Switch Theme:

Technoarcanic Toybox  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Numberless Necron Warrior




I like that a basic necron gets no choices. It fits their feel of faceless, mass produced hordes. The fact that Immortals get to pick between guns feels like they should (still) be Elites. There is clearly an intended pattern of further choices the farther up the necron hierarchy one gets. However, it bothers me that the highest levels, the Lords and Overlords as well as those directly responsible for creating and maintaining the technology of the faction generally acknowledged (in fluff) as the most technologically advanced, have about the same number of choices as a typical space marine, eldar guardian, 'nid warrior, or fire warrior. I mean, I expect the tissue-paper men of the Astra Militarium to have options falling out their ears, and I got into the 'crons expecting a straightjacket force (go gauss!). But even before they were so explicitly Tomb Kings in Space (which, lets be honest, they still were in the 3e codex, it was just a little quieter) you could get some character in your characters.

So... I've started compiling a list of options and wargear for Crypteks. Some of these are returns from previous editions, others "borrowed" from elsewhere in popular media that seemed appropriate. I've got a bit done, (though, by the fact I've got an entire section still empty and a list of things without point costs, obviously not all) so I figured I'd go ahead and start opening up for feedback. I'm looking for everything from point cost suggestions and tweaks to notes on weird rules interactions (though, some of those may be intentional). I'm aware at least one of these items shares the primary effect of an existing artifact, but I think I've made it interestingly different (use the existing one for cheap and safe and mine for all the hallmarks of black magic). For the moment I'm not looking for suggestions on more stuff. I've still got a list of things to add from ether crystals and seismic crucibles to additional body types (Illuminator's legs make you move like a beast, anyone?).

Technomancer
Spoiler:

In their relentless pursuit of technological advancement, the Cryptek caste of the Necron society has a diverse range of specialties. The most common to appear on the battlefields of the 21st century are the specialists who maintain the undying Necron form. These Technomancers are not the only breed of Cryptek, nor are they even the sole specialist to follow their masters into active warfare.

The Cryptek Technomancer ability may be replaced with one of the following;

* Fabricator - 10 pts
Specializing in the construction and maintenance of the war machines that bear the Necron legions to war and provide fire support, when taken to battle the Necron Fabricators' duty is to ensure these ancient devices continue functioning to optimum effect.

In each of your Shooting phases, instead of firing a weapon, this model can choose to repair a single friendly vehicle that it is in base contact with. To repair a vehicle, roll a D6. If the result is a 4 or more, you may either restore a Hull Point lost earlier in the battle or repair a Weapon Destroyed or Immobilized result suffered earlier in the battle; this is effective immediately. For each model with a Fabricator Claw Array in also base contact with the target vehicle, this model gains a +1 to their repair roll.

* Black Seal Custodian - 15 points
The collection of prisons and devices used to contain and restrain the C'tan are legion, and require near constant maintenance. On those occasions where the shards of these dethroned gods are released for use as living siege weapons the Custodians remain responsible for the systems which curtail the freedom of these malevolent entities.

When rolling for Powers of the C'tan, if the C'tan is within 12" of one or more models with this ability, you may add or subtract one from the roll. If the roll is a 6 you may instead change it to a 1 and visa versa.

* Canoptek Priest - 20 points
This order was responsible for creation of the automated systems which defended and maintained the Necrons through the aeons of their slumber, and remain responsible for their direction as weapons of war.

Any Canoptek model, as identified by name regardless of type, within 6" of this character may chose to skip their Movement phase. Any model which does so gains the It Will Not Die special rule until the beginning of their next turn.



Artificer's Armory
Technoarcana
Spoiler:

Destroyer Body 1 - 15 pts
By replacing the lower extremities of the Necron form with an anti-gravity craft a warrior gains exceptional maneuverability on the battlefield. With this flexibility they can rise over the battlefield and dive down with deathly speed to destroy their enemies.
This model's type becomes Jet Pack infantry.

Gravity Displacement Pack 1 - 15 pts
Most frequently seen employed by Praetorians, these devices provide the speed necessary to plunge the Necron into the thick of fighting to wreak utter havoc upon their foes.
This model's type becomes Jump Infantry.

Semipiternal weave - 25 pts
Threaded with phase-hardened amaranthite and adamantium, this exoskeleton vastly increases the hardiness of the wearer.
A model with Semipiternal weave has a 2+ armor save.


Tesseract Labyrinth - 30 pts
A Tesseract Labyrinth is a melee weapon.
Range Template; S 7; AP 2; Pistol, Complex, Drag In, One Use Only, Quantum
Complex; If a model is attacking with a Melee weapon with this special rule, the weapon has the Unwieldy and Two Handed special rules. Further, when using this weapon the character's number of attacks drops to 1. Similarly, if a model makes an Shooting attack with this weapon, it may use no other weapons in the same Shooting Phase.
Drag In; For each unsaved wound dealt to a target which does not remove that target from play you may make an additional To Hit roll with this weapon.
Quantum; When firing a weapon with this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target's Toughness, and the Wound has the Instant Death special rule. Any Wounds dealt by this weapon that do not immediately remove a model as a casualty are Quantum Wounds. At the end of the Phase, any models remaining in play with Quantum Wounds removes those wounds.


1 - These pieces of wargear are mutually exclusive.


Technomancy
Spoiler:

While the vast armories of the Necron legions stand open to the highest leaders, the Lords and Overlords, some devices require too much study or maintenance to be out of the hands of the Crypteks responsible for their design and creation. Other devices are simply the domain of the Cryptek by the standing traditions of honor and war that bind those highest ranks. Regardless, these "tricks" make the wonder workers of the Necrons terrors on the battlefield the equal of any Psyker.

Crypteks may take items from the Technomancy list freely.
Apotheotek - 25 points
This small, spherical device contains advanced engrams and communications protocols that help the necrodermis from which the Necron form is comprised retain the necessary information to rebuild itself even when critically damaged.
All models in same unit with this model may reroll reanimation protocols rolls of 1.

Chronometron

Displacer Field - 2 pts
This small device creates an aura which bends light around an area, turning the bearer's image into a wavering, uncertain mirage.
A model with a displacer field has a +1 cover save. If it does not already have a cover save, it gains a 6+ cover save.

Gaze of Flame - 10 pts
Flickering witch-fires blaze from the metal death-mask of the Cryptek. Those who meet that penetrating stare describe it as chilling their very heart, stealing away their strength and crushing their courage.
Models charging a unit that includes any model with the Gaze of Flame do not gain bonus Attacks from charging. However, if the charged unit was already locked in combat from a previous turn, or has Gone to Ground, this has no effect and the attackers gain bonus attacks as normal. (Treat this model as if it were equipped with Defensive Grenades.)

Lightning Field - 15 pts
Bolts of energy arc from the bearer of this device to nearby Necrons, energizing their immortal shells with a charge that can electrocute any foe that comes near.
If a unit containing at least one model with a Lightning Field is charged, after the charged unit either declines or resolves Overwatch, they may immediately make a shooting attack at the charging unit with the following profile. These shots are treated as additional Overwatch fire, and are thus Snap Shots.
12" ; S4; AP- ; Assault D6, Surestrike
Surestrike - A model or weapon with this rule fires Snap Shots at Ballistic Skill 2, rather than Ballistic Skill 1.


Technomantic Weaponry
Spoiler:
A character able to take items freely from the Technomancy list may replace their Staff of Light with one of the following.

Abyssal Staff -
Template; 8; 2; Assault 1, Shroud of Despair
Shroud of Despair; To Wound rolls from the Abyssal Staff are made against the target's Leadership rather than Toughness. The Abyssal Staff has no effect against Vehicles or Fortifications.

Eldrich Lance -
36"; 8; 2; Assault 1

Voltaic Staff -
12" ; 5; - ; Assault 4, Haywire

Tremorstave - Free
24" ; 4 ; - ; Assault 1, Blast, Quake
Quake; All units (friendly and enemy) hit by a weapon with the Quake type treat open ground as difficult terrain and difficult terrain as dangerous terrain during their next Movement phase.



Epistimurgy
Spoiler:

Created by Crypteks at the apex of their knowledge and power, these technomantic masterworks represent the culmination of centuries or millennia of work by immortal geniuses. More than mere prototypes, these items are each custom creations, crafted to the most exacting specifications with the greatest care from components often worth more than entire star clusters.
An individual character may take one of the following, and each may be taken only once per army.


A unit able to take an item from the Technomancy list may take one of the following. Each may only appear once in an army.

Aeonstave 1 - 30 pts
Built by a cabal of chronomancers called the Harbingers of Eternity, the sapphire head of the Aeonstave builds and contains a chronometric charge. Drawing slowly from this bubble of temporal energy the wielder can gain a shrewd idea of how events will unfold. When unleashed it can create far more dramatic effects, accelerating the wielder to prodigious speeds or trapping their foes in a bubble of slowed time.
- ; User; 5 ; Melee, Chronometric Charge, Swift Strike, Two Handed, Twin Linked
Chronometric Charge; Once per game this character can expend the stored Chronometric Charge in the Aeonstave for one of the following effects. This effect lasts until the end of the phase;
- Slow-time Bubble; A model that suffers one or more unsaved Wounds from a weapon with this special rule has their Ballistic Skill, Weapon Skill, and Initiative reduced to 1. At the end of the following Assault phase, and every Assault phase thereafter, they may make a Leadership test to end this effect.
- Personal Acceleration; This model has the Counter-Attack, Rage, and Rampage special rules.

The Box of Lament pts 70 pts
This ancient tesseract labrynth is one of the most powerful ever constructed. It was specially designed and constructed to hold an entity of unspeakable power, and the labyrinth itself is kept sealed deep within a tesseract vault. However, the Necrons are known for their hubris and callous disregard for life thus, from time to time, they wield this otherwise unimaginable weapon.
The Box of Lament is a Tesseract Labyrinth with the following profile;
Range Template ; S 7; AP 2; Pistol, Complex, Drag In, One Use Only, Missile Lock, Quantum, Rending, Unearthly Prisoner.
Unearthly Prisoner; If you roll a 1 To Hit the wielder makes an error allowing a fragment of the awesome being trapped within to escape. Treat this as if the the wielder is a psyker in their opponent's army and successfully manifested the Psychic Power of Summoning from the Daemonology (Malefic) Discipline. Should your opponent choose not to place these models, or be unable to, you may do so. If neither player chooses to place these models, place a large blast over the model wielding the Box of Lament. For each model covered the relevant unit suffers a S10 AP1 hit originating at the wielder of the box.

Cryptonomicon - 70 pts
This device appears to be an ancient and ornate tome, its cover adorned with a single untranslatable sign. However, when opened, it reveals itself to have no pages, instead being a pair of techno-arcane slabs. The Cryptonomicon is, in fact, the input device for a hyper-advanced computer called the sthoth. Once the interface is activated feedback is returned as a congeries of iridescent globes that float above the open device. The machine itself exists outside of normal time and space, an All-in-One and One-in-All of limitless being and self—not merely a thing of one Space-Time continuum, but allied to the ultimate animating essence of existence's whole unbounded sweep—the last, utter sweep which has no confines and which outreaches fancy and mathematics alike.

The bearer of the Cryptonomicon gains the Deep Strike special rule. Further, each turn during the Shooting phase, rather than making a shooting attack, the bearer may use one of the following abilities. Wounds suffered from these abilities may be transferred via Look Out Sir but do not allow saves of any type.
* Grant target friendly model in this unit Night Sight, Twin Linked, and Ignores Cover for their Shooting attacks until the end of the phase. When this effect ends the model receiving these abilities must succeed at a leadership test or suffer a wound.
* Until the beginning of your next Shooting phase, friendly units that Deep Strike within 6" of this model do not scatter. Each friendly model that attempts to Deep Strike within this area must succeed at a Leadership test or suffer a wound.
* Until the beginning of your next Shooting phase, enemy units attempting to Deep Strike within 12" of this model roll twice as many dice to determine scatter distance. After an enemy unit attempts to Deep Strike within this area, this model must succeed at a leadership test or suffer a wound.
* Once per game; Return this model and its unit to Ongoing Reserves. If this model is attached to a unit it may remove the entire unit. During your following Movement phase it deploys to the table via Deep Strike. This ability may not be used if this model is in close combat. After this Deep Strike is complete, this model must succeed at a leadership test or suffer a wound.
* Once per game; You may choose one friendly unit with the Necrons Faction consisting entirely of models capable of exiting an Eternity Gate that is also in Reserves, Ongoing Reserves, or is on the table and not locked in combat. If the chosen unit is in Reserves or Ongoing Reserves, it immediately arrives and are placed as if disembarking from an access point located where the bearer of the Cryptonoicon is. If the chosen unit is currently on the battlefield, it is first removed from the table and then placed as described above. Any models that cannot be placed legally are removed as casualties, but the unit is otherwise treated exactly as if it were disembarking from a Transport vehicle. After using this ability, each model placed must succeed at a leadership test or suffer a wound.

Grimoire Grammaticam - 65 pts
When the Silent King abdicated his utter, unquestionable control over the Necron Empire and exiled himself into the great void he issued a decree destroying all of the fundamental command protocols. However, knowledge cannot be destroyed, and a door, once known, cannot be forever sealed. A device of unknown and secret origin, this slab of black arcano-marble house a portion of those original overrides. When properly attuned and utilized, it is able to utterly enslave any Necron, controlling the very material of their eternal forms to drive them forward against whatever echoes of reason and instinct remain to them.

Friendly units within 12" of the bearer gain the special rules And They Shall Know No Fear, Fearless, and Relentless. These special rules do not benefit the bearer unless it has joined a unit. In addition, the bearer and all friendly units chosen from Codex: Necrons within 6" of the bearer of the Grimoire may reroll a roll of 1 for Reanimation Protocols as the Grimoire overrides the engrams within.

Timesplinter Cloak - 45 pts
This device generates a perpetual cascade of crystallized time, encasing the wearer. Each splinter becomes proof against blows unable to pass through in the seconds it exists before being replaced by another moment.

The bearer gains a 3+ Invulnerable save.

1 This device replaces the character's Staff of Light.


Vehicle Equipment
Spoiler:
The vehicles of a dynasty are considered the personal weapons of the Overlord who controls them. As a result, while the armory of an individual Overlord may vary little, each customizes their armory somewhat to suit their own tastes.

Flowstone - 50 pts
An advanced version of the living metal from which all necron vehicles have been crafted, these craft are capable of shielding their crew from a terrifying amount of punishment.
A vehicle with the Living Metal rule can also ignore Crew Stunned results.
Heavy and super-heavy vehicles with this rule also do not allow extra dice for armor penetration, such as Melta weapons when shooting this vehicle at half range or less or Armorbane, and can not be treated as having a lower armor value than normal, as with the Lance special ability.

Shadowsight Matrix - 10 pts
This device allows the vehicle to create a composite of data garnered across multiple energy spectra garnered from the targeting information of nearby allies. The result is an aggregate targeting which can negate most visual and material obstructions.
Enemies targeted by this vehicle do not gain the benefits of Night Fighting. If there is a friendly unit within 6" of a vehicle with a Shadowsight Matrix that vehicle's attacks ignore cover. Friendly models within 6" of a unit with a Shadowsight Matrix may gain the same benefits against units this model targeted previously during the same turn.

Homing Algorithm - 10 pts
This system constantly feeds a string of locational data into the Necron control channels, allowing friendly units to lock onto it and arrive without deviation.
Friendly units which deep strike within 6" of this model do not scatter. This model must have been on the battlefield at the beginning of the turn to provide this benefit.

Sub-spacial Distortion Matrix - 20 Points
The Necron mastery of the physical realm allows them to bend and warp it in strange and subtle ways, making spacial dimensions virtually impossible to calculate reliably.
Enemies that scatter when deep striking within 12" of this model double the number of dice to determine scatter location.

Time-space Capacitor - 5 pts
When the charge stored in this arcane device is released the space occupied by a vehicle is momentarily shattered and folded through several dimensions. For a moment, the normally solid vehicle is converted to a surreal, non-euclidean form; taking cover within the folds of space-time itself.
Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a vehicle with this device may trigger it. The vehicle may not fire any of its weapons until the beginning of its next Shooting phase. During this time it receives a 5+ cover save. This device may be used even if the vehicle has suffered a Crew Shaken or Stunned result, or it does not have any shooting weapons.


Automatically Appended Next Post:
I am, particularly and specifically, looking for commentary on point costs, rules being unclear (or wrong), and generally going off the rails.

This message was edited 9 times. Last update was at 2015/06/23 19:24:45


   
Made in us
Numberless Necron Warrior




* Fleshed out most of the original entries (still need to go back and do the Technomantic Weaponry section.
* Added some more toys to the toybox.
* Added a vehicle equipment section.

   
 
Forum Index » 40K Proposed Rules
Go to: