upgrades, a graviton gun (say 1/10 warriors) this did this on the unit it hit (yes, roll to hit) would be nice.
I also don't like the herocentric format of the list. IMO, HQ's should not be impossible to kill, killing machines.
-Matt
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![[Post New]](/s/i/i.gif) 2010/11/30 22:40:00
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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As I've said a fair few times before, there will be many changes in the next edition of the fandex.
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![[Post New]](/s/i/i.gif) 2010/11/30 22:48:58
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Napoleonics Obsesser
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I like how nothing in the codex has eternal warrior...Unless I m
Looks pretty good, but I don't see why everyone wouldn't just use the platinum lord guy  He's a beast!
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If only ZUN!bar were here... |
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![[Post New]](/s/i/i.gif) 2010/12/01 02:03:24
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Irked Necron Immortal
On the train headin down to delicious town
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Darkvoidof40k wrote:Shake Zoola wrote:side note there necronsftw...destroyers now cost 50 pts...
He took them and gave them an extra wound...thereby making them better, and they were already fine at 50. 35 pts is just stupidly cheap for the amount of firepower they put out...
I removed that extra wound. It was too much overkill. FnP + 3+ is fine.
Good.
The first game we played my opponent only managed to kill 3 destroyers the entire game! (we are compiling the report still by the way).
Also I like the idea of the chronometron giving fleet for the lord (and whatever unit he joins) and making them strike first for the round they charge...this would be very useful with our crappy I...
As much as I like ALWAYS going first...the fight was egregiously one sided and not much fun for me or my opponent.
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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) 2010/12/01 07:17:02
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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Ah, but you weren't playing with the most updated version.
Also, a big thankyou to everyone who's commented on this thread! I hope you will all help me playtest the next 'dex.
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![[Post New]](/s/i/i.gif) 2010/12/01 07:39:24
Subject: Re:Necron fandex WIP -- Current iteration of the codex on page 5!
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Long-Range Land Speeder Pilot
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I REALLY dislike the idea of replacing WBB with feel no pain. I think it takes the essence and unique feel from the necrons and turns them into a cheap
rip off honestly. ignoring a wound doesn't fit in well when the fluff states the repair themselves on the battle field lol.
I don't see a problem with WBB the way it is. all they need to do is word things better/clear up questions.
I dislike the C'tan too more generic rip off.
other then that I think its pretty good for a fan made.
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You are not free whose liberty is won by the rigour of other, more righteous souls. Your are merely protected. Your freedom is parasitic, you suck the honourable man dry and offer nothing in return. You who have enjoyed freedom, who have done nothing to earn it, your time has come. This time you will stand alone and fight for yourselves. Now you will pay for your freedom in the currency of honest toil and human blood. |
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![[Post New]](/s/i/i.gif) 2010/12/01 16:03:49
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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^ the number of FnP rolls necron units have to roll represents the fact that the more damage they take, the less likely it is they will be able to self-repair. See? It is fluffy, it's just represented in a different and easier way.
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![[Post New]](/s/i/i.gif) 2010/12/01 23:38:43
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Irked Necron Immortal
On the train headin down to delicious town
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Darkvoidof40k wrote:Ah, but you weren't playing with the most updated version.
Also, a big thankyou to everyone who's commented on this thread! I hope you will all help me playtest the next 'dex.
True enough!
Hopefully I can give the new one a shot!
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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) 2010/12/02 02:50:31
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Devastating Dark Reaper
Smacking the crap out of Hive Fleet Leviathan.
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NECRONS!!!AAAAAAAAAAGHHHHHHHHHHHHHH!!!Seriously though, those guys are scary!
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DT: 90+S+GMB++I--Pw40k08#+D+A++/mWD-R++T(S)DM+
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![[Post New]](/s/i/i.gif) 2010/12/02 09:07:01
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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Eldar Savior wrote:NECRONS!!!AAAAAAAAAAGHHHHHHHHHHHHHH!!!Seriously though, those guys are scary!
Thanks for the input
Although, to be fair, this fandex is a real beast on the tabletop.. I just can't seem to win with it.
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![[Post New]](/s/i/i.gif) 2010/12/02 10:27:46
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Sadistic Inquisitorial Excruciator
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necronsftw wrote:I must say that platium is very powerful. I can get a 2+/4++ with FnP on a 3+ while always gettiing to take it too. And if you really want you can have a 3++ invunerable.
And??? Thats 275pts, same as the Sanguinor, more than Mephiston, more than a Wraithlord and not far off the current Deceiver. It's fine.
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![[Post New]](/s/i/i.gif) 2010/12/02 13:48:36
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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^ My point(s) exactly.
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![[Post New]](/s/i/i.gif) 2010/12/02 14:23:27
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Regular Dakkanaut
Cedar Rapids, IA
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I'd just like to chime in with, in my mind giving wraiths a 5+/3++ is strange but acceptable. The wraiths would be vulnerable to Psycannons as they are Str 6 Ap 4 and ignore invul saves. This would mean they wound Wraiths on a 3+ with no save. Granted this is a unique thing as nobody else has that weapon other than DH. Also they wouldnt be the first unit with a better invul than armor save, point and case is the Imperial Guard priest. He has a 5+/4++.
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![[Post New]](/s/i/i.gif) 2010/12/02 14:25:43
Subject: Necron fandex WIP -- Current iteration of the codex on page 5!
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Daemonic Dreadnought
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/agree.
The Wraith would depend more on its Phasing ability than its physical armour. So any weapon that woudl ignore invul saves woudl need to put the Wraith at a disadvantage....having a reduced armour save does exactly that.
I think it's more clever than strange.
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![[Post New]](/s/i/i.gif) 2010/12/02 18:16:59
Subject: Re:Necron fandex WIP -- Current iteration of the codex on page 5!
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Chaplain with Hate to Spare
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Codex: Necrons
SPECIAL RULES
Necron – A unit with this special rule has the Feel No Pain and Fearless universal special rules.
Gauss Weapons – A Necron ranged weapon with this rule has the Rending universal special rule.
WEAPONS:
Gauss Flayer – Range: 24” Strength: 4 AP: 5 Type: Rapid-Fire, Gauss Weapon
Gauss Blaster – Range: 24” Strength: 5 AP: 4 Type: Rapid-Fire, Twin-Linked, Gauss Weapon
Gauss Cannon – Range: 36” Strength: 6 AP: 4 Type: Heavy 3, Gauss Weapon
Heavy Gauss Cannon – Range: 48” Strength: 8 AP: 2 Type: Heavy 1, Gauss Weapon
Gauss Destructor – Range: 24” Strength: 5 AP: 3 Type: Heavy 3, Gauss Weapon
Monolith Power Matrix – Range: 48” Strength: 10 AP: 1 Type: Ordnance 1, Large Blast
Particle Disruptor – Range: Template Strength 4 AP: 2 Type: Assault 1, Gauss Weapon
WARGEAR:
Staff of Light: Power Weapon, can be fired as a Particle Disruptor.
Warscythe: The Warscythe is a two-handed power-weapon that adds +2 to the users' strength in assault,Ignores Invulnerable saves as well as armour saves and the user rolls 2D6 Armour Penetration against vehicles in close-combat. It can also be fired in the shooting phase as a Gauss Flayer.
Destroyer Body: a model mounted on a Destroyer body has the unit type: Jetbike. Note that the model does not gain +1 Toughness.
Resurrection Orb: Any of your units with atleast one model within 12” of a Necron Lord with a Resurrection Orb, including the Lord himself, may always take their Feel No Pain tests regardless of the weapon causing the wound.
Phase Shifter: A model with a Phase shifter benefits from a 4+ Invulnerable save. Additionally, the model may move through impassable terrain, as long as it doesn't end its move inside it.
Phylactery: A model with a Phylactery passes Feel No Pain tests on a 3+.
Gravitational Disruptor: A model equipped with a Gravitational Disruptor may use it in the Shooting Phase instead of firing a weapon, provided it didn't move that turn. All units with a model within 24” of the Gravitational Disruptor when used will count as being in both difficult and dangerous terrain if they move in their next movement phase, run or make an assault move until the end of your next turn.
Lightning Field: Every unit with a model in base contact with a Necron unit with a lightning field will take D6 Strength 4 hits each turn in the assault phase, before any attacks are made.
Solar Pulse: Once per game at the beginning of your opponents turn, the controlling player may make a Solar Pulse if the Necron Lord with this wargear is still alive. All enemy units are at -1 BS for the rest of their turn as they are blinded. Also, if the Night Fighting rules are in effect, they will be suspended for the rest of the turn.
Energized Claws: A model with Energized Claws has the Rending universal special rule in assault.
Fused Plating: A model with Fused Plating has a 2+ armour save.
Veil of Darkness: Utilizing seemingly impossible technology, the Necron Lord moves himself and his silent warriors, seemingly disappearing into darkness and reappearing elsewhere. At the beginning of the turn, the controlling player may remove the Necron Lord and any unit he is with from the table and replace them anywhere on the board via the Deepstrike rules.
Defense Scarabs: The Necron Lord is protected by Scarabs that stay near their master to protect and fight for him. The Necron Lord may make three additional attacks in close combat, at strength 3 and initiative 2 with armour saves allowed as normal. The Necron Lord counts as WS 2 for the purposes of these attacks.
Powered Claws: The attacks from a model with Powered Claws counts as being armed with a single power weapon.
Wraith body: The model gains the Wraith Phase Shifter wargear, and moves in the same way as a jetbike – note that the models' unit type does not change to Jetbike, and remains the same.
Wraith Phase Shifter: Grants a 3+ Invulnerable save. Additionally, the model may move through impassable terrain, as long as it doesn't end its move inside it.
Chronometron:
At the beginning of the owning players' turn, the player may select one of the following options:
Gain Initiative 10 until the end of the turn.
Gain the Fleet Universal Special Rule until the end of the player turn.
Gain the Hit and Run Universal Special Rule until the end of the player turn.
Gain the Counter-Attack Universal Special Rule until the end of the player turn.
Note that none of the above options may be taken twice in a row.
In addition, a Necron Lord that has a Chronometron and any unit it is attached to will automatically pass any Initiative tests they may be required to take - so long as the Necron Lord is alive.
Flayer Claws: Attacks from a model with Flayer Claws ignore armour saves and re-roll failed rolls to wound.
ARMY LIST
HQ
Necron Lord
0-1 Platinum
Statline: WS: 7 BS: 7 S: 5 T: 6 W: 4 I: 4 A: 4 LD: 10 Sv: 2+
Points cost: 180
Unit type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character
Ancient Enemy: A Platinum Necron Lord will have been fighting for millions, if not billions of years. His skills at range and close combat are rarely matched and his ancient robotic body is as tough as the worst Tyranid monster and stronger than any Space Marine and can take a considerable amount of punishment, as shown in his profile. Additionally, on account of his experience, he has the Preferred enemy special rule against all enemies. He conveys this rule to any Necron unit he has joined.
Wargear: Staff of Light, Fused Plating
Options:
A Platinum Lord may have any of the following:
May have a Chronometron for +35pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +25pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
May have a Resurrection Orb for +30pts
May have a Lightning Field for +10pts
May have a Solar Pulse for +20pts
May have a Phylactery for +15pts
May have a Phase Shifter for +10pts
May also select one of the following:
Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers may now be taken as troops choices as well as Fast Attack.
Become a Wraith Lord for +50pts – The Lord gains a Wraith body, and Wraiths may be taken as troops choices as well as Fast Attack.
Become an Immortal Lord for +50pts – The Lord benefits from +1 Toughness and gains the Eternal Warrior special rule. Additionally, Immortals may be taken as troops choices as well as Elites.
Become a Flayer Lord for +50pts – The Lord gains the Grotesque and Attack from below! special rules as detailed in the Flayed Ones entry. Flayed Ones may be taken as troops choices as well as Elites, and the Lord replaces his Staff of Light with two Flayer Claws, and may not take a Warscythe.
Gold
Statline: WS: 6 BS: 6 S: 5 T: 5 W: 3 I: 4 A: 4 LD: 10 Sv: 3+
Points cost: 125
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character
Wargear: Staff of Light
Options:
A Gold Lord may select up to 150pts of upgrades from the list below
May have a Chronometron for +35pts
May have Fused Plating for +15pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +25pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
May have a Resurrection Orb for +30pts
May have a Lightning Field for +10pts
May have a Solar Pulse for +20pts
May have a Phylactery for +15pts
May have a Phase Shifter for +10pts
May also select one of the following:
Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers may now be taken as troops choices as well as Fast Attack.
Become a Wraith Lord for +50pts – The Lord gains a Wraith body, and Wraiths may be taken as troops choices as well as Fast Attack.
Become an Immortal Lord for +50pts – The Lord benefits from +1 Toughness and gains the Eternal Warrior special rule. Additionally, Immortals may be taken as troops choices as well as Elites.
Become a Flayer Lord for +50pts – The Lord gains the Grotesque and Attack from below! special rules as detailed in the Flayed Ones entry. Flayed Ones may be taken as troops choices as well as Elites, and the Lord replaces his Staff of Light with two Flayer Claws, and may not take a Warscythe.
Silver
Statline: WS: 5 BS: 5 S: 5 T: 5 W: 3 I: 4 A: 3 LD: 10 Sv: 3+
Points cost: 100
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character
Wargear: Staff of Light
Options:
A Silver Lord may select up to 100pts of upgrades from the list below
May have a Chronometron for +35pts
May have Fused Plating for +15pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +25pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
May have a Resurrection Orb for +30pts
May have a Lightning Field for +10pts
May have a Solar Pulse for +20pts
May have a Phylactery for +15pts
May have a Phase Shifter for +10pts
May also select one of the following:
Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers may now be taken as troops choices as well as Fast Attack.
Become a Wraith Lord for +50pts – The Lord gains a Wraith body, and Wraiths may be taken as troops choices as well as Fast Attack.
Become an Immortal Lord for +50pts – The Lord benefits from +1 Toughness and gains the Eternal Warrior special rule. Additionally, Immortals may be taken as troops choices as well as Elites.
Become a Flayer Lord for +50pts – The Lord gains the Grotesque and Attack from below! special rules as detailed in the Flayed Ones entry. Flayed Ones may be taken as troops choices as well as Elites, and the Lord replaces his Staff of Light with two Flayer Claws, and may not take a Warscythe.
Bronze
Statline: WS: 5 BS: 5 S: 4 T: 5 W: 2 I: 3 A: 3 LD: 10 Sv: 3+
Points cost: 75
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character
Wargear: Staff of Light
Options:
A Bronze Lord may select up to 50pts of upgrades from the list below
May have a Chronometron for +35pts
May have Fused Plating for +15pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +25pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
May have a Resurrection Orb for +30pts
May have a Lightning Field for +10pts
May have a Solar Pulse for +20pts
May have a Phylactery for +15pts
May have a Phase Shifter for +10pts
May also select one of the following:
Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers may now be taken as troops choices as well as Fast Attack.
Become a Wraith Lord for +50pts – The Lord gains a Wraith body, and Wraiths may be taken as troops choices as well as Fast Attack.
Become an Immortal Lord for +50pts – The Lord benefits from +1 Toughness and gains the Eternal Warrior special rule. Additionally, Immortals may be taken as troops choices as well as Elites.
Become a Flayer Lord for +50pts – The Lord gains the Grotesque and Attack from below! special rules as detailed in the Flayed Ones entry. Flayed Ones may be taken as troops choices as well as Elites, and the Lord replaces his Staff of Light with two Flayer Claws, and may not take a Warscythe.
Elites
Flayed Ones
Statline: WS: 4 BS: 0 S: 4 T: 5 W: 1 I: 4 A: 2 LD: 10 Sv: 4+
Points cost: 150
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron, Furious Charge
Attack From Below: Flayed Ones may enter the game via the Deep Strike rules. They may launch an assault if in range on the turn they deep strike, however they may not move or run in that turn.
Grotesque: Flayed Ones drape themselves in the bloody flesh of their victims. All non-Necron units with a model within 12” that can draw Line of Sight to the Flayed Ones suffer a -2 modifier to their Leadership characteristic.
Wargear:
Energized Claws
Options:
May include up to 5 additional Flayed Ones at 30pts per model.
The entire unit may replace their Energized claws with one of the following:
Powered Claws at +5pts per model.
Flayer Claws at +10pts per model.
Immortals
Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 2 A: 2 LD: 10 Sv: 3+
Points cost: 125
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron, Slow and Purposeful
Wargear: Gauss Blaster
Options:
May include up to 5 additional Immortals at 25pts per model.
The unit may take a Lightning Field for 15pts.
The entire unit may be upgraded to have Energized Claws for 5pts per model.
(0-1) Pariahs
Statline: WS: 3 BS: 3 S: 5 T: 5 W: 1 I: 3 A: 2 LD: 10 Sv: 2+
Points cost: 105
Unit Type: Infantry
Number/unit: 3
Special Rules –
Pariah Gene: Any Psyker attempting to use a psychic power within 24” of a Pariah will take their Psychic test on 3D6 and discard the lowest roll.
Soulless: All models within 12” of the Pariahs are at a -1 Leadership modifier.
Wargear: Warscythe, Fused Plating
Options:
May include up to 7 additional Pariahs at 35pts per model
Troops
Necron Warriors
Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 2 A: 1 LD: 10 Sv: 4+
Points cost: 90
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron, Slow and Purposeful
Wargear: Gauss Flayer
Options:
May include up to 15 additional Necron Warriors at 18pts per model
The unit may have a Lightning Field for 20pts
The entire unit may be upgraded to have Energized Claws at 5pts per model
YOU MAY INCLUDE ONE UNIT OF TOMB SPIDERS FOR EVERY UNIT OF NECRON WARRIORS YOU HAVE. THEY DO NOT TAKE UP ANY SPACE ON THE FORCE ORGANISATION CHART, BUT ARE OTHERWISE TREATED AS TROOPS CHOICES.
Tomb Spyder
Statline: WS: 3 BS: 3 S: 6 T: 6 W: 3 I: 2 A: 3 LD: 10 Sv: 3+
Points cost: 100
Unit Type: Monstrous Creature
Number/unit: 1 Tomb Spyder
Special Rules – Fearless
Field Repairs: The Tomb Spyder is treated as though it were equipped with a Resurrection Orb.
Wargear: Two close combat weapons
Options:
Replace any of its close combat weapons with a Gauss Destructor for free. However, for each close combat weapon replaced with a Gauss Cannon, the Tomb Spyder looses an attack from its profile.
The unit may include up to two additional Tomb Spyders at +100pts per model.
The unit may include up to two Scarab bases for every Tomb Spyder in the unit at 15pts per model.
Scarab Swarms
Statline: WS: 2 BS: 0 S: 3 T: 3 W: 3 I: 2 A: 3 LD: 10 Sv: 4+
Points cost: 30
Unit Type: Infantry
Number/unit: 3
Special Rules – Swarms, Fearless,
Mindless: Scarabs have a very limited understanding of tactics and hence are not scoring units.
Levitation units: Scarab swarms move as Jump Infantry.
Disruption Fields: When rolling for armour penetration in close combat against models with an armour value, any roll of a 6 automatically causes a Stunned result on the damage chart.
Wargear: --
Options:
May include up to 17 additional models at 10pts per model.
Fast Attack
Destroyers
Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 2 A: 1 LD: 10 Sv: 3+
Points cost: 150
Unit Type: Jetbike
Number/unit: 3
Special Rules – Necron
Heavy Destroyers: Any Heavy Destroyer replaces its Gauss Cannon with a Heavy Gauss Cannon and if this option is taken then they become "Heavy Destroyers" - note that asides from the weapons change, the rest of the Destroyer profile remains the same. If the entire unit consists of Heavy Destroyers, it may be taken as a Heavy Support choice.
Wargear: Gauss Cannon, Destroyer body
Options:
May include up to 7 additional Destroyers at 50pts a model
The entire unit may be upgraded with Energized Claws for 5pts a model
Any model may be upgraded to a Heavy Destroyer for freel
Wraiths
Statline: WS: 5 BS: 0 S: 6 T: 4 W: 1 I: 5 A: 4 LD: 10 Sv: 5+
Points cost: 45
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron, Hit and Run
Wargear: Powered Claws, Wraith Body
Options:
May include up to 4 additional Wraiths at 45pts a model
The unit may be upgraded with a Lightning Field for 10pts per model.
Heavy Support
Monolith
Statline: BS: 4 Front Armour: 14 Side Armour: 14 Rear Armour: 14
Points cost: 300
Unit Type: Tank, Skimmer
Number/unit: 1
Special Rules – Deep Strike,
Crewless: The Monolith has no crew. It is unaffected by crew stunned and crew shaken results on the vehicle damage chart.
Living Metal: The Monolith has a 4+ Invulnerable save against all glancing and penetrating hits – taken before rolls on the damage table.
Teleport: This rule gives three abilities that the controlling player may use once per turn, however no more than one of them can be used in a turn.
1)A single Necron infantry unit coming on from reserve may enter play from the Monoliths' portal, provided it was on the table at the start of the turn as if they had just disembarked.
2)At the beginning of your turn, you can pick one of your infantry units on the board and remove them from the table, then replace them as if they had just disembarked from the Monolith – treating the portal as an access point.
3)The Monolith may teleport itself – remove the model from the table and replace it anywhere atleast 18 inches away from its previous position, but no more than 36 inches away. It may not do anything else for the rest of the turn if it teleports itself!This rule may not be used if the Monoliths' Power Matrix has been disabled – see below for details.
Ponderous: The Monolith is slow and lumbering, and can only move up to 6” per turn. If it does move, it may still fire all of its weapons (unless it is teleporting itself – see above). If the Monolith suffers an immobilized result on the vehicle damage chart, then it will not crash and be destroyed, but sink to the ground and continue to fight from there.
Auto Targeting: When the Monolith's Gauss Destructor's fire, they each fire at the closest enemy unit that they can. This could result in the Monolith firing at separate units. The Monolith Power Matrix may fire at a separate target to the Gauss Destructor's, but it doesn't have to be the closest.
Wargear
4 Gauss Destructor's,
Monolith Power Matrix: The Monolith Power Matrix is a massive protruding crystal on the top of a Monolith that pulses with sickly green energy. It may be fired in the shooting phase with the following profile:
Monolith Power Matrix – Range: 48” Strength: 10 AP: 1 Ordnance 1, Large Blast, Gauss Weapon
It may not be destroyed by a Weapon Destroyed result on the damage table. It may only be destroyed if the Monolith suffers a Destroyed – Wrecked or Destroyed - Explodes! result. If the Monolith suffers a Destroyed – Explodes! result, then the cataclysmic energies of the Power Matrix are released. All models, within 6+D6 inches suffer a Strength 8 AP 1 hit. This overrides the normal rules for vehicles exploding, and the Monolith will never explode in any other way than described above. Vehicles are hit on their side armour.
Options:
A Monolith may be equipped with a Gravitational Disruptor for +25pts
Tomb Stalker
Statline: WS: 4 BS: 4 S: 6 T: 7 W: 5 I: 4 A: 4 LD: 10 Sv: 3+
Points cost: 195
Unit Type: Monstrous Creature
Number/Unit: 1
Special Rules -
Sense Cluster: Tomb Stalkers have the Night Vision
universal special rule.
Brutal Assault: The Tomb Stalker itself is a weapon; a mass of bladed limbs and razor-sharp armour plates. It gains +2 attacks on a turn in which it assaults as opposed to the usual +1.
War Construct: The Tomb Stalker is a huge mass of shifting pseudo-metal, with little vulnerability except to the massive use of force. Sniper weapons, attacks with the Poisoned ability and the like, only wound the Tomb Stalker on a 6 (as opposed to a 4+, 2+ etc, as would normally be the case).
Phase Tunnelling: The Tomb Stalker is extraordinarily fast, and carries inbuilt phase field projectors allowing it to pass easily through inert matter, boring its way through rock and stone, and effortlessly passing through debris and rough terrain as it moves. As a result it has the Fleet, Deep Strike, Move Through Cover and Hit and Run universal special rules.
Wargear: Two Gauss Flayers
SPECIAL CHARACTERS
Herald of the C'tan (takes up 1 HQ slot, may not take a Platinum Lord as well as the Herald)
Statline: WS: 8 BS: 7 S: 6 T: 6 W: 4 I: 4 A: 5 LD: 10 Sv: 2+
Points cost: 325
Unit Type: Infantry
Number/unit: 1 (unique)
Special Rules – Feel No Pain, Independent Character, Fearless, Eternal Warrior, Ancient Enemy,
Necron Elite: The Herald of the C'tan is often accompanied to battle by the most elite Necron forces. Immortals and Flayed Ones units may count as troops or elites choices (as the owning player decides) in an army including the Herald of the C'tan, and the 0-1 limit on Pariahs is removed.
Essence of the C'tan: The Herald of the C'tan has been imbued with a fraction of the power of some of the C'tan – created to be their strongest warrior. From one, he received extreme power, another great cunning, and from the last the power to control machines. To represent this, the Herald of the C'tan has the following:
Extreme power – on a turn in which he charges into an assault, the Herald of the C'tan gains +D3 attacks instead of the usual +1 attack bonus.
Great cunning – Before deployment, roll a D6. A number of units equal to the result on the D6 gain the Infiltrate Universal Special rule. Which units is up to the controlling player.
Mastery over Machines – At the beginning of the controlling players' turn (before rolling for reserves The Herald of the C'tan may pick an enemy vehicle within 12” and take a Leadership test. If the test is passed, the controlling player may control that vehicle for the rest of the turn (he may still shoot and assault it!). However, should the Herald of the C'tan fail the Leadership test he automatically looses D3 swounds (he may not take saves of any kind or use Feel No Pain to recover the wounds!).
Wargear: Resurrection Orb, Phase Shifter, Phylactery, Fused Plating, Veil of Darkness
Staff of the Tomb King: The most powerful handheld Necron weapon, this ancient staff has similarities to both the Warscythe and Staff of Light – but it is infinitely more powerful. It is a Warscythe, however it may not be fired as a Gauss Flayer, but may still be used in the shooting phase with one of the following profiles (decided by the controlling player before checking range):
Range: 18" Strength: 5 AP: 3 Assault 3, Gauss weapon
OR
Range: 36" Strength: 8 AP: 1 Heavy 1, Gauss weapon
The Spyder of Damnos
Statline: WS: 5 BS: 4 S: 7 T: 6 W: 4 I: 4 A: 4 LD: 10 Sv: 2+
Points cost: 175
Unit Type: Monstrous Creature
Number/unit: 1 (unique)
Special Rules – Fearless, Field Repairs, Furious Charge, Hit and Run
Wargear: Two close combat weapons, The Spyder's web: This weapon can be fired in the shooting phase with the following profile:
Range: 12” Strength – AP – Assault 1, Large blast, Ensnaring*.
*This weapon does not roll to wound, and any models under the template must take a Strength test – if any of these models fail their test then the whole unit is treated as though it had just failed a pinning test. This weapon can still be used to pin Fearless units, as they are not actually taking a pinning test.
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16 units in total.
Well, I think that just about does it. There's quite a few changes, most noticably the addition of Forge World's Tomb Stalker. Asides from that, I've tweaked a few points costs, special and wargear rules, as well as unit options and stats.
Tell me what y'all think, and I look forward to feedback from play-testers!
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![[Post New]](/s/i/i.gif) 2010/12/02 19:40:25
Subject: Re:Necron fandex WIP -- Current iteration of the codex on page 5!
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Opportunist
La Rochelle
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The monolith's Power Matrix may teleport a necron infantry unit, so it cannot teleport Destroyers (Jetbikes). Right ?
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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) 2010/12/02 19:47:43
Subject: Re:Necron fandex WIP -- Current iteration of the codex on page 5!
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Loyal Necron Lychguard
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Here is your new PDF format of your newest codex update. Some formatting and grammatical changes were made, nothing that affects the rules at all, purely for coherency or correctness.
Filename |
DarkVoid - Necron Codex Update 12.2.2010.pdf |
Download
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Description |
Newest update in PDF format |
File size |
305 Kbytes
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![[Post New]](/s/i/i.gif) 2010/12/02 20:13:06
Subject: Re:Necron fandex WIP -- Current iteration of the codex on page 5!
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Chaplain with Hate to Spare
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Arkon wrote:The monolith's Power Matrix may teleport a necron infantry unit, so it cannot teleport Destroyers (Jetbikes). Right ?
Correct.
Kevin949 wrote:Here is your new PDF format of your newest codex update. Some formatting and grammatical changes were made, nothing that affects the rules at all, purely for coherency or correctness.
Hey dude, thanks! I really appreciate this.
Once it has been play-tested enough and if play-testers find the fandex is good, then I'll stick that up for download somewhere (probably scribd?). Atleast until I can make my own PDF 'dex.
Thanks again, Kevin.
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