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Made in us
On a Canoptek Spyder's Waiting List



Willamette Valley Oregon

You really should put this into a PDF for easier distribution and mass updating.

7000
3400
1500 
   
Made in gb
Chaplain with Hate to Spare






@nixti - it will be made into a PDF when it is complete and the formatting is sorted out.. I intend to make a professional job out of this one!
   
Made in gb
Tunneling Trygon





Nottinghamshire- England

Hey DV,

The offer from Roll with it is still there to turn it into a PDF?

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






As I've said, when it's complete it will be made into a PDF. However, I want to do this myself. Which means I'll have to aquire Microsoft Word 2007..
   
Made in us
Tail-spinning Tomb Blade Pilot






The Nightbringer should have a rule to protect against ID like force weapons and JOTWW. Awesome datasheet though. Makes him fit his fluff so much more. Think I'll represent him with a Chuck Norris mini...

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 gb
Chaplain with Hate to Spare






theduncan wrote:The Nightbringer should have a rule to protect against ID like force weapons and JOTWW. Awesome datasheet though. Makes him fit his fluff so much more. Think I'll represent him with a Chuck Norris mini...


   
Made in gb
Daemonic Dreadnought





Derby, UK.

Just flickign through the new update and have a couple of queries:


The Gold and Silver Lords are both listed as Special Rules: Infantry, should this read Necron?


Monlith/Obilisk unit teleport. There is no range stated for the teleport move, is this intentional? Thsi would mean that you can remove a unit from anywhere on the table (including out of CC) and have them disembark from the portal.


Claw upgrades:
Energised = Rending
Powered = power Weapons
Flayer = Power weapons + re-roll to hit


Just to avoid confusion i would suggest renaming the "Energised" claws to "Rending Claws". Only a minor change but it would make the upgrades more transparent and clear to both the owning player and the opponent who might not be familiar with the codex. Essentially just to avoid possible confusion.


Pariahs: Not necron? And is WS 3 & BS 3 a typo or intentional?

Tomb Spiders: Do they count as Troops as they are in that sections? Or are they one of those units that dont count towards the FOC?

Scarabs: slight issue with the "D6 = stunned" rule. With S3 that means that scarabs will only ever be able to stun any vehicle (total Str9). Maybe give them the option to have energised claws or say that disruption fields grant them an extra D3 vs armour (scaled down Rending)

This message was edited 1 time. Last update was at 2011/03/24 10:58:13


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






Just flicking through the new update and have a couple of queries:


Aight. Bring 'em on!

The Gold and Silver Lords are both listed as Special Rules: Infantry, should this read Necron?


Indeed this should.. must be left over from an older version where I had failed to write in "unit type: Infantry".. it should indeed say "Special Rules: Necron".

Monlith/Obilisk unit teleport. There is no range stated for the teleport move, is this intentional? Thsi would mean that you can remove a unit from anywhere on the table (including out of CC) and have them disembark from the portal.

Indeed, this is true. But it only allows infantry units to be teleported in this way, and if your Necron Warriors (usually the bulk of a force) are in close combat, something has probably gone wrong..

Claw upgrades:
Energised = Rending
Powered = power Weapons
Flayer = Power weapons + re-roll to hit


Just to avoid confusion i would suggest renaming the "Energised" claws to "Rending Claws". Only a minor change but it would make the upgrades more transparent and clear to both the owning player and the opponent who might not be familiar with the codex. Essentially just to avoid possible confusion.


I want them to sound unique.. not to just be "Necron Genestealer claws". Although I'm considering making Energised Claws rend on.. perhaps a 5+ or even 4+ to make them a more desirable option.


Pariahs: Not necron? And is WS 3 & BS 3 a typo or intentional?


Well they never have been "Necrons" in the traditional sense.. and they never had the Necron rule in the last codex.. but I'll consider making them Necrons.. the point is they're improved bodies with humans who do not have souls into them.. so they are very different to the process used to make original necrons. Blah blah blah, they're not real Necrons. You get what you pay for. WS/BS 3 is correct. They're mostly just normal humans who've been turned into Robots and given big beatsticks.

Tomb Spiders: Do they count as Troops as they are in that sections? Or are they one of those units that dont count towards the FOC?


They count as Troops, can hold objectives but may only have one unit for each Necron Warrior unit.

Scarabs: slight issue with the "D6 = stunned" rule. With S3 that means that scarabs will only ever be able to stun any vehicle (total Str9). Maybe give them the option to have energised claws or say that disruption fields grant them an extra D3 vs armour (scaled down Rending)


Scarabs aren't meant to destroy tanks. "Disruption Fields" now actually DISRUPT vehicles, keeping them in one place until you can get a Warscythe in there to destroy it.. especially if it's a LR, where if you surround it with Scarabs the embarked Terminators/whatever are destroyed. The fact you can take them in large units makes them a strong anti-infantry unit. That's what they are: A TARPIT UNIT. That is their role, that is what they do, and they do it well. Several massed Scarab swarms could actually be very terrifying if used correctly.. but anything S6+ (especially with BLAST because that counts as double wounds!) will insta-rape them.

This message was edited 1 time. Last update was at 2011/03/24 16:31:49


 
   
Made in gb
Daemonic Dreadnought





Derby, UK.

Gotcha. My only arguement with your answers there is making the Pariahs WS4 BS4. Looking at the model (and considerign it is an Elites unit) it shoudl have better stats thana guardsman.

The reason i mentioned Pariahs not being necron was because, when you read necron wish-lists, that is soemthing that always crops up.





I woudlnt make the energised claws rend on a 5 or a 4. It coudl be OP and it also involves re-writign an existign USR. Rending as-is should be enough.

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
Tunneling Trygon





Nottinghamshire- England

rewriting an existing USR is nothing !

Skulltaker rends on a 4+
Scissorhands Posion on a 3+
Agonizers WOUND OUTRIGHT, but do not posion, on a 4+

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
Daemonic Dreadnought





Derby, UK.

For ease of reading, here is the current iteration of the fandex in Word Doc form:

(Hope you're ok with this DV, all i've done is make some of the headings Bold to make it easier to read)






EDIT: removed attached word doc as the fandex has since been updated.









This message was edited 2 times. Last update was at 2011/03/26 08:51:15


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






No problemo.. though I have yet to edit it to amend mistakes/make changes.
   
Made in gb
Chaplain with Hate to Spare






Mostly just a few editorial fixes.. but the astute of you will notice a rather more significant addition. Enjoy .



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 Blaster Battery - 24" S:5 AP: 4 Assault 10, Gauss Weapon

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

Gauss Pulsar - Range: 36" S: 6 AP: 3 Assault 6, Gauss Weapon

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

Precision Gauss Rifle - Range: 60" Strength: 6 AP: 1 Type: Heavy 1, Gauss Weapon, Pinning

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

Gauss Destroyer - Range: 48" S: 9 AP: 2 Heavy 3, Twin-linked, 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: Infantry
Number/unit: 1
Special Rules – Necron
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: Infantry
Number/unit: 1
Special Rules – Necron
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 Pulsar: 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. 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: 4 BS: 4 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

Necron Hunters
Statline: WS: 2 BS: 5 S: 4 T: 4 W: 1 I: 2 A: 1 LD: 10 Sv: 4+
Points cost: 60
Unit Type: Infantry
Number/unit: 3
Special Rules – Necron, Slow and Purposeful
Stealth Fields: Necron Hunters appear to have a unique ability amongst the Necron forces - the ability to simulate invisibility. Imperial Tech Priests speculate that these hidden devices distort the particles around them to make the Hunter blend in with its surroundings; even in open ground a Necron Hunter can be harder to spot; provided it remains still. All Necron Hunters have the Stealth Universal Special Rule.
Wargear: Precision Gauss Rifle
Options:
May include up to 7 additional Necron Hunters at 20pts 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.


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





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 2011/03/25 07:12:48


 
   
Made in gb
Sadistic Inquisitorial Excruciator






The Midlands

I like the Nightbringer but don't like being a spoil sport, however it should be:

WS10
BS6
S10
T9
W8
I8
A7

Plus hows about a teleporter that can shunt for some units like the new GK teleporters?

 
   
Made in us
Loyal Necron Lychguard






-5 leadership on Death Incarnate when it already only works on units with a rather low leadership seems a bit much to me. Kinda like kicking a three legged puppy while it's asleep.

This message was edited 1 time. Last update was at 2011/03/24 21:01:11


 
   
Made in ro
Regular Dakkanaut



Romania

good job

BRINGG BACK THE SQUATS!!!! WARHAMMER 40K - SPACE DWARFSSS 
   
Made in gb
Chaplain with Hate to Spare






Did nobody notice the new unit?
   
Made in gb
Sadistic Inquisitorial Excruciator






The Midlands

The Overlord?? Seems good but unfluffy to me. Meh unsure about what to say.

 
   
Made in fr
Opportunist



La Rochelle

The weapon of the Hunters (yes, i noticed it) is a sniper, but S6. Dont sniper always wound on 4+ ?
And the precision Gauss rifle isn't "Gauss".

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 us
Loyal Necron Lychguard






Arkon wrote:The weapon of the Hunters (yes, i noticed it) is a sniper, but S6. Dont sniper always wound on 4+ ?
And the precision Gauss rifle isn't "Gauss".


Yes, but now they'd get Str 6 vs. vehicles instead of str 3. Plus I believe if you have a better chance of wounding then the auto-hit amount then you get to re-roll either the hit or wound (I can't remember which and may be wrong still).

This message was edited 1 time. Last update was at 2011/03/24 23:03:15


 
   
Made in gb
Chaplain with Hate to Spare






The 'sniper' rule already includes rending.. so to throw in Gauss weapon on top would be irrelevant and also grant additional Rending that might be confusing.. hmm.. I'll fix it up now.


Edit: Is this fandex losing its "feel" with all this new units I'm adding? The original idea was to never add new units.. and just bridge 3rd and 5th editions, which worked very well.

This message was edited 1 time. Last update was at 2011/03/25 07:15:07


 
   
Made in us
Tail-spinning Tomb Blade Pilot






I think that the new units add flavor that the old dex lacked. Actually, I had a nex idea for a new troops choice.

Enlightened Members of the Mechanicus (needs a better name)
5 servitors
1 techpriest

add up to 10 more servitors, but you must take 1 Techpriest for every 5 servitors

represents the mechanicus agents who wish to serve their "machine god".

Then again, then your army changes yet again, so...

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 gb
Chaplain with Hate to Spare






Tech Priests would just be shot on sight by Necrons 99.9% of the time..


Automatically Appended Next Post:
Just thought I'd see how balanced the FoC is for this codex.

HQ: 5
Elites: 4
Troops: 3
Fast Attack: 2
Heavy Support: 3

Not including The Nightbringer or counting the Heavy Destroyers as a separate unit, this codex presents users with a total of 17 different units at present.

Hm.. I'll need to throw the Herald and Spyder of Damnos back in there!

This message was edited 1 time. Last update was at 2011/03/25 21:22:33


 
   
Made in us
Tail-spinning Tomb Blade Pilot






Mabe minions then. Like on that planet that one of the C'tans visited. Thepopulation pretty much became cron slaves until they pissed off the C'tan. Still, a great dex so far that you should be pround of. Keep up the good work !

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 gb
Chaplain with Hate to Spare






Thanks dunc, I can't help but notice that you're starting Necrons soon.. *hint-hint*

I think this is definitely a new phase for the Crondex (as I've always affectionally named it) - we've pretty much perfected the standard army list, and now we're moving onto making it an entirely new army list by adding new units.

I just wish that this thread had more viewers.. there's really only about 3-4 people who take regular interest in this thread, which is disappointing.
   
Made in gb
Daemonic Dreadnought





Derby, UK.

The Sniper unit doesn't seem very......necron-y to me.

The whole point of the army, I thought, was to have an implacable oncoming gun line. With the addition of snipers you are bringing in the option of making a necron army possible of sitting back and havng long range pounding.

Sorry to be a kill-joy.




I'm also thinking the Nightbringer is quite OP.....but being 750 points i'm not sure if that is do-able or not. I've been trygin to compare it to something with a similar price adn the only thing i know of is a Warhound, although you'd be better comparing it to a bio-titan i suppose. but as it is:


WS: 10 BS: 10 S: 10 T: 10 W: 8 I: 7 A: 6 LD: 10 Sv: --/2++


With T10 it is hardly ever going to be wounded and when it is it has a 2++ save. It's also S10 with no saves at all and 2D6 vs armour (due to MC), and it moves like Jump infantry...so has an 18" assault option. Also, with BS and WS10 doesn't that mean it gets to re-roll hits, all the time? And with I7 it will also hit first most of the time.
Also the -5 Ld thign is a bit much.

If you get an army with already low Ld the thing will never get charged. I would change that to a -3 at most. Being charged wont affect this monster anyway.

oh, and a scaled down Demolisher cannon as well? I can see the gun in itself, but i would lose the large blast, as i said, it will get to re-roll hits anyway.


Basically i can't see this thing ever being brought down and it strikes me as a bit of a game-breaker. I woudl either scale down the toughness or the save, definately lower the strength a little as well.

BS+WS10 - does the number even make a difference past 7?





Note: i might be completely out on this. My advice would be to list the Nightbringer rules in it's own thread, it will proabaly get more attention and input there than buried in this dedicated thread with, as you said, only 3 or 4 regular followers.

This message was edited 1 time. Last update was at 2011/03/26 09:25:00


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






It is part of this project, so I'm not going to move it. People who see it in another thread will view it as a supplement to the already existing faildex, whereas it is a part of this one.

The closest monstrous creature to it is Angron who weighs in at 500 points + 2-10 Bloodthirsters.
   
Made in gb
Daemonic Dreadnought





Derby, UK.

Hmmmmm. I suppose an eatth-bound god would be equal to or better than the Damon primarch.


It defo needs play testing though. Maybe put a note on the acct saying it can only be used in apoc or armies of over X points. Other wise people could field this in a 1500 point game and muder everything.

This message was edited 1 time. Last update was at 2011/03/26 11:12:17


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






It will be scaled down.
   
Made in fr
Opportunist



La Rochelle

Hum... How about Repair Scarabs.

Repair Scarabs
Statline: WS: 2 BS: 0 S: 3 T: 3 W: 1 I: 2 A: 1 LD: 10 Sv: 4+
Points cost: 45 (?)
Unit Type: Infantry
Number/unit: 3
Special Rules – Fearless,
Levitation units: Repair Scarab move in the same way as Jump Infantry.
Repair Claws: When you roll FNP for any necron unit in 12", you can sacrifice a Repair Scarab to reroll any FNP. You can reroll your FNP as long as you have Scarabs to sacrifice.
Wargear: --
Options:
May include up to 17 additional models at +15pts per model. (?)

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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