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Special Rules: the False Imperium, Inspiring Commander, Independent Character.
the False Imperium: the High Priest and the squad he has joined have the Preferred enemy Imperial Guard, Space Marines, Black Templars, Space Wolves, Dark Angels, Sisters of Battle, Grey Knights, Blood Angels special rule.
Inspiring Commander: every unit (including himself) within 12" are Stubborn.
Priest: 25pts
Spoiler:
Ws 4
Bs 3
S 3
T 3
W 2
I 3
A 1
Ld 10
Sv 4+
Wargear: Laspistol, CC weapon, Carapace Armour
May exchange Laspistol for:
Boltpistol 5pts
Plasma Pistol 15pts
May exchange CC weapon for:
Electrified Weapon 5pts
Power Weapon 20pts
Electrified Weapon: this weapon ignores armour saves that are 5+ or 6+
May have Krak Grenades for 5pts
Special Rules: the False Imperium, Independent Character
Troops:
Cultist Squad: 30pts
Spoiler:
Unit Composition: 10
Ws 3
Bs 2
S 3
T 3
W 1
I 3
A 1
Ld D3 + 5
Sv 6+
Wargear: Clothes, Lasgun
may include up to 10 extra cultists for 3pts each
One per 10 cultists may have one of the following:
Flamer 5pts
Grenade Launcher 5pts
Meltagun 10pts
Plasma Gun 15pts
Cultists may take flak armour for 2pts each
Special Rules: Cowards
Cowards: unless a priest of any rank is within 6" of the squad, it may never regroup once falling back
Acolyte Squad: 60pts
Spoiler:
Unit Composition: 10
Ws 4
Bs 3
S 3
T 3
W 1
I 3
A 2
Ld D3 + 6
Sv 6+
Wargear: CC weapon, Laspistol, Robes
One model may have:
Electrified Weapon 5pts
Power Weapon 10pts
Plasma Pistol 15pts
All models may replace Laspistol and/or CC weapon for:
Shotgun free
Lasgun free
Boltgun 5pts per model
Bolt Pistol 5pts per model
Hot-Shot Lasgun 10pts per model
All models may have:
Frag Grenades 5pts
Krak Grenades 5pts
Melta Bombs 15pts
Special Rules: Preferred Enemy Imperium, Cowards
Underhive citizens: 40pts
Spoiler:
Unit Composition: 10
Ws 3
Bs 2
S 3
T 3
W 1
I 2
A 2
Ld 5
Sv -
Wargear: CC weapon, Laspistol
May include up to 40 extra underhive citizens for 4pts each
One per 10 models may have:
Flamer 5pts
Meltagun 10pts
Plasma Gun 15pts
Electrified Weapon 10pts
Special Rules: Stubborn
Elites:
Necrotects: 50pts
Spoiler:
Unit Composition: 10
Ws 3
Bs 3
S 3
T 3
W 1
I 3
A 1
Ld D3 + 5
Sv 5+
Wargear: Tesla Carbine, Bionics, Frag Grenades
One model may replace Tesla Carbine with:
Synapric Distingerator 10pts
Gauss Flayer 5pts
All models may be upgraded to have improved bionics for 10pts per model
Bionics: 6+ Invulnerable save
Improved Bionics: 5+ Invulnerable save
Cultist Arbite Squad 70pts
Spoiler:
Unit Composition: 10
Ws 3
Bs 3
S 3
T 3
W 1
I 3
A 2
Ld D3 + 6
Sv 5+
Wargear: Flak Armour, Lasgun, Frag Grenades
Any model may exchange his lasgun to:
Laspistol & CC weapon 5pts
Shotgun free
3 models may exchange their lasguns to:
Flamer 5pts
Grenade Launcher 5pts
Meltagun 10pts
Plasma Gun 15pts
Heavy Stubber 10pts
One model may take:
Power Weapon 10pts
Electrified Weapon 5pts
Field Map 25pts
Melta Bombs 5pts
Field Map: if the unit succeeds it's reserve rolls, throw a d6 on a 2+ the unit may outflank with a re-roll, on a 1 the unit comes on the gaming board 2 turns later using outflank
Necron Warrior squad
Spoiler:
Necron Warrior Squad 0-1 units
(rules in Necron Codex)
Flackjacket: 5+ armour save and a 6+ invulnerable save against blast weapons
Special Rules: Cowards, Demolition Experts, Scout
Demolition Experts: the demolition charges only scatter D6 - Bs
Fast Attack:
Canoptek Wraiths
Spoiler:
Canoptek Wraith 0-2 units
(rules in Necron Codex)
Centaur: 30pts
Spoiler:
Front 11
Side 10
Rear 10
Bs 3
Carrying Capacity: 5 models
Wargear: Searchlight
May take:
Twin-Linked Heavy Stubber 10pts
Heavy Bolter 10pts
Heavy Flamer 10pts
Autocannon 15pts
Extra Armour 5pts
Dozerblade 10pts
Twin-Linked Gauss Blaster 40pts
Special Rules: Amfibic,
Open-Topped, Fast
Half-Truck: 20pts
Spoiler:
Front 10
Side 10
Rear 10
Bs 3
Carrying Capacity: 5 models
Wargear: Searchlight
May have a Heavy Stubber for 5pts the Heavy Stubber may only be fired when there are passengers embarked in the vehicle
Special Rules: Open-Topped, Vulnerable
Vulnerable: Glancing hits also count as Penetrating
Heavy Support:
Cultist Heavy Weapon Squad: 60pts
Spoiler:
Unit Composition: 3 Teams
Ws 3
Bs 3
S 3
T 3
W 2
I 3
A 2
Ld D3 + 5
Sv 6+
Wargear: Clothes, Mortar, Shrapnel Shells
Shrapnel Shells: Str 2, Large Blast, AP 4
The squad may have up to 7 extra teams for 20pts Each
All teams may replace their Mortars for:
Twin-Linked Heavy Stubber 5pts per model
Heavy Bolter 10pts per model
Autocannon 15pts per model
Heavy Flamer free
Gauss Cannon 30pts
One Heavy Weapon team equipped with a Mortar may take marker shells for 15pts
Marker Shells: if the mortar scores a hit, all enemy units under the small template take a str 1 hit. All other Mortar teams firing at the target only throw 1d6 + the scatter dice
One Demi-Necron may take a Gauss Blaster for 10pts
Special Rules: Stubborn, Preferred Enemy Imperium, Slow and Purposeful, Fleet
Leman Russ Battletank: (0-1) 165pts
Spoiler:
Front: 13
Side: 12
Rear: 10
Bs: 3
Wargear: Battle Cannon, Extra Armour, Smoke Launchers
May have:
Searchlight 1pts
Pintle Mounted Heavy Stubber 5pts
Hunter-Killer 10pts
Dozerblade 10pts
Track Guard 20pts
May take:
Heavy Bolter Sponsons 20pts
Heavy Flamer Sponsons 20pts
Twin-Linked Heavy Stubber Sponsons 15pts
Twin-Linked Gauss Blaster Sponsons 30pts
Special Rules:
Lumberin Behemoth, Tank, Necrotech.
Necrotech: All weapons on the Leman Russ have their strength increased by one at the cost of it's range getting 6" shorter (Except Heavy Flamers)
Eagle Helicopter Gunship: 0-1 models 100pts
Spoiler:
Carrying Capacity: 15 models
Front 12
Side 11
Rear 10
Wargear: 2 Heavy Stubbers, Searchlight, De-moralizing bombs
De-moralizing bombs: once in a game, the Gunship may choose to drop their enemies dead bodies to frighten them. Every enemy unit within 6" of the aircraft must take a Str2 hit with armour saves allowed. After the hits are resloved, the units within 6" must take an Ld test with -2 Ld.
May take 2 twin-linked Gauss Blasters for 50pts or replace the Heavy Stubbers with twin-linked Gauss Blasters with 40pts
Special Rules: Skimmer, Tank, Helicopter
Helicopter: may land on difficult terrain without making a dangerous terrain test.
This message was edited 3 times. Last update was at 2011/11/11 12:00:41
Sweet Jesus, Nurgle and Slaanesh in the same box!?
No, just Nurgle and Slaanesh, Jesus will be sold seperately in a blister.
Finland... the country next to Sweden? No! That's Norway! Finland is to the east! No! That's Russia!
CthuluIsSpy wrote:Oh hell yes.
I've been dreaming of a necron cultist army for years.
I was kinda hoping we'll be seeing some skitarii in the new codex but oh well.
Why would the cultists take muties though? They are necron cultists not chaos. They should have cyborgs and stuff.
Well... I based this on the book called ''Dead men Walking'' (with cool additions). in the book, mutant and civilian alike are fighting for the necrons.
It's actually a great book, if you are a necron or DKOK fan, you definetly should read it.
Sweet Jesus, Nurgle and Slaanesh in the same box!?
No, just Nurgle and Slaanesh, Jesus will be sold seperately in a blister.
-necron warriors as an Elites choice
-looted Guard tanks that have reduced armour (since they are salvaged) but stronger weapons (with necron technology)
-technicals (civilian utes that have a machine gun stuck to them) as either transports or fast attack units
-Adeptus Arbites that serve the cult. Arbites are imperial police and are like swat
-an armoured Arbite APC as a transort (I read somewhere they use rhinos to get around but I may be wrong) or somesuch
-suicide bomb trucks
-terrorists that self-detonate
-mercenaries that are highly customizable and versatile
-improvised artillery. Think two guys wheeling around a wooden wagon-bed that had a rack of fireworks
attached. the fireworks could be replaced with things like antique cannons, ancient and weaker aurocannons, even Gauss cannons with an attached power source.
-instead of mutants (which are just unfluffy no matter how a book slices it) have a large mob of rioters. they would be misled by the cult and not truly serve the necron; they are just there to "overthrow the unjust imperial government) they could have stones and homemade grenades with Gets Hot as ranged weapons. they are pretty angry thigh, so they will rarely flee.
Finland... the country next to Sweden? No! That's Norway! Finland is to the east! No! That's Russia!
I really don't see why Necron warriors would actually serve the cultists, or even help them.
I mean the necrons are neutral about people who serve them, and will attack them if they ''feel'' like it (see what I did there?).
The scarabs also would harm the cultists, but I guess they are led straight to the enemy, so they don't really get the chance.
the Adeptus Arbites uses Half-Trucks and I'm guessing Rhino tanks if the Planetary Governor can afford enough of them. I could tweak the Veterans into being the Arbites or Proctors
The Technicals could also be a good idea if you for example arm them with lascarbines (range 18'' str 3 AP - Assault 2)
The exploding terrorist idea is just racist... besides, I already included a demolition team.
I like the artillery idea
With the mutants, I meant the people who live in the underhives which have changed by the effects of the Tomb Worlds radiation
Sweet Jesus, Nurgle and Slaanesh in the same box!?
No, just Nurgle and Slaanesh, Jesus will be sold seperately in a blister.
well, under new fluff Lords have personalities and stuff, so a lord who loves being worshipped could send some troops to help his human vassals and protect them. they cannot worship him in death, can they?
maybe the demolitionists could be equipped with Bomb Harnesses or somesuch in case they get in close combat or what-not.
tomb worlds wouldnt really have radiation, and radiation doesnt actually mutate you like that. you would just get a bunch of people with genetic disorders who cannot reproduce....
maybe you should rename them something because mutants are generally associated with chaos and warp-mutation.
Also, something possible is they aqquired some necron tech somehow. Likely expensive or hard to get you could probably give characters access to gauss flayers or something as this isn't unheard of.
Also you could do an elites unit with lots of cybernetics, willingly taken to bring themselves closer to their 'gods', and possibly a character thats entirely mechanical bar his brain.
A heavy support unit of these cyborgs would work out nicely too.
This message was edited 1 time. Last update was at 2011/11/09 14:22:27
Actual Necron Tech for Characters / HQs but I see such things being hard to come by for the cultists making each piece precious and rare not to be wasted on the rank and file.
But a lot of imperial cybernetics across the board would fit and be a lot easier for them to obtain - doing what they can with what they've got.
Also bizzare cross techs, like modified Lasgun that try to emulate Gauss weapons. Simply give them Gets Hot or something similar, maybe with rending? I mean.. Str3 AP- Rending lasguns with gets hot that's so scary xD
And using modified Chimeras and the sort for transports makes sense... be it simple weapon switchs or something like you can take an upgrade to make it a skimmer
Automatically Appended Next Post: i just had anohter idea after reading Honour Guard!
what if some of the Cultists were herdsmen or farmers before fighting for the cult? what would they do with their herds of alien cows?
they would weaponise them of course!
imagine a Fast Attack choice that is a number of different herd animals that are driven towards the enemy to provide cover, act as roadblocks, and cause chaos.
different herd animals i have personally heard of are Grox (horse-sized lizards that are naturally aggressive but lobotomized by the imperials.) and Chelons (big crabs without pincers. males can be as big as a tank and they wll fight if threatened)
the herders would be ordinary cultists that have to be bought one for every (insert arbitrary number here) animals. maybe they could ride on motorcylces or horses to better drive the animals forward. the animals could have special movement as well, possibly going berserk and attacking the herders or potentially charging at allies.
This message was edited 1 time. Last update was at 2011/11/11 05:59:23
Also putting each unit in a spoiler with the name above will neaten it up.
Likethis: High Priest
Spoiler:
BG: N/A
FO: HQ Squad: High Priest Unit: High Priest, Points Per: 60, Models: 1, Unit Type: Infantry, WS-4, BS-4, S-3, T-3, W-3, I-3, A-2, Ld-10, Sv-4+. Wargear: Carapace Armour Laspistol Power Weapon
Special Rules: The False Imperium Inspiring Commander Independent Character Stubborn
Options: May replace Laspistol with: Lasgun +0 Bolt Pistol +5 Boltgun +5 Plasma Pistol +15 Take any of the following: Meltabombs +5
Inspiring Commander: All Cult units within 12" gain the Stubborn special rule
On a reviewy side.. that feel a little... off to me so I'd possibly make it: High Priest (Ovions Mod)
Spoiler:
FO: HQ Squad: High Priest Unit: High Priest, Points Per: 50, Models: 1, Unit Type: Infantry, WS-4, BS-4, S-3, T-3, W-2, I-3, A-2, Ld-10, Sv-4+. Wargear: Carapace Armour Laspistol Close Combat Weapon
Special Rules: The False Imperium Inspiring Commander Independent Character Stubborn
Options: May replace Laspistol with: Lasgun +0 Bolt Pistol +5 Gauss Flayer +10 Plasma Pistol +15 May replace Laspistol with: Power Weapon +10 Take any of the following: Meltabombs +5 Metal Skeleton +10 Necron Flesh +10
Metal Skeleton: Some cultists choose to undergo the horrificly painful procedure to fuse metal and bone, to move a step closer to their Necron idols. In game terms this grants +1 Toughness and +1 Wound.
Necron Flesh: Those who show true devotion to the cause will have themselves flayed and their skin replaced with cold hard steel. Now lacking nerves and boasting metal flesh they stride into battle with the same determination as their gods. Necron Flesh grants the Feel No Pain special rule.
Inspiring Commander: All Cult units within 12" gain the Stubborn special rule.
This message was edited 3 times. Last update was at 2011/11/11 10:55:02