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![[Post New]](/s/i/i.gif) 2011/04/10 23:51:29
Subject: Necron fandex WIP -- Current iteration of the codex on page 13! Check it out!
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Fresh-Faced New User
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I agree with Tyrannic Marta about the slightly too cheap, probably put a limit on the lords equipment choices, and make elites slightly more expensive. Keep the basic troops as their already quite expensive,
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necrons:
because a good robot always gets back up. |
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![[Post New]](/s/i/i.gif) 2011/04/11 05:58:59
Subject: Re:Necron fandex WIP -- Current iteration of the codex on page 13! Check it out!
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Water-Caste Negotiator
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I Demand that Dragon Machine God to Awaken up in Mars than throw mars and Holy Terra into a Massive Cival war where billions of space marines and I.G and Inquisition are thrown into termoil upon realizing that the machine god that not only the emperor approved of worshiping besides him is a necron god. Thus creating a new Age of Heresy just before when ALL of the forces give that one big final push to take over Holy Terra and rape the body on the golden thrown and devour the regenerating Blood Angel Primarch underneath it. Thus creating the human race extinct and ending the story of all warhammer 40k fluff.
Yeah...return of the third Necron God.
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THE ARMIES I PLAY!
Tau
Space Wolves
Eldar
Orks
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![[Post New]](/s/i/i.gif) 2011/04/11 07:42:44
Subject: Necron fandex WIP -- Current iteration of the codex on page 13! Check it out!
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Chaplain with Hate to Spare
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Well some less obvious combinations are:
All-Wraith armies
All-Destroyer armies - these two would probably ditch the Spyders and just have x2 Destroyer Lords with Orbs.
All-Flayed-One army - pretty much the same, except Flayer Lords with Orbs; mass DSing. Not the most appealing.
All-Immortal army - very heavy foot/ranged army. I'd definitely take Spyders; spamming troops is key here.
Anyway, I may well think about increasing points on some units for my next update.. we'll just have to wait and see..
Also, thoughts on the Obelisk? Nobody has commented on that one yet..
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![[Post New]](/s/i/i.gif) 2011/04/11 13:58:13
Subject: Necron fandex WIP -- Current iteration of the codex on page 13! Check it out!
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Fresh-Faced New User
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I like the idea of the void dragon and outsider being released, but the fluff wouldn't end when the emperor dies, it'll end once that happens and the necrons destroy the warp, then the c'tan will feed on all living beings and then go into stasis and repeat.
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necrons:
because a good robot always gets back up. |
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![[Post New]](/s/i/i.gif) 2011/04/11 14:17:01
Subject: Necron fandex WIP -- Current iteration of the codex on page 13! Check it out!
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Liche Priest Hierophant
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Obelisk, I think, has been pretty much universally agreed to be a necessary addition to the Necron Codex, and you've hit the nail on the head about what they are and what they do.
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GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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![[Post New]](/s/i/i.gif) 2011/04/11 21:41:16
Subject: Necron fandex WIP -- Current iteration of the codex on page 13! Check it out!
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Water-Caste Negotiator
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Umm..what happens when the old ones come back than?
IF I recall were they not the ones whom created lizardmen so long ago as well as Beat the ever living crap out of the Necrons forcing them to hibernate?
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THE ARMIES I PLAY!
Tau
Space Wolves
Eldar
Orks
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![[Post New]](/s/i/i.gif) 2011/04/11 22:44:59
Subject: Necron fandex WIP -- Current iteration of the codex on page 13! Check it out!
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On a Canoptek Spyder's Waiting List
Willamette Valley Oregon
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I thought they went to sleep to wait out the Enslaver outbreak and for the galaxy to repopulate.
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![[Post New]](/s/i/i.gif) 2011/04/11 22:45:37
Subject: Necron fandex WIP -- Current iteration of the codex on page 13! Check it out!
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Fresh-Faced New User
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That's not why they went into stasis, a "plague" of enslavers that were released by the lesser races (eldar ect...) were killing all the "food" that was still alive. This meant that the c'tan would have to feed off stars, die or go into stasis. They chose stasis. The Old Ones only succeded in stopping the destruction of the warp (at this time there was 4 c'tan left.) and with help of the deceiver managed to weaken the Nightbringer. They got their @$$e$ kicked by the c'tan so there weren't that many left when the chaos god strolled in and killed the last of them.
Great job on the obelisk, I think it was well done.
P.S. I was reading through a lot of comments and many said the c'tan were avatars, so should not be that powerful. Read through the fluff in the codex about the c'tan being transfered into bodies of metal, and they were so powerful because so much energie was forced into the body. Plz read your fluff before posting.
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necrons:
because a good robot always gets back up. |
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![[Post New]](/s/i/i.gif) 2011/04/12 03:09:26
Subject: Necron fandex WIP -- Current iteration of the codex on page 13! Check it out!
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Liche Priest Hierophant
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Mmm. I was one of the Avatar folks, sorry. Yeah, then, Powerful it is.
Still... They should only be able to beat the everliving tar out of other Racial Leaders, not avoid getting the tar beat out of them.
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GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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![[Post New]](/s/i/i.gif) 2011/04/12 15:09:00
Subject: Necron fandex WIP -- Current iteration of the codex on page 13! Check it out!
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Daemonic Dreadnought
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Sorry,a little OT but thought i would mention this:
This may have already been mentioned but apparently the fluff mentioned in the new "Fall of Damnos" book is a strong hint of things to come in the new codex.
I mentioned this to the guy at my local GW and he flushed red and said he can neither confirm nor deny the rumour. Which i think means a yes but he's not allowed to tell me.
I've not started reading it yet but I'll let you know how it looks once i'm done.
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![[Post New]](/s/i/i.gif) 2011/04/12 16:42:46
Subject: Necron fandex WIP -- Current iteration of the codex on page 13! Check it out!
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Chaplain with Hate to Spare
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Well, I've heard quite of few of the rumors from that novel, but one I am definitely sure about is the inclusion of SnP - it specifically mentions in the WD extract "They advanced slowly and purposefully" or something to that effect. So, I'm doing something right, it seems.
Thanks for all the comments.
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![[Post New]](/s/i/i.gif) 2011/04/14 17:57:59
Subject: Re:Necron fandex WIP -- Current iteration of the codex on page 13! Check it out!
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Chaplain with Hate to Spare
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Update because we test-played today AND IT IS OVERPOWERED! Rediculously so! SPECIAL RULES Necron – A unit with this special rule has the Fearless universal special rule. It also has the Self Repair rule shown below. Self Repair - Necrons have an innate ability to repair themselves even after suffering the most horrific damage. At the beginning of a Necron turn, roll a dice for each model which were removed from a Necron unit. On a 4+ they are returned to their unit (or if that has been destroyed, then the nearest unit of the same type. If there is no unit of the same type then the models are removed as usual) with 1 wound remaining. However this roll may not be taken if the model was killed by Instant Death or any attacks that ignored its save. 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: 36" Strength: x AP: 5 Type: Heavy 1, Sniper 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 Self Repair 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 Self Repair 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. 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: 6 BS: 5 S: 5 T: 5 W: 4 I: 4 A: 4 LD: 10 Sv: 2+ Points cost: 175 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 +20pts Warscythe for +35pts 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: 5 BS: 5 S: 5 T: 5 W: 3 I: 4 A: 3 LD: 10 Sv: 3+ Points cost: 140 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: 4 BS: 4 S: 4 T: 5 W: 3 I: 4 A: 3 LD: 10 Sv: 3+ Points cost: 90 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: 4 BS: 4 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. 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. 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: 4 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: 3 BS: 4 S: 4 T: 4 W: 1 I: 2 A: 1 LD: 10 Sv: 4+ Points cost: 100 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 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. 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 3 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 +20 points. Wraiths Statline: WS: 5 BS: 0 S: 4 T: 4 W: 1 I: 5 A: 3 LD: 10 Sv: 5+ Points cost: 45 Unit Type: Jump 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 Necron Overlord Statline: WS: 5 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.
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This message was edited 2 times. Last update was at 2011/04/22 12:30:16
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![[Post New]](/s/i/i.gif) 2011/04/15 02:26:29
Subject: Necron fandex WIP -- Current iteration of the codex on page 13! Check it out!
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Depraved Slaanesh Chaos Lord
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if the obelisk is going to be that good it needs to be slightly more expensive
or you can have 3 relatively cheap hard to kill deepstriking leathal artillery units
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Skullscreamers 2000
My best friend wrote:See nerds can get hot gorgeous girlfriends... does she have a friend??? |
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![[Post New]](/s/i/i.gif) 2011/04/15 22:19:12
Subject: Necron fandex WIP -- Current iteration of the codex on page 13! Check it out!
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Fresh-Faced New User
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here's an idea, going by fluff structure, you could do 0-1 platinum lord, 0-3 gold lords as a single hq choice, 0-5 silver, and 0-7 bronze. in this case bronze lords should suck, silver be like the current ones in the actual codex, gold be pretty good but expensive, and platinum be like the Pharaoh. This would make it so you could bulk out on troops and add some crappy lords in for resurection orb and other cheap stuff, to a platinum lord who can give any unit or hero a run for their money. This would add more customization to an army.
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necrons:
because a good robot always gets back up. |
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![[Post New]](/s/i/i.gif) 2011/04/15 22:24:46
Subject: Necron fandex WIP -- Current iteration of the codex on page 13! Check it out!
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Daemonic Dreadnought
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Based on what i have read form the latest book, there does seem to be a Hierarchy of Lords.
You get an Overlord, who usually wakes up last due to being more complicated. Under him there is a Cryptek or Architect, they wake up first and are responsible for waking up everyone else, the Cryptek is also in charge of Scarabs and Tomb Spyders. Beyond them there seem to a Lord for Warriors, Immortals and Wraiths, then another Lord or Flayed ones and another for Destroyers.
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![[Post New]](/s/i/i.gif) 2011/04/16 00:27:05
Subject: Necron fandex WIP -- Current iteration of the codex on page 13! Check it out!
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Fresh-Faced New User
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Hm, special lords. In one GW book (can't recall which) it said there was one uber lord known as the platinum lord, under it 3 gold lords who are on field generals essentially, but their orders can be changed by the platinum, then there are silvers who are the second stage to be woken up and they launch an assault on the world. Then there are the bronze who are the first to wake up, have the responsability of waking everyone else up and cleansing the tomb. Bronze are essentially squad captains, silver platoon commanders, gold generals and the platinum is the most powerful necron on the world, and has the authuty to do whatever he wants.
The idea of a lord of each unit is interesting, but they would appear to be silver and bronze lords, whereas the gold and platinum would be very powerful regular necrons. Again I can't remember the reference, but that's what I read.
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necrons:
because a good robot always gets back up. |
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![[Post New]](/s/i/i.gif) 2011/04/16 08:06:20
Subject: Necron fandex WIP -- Current iteration of the codex on page 13! Check it out!
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Chaplain with Hate to Spare
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That was the Apocalypse book (or Apocalypse Reload.. one or the other) - was the whole reason I did the hierarchy structure in the first place.
So, those of you who've read the book.. help me out!
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![[Post New]](/s/i/i.gif) 2011/04/18 15:16:15
Subject: Re:Necron fandex WIP -- Current iteration of the codex on page 13! Check it out!
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Chaplain with Hate to Spare
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PDF version of the current version, for those who care. Free bump as well!
I'll probably update the entire thing soon anyway.
| Filename |
crondex2.pdf |
Download
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| Description |
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65 Kbytes
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This message was edited 1 time. Last update was at 2011/04/18 15:18:25
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![[Post New]](/s/i/i.gif) 2011/04/25 06:35:45
Subject: Necron fandex WIP -- Current iteration of the codex on page 15! Check it out!
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On a Canoptek Spyder's Waiting List
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this is kind of stupid because thier is no nightbringer or deciver andwithh all the other characters that are super powerful like absdrubal vect (dak elder) the necrons will need them
Archonalrox
(your sox)
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![[Post New]](/s/i/i.gif) 2011/04/25 09:06:01
Subject: Necron fandex WIP -- Current iteration of the codex on page 15! Check it out!
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Tunneling Trygon
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See... i was agreeing with you, until you said Super Powerful Characters like Vect  !
Vect will die to a Ton of Necron shots, and could just as easily get mullered by a Warsycthe.
(sorry about poor spelling on Warsycthe ... its always been a pain ¬¬)
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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. |
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![[Post New]](/s/i/i.gif) 2011/04/25 09:30:09
Subject: Necron fandex WIP -- Current iteration of the codex on page 15! Check it out!
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Chaplain with Hate to Spare
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'tis m'kay, you only got two letters wrong. Swap the 's' and 'y' to spell Warscythe correctly. @achonalrox - please, sort your grammar out, it's annoying to read. Also, there have been many special characters over the many iterations of this codex, and when I'm happy with the normal units, I will go back and get my special characters and redo them. So actually, it is not at all stupid.
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This message was edited 1 time. Last update was at 2011/04/25 09:31:40
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![[Post New]](/s/i/i.gif) 2011/04/25 09:33:56
Subject: Necron fandex WIP -- Current iteration of the codex on page 15! Check it out!
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Tunneling Trygon
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W A R S C Y T H E
I Can Spell ^^!
And Yesh DV is correct as he has introduced The Spider of Dammos, Herald of the C'tan, Nightbringer (  ) and they got removed due to the units in the codex being a bit iffy
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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. |
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![[Post New]](/s/i/i.gif) 2011/04/25 09:52:59
Subject: Necron fandex WIP -- Current iteration of the codex on page 15! Check it out!
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Chaplain with Hate to Spare
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Oh, side note, I played a game against them at 2k last Friday; I was using Orks. It was pitched-battle and annihilation.
I lost.  It was something like 8-5 kill points to him. The new Necrons are powerful  . It could've been very different if I'd done waaagh! a turn earlier and if we'd remembered Warriors are indeed now WS3!
I don't play Orks much, I just borrowed them off my opponent so we could play test a horde army against them for a change.
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![[Post New]](/s/i/i.gif) 2011/04/25 19:29:06
Subject: Re:Necron fandex WIP -- Current iteration of the codex on page 13! Check it out!
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Pile of Necron Spare Parts
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Just my two cents about this interation :
Darkvoidof40k wrote:
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: 36" Strength: x AP: 5 Type: Heavy 1, Sniper
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
A little too much Gauss perhaps? Like, if you remplace Gauss by "blood" or "Wolf McWolf"... I know that the codex is currently filled with Gauss, but too much is too much
like Gauss Disintegrator -> Tesla Beam (and with AP2, who needs rending anyways. You wont fire at a Carnifex/Trygon/Dreadknight with that gun)
Precision Gauss Rifle -> Precision Disruptor (ignores cover may be cool), A weapon that destroys space itself... (Like in Edmond Hamilton books, I can't remember the name)
Gauss Pulsar -> Just Pulsar, it's cool enough, or Lightning Pulsar, or Void Pulsar.
You may fit the word "Void" at other places too
These are mere suggestions, however.
Darkvoidof40k wrote:
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.
Ummh, D6 S10 AP- ? Each turn? for +2pts per model? -> A little overpowered, no?
I think that may work better with fixed Str and AP, but with the number of hits proportionnal to the number of models in the squad, or to the number of attacks made against them.
Darkvoidof40k wrote:
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.
No scatter, please  But it's a fanboy (me) request.
Darkvoidof40k wrote:
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.
Something don't work in the pricing of these two units, no? Or it is just me? Also, the Immortals are rumored to have 2+ save now. I also think that relentless fits the necron style better than S&P, but it's me. Flayed ones may also have fleet for that price.
Darkvoidof40k wrote:
(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
Cool rules! Deathstar Unit : T5 Save 2+, 2 WS4 Str5 Warscythe Attacks, 24" Anti-Psyker bubble... with shooting. Maybe a little underpriced. Also, the only unit without fearless and Self Repair/ Feel No Pain / Will Be Back?
Darkvoidof40k wrote:
Necron Hunters
Statline: WS: 2 BS: 4 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.
Cool new unit! But what about infiltrate and/or scout? That would fit the theme of the stealth fields  They could also have WS3 or 2, more like warriors. And I also tend to think that Necrons Shadows or Spectres would be a better name, but that's just me.
Darkvoidof40k wrote:
Troops
Necron Warriors
Statline: WS: 3 BS: 4 S: 4 T: 4 W: 1 I: 2 A: 1 LD: 10 Sv: 4+
Points cost: 100
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 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.
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.
Mmmh, 20 pts per warrior, and 100 for a Tomb Spyder? That may be a little too much, if we compare with base mehreens. For the TS, I don't know if +1W and resurrection Orb is worth 45pts. Maybe. What about the Scarab swarms that can come with the Spyders? While they are in the same squad they lose Jetbike and Stealth... Are they really worth 15pts then? (Counting that I take the same number of swarms than Spyders, so they are T6). I could say yes, but I don't know.
Darkvoidof40k wrote:
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 3 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 +20 points.
I think that the upgrade to Heavy Destroyers is a little too pricey... at 65 pts they were overpriced, now they are 70 with a less strong gun. Is the upgraded range worth 5 pts?
Darkvoidof40k wrote:
Wraiths
Statline: WS: 5 BS: 0 S: 4 T: 4 W: 1 I: 5 A: 3 LD: 10 Sv: 5+
Points cost: 45
Unit Type: Jump 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.
No more jetbike and -2 Str? Is that worth a power weapon that works only when assulting and +3pts? (I assume that the wording of the rule means that it is akin to Furious Charge)
Darkvoidof40k wrote:
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
Can a Gravitational Disruptor equipped monolith fire it AND it's normal weapon systems? I also assume that the Monolith can fire all his weapons in the same turn, thus cancelling the Ordnance rule that says that no other weapons may be fired when the Ordnance weapon is, just like the Leman Russ. Am I right? Also, being Ordnance, the MPM already have the large blast rule as per BRB.
Darkvoidof40k wrote:
Necron Obelisk
[...]
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
I suppose that the Obelisk does not have the special exploding rules of the Monolith?
Great job overall! Don't be fooled by the high amount of criticism in my post, I do like it and it's fun to wishlist. I tried to be as constructive as I could, but take all of my comments with salt as english is not my prime language.
Regards
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![[Post New]](/s/i/i.gif) 2011/04/25 19:41:54
Subject: Necron fandex WIP -- Current iteration of the codex on page 15! Check it out!
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Chaplain with Hate to Spare
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Reading your comments, which are much appreciated, I thought you were English  .
The reasons some things may seem a little bit "iffy" is because we've playtested.
Take 90 Points of Wraiths for example, when they had +2 Strength and +1 attack than they do now - they kept killing things often double, or triple their own cost, one example being a Blood Angels Librarian and Honour Guard.
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![[Post New]](/s/i/i.gif) 2011/04/25 21:44:02
Subject: Necron fandex WIP -- Current iteration of the codex on page 15! Check it out!
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Using Inks and Washes
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Darkvoidof40k wrote:
@achonalrox - please, sort your grammar out, it's annoying to read. Also, there have been many special characters over the many iterations of this codex, and when I'm happy with the normal units, I will go back and get my special characters and redo them. So actually, it is not at all stupid.
The gestapo of grammar strikes again
*heroic music*
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![[Post New]](/s/i/i.gif) 2011/05/05 17:41:09
Subject: Re:Necron fandex WIP -- Current iteration of the codex on page 15! Check it out!
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Chaplain with Hate to Spare
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Right, based on the Necron rumors, I shall be updating the Crondex soon. For those of you that don't know:
yakface wrote:
1) No surprise here, but Necrons are still essentially Tomb Kings in space fluff wise. A shift in fluff is now that all of the higher up necrons are intelligent while the lower level ones are still basically automatons. I guess that's roughly the same as it used to be, but apparently there is more emphasis in the sentience of the higher Necrons now (hence the named Lords).
2) C'Tan are still in the codex...sort of. They have been moved to the Elites section and are now a single unit choice, but with variable upgrade powers you can take.
3) We'll be Back is no longer called that and it is NOT Feel No Pain. Basically it is a 5+ bonus save similar to Feel No Pain, but doesn't get cancelled out by double strength, AP1/2, etc. In addition, this save is made at the END of the phase after morale tests are taken. If the unit is wiped out or is falling back at the end of the phase, then the save cannot be used. So as an opponent, if you manage to wipe the unit out or make them fall back, then you prevent any Necrons from getting back up...unless the unit has something called the 'ever-living' rule, in which case it gets to attempt this save even if the unit is wiped out.
4) Gauss Weaponry does NOT have rending. It retains the 'auto-glance' on a penetration roll of a '6' rule, but apparently otherwise has lost the 'auto-wound' on a roll of a '6' regardless of Toughness that it used to have. The Gauss Cannon is now apparently Assault 2 & AP3 (I'm assuming the Strength is still 6). The Gaus Flux Arc on the Monolith no longer automatically hits every unit within range, instead each one fires separately and can hit four different targets.
5) Phase out is gone.
6) Destroyers now count as jump infantry and there is a new Fast Attack Jetbike unit called Tomb Blades.
7) Immortals are now a Troops choice. Pariahs are gone. Flayed Ones are Elites.
8) There are indeed 6 named characters (although I have no more info on them). There is also a Necron Overlord and a bodyguard unit called Crypteks. Crypteks can be split off before the game to lead units of Necrons, very similar to Wolf Guard in the Space Wolves codex. Crypteks can take a bunch of different technology upgrades, so there is kind of a way now to have personalized squad leaders in a Necron army.
9) They army is much more mobile now in general. They have several units of jump troops, and 2 new transport vehicles. 1 transport can carry 15 necrons while another can carry 10. Jump pack units count as 2 models and jetbikes count as 5. The one that holds 10 is able to recover casualties to a unit (although can't take it beyond its starting strength). Necron vehicles besides the monolith are open-topped skimmers. However they have something called 'Quantum shielding' which gives their front & side armor +2 until the vehicle takes its first glance/pen, at which point it loses the shielding. One of these two transports (not sure which one) is apparently a personal transport for the Lord (and his retinue).
10) There are six new vehicles in the codex (including the two transports mentioned above). Two of which seem to be based around this old Jes Goodwin design: http://storage.canalblog.com/29/28/731795/53057637.jpg
11) In general Necrons have a lot more long ranged fire support. There is also a new weapon type called Tesla weapons. These weapons, on a roll of '6' to hit automatically cause two more hits. The biggest version of the Tesla weapons has a chance of hitting all other units close to the target; both friend and foe. One of the new vehicles carries the doomsday cannon: 72" S9 AP1 Heavy 1 large blast. BS4.
12) In the Elites section there is a big new walker. It has a heat ray that that is either a melta or flamer depending on what you want to do. Any unit hit by this vehicle is marked (as in: laser targeted), which means that all other necrons count as being twin-linked for shooting at the marked enemy unit that turn.
Okay continuing on here with some nice stuff (added 5/5):
13) Necron Warriors have the same basic statline they had before except they now have a 4+ save. Now before you go crazy, also note that their points cost is 12 points, which is a 1/3 price drop (down from 18 points). That means you get 1/3 more Warrior models in the army for the same amount of points...it also makes losing an entire unit due to sweeping advance, not nearly as painful.
I know a lot of cynical people will hate this and accuse GW from simply making the change to sell more Warrior models, and you could be right. But personally I was always hoping they were going to make Necron Warriors not quite as tough and dump the points cost on them, so you could really take a ton of them...given in my mind they are supposed to be more like a shambling horde of undead robots than some sort of small elite force of super-warriors (but that could just be me).
So this change alone totally changes the army from out of the ' MEQ' umbrella and makes their base statline unique in the game (which is good, IMHO).
14) Immortals have lost their T5 (down to T4), but keep their 3+ save. However, their points cost has dropped to 17 pts a model, which is an 11 point drop (more than 1/3 a drop from the previous cost of 28 pts)!
15) All units in the army benefit from the new WBB rule, not just the units that were formerly classified as 'Necrons' in the current codex (even Scarabs!). So although you're only getting a 5+ save in many cases, you're still getting it on some of the more expensive stuff in the army as well (and there are some pricey new units to counterbalance the relatively cheap Warriors and Immortals). Also the vehicle that can add models back into the unit is also able to use this ability on any unit.
15) Rez Orb is still in the game and boosts the new WBB rule to a 4+ instead of a 5+, but only affects the unit it is in. I have a strong suspicion that this is an upgrade that Crypteks can take (I'll confirm if I find out), so I'd imagine you can get quite a few units in the game getting the 4+ bonus save if you want to pay the points to take them for your Crypteks and then split those Crypteks off to lead units.
16) Veil of Darkness is now definitely something Crypteks can take (so you can have a bunch of 'em in the army), but it no longer allows a unit to be pulled out of combat (and neither does the Monolith), except in the case of the Veil carried by one of the named Lords.
17) In the new fluff it sounds like the C'Tan were mainly killed off by the Necrons (or something like that), so the C'Tan that you field in the game are just remaining shards of their power. They're naturally still a really mean Monstrous Creature who rocks in combat, but you can also purchase a bunch of different abilities. These abilities are in line with a lot of the things we've seen in the last few codexes, things like: messing around with Deep Striking enemy units, making enemies moving through terrain differently, and allowing the Necron player to change some of his deployment, etc. So it sounds like you have a lot of different options with the C'Tan that really mess with the enemy army and/or supplement your own. And they are not one per army (so you can have 3 if you want to use up all your Elites on them, although it sounds like the other Elites choices are pretty awesome as well).
18) Some of those six new vehicles include flyers (not sure how many), which can move at cruising speed and fire all their weapons.
19) Besides a few units that are Fearless (Wraiths, Tomb Spyders and Scarabs), the army doesn't have any sort of blanket immunity to morale. They are still Ld10, but obviously we know that still leaves them very vulnerable to being run down in combat, and it looks like that will remain a big Achilles heel.
20) Scarabs sound great. They are cheap, have the new WBB rule, move like beasts and have an ability that erodes enemy armor when they get into combat with it. Any non-vehicle model they wound, but don't kill, has its armor save turned to a dash (i.e. nothing) for the rest of the game. If they hit a vehicle, on a 4+ the vehicle loses a point of armor value on ALL facings, and if any facing is reduced to zero, then the vehicle is destroyed (I'm not sure if this ability kicks in for each hit they get on the vehicle, or just once no matter how many hits they cause). There are some items in the army that also have a similar ability to erode armor, including one of the C'Tan powers.
So it sounds like Scarabs may play a major role in most Necron armies!
21) Overall, CC is definitely still the weak point of the army, but it looks like they've got a lot of different places they can take special rules to slow down or screw with approaching enemy, including some of the C'Tan powers, but also some of the different gear they can take. But they also have some different potential counter-assault units, which mainly come out of the Elites section (besides the new Walker, the C'Tan and the flayed ones in Elites there are 3 OTHER brand new units in there as well, for a grand total of 6 Elites choices). The Flayed ones are, being consistent, cheaper than they were and now have 3 Attacks base (but their save is now 4+ as with standard Warriors). One of the other new Elite units is also CC oriented, but is very pricey points wise (but is S5/T5/3+save). This unit can wield a Warscythe, but they are not called Pariahs (no idea if that's what Pariahs have 'turned into' or not).
Another new Elites choice is a sniper style unit that can Deep Strike into play normally or it can choose to immediately Deep Strike immediately after the opponent brings an enemy unit on from Reserves, and they have some nasty additional damage ability against one nominated unit...obviously we need more info to know how useful this will really be, but the concept of countering an opponent's Reserve deployment immediately sounds interesting at least.
The last new Elites choice is an Elite Jump Infantry unit with very close range shooting and some decent CC ability (and are also S5/T5/3+save).
22) Fast Attack has 4 choices...Wraiths, Tomb Blades (jetbikes), Scarabs & Destroyers.
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![[Post New]](/s/i/i.gif) 2011/05/05 18:18:31
Subject: Necron fandex WIP -- Current iteration of the codex on page 15! Check it out!
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Liche Priest Hierophant
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That's a lot of new stuff.
Interesting that Necrons and Tomb Kings are getting new codices at about the same time, and it sounds like they're having similar changes made to them.
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GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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![[Post New]](/s/i/i.gif) 2011/05/05 18:21:49
Subject: Necron fandex WIP -- Current iteration of the codex on page 15! Check it out!
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Chaplain with Hate to Spare
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Anvildude wrote:Interesting that Necrons and Tomb Kings are getting new codices at about the same time, and it sounds like they're having similar changes made to them.
True, but nobody gives a crap about skeletons. Skeletal Robots in space hell bent on killing everything? Yes please.
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![[Post New]](/s/i/i.gif) 2011/05/05 18:28:49
Subject: Necron fandex WIP -- Current iteration of the codex on page 15! Check it out!
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Liche Priest Hierophant
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Funny thing? I'm completely blah about Necrons, but if I ever get into Fantasy, I'm going to be all over the Tomb Kings. By the same token, I can't see myself playing anything other than Orks in 40K, but I'm very much blah about Fantasy Greenskins.
Anyway, I do have to say I'm a bit dissapointed that they're basically nerfing the Necron's Teleportation stuff in favor of Transports. Takes away a lot of their uniqueness in my eyes, not to mention is a bit overkill in terms of making them more maneuverable. Funny how on here and in most discussions, all the Necron players really wanted was a second Teleportation unit, a stationary one, but it looks like in the new codex, they're getting Transports! and Jetbikes! and Jump Infantry! galore.
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GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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