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Made in dk
Loyal Necron Lychguard






If your chosen Dynasty does not have an associated Dynastic Code, you must instead create their Dynastic Code by selecting rules from the list here. Unless otherwise stated, your Dynasty has two everliving princeps from the following list:

Splinter Dynasty
If you select this everliving princeps you cannot select a second. Select one of the following Dynasties and use the Dynastic Code of that Dynasty: Mephrit, Nephrekh, Nihilakh, Novokh, Sautekh.

Designer's Note: You still cannot use the Warlord traits, Stratagems or Relics of the Dynasty chosen for everliving princeps.

Ancient Slavers
You can include an ASTRA MILITARUM Detachment in your matched play army if your army contains a Detachment using this code. ASTRA MILITARUM units in that Detachment do not gain any of the Detachment abilities listed in Codex: Astra Militarum, such as Regimental Doctrines, nor can they use any regiment-specific Stratagems, Orders etc. Instead, they gain the benefit of the second everliving princeps you picked for this Detachment.

Bisect Their Hordes
When resolving an attack made by a model with this code against a unit that contains at least 5 more models than that model’s unit, add 1 to the hit roll. For the purposes of this everliving princeps, a VEHICLE model with this code counts as 5 models.

Contain and Collect
Units with this code re-roll failed hit rolls in the Fight phase if all their attacks target the same unit and only that enemy unit is within 1" of the attacking unit.

Edit: Now cannot trigger if 2+ enemy units are within 1".

Division and Destruction Protocol
Units with this code can shoot even if they fell back this turn. Before removing a Night Scythe or a Monolith with this code from the battlefield, you can immediately set up a friendly <DYNASTY> unit still on their tomb world wholly within 3" of the Night Scythe/Monolith and more than 1" from any enemy models. Units set up this way can be set up during the first battle round even if you are using the Tactical Reserves matched play rule.

Edict of the Silent King
Units with this code treat their <DYNASTY> as being NECRONS including for the purposes of any abilities they have. If you select this everliving princeps you cannot select the In Service of Ancient Evils or the Severed everliving princeps.

Electrosentience
Unmodified hit rolls of 6 cause 3 hits instead of hit rolls of 6+ for tesla weapons. All hits generated this way are resolved at AP-1. Tesla weapons are any weapon with tesla in the name.

Faraday Capacitors
Add 6" to the ranges of all non-Melee weapons used by units with this code if that unit has not moved this turn.

Ferrofluid Exoskeletons
Infantry units with this code ignore the AP of any weapons with an AP characteristic of -1.

Edit: -1, not -1 and -2.

Gravity Fluctuators
Add 1" to the Movement characteristic of units with this code. Add 1" to the Advance and Charge rolls made for units with FLY and this code.

Honourable Combatants
CHARACTER units with this code can perform a Heroic Intervention if there are any enemy units within 6" of them instead of 3", and when doing so can move up to 6" instead of 3".

Humbling the Stars
Hit rolls of 6 with gauss weapons used by models with this code automatically wound. Gauss weapons are any weapon with gauss in the name.

In Service of Ancient Evils
When a model with this code would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost. If you select this everliving princeps you cannot select the Edict of the Silent King or the Severed everliving princeps.

Phase Out
Units with this code gain a 5+ invulnerable save against shooting attacks.

Rise Again
Resurrection orbs (including The Orb of Eternity) used by models with this code can be used once per turn instead of once per game.

Severed
A unit with this code automatically passes Morale tests. If you select this everliving princeps you cannot select the Edict of the Silent King or the In Service of Ancient Evils everliving princeps.

Terrifying Durability
When a model with this code would lose a wound, roll one D6; on a 6 that wound is not lost.

Wielders of Terror
Add 1 to the Morale tests of any unit that has suffered one or more casualties from a unit with this code until the end of the turn.

This message was edited 2 times. Last update was at 2019/12/16 07:28:28


 
   
Made in us
Decrepit Dakkanaut




I like that you did this, but the first thing that should be done is fixing the current Dynasty codes.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Ancient Slavers probably has some wonky interactions, but seems fine to me.

Bisect Their Hordes is far, FAR too good, especially with Tesla.

Contain And Collect is Novohk... But better.

Division And Destruction seems okay.

Edict Of The Silent King is for Triarch, I'd assume?

Electrosentience seems okay.

Faraday Capacitors seems okay.

Ferrofluid Exoskeletons is probably too good.

Gravity Fluctuators seems fine.

Honorable Combatant seems way too weak.

Humbling The Stars seems okay.

In Service Of Ancient Evils seems fine.

Phase Out seems fine.

Rise Again seems a bit too good. I'd rather see Res Orbs fixed than this bandaid.

Severed seems fine.

Terrifying Durability seems fine.

Wielders Of Terror seems fine.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in dk
Loyal Necron Lychguard






Slayer-Fan123 wrote:
I like that you did this, but the first thing that should be done is fixing the current Dynasty codes.

GW is not going to, they didn't fix CSM when they reprinted their codex and they didn't fix Craftworlds with PA. I've already made my proposals in another thread I made regarding balance and a thread for overhauling various aspects of Necrons has also been made.

Necrons Dynasty, Stratagem, WL Trait and Relic Balance https://www.dakkadakka.com/dakkaforum/posts/list/776532.page

Necron overhaul https://www.dakkadakka.com/dakkaforum/posts/list/0/777620.page

This is mostly just meant to be cute, I might try to work on balance a little but I'm really just trying to write rules for the sake of writing rules I'm glad you liked it, personally I don't even want Combat Doctrines to exist, I think the whole concept is flawed.

But if you love this kind of thing I've also made Combat Doctrines for a lot of factions, including a little thing for Necrons. https://www.dakkadakka.com/dakkaforum/posts/list/780052.page#10567686
 JNAProductions wrote:
Bisect Their Hordes is far, FAR too good, especially with Tesla.

It's only good against Orks and Nids so I think I disagree, it might create feel bad moments against those two factions, but in general it's almost useless especially in the current meta.

Contain And Collect is Novohk... But better.

No Novokh Stratagem, no Novokh WL trait. The Code will be quite a bit better depending on the second code, while you might be able to create a personal Dynasty that is better than Novokh that's only a big problem if the Dynasty you've created is not just internally imbalanced but also externally imbalanced.

Edict Of The Silent King is for Triarch, I'd assume?

Yes. The intention is to allow Overlords, Crypteks and Lords to affect Triarch Praetorians.

Ferrofluid Exoskeletons is probably too good.

Almost certainly if the goal was to remain perfectly power neutral, I wanted to push the power a little here, because it's in the classic realm of Necrons being tough I don't think it's a huge issue.

Honorable Combatant seems way too weak.

Yeah, it's just a filler/fluff option.

Rise Again seems a bit too good. I'd rather see Res Orbs fixed than this bandaid.

I don't think Res Orbs are bad any longer after their pts reduction with CA19, I just tested them out a couple of days ago and they made their pts back two or three times over. So this isn't supposed to be a band-aid, just an option for creating a list built heavily around Res Orbs.

Thanks for the response.
   
Made in us
Decrepit Dakkanaut




I didn't remember you posting those fixes for the current codes. I'll have to take a look at them. Otherwise the ones here seen in line with how the rest are done (a compliment by the way), but Ferrofluid needs to become the standard just ignoring AP-1.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Walking Dead Wraithlord






So 5++ and a 5+++ army wide on top of living metal and reanimation protocols and the point cuts? yeah... sure..

https://www.dakkadakka.com/dakkaforum/posts/list/772746.page#10378083 - My progress/failblog painting blog thingy

Eldar- 4436 pts


AngryAngel80 wrote:
I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "


 Eonfuzz wrote:


I would much rather everyone have a half ass than no ass.


"A warrior does not seek fame and honour. They come to him as he humbly follows his path"  
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

5+++ is mortals only. 6+++ is for everything.

And I misread Bisect-thought it was 5+, not five MORE than your unit. Looks probably fine, then.

Clocks for the clockmaker! Cogs for the cog throne! 
   
 
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