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ohio

I was reading the old dex, and it said they conquer all races, even tyranids, and make them work and fight to death. But what use would they get from necrons? they seem un-productive, especially since the necrons are as arrogant as possible. How would the DE torture the necrons?

This message was edited 1 time. Last update was at 2013/03/04 03:02:28


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Portugal

 aapch45 wrote:
I was reading the old dex, and it said they conquer all races, even tyranids, and make them work and fight to death. But what use would they get from necrons? they seem un-productive, especially since the necrons are as arrogant as possible. How would the DE torture the necrons?


IMPOSSIBRU!!

Most of the Necron troops are mindless robots following orders. I know that Immortals will answer back to questions his Lord asks, but only to questions their programming scopes. Scarabs, Wraiths and Tomb Blades are more examples of mindless robots only programmed to do certain routines
.
Lychguard and Praetorian Guard have some intelligence, but I never read anything about them speaking. The Lychguard in "The Fall of Damnos" Battle Novel were mentioned having intelligence and the codex supports this. They are the Elite of the Elite after all.
Praetorian Guards make sure the Lords aren't doing any shenanigans and are respecting the laws of war, so they must have some sort of intelligence. These are the ones who could actually feel "pain" or suffer from psychological torture, something I highly doubt. Again, they are the Elite and I doubt they feel pain. That would be a ridiculous thing to add to a body created for war.

Lords, Crypteks and Overlords are the true sentient Necrons (except for other important characters, like Nemesor's bodyguard) but I highly doubt they feel pain. Not only that, they are so certain of their superiority, I don't think the DE would be able to psychologically torture them.
I mean, what can they do? "Oh, you can torture and kill me? That's cute. I'll just teleport back to my Tomb World when I die and be reconstructed because I'm a freaking lord"

This message was edited 3 times. Last update was at 2013/03/04 10:46:37


"Fear is freedom! Subjugation is liberation! Contradiction is truth! These are the truths of this world! Surrender to these truths, you pigs in human clothing!" - Satsuki Kiryuin, Kill la Kill 
   
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The best State-Texas

 TheDraconicLord wrote:
 aapch45 wrote:
I was reading the old dex, and it said they conquer all races, even tyranids, and make them work and fight to death. But what use would they get from necrons? they seem un-productive, especially since the necrons are as arrogant as possible. How would the DE torture the necrons?


IMPOSSIBRU!!

Most of the Necron troops are mindless robots following orders. I know that Immortals will answer back to questions his Lord asks, but only to questions their programming scopes. Scarabs, Wraiths and Tomb Blades are more examples of mindless robots only programmed to do certain routines
.
Lychguard and Praetorian Guard have some intelligence, but I never read anything about them speaking. The Lychguard in "The Fall of Damnos" Battle Novel were mentioned having intelligence and the codex supports this. They are the Elite of the Elite after all.
Praetorian Guards make sure the Lords aren't doing any shenanigans and are respecting the laws of war, so they must have some sort of intelligence. These are the ones who could actually feel "pain" or suffer from psychological torture, something I highly doubt. Again, they are the Elite and I doubt they feel pain. That would be a ridiculous thing to add to a body created for war.

Lords, Crypteks and Overlords are the true sentient Necrons (except for other important characters, like Nemesor's bodyguard) but I highly doubt they feel pain. Not only that, they are so certain of their superiority, I don't think the DE would be able to psychologically torture them.
I mean, what can they do? "Oh, you can torture and kill me? That's cute. I'll just teleport back to my Tomb World when I die and be reconstructed because I'm a freaking lord"



Triarch Praetorians are at the same level of sentience and Intelligence as Lords, Overlords and Crypteks. They would not have been able to Preform their tasks without this. Keep in mind that they would go to younger races, and try to teach them the Necron Codes and what not.

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I think they would the dark eldar are masters of torture and im sure they can attach some device to a necron to prevent it phasing away and use jamming devices to also disrupt their circuits and the necron lords seem to fear losing their personality so why not open up their skulls and erase their memory bit by bit im sure a necron lord would consider that torture.
   
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UK

 aapch45 wrote:
I was reading the old dex, and it said they conquer all races, even tyranids, and make them work and fight to death. But what use would they get from necrons? they seem un-productive, especially since the necrons are as arrogant as possible. How would the DE torture the necrons?


IF they can capture one and somehow keep it from teleporting out (which is extremely difficiult but not impossible, stasis fields or similar likely work) they would use the foot soldiers in the arena - they are very durable and regenerate most damage (but not all - see the Necron codex) over time.

Torture - again very difficult but the DE likely would see it as a challenge to find a way to torture a machine intelligence in the same way machine spirits can be tormented.

If they could capture a Lord and somehow prevent it teleporting - it would be a great prize to stick in your throne room (stasis again), the head would probably do........

Its a bit like the Orks using Necron tech - its unlikely but happens..............although it may be booby trapped

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Portugal

 Sword Of Caliban wrote:
I think they would the dark eldar are masters of torture and im sure they can attach some device to a necron to prevent it phasing away and use jamming devices to also disrupt their circuits and the necron lords seem to fear losing their personality so why not open up their skulls and erase their memory bit by bit im sure a necron lord would consider that torture.


TBH, something like that also showed up in the "Fall of Damnos" book but it's so stupid, it's just, . So, according to the lore, the Techpriests have an insane hard time gathering and studying necron tech because A: They either phase out when they "Die" or B: They self-destruct when the repairs are way too much they can handle and for some reason they can't phase out.
Well, some human miners that survived the first wave of necrons, hid in the mountains and started using Guerrilla warfare. They actually "tortured" some necrons, using what? Magnets. They used magnets on Necron Warriors so their limbs couldn't re-assemble, creating an infinite loop of "repair cycles".

Now, how a group of miners thought of that and (according to what I know of) NO ONE ELSE DID and that normal human magnets worked on something called "Living Metal" it's way beyond me.

This message was edited 1 time. Last update was at 2013/03/04 11:14:19


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ohio

so necrons can KIND OF be tortured.

I honestly Lol'd when I read that.

I've never read fall of damnos. Maybe I need to pick it up sometime, so I understand necron lore a little bit

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Necrons get captured, they teleport back home.

Impossible to circumvent / avoid.

Source: codices.

/thread.

This message was edited 1 time. Last update was at 2013/03/04 13:03:57


   
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Beijing, China

 Mr Morden wrote:
 aapch45 wrote:
I was reading the old dex, and it said they conquer all races, even tyranids, and make them work and fight to death. But what use would they get from necrons? they seem un-productive, especially since the necrons are as arrogant as possible. How would the DE torture the necrons?


IF they can capture one and somehow keep it from teleporting out (which is extremely difficiult but not impossible, stasis fields or similar likely work) they would use the foot soldiers in the arena - they are very durable and regenerate most damage (but not all - see the Necron codex) over time.

Torture - again very difficult but the DE likely would see it as a challenge to find a way to torture a machine intelligence in the same way machine spirits can be tormented.

If they could capture a Lord and somehow prevent it teleporting - it would be a great prize to stick in your throne room (stasis again), the head would probably do........

Its a bit like the Orks using Necron tech - its unlikely but happens..............although it may be booby trapped


well the eldar and DE know how dangerous the necrons are. They would probably kill destroy or dismember any necrons they found.

The machines like wraiths and scarabs would probably not be taken as slaves, but perhaps taken to the arena for amusmenent in battle.

Necrons with some level of higher function would probably be tortured at length, more so the more feeling they had.


Disabling the teleporters and self destruct devices would be difficult, but if any of the factions in 40k could do it, CWE and DE would know and considering their skill and value of skill it would probably be something they would try to do.

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 Sword Of Caliban wrote:
I think they would the dark eldar are masters of torture and im sure they can attach some device to a necron to prevent it phasing away and use jamming devices to also disrupt their circuits and the necron lords seem to fear losing their personality so why not open up their skulls and erase their memory bit by bit im sure a necron lord would consider that torture.


Because the Tomb maintains a record of a Lord's individual coding, not the body that is currently housing that coding.

The Lord would be like, "Eh, smash all you want, I'll make more."

It is noted that, of all the Eldar Craftworlds, only Altaioc actually remembers the Necrons, and that they're supposed to be fighting them. The other Eldar, over the last 60 million years, have forgotten the original purpose of their creation.

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I think necron's would make a good torture tool, rather than a victim. Force guardsmen to fight them to survive.

Also, seeing this topic made me imagine a wytch stomping on scarab's going "HAH, TAKE THAT! HURT"S DOESN'T IT!"
   
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Although it isn't in play during the tabletop games, when destroyed and what not, Necrons phase out back into their tomb world. Dark Eldar - although extremely fast, would be hard pressed to carry a device that could (even though it isn't possible) stop a Necron from phasing out and avoid being shot by Gaussy Goodness.

 
   
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 Evileyes wrote:
I think necron's would make a good torture tool, rather than a victim. Force guardsmen to fight them to survive.

Also, seeing this topic made me imagine a wytch stomping on scarab's going "HAH, TAKE THAT! HURT"S DOESN'T IT!"


The Scarab goes, "Mm-beep?"

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I think it might be tricky, but I can see the Dark Eldar capturing Necrons. And again, it would be tricky, but I can totally see them finding a way to torture them.

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As I recall, it used to be somewhere (may have been a campaign) in the rules that DE could get VP's for capturing enemy troops.
Necrons didn't count as they couldn't be captured.

So with that in mind, I'd say no.

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The old dark eldar codex had a special rule that allowed you to take slaves for extra victory points, and the old necron codex had a specific rule excluding them from this dark eldar rule saying they could never be captured.
   
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No, they have no way to inflict pain on them. So they are useless slaves.

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.
 rednecroncryptek wrote:
Although it isn't in play during the tabletop games, when destroyed and what not, Necrons phase out back into their tomb world. Dark Eldar - although extremely fast, would be hard pressed to carry a device that could (even though it isn't possible) stop a Necron from phasing out and avoid being shot by Gaussy Goodness.


Yes and no

If they suffer severe damage and can teleport they do - otherwise they self destruct, even if they do get back the damge may not be repairable and they are converted into energy to be recycled (as per the Necron Codex)

The Imperium has captured at least one Necron and used it to locate a tomb world (White Dwarf) - the Dark Eldar could do it as well given their higher tech level.- its just really really unlikely

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

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Between

The Imperium has the technology to prevent Necrons from phasing out, but it's very unreliable (I've included the reference wholesale below). I think that Eldar likely have the ability to make similar devices, but likely never bothered.

From White Dwarf 217, page 35;

A DESPERATE MISSION
Scenario by Ian Pitstock for use with the NECRON RAIDERS by Rick Priestly.
You can play full-blown games of Warhammer 40,000 with Necron Raiders, but you will probably need two or three boxes worth to field a sizeable army. However, as Necron Raiders are only a vanguard for a greater force (Ooh, that sounds like there are more to come doesn't it? - Paul Sawyer), the games may be a little strange and unbalanced. Instead, we recommend that you play slightly smaller games with a scenario. I've included a scenario below and some more ideas for you to invent your own.

Mysterious raids have been occurring up and down the sector; mining installations, colonies and even whole cities have mysterious ceased communications. Investigations have revealed deserted outposts, scrambled comm-systems and only tiny fragments of clues as to who may be committing these atrocities. A fearsome group of unknown raiders appear to be ransacking this sector, no pattern can be discerned from their attacks and it is impossible to tell where they will strike next.

All Imperial forces have been put on full alert and briefed with all known details of the alien raiders and their weaponry. In addition, special experimental equipment has been dispatched to enable the capture of one or more of the raiders.


IMPERIAL PLAYER
The Imperial player has up to 500 points of Imperial troops, which may be spent on any of the following: Space Marine tactical squads, Space Marine Scouts, Imperial Guard command sections, Imperial Guard squads, Imperial Guard Chimeras, Sisters of Battle squads, Frateris Militia. Don't worry about conforming to army list restrictions for choosing army commanders, Imperial Guard platoons and the like.

As well as their standard wargear, all Imperial infantry models have been issued with an experimental Gauss Jammer that can prevent the Necrons from disintegrating when they are destroyed beyond repair. The rules for the Jammers are included layer in the scenario.

NECRON PLAYER
The player with the Necron Raiders has 5 Necron Warriors and 2 Necron Scarabs. (Miko's Note: this was 280 points worth of Necrons at the time, and was the contents of a single Necron Raiders box)

DEPLOYMENT
The Necron player deploys first and may place his Necron Warrior squad and Necron Scarabs anywhere on the table.

The Imperial forces may move on from any table edge in the first turn. The Imperial player goes first.

Objective
The Imperial player must capture at least one Necron Warrior. Any Necron Warriors left on the board at the end of the game are captured (see below for details of how to capture Necron Warriors).

The Necron player must destroy all Imperial forces.

The game ends when either all the Imperial forces are dead or fleeing or there are no NEcron warriors on the table apart from those that have been captured.

CAPTURING NECRON WARRIORS
All the Imperial infantry have been issued with experimental Gauss Jammers. When placed on a Necron these might actually prevent it from disappearing when it suffers irreparable damage. The jammers may be used in one of two ways, either by throwing them like grenades or by attaching them in hand to hand combat.

To throw a jammer, follow all the normal rules for throwing renades. If a hit is scored then roll a D6. On a roll of a 4, 5 or 6 the jammer has stuck to the Necron Warrior or Scarab. Place a coin or marker next to the Necron model to remind you that it has a jammer on it.

Jammers may also be attached in hand-to-hand combat. If a model scores one or more hits on a Necron Warrior in hand-to-hand combat, then hem ay forgo all his hits in favour of attaching a jammer. Jammers are automatically attached in this way and there is no need to roll. If a NEcron model is knocked down then jammers may be attached automatically by any model in base-to-base contact.

Note that it is possible to attach more than one jammer to a single NEcron, in fact this is a highly recommended tactic as it increases the chance of capturing a Necron.

When a Necron that has a jammer on it is removed fro mthe table, roll one D6 for each jammer on the Necron. If any of the dice scores a 6, the jammer has worked and it is captured, leave the model in place and it takes no further part in the game. Any other result and the Necron Warrior simply disappears as normal.

OTHER ARMIES
If you do not have any Imperial troops then you can quite easily use troops from other armies. You'll notice that I have only included the basic 'tactical' type troops in the Imperial list, you should bear this in mind when choosing say Eldar or Orks. Don't use too many heavy weapon specialist or assault troops as this will unbalance the scenario.

SCENARIO VARIANT
If you have two Necron boxed sets, use both, perhaps with two players taking half the Necron forces each. To take into account the Necrons' extra numbers the Imperial player starts with 500 points as normal. However, at the beginning of any of his turns, the Imperial player may bring on an overwhelming force to destroy all the Necrons. The reinforcements are not armed with jammers and so the idea of this variant is that the Imperial player must use his initial forces to get as many jammers as possible on the NEcrons, and then use the reinforcements to make the Necrons disappear - hopefully leavingo ne or two captured Necrons behind.

Today we can but begin what must surely be a long and arduous task - to assess and describe the Steel Daemons, to confront them and ultimately to bring them to battle. We can but add guesses to out all too scant knowledge, to reconstruct their weaponry, their fighting methods, their strengths and vulnerabilities. All this we must do, and quickly, lest we perish without ever recognising out peril.
- Inquisitor Hoth.


------------------------------------------------

At this point, Necron Warriors were MEq with T5, I2 and a 2+ save. They came in squads of 3-10 and were 44 points/model. Resurrection Protocols / We'll Be Back was a D6 roll for each model. On a 6, the Necron repaired and got back up and could move and fight as normal (although a separate rule denied them the ability to shoot unless another Necron model was within 2"). On a 1, they disappeared, and on a 2-5 they remained where they were until they were allowed to roll again at the start of the next turn.



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