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Made in gb
Chaplain with Hate to Spare






The list in this OP is outdated.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



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

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

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

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

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

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

Resurrection Orb: Any of your units with atleast one model within 12” of a Necron Lord with a Resurrection Orb, including the Lord himself, may always take their Feel No Pain tests regardless of the weapon causing the wound.

Phase Shifter: A model with a Phase shifter benefits from a 4+ Invulnerable save. Additionally, the model may move through impassable terrain, as long as it doesn't end its move inside it.

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

Gravitational Disruptor: A model equipped with a Gravitational Disruptor may use it in the Shooting Phase instead of firing a weapon, provided it didn't move this turn. All units with a model within 24” of the Gravitational Disruptor when used will count as being in both difficult and dangerous terrain if they move in the movement phase, run or make an assault move until the end of your next turn.

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

Solar Pulse: Once per game at the beginning of your opponents turn, the controlling player may make a Solar Pulse if the upgraded Necron Lord is still alive. All enemy units are at -1 BS for the rest of their turn as they are blinded. Also, if the Night Fighting rules are in effect, they will not count as being in effect for the rest of the turn.

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

Fused Plating: A model with Fused Plating has a 2+ armour save.

Veil of Darkness: Utilizing seemingly impossible technology, the Necron Lord moves himself and his silent warriors, seemingly disappearing into darkness and reappearing elsewhere. At the beginning of the turn, the controlling player may remove the Necron Lord and any unit he is with from the table and replace them anywhere on the board via the Deepstrike rules. The unit will only scatter 1D6 inches if an arrow is rolled on the scatter dice.

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

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

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

Wraith Phase Shifter: Grants a 3+ Invulnerable save. Additionally, the model may move through impassable terrain, as long as it doesn't end its move inside it.

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


ARMY LIST
HQ
Necron Lord
 0-1 Platinum
Statline: WS: 7 BS: 7 S: 5 T: 6 W: 4 I: 5 A: 4 LD: 10 Sv: 2+
Points cost: 150
Unit type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character, Fearless
Ancient Enemy: A Platinum Necron Lord will have been fighting for Thousands, if not Tens of Thousands of years. His skills at range and close combat are rarely matched and his ancient robotic body is as tough as the worst Tyranid monster and stronger than any Space Marine and can take a considerable amount of punishment, as shown in his profile. Additionally, on account of his experience, he has the Preferred enemy special rule against all enemies. He conveys this rule to any Necron unit he has joined.
Wargear: Staff of Light, Fused Plating
Options:
May have a Chronometron for +20pts
May have a Wraith body for +50pts
May have a Destroyer Body for +40pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
May have a Resurrection Orb for +30pts
May have a Lightning Field for +10pts
May have a Solar Pulse for +20pts
May have a Phylactery for +15pts
May have a Phase Shifter for +10pts
 Gold
Statline: WS: 6 BS: 5 S: 5 T: 5 W: 3 I: 4 A: 3 LD: 10 Sv: 3+
Points cost: 115
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character
Wargear: Staff of Light
Options:
May have a Chronometron for +20pts
May have Fused Plating for +15pts
May have a Wraith body for +50pts
May have a Destroyer Body for +40pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
May have a Resurrection Orb for +30pts
May have a Lightning Field for +10pts
May have a Solar Pulse for +20pts
May have a Phylactery for +15pts
May have a Phase Shifter for +10pts
 Silver
Statline: WS: 5 BS: 5 S: 5 T: 4 W: 2 I: 3 A: 3 LD: 10 Sv: 3+
Points cost: 100
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character
Wargear: Staff of Light
Options:
May have a Chronometron for +20pts
May have Fused Plating for +15pts
May have a Wraith body for +50pts
May have a Destroyer Body for +40pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
May have a Resurrection Orb for +30pts
May have a Lightning Field for +10pts
May have a Solar Pulse for +20pts
May have a Phylactery for +15pts
May have a Phase Shifter for +10pts
 Bronze
Statline: WS: 4 BS: 4 S: 4 T: 4 W: 2 I: 2 A: 2 LD: 10 Sv: 3+
Points cost: 75
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character
Wargear: Staff of Light
Options:
May have a Chronometron for +20pts
May have Fused Plating for +15pts
May have a Wraith body for +50pts
May have a Destroyer Body for +40pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
May have a Resurrection Orb for +30pts
May have a Lightning Field for +10pts
May have a Solar Pulse for +20pts
May have a Phylactery for +15pts
May have a Phase Shifter for +10pts


Elites
Flayed Ones
Statline: WS: 4 BS: 4 S: 4 T: 4 W: 1 I: 4 A: 2 LD: 10 Sv: 3+
Points cost: 200
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron,
Attack From Below: Flayed Ones may enter the game via the Deep Strike rules. If the unit scatters, then they will only move 1D6 inches. They may not move as normal, but can launch an assault if in range.
Grotesque: All enemy units with a model within 12” that can draw Line of Sight to the Flayed Ones suffer a -2 modifier to their Leadership characteristic.
Wargear:
Two Flayer Claws – A Flayer Claw is treated in the same way as a Lightning claw (see the main rulebook).
Options:
May include up to 5 additional Flayed Ones at 40pts per model.

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

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


Troops
Necron Warriors
Statline: WS: 4 BS: 4 S: 4 T: 4 W: 1 I: 2 A: 1 LD: 10 Sv: 3+
Points cost: 100
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron
Wargear: Gauss Flayer
Options:
May include up to 15 additional Necron Warriors at 20pts per model
The unit may have a Lightning Field for 20pts
The entire unit may be upgraded to have Energized Claws at 5pts per model

YOU MAY INCLUDE ONE UNIT OF TOMB SPIDERS FOR EVERY UNIT OF NECRON WARRIORS YOU HAVE. THEY DO NOT TAKE UP ANY SPACE ON THE FORCE ORGANISATION CHART, BUT ARE OTHERWISE TREATED AS TROOPS.
Tomb Spyder
Statline: WS: 3 BS: 3 S: 6 T: 6 W: 3 I: 2 A: 3 LD: 10 Sv: 3+
Points cost: 100
Unit Type: Monstrous Creature
Number/unit: 1-3 Tomb Spyders
Special Rules – Fearless,
Field Repairs: The Tomb Spyder is treated as though it were equipped with a Resurrection Orb.
Wargear: Claws (no attack bonus)
Options:
Replace one claw with a Gauss Cannon for free. If this is chosen, The Tomb Spyder loses one attack from its profile.
The unit may include up to two Scarab bases for every Tomb Spyder in the unit at 10pts per model.


Scarab Swarms
Statline: WS: 2 BS: 0 S: 3 T: 3 W: 3 I: 2 A: 3 LD: 10 Sv: 5+
Points cost: 30
Unit Type: Jetbike
Number/unit: 3
Special Rules – Swarms, Fearless, Never a Scoring unit
Disruption Fields: When rolling for armour penetration in Close Combat against models with an armour value, any roll of a 6 automatically causes a Stunned result on the damage chart.
Wargear: --
Options:
May include up to 17 additional models at 10pts per model.
Fast Attack
Destroyers
Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 2 A: 1 LD: 10 Sv: 3+
Points cost: 150
Unit Type: See Destroyer Body wargear
Number/unit: 3
Special Rules – Necron
Wargear: Gauss Cannon, Destroyer body
Options:
May include up to 7 additional Destroyers at 50pts a model
The entire unit may be upgraded with Energized Claws for 5pts a model
Any model may replace its Gauss Cannon with a Heavy Gauss Cannon for 25pts
Wraiths
Statline: WS: 5 BS: 0 S: 6 T: 4 W: 1 I: 6 A: 3 LD: 10 Sv: 3+
Points cost: 50
Unit Type: See Wraith Body wargear
Number/unit: 1
Special Rules – Necron,
Wargear: Powered Claws, Wraith Body
Options:
May include up to 4 additional Wraiths at 50pts a model
The unit may be upgraded with a Lightning Field for 10pts
Heavy Support
Monolith
Statline: BS: 4 Front Armour: 14 Side Armour: 14 Rear Armour: 14
Points cost: 300
Unit Type: Tank, Skimmer
Number/unit: 1
Special Rules – Deep Strike,
Crewless: The Monolith has no crew. It is unaffected by crew stunned and crew shaken results on the vehicle damage chart.
Living Metal: The Monolith has a 4+ Invulnerable save against all glancing and penetrating hits.
Teleport: Necron infantry units coming on from reserve may enter play from the Monoliths' portal, provided it was on the table at the start of the turn. Alternatively, at the beginning of your turn, you can pick one of your infantry units on the board and remove them from the table, then replace them as if they had just disembarked from the Monolith – treating the portal as an access point. Any models that cannot disembark are destroyed.
Ponderous: The Monolith is slow and lumbering, and can only move up to 6” per turn. If it does move, it may still fire all of its weapons. If the Monolith suffers an immobilized result on the vehicle damage chart, then it will not crash and be destroyed, but sink to the ground and continue to fight from there.
Auto Targeting: When the Monolith's Gauss Destructor's fire, they each fire at the closest enemy unit that they can. This could result in the Monolith firing at separate units. The Monolith Power Matrix may fire at a separate target to the Gauss Destructor's, but it doesn't have to be the closest.
Wargear: Monolith Power Matrix, 4 Gauss Destructor's

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

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

The Destroyer of Prandia




-------

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



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

This message was edited 14 times. Last update was at 2011/04/18 15:19:19


 
   
Made in us
Been Around the Block




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




The best State-Texas

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

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

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

I also think Pariahs should have WS4 instead of 3.

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
:Necron: Necron Discord: https://discord.com/invite/AGtpeD4  
   
Made in us
Fighter Ace





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

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

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

This message was edited 1 time. Last update was at 2010/05/16 03:21:13


Started wargaming with heroscape. Who says kids can't be generals?

Tournament Results:
Space Marines 2-1-0

In Soviet Russia.... you go to Gulag.
 
   
Made in us
Dakka Veteran




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

Some things are off here though.

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

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

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

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

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

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

Destroyers are fine, but no turboboosting and shooting.

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

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

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

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

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

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

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








This message was edited 1 time. Last update was at 2010/05/16 03:29:23


 
   
Made in us
Regular Dakkanaut





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

 
   
Made in gb
Chaplain with Hate to Spare






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

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

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

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

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

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

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

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

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


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

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

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


Automatically Appended Next Post:
Right, to the changes!

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

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


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




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

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

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

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

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

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

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

This message was edited 1 time. Last update was at 2010/05/16 09:04:37


 
   
Made in us
Shas'ui with Bonding Knife






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

This message was edited 2 times. Last update was at 2010/05/16 17:34:59


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bittersashes wrote:One guy down at my gaming club swore he saw an objective flag take out a full unit of Bane Thralls.
 
   
Made in gb
Chaplain with Hate to Spare






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


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

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

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




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

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

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

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

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

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

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

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

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






   
Made in gb
Chaplain with Hate to Spare






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

Meh.

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


Infact, screw that.

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

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






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


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

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

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


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

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

Meh.

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


Infact, screw that.

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

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


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

This message was edited 2 times. Last update was at 2010/05/18 01:13:28


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bittersashes wrote:One guy down at my gaming club swore he saw an objective flag take out a full unit of Bane Thralls.
 
   
Made in us
Fighter Ace





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

Started wargaming with heroscape. Who says kids can't be generals?

Tournament Results:
Space Marines 2-1-0

In Soviet Russia.... you go to Gulag.
 
   
Made in gb
Chaplain with Hate to Spare






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

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

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

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

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




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

This message was edited 1 time. Last update was at 2010/05/18 22:53:04


 
   
Made in us
Shas'ui with Bonding Knife






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

DQ:90S++G++M----B--I+Pw40k07+D+++A+++/areWD-R+DM+


bittersashes wrote:One guy down at my gaming club swore he saw an objective flag take out a full unit of Bane Thralls.
 
   
Made in gb
Chaplain with Hate to Spare






^ You. Been. Cheated.

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

Also, just to make sure, you do know what weapons negate WBB, right?
   
Made in us
Purposeful Hammerhead Pilot






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

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

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

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

- 3000
- 145 
   
Made in gb
Chaplain with Hate to Spare






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

Also, as for the low ap + rending:

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

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

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


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

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


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

This message was edited 2 times. Last update was at 2010/05/23 10:07:28


 
   
Made in us
Hurr! Ogryn Bone 'Ead!





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

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

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

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

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

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

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

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

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

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

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

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

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

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

Phew, I think maybe I should've just written my own after all of that.
   
Made in gb
Chaplain with Hate to Spare






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

...

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

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

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

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

Certain changes will include;

Platinum Lord price increase

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

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

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


Until next time, chillax.
   
Made in us
One Canoptek Scarab in a Swarm





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

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

This message was edited 1 time. Last update was at 2010/05/21 14:47:58



Necrons - 2500+
Eldar - 2000+
Tau - 2000+
Dark Eldar - 2000+ 
   
Made in gb
Chaplain with Hate to Spare






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

Keep the comments coming...
   
Made in us
Shas'ui with Bonding Knife






Darkvoidof40k wrote:^ You. Been. Cheated.

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

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

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

This message was edited 1 time. Last update was at 2010/05/22 00:38:46


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bittersashes wrote:One guy down at my gaming club swore he saw an objective flag take out a full unit of Bane Thralls.
 
   
Made in gb
Chaplain with Hate to Spare






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

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

This message was edited 1 time. Last update was at 2010/05/22 08:09:27


 
   
Made in gb
Chaplain with Hate to Spare






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

Anyways, I'll post everything in segments.


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

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

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

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

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

Resurrection Orb: Any of your units with atleast one model within 12” of a Necron Lord with a Resurrection Orb, including the Lord himself, may always take their Feel No Pain tests regardless of the weapon causing the wound.

Phase Shifter: A model with a Phase shifter benefits from a 4+ Invulnerable save. Additionally, the model may move through impassable terrain, as long as it doesn't end its move inside it. A model may not have a Phase Shifter and a Wraith Phase Shifter.

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

Gravitational Disruptor: A model equipped with a Gravitational Disruptor may use it in the Shooting Phase instead of firing a weapon, provided it didn't move this turn. All units with a model within 24” of the Gravitational Disruptor when used will count as being in both difficult and dangerous terrain if they move in the movement phase, run or make an assault move until the end of your next turn.

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

Solar Pulse: Once per game at the beginning of your opponents turn, the controlling player may make a Solar Pulse if the upgraded Necron Lord is still alive. All enemy units are at -1 BS for the rest of their turn as they are blinded. Also, if the Night Fighting rules are in effect, they will not count as being in effect for the rest of the turn.

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

Fused Plating: A model with Fused Plating has a 2+ armour save.

Veil of Darkness: Utilizing seemingly impossible technology, the Necron Lord moves himself and his silent warriors, seemingly disappearing into darkness and reappearing elsewhere. At the beginning of the turn, the controlling player may remove the Necron Lord and any unit he is with from the table and replace them anywhere on the board via the Deepstrike rules. The unit will only scatter 1D6 inches if an arrow is rolled on the scatter dice.

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

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

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

Wraith Phase Shifter: Grants a 3+ Invulnerable save. Additionally, the model may move through impassable terrain, as long as it doesn't end its move inside it.

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

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

This message was edited 1 time. Last update was at 2010/05/23 09:51:42


 
   
Made in gb
Chaplain with Hate to Spare






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

HQ
Necron Lord
 0-1 Platinum
Statline: WS: 7 BS: 7 S: 5 T: 6 W: 4 I: 5 A: 4 LD: 10 Sv: 2+
Points cost: 200
Unit type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character, Fearless
Ancient Enemy: A Platinum Necron Lord will have been fighting for Thousands, if not Tens of Thousands of years. His skills at range and close combat are rarely matched and his ancient robotic body is as tough as the worst Tyranid monster and stronger than any Space Marine and can take a considerable amount of punishment, as shown in his profile. Additionally, on account of his experience, he has the Preferred enemy special rule against all enemies. He conveys this rule to any Necron unit he has joined.
Wargear: Staff of Light, Fused Plating
Options:
A Platinum Lord may have any of the following:
May have a Chronometron for +20pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
May have a Resurrection Orb for +30pts
May have a Lightning Field for +10pts
May have a Solar Pulse for +20pts
May have a Phylactery for +15pts
May have a Phase Shifter for +10pts

May also select one of the following:
Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers many now be taken as troops choices as well as Fast Attack.
Become a Wraith Lord for +50pts – The Lord gains a Wraith body, and Wraiths may be taken as troops choices as well as Fast Attack.
Become an Immortal Lord for +50pts – The Lord benefits from +1 Toughness and gains the Eternal Warrior special rule. Additionally, Immortals may be taken as troops choices as well as Elites.
Become a Flayer Lord for +50pts – The Lord gains the Grotesque and Attack from below! special rules as detailed in the Flayed Ones entry. Flayed Ones may be taken as troops choices as well as Elites, and the Lord replaces his Staff of Light with two Flayer Claws, and may not take a Warscythe.

 Gold
Statline: WS: 6 BS: 5 S: 5 T: 5 W: 3 I: 4 A: 3 LD: 10 Sv: 3+
Points cost: 115
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character
Wargear: Staff of Light
Options:
A Gold Lord may select up to 150pts of upgrades from the list below
May have a Chronometron for +20pts
May have Fused Plating for +15pts
May have a Wraith body for +50pts
May have a Destroyer Body for +40pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
May have a Resurrection Orb for +30pts
May have a Lightning Field for +10pts
May have a Solar Pulse for +20pts
May have a Phylactery for +15pts
May have a Phase Shifter for +10pts

May also select one of the following:
Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers many now be taken as troops choices as well as Fast Attack.
Become a Wraith Lord for +50pts – The Lord gains a Wraith body, and Wraiths may be taken as troops choices as well as Fast Attack.
Become an Immortal Lord for +50pts – The Lord benefits from +1 Toughness and gains the Eternal Warrior special rule. Additionally, Immortals may be taken as troops choices as well as Elites.
Become a Flayer Lord for +50pts – The Lord gains the Grotesque and Attack from below! special rules as detailed in the Flayed Ones entry. Flayed Ones may be taken as troops choices as well as Elites, and the Lord replaces his Staff of Light with two Flayer Claws, and may not take a Warscythe.

 Silver
Statline: WS: 5 BS: 5 S: 5 T: 4 W: 3 I: 3 A: 3 LD: 10 Sv: 3+
Points cost: 100
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character
Wargear: Staff of Light
Options:
A Silver Lord may select up to 100pts of upgrades from the list below
May have a Chronometron for +20pts
May have Fused Plating for +15pts
May have a Wraith body for +50pts
May have a Destroyer Body for +40pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
May have a Resurrection Orb for +30pts
May have a Lightning Field for +10pts
May have a Solar Pulse for +20pts
May have a Phylactery for +15pts
May have a Phase Shifter for +10pts

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

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

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



Automatically Appended Next Post:
Done a bit here and there with the elites - subtle but important changes.
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Elites
Flayed Ones
Statline: WS: 4 BS: 4 S: 4 T: 4 W: 1 I: 4 A: 2 LD: 10 Sv: 3+
Points cost: 150
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron, Furious Charge,
Attack From Below: Flayed Ones may enter the game via the Deep Strike rules. They may launch an assault if in range.
Grotesque: All enemy units with a model within 12” that can draw Line of Sight to the Flayed Ones suffer a -2 modifier to their Leadership characteristic.
Wargear:
Energized Claws
Options:
May include up to 5 additional Flayed Ones at 30pts per model.
The entire unit may replace their Energized claws with one of the following:
Powered Claws at +10pts per model.
Flayer Claws at +15pts per model.

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

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





Automatically Appended Next Post:
TROOPS! Fun fun fun.
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Troops
Necron Warriors
Statline: WS: 4 BS: 4 S: 4 T: 4 W: 1 I: 2 A: 1 LD: 10 Sv: 3+
Points cost: 100
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron
Wargear: Gauss Flayer
Options:
May include up to 15 additional Necron Warriors at 20pts per model
The entire unit may be upgraded to have Energized Claws at 5pts per model

YOU MAY INCLUDE ONE UNIT OF TOMB SPIDERS FOR EVERY UNIT OF NECRON WARRIORS YOU HAVE. THEY DO NOT TAKE UP ANY SPACE ON THE FORCE ORGANISATION CHART AND THEY ARE NOT SCORING UNITS, BUT ARE OTHERWISE TREATED AS TROOPS CHOICES.
Tomb Spyder
Statline: WS: 3 BS: 3 S: 6 T: 6 W: 3 I: 2 A: 3 LD: 10 Sv: 3+
Points cost: 100
Unit Type: Monstrous Creature
Number/unit: 1 Tomb Spyder
Special Rules – Fearless,
Field Repairs: The Tomb Spyder is treated as though it were equipped with a Resurrection Orb.
Wargear: Two close combat weapons
Options:
Replace any of its close combat weapons with a Gauss Cannon for free. If it replaces both close combat weapons with a Gauss Cannon, then it counts as being armed with a single twin-linked Gauss Cannon. Additionally, for each close combat weapon replaced with a Gauss Cannon, the Tomb Spyder looses an attack from its profile.
The unit may include up to two additional Tomb Spyders at +100pts per model.
The unit may include up to two Scarab bases for every Tomb Spyder in the unit at 15pts per model.


Scarab Swarms
Statline: WS: 2 BS: 0 S: 3 T: 3 W: 3 I: 2 A: 3 LD: 10 Sv: 4+
Points cost: 45
Unit Type: Jump Infantry
Number/unit: 3
Special Rules – Swarms, Fearless,
Mindless Swarm: Scarab Swarm units are not Scoring Units, and may never hold objectives, table quarters or any other form of objective, but may still contest objectives. Additionally, you may never include more units of Scarab Swarms than units of Necron Warriors.
Hover: Regardless of how far they move, Scarab swarms always count as Jump Infantry.
Disruption Fields: When rolling for armour penetration in Close Combat against models with an armour value, any roll of a 6 automatically causes a Stunned result on the damage chart in addition to any other damage. This result can never be made better or worse, i.e. by the Extra Armour upgrade on a vehicle or a vehicle being open-topped.
Wargear: --
Options:
May include up to 17 additional models at 15pts per model.



Automatically Appended Next Post:
Not so crowded. Infact, considering all the changes I've done, the necron FoC really isn't crowded at all, with plenty of awesomesausage in all the slots. Plus, you can take some of the awesomesausage in different FoC slots depending on different selections, i.e. lords and heavy destroyer units.
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Fast Attack
Destroyers
Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 2 A: 1 LD: 10 Sv: 3+
Points cost: 150
Unit Type: See Destroyer Body wargear
Number/unit: 3
Special Rules – Necron
Heavy Destroyers: A Heavy Destroyer replaces its Gauss Cannon with a Heavy Gauss Cannon. If the entire unit consists of Heavy Destroyers, it may be taken as a Heavy Support choice.
Wargear: Gauss Cannon, Destroyer body
Options:
May include up to 7 additional Destroyers at 50pts a model
The entire unit may be upgraded with Energized Claws for 5pts a model
Any model may be upgraded to a Heavy Destroyer for +25pts per model

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



Automatically Appended Next Post:
What does happen when one of the most powerful "machines" that's up and about explodes anyway?
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Heavy Support
Monolith
Statline: BS: 4 Front Armour: 14 Side Armour: 14 Rear Armour: 14
Points cost: 300
Unit Type: Tank, Skimmer
Number/unit: 1
Special Rules – Deep Strike,
Crewless: The Monolith has no crew. It is unaffected by crew stunned and crew shaken results on the vehicle damage chart.
Living Metal: The Monolith has a 4+ Invulnerable save against all glancing and penetrating hits.
Teleport: Necron infantry units coming on from reserve may enter play from the Monoliths' portal, provided it was on the table at the start of the turn as if they had just disembarked. Alternatively, at the beginning of your turn, you can pick one of your infantry units on the board and remove them from the table, then replace them as if they had just disembarked from the Monolith – treating the portal as an access point.
Ponderous: The Monolith is slow and lumbering, and can only move up to 6” per turn. If it does move, it may still fire all of its weapons. If the Monolith suffers an immobilized result on the vehicle damage chart, then it will not crash and be destroyed, but sink to the ground and continue to fight from there.
Auto Targeting: When the Monolith's Gauss Destructor's fire, they each fire at the closest enemy unit that they can. This could result in the Monolith firing at separate units. The Monolith Power Matrix may fire at a separate target to the Gauss Destructor's, but it doesn't have to be the closest.
Wargear: 4 Gauss Destructor's,
Monolith Power Matrix: The Monolith Power Matrix is a massive protruding crystal on the top of a Monolith that pulses with sickly green energy. It may be fired in the shooting phase with the following profile:
Monolith Power Matrix – Range: 48” Strength: 10 AP: 1 Ordnance 1, Large Blast, Gauss Weapon
It may not be destroyed by a Weapon Destroyed result on the damage table. It may only be destroyed if the Monolith suffers a Destroyed - Wrecked or Destroyed - Explodes! result on the vehicle damage table. If the Monolith does suffer a Destroyed – Explodes! result then the cataclysmic energies of the Power Matrix are released. All models, regardless of the damage result that destroyed it, all models within 2D6 inches suffer a Strength 10 AP 1 hit on a D6 roll of a 3+.



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

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

This message was edited 8 times. Last update was at 2010/05/23 13:26:08


 
   
Made in gb
Chaplain with Hate to Spare






Noone?
   
Made in us
Lurking Gaunt




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

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






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

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

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

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

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

This message was edited 1 time. Last update was at 2010/05/25 16:29:49


 
   
 
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