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Made in dk
Loyal Necron Lychguard






COMMAND PROTOCOLS
If every unit from your army (excluding DYNASTIC AGENT, C’TAN SHARD and UNALIGNED units) is from the same dynasty, and you select a NOBLE model to be your WARLORD, this unit is eligible to benefit from this ability and the following rules apply.

After both sides have deployed, but before you have determined who will have the first turn, you must assign a different one of the command protocols below to each of the first five battle rounds, and note this down secretly on your army roster.

At the start of each battle round, the command protocol that you assigned to that battle round becomes active for your army until the end of that battle round. When a command protocol becomes active for your army, reveal it to your opponent. Until the assigned command protocol stops being active, while a unit that is eligible to benefit from this ability is within 6" of a friendly NECRONS CHARACTER model (excluding C’TAN SHARD models), that unit benefits from the assigned command protocol.

If the battle lasts for more than five battle rounds, then until the end of the battle, whichever command protocol was active in the fifth battle round remains active.

1. Protocol of the Eternal Guardian
Each time an attack is made against this unit, if it did not make a Normal Move, Advance or Fall Back this battle round, this unit receives the benefit of Light Cover.

2. Protocol of the Sudden Storm
This unit can perform an action even if it advanced this turn. If this unit is performing an action, it can still make attacks with ranged weapons without that action failing.

3. Protocol of the Vengeful Stars
Each time a model in this unit makes a ranged attack improve the Armour Penetration characteristic of that attack by 1.

4. Protocol of the Hungry Void
Each time a model in this unit makes a melee attack improve the Armour Penetration characteristic of that attack by 1.

5. Protocol of the Undying Legions
Each time you make Reanimation Protocol rolls for this unit, treat each model as having a Wounds characteristic of 1. A resurrection orb used by this unit can be used again in a later turn.

6. Protocol of the Conquering Tyrant
This unit is eligible to shoot in a turn in which it Fell Back.

DYNASTIC CODES
MEPHRIT: SOLAR FURY
The Mephrit have harnessed the wrath of captive stars to imbue into their weapons. This raging solar energy confers immense range and can sear through even the largest behemoths.
Each time a unit with this code shoots or fights you can re-roll one hit roll. Add 3" to the Range characteristic of ranged weapons that models with this code are equipped with.

While the Protocol of the Vengeful Stars is active for your army add 1 to the Damage characteristic of attacks made by models with this code against a MONSTER or VEHICLE unit.

NEPHREKH: TRANSLOCATION BEAMS
The Crypteks of this dynasty adapted metagold to create what their phaeron calls the 'golden form'. Their soldiery can utilise translocation beamer technology to transmute their bodies into living light in order to flicker across the battlefield.
Each time a unit with this code Advances, do not make an Advance roll for it. Instead, add 6" to the Move characteristic of models in that unit. Each time a unit with this code Falls Back or Advances, until the end of the phase, models in that unit can move across models and terrain as if they were not there.

Units with this code that benefit from the Protocol of the Sudden Storm get the following benefits: they may Advance and Charge in the same turn; they treat The Solar Staff's Type as Assault 6.

NIHILAKH: AGGRESSIVELY TERRITORIAL
Regal and arrogant, the warriors of this proud dynasty will not give a single inch to their foes. They stand their ground defiantly, unleashing a formidably accurate hail of fire that cleanses the stain of the lesser races from the Nihilakh's rightful lands.
Ignore penalties to hit for models with this code. Treat weapons with an AP characteristic of -1 or -2 as AP- when used against units with this code inside your deployment zone.

Units with this code that benefit from the Protocol of the Eternal Guardian can either Hold Steady or Set to Defend when an enemy unit declares a charge against it unless the unit is within Engagement Range of any enemy units.

If it Holds Steady, then until the end of the phase, any Overwatch attacks made by models in that unit score hits on unmodified rolls of 5+, instead of 6.

If it Sets to Defend, then until the end of the phase, it cannot fire Overwatch, but until the end of the next Fight phase, each time a model in that unit makes a melee attack, add 1 to that attacks hit roll.

NOVOKH: AWAKENED BY MURDER
The crimson hosts of Novokh remember well the sacred rites of blooding performed by their warriors in the ancient times. The dynasty's martial heritage awakens a spark of violent pride within its legions, lending mechanical ferocity to their attacks.
If a unit with this code is charged or performs a heroic intervention it fights first until the end of the turn. Each time a model with this code makes an attack against a unit within 12", add 1 to the hit roll.

When a model with this code that benefits from the Protocol of the Hungry Void is destroyed by a melee attack, roll one D6 and add the destroyed model's Wounds characteristic unless you rolled a 1: on a 5+, after the attacking model’s unit has finished making its attacks, it suffers 1 mortal wound.

SAUTEKH: RELENTLESS ADVANCE
Nothing can halt the inexorable march of the Sautekh. These disdainful conquerors will stop at nothing to subjugate the galaxy, the only alternative to subjugation is obliteration.
Units with this code add 6" to the range of aura abilities that unit has (to a maximum of 12") and increase the range of abilities that select or target friendly units by 6" (to a maximum of 12"). Units with this code ignore negative modifiers to their Movement characteristic, Advance rolls and charge rolls.

While any units with this code benefit from the Protocol of the Conquering Tyrant subtract 1 from Combat Attrition tests taken for enemy units.

SZAREKHAN: UNCANNY ARTIFICERS
The Szarekhan dynasty exhibit a deep-rooted ability to fashion and maintain the finest wargear of any Necron dynasty. Enemy fire ricochets harmlessly from their magnificent android forms while, in return, every blast and blade stroke the Szarekhan level at their enemies is lethal in the extreme.
Add 1 to the AP characteristic of attacks made by unit with this code. Double the number of wounds regained by models with this code when they use the Living Metal ability.

Add 1 to the Toughness characteristic of units with this code while they benefit from the Protocol of the Undying Legions.

THE SOVEREIGN CORONAL
SZAREKHAN NOBLE model only. While the bearer is on the table friendly SZAREKHAN units count as being within 6" of the bearer for the purpose of Command Protocols.

ANCIENT DYNASTIES

DYNASTIC TRADITIONS

CONTEMPTUOUS OF THE CODES
Rarely does this dynasty see any value in the ancient Triarchal codes that dictate the strategies of their peers. Instead, they eliminate their enemies’ leaders by any means necessary.
Add 1 to charge rolls made for units with this code. Each time a model with this code makes an attack against a CHARACTER unit, you can add 1 to that attack's hit roll.

IMMOVABLE PHALANX
This dynasty see hastening into battle as unseemly - the province of primitive lesser beings. Instead, they form tight and unyielding battle lines to weather the excitable assaults of their foes.
Each time a Morale test is taken for a unit with this code, it is automatically passed.

INTERPLANETARY INVADERS
With their full military apparatus roused and their sights set on galactic domination, this tomb worlds Royal Court send waves of war engines into battle to wreak destruction and stamp their immutable right of conquest upon the foe.
Units with this code can disembark 6" instead of 3". Models with this code use their The Lord’s Will, My Will Be Done and Chronometron abilities at the end of the Movement phase rather than during the Command phase.

ISOLATIONISTS
This tomb world's rulers consider all about them to be a threat, be it the lesser races, old rival dynasties or even the denizens of other worlds within their own dynasty!
Enemy units do not receive the benefits of light cover or dense cover against attacks made by units with this code that Remained Stationary in your previous Movement phase.

PITILESS HUNTERS
This dynasty have long viewed their enemies as little better than vermin, and seek to scour them from the battlefield with overwhelming weight of fire.
Each time a model with this code makes an attack with a Rapid Fire weapon that targets a unit within 12", add 1 to the Strength characteristic of that attack. Models with this code ignore the penalty to hit for firing Assault weapons after Advancing or firing Heavy weapons in melee with a MONSTER or VEHICLE.

SEVERED
These mindless puppets serve their master program.
Units with this code have the Objective Secured ability. If a model in such a unit already has this ability, that model counts as one additional model when determining control of an objective marker.

SUPERIOR ARTISANS
This dynasty employ their vast wealth of rare minerals to arm their legions with finely crafted and sublimely powerful weapons.
Each time a model in a unit with this code makes an attack an unmodified hit roll of 6 automatically wounds.

WARRIOR NOBLES
This tomb worlds leaders are versed in the arts of combat and their soldiery have been optimized for melee by their Crypteks.
Each time a unit with this code is selected to fight, you can re-roll one hit roll and one wound roll when making that unit’s attacks.

CIRCUMSTANCES OF AWAKENING

AEON WATCHERS
Awakened long ago, this Dynasty has seen the aeons pass and have withstood everything the universe threw at it.
Models with this code have a 6+ invulnerable save and gain the benefit of light cover until the start of your next turn if they Remain Stationary in your Movement phase.

AMBUSHED BY RANGERS
The core logic of the master program was abused and countless Canoptek Constructs and Warriors were lost, but now the Crypteks of the Dynasty has ensured that the soldiery are prepared.
Each time a model with this code would lose a wound as the result of a mortal wound, roll one D6; on a 5+ that wound is not lost.

ARISE AGAINST THE INTERLOPERS
This world was awakened by an arrogant full-scale assault. Affronted, the risen legions and Canoptek constructs seek to exact vengeance and make bloody examples of the interlopers.
Each time a model in a unit with this code makes a melee attack, if this unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attack's Strength characteristic.

FUTILE RESISTANCE
Fortunate enough to have awoken to minimal enemy resistance, this tomb world's legions are once again on the march.
At the start of the first battle round, before the first turn begins, units with this code can make a Normal Move of up to 6".

RAD-WREATHED
Waking to a tomb world long bombarded by cosmic energies, the soldiery of this dynasty have become saturated with spectra of lethal radiation. Foes who draw too close soon discover this to their cost.
Units with this code have the following ability: ‘Rad-wreathed (Aura): While an enemy unit (excluding VEHICLE units) is within 3" of this unit, subtract 1 from the Toughness characteristic of models in that enemy unit.’

SEISMIC CRUCIBLES
Awakened by grand construction projects or deep earth mining this dynasty waited for the time that all its legions were ready to slowly but surely retake their heavily populated Tomb World.
Models with this code hit on 5+ when firing Overwatch. Add 6" to the Range characteristic of Rapid Fire weapons that models with this code are equipped with.

TRAVELLING RESURRECTIONISTS
The Silent King's agents are awakening the dynasties, only by quickly rebuilding can the Necrons be ready for the final battle between flesh and metal.
Each time a unit with this code makes a pile-in or consolidate move, you can move it up to twice as far following the normal rules for pile-in and consolidation moves.

VASSAL KINGDOM
Whether through allegiance or conquest, this dynasty was long ago subsumed into another greater than itself.
Units with this code count as having the same Dynasty as your Warlord for the purpose of Command Protocols and the abilities of friendly models with the same Dynasty as your Warlord.

I removed the need for a Noble to be on the table at the start of a battle round to activate Command Protocols for that battle round and directives from Command Protocols, each Protocol has one effect. Each named dynasty gets an additional benefit when an appropriate Command Protocol is active, sometimes similar to the removed directive from the Command Protocol.

I tried to make each named dynasty's code more unique. The changes to Mephrit is meant to focus the dynasty around big weapons. The change to Novokh is meant to make them less charge focussed, to allow custom dynasties to form a Flayed One dynasty. The changes to the Szarekhan dynasty is meant to increase synergy with the Silent King and avoid the double punishment against psyker lists with the code and Stratagem.

For Custom Dynasties I tried to make the split between circumstances and traditions even, 8 for each and tried making the circumstances even against each other and the traditions even against each other, which means buffs for everything except Relentlessly ObSec. I also felt some Circumstances were more of a Tradition thing and vice versa. Some of the names did not fit with the effects so I changed things around there as well.

This message was edited 16 times. Last update was at 2022/10/05 03:41:56


 
   
 
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