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Made in gb
Chaplain with Hate to Spare






the_ferrett wrote:The platnum lord looks a little mephiston like


A little, yes. Go back to the OP and have a look at "The Herald". Bottom of the original fandex, first special charry I did. Gonna have to fix him sometime
   
Made in gb
Chaplain with Hate to Spare






Alright, it's been a long time since I've updated this project, but I have done quite a bit of work on the army list, significantly changing it ever since I was inspired a few nights ago on a necron codex rumor/discussion thread. Sure, there's a lot of stuff I can improve on, but I think it looks a lot like it will do when it's finished.

Also, I'm thinking about showing this to GW. Does anyone know a way I can contact them? Email would be best.

Anyway, here's the revised army list and wargear/weapons list:

Codex: Necrons

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

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

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

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

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

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

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

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

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

WARGEAR:
Staff of Light: Power Weapon, can be fired as a Particle Disruptor.

Warscythe: Ignores armour and Invulnerable saves, 2D6 Armour Penetration, Two handed. Can be fired in the shooting phase as a Gauss Flayer.

Destroyer Body: a model mounted on a Destroyer body has the unit type: Jetbike.

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

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

Phylactery: A model with a Phylactery passes Feel No Pain tests on a 3+.

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 this 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 the 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 Strength 4 hits each turn in the assault phase, before any attacks are made.

Solar Pulse: Once per game at the beginning of your opponents turn, the controlling player may make a 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 has the Rending universal special rule in assault.

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.

Defense 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 counts as being armed with a single power weapon.

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

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

Chronometron: The Necron Lord and any unit he is joined with gain the Fleet universal special rule and always strike first in close combat, and 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 re-roll failed rolls to wound.

ARMY LIST
HQ

Necron Lord
0-1 Platinum
Statline: WS: 7 BS: 7 S: 5 T: 6 W: 4 I: 4 A: 4 LD: 10 Sv: 2+
Points cost: 180
Unit type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character, Fearless
Ancient Enemy: A Platinum Necron Lord will have been fighting for millions, if not billions of years. His skills at range and close combat are rarely matched and his ancient robotic body is as tough as the worst Tyranid monster and stronger than any Space Marine and can take a considerable amount of punishment, as shown in his profile. Additionally, on account of his experience, he has the Preferred enemy special rule against all enemies. He conveys this rule to any Necron unit he has joined.
Wargear: Staff of Light, Fused Plating
Options:
A Platinum Lord may have any of the following:
May have a Chronometron for +35pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
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:
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 replaces his Staff of Light with two Flayer Claws, and may not take a Warscythe.

Gold
Statline: WS: 6 BS: 6 S: 5 T: 5 W: 3 I: 4 A: 3 LD: 10 Sv: 3+
Points cost: 125
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character
Wargear: Staff of Light
Options:
A Gold Lord may select up to 150pts of upgrades from the list below
May have a Chronometron for +35pts
May have Fused Plating for +15pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
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:
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 replaces his Staff of Light with two Flayer Claws, and may not take a Warscythe.

Silver
Statline: WS: 5 BS: 5 S: 5 T: 5 W: 3 I: 3 A: 2 LD: 10 Sv: 3+
Points cost: 100
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character
Wargear: Staff of Light
Options:
A Silver Lord may select up to 100pts of upgrades from the list below
May have a Chronometron for +35pts
May have Fused Plating for +15pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
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:
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 replaces his Staff of Light with two Flayer Claws, and may not take a Warscythe.

Bronze
Statline: WS: 4 BS: 4 S: 4 T: 5 W: 2 I: 2 A: 2 LD: 10 Sv: 3+
Points cost: 75
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron, Independent Character
Wargear: Staff of Light
Options:
A Bronze Lord may select up to 50pts of upgrades from the list below
May have a Chronometron for +35pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
May have a Resurrection Orb for +30pts
May have a Lightning Field for +10pts

May also select 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 replaces his Staff of Light with two Flayer Claws, and may not take a Warscythe.


Elites

Flayed Ones
Statline: WS: 4 BS: 0 S: 4 T: 5 W: 1 I: 4 A: 2 LD: 10 Sv: 4+
Points cost: 150
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron, Slow and Purposeful
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.
Grotesque: Flayed Ones drape themselves in the bloody flesh of their victims. All enemy 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:
Energized Claws
Options:
May include up to 5 additional Flayed Ones at 30pts per model.
The entire unit may replace their Energized claws with one of the following:
Powered Claws at +10pts per model.
Flayer Claws at +15pts per model.


Immortals
Statline: WS: 4 BS: 4 S: 4 T: 5 W: 2 I: 2 A: 2 LD: 10 Sv: 3+
Points cost: 150
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron, Slow and Purposeful
Wargear: Gauss Blaster
Options:
May include up to 5 additional Immortals at 30pts per model.
The unit may take a Lightning Field for 15pts.
The entire unit may be upgraded to have Energized Claws for 5pts per model.

(0-1) Pariahs
Statline: WS: 3 BS: 3 S: 5 T: 5 W: 1 I: 3 A: 2 LD: 10 Sv: 2+
Points cost: 90
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 if they are within 12” They take the test on 4D6. Additionally, all models within 12” of the Pariahs are at a -1 Leadership modifier.
Wargear: Warscythe, Fused Plating
Options:
May include up to 7 additional Pariahs at 30pts per model


Troops
Necron Warriors
Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 2 A: 1 LD: 10 Sv: 4+
Points cost: 90
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron, Slow and Purposeful
Wargear: Gauss Flayer
Options:
May include up to 15 additional Necron Warriors at 18pts per model
The unit may have a Lightning Field for 20pts
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 YOU HAVE. THEY DO NOT TAKE UP ANY SPACE ON THE FORCE ORGANISATION CHART, BUT ARE OTHERWISE TREATED AS TROOPS CHOICES.
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:
Replace any of its close combat weapons with a Gauss Destructor for free. However, for each close combat weapon replaced with a Gauss Cannon, 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: 5+
Points cost: 30
Unit Type: Infantry
Number/unit: 3
Special Rules – Swarms, Fearless,
Mindless: Scarabs have a very limited understanding of tactics and hence are not scoring units.
Levitation units: Scarab swarms move 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 12pts per model.

Fast Attack
Destroyers
Statline: WS: 4 BS: 4 S: 4 T: 5 W: 2 I: 2 A: 1 LD: 10 Sv: 3+
Points cost: 150
Unit Type: Jetbike
Number/unit: 3
Special Rules – Necron
Heavy Destroyers: A Heavy Destroyer replaces its Gauss Cannon with a Heavy Gauss Cannon. If the entire unit consists of Heavy Destroyers, it may be taken as a Heavy Support choice.
Wargear: Gauss Cannon, Destroyer body
Options:
May include up to 7 additional Destroyers at 50pts a model
The entire unit may be upgraded with Energized Claws for 5pts a model
Any model may be upgraded to a Heavy Destroyer for +25pts per model

Wraiths
Statline: WS: 5 BS: 0 S: 6 T: 4 W: 1 I: 5 A: 3 LD: 10 Sv: 5+
Points cost: 50
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron,
Wargear: Powered Claws, Wraith Body
Options:
May include up to 4 additional Wraiths at 50pts a model
The unit may be upgraded with a Lightning Field for 10pts
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 gives three abilities that the controlling player may use once per turn, however no more than one of them can be used in a turn.
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!This rule may not be used if the Monoliths' Power Matrix has been disabled – see below for details.
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
It may not be destroyed by a Weapon Destroyed result on the damage table. It may only be destroyed if the Monolith suffers a Destroyed – Wrecked or Destroyed - Explodes! result. If the Monolith suffers a Destroyed – Explodes! result, then the cataclysmic energies of the Power Matrix are released. All models, 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.




SPECIAL CHARACTERS

Herald of the C'tan (takes up 1 HQ slot, may not take a Platinum Lord as well as the Herald)
Statline: WS: 8 BS: 7 S: 6 T: 6 W: 5 I: 5 A: 5 LD: 10 Sv: 2+
Points cost: 325
Unit Type: Infantry
Number/unit: 1 (unique)
Special Rules – Necron, Independent Character, Fearless, Eternal Warrior, Ancient Enemy,
Necron Elite: The Herald of the C'tan is often accompanied to battle by the most elite Necron forces. Immortals and Flayed Ones units may count as troops or elites choices (as the owning player decides) in an army including the Herald of the C'tan, and the 0-1 limit on Pariahs is removed.
Essence of the C'tan: The Herald of the C'tan has been imbued with a fraction of the power of some of the C'tan – created to be their strongest warrior. From one, he received extreme power, another great cunning, and from the last the power to control machines. To represent this, the Herald of the C'tan has the following:
Extreme power – on a turn in which he charges into an assault, the Herald of the C'tan has +2 strength.
Great cunning – Before deployment, roll a D6. A number of units equal to the result on the D6 gain the Infiltrate Universal Special rule. Which units is up to the controlling player.
Mastery over Machines – At the beginning of the controlling players' turn (before rolling for reserves The Herald of the C'tan may pick an enemy vehicle within 12” and take a Leadership test. If the test is passed, the controlling player may control that vehicle for the rest of the turn (he may still shoot and assault it!). However, should the Herald of the C'tan fail the Leadership test he automatically looses D3 swounds (he may not take saves of any kind or use Feel No Pain to recover the wounds!).
Wargear: Resurrection Orb, Phase Shifter, Phylactery, Fused Plating, Veil of Darkness
Staff of the Tomb King: The most powerful handheld Necron weapon, this ancient staff has similarities to both the Warscythe and Staff of Light – but it is infinitely more powerful. This weapon ignores armour and invulnerable saves, rolls 2D6 for armour penetration and adds +2 to the Herald of the C'tan's strength. Additionally, it may be fired as a Gauss Destructor.


The Spyder of Damnos
Statline: WS: 5 BS: 4 S: 7 T: 6 W: 4 I: 4 A: 4 LD: 10 Sv: 2+
Points cost: 175
Unit Type: Monstrous Creature
Number/unit: 1 (unique)
Special Rules – Fearless, Field Repairs, Furious Charge, Hit and Run

Wargear: Two close combat weapons, The Spyder's web: This weapon can be fired in the shooting phase with the following profile:
Range: 12” Strength – AP – Assault 1, Large blast, Pinning. This weapon does not roll to wound, and any models under the template must take a Strength test – if any of these models fail their test then the whole unit is treated as though it had just failed a pinning test. This weapon can still be used to pin Fearless units, as they are not actually taking a pinning test.

This message was edited 4 times. Last update was at 2010/08/19 11:01:43


 
   
Made in gb
Chaplain with Hate to Spare






Noone interested in this project anymore?


Well, just in case anyone is, I'll be playing a test game in a week or so (hopefully).. It'll probably be about 1750, and I'll post up a short (probably) battle report on this thread. While battle reports have their own section, it is specifically related to this thread, so I'll most likely will post it here.

   
Made in de
Wicked Canoptek Wraith





UK

Great work. I'll give this a try if I can convince my opponents to take it on...

Flashman
 
   
Made in gb
Chaplain with Hate to Spare






Sir Harry Flashman, VC wrote:Great work. I'll give this a try if I can convince my opponents to take it on...


Thanks! If your opponents agree, let me know how you get on.

Also, it'd probably be a good idea if you stuck to something like 1500 - big enough to allow test-players to use a sizable force, but small enough that it remains very tactical, allowing us all to see how this list fairs tactically (this goes for anyone). Mind if I request pics + description/battle report?

I'm assuming you're the Necron player, Harry? Edit: Just looked at your gallery, so it seems I was right. I must say, nice stuff you've got there.

This message was edited 1 time. Last update was at 2010/08/19 18:32:56


 
   
Made in de
Wicked Canoptek Wraith





UK

Thanks dude. I'll hopefully have something in a week or so when I get back to England.

Flashman
 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Interesting.

I think that part of what makes Monolith so fun is that they ignore extra armor penetration. IE...meltas do nothing.

   
Made in gb
Chaplain with Hate to Spare






Dashofpepper wrote:Interesting.

I think that part of what makes Monolith so fun is that they ignore extra armor penetration. IE...meltas do nothing.


Yeah, but Invulnerable saves on vehicles are fun.
   
Made in us
Horrific Howling Banshee




You obviously put quite allot of work into this thread. You also have several good ideas, however I don't love it. I don't hate it, and I can't put my finger on why I don't love it. I would love to try it, but I would probably rather play with the official codex. If you change some of the points values and playtest it I think it will be fun and characterful.
Somethings I don't like
A) I wish that gauss is left alone execpt that it treats vehicles as open-topped.
B) I like the current gauss blaster better.
C) I don't want to pay 30 pts for flayed ones.
The rest are just minor things.
Maybe you could add something like weather orbs. One could create nightfighting ect... and they could be used at the beginning of the game.
For Example
Black Orb (Artificial Night): Used before deployment, creates nightfighting for 1D6 game turns. The controling player may terminate its effect at any time.
White Orb (From the Mist): Used before deployment, increase necron deployment zone by 12" representing them taking opponent by suprise with artificial mist.
Red Orb (Skies of Blood): Used at beginning of turn, roll 1D6 the leadership of all enemy units is reduced by that number for the remainder of the player turn.
Yellow Orb (Solar Pulse): Used at beginning of turn, all enemy units within Los of model using the solar pulse will only hit with ranged and close combat attacks on a six or higher for the rest of the game turn.
Green Orb (The Awakening): Used at beginning of turn, all units friendly necrons on table count as within the radius of a ressurection orb until the end of the game turn.

These would be one time use and only available on HQ. I feel it would add depth to the army without messing with the whole identical theme they have going for them.


Automatically Appended Next Post:
The orbs probably need a pts and are probably abit OP, but they were examples and were quickly thought up.

This message was edited 1 time. Last update was at 2010/08/21 19:03:03


Quoted from "The Defenestrator":
"Yes, I don't buy into the goody goody image the Tau PR machine has churned out . They're all dirty cold-blooded space-communists if you ask me! Besides, their shiny, selfless "we love everyone for the Greater Good" vibe is so unfitting for the "lulz we're all badass jerks" future of 40k. GW needs to play up their cold, calculating, "join us or die, and probably still die anyway" Borg-y style. That's just me of course."

Altanis wrote Vindicare. Hes like Santa he watches when your sleeping. He knows when your awake. I doesn't matter if youve been bad or good because the inquisition put a hit out on you and a shield breaker round is gonna go through your head when your eating your weaties.





 
   
Made in us
Loyal Necron Lychguard






For the white orb, I'd say 6" at the most, if not D6". 12" is a huge advantage.

Though, so is the ability for BT to get preferred enemy for their entire army for 50 pts...

Hm. I suppose it would work then but it would have to be rather costly.
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





Platinum Lord is an awesome idea...

 
   
Made in gb
Chaplain with Hate to Spare






Thanks for the responses
   
Made in us
On a Canoptek Spyder's Waiting List





I really like this, im going to make a Herald of the C'tan just because of you! lol

3500 points
3000 points
(work in progress)

ALL HAIL THE CHIBI NECRONS!!!
JHall-"Stop jumping to conclusions and getting fueled up on your nerd rage already. It's getting old."
Ozymandias-"Nerd rage? THIS. IS. DAKKA!!!"
 
   
Made in gb
Chaplain with Hate to Spare






Thanks, and you're welcome.. I think .
So, does this mean you'll be testplaying? Noone else seems to be.
   
Made in us
On a Canoptek Spyder's Waiting List





If I can get someone to agree to it, I definitely will.

Ready for Test Drive!!!

3500 points
3000 points
(work in progress)

ALL HAIL THE CHIBI NECRONS!!!
JHall-"Stop jumping to conclusions and getting fueled up on your nerd rage already. It's getting old."
Ozymandias-"Nerd rage? THIS. IS. DAKKA!!!"
 
   
Made in gb
Chaplain with Hate to Spare






daniel80000 wrote:If I can get someone to agree to it, I definitely will.

Ready for Test Drive!!!


If they say no, then they're just afraid of actually loosing to necrons.

I'll hopefully get the aforementioned promised test-battle done next week and have it posted whenever I can. Tbh, I might just put it on my youtube as a video report/batrep. It's that or pictures.

This message was edited 1 time. Last update was at 2010/09/05 17:40:05


 
   
Made in us
Irked Necron Immortal




On the train headin down to delicious town

Hey void...

I talked to my buddy and I should be able to set up a test game within the next week or two...

Ill send you the results!

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Made in gb
Chaplain with Hate to Spare






Shake Zoola wrote:Hey void...

I talked to my buddy and I should be able to set up a test game within the next week or two...

Ill send you the results!


I look forward to it!

Specifically the kind of information I'm looking for is:

Army list/points level
Deployment
Brief summary of each turn
You and your opponants views on how each unit performed
Did you both enjoy the game? More or less than with normal Necron 'dex?

Just to be clear, I'm only asking for this stuff. Only send me what you have time for/can be bothered etc. Regardless, I appreciate any feedback you give me!

I hope you enjoy the 'dex. I may well be having a game with it later on this week or the next as well.
   
Made in gb
Sadistic Inquisitorial Excruciator






The Midlands

A couple of things, I've been reading Nemesis lately and the Pariahs in that are much more powerful than that, hows about for every Psyker within 6" or 12" they gain +1 S. For they suck power from Psykers nearby and use it for themselves.

Also one other little thing, if the Herald is S6, gains another 2 from his weapon and is +2 on the charge, S10?!!!! And this guy is infantry???!!!! I suggest Furious Charge instead.

Other than that I am loving the great work.

This message was edited 1 time. Last update was at 2010/09/07 19:04:14


 
   
Made in gb
Chaplain with Hate to Spare






phantommaster wrote:A couple of things, I've been reading Nemesis lately and the Pariahs in that are much more powerful than that, hows about for every Psyker within 6" or 12" they gain +1 S. For they suck power from Psykers nearby and use it for themselves.

Also one other little thing, if the Herald is S6, gains another 2 from his weapon and is +2 on the charge, S10?!!!! And this guy is infantry???!!!! I suggest Furious Charge instead.

Other than that I am loving the great work.


Cheers! I have been thinking a lot about this guy. I very much intend to take his profile down a lot.
   
Made in gb
Chaplain with Hate to Spare






Alrighty guys! I'd say there's about a 9 in 10 chance of this codex getting a test run today!

Speaking of which, has anyone else tried it yet?
   
Made in gb
Chaplain with Hate to Spare






Right, I played a test game with my mate yesterday, and I have to say the Necrons performed very well.. a little too well for my liking . Suffice to say I was almost tabled, but I clawed back some honor by contesting two objectives/tank shocking ftw//. Although my cultists lost me the other objective, which sucked.

Oh, a note on that. I was using an unofficial CSM codex, which is much better by far than the current one.

The game was 1500, table quarters and 3 objectives. The Monolith failed to do pretty much anything.. it killed about 12 infantry in the game. As for the number of times it failed to penetrate a Rhino or Land Raider.. Unfortunately, the Necron player didn't make use of the Mono's other abilities.

The Destroyers.. damn but they're tough. I'm thinking about taking a wound off them or increasing their cost. One or the other.

As for the Platinum Lord.. he was 280pts in the army list I made (and my mate played) and boy did he take some killing.. although I didn't actually kill him. T7 with 4 wounds and 2+/4++ and 3+ FnP against ANYTHING was just insane. Next time I think I'll bring some more heavy weapons.. now where'd I leave those Plasma cannons?
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





I like all of these quite a bit except for all Gauss Weapons being rending. I do agree that the normal Necron infantry should be made to be walking tanks, but rending with rapid-fire weapons? I don't think I'm a supporter of that.


Ah, and besides that, I really think this is coming along nicely. I would definitely use this as a Codex for Necrons if I played them, this is much more preferable than the crappy GW one.

I don't get why it takes people on Dakka who are smart and have time to make a fantastic codex in a month or so, yet it takes GW years to just make more suck.

This message was edited 1 time. Last update was at 2010/09/26 10:35:17


 
   
Made in gb
Chaplain with Hate to Spare






Yeah, I should totally be head of the design studio.

Thanks for the feedback, although as for Rending weapons on everything, believe me, they need it.

It isn't actually as effective as you might think.. and for those who say "why does the mono weapon have rending?" Well, asides from uniformality, sometimes it comes in handy! I.E. You shoot that LR, but the central marker hole scatters off the tank, but you still touch it with the marker. Half strength, you can't touch it. Oh wait, you've got rending, you have a chance of glancing it. Not that it helped my mate in the test game.. but oh well.

Also, I'm definitely changing Pariahs a bit. They're just FAR to powerful vs. psykers. I'm going to change their rule to "enemy psyker using power withink X amount of inches rolls 3D6 for test, discarding the lowest roll."
   
Made in us
Guard Heavy Weapon Crewman





Apex, North Carolina

As a guardsman player, who's most played enemy is necrons, they are stupidly overpowered. i think that res-ing needs to be limited in some way, when your entire army is decimated and he lost 3 models in total including res-ed models, it gets pretty damn depressing.

"I made a calculated risk. I'm also terrible at math."
 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





privateherbert24 wrote:As a guardsman player, who's most played enemy is necrons, they are stupidly overpowered. i think that res-ing needs to be limited in some way, when your entire army is decimated and he lost 3 models in total including res-ed models, it gets pretty damn depressing.


Sorry to be rude, but you might just fail...

Depends also on the points value your playing, how he plays his army, whether or not he actually follows points values/rules.....

 
   
Made in us
Shrieking Guardian Jetbiker






Very good work its wonderful to see what its evolved into i remember this thread and the codex when it was originally posted I like the idea of not editing the point cost too much but just making the necrons "worth" their points in the current version of the game

although sadly I see a point reduction across the board rather than an effectiveness boost partially for the reason newer 5th edition armies have all been given an increase in model count, although fluff wise the inverse might be better but more models means more money

One thing I noticed right away was all those "slow and Purposeful" rolls that would have to be made that would be a bit frustrating since I refuse to play models with movement or shots I cant gauge beforehand IE: (Warp Spiders)

Rending seems right as far as gauss fluff goes (but then when has fluff really mattered rules wise) I do predict the Gauss rule will get changed to rending though

really love The Spyder of Damnos as well nice work with this one


2k
2k 
   
Made in gb
Chaplain with Hate to Spare






^ Thanks to all of you.

SaP is very necron-y and very effective. Moving up continuously, sometimes 1 inch, sometimes 6 at a time.. whilst firing off incredibly powerful weapons is great. Just image 20 Necron Warriors rapid-firing.. although sometimes you don't roll any 6's. It's just the way the dice fall. This USR is characteristic of necrons, because they are slow. A slow, continuous advance firing. And if you want mobility, just bring a few DSing monoliths and some Veil of Darkness Lords.. heck just play a pure Destroyer list!

So, my friend, necrons in this 'dex are most definitely not handicapped by SaP.

I'm glad so many people like this project, and I enjoy all support and feedback. Speaking of which, I'm always looking for test-players!

@privateherbert24 - bring tanks. Bring lascannons. Bring meatshield units. Bring them all by the dozen. You cannot fail against Necrons then. Headhunt the Res orbs, and blast everything away with S8/ap2 and your problems will go away.
   
Made in gb
Longtime Dakkanaut





Scotland

I hope it is okay to post a couple weeks after anyone else but i am always interested to see how people would update the Necrons codex. I have one major criticism and a couple minor ones. On balance Love the refinements espeicially to the necron 'core rules'.
The major criticism is there only being seven weapons, id est no more than the original codex if i am not mistaken! I think the lack of weapon variety is a major turnoff for most players considering Necrons, so i would recommend adding 'something else'. Judging by some of your proposed rules you are certainly creatively up to the task of creating some new weapons.
Minor 1: Bronze lord (stats wise) seems Pointless, and anyway i believe a platinum level Construct has not been encountered so that could be your Herald Character. In 0ther words 3 Lord types is ample.
Minor 2: Why you hating on Pariahs? In a fandex full of upgrades they have been Castrated. I think one comment suggests the Pariahs as Terminator Equivalents: good call.
Minor 3: Gauss Blaster did not need to be changed! Giving elite troops rubishy guns is not right in 5ed (well, aside from combi bolters). Most the codexes have seen upgrades to elite choice weaponry, storm troopers ap3?!
Thats all i can think of, and a couple are the same issues as other posts.

Mary Sue wrote: Perkustin is even more awesome than me!



 
   
Made in gb
Chaplain with Hate to Spare






Perkustin wrote:I hope it is okay to post a couple weeks after anyone else but i am always interested to see how people would update the Necrons codex. I have one major criticism and a couple minor ones. On balance Love the refinements espeicially to the necron 'core rules'.
The major criticism is there only being seven weapons, id est no more than the original codex if i am not mistaken! I think the lack of weapon variety is a major turnoff for most players considering Necrons, so i would recommend adding 'something else'. Judging by some of your proposed rules you are certainly creatively up to the task of creating some new weapons.
Minor 1: Bronze lord (stats wise) seems Pointless, and anyway i believe a platinum level Construct has not been encountered so that could be your Herald Character. In 0ther words 3 Lord types is ample.
Minor 2: Why you hating on Pariahs? In a fandex full of upgrades they have been Castrated. I think one comment suggests the Pariahs as Terminator Equivalents: good call.
Minor 3: Gauss Blaster did not need to be changed! Giving elite troops rubishy guns is not right in 5ed (well, aside from combi bolters). Most the codexes have seen upgrades to elite choice weaponry, storm troopers ap3?!
Thats all i can think of, and a couple are the same issues as other posts.


I'm always looking for replies to this thread.

For starters, these rules are designed to be a "bridge" until the next codex. I've merely taken the current rules and updated them to fit in with 5th ed. Not majorly imaginative or creative, but rather appropriate, I think.

1) Bronze - low point level games.
2) Hating Pariahs? I am not! They needed to bring something unique to the army, which they do in bucketloads as psyker defence (although the rules a couple of posts up are too powerful, believe me. They also needed to be able to do other things, and so I made them pretty damn resilient and more than competent in combat, and the gauss flayer isn't exactly the worst gun in the game.
3) I made the Gauss Blaster BETTER, so I'm not sure why you're complaining! It's not "Rubishy" as you put it, it's a gauss flayer with a point of AP transferred to S and it's twin-linked! T5 W2 3+ is quite hard to get through anyway, and the fact that they're SaP means they can move, shoot as far as they want and assault if they can/want to. The relative unreliability of the speed of most infantry in the game is more than made up for with the other means of movement in the 'dex, along with the fact that it makes them VERY shooty with their VERY shooty weapons! And all of that for +5pts!
   
 
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