My Thoughts (You asked for 'em),
Ostrakon wrote:
Phase out: It stays, we need some sort of vulnerability to compensate for the Monolith's relative immortality.
Change from % of total # of models to % of total # of Victory points. Also, the "Sustained Attack: Special Scenario Rule" is changed to incorperate a Kill Point (Annihilation) games of 5th Edition (as Sustained attack no longer exists)
Ostrakon wrote:
WBB: Stays, and in its current incarnation.
No longer allows for units to join other squads, if unit would no longer be in coherency/out side of 6 inches but gets a
WBB roll anyway, they rejoin the original squad they were in. (Necrons can teleport remember)
Also, any model with the Eternal Warrior special rule will ALWAYS get a Will Be Back roll, regardless of the method of kill. If a model with Eternal Warrior fails it's
WBB roll, it is treated as any other Necron that fails a
WBB roll.
Ostrakon wrote:
Gauss weaponry: No more autoglances. Instead, all Gauss weapons are rending.
Instead, they stay as they are (potential for auto glance) and can purchase Disruptor fields as normal, disruptor fields make both Melee and Ranged attacks Rending.
Also Adding...
0-1 Necron Lords: Between 1 and 3 Necron Lords may be taken as a Single
HQ Choice, they remain indepentant characters and do not require coherency at the start of the game (@100 pts a piece). A Necron Lord may choose up to three options in the Wargear secton (and must seperately pay for the options as normal) one necron lord (per army) may be upgraded to a "Supreme Lord" for +60pts Whos profile changes to as follows:
WS-5||
BS-5|| S-6 || T-6 || W-4 || I-4 || A-4 ||
LD 10 || Save 3+(5+)
Eternal Warrior
And may take an additional option from the Wargear section (paying points as normal)
Any Necron Lord may replace it's Staff of Light for a Warscythe at 15 pts
Destroyer Lord: 125 pts
WS-4||
BS-4|| S-5 || T-6 || W-3 || I-4 || A-3 ||
LD 10 || Save 3+
A Destroyer Lord may replace its staff of light for a Gauss Cannon at 15 pts or Heavy Guass Cannon at 25 pts.
All necron/destroyer lords also have the "Option" (Not taken from the "Wargear Section") of "Bonded Exoskeleton" Giving them a 2+ save instead of 3+ for 20 pts.
All necron/destroyer lords also have the "Option" (Not taken from the "Wargear section") of "Enhanced Power Core" Giving them a 5+ Invulnurable Save and the Eternal Warrior special rule for +15 pts. The Supreme Lord comes with this upgrade (It has already been included in its cost/profile)
"Destroyer Body" Has been removed from the Wargear Section
Ostrakon wrote:
Warriors: Dropped to 15 points.
Warriors: 16 pts each
One Warrior may be given a Staff of Light or Warscythe for +15 pts instead of a Gauss Flayer
Ostrakon wrote:
Flayed Ones: Moved to troops, gain fleet and rending, stay at 18 points.
Not as troops, nor fleet or rending (unless the Disruptor fields are purchased)
instead, Flayed Ones may assault on the same turn in which they arrive via Deep Strike.
Ostrakon wrote:
Immortals: Same, except moved to 25 points.
Changed to troops choice, up to 5 Immortals may replace their Gauss Blasters for Heavy Gauss cannon for 20pts each
Special Rule: Slow and Purposeful
Ostrakon wrote:
Destroyers: Same
Agreed, but can take Disruption Fields for +3 pts a model and/or "Bonded Exoskeleton" for +15 pts a model
Ostrakon wrote:
Heavy Destroyers: S10 AP1 weapon, same points.
Same as Codex but with two Wounds, can take Bonded Exoskeleton for +15 pts a model, Disruption Fields at +3 pts a model
Ostrakon wrote:
Wraiths: Count as MCs that move 12 and can't turbo-boost. squad size of 5. 50 points each.
Same as codex but Size upped to 1-5 per squad, can take Disruption fields for +2pts a model.
Wraithsight: As long as line of sight can be established, enemy units with infiltrate cannot begin play within 36 inches of a unit of Wraiths (unless in their own deployment zone).
Ostrakon wrote:
Tomb Sypders: 45 points
Same as codex but with:
Feel no Pain (Yes, Feel no pain AND We'll be back)
Hover: Tomb Spiders ignore Difficult and Dangerous Terrain.
Can Take "Bonded Exoskeleton" at +15 pts.
Can Take "Enhanced Power Core" at +20 pts.
Ostrakon wrote:
Pariahs, same cost but count as Necrons.
Same as Codex but count as Necrons as well 1 squad may be taken per Necron/Destroyer Lord. (Similar to warp beasts) however, these squads still use up Force Org (there for, you are limited to 3)
Also Can take "Bonded Exoskeleton" for +20 pts per model and/or "Enhanced Power Core" at +25pts per model.
Ostrakon wrote:
Monolith: Can fire both particle whip and flux projectors if it remains stationary.
Living Metal: Negates the additional effects of Melta, AP1, Lance, Rending, Chain Fists, Thunder-hammers, the Additional
D6 For Ordinance, and any other beneficial effects toward Armor Penetration rolls and Vehicle Damage Charts (
AP- weapons still get -1 to the table)
Flux Projectors: Now a passive ability occurring at the beginning of controlling players movement phase. Can still be targeted by "Weapon Destroyed" results as normal rules.
Transport: Up to 20 models may be transported inside of the monolith. The monolith has one access point (the portal in the front) and one firing point (the crystal at the top). Wraiths, Tomb Spiders, Scarabs, Models with Destroyer bodies, and Flayed ones may not be transported.
Same Point cost.
Ostrakon wrote:
Thoughts?
Also wanted to add...
Scarab Swarms:
Same as Codex with additional rules:
Repair: Scarab swarms may spend their turn doing any of the following:
Repairing a Monolith: During the shooting phase, a Squad of scarab swarms may attempt to repair a damage monolith. Roll one die for each swarm base in the squad.
You may only choose one option per roll
On a 4+ Remove an Immobilised Result
On a 5+ Remove a Weapon Destroyed Result
If a squad of Scarabs recieves 3 or more rolls of 6 in a single repair action, you may restore a recked monolith, the restored monolith enters exactally where it's wreck was located (Moving min required distance to not be within 1" of enemy models.) If the monolith cannot be restored (I.E 1" away from enemy models) it is removed from play, arriving from reserves as normal on the subsequent turn.
A monolith that suffered an "Exlpodes" results can NEVER be repaired.
Repairing a Tomb Spider:
During the shooting phase, a Squad of scarab swarms may attempt to repair a damage Tomb Spider. Roll one die for each swarm base in the squad.
If a squad of Scarabs recieves 2 or more rolls of 6 in a single repair action, you may restore one wound to the tomb spider.
Tomb Spiders that are in Melee combat may not be repaired.
Scarabs may not repair if involved in melee combat.
Scarabs may not "Run" and "Repair" in the same turn.
A squad of scarabs that uses a Repair action cannot assault (but can be assaulted) in the turn they use their repair (even if not all scarabs take a repair roll.
Oops!: For each a repair roll of 1, the swarm base suffers 1 wound. (Armor taken as normally)\
Swarm of swarms!: A scarab swarm of at least 4 bases may choose to use this ability in the assualt phase. Roll to hit as normal, of you have at least two successful hits, do not roll to wound. Instead declare that you will be using "Swarm of Swarms". One model (of your choosing) of the opposing assault must make a strength test. If it succeeds, every base in the scarab squad takes a wound (normal armor saves taken as normal) if they fail, they suffer a wound causing "instant death" (invul save only, no armor). Models with Eternal Warrior suffer D3 + (1 for every base after the required 4 scarab bases) wounds instead of the normal 1. EX: 5 man Scarab squad hitting Abbadon. He somehow fails his
str test (rolled a 6?) so he takes D3+1 wounds (taking only his invul save).
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C'Tan: Removed from the dex.
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Special Characters:
The Harvester: Can be taken instead of the Necron Supreme Lord @ 250 pts
WS-7||
BS-4|| S-6(10) || T-6 || W-4 || I-6 || A-
D6 ||
LD 10 || Save 2+ (5+)
Special Rules:
Scythe Mastery: Roll a
D6 in each assault phase to see how many attacks the Harvester gets each turn, in addition, the Harvester also recieves an additional
D6 attack while charging (instead of the usual +1attack). Reroll any roll of 1 for this factor (including the extra
D6 on the charge)
Eternal Warrior
Fearless
Counter Attack
The Hunger: If a Necron Model fails its
WBB roll within 24 inches of the Harvester, he may attempt to "Harvest" the parts of the fallen necron. On a
D6 roll of 4+, the fallen necron is removed and The Harvester may increase his wounds characteristic by +1 (up to a maximum of +8). Models that are harvested CANNOT be revived via a Res Orb or Monolith.
Comes with:
Phalactery
Lightning Field
Death Gaze
Res Orb
Enhanced Reactor Core
Bonded Exoskeleton
Deathscythes
The Deathscythes are a pair modified Warscythes that have a built in Staves of light (Yes, this makes the Staff of Light's shot "Twin Linked"). Additionally, if The Harvester rolls a 6 on any of his "Scythe Mastery" Rolls, all his attacks are resolved at
Str 10. The Harvester also Rerolls to Hit in Melee combat.
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Fleshripper: 175 pts
Fleshripper is an
HQ in terms of Force Org.
WS-6||
BS-4|| S-5 || T-4 || W-2 || I-4 || A-3 ||
LD 10 || Save 3+
Special Rules:
Leader of the Flayed Ones: If Fleshripper is taken, Flayed ones can be taken as Troops Choices. Warriors become Elites and Immortals become Heavy Support. All other codex entries besides Tomb Spiders, Wraiths and Flayed Ones become 0-1.
Rise Up!:Flayed ones arriving via deepstrike only roll 1 die for scatter(as well as the scatter die). If the result of the one die is 4 or more, they do not scatter.
Strike fear!: As long as Fleshripper remains on the board, Models within 12 inches of a unit of Flayed ones (including Fleshripper) suffer a negative modifier to their leadership (for all purposes) equal to the number of Flayed Ones in range - the number of models in the effected unit (min -1 modifier). EX 10 strong Flayed Ones squad in range of 5 Terminators, the the terminators are effective leadership 5 as long as they remain winthin 12 inches from the Flayed Ones. This also grants all Flayed Ones the "Preferred Enemy" special rule (including Fleshripper)
Fearless
Ripper's Claws: The Rippers Claws are special power weapons that rend on a 5+. Against vehicles they recieve an additional
d6 (instead of D3) of they happen to "Rend".
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The Harbinger: 215 pts
The Harbinger is a Destroyer Lord and as such, takes up an
HQ slot.
WS-4||
BS-6|| S-5 || T-6 || W-3 || I-4 || A-3(4) ||
LD 10 || Save 2+ (5+)
Special Rules:
Eternal Warrior
Feel No pain
Fearless
Might of the Necrontyr: The Harbinger grants all Friendly units within 24 inches of him with the "Necron" special rule Feel No Pain. In addition, Destroyers, Immortals, and heavy destroyers within 18 inches of him may rerolled failed "to hit" rolls with their Gauss weaponry.
Power Field Generator: Harbinger removes the Phase out special rule for
HIS forces in any game in which he is taken.
Our Lord has Fallen!: If the Harbinger is to be defeated in combat (after failing his
WBB roll) all units in the Necron army must take a leadership test at -(8-turn#) (EX: On turn 5 they would take the test at -3 leadership). The monolith and Independant characters are not effected, Fearless units ARE effected by this ability. Any model that fails its test is immediately removed from play, no saves of any kind are taken and the entire unit is removed (minus any independant characters of course). However, even though the Harbinger has died (and a good number of Cron's are probably off the board at this time) Harbinger's Power Field Generator rule still applies and as such, the army cannot be defeated by Phase Out.
Wargear:
Phylactry
Res Orb
Bonded Exoskeleton
Ehnahced Power-Core
Disruptor Fields
Gauss torrents.
Gauss Torrents: The Guass Torrents are a range weapon with the following profile:
Range: 60"
Str 9 AP1 Lance Twin-Linked
in addition they function as a set of master-crafted power-weapons (the additional attack is included in his profile)
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Hope those thoughts worked ^_^ but then again.. I'm not writing codices or anything....