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Made in gb
Chaplain with Hate to Spare






Ahah, forgot 'bout this little gem. Will have to update it soon.
   
Made in dk
I'll Be Back





and why not then have 2 kind of characters..
necron lord
necron phrophet
necron libarion
necron entomber
necron chosen
necron older
something like that.. or something totally different.


Automatically Appended Next Post:
I think the necrons need just 1 more troop choose, just one.. something that was woud be faster couse its kind of sad to play take and hold when playing necrons.. i can only capture the objectives with my troops.. which i will never get over all the way to the other side of the table where the enemy probaly placed hes objectives.. (except if i use veil of darkness or monolith) but that means i HAVE to get those 2 things.. and thats alot of point becouse of one mission roll.


Automatically Appended Next Post:
I think the necrons need just 1 more troop choose, just one.. something that was woud be faster couse its kind of sad to play take and hold when playing necrons.. i can only capture the objectives with my troops.. which i will never get over all the way to the other side of the table where the enemy probaly placed hes objectives.. (except if i use veil of darkness or monolith) but that means i HAVE to get those 2 things.. and thats alot of point becouse of one mission roll.


Automatically Appended Next Post:
and if you look at the numbers i have chosen. you can buy a platinium lord for 180 pts. the same as 10 warriors (those with 18 cost) and 180 is number that is often used in the necron army when using points. the same with 360.


Automatically Appended Next Post:
AND all those necron lord bodyes.. pariahs.. flayed ones.. wraith.. i understand you, i think its cool.. but it woud be better if you said that i coud pay some extra points to upgrade a necron modul to become a necron lord with the same powers and other stuff you already written.


Automatically Appended Next Post:
but all this is frome my eyes.. and im looking at it from a very negativ side.. couse you need to look at it like that.. or else its just going to become OP.. ( i know what im talking about made 1000 games and stuff my self ((also im a Rpg system and universe maker myself (((which means i make my own rpgs frome buttom to top..almost)))


This message was edited 5 times. Last update was at 2011/03/16 21:17:02


 
   
Made in us
Tail-spinning Tomb Blade Pilot






I think it looks awesome, although another troops choice couldn't hurt. No idea what though.


Automatically Appended Next Post:
I'm thinking 1k list:

Platinum Lord w/ flayer body, resurrection orb, phlactery - 225
5 pariahs - 175
7 flayed ones - 210
7 flayed ones - 210
6 flayed ones - 180

This message was edited 1 time. Last update was at 2011/03/16 22:15:14


Gibbsey wrote:ALL HAIL OLLANIUS PIUS! THE PATRON SAINT OF MEATSHIELDS!

1000 pt Angels of Damnation 1-0-0 2,500 pt Vulkan's Fist 0-0-3 1,850 pt Krazykan's Junkyard Strike Force 5-1-5 650pt Tanksgiving Turkey Cookers 1-0-0 Starting Necrons Soon  
   
Made in nz
Depraved Slaanesh Chaos Lord







hey im gonna put my two cents worth in, why not allow one model in each warrior squad to a bronze necron lord who may take a res orb for slightly increased cost?

like a seargent or aspiring champion

Skullscreamers 2000

My best friend wrote:See nerds can get hot gorgeous girlfriends... does she have a friend???
 
   
Made in gb
Chaplain with Hate to Spare






In other words, you want to make the Necron Warriors nigh invincible? The fact that Necron Lords can't join units is the only real weakness that they have.

The reason there is no "sergeant" type character is that Necrons are largely autonomous within their own ranks; that is their character.

Also, I'm considering making the "body" upgrades only make their respective units scoring units and not troops choices, like Sternguard. Thoughts?
   
Made in fr
Opportunist



La Rochelle

I do not want a Necron sergeant, a necron special weapon, and a necron heavy weapon. Unless i play Marine, wich is not the case.

I have to agree with theduncan, another troop choices could be cool, but no idea now. Maybe make Flayed Ones troop, without need of a Lord. I'll look for any other ideas.

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!" 
   
Made in gb
Daemonic Dreadnought





Derby, UK.

The scoring idea could work. but i woudl still think about another troops choice for those peopel who might not want to take a Wraith/Destroyer/Pariah/Flayer Lord.

Armies:

(Iron Warriors) .......Gallery: Iron Warriors Gallery
.......Gallery: Necron Gallery - Army Sold
.......Gallery: Crimson Fists Gallery - Army Sold

Iron Warriors (8000 points-ish)

 
   
Made in gb
Chaplain with Hate to Spare






Hmm... not sure what else I could put in there. Besides, asides from flavour, there is no need for another troops type. You have swarms, you have monstrous creatures and you have hard-as-nails standard troops.

If anyone needs another troops choice it's marines! (YES! I AM saying that Marines, of all things, need more units! Scouts and Tactical Marines? Pfft! And I miss old-style vet squads.. but long gone are the days where each model is allowed to be the individual it wishes to be)
   
Made in gb
Tunneling Trygon





Nottinghamshire- England

Perhaps Necron Hunters?

A Jump Infantry Necron Troop Choice?

1 Attack with 2 Close Combat weapons (Blades for hands) That have really fast senses giving them I5

I think it'd make sense...

Necrons would then have something that is really fast that could chase down the enemy?



Automatically Appended Next Post:
Necron Hunters

150 for 10
15 points for an extra Hunter up to 20 Hunters

WS 4
BS 0
S 4
T 4
W 1
I 5
A 1
LD 10
Sv 4+


Hit and Run

the 4+ is to show that there built for Speed rather than taking shots.

This message was edited 1 time. Last update was at 2011/03/17 17:27:35


Grimtuff wrote: GW want the full wrath of their Gestapo to come down on this new fangled Internet and it's free speech.


A Town Called Malus wrote: Draigo is a Mat Ward creation. They don't follow the same rules as everyone else.
 
   
Made in fr
Opportunist



La Rochelle

Not sure if fluffy...

If they're for speed, maybe decrease the Svg, as the warriors already have a 4+ (here).
_____________________________________________________________________

Flayed Ones --> Grotesque -- > "All non-necron units" | So, if i play necron, versus another necron, my Flayed Ones do not scare his necron, right ? And, my pariah are not necron, so they are frightened ? Better clarify this.

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!" 
   
Made in gb
Daemonic Dreadnought





Derby, UK.

Bloodhorror wrote:Perhaps Necron Hunters?

A Jump Infantry Necron Troop Choice?

1 Attack with 2 Close Combat weapons (Blades for hands) That have really fast senses giving them I5

I think it'd make sense...

Necrons would then have something that is really fast that could chase down the enemy?






Dont Wraiths already fit this description quite nicely?

I can't see anything in the current codex really working for a second troops choice. As done in this fandex, a more workable option woudl be to create the ability to make other units scoring.

Armies:

(Iron Warriors) .......Gallery: Iron Warriors Gallery
.......Gallery: Necron Gallery - Army Sold
.......Gallery: Crimson Fists Gallery - Army Sold

Iron Warriors (8000 points-ish)

 
   
Made in gb
Chaplain with Hate to Spare






Arkon wrote:Not sure if fluffy...

If they're for speed, maybe decrease the Svg, as the warriors already have a 4+ (here).
_____________________________________________________________________

Flayed Ones --> Grotesque -- > "All non-necron units" | So, if i play necron, versus another necron, my Flayed Ones do not scare his necron, right ? And, my pariah are not necron, so they are frightened ? Better clarify this.


Will just change it to "all non-codex Necrons units" or something in the next edition. *sigh* Really got my work cut out for me now!
   
Made in dk
Hungry Little Ripper




On the Screen in front of you

WIHRS lattergall C´tan wrote:I think the necrons need just 1 more troop choose, just one.. something that was woud be faster couse its kind of sad to play take and hold when playing necrons.. i can only capture the objectives with my troops.. which i will never get over all the way to the other side of the table where the enemy probaly placed hes objectives.. (except if i use veil of darkness or monolith) but that means i HAVE to get those 2 things.. and thats alot of point becouse of one mission roll.



Yeah I just think that another troop choice for Necrons would be idk... Just not rigth... But I Agree with you in that point so I Have been thinking a lot about it... I am Level/Game designing in my spare time, so this was an awesome challenge. this was a fast idea and it will need a lot of playtesting.


Fast attack

Summon Spyder

Unit Type: Jetbike

Number/squad: 1-2

Options: one Summon Spyder in a Squad may choose to exchange 1 Gauss flayer with a Claw. If Exchanged that summon spyder gets +2 A

WS
2

BS
3

S
4

T
4

W
1

I
2

A
2

LD
10

SV
+3


Summon Spyder are artificial constructs and look much like the Tomb spyders. The Summon spyders are but smaller and faster. Its sole purpose is to find and transport the Necrons to Vital Tactical points. It’s Rare to see them moving in the bagground in the beggining of a Flayed one Attack as the Summon Spyders are searching for good spot. When the Summon spyder finds one, it will try to stay out of combat. In case they should be detected, the Summon spyders are equipped with two Gauss flayers to protect themselves as they wait for another Summon Spyder, to start the Veil chronometry and spawn a Necron Squad by its side.

Special Rules

Veil Chronometry
In the movement Phase, but before any model is moved, you may choose to use veil Chronometry. If you choose to use Veil of Chronometry, Summon spyder cannot move that Turn.

Roll a D6:

1-2: One unit of Necrons within 6” have slowly begun to Phase out, they receive a +4 cover save
3-6: One unit of Necrons within 6” is remove from the table and are immediately replaced within 6” of another Summon Spyder or Re-enter play by emerging from the monolith portal as if they were disembarked from an access point on a stationary transport vehicle (even if the Monolith moved).
That unit may not move or launch an assault in the turned they have been teleported through Veil Chronometry.

Drone Proxism
Summon Spyder may shoot with 2 weapons.
____________________________________________________________________________

I dunno if it should be named "Summon Spyder", But i just had a picture in my head of a smaller version of the Tomb Spyder... So Summon Spyder was just an easy to go Name... Maybe it should be named transmitter... I dunno...

Anyways this is just a fast preview of what i had in mind, that might could solve the Slow Necron problem.

Edit

Oh Yeah... 25 pts/model... so far

This message was edited 1 time. Last update was at 2011/03/17 19:37:54


Tyranid player? Come and visit The Tyranid Hive.
http://thetyranidhive.proboards.com/index.cgi

Termagant guide/tactica part 1 
   
Made in gb
Chaplain with Hate to Spare






Don't particularly like that I'm afraid, though thanks for devoting your first post to this humble thread. Your name reminds me of a dakkaite called notabot..

But I did have an idea for a new unit in the Fast Attack section (which isn't too crammed, lets face it.. though the two units are very flavourful and desirable) - a sort of Obelisk (which will probably be its name). It will be basically a drop pod, perhaps with more armor, and maybe a power-matrix esque attack. Its real function comes with its ability to teleport necrons to it, from elsewhere on the board and from reserves.

Might put it in Heavy Support instead though, especially if I give it 13 all round.. which I will, otherwise it really wouldn't last long. Probably won't anyway. Ah well.

It's a heavily armed and armored drop pod with four access points (portal doors) that can bring in reserves from it (1 unit per turn if they are standard, and DSing units do not scatter within 6".. so a teleport homer essentially) and is armed with a Power Matrix attack.

I'm thinking.. 150 points maybe? Or perhaps that's too little?
   
Made in gb
Daemonic Dreadnought





Derby, UK.

When you say a powermatrix attack do you mean the Particale Whip? That woudl be too harsh for essentially a trasnport.

Maybe it could have some sort of turrte mounted gauss gun on the apex of the pyramid? I'm thinking like the gaus flux arc from the 'lith. Purely a poitn defense weapon as it's main objective is to aid in moving troops, surely you would want to use the portal as much as possible anyway, so having the whip woudl be pointless as it can't use both.

Armies:

(Iron Warriors) .......Gallery: Iron Warriors Gallery
.......Gallery: Necron Gallery - Army Sold
.......Gallery: Crimson Fists Gallery - Army Sold

Iron Warriors (8000 points-ish)

 
   
Made in dk
Hungry Little Ripper




On the Screen in front of you

Hehehehe idk any body named NotaBot, But Totallynotabot is my Name on Steam, and other Forums... the idea for Totally not a bot came from an Online Team and Class Based video Game named Team Fortress 2, which once decided to make a Computer AI too the Game. In their Bot Beta, There was a Bot/NPC named "Totally not a bot" So I changed my Original name to Totally not a bot. So when I played, people Thought i was an OP bot. I didn't believe it would work... But it did hehehehe... My point is that I did not Snatch the name from any User on this forum or any other Forum.

Anyways In the start I was thinking of something Drop pod like too, but then I remembered Every Time I Played Against a Necron Player, that Deepstriking the monolith really could not be trusted and it Often just come into play way too late.

But if you could add a +1 to the reserve roll kinda rule or something... I dunno...

Tyranid player? Come and visit The Tyranid Hive.
http://thetyranidhive.proboards.com/index.cgi

Termagant guide/tactica part 1 
   
Made in gb
Chaplain with Hate to Spare






@Praxiss

It's a monolith that is smaller and more tower like (AKA upturned rectangle of doom).

It only has a SINGLE weapon, therefore any immobilised or Weapon destroyed result makes it redundant in that case. It really needs justification for being put in the under-crowded heavy-support slot.

Edit: Also, it's called a Monolith Power Matrix in this 'dex, and it's more powerful. Hugely so.

This message was edited 1 time. Last update was at 2011/03/17 20:14:43


 
   
Made in us
Resourceful Gutterscum






Auto Targeting: When the Monolith's Gauss Destructor's fire, they each fire at the closest enemy unit that they can. This could result in the Monolith firing at separate units. The Monolith Power Matrix may fire at a separate target to the Gauss Destructor's, but it doesn't have to be the closest.
Wargear
4 Gauss Destructor's,
Monolith Power Matrix: The Monolith Power Matrix is a massive protruding crystal on the top of a Monolith that pulses with sickly green energy. It may be fired in the shooting phase with the following profile:
Monolith Power Matrix – Range: 48” Strength: 10 AP: 1 Ordnance 1, Large Blast, Gauss Weapon


Correct me if I'm wrong, but I don't think I read anything in there that allows the Monolith to fire any extra weapons, so you might want to add something, otherwise you can't fire the Destructors and the Power Matrix in the same turn because tanks can't fire anything else if they use an Ordnance weapon.

 
   
Made in gb
Daemonic Dreadnought





Derby, UK.

So you're thinking of something like the monolith from 2001, essentially an ominous lookign necron slab? Or something like this out of Dawn at War:




Armies:

(Iron Warriors) .......Gallery: Iron Warriors Gallery
.......Gallery: Necron Gallery - Army Sold
.......Gallery: Crimson Fists Gallery - Army Sold

Iron Warriors (8000 points-ish)

 
   
Made in gb
Chaplain with Hate to Spare






Something like, although it would be getting smaller slightly nearer the apex, and have only one area of "glowy green lazorz" just before the very top. One Mono Portal door on each facing.
   
Made in nz
Depraved Slaanesh Chaos Lord







i was thinking more like the thing that scarabs summon ontop of the stat p's, that kind of obelisk, in which case the particle whip would be justified as it has sufficient mounting room

Skullscreamers 2000

My best friend wrote:See nerds can get hot gorgeous girlfriends... does she have a friend???
 
   
Made in gb
Chaplain with Hate to Spare






Alrighty, so finally I've gotten round to updating this thing! Still need play testers though.. so PLEASE! Test this 'dex!

Although.. there's something immensely different about this update.. and that would be the inclusion of HOMEBREW UNITS! New HQs (although there will be yet more in following updates!), new elites (well, not quite yet.. but I have ideas in the works) and new Heavy Support choices? Yes please! Not to mention the inclusion of a very big and precarious unit at the very bottom. Naturally, these new units will need a great deal of overhauling.. but "start big and go from there" is the motto I work by when creating new units. Also, the Silver and Gold Lords had a few stats reduced here and there. But I really, really am looking for either a new army-wide or Necron-Lord specific special rule to represent The Nodal Command Structure, and it will, rather obviously, be named just so. It's to make the list more interesting and define the Lords slightly more as the real leaders of the Necrons. While this has never been a problem before, with all the new HQs I'm planning on implementing, we don't want this to be forgotten now, do we? I'm thinking something along the lines of Necron Lords granting bonuses (ie special rules and abilities) to Necron units within X amount of inches, a la Grey Knight Grand Master. However, I have indeed gone on a bit on this introduction, and so, as I'm sure you're all wanting to get straight down to the business of the rules.. I have but one thing left to say:

Read on, my enthralled followers..




SPECIAL RULES
Necron – A unit with this special rule has the Feel No Pain and Fearless universal special rules.

Gauss Weapons – A Necron ranged weapon with this rule has the Rending universal special rule.

WEAPONS:
Gauss Flayer – Range: 24” Strength: 4 AP: 5 Type: Rapid-Fire, Gauss Weapon

Gauss Blaster – Range: 24” Strength: 5 AP: 4 Type: Rapid-Fire, Twin-Linked, Gauss Weapon

Gauss Cannon – Range: 36” Strength: 6 AP: 4 Type: Heavy 3, Gauss Weapon

Heavy Gauss Cannon – Range: 48” Strength: 8 AP: 2 Type: Heavy 1, Gauss Weapon

Gauss Destructor – Range: 24” Strength: 5 AP: 3 Type: Heavy 3, Gauss Weapon

Power Matrix – Range: 48” Strength: 10 AP: 1 Type: Ordnance 1, Large Blast, Gauss Weapon

Gauss Disintegrator – Range: Template Strength 4 AP: 2 Type: Assault 1, Gauss Weapon

WARGEAR:
Staff of Light: The Staff of Light is a Power Weapon that can be fired as a Gauss Disintegrator in the shooting phase.

Warscythe: The Warscythe is a two-handed power-weapon that ignores Invulnerable saves as well as armour saves and allows the user to roll 2D6 Armour Penetration against models with an armour value in close-combat. It can also be fired in the shooting phase as a Gauss Flayer.

Destroyer Body: a model mounted on a Destroyer body has the unit type: Jetbike. Note that the model does not gain +1 Toughness.

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

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

Phylactery: A model with a Phylactery can re-roll failed Feel No Pain rolls.

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

Lightning Field: Every unit with a model in base contact with a Necron unit with a lightning field will take D6 hits each turn in the assault phase, before any attacks are made. The Strength of these hits is equal to the number of Necrons in the unit that are in base contact.

Solar Pulse: Once per game at the beginning of your opponents turn, the controlling player may activate the Solar Pulse if the Necron Lord with this wargear is still alive. All enemy units are at -1 BS for the rest of their turn as they are blinded. Also, if the Night Fighting rules are in effect, they will be suspended for the rest of the turn.

Energized Claws: A model with Energized Claws attacks using the Rending universal special rule in close combat.

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

Veil of Darkness: Utilizing seemingly impossible technology, the Necron Lord moves himself and his silent warriors, seemingly disappearing into darkness and reappearing elsewhere. At the beginning of the turn, the controlling player may remove the Necron Lord and any unit he is with from the table and replace them anywhere on the board via the Deepstrike rules.

Defence Scarabs: The Necron Lord is protected by Scarabs that stay near their master to protect and fight for him. The Necron Lord may make three additional attacks in close combat, at strength 3 and initiative 2 with armour saves allowed as normal. The Necron Lord counts as WS 2 for the purposes of these attacks.

Powered Claws: The attacks from a model with Powered Claws ignore armour saves in an assault.

Wraith body: The model gains the Wraith Phase Shifter wargear, and moves in the same way as a Jetbike – note that the models' unit type does not change to Jetbike, and remains the same.

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

Chronometron:
At the beginning of the owning players' turn, the player may select one of the following options:
Gain Initiative 10 until the end of the turn.
Gain the Fleet Universal Special Rule until the end of the player turn.
Gain the Hit and Run Universal Special Rule until the end of the player turn.
Gain the Counter-Attack Universal Special Rule until the end of the player turn.
Note that none of the above options may be taken twice in a row.
In addition, a Necron Lord that has a Chronometron and any unit it is attached to will automatically pass any Initiative tests they may be required to take - so long as the Necron Lord is alive.

Flayer Claws: Attacks from a model with Flayer Claws ignore armour saves and the user will strike at +1 strength in close-combat.

ARMY LIST

HQ

Necron Lord – Each Necron Lord must use one of the following profiles: either Platinum, Gold, Silver or Bronze.

0-1 Platinum
Statline: WS: 7 BS: 7 S: 5 T: 5 W: 4 I: 4 A: 4 LD: 10 Sv: 2+
Points cost: 130
Unit type: Infantry
Number/unit: 1
Special Rules – Necron
Wargear: Fused Plating
Options:
A Platinum Lord must select one of the following weapons:
Staff of Light for +30pts
Warscythe for +50pts
Energized Claws for +5pts
Powered Claws for +15pts

A Platinum Lord may have any of the following pieces of wargear:
May have a Chronometron for +35pts
May have a Veil of Darkness for +50pts
May have Defence Scarabs for +15pts
May have a Resurrection Orb for +30pts
May have a Lightning Field for +10pts
May have a Solar Pulse for +20pts
May have a Phylactery for +15pts
May have a Phase Shifter for +10pts

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

Gold
Statline: WS: 6 BS: 6 S: 5 T: 5 W: 3 I: 4 A: 3 LD: 10 Sv: 3+
Points cost: 110
Unit Type: Independent Character
Number/unit: 1
Special Rules – Infantry
Wargear: --
Options:
A Gold Lord must select one of the following weapons:
Staff of Light for +30pts
Warscythe for +50pts
Energized Claws for +5pts
Powered Claws for +15pts

A Gold Lord may have any of the following pieces of wargear:
May have a Chronometron for +35pts
May have a Veil of Darkness for +50pts
May have Defence Scarabs for +15pts
May have a Resurrection Orb for +30pts
May have a Lightning Field for +10pts
May have a Solar Pulse for +20pts
May have a Phylactery for +15pts
May have a Phase Shifter for +10pts
May have Fused Plating for +15pts

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

Silver
Statline: WS: 5 BS: 5 S: 4 T: 5 W: 3 I: 4 A: 3 LD: 10 Sv: 3+
Points cost: 75
Unit Type: Independent Character
Number/unit: 1
Special Rules – Infantry
Wargear: --
Options:
A Silver Lord must select one of the following weapons:
Staff of Light for +30pts
Warscythe for +50pts
Energized Claws for +5pts
Powered Claws for +15pts

A Silver Lord may have any of the following pieces of wargear:
May have a Chronometron for +35pts
May have a Veil of Darkness for +50pts
May have Defence Scarabs for +15pts
May have a Resurrection Orb for +30pts
May have a Lightning Field for +10pts
May have a Solar Pulse for +20pts
May have a Phylactery for +15pts
May have a Phase Shifter for +10pts
May have Fused Plating for +15pts


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

Bronze
Statline: WS: 5 BS: 5 S: 4 T: 5 W: 2 I: 3 A: 3 LD: 10 Sv: 3+
Points cost: 60
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron
Wargear: --
Options:
A Bronze Lord must select one of the following weapons:
Staff of Light for +30pts
Warscythe for +50pts
Energized Claws for +5pts
Powered Claws for +15pts

A Bronze Lord may have any of the following pieces of wargear:
May have a Chronometron for +35pts
May have a Veil of Darkness for +50pts
May have Defence Scarabs for +15pts
May have a Resurrection Orb for +30pts
May have a Lightning Field for +10pts
May have a Solar Pulse for +20pts
May have a Phylactery for +15pts
May have a Phase Shifter for +10pts
May have Fused Plating for +15pts

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

Necron Overlord
Statline: WS: 6 BS: 4 S: 7 T: 6 W: 5 I: 3 A: 4 LD: 10 Sv: 3+
Points cost: 175
Unit Type: Monstrous Creature
Number/unit: 1
Special Rules – Necron
Wargear:
Gauss Pulser: this enormous Gauss Weapon may be fired in the shooting phase with the following profile: Range: 36" S: 6 AP: 3 Assault 6, Gauss Weapon
Overlord Blade: This large, double-sided blade-arm is a giant version of some of the arcane weapons wielded by the Necron Lords. It is treated as a Staff of Light, however when it is fired it is treated as S6 and Assault 2.
Options:
May replace Gauss Pulser or Overlord Blade with a Gauss Blaster Battery for free. This weapon may be fired in the shooting phase with the following profile: Range: 24" S:5 AP: 4 Assault 10, Gauss Weapon
The Necron Overlord may also replace its Gauss Pulser or Overlord with a Gauss Destroyer for +25 points. A Gauss Destroyer may be fired in the shooting phase with the following profile: Range: 48" S: 9 AP: 2 Heavy 3, Twin-linked, Gauss Weapon.

Elites
Flayed Ones
Statline: WS: 4 BS: 0 S: 4(5) T: 5 W: 1 I: 4 A: 2 LD: 10 Sv: 4+
Points cost: 150
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron, Furious Charge
Attack From Below: Flayed Ones may enter the game via the Deep Strike rules. They may launch an assault if in range on the turn they deep strike, however they may not move or run in that turn. If the unit scatters onto an enemy unit, then they count as having assaulted it and do not role on the Deep Strike Mishap table.
Grotesque: Flayed Ones drape themselves in the bloody flesh of their victims. All non-Necron units with a model within 12” that can draw Line of Sight to the Flayed Ones suffer a -2 modifier to their Leadership characteristic.
Wargear:
Flayer Claws
Options:
May include up to 5 additional Flayed Ones at 30pts per model.
The unit may take a Lightning Field for +2pts per model.

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

(0-1) Pariahs
Statline: WS: 3 BS: 3 S: 5 T: 5 W: 1 I: 3 A: 2 LD: 10 Sv: 2+
Points cost: 105
Unit Type: Infantry
Number/unit: 3
Special Rules –
Pariah Gene: Any Psyker attempting to use a psychic power within 24” of a Pariah will take their Psychic test on 3D6 and discard the lowest roll.
Soulless: All models within 12” of the Pariahs are at a -1 Leadership modifier. Psykers within 12” are at -2 Leadership.
Wargear: Warscythe, Fused Plating
Options:
May include up to 7 additional Pariahs at 35pts per model


Troops
Necron Warriors
Statline: WS: 4 BS: 4 S: 4 T: 4 W: 1 I: 2 A: 1 LD: 10 Sv: 4+
Points cost: 90
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron, Slow and Purposeful
Wargear: Gauss Flayer
Options:
May include up to 15 additional Necron Warriors at 18pts per model
The unit may have a Lightning Field for +2pts per model.
The entire unit may be upgraded to have Energized Claws at +5pts per model.


You may include one unit of Tomb Spiders for every unit of Necron Warriors.
Tomb Spyder
Statline: WS: 3 BS: 3 S: 6 T: 6 W: 3 I: 2 A: 3 LD: 10 Sv: 3+
Points cost: 100
Unit Type: Monstrous Creature
Number/unit: 1 Tomb Spyder
Special Rules – Fearless,
Field Repairs: The Tomb Spyder is treated as though it were equipped with a Resurrection Orb.
Wargear: Two close combat weapons
Options:
The Tomb Spyder may replace either of its close combat weapons with a Gauss Destructor for free. However, for each close combat weapon replaced with a Gauss Destructor, the Tomb Spyder looses an attack from its profile.
The unit may include up to two additional Tomb Spyders at +100pts per model.
The unit may include up to two Scarab bases for every Tomb Spyder in the unit at 15pts per model.


Scarab Swarms
Statline: WS: 2 BS: 0 S: 3 T: 3 W: 3 I: 2 A: 3 LD: 10 Sv: 4+
Points cost: 45
Unit Type: Infantry
Number/unit: 3
Special Rules – Swarms, Fearless,
Levitation units: Scarab swarms move in the same way as Jump Infantry.
Disruption Fields: When rolling for armour penetration in close combat against models with an armour value, any roll of a 6 automatically causes a Stunned result on the damage chart.
Wargear: --
Options:
May include up to 17 additional models at +15pts per model.

Fast Attack
Destroyers
Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 2 A: 1 LD: 10 Sv: 3+
Points cost: 150
Unit Type: Jetbike
Number/unit: 3
Special Rules – Necron,
Heavy Destroyers: Any Heavy Destroyer replaces its Gauss Cannon with a Heavy Gauss Cannon and if this option is taken then they become "Heavy Destroyers" - note that asides from the weapons change, the rest of the Destroyer profile remains the same. If the entire unit consists of Heavy Destroyers, it may be taken as a Heavy Support choice.
Wargear: Gauss Cannon, Destroyer body
Options:
May include up to 7 additional Destroyers at 50pts a model
The entire unit may be upgraded with Energized Claws for +5pts per model
Any model may be upgraded to a Heavy Destroyer for free.

Wraiths
Statline: WS: 5 BS: 0 S: 6 T: 4 W: 1 I: 5 A: 4 LD: 10 Sv: 5+
Points cost: 45
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron, Hit and Run
Wargear: Powered Claws, Wraith Body
Options:
May include up to 4 additional Wraiths for +45pts a model
The unit may be upgraded with a Lightning Field for +2pts per model.

Heavy Support
Monolith
Statline: BS: 4 Front Armour: 14 Side Armour: 14 Rear Armour: 14
Points cost: 300
Unit Type: Tank, Skimmer
Number/unit: 1
Special Rules – Deep Strike,
Crewless: The Monolith has no crew. It is unaffected by crew stunned and crew shaken results on the vehicle damage chart.
Living Metal: The Monolith has a 4+ Invulnerable save against all glancing and penetrating hits – taken before rolls on the damage table.
Teleport: This rule confers three abilities to the Monolith, labelled ‘1)’ ‘2)’ and ‘3)’. The controlling player may choose to utilise one of them each turn exactly as described per turn. However, if any of them are used then the Monolith may not fire its Monolith Power Matrix in the same turn. This rule, including the three abilities it confers, may not be used if the Power Matrix has been destroyed.
1)A single Necron infantry unit coming on from reserve may enter play from the Monoliths' portal, provided it was on the table at the start of the turn as if they had just disembarked.
2)At the beginning of your turn, you can pick one of your infantry units on the board and remove them from the table, then replace them as if they had just disembarked from the Monolith – treating the portal as an access point.
3)The Monolith may teleport itself – remove the model from the table and replace it anywhere atleast 18 inches away from its previous position, but no more than 36 inches away. It may not do anything else for the rest of the turn if it teleports itself!
Ponderous: The Monolith is slow and lumbering, and can only move up to 6” per turn. If it does move, it may still fire all of its weapons (unless it is teleporting itself – see above). If the Monolith suffers an immobilized result on the vehicle damage chart, then it will not crash and be destroyed, but sink to the ground and continue to fight from there.
Auto Targeting: When the Monolith's Gauss Destructor's fire, they each fire at the closest enemy unit that they can. This could result in the Monolith firing at separate units. The Monolith Power Matrix may fire at a separate target to the Gauss Destructor's, but it doesn't have to be the closest.
Wargear
4 Gauss Destructor's,
Monolith Power Matrix: The Monolith Power Matrix is a massive protruding crystal on the top of a Monolith that pulses with sickly green energy. It may be fired in the shooting phase with the following profile:
Monolith Power Matrix – Range: 48” Strength: 10 AP: 1 Ordnance 1, Large Blast, Gauss Weapon
If the Monolith suffers a Destroyed – Explodes! result, then the cataclysmic energies of the Power Matrix are released. All units with a model within 6+D6 inches suffer a Strength 8 AP 1 hit. This overrides the normal rules for vehicles exploding, and the Monolith will never explode in any other way than described above. Vehicles are hit on their side armour.
Options:
A Monolith may be equipped with a Gravitational Disruptor for +25pts

Tomb Stalker
Statline: WS: 4 BS: 4 S: 6 T: 7 W: 5 I: 4 A: 4 LD: 10 Sv: 3+
Points cost: 195
Unit Type: Monstrous Creature
Number/Unit: 1
Special Rules -
Sense Cluster: Tomb Stalkers have the Night Vision
universal special rule.
Brutal Assault: The Tomb Stalker itself is a weapon; a mass of bladed limbs and razor-sharp armour plates. It gains +2 attacks on a turn in which it assaults as opposed to the usual +1.
War Construct: The Tomb Stalker is a huge mass of shifting pseudo-metal, with little vulnerability except to the massive use of force. Sniper weapons, attacks with the Poisoned ability and the like, only wound the Tomb Stalker on a 6 (as opposed to a 4+, 2+ etc, as would normally be the case).
Phase Tunnelling: The Tomb Stalker is extraordinarily fast, and carries inbuilt phase field projectors allowing it to pass easily through inert matter, boring its way through rock and stone, and effortlessly passing through debris and rough terrain as it moves. As a result it has the Fleet, Deep Strike, Move Through Cover and Hit and Run universal special rules.
Wargear: Two Gauss Flayers

Necron Obelisk
Statline: BS: 4 Front Armour: 13 Side Armour: 13 Rear Armour: 13
Points cost: 200
Unit Type: Tank
Number/unit: 1
Access points: The Obelisk has one access point on each of its four facings.
Special Rules – Deep Strike,
Crewless: The Obelisk has no crew. It is unaffected by crew stunned and crew shaken results on the vehicle damage chart.
Living Metal: The Obelisk has a 4+ Invulnerable save against all glancing and penetrating hits – taken before rolls on the damage table.
Teleport: This rule confers two abilities to the Obelisk, labeled ‘1)’ and ‘2)’ . The controlling player may choose to utilise one of them each turn exactly as described per turn. However, if any of them are used then the Obelisk may not fire its Power Matrix in the same turn. This rule, including the three abilities it confers, may not be used if the Power Matrix has been destroyed.
1)A single Necron infantry unit coming on from reserve may enter play from the Obelisk, provided the Obelisk was already on the table at the start of the turn. This unit is treated as if they had just disembarked normally.
2)At the beginning of your turn, you can pick one of your infantry units on the board and remove them from the table, then replace them as if they had just disembarked from the Obelisk.
Immobile: The Obelisk always enters play via Deep Strike on the controlling players' first turn, without rolling for scatter. It may not move for the rest of the game, and any "immobilized" damage results suffered by it count instead as a "weapon destroyed" result.
Wargear: Power Matrix




Special Characters
Now this one will really get you going..


The Nightbringer
Statline: WS: 10 BS: 10 S: 10 T: 10 W: 8 I: 7 A: 6 LD: 10 Sv: --/2++
Points cost: 750
Unit Type: Monstrous Creature
Number/unit: 1 (unique)
Special Rules – Eternal Warrior, Fearless,
Immune to Natural Law: The C'tan are able to warp reality around them in varying degrees. They can walk on air, pass through solid objects, suddenly fade from sight and reappear elsewhere instantly, to name but a few of the incomprehensible abilities of the Star-Gods. The Nightbringer moves in the same way as Jump Infantry. In addition, the Nightbringer may move through any type of terrain or unit, however it may not end its turn in or within 1" of any unit or terrain it passes through.
Necrodermis: In their natural state, C'tan are immense energy beings. When they walk amongst mortals, though, they are clad in a Necrodermis which binds their essence. The Nightbringer has an Invulnerable save of 2+, as shown in the 'Sv' characteristic above. This save may never be lowered or ignored by any means - any special rules, weapons or other means that would ordinarily lower or ignore invulnerable saves do not work on the Nightbringer!
Death Incarnate: Only the most hardiest of mortal beings can stand to be the presence of the Nightbringer without insanity overtaking them - most will flee in terror, or just drop to their knees sobbing, their mind crumbling as it attempts to comprehend the C'tan. To stare death in the face is not an easy thing to do. Any unit wishing to shoot, assault or otherwise make any action which would bring it within 12" of the Nightbringer must take a Leadership test with a -5 modifier. If the test is failed, the unit must immediately fall back as if it had just failed a morale check. This does not apply to any model or unit that has the Fearless Universal Special Rule or has a Leadership of 9 or higher.
Harvester of Souls: The Nightbringer's attacks cause Instant Death, and wounds lost from the Nightbringer's attacks may never be recovered in any way. Likewise, no model that has been removed as a casualty (or otherwise has a special rule preventing this from happening) can ever be returned to play in any way. If you're killed by death, you stay dead.
Shroud of Darkness: The Nightbringer is literally surrounded by the darkest darkness; impenetrable blackness. This can make it incredibly hard to spot the Nightbringer from long distances, though a great cloud of darkness heralds the arrival of death. Enemy units that attempt to shoot the Nightbringer from a range of 72" away and greater do so at -1 Ballistic Skill.
Wargear: Veil of Darkness,
Obsidian Scythe: This fabled weapon, carried by a bringer of death in many a races' mythology, is likened to the darkest obsidian in colour. Those that miraculously see the Nightbringer and survive to tell the tale soon learn where the idea of a bringer of death wielding a great black scythe came from. Attacks in close-combat from the Nightbringer ignore Invulnerable saves. In addition the Nightbringer may project great blasts of energy through its Scythe. The Nightbringer may do this in the shooting phase with the following profile:
Range: 36" S: 8 AP: 2 Assault 1, Large Blast
Options: -

This message was edited 2 times. Last update was at 2011/03/21 16:18:05


 
   
Made in gb
Tunneling Trygon





Nottinghamshire- England

Options:
May replace Gauss Pulser or Overlord Blade with a Gauss Blaster Battery for free.

Does this mean i can take only 1 or 2 Blaster Batterys?

Also, i have always had a strong hate of everything C'tan...
But you boosting them up and making them 750 points makes me happy !

Grimtuff wrote: GW want the full wrath of their Gestapo to come down on this new fangled Internet and it's free speech.


A Town Called Malus wrote: Draigo is a Mat Ward creation. They don't follow the same rules as everyone else.
 
   
Made in gb
Chaplain with Hate to Spare






I suppose I originally intended for it to mean you have the option of having a combination of any two of the four different weapons that the Overlord can take.. so no, you cannot. 20 Twin-Linked S5 Rending shots is just overkill!
   
Made in gb
Tunneling Trygon





Nottinghamshire- England

Just checking !

it is a bit overkill... but good overkill

Grimtuff wrote: GW want the full wrath of their Gestapo to come down on this new fangled Internet and it's free speech.


A Town Called Malus wrote: Draigo is a Mat Ward creation. They don't follow the same rules as everyone else.
 
   
Made in gb
Chaplain with Hate to Spare






The entirety of this fandex is "good overkill" . The role of the Overlord really needs to be expanded on.. because "Overlord" does indeed suggest that it is above the Necron Lords.. and I'm really wading into the deep end of new territory here by creating a "boss of the bosses" as it were. Essentially, it's just some mad kind of giant, hunchback Necron with weapons for arms.
   
Made in gb
Tunneling Trygon





Nottinghamshire- England

Necron Cyrpt Keeper perhaps?

Suggesting it just sits there and if anyone tries to dig the crypt up, it goes ape Sh*t and kills everyone and if it fails, the crpyt awakes and takes everyone down?

Perhaps also giving him a Res Orb will suit that roll too ?

Grimtuff wrote: GW want the full wrath of their Gestapo to come down on this new fangled Internet and it's free speech.


A Town Called Malus wrote: Draigo is a Mat Ward creation. They don't follow the same rules as everyone else.
 
   
Made in fr
Opportunist



La Rochelle

Are Gauss Pulser, Blaster Battery and Destroyer... Gauss weapons ?

You didn't mark it, nor did you put them in the "WEAPONS" section.

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!" 
   
Made in gb
Chaplain with Hate to Spare






True.. I'll go change that now..

Was hoping for a bit more feedback than just editorial errors.. but I'll take what I can get .
   
Made in fr
Opportunist



La Rochelle

Hasn't the Overlord an Orb ? As he is an Over-Lord, i'll even see him with an Over-Orb, rather than a normal. Increase range, or maybe a reroll on the FNP (too nasty ? nah, nevah )

As for the NightBringer... Well, i don't play Apocalypse, so i'll probably never see him in action, but he is certainly cooler than the actual. With the removal of Phase Out, he (and the other c'tan) become playable, and that's certainly a good thing. Or not, if your the necron's opponent

As for playability feedback, well... My club is only open on Wednesday, so i can only manage to play a game by week. And i have SO many DE build to test, than i'm not even sure i'll have finish by the end of the world. So, i'm sorry, but i focus on Dark Eldar.

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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