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Made in nl
Loyal Necron Lychguard






Design Goals
Replace existing Necron Detachments with 5 Detachments that are each geared toward a thematic warfare strategy Necrons employ and give different playstyles and experiences while allowing the use of an almost infinite number of lists within each detachment as opposed to the Codex Detachments which seem mostly focussed on expanding on the abilities of a single army list like the Detachment for a Monolith list, the Lychguard and Triarch Praetorian list, the list where every unit needs a character, but the abilities and playstyle of the detachments aren't really that different from each other. Each Detachment is loosely and informally tied with a Dynasty. If this project is successful then it will be clear what the conceptual pitch of each Detachment is and the Detachments will feel Necron-like. First bit of homebrewing I've done for 10th edition, sorry for any flaws in formatting, I'd appreciate being pointed in the right direction for official measuring sticks to base my wording on where you think I have gotten it wrong.

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AWAKENING TOMB
NODAL NETWORK
Our auspex readings detect an intricate lattice of energy relays across the battlefield, reacting and adapting to every movement. This network's ability to influence the battlefield is both profound and alarming, warranting extensive study to develop countermeasures.

Certain areas of the battlefield are considered to be within your army’s Nodal Network, as follows:

Your deployment zone is always within your army’s Nodal Network.
At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Nodal Network.
At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Nodal Network.
Each time a unit from your army reanimates wholly within your army’s Nodal Network, roll a D6 instead of a D3.

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1CP MINDSHACKLE SCARABS
Reports indicate that enemy technology can infiltrate and override neural pathways, forcing our own to turn against us. These insidious devices are a grave threat, subverting loyalty with terrifying efficiency.

WHEN: An enemy unit fights wholly within your army's Nodal Network.

TARGET: One enemy non-MONSTER, non-VEHICLE model in that unit.

EFFECT: The target's attacks (to a maximum of 3) are directed against the target's unit.

3CP PHASE OUT
Our data-logs record entire enemy units vanishing upon destruction, only to reappear elsewhere fully restored. This phenomenon, likely a form of transdimensional redeployment, challenges our understanding and requires further investigation.

WHEN: Any phase.

TARGET: One BATTLELINE unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength and with all of its wounds remaining. Reduce the cost of this Stratagem by 1 if the target was wholly within your Nodal Network.

RESTRICTIONS: This Stratagem cannot be used to return destroyed CHARACTER units to Attached units.

2CP RECLAIM A LOST EMPIRE
Hostile forces exhibit an uncanny precision when striking back, especially when ancient sites of power are threatened. Their response is swift and relentless, as though driven by an imperative to reclaim what they believe to be rightfully theirs.

WHEN: The end of your opponent's Charge phase.

TARGET: One unit from your army that is within 6" of an enemy unit on an objective and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase. Your unit does not receive any Charge bonus this turn.

1CP ETERNAL GUARDIANS
Enemy units have been observed becoming nearly invulnerable when near key strategic locations. This sudden increase in durability suggests an advanced defensive protocol, designed to protect critical objectives at all costs.

WHEN: The start of your Movement phase.

TARGET: One NECRONS unit from your army.

EFFECT: Improve the Sv characteristic of the target by 1 until the start of your next turn. Until the start of your next turn while the unit is wholly within 3" of an objective its Invulnerable save is improved by 1.

1CP ENSLAVED PROTECTORS
We have observed constructs acting as living shields, protecting more vital assets from our fire. These protectors are programmed to prioritize the survival of key units, making them essential targets for neutralization.

WHEN: Your opponent's Shooting phase.

TARGET: A CANOPTEK unit from your army targeted by a shooting attack or a CANOPTEK unit from your army within 3" of a friendly unit that is targeted by a shooting attack.

EFFECT: Until the end of the phase the target benefits from cover. Until the end of the phase an INFANTRY, BEAST or SWARM model receives the benefits of cover from the target while it is within 3" of the target unless, when you resolve an attack that targets that model's unit, you can draw straight lines, 1mm in thickness, to every part of that model’s base from a single point on the attacking model’s base (or hull) without any of those lines passing over or through any part of the target of this Stratagem.

1CP DISRUPTION FIELDS
New weaponry has been detected that leaves lingering effects, compromising the structural integrity of even the most robust armor. This destabilization effect weakens defenses long after the initial strike, posing a significant threat.

WHEN: Either player's Fight phase after a NECRON unit from your army has fought.

TARGET: One enemy model that suffered an unsaved wound from an attack made by that unit.

EFFECT: The target's Sv characteristic is worsened by 1 for the remainder of the game.

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20 pts Severed Master Program
There is evidence of constructs operating independently, assuming command roles in the absence of higher-ranking entities. This autonomous function allows them to execute complex directives, even without central command, a rare and troubling development.

Cannot be taken if your army includes the Silent King. CANOPTEK SPYDERS become your collective Warlord and all become CHARACTERS and count as carrying this enhancement and can carry no other enhancements. Your Warlord counts as being destroyed when all your CANOPTEK SPYDER units have been destroyed. At the start of your turn you may select one CANOPTEK SPYDERS unit from your army that is not Battle-shocked or within engagement range of an enemy unit and is eligible to shoot. Until the end of that turn, that unit is not eligible to shoot or declare a charge. At the end of that turn, gain 1 CP.

20 pts Nanoscarab Casket:
Advanced repair caskets have been observed in use, capable of repairing catastrophic damage instantaneously. This technology far surpasses anything in our current arsenal, rendering these entities almost indestructible.

NECRONS model only. Once per turn, the first time a saving throw is failed for the bearer, the Damage characteristic of that attack is changed to 0. Increase the bearer's OC by 5.

20 pts Predictive Strike
"Field reports indicate that certain enemy units can anticipate our movements, delivering devastating counterattacks the moment we engage. This ability disrupts the flow of battle, often with lethal results for those caught unprepared."

NECRONS model only. Once per phase, when an enemy unit completes a charge against the bearer’s unit it suffers D6-3 mortal wounds and loses Fights First.

20 pts The Orb of Eternity
Artifacts of immense power have been noted, enhancing the enemy's ability to recover from what should be fatal wounds. When within their network, these relics enable near-perfect restoration, making these entities truly relentless adversaries.

Model with reanimation orb only. The bearer's unit reanimates D6 wounds instead of D3 wounds. While the bearer is leading a unit, if that unit is wholly within your army’s Nodal Network, each time the Reanimation Protocols of the bearer's unit activate, you can re-roll the dice to see how many wounds are reanimated.

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DYNASTIC COURT
NEMESOR
In my presence, the very fabric of reality bends to my will. The legions stand unyielding, and none shall dare challenge the supremacy of our dynasty.

CRYPTEKS from your army (except ILLUMINOR SZERAS) can also be attached to Lychguard. NECRON WARRIORS can include 40 models, at twice the cost of 20 models. Add 1 to the Toughness and Leadership Characteristics of friendly units within 6" of your WARLORD, 9" if you are playing Strike Force, 12" if you are playing Onslaught. Add 1 to the Wounds characteristic of your WARLORD, 2 if you are playing Strike Force, 3 if you are playing Onslaught.

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1CP I WILL BE BACK
Did they believe such a pitiful strike could end me? Fools. I rise again, for death is but an inconvenience to one as eternal as I.

WHEN: Any phase.

TARGET: One NECRONS INFANTRY CHARACTER model from your army that was just destroyed. You can use this Stratagem on that model even though it was just destroyed.

EFFECT: At the end of the phase, set your model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with half of its starting number of wounds remaining.

RESTRICTIONS: Each model can only be targeted with this Stratagem once per battle.

1CP RISE LEGIONS
Strike them down, and they shall rise again. Our legions are unending, and their defiance is but a fleeting thought.

WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has resolved its attacks.

TARGET: One NECRONS unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks.

EFFECT: Your unit activates its Reanimation Protocols and reanimates D3 wounds (or D3+1 wounds if a NECRONS CHARACTER is leading your unit].

1CP MAKE THEM REGRET THAT
Such audacity will not go unpunished. Increase the fury of your blows, and let them learn the true price of their insolence.

WHEN: Fight phase when an enemy attacks a friendly unit.

TARGET: One NECRONS unit from your army that is being selected as the target of an attack.

EFFECT: Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in your unit. In addition, If a NECRONS CHARACTER is leading your unit, until the end of the phase, improve the AP characteristic of melee weapons equipped by models in the target unit by 1.

1CP TO ME MY SUBJECTS
To me, my legions! The enemy dares to defile our domain—show them the might of a dynasty that cannot be toppled!

WHEN: Your Movement phase.

TARGET: One NECRONS CHARACTER unit from your army on an objective with an enemy model.

EFFECT: Until the end of the turn, ranged weapons equipped by models in the target unit have the [ASSAULT] ability and your other units that advance and end no further from the target have the [ASSAULT] ability.

1CP OPPOSITION IS FUTILE
They strike, but it is their end they hasten. Turn your weapons upon them, and let their final sight be the wrath of their betters.

WHEN: Your opponent’s Shooting phase, just after an enemy unit destroys a NECRONS unit from your army.

TARGET: One NECRONS CHARACTER unit from your army that was within 6" of that NECRONS unit when it was destroyed.

EFFECT: After the attacking unit has resolved its attacks, your unit can shoot as if it were your Shooting phase, but it must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.

2CP YOUR INFERIORITY REVEALS ITSELF
Their feeble attempts reveal the truth—they are unworthy. Crush them utterly, and let them know the despair of confronting their superiors.

[/size]WHEN: Your Shooting phase or either player's Fight phase.

TARGET: One NECRONS CHARACTER unit from your army that has not been selected to shoot or fight this phase.

EFFECT: After your unit has resolved its attacks, select one enemy unit that was targeted by one or more of those attacks. Until the end of the phase, each time an attack is made against that enemy unit by a model from your army, unless the attacking unit is Battle-shocked, improve the Strength characteristic of that attack by 1.

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40 pts Sovereign Coronal
In the presence of true power, even the mightiest tremble. Let our aim be as precise as our judgment—unerring and final.

NECRONS model only. While a friendly NECRONS CHARACTER unit is within 6" of the bearer, each time a model in that unit makes an attack, add 1 to the Hit roll.

20 pts Ruler's Mantle
With my command, they strike with the fury of a thousand suns. Witness the strength of my will, embodied in the crushing blows of my warriors.

NECRONS model only. Select a friendly NECRONS unit within 6" of the bearer at the end of your Movement phase, add 1 to the Attacks characteristic of that unit's melee weapons until the end of the turn.

20 pts Scepter of Nullification
No sorcery can touch me, for I wield the power to snuff out their feeble tricks. Against my might, their minds will shatter like glass.

Model with staff of light only. If the bearer is leading a unit the unit gains 4+ Feel No Pain against PSYCHIC attacks. The bearer's attacks against PSYKER units have the Devastating Wounds ability.

20 pts Cunning Advisor
All within my reach are but extensions of my will. My guidance is flawless, my strategy impeccable, for who could outthink one as ancient as I?

NECRONS model only. Friendly units within 6" of the bearer counts as being within range of your WARLORD for the purpose of the Nemesor Detachment Rule.

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EXECUTION PHALANX
METHODICAL DESTRUCTION
Listen to the whispers of the cosmos; in the dance of shadows and light, there is a pattern that foretells doom. As the ancient ones draw their lines across the stars, their gaze narrows upon your domain. The fragments of their will weave a net of inevitability, where each quarter they claim becomes a labyrinth of your undoing.

At the start of your turn choose a table quarter, add 1 to hit rolls for NECRON units from your army when attacking units within the chosen table quarter until the start of your next turn.

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1CP STRANGE ECHOES
Echoes of the fallen enhance the power of the Yngir. Each death whispers strength to their dark masters, magnifying their relentless might.

WHEN: A NECRONS unit from your army destroys an enemy unit.

TARGET: The Necrons unit that destroyed the enemy unit.

EFFECT: Add 1 to the OC of models in the target unit until the end of the game. Double this bonus while the target is within 6" of a TRIARCH unit. Note this effect can stack.

2CP COSMIC FIRE
Celestial flames engulf the weak. The ancient stars, burning with forgotten wrath, incinerate those who falter, their fire driven by cosmic rage.

WHEN: Your Command phase.

TARGET: 1 C'TAN SHARD from your army.

EFFECT: Each enemy units within 12" of the target suffers 1 mortal wound. Enemy units below Half Strength within 12" of the target suffer an additional mortal wound.

1CP STELLAR ALIGNMENT PROTOCOL
When the stars align and the cosmic threads converge, even the void itself becomes a weapon. The celestial dance guides our hand, ensuring that your defenses are nothing but illusions, struck down by forces beyond your comprehension.

WHEN: Your Shooting phase.

TARGET: Two NECRONS VEHICLE units from your army that have not been selected to shoot or fight this phase.

EFFECT: The first attack made by each target this phase automatically hits and automatically wounds if you can draw a line between the targets of the Stratagem while crossing over a model in the target of the Shooting attack.

1CP IMMORTAL HUBRIS
Defiant in their suffering, the Necrons strike back with fierce resolve. Their agony becomes their weapon, piercing through all defenses.

WHEN: Your opponent’s Shooting phase, just after an enemy unit has resolved its attacks.

TARGET: One Necrons unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks.

EFFECT: Your unit can shoot as if it were your Shooting phase, but it must target the enemy unit that just attacked it, and can only do so if that enemy unit is an eligible target. Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability.

2CP PURGE THE VERMIN
Beware the relentless advance of the Necrons, whose precision is as unerring as the stars' cold gaze. Their onslaught is an unforgiving scourge upon the weak.

WHEN: Your Shooting phase when a NECRONS unit from your army shoots.

TARGET: The unit from your army.

EFFECT: Until the end of the phase add 1 to the hit rolls of the target of this Stratagem against enemy units below full strength. Any attacks made by the target at enemy units within half range score a Critical Hit on an unmodified Hit roll of 5+ (4+ if the target of this Stratagem includes a PLASMANCER).

1CP SOLAR DISPERSAL
From the stars comes a darkness that shields the Necrons, as if the cosmos itself turns against the unwary. Their enemies are burned by the very light they sought to escape.

WHEN: Your opponent’s Shooting phase or the Fight phase.

TARGET: A NECRONS unit from your army that is the target of one or more attacks.

EFFECT: The target gains a 6+ Invulnerable save until the end of the phase. Until the end of the phase each time you roll a 6 for the unit's saving throws the closest enemy unit within 6" of the target suffers 1 mortal wound.

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20 pts Tesseract Labyrinth
In the labyrinth of ancient terror, the Necrons weave their will with cosmic threads. Beware the traps laid by their timeless machinations, where escape is but a fleeting dream.

NECRONS model only. Only one of the Tesseract Labyrinth's effects can be used each game and only once each game.
*At the end of your Movement phase the bearer can release a C'TAN SHARD from Strategic Reserves wholly within 6" of the bearer and not within engagement range of any enemy units.
*In the Fight phase instead of attacking normally the bearer can use the Tesseract Labyrinth against an enemy unit within Engagement Range by rolling a D6, if the roll is equal to or higher than the highest number of remaining wounds of every model in the target unit has an enemy model in the unit is removed from the table. You may use the EPIC CHALLENGE Stratagem before rolling to enable you to choose which enemy model is removed in the event of a success.

20 pts Gauntlet of the Conflagrator
Witness the gauntlet’s fiery wrath, a harbinger of doom from the heart of the void. The Necrons wield flames that devour with insatiable hunger, consuming all in their path.

NECRONS model only. Once per turn during your Shooting phase target one enemy unit within 12". Roll one D6 for each model in the target unit: that unit suffers 1 mortal wound for each result of 6 and the attack sequence ends. If the bearer is locked in combat the bearer cannot target enemy units not within engagement range with the Gauntlet of the Conflagrator.

20 pts Voidreaper
Against the Voidreaper’s blade, all defenses are mere illusions. The Yngir wield weapons forged in the deepest shadows, cutting through reality’s frail fabric.

NECRONS model only. Saving throws and Feel No Pain rolls cannot be made against the bearer's melee attacks.

10 pts Thrall of the Silent King
An omen of the Silent King’s dark influence, moving with a swiftness that defies the natural order. His servants tread the battlefield as spectral predators, evading the grasp of the living.

Model that can join NECRON WARRIORS only. The bearer gains FLY, Movement 10" and can join TRIARCH PRAETORIAN units.

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OBEISANCE NEXUS
RELENTLESSLY EXPANSIONIST
Flee if you can, mortals, but the very ground beneath you is ours to command. As our legions extend their reach, none shall escape the grip of the Necron's dominion.

At the start of each phase add 1" to the Movement characteristic and Charge distance of NECRONS units from your army wholly within 12" of a table edge until the end of the phase.

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1CP ATAVISTIC INSTIGATION
Your primitive instincts betray you. As you face the might of our ancient machines, the primal fear of those bigger and that which is above you awakens. The instincts of your infant species, quail before the timeless logic of the Necrons.

WHEN: Your opponent's Shooting phase or either Fight phase.

TARGET: One NECRON AIRCRAFT or NECRON TITANIC unit in your army.

EFFECT: Enemy Battle-shocked units within 12" of the target suffer a -1 to hit until the end of the phase.

1CP MALEVOLENT ARCING
Let the fury of the void be your undoing. As the Necrons unleash their wrath, even the slightest proximity to their ire is enough to bring ruin upon you.

WHEN: Your Shooting phase.

TARGET: An enemy target of a weapon with Sustained Hits.

EFFECT: Before resolving the attacks roll a D6 for each unit within 3" of the target. Units you roll a 5 for suffer 2 mortal wounds, units you roll a 6 for suffer 4 mortal wounds.

1CP CURSE OF THE PHAERON
Witness the eternal wrath of the Phaeron, where even death itself serves the Necron’s will. Your demise shall be a testament to our unending power, and your very defeat shall become our weapon.

WHEN: When a NECRONS unit from your army with the Deadly Demise ability is destroyed.

TARGET: The destroyed unit.

EFFECT: Do not roll a dice for the targets Deadly Demise ability, you count as having rolled a 6.

1CP TEMPORAL SNARES
Time bends to the will of the Necron. Your schemes falter as our traps ensnare you, and those who dared to strike first shall now find themselves outpaced by the relentless march of eternity.

WHEN: Start of enemy Charge phase.

TARGET: 3 enemy units.

EFFECT: Place 1 joker, jack, queen, king or ace card face down next to one of the enemy units and a spot card next to each of the other two units. At the end of your opponents Charge phase reveal the cards, the unit next to the joker, jack, queen, king or ace card does not Fight First this phase, even if it charged or has an ability that would normally allow it to do so.

2CP ADAPTIVE SUBROUTINES
Your tactics are but ephemeral wisps before the might of the Necron’s will. Watch as your stratagems crumble to dust, for our calculations anticipate every move you make.

WHEN: Any phase when your opponent uses a Stratagem.

EFFECT: Negate the effect of that Stratagem, it cannot be used for the rest of the turn, but any CP spent to use it are refunded to your opponent.

RESTRICTION: You cannot use this Stratagem for the remainder of the turn.

1CP HUMILIATING DEFEAT
Your retreat is but a whisper of your failure. The Necrons revel in the sight of your desperation, and each fleeing step is a mark of your utter humiliation.

WHEN: Enemy Movement phase when an enemy CHARACTER falls back or when an enemy unit falls back from a unit of FLAYED ONES.

EFFECT: Each enemy unit must take a Battle-shock test.

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20 pts Eternal Conqueror
Witness the relentless advance of your doom! As you engage, feel the weight of your futility, for you shall falter under the unyielding gaze of the eternal conquerors. Your courage is nothing but dust before our unending might.

NECRONS model only. At the start of the Fight phase, each enemy unit within Engagement Range of the bearer must take a Battle-shock test. Subtract 1 from hit rolls made by Battle-shocked units against the bearer's unit.

20 pts Voltaic Staff
Your engines of war will crumble beneath our power! The relics of your technology stand no chance against the arcane force that pierces through your defenses. Tremble, as your armored behemoths fall to our unrelenting wrath.

Model with staff of light only. The bearer's ranged attacks gain the Anti-VEHICLE 2+ and Sustained Hits (2) abilities. Enemy VEHICLE units hit by the bearer's ranged attack must take a Battle-shock test.

20 pts Blood Scythe
Flee before the edge of our blade, for with each swing, we strike at the heart of your resolve. Your warriors shall cower and falter, their courage extinguished in the wake of our brutal retribution. Witness the terror that cleaves through your ranks!

Model with Overlord’s blade or voidscythe only. The bearer's Overlord’s blade or voidscythe has an Attacks characteristic of 8 and a Damage characteristic of 1 and enemy units hit by it must take a battle-shock test if any models in their unit were destroyed by the attack.

20 pts Atavindicator
Feel the sting of ancient vengeance as the forces of your demise manifest. As we unravel your spirit with eldritch might, you will crumble before the inexorable advance of our undying legions. Your downfall is but a foregone conclusion.

PSYCHOMANCER only. At the end of your Movement phase, select one enemy unit (excluding VEHICLE units) within 18" of the bearer and roll 1D6+1: if the total is lower than that enemy unit's Leadership characteristic, it suffers D3 mortal wounds.

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STAR RAIDERS
TRANSLOCATION BEAMS
The ancient Translocation Beams engage, allowing our forces to vanish from enemy sight. Across the solar system, our legions move unseen, leaving only whispers of their passage in the void.

At the end of your opponents turn, you can remove any number of NECRONS units from your army from the battlefield and place them into Strategic Reserves (excluding units that are Battle-shocked or within Engagement Range of one or more enemy units).

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2CP COSMIC SHIFT
With the stars in our favor, our units emerge from hidden Monoliths and departing vessels. The cosmic shift enables our forces to launch surprise assaults, seizing key positions throughout the system.

WHEN: Your Charge phase.

TARGET: One NECRONS unit from your army that Advanced, was set up on the battlefield this turn using the Eternity Gate ability of a MONOLITH model that started the turn on the battlefield or disembarked from a vehicle that moved prior to the unit disembarking.

EFFECT: Your unit is eligible to charge this phase.

1CP ASTRAL REAPERS
Our campaign reaches new heights as the Astral Reapers advance. They press forward relentlessly, ensuring every engagement brings us closer to dominating the battlefield with their unmatched precision.

WHEN: Either Fight phase.

TARGET: A NECRONS unit from your army that has fought but has not consolidated.

EFFECT: The target can consolidate 6" in any direction, but must end the move in unit coherency.

1CP SOULLESS HARVESTERS
Across the void, our weapons are augmented with arcane energies. The Soulless Harvesters enhance our firepower, striking down enemies from afar and turning the tide of engagements in our favor.

WHEN: Your Shooting phase.

TARGET: One NECRONS unit from your army.

EFFECT: Add INDIRECT FIRE and ASSAULT to the weapons of the target unit until the end of the phase.

1CP QUANTUM SHIELDS
Our vessels, shrouded by Quantum Shields, become fortresses in space. Their protection minimizes the impact of enemy fire, securing our position as we press deeper into enemy territory.

WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One NECRON VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to your unit, reduce the Damage characteristic of that attack to a maximum of 3.

1CP ETHEREAL EXODUS
With strategic mastery, our forces utilize the Ethereal Exodus, repositioning swiftly via transports and Eternity Gates. This maneuvering grants us control over critical zones and disrupts the enemy's plans.

WHEN: Your Shooting phase.

TARGET: A NECRON INFANTRY unit from your army.

EFFECT: The target can either enter a transport as if it were the Movement phase or use the Eternity Gate ability of a MONOLITH from your army, even if that model's Eternity Gate ability has already been used this turn.

1CP HYPERSPATIAL REANIMATION
Behold the terror of our undying legions! From the void, we summon our fallen back into existence, mocking your every victory. Your efforts to obliterate us are in vain, for we rise anew with each command, relentless and eternal!

WHEN: Your Command phase.

EFFECT: The Reanimation Protocols of your units that are not on the table and that are not destroyed activate.

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15 pts Quantum Orb
Deploying the Quantum Orb, we mark pivotal locations for destruction. As the orb’s energy releases, it reshapes the battlefield, inflicting devastating damage on all who occupy its vicinity.

NECRONS model only. Once per battle, in your Shooting phase, the bearer can activate this. If it does, select one point on the battlefield place a marker on that point. At the start of your next Command phase, each unit within 6" of the centre of that marker suffers D6-3 mortal wounds (roll separately for each unit within 6"). The marker is then removed.

20 pts Skin of Living Gold
Our forces, now covered in the Skin of Living Gold, advance with enhanced speed. This newfound agility enables them to outmaneuver enemies, rendering attempts to hinder our progress futile.

NECRONS model only. Each time the bearer’s unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in the bearer’s unit. The bearer's unit cannot be the target of attacks made with the Overwatch Stratagem.

20 pts Veil of Darkness
The Veil of Darkness descends upon our campaign. Units materialize from the shadows, striking at vulnerable points with precision. The enemy struggles to respond to our sudden and strategic appearances.

NECRONS model only. Models in the bearer’s unit have the Deep Strike ability. The bearer's unit can be placed within 9" of enemy units when using the Deep Strike ability, but if they do they must still be more than 3" away and cannot charge until the end of your next turn.

20 pts Chariot of the Hierarchs
As our campaign culminates, the Chariot of the Hierarchs leads the final assault. Its devastating charge leaves a trail of destruction, securing our dominance over the solar system and ensuring our supremacy.

Lokhust Lord only. Each time the bearer ends a Charge move, select one enemy unit within Engagement Range of this model and roll one D6: on a 2-5, that unit suffers 2 mortal wounds; on a 6, that unit suffers 4 mortal wounds.

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The Awakening Tomb Detachment represents a Necron tomb awakening and being defended mainly by Canopteks and Battleline units. The fluff blurbs are based on the AdMech reports on Necrons from the 3rd edition codex. Inspired by the Nihilakh Dynasty and Canoptek Court Detachment.

The Dynastic Court Detachments represents the high nobility of a dynasty assembling into an unbreakable and elite force. The fluff blurbs are Necron nobles being impossibly cocky as they tend to get. Inspired by the Nihilakh Dynasty and Awakened Dynasty Detachment.

The Execution Phalanx Detachment represents the genocidal tendencies of the Necrons. The fluff blurbs are based on Eldar prophecies of the return of the Necrons. Inspired by the Mephrit Dynasty and Obeiscance Phalanx Detachment.

The Obeiscance Nexus Detachment represents Necrons predicting opponents and using fear to win battles. The fluff blurbs are inspired by Necrons sending out messages prior to battles or humiliating defeated foes. Inspired by the Sautekh Dynasty and custom dynasty rules from 9th.

The Star Raiders Detachment is all about the Necron mastery of dimensional technology and teleportation technology. Inspired by the Nephrekh Dynasty and Hypercrypt Legion Detachment.

This message was edited 20 times. Last update was at 2024/08/11 12:53:31


 
   
Made in us
Fixture of Dakka





Thanks for sharing! Lots of cool stuff in there. Some disorganized thoughts:

 vict0988 wrote:

AWAKENING TOMB

I'm not entirely clear on the intended fluff for this one. I think this is meant to be the canoptek detachment, basically? Lots of non-cron robots running around to handle intruders while the skelly boys are still waking up? And the "reclamation-themed" rules are less about conquering new territory and more about kicking the kids off of your lawn?

1CP MINDSHACKLE SCARABS
WHEN: An enemy unit fights.

TARGET: One enemy non-MONSTER, non-VEHICLE model in that unit.

EFFECT: The target's attacks (to a maximum of 3) are directed against the target's unit.

The max 3 limit feels like it's there to mitigate the power of the strat, but I don't think it's working quite the way you intend. As-is, that style of limit will disproportionately impact models with a low number of attacks compared to a model with a high number of attacks. Additionally, as-written this could functionally let you completely negate the melee offense of some characters, and I'm not sure that's intentional. Also not sure if it's intentional for lone operatives/single-model-units to potentially kill themselves via this strat.

1CP ETERNAL GUARDIANS
WHEN: An enemy unit shoots or fights.

TARGET: One of the targets of the attack that remained stationary in your previous Movement phase.

EFFECT: Improve the Sv characteristic and Invulnerable Save of the target by 1 until the end of the phase.

Only note here is that this creates the need for a little retroactive bookkeeping. If you don't know ahead of time that you're going to want to use this strat, you might not make a mental note of whether or not your unit moved. Would it be too harsh to take away movement from the following movement phase instead? Not entirely sure what the intended fluff for the lack of mobility is.

1CP ENSLAVED PROTECTORS
WHEN: Your opponent's Shooting phase.

TARGET: A CANOPTEK unit that is targeted by a shooting attack.

EFFECT: Until the end of the phase the target and non-CANOPTEK units from your army within 3"" of the target gain the Stealth ability.

Just a quick note that canoptek units' footprints can vary quite a bit. you could feasibly have most of your army stealthed by a single unit of wraiths or scarabs. Also not entirely clear on the fluff here. I'm picturing a cloud of scarabs basically flying around to intercept incoming shots, but then it doesn't make much sense for a canoptek doomstalker to be doing the same thing.

1CP DISRUPTION FIELDS
WHEN: Either player's Fight phase.

TARGET: One enemy model that suffered an unsaved wound from an attack by a NECRON unit from your army.

EFFECT: The target's Sv characteristic is worsened by 1 for the remainder of the game.

This one is neat. I like this. My only concern is that if you're already in melee with an enemy unit, they're hopefully not long for this world. If they stick around long enough for this debuff to matter, it sort of implies that things went poorly for you or that you had a second unit joining in to benefit from the debuff in the same round. In the latter case, the "remainder of the game" thing is likely to be moot as you're hopefully killing the target right away. But that's a nitpick.


DYNASTIC COURT

Cool. Standard silver tide playstyle with an emphasis on having characters around to benefit from buffs. Feels like a decent meat & potatoes detachment with fluff-appropriate abilities.

NEMESOR
CRYPTEKS from your army that can be attached to WARRIORS can also be attached to Lychguard. NECRON WARRIORS can include 40 models, at twice the cost of 20 models. Add 1 to the Toughness and Leadership Characteristics of friendly units within 6" of your WARLORD, 9" if you are playing Strike Force, 12" if you are playing Onslaught. Add 1 to the Wounds characteristic of your WARLORD, 2 if you are playing Strike Force, 3 if you are playing Onslaught.

Interesting! I feel like the first sentence can be reworded slightly differently. Referencing warriors just to say the characters can join not-warriors is slightly confusing. Which crypteks are you trying to avoid joining to lychguard?

1CP I WILL BE BACK
WHEN: Any phase.

TARGET: One NECRONS INFANTRY CHARACTER model from your army that was just destroyed. You can use this Stratagem on that model even though it was just destroyed.

EFFECT: At the end of the phase, set your model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with half of its starting number of wounds remaining.

RESTRICTIONS: Each model can only be targeted with this Stratagem once per battle.

To clarify, if I use this on a character who gets sniped, is he no longer part of his bodyguard unit for the rest of the game? If so, that does limit the utility of this a bit.



1CP MAKE THEM REGRET THAT
WHEN: Fight phase when an enemy attacks a friendly unit.

TARGET: One NECRONS unit from your army that is being selected as the target of an attack.

EFFECT: Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in your unit. In addition, If a NECRONS CHARACTER is leading your unit, until the end of the phase, improve the Strength characteristic of melee weapons equipped by models in your unit by 1.

It's a kill-more-better strat, but that's not the end of the world.

1CP TO ME MY SUBJECTS
WHEN: Your Movement phase.

TARGET: One NECRONS CHARACTER unit from your army on an objective with an enemy model.

EFFECT: Until the end of the turn, ranged weapons equipped by models in the target unit have the [ASSAULT] ability and your other units that advance and end no further from the target have the [ASSAULT] ability.

I *think* what you're going for here is that a bunch of friendly units jog up towards their lord and get ASSAULT vs a nearby enemy. As written, it has weird applications that aren't that; ex: letting friendly units move forward and shoot at a totally different enemy unit further back. If that's the goal, you might just make the target an enemy unit on an objective and say that all units can treat their weapons as ASSAULT if they target that unit. The need to already have a unit (specifically one containing a character) right next to the enemy unit but also apparently need a bunch of supporting fire from allies to deal with that unit makes this feel a little too niche for my liking.

1CP OPPOSITION IS FUTILE
WHEN: Your opponent’s Shooting phase, just after an enemy unit destroys a NECRONS unit from your army.

TARGET: One NECRONS CHARACTER unit from your army that was within 6"" of that NECRONS unit when it was destroyed.

EFFECT: After the attacking unit has resolved its attacks, your unit can shoot as if it were your Shooting phase, but it must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.

Probably fine, but:
A.) It's kind of a kill-more-better strat, albeit indirectly.
B.) It's giving me Ynnari Soul Burst flashbacks. And we know how well-received those were.

2CP YOUR INFERIORITY REVEALS ITSELF
WHEN: Your Shooting phase or either player's Fight phase.

TARGET: One NECRONS CHARACTER unit from your army that has not been selected to shoot or fight this phase.

EFFECT: After your unit has resolved its attacks, select one enemy unit that was targeted by one or more of those attacks. Until the end of the phase, each time an attack is made against that enemy unit by a model from your army, unless the attacking unit is Battle-shocked, improve the Strength characteristic of that attack by 1.

Kill-more-better, but I do like the idea of a character basically "marking" an enemy unit.

20 pts Ruler's Mantle
NECRONS model only. Select a friendly NECRONS unit within 6" of the bearer at the end of your Movement phase, add 1 to the Attacks characteristic of that unit's melee weapons.

For how long? As written, this would mean your lychguard could have +5 attacks on turn 5.

20 pts Scepter of Nullification
Model with staff of light only. If the bearer is leading a unit the unit gains 4+ Feel No Pain against PSYCHIC attacks. The bearer's attacks against PSYKER units have the Devastating Wounds ability.

Neat! I like this one.

20 pts Cunning Advisor
NECRONS model only. Add 1 to the Toughness and Leadership Characteristics of friendly units within 6" of the bearer if your WARLORD is not on the battlefield.

Feels slightly weird that your "cunning advisor's" friends suddenly become easier to wound when the boss shows up. There's an upper management joke in there somewhere. Would it be too much to just let a second model count as your warlord for purposes of the detachment buff?


EXECUTION PHALANX

This is basically meant to be the devastator detachment, right? Not a huge fan of this one. Lots of kill-more-better rules and rules that specifically negate your opponent's stuff (which tends to feel bad on the receiving end).

METHODICAL DESTRUCTION:
Add 1 to hit rolls for NECRON units from your army when attacking units below their Starting Strength.

Feels pretty potent. "below Starting Strength" is pretty easy to achieve, so this is basically an army-wise +1 to-hit. I worry slightly that this encourages slower play where you fish for a tiny bit of damage with your gauss flayers at the start of the shooting phase in order to power up your heavy hitters. Maybe Have the bonus kick in at half Starting Strength? Or even turn off at half Starting Strength (but be on vs unharmed units automatically)?

1CP STRANGE ECHOES
WHEN: A NECRONS unit from your army destroys an enemy unit.

TARGET: The Necrons unit that destroyed the enemy unit.

EFFECT: Add 1 to the OC of models in the target unit until the end of the game. Double this bonus while the target is within 6" of a TRIARCH unit.

Do multiple uses stack? Ex: I use this strat on turns 1 and 2 on some destroyers, so they're functionally OC+4 while near a triarch or +6 if I use it a third time?

2CP COSMIC FIRE
WHEN: Your Command phase.

TARGET: 1 C'TAN SHARD from your army.

EFFECT: Each enemy units within 12"" of the target suffers 1 mortal wound. Enemy units below Half Strength within 12"" of the target suffer an additional mortal wound.

I don't like this one. From a 'cron perspective, it's doing lots of onesy-twosy damage that is unlikely to make a big difference; basically only matters if I *wouldn't* have overkilled that squad by 1 or 2 damage anyway. From an opponent's perspective, this is automatic with a greater than 24" diameter and not much counterplay. So it usually won't make a difference, but it will feel bad when it does.

1CP DEADLY TREASURES
WHEN: Your Shooting phase or the Fight phase.

TARGET: One NECRONS VEHICLE unit from your army that has not been selected to shoot or fight this phase.

EFFECT: The first attack made by the target this phase automatically hits and automatically wounds.

Kill-more-better strat. I dislike this for many of the same reasons I dislike Strands of Fate. Basically negates any high toughness values your opponent pays for or any to-hit penalties they pay for and/or took steps to impose. Kind of a feels-bad rule.

1CP IMMORTAL HUBRIS
WHEN: Your opponent’s Shooting phase, just after an enemy unit has resolved its attacks.

TARGET: One Necrons unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks.

EFFECT: Your unit can shoot as if it were your Shooting phase, but it must target the enemy unit that just attacked it, and can only do so if that enemy unit is an eligible target. Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability.

Roundabout kills-more-better rule. Smells vaguely of Soul Bursts. I know we had something similar in the index detachment, but I don't think I like this.

2CP THERMAL SURGE
WHEN: Your Shooting phase when a NECRONS unit from your army has directed all its attacks into a single enemy unit.

TARGET: The unit from your army.

EFFECT: Until the end of the phase add 1 to the hit rolls of the target of this Stratagem. Any attacks made by the target at enemy units within half range score a Critical Hit on an unmodified Hit roll of 5+ (4+ if the target of this Stratagem includes a PLASMANCER).

Kill-more-better strat. Note that having to put all your attacks into a single target is seldom a "real" downside; especially for units that can have matching weapons throughout.

1CP SOLAR DISPERSAL
WHEN: Your opponent’s Shooting phase or the Fight phase.

TARGET: A NECRONS unit from your army that is the target of one or more attacks.

EFFECT: The target gains a 6+ Invulnerable save until the end of the phase. Until the end of the phase each time you roll a 6 for the unit's saving throws the closest enemy unit within 6"" of the target suffers 1 mortal wound.

Fun. I like "stop hitting yourself" rules.

20 pts Tesseract Labyrinth
NECRONS model only. Only one of the Tesseract Labyrinth's effects can be used each game and only once each game. At the end of your Movement phase the bearer can release a C'TAN SHARD from Strategic Reserves wholly within 6" of the bearer and not within engagement range of any enemy units. In the Fight phase instead of attacking normally the bearer can use the Tesseract Labyrinth against an enemy unit within Engagement Range by rolling a D6, if the roll is equal to or higher than the highest number of remaining wounds of every model in the target unit has an enemy model in the unit is removed from the table. You may use the EPIC CHALLENGE Stratagem before rolling to enable you to choose which enemy model is removed in the event of a success.

Formatting thing: I'd break up the special rules with bullet points or something so it's clear where one "effect" begins and the other ends. That said, I don't like the "automatically remove your opponent's character" thing. Either you waste points on an enhancement that does nothing or you get to banish an enemy character without interacting with their toughness, saves, to-hit penalties, etc.

20 pts Gauntlet of the Conflagrator
NECRONS model only. Once per turn during your Shooting phase target one enemy unit within 12". Roll one D6 for each model in the target unit: that unit suffers 1 mortal wound for each result of 6 and the attack sequence ends. If the bearer is locked in combat the bearer cannot target enemy units not within engagement range with the Gauntlet of the Conflagrator.

I feel like this could maybe just be written as a weapon profile, but that's a nitpick.

20 pts Voidreaper
NECRONS model only. Saving throws and Feel No Pain rolls cannot be made against the bearer's melee attacks.

Similar to the labyrinth, rules that just ignore saves/defensive abilities your opponent paid for typically aren't fun.

10 pts Thrall of the Silent King
Model that can join NECRON WARRIORS only. The bearer gains FLY, Movement 10" and can join TRIARCH PRAETORIAN units.

As with the lychguard thing, it's awkward to reference an unrelated unit (warriors) just to say that you can join the relevant unit. This is basically just meant to apply to any infantry character, right?

OBEISANCE NEXUS

RELENTLESSLY EXPANSIONIST
Add 1" to the Movement characteristic and Charge distance of units wholly within 12" of a table edge.
A little unclear on what you're going for with this one. It's for expanionistic/conqueror type factions with an emphasis on the use of fast vehicles maybe? Or possibly a focus on spooky flayed ones ambushing from the flanks? You also have a lot of battleshock-related abilities here, but not much to make opponents more susceptible to battleshock. If this is meant to be a spooky detachment, maybe imposes -1 to battleshock tests on enemy units that are isolated (more than 6" away from their friends)?

1CP ATAVISTIC INSTIGATION
WHEN: Your opponent's Shooting phase or either Fight phase.

TARGET: One NECRON AIRCRAFT or NECRON TITANIC unit in your army.

EFFECT: Enemy Battle-shocked units within 12"" of the target suffer a -1 to hit until the end of the phase.

Interesting. Needing enemy units to be both battleshocked and near your flyer or superheavy is a slightly big ask, but an AoE of to-hit penalty is a pretty potent rule. Not clear on the fluff you're going for here.

1CP MALEVOLENT ARCING
WHEN: Your Shooting phase.

TARGET: An enemy target of a weapon with Sustained Hits.

EFFECT: Before resolving the attacks roll a D6 for each unit within 6" of the target. Units you roll a 5+ for suffer a mortal wound.

As with Cosmic Fire, a single mortal wound here and there even if I use this strat every turn and roll multiple d6 each time I use it just isn't very impactful. If you want some sort of super-tesla attack, maybe make it more powerful (d6 mortals to nearby enemies?) and raise the CP to match? I like the idea of a strat that encourages your opponent to keep their units spread out, but I don't think this accomplishes that.

1CP TEMPORAL SNARES
WHEN: Start of enemy Charge phase.

TARGET: 3 enemy units.

EFFECT: Place 1 joker, jack, queen, king or ace card face down next to one of the enemy units and a spot card next to each of the other two units. At the end of your opponents Charge phase reveal the cards, the unit next to the joker, jack, queen, king or ace card does not strike first this phase, even if it charged or has an ability that would normally allow it to do so.

Way too complicated for such a minor effect. I get that you're trying to introduce some head games to a strikes-last rule, but you'd have to find yourself in a position where your opponent is about to charge with multiple units AND where they have multiple viable charge target options AND where the uncertainty this introduces would be sufficient to make them change their behavior/charge target. You could makes this a far simpler always-strikes-last ability to end up with 95% the same result.

2CP ADAPTIVE SUBROUTINES
WHEN: Any phase when your opponent uses a Stratagem.

EFFECT: Negate the effect of that Stratagem, it cannot be used for the rest of the turn, but any CP spent to use it are refunded to your opponent.

RESTRICTION: You cannot use this Stratagem for the remainder of the turn.

This would be poorly received for the same reasons Agents of Vect was.

1CP HUMILIATING DEFEAT
WHEN: Enemy Movement phase when an enemy CHARACTER falls back or when an enemy unit falls back from a unit of FLAYED ONES.

EFFECT: Negate the effect of that Stratagem, it cannot be used for the rest of the turn, but any CP spent to use it are refunded to your opponent.

RESTRICTION: You cannot use this Stratagem for the remainder of the turn.

Copy+paste error?

20 pts Eternal Conqueror
NECRONS model only. At the start of the Fight phase, each enemy unit within Engagement Range of the bearer must take a Battle-shock test. The bearer's unit adds 1 to hit rolls made against Battle-shocked units.

Kill-more-better rule, but a steady source of battle shocking is interesting. Fluff is that your warlord is just really scary and good at stabbing scared people? Would it make more sense to make this a to-hit penalty for attacks made against the bearer's unit in melee instead? Scared people typically being less good at doing the stabbing but pretty on-their-game in regards to not getting stabbed.

20 pts Voltaic Staff
Model with staff of light only. The bearer's ranged attacks gain the Anti-VEHICLE 2+ and Sustained Hits (2) abilities. Enemy VEHICLE units hit by the bearer's ranged attack must take a Battle-shock test.

Conceptually cool, but seems prone to not doing much. Vehicles typically have quite a few wounds. A staff of light only has 2 shots at AP-2 and D1. So even with anti-vehicle 2+, you're doing maybe 1 or 2 points of damage (probably less). Battle shock to represent a haywire/EMP style effect is a neat idea, but most vehicles have good enough leadership that they're more likely than not to pass the test. So for 20 points, you do something like 1 extra point of damage to a vehicle, and maybe battle shock a vehicle 2 times across the course of a game; 3 if you're lucky.

I think I'd prefer to see this either do more damage against vehicles (steal haywire rules?) or else have an an automatic (on-hit) debuff to vehicles (such as a to-hit penalty). Even if it meansa points increase for the enhancement.

20 pts Atavindicator
PSYCHOMANCER only. At the end of your Movement phase, select one enemy unit (excluding VEHICLE units) within 18" of the bearer and roll 3D6: if the total is equal to or greater than that enemy unit's Leadership characteristic, it suffers D3 mortal wounds.

I get what you're going for here, and it's probably balanced. However, keep in mind that Leadership is no longer a number you roll under but instead an X+ value that you roll over. Consequently, this rule actually punishes good leadership stats, which I'm guessing isn't intentional.

STAR RAIDERS
TRANSLOCATION BEAMS
At the end of your opponents turn, you can remove any number of NECRONS units from your army from the battlefield and place them into Strategic Reserves (excluding units that are Battle-shocked or within Engagement Range of one or more enemy units).

Nice. Teleportation/translocation/hyperphase crypt 'crons. One of my favorite themes. There's a lot to like here. That said, you seem to be leaning into the idea that teleportation = melee here. Personally, I prefer teleportation as a way of getting more sluggish shooty units (ex: warriors) into position. As someone who's a fan of this concept, I'd personally rather see more emphasis on outmaneuvering the enemy or space/dimension-manipulation (shooting/moving through walls?) and less on charging into stabbing range.

2CP STELLAR ALIGNMENT PROTOCOL
WHEN: Your Charge phase.

TARGET: One NECRONS unit from your army that was set up on the battlefield this turn using the Eternity Gate ability of a MONOLITH model that started the turn on the battlefield or disembarked from a vehicle that moved prior to the unit disembarking.

EFFECT: Your unit is eligible to charge this phase.

Minor nitpicks: this sort of locks you into using monoliths/croissants. As someone who has been trying to make the Hyperphase Crypt detachment work without a monolith, this is like, a yellow flag for me. But I'd probably like it just fine if I owned the relevant models.

1CP SOULLESS HARVESTERS
WHEN: Your Fight phase.

TARGET: One NECRONS unit from your army that completed a charge this turn.

EFFECT: Add 1 to the Attacks characteristics of weapons models in that unit are equipped with until the end of the phase.

Kill more better.


1CP ETHEREAL EXODUS
WHEN: Your Shooting phase.

TARGET: A NECRON INFANTRY unit from your army.

EFFECT: The target can either enter a transport as if it were the Movement phase or use the Eternity Gate ability of a MONOLITH from your army, even if that model's Eternity Gate ability has already been used this turn.

See above out monoliths/croissants.


20 pts Quantum Orb
NECRONS model only. Once per battle, in your Command phase, the bearer can activate this. If it does, select one point on the battlefield anywhere within 6" of the bearer and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6" of the centre of that marker. On a 4/5/6, that unit suffers 1/2/3 mortal wounds. The marker is then removed.

Could be written as "d6-3 mortal wounds". This feels really weak given all the limitations on it. You can't move prior to activating it. Many 'cron units will be in range of the blast unless you advance/charge them or use one of your teleports to gtfo. You have to already be standing right on top of the blast zone (well within charging distance of the enemy) when you use it. It's only usable once per game. Your opponent gets an entire movement phase to just move away from it meaning it's mostly only usable as a form of area denial. And after you jump through all those hoops, it has a 50% chance of doing nothing, will at most kill one and a half marines in a given unit, and might hurt your own units if things go badly. You could make this thing do 3d6 mortal wounds, and I'm still not sure I'd take it.

The delayed blast thing is an interesting idea, but you've got to tweak this a fair bit to make it useful. My first thought is to take off the range limitation, probably even explicitly say you don't need line of sight with it. The idea being that you're basically teleporting a bomb onto the battlefield. The use case then becomes that you're discouraging your opponent from standing on a certain objective for a turn or else you're trying to make them break up their formation to step out of range of support abilities. And then I'd either increase the damage significantly (it's almost always going to be your opponent's choice to let this thing hit them) OR make this a stratagem instead so that you can steadily call in bomb strikes every turn to keep your opponent dancing.

20 pts Chariot of the Hierarchs
Lokhust Lord only. Each time the bearer ends a Charge move, select one enemy unit within Engagement Range of this model and roll one D6: on a 2-5, that unit suffers 3 mortal wounds; on a 6, that unit suffers 5 mortal wounds.

I feel like this is way more powerful than most similar abilities, especially most enhancements you've presented here that cost 20 points.

Overall, lots of fun ideas. Anything I didn't comment on seemed pretty reasonable to me.
   
Made in nl
Loyal Necron Lychguard






 Wyldhunt wrote:
Thanks for sharing! Lots of cool stuff in there. Some disorganized thoughts:

 vict0988 wrote:

AWAKENING TOMB

I'm not entirely clear on the intended fluff for this one. I think this is meant to be the canoptek detachment, basically? Lots of non-cron robots running around to handle intruders while the skelly boys are still waking up? And the "reclamation-themed" rules are less about conquering new territory and more about kicking the kids off of your lawn?

Yeah, it's based on a combination of the third edition nodal command fluff and the Nihilakh Dynasty https://vignette4.wikia.nocookie.net/warhammer40k/images/8/80/NeconNodalCommand.jpg/revision/latest?cb=20111031064839. The Novokh Dynasty ended up getting cut because I feel like a straight forwards army with Lychguard and Destroyers or Flayed One spam or noble butchers can be accomplished by the existing Detachments.

1CP MINDSHACKLE SCARABS
WHEN: An enemy unit fights.

TARGET: One enemy non-MONSTER, non-VEHICLE model in that unit.

EFFECT: The target's attacks (to a maximum of 3) are directed against the target's unit.

The max 3 limit feels like it's there to mitigate the power of the strat, but I don't think it's working quite the way you intend. As-is, that style of limit will disproportionately impact models with a low number of attacks compared to a model with a high number of attacks. Additionally, as-written this could functionally let you completely negate the melee offense of some characters, and I'm not sure that's intentional. Also not sure if it's intentional for lone operatives/single-model-units to potentially kill themselves via this strat.

Mindshackle Scarabs could kill the attacking model in 5th, while it is funnier for the character or champion to slay their companions it is acceptable. Neutering a Cryptek doesn't seem better than half-neutering a Skorpekh Lord, if it was half the attacks or a portion of the attacks made I think it'd be too niche.
1CP ETERNAL GUARDIANS
WHEN: An enemy unit shoots or fights.

TARGET: One of the targets of the attack that remained stationary in your previous Movement phase.

EFFECT: Improve the Sv characteristic and Invulnerable Save of the target by 1 until the end of the phase.

Only note here is that this creates the need for a little retroactive bookkeeping. If you don't know ahead of time that you're going to want to use this strat, you might not make a mental note of whether or not your unit moved. Would it be too harsh to take away movement from the following movement phase instead? Not entirely sure what the intended fluff for the lack of mobility is.

I like that idea of making the effect last from your Movement phase until your next Movement phase. The cost coming later I don't like, it feels too far away to matter sort of. You already get to move and charge unto an objective and then you have to stay there next turn after you held the objective during your opponents turn or maybe even got destroyed. I want there to be a real downside. One of the things I wanted was niche Stratagems, as we've talked about before to limit repeated play patterns of Endless Cacophony + Veterans of the Long War Stratagem combo being used all the time.
1CP ENSLAVED PROTECTORS
WHEN: Your opponent's Shooting phase.

TARGET: A CANOPTEK unit that is targeted by a shooting attack.

EFFECT: Until the end of the phase the target and non-CANOPTEK units from your army within 3"" of the target gain the Stealth ability.

Just a quick note that canoptek units' footprints can vary quite a bit. you could feasibly have most of your army stealthed by a single unit of wraiths or scarabs. Also not entirely clear on the fluff here. I'm picturing a cloud of scarabs basically flying around to intercept incoming shots, but then it doesn't make much sense for a canoptek doomstalker to be doing the same thing.

I am not sure about this one, I feel like it steps a little bit on the toes of the Eternal Guardians Stratagem as well.
1CP DISRUPTION FIELDS
WHEN: Either player's Fight phase.

TARGET: One enemy model that suffered an unsaved wound from an attack by a NECRON unit from your army.

EFFECT: The target's Sv characteristic is worsened by 1 for the remainder of the game.

This one is neat. I like this. My only concern is that if you're already in melee with an enemy unit, they're hopefully not long for this world. If they stick around long enough for this debuff to matter, it sort of implies that things went poorly for you or that you had a second unit joining in to benefit from the debuff in the same round. In the latter case, the "remainder of the game" thing is likely to be moot as you're hopefully killing the target right away. But that's a nitpick.

Agreed, but it is sort of outrageously cheap for the duration of the effect, so with a couple of multi-charges and use in the enemy turn it could potentially see use to boost shooting against things that are mostly just being held back in melee by things like a Canoptek melee screen.
DYNASTIC COURT

Cool. Standard silver tide playstyle with an emphasis on having characters around to benefit from buffs. Feels like a decent meat & potatoes detachment with fluff-appropriate abilities.

NEMESOR
CRYPTEKS from your army that can be attached to WARRIORS can also be attached to Lychguard. NECRON WARRIORS can include 40 models, at twice the cost of 20 models. Add 1 to the Toughness and Leadership Characteristics of friendly units within 6" of your WARLORD, 9" if you are playing Strike Force, 12" if you are playing Onslaught. Add 1 to the Wounds characteristic of your WARLORD, 2 if you are playing Strike Force, 3 if you are playing Onslaught.

Interesting! I feel like the first sentence can be reworded slightly differently. Referencing warriors just to say the characters can join not-warriors is slightly confusing. Which crypteks are you trying to avoid joining to lychguard?

Illuminor Szeras and future proofing.
1CP I WILL BE BACK
WHEN: Any phase.

TARGET: One NECRONS INFANTRY CHARACTER model from your army that was just destroyed. You can use this Stratagem on that model even though it was just destroyed.

EFFECT: At the end of the phase, set your model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with half of its starting number of wounds remaining.

RESTRICTIONS: Each model can only be targeted with this Stratagem once per battle.

To clarify, if I use this on a character who gets sniped, is he no longer part of his bodyguard unit for the rest of the game? If so, that does limit the utility of this a bit.

Nope, just a copy paste of the Awakened Dynasty.
1CP MAKE THEM REGRET THAT
WHEN: Fight phase when an enemy attacks a friendly unit.

TARGET: One NECRONS unit from your army that is being selected as the target of an attack.

EFFECT: Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in your unit. In addition, If a NECRONS CHARACTER is leading your unit, until the end of the phase, improve the Strength characteristic of melee weapons equipped by models in your unit by 1.

It's a kill-more-better strat, but that's not the end of the world.

I feel like it's balanced by the fact the unit needs to get attacked first, so it is more of a response than straight forward kill-more.
1CP OPPOSITION IS FUTILE
WHEN: Your opponent’s Shooting phase, just after an enemy unit destroys a NECRONS unit from your army.

TARGET: One NECRONS CHARACTER unit from your army that was within 6"" of that NECRONS unit when it was destroyed.

EFFECT: After the attacking unit has resolved its attacks, your unit can shoot as if it were your Shooting phase, but it must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.

Probably fine, but:
A.) It's kind of a kill-more-better strat, albeit indirectly.
B.) It's giving me Ynnari Soul Burst flashbacks. And we know how well-received those were.

It doesn't really come up a lot. The only thing I can see is maybe Destroyers benefitting a lot, but the low range of most units that can be joined by characters this edition combined with the fact that the Detachment ability is less lethal than the Stratagem is in the Awakened Dynasty it was copied from.
20 pts Ruler's Mantle
NECRONS model only. Select a friendly NECRONS unit within 6" of the bearer at the end of your Movement phase, add 1 to the Attacks characteristic of that unit's melee weapons.

For how long? As written, this would mean your lychguard could have +5 attacks on turn 5.

Oops. Just the turn, so not the enemy's.
20 pts Cunning Advisor
NECRONS model only. Add 1 to the Toughness and Leadership Characteristics of friendly units within 6" of the bearer if your WARLORD is not on the battlefield.

Feels slightly weird that your "cunning advisor's" friends suddenly become easier to wound when the boss shows up. There's an upper management joke in there somewhere. Would it be too much to just let a second model count as your warlord for purposes of the detachment buff?

Yeah it does seem weird, but I do think it would be too much and I'm not sure if I mind the weirdness enough to limit the effect to the boss being dead.

EXECUTION PHALANX

This is basically meant to be the devastator detachment, right? Not a huge fan of this one. Lots of kill-more-better rules and rules that specifically negate your opponent's stuff (which tends to feel bad on the receiving end).

More Mephrit than Destroyer. I do think the annihilation of all sentient races is one of the core themes of the Necrons, so I think it's an unfortunate necessity in terms of fluff, I'm not sure how I'd get around it even if it is problematic from a game design perspective, I think it is something a lot of Necron players would enjoy using at least.
METHODICAL DESTRUCTION:
Add 1 to hit rolls for NECRON units from your army when attacking units below their Starting Strength.

Feels pretty potent. "below Starting Strength" is pretty easy to achieve, so this is basically an army-wise +1 to-hit. I worry slightly that this encourages slower play where you fish for a tiny bit of damage with your gauss flayers at the start of the shooting phase in order to power up your heavy hitters. Maybe Have the bonus kick in at half Starting Strength? Or even turn off at half Starting Strength (but be on vs unharmed units automatically)?

I had the same worry about splitting one or two units at the start.It could be focus firing for ranged units gives +1, below full strength for melee units. Be on vs unharmed units would be counter to the fluff of the Necrons having a focus on completely getting rid of something which this Detachment is trying to represent.
1CP STRANGE ECHOES
WHEN: A NECRONS unit from your army destroys an enemy unit.

TARGET: The Necrons unit that destroyed the enemy unit.

EFFECT: Add 1 to the OC of models in the target unit until the end of the game. Double this bonus while the target is within 6" of a TRIARCH unit.

Do multiple uses stack? Ex: I use this strat on turns 1 and 2 on some destroyers, so they're functionally OC+4 while near a triarch or +6 if I use it a third time?

Yep, meant to stack. So you could make a high OC unit of Triarch Praetorians with 3 Echo Counters.
2CP COSMIC FIRE
WHEN: Your Command phase.

TARGET: 1 C'TAN SHARD from your army.

EFFECT: Each enemy units within 12"" of the target suffers 1 mortal wound. Enemy units below Half Strength within 12"" of the target suffer an additional mortal wound.

I don't like this one. From a 'cron perspective, it's doing lots of onesy-twosy damage that is unlikely to make a big difference; basically only matters if I *wouldn't* have overkilled that squad by 1 or 2 damage anyway. From an opponent's perspective, this is automatic with a greater than 24" diameter and not much counterplay. So it usually won't make a difference, but it will feel bad when it does.

It's in the Necron command phase so I'd think there is a lot of counterplay between moving out of range and just destroying the C'tan the turn it moves into scary range. It triggers the Detachment rule, so potentially really useful as you won't need to fish around for those wounds with chip wounds first before laying into them.
1CP DEADLY TREASURES
WHEN: Your Shooting phase or the Fight phase.

TARGET: One NECRONS VEHICLE unit from your army that has not been selected to shoot or fight this phase.

EFFECT: The first attack made by the target this phase automatically hits and automatically wounds.

Kill-more-better strat. I dislike this for many of the same reasons I dislike Strands of Fate. Basically negates any high toughness values your opponent pays for or any to-hit penalties they pay for and/or took steps to impose. Kind of a feels-bad rule.

I think it's really weak, more of a back-up thing than anything else.
2CP THERMAL SURGE
WHEN: Your Shooting phase when a NECRONS unit from your army has directed all its attacks into a single enemy unit.

TARGET: The unit from your army.

EFFECT: Until the end of the phase add 1 to the hit rolls of the target of this Stratagem. Any attacks made by the target at enemy units within half range score a Critical Hit on an unmodified Hit roll of 5+ (4+ if the target of this Stratagem includes a PLASMANCER).

Kill-more-better strat. Note that having to put all your attacks into a single target is seldom a "real" downside; especially for units that can have matching weapons throughout.

It is a real downside in this Detachment as you don't get to fish for damaging enemy units and +1 to hit is less good on a Stratagem in this detachment.
20 pts Tesseract Labyrinth
NECRONS model only. Only one of the Tesseract Labyrinth's effects can be used each game and only once each game. At the end of your Movement phase the bearer can release a C'TAN SHARD from Strategic Reserves wholly within 6" of the bearer and not within engagement range of any enemy units. In the Fight phase instead of attacking normally the bearer can use the Tesseract Labyrinth against an enemy unit within Engagement Range by rolling a D6, if the roll is equal to or higher than the highest number of remaining wounds of every model in the target unit has an enemy model in the unit is removed from the table. You may use the EPIC CHALLENGE Stratagem before rolling to enable you to choose which enemy model is removed in the event of a success.

Formatting thing: I'd break up the special rules with bullet points or something so it's clear where one "effect" begins and the other ends. That said, I don't like the "automatically remove your opponent's character" thing. Either you waste points on an enhancement that does nothing or you get to banish an enemy character without interacting with their toughness, saves, to-hit penalties, etc.

Fixed the formatting, can't fix my bad taste.
20 pts Gauntlet of the Conflagrator
NECRONS model only. Once per turn during your Shooting phase target one enemy unit within 12". Roll one D6 for each model in the target unit: that unit suffers 1 mortal wound for each result of 6 and the attack sequence ends. If the bearer is locked in combat the bearer cannot target enemy units not within engagement range with the Gauntlet of the Conflagrator.

I feel like this could maybe just be written as a weapon profile, but that's a nitpick.

Weapon profile formatting in Google Sheets and on Dakkadakka are a pain.
10 pts Thrall of the Silent King
Model that can join NECRON WARRIORS only. The bearer gains FLY, Movement 10" and can join TRIARCH PRAETORIAN units.

As with the lychguard thing, it's awkward to reference an unrelated unit (warriors) just to say that you can join the relevant unit. This is basically just meant to apply to any infantry character, right?

Excludes Illuminor Szeras and Hexmark Destroyers. I know it's not the way things are meant to be done, but breaking some rules with enhancements and detachments and allowing armies that do things differently from other lists and not just better than other lists is part of the goal. Let me know if you have an exact wording you want me to use.
OBEISANCE NEXUS
RELENTLESSLY EXPANSIONIST
Add 1" to the Movement characteristic and Charge distance of units wholly within 12" of a table edge.

A little unclear on what you're going for with this one. It's for expanionistic/conqueror type factions with an emphasis on the use of fast vehicles maybe? Or possibly a focus on spooky flayed ones ambushing from the flanks? You also have a lot of battleshock-related abilities here, but not much to make opponents more susceptible to battleshock. If this is meant to be a spooky detachment, maybe imposes -1 to battleshock tests on enemy units that are isolated (more than 6" away from their friends)?

Spooky flanky big brain Sautekh detachment.
1CP ATAVISTIC INSTIGATION
WHEN: Your opponent's Shooting phase or either Fight phase.

TARGET: One NECRON AIRCRAFT or NECRON TITANIC unit in your army.

EFFECT: Enemy Battle-shocked units within 12"" of the target suffer a -1 to hit until the end of the phase.

Interesting. Needing enemy units to be both battleshocked and near your flyer or superheavy is a slightly big ask, but an AoE of to-hit penalty is a pretty potent rule. Not clear on the fluff you're going for here.

Monkeys are naturally afraid of bigger monkeys and of eagles that would snap them from their trees. An atavistic instigation is a return to more primitive instincts, so Necrons using this detachment are using these types of units to strike fear into the hearts of the reptile part of their enemies.
1CP MALEVOLENT ARCING
WHEN: Your Shooting phase.

TARGET: An enemy target of a weapon with Sustained Hits.

EFFECT: Before resolving the attacks roll a D6 for each unit within 6" of the target. Units you roll a 5+ for suffer a mortal wound.

As with Cosmic Fire, a single mortal wound here and there even if I use this strat every turn and roll multiple d6 each time I use it just isn't very impactful. If you want some sort of super-tesla attack, maybe make it more powerful (d6 mortals to nearby enemies?) and raise the CP to match? I like the idea of a strat that encourages your opponent to keep their units spread out, but I don't think this accomplishes that.

The Detachment ability makes the opponent scared of the flanks as Flayed Ones crawl out and get easy charges, but this makes them afraid to bunch up in the middle or one corner. The important thing isn't so much the damage as the threat of damage and D6 mortal wounds seems like way too much even at 3CP, unless it only triggered on a 4+ or 5+. I suppose you could have it inflict 3 MW.
1CP HUMILIATING DEFEAT
WHEN: Enemy Movement phase when an enemy CHARACTER falls back or when an enemy unit falls back from a unit of FLAYED ONES.

EFFECT: Negate the effect of that Stratagem, it cannot be used for the rest of the turn, but any CP spent to use it are refunded to your opponent.

RESTRICTION: You cannot use this Stratagem for the remainder of the turn.

Copy+paste error?

EFFECT: Each enemy unit must take a Battle-shock test.

Now I understand why you weren't sure what the theme of the Detachment is. Thank you for commenting on so much, I'll edit this comment with any clarifications and further fixes I have for the rest of your fine comment.
20 pts Eternal Conqueror
NECRONS model only. At the start of the Fight phase, each enemy unit within Engagement Range of the bearer must take a Battle-shock test. The bearer's unit adds 1 to hit rolls made against Battle-shocked units.

Kill-more-better rule, but a steady source of battle shocking is interesting. Fluff is that your warlord is just really scary and good at stabbing scared people? Would it make more sense to make this a to-hit penalty for attacks made against the bearer's unit in melee instead? Scared people typically being less good at doing the stabbing but pretty on-their-game in regards to not getting stabbed.

Your logic is sound, but then it wouldn't work with Chronomancers, not a huge concern, but it's the only offensive buff against Battle-shocked units and I think these should exist.
20 pts Voltaic Staff
Model with staff of light only. The bearer's ranged attacks gain the Anti-VEHICLE 2+ and Sustained Hits (2) abilities. Enemy VEHICLE units hit by the bearer's ranged attack must take a Battle-shock test.

Conceptually cool, but seems prone to not doing much. Vehicles typically have quite a few wounds. A staff of light only has 2 shots at AP-2 and D1. So even with anti-vehicle 2+, you're doing maybe 1 or 2 points of damage (probably less). Battle shock to represent a haywire/EMP style effect is a neat idea, but most vehicles have good enough leadership that they're more likely than not to pass the test. So for 20 points, you do something like 1 extra point of damage to a vehicle, and maybe battle shock a vehicle 2 times across the course of a game; 3 if you're lucky.

I think I'd prefer to see this either do more damage against vehicles (steal haywire rules?) or else have an an automatic (on-hit) debuff to vehicles (such as a to-hit penalty). Even if it meansa points increase for the enhancement.

3 wounds before saves against vehicles as opposed to 0,83. I don't think you can knock that for 20 pts. Enhancements can be pretty terrible in my view because part of their role is to make pts add up to almost 2000 instead of being 50 pts away with nothing to add.
20 pts Atavindicator
PSYCHOMANCER only. At the end of your Movement phase, select one enemy unit (excluding VEHICLE units) within 18" of the bearer and roll 3D6: if the total is equal to or greater than that enemy unit's Leadership characteristic, it suffers D3 mortal wounds.

I get what you're going for here, and it's probably balanced. However, keep in mind that Leadership is no longer a number you roll under but instead an X+ value that you roll over. Consequently, this rule actually punishes good leadership stats, which I'm guessing isn't intentional.

Fixed I think.
STAR RAIDERS
TRANSLOCATION BEAMS
At the end of your opponents turn, you can remove any number of NECRONS units from your army from the battlefield and place them into Strategic Reserves (excluding units that are Battle-shocked or within Engagement Range of one or more enemy units).

Nice. Teleportation/translocation/hyperphase crypt 'crons. One of my favorite themes. There's a lot to like here. That said, you seem to be leaning into the idea that teleportation = melee here. Personally, I prefer teleportation as a way of getting more sluggish shooty units (ex: warriors) into position. As someone who's a fan of this concept, I'd personally rather see more emphasis on outmaneuvering the enemy or space/dimension-manipulation (shooting/moving through walls?) and less on charging into stabbing range.

I feel like DS 3" away from an enemy unit is useless to Necrons, while it might play at being for shooty guys I think it's more for just getting onto an objective that your opponent couldn't screen out, even if it prevents charging.
2CP STELLAR ALIGNMENT PROTOCOL
WHEN: Your Charge phase.

TARGET: One NECRONS unit from your army that was set up on the battlefield this turn using the Eternity Gate ability of a MONOLITH model that started the turn on the battlefield or disembarked from a vehicle that moved prior to the unit disembarking.

EFFECT: Your unit is eligible to charge this phase.

Minor nitpicks: this sort of locks you into using monoliths/croissants. As someone who has been trying to make the Hyperphase Crypt detachment work without a monolith, this is like, a yellow flag for me. But I'd probably like it just fine if I owned the relevant models.

Ghost Arks exist as well and it's 2 Stratagems that needs one of those 3 units, as opposed to 4 Stratagems that basically only work with a Monolith (because many of our vehicles already have a 4++, I suppose you the 4++ is good for flyers and we have a few other TITANIC units, but let's be honest Hyperphase Crypt is the Monolith Detachment. I don't think we're in the same ballpark in terms of being locked down to a specific list. I added Advance and charge as an option, great idea, calls back to a Nephrekh Kutlakh the Destroyer list I ran a couple of times.
1CP SOULLESS HARVESTERS
WHEN: Your Fight phase.

TARGET: One NECRONS unit from your army that completed a charge this turn.

EFFECT: Add 1 to the Attacks characteristics of weapons models in that unit are equipped with until the end of the phase.

Kill more better.

No ideas for something interesting you feel the detachment needs? Do you think you'd miss the 3" DS?

20 pts Quantum Orb
NECRONS model only. Once per battle, in your Command phase, the bearer can activate this. If it does, select one point on the battlefield anywhere within 6" of the bearer and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6" of the centre of that marker. On a 4/5/6, that unit suffers 1/2/3 mortal wounds. The marker is then removed.

Could be written as "d6-3 mortal wounds". This feels really weak given all the limitations on it. You can't move prior to activating it. Many 'cron units will be in range of the blast unless you advance/charge them or use one of your teleports to gtfo. You have to already be standing right on top of the blast zone (well within charging distance of the enemy) when you use it. It's only usable once per game. Your opponent gets an entire movement phase to just move away from it meaning it's mostly only usable as a form of area denial. And after you jump through all those hoops, it has a 50% chance of doing nothing, will at most kill one and a half marines in a given unit, and might hurt your own units if things go badly. You could make this thing do 3d6 mortal wounds, and I'm still not sure I'd take it.

The delayed blast thing is an interesting idea, but you've got to tweak this a fair bit to make it useful. My first thought is to take off the range limitation, probably even explicitly say you don't need line of sight with it. The idea being that you're basically teleporting a bomb onto the battlefield. The use case then becomes that you're discouraging your opponent from standing on a certain objective for a turn or else you're trying to make them break up their formation to step out of range of support abilities. And then I'd either increase the damage significantly (it's almost always going to be your opponent's choice to let this thing hit them) OR make this a stratagem instead so that you can steadily call in bomb strikes every turn to keep your opponent dancing.

I had tonnes of fun using it against noobs in 9th, they treated it like a nuclear bomb.
20 pts Chariot of the Hierarchs
Lokhust Lord only. Each time the bearer ends a Charge move, select one enemy unit within Engagement Range of this model and roll one D6: on a 2-5, that unit suffers 3 mortal wounds; on a 6, that unit suffers 5 mortal wounds.

I feel like this is way more powerful than most similar abilities, especially most enhancements you've presented here that cost 20 points.

Changed to 2/4 MW. It being locked to Lokhust Lords that have no melee units to join means it probably should be pretty strong or else have another benefit.

This message was edited 3 times. Last update was at 2024/02/19 17:11:50


 
   
Made in us
Fixture of Dakka





I like that idea of making the effect last from your Movement phase until your next Movement phase. The cost coming later I don't like, it feels too far away to matter sort of. You already get to move and charge unto an objective and then you have to stay there next turn after you held the objective during your opponents turn or maybe even got destroyed. I want there to be a real downside. One of the things I wanted was niche Stratagems, as we've talked about before to limit repeated play patterns of Endless Cacophony + Veterans of the Long War Stratagem combo being used all the time.

I hear you. It's probably worth playtesting. Like I said, my only worry is that you might be fuzzy on whether a unit moved in the previous turn.

I feel like it's balanced by the fact the unit needs to get attacked first, so it is more of a response than straight forward kill-more.

I don't think it's imbalanced at all. It's just that from your opponent's perspective, I'm not sure it's going to feel like a "response" so much as it just feels like that unit they had to attack/would have been silly not to attack gets to hit them harder. I *do* like that they can't just charge in and pop this though.

I had the same worry about splitting one or two units at the start.It could be focus firing for ranged units gives +1, below full strength for melee units. Be on vs unharmed units would be counter to the fluff of the Necrons having a focus on completely getting rid of something which this Detachment is trying to represent.

Gotcha. Maybe have it kick in vs units at below half strength then? That feels more like a "finish them off" rule than below starting strength does. The latter puts me more in mind of drukhari going after the blood in the water.

It's in the Necron command phase so I'd think there is a lot of counterplay between moving out of range and just destroying the C'tan the turn it moves into scary range. It triggers the Detachment rule, so potentially really useful as you won't need to fish around for those wounds with chip wounds first before laying into them.

Good point. Somehow I failed to think about how it combo'd with the detachment bonus. I'm still iffy on the current version of the detachment bonus, but if you keep it as-is, cosmic fire makes sense.

The Detachment ability makes the opponent scared of the flanks as Flayed Ones crawl out and get easy charges, but this makes them afraid to bunch up in the middle or one corner. The important thing isn't so much the damage as the threat of damage and D6 mortal wounds seems like way too much even at 3CP, unless it only triggered on a 4+ or 5+. I suppose you could have it inflict 3 MW.

As written, it only triggers on a 5+ though, right? So for every 3 units you roll for, a single one of those units will take a single point of damage. Which just doesn't seem very scary to me. Not having it be automatic is probably a good idea, but then I think the payoff needs to be greater than a single MW if you want it to be scary. As-is, I'd probably be more relieved that you spent a CP to do 1 or 2 mortal wounds instead of something more impactful.

That said, I wonder if it would be best to have the 6" be off of the base of a single model of your choice? I'm picturing big squads of boyz placed incautiously that end up getting 1/3rd of your opponent's entire army zapped.

Fixed I think.

20 pts Atavindicator
PSYCHOMANCER only. At the end of your Movement phase, select one enemy unit (excluding VEHICLE units) within 18" of the bearer and roll 1D6+1: if the total is lower than that enemy unit's Leadership characteristic, it suffers D3 mortal wounds.

If I were to be a stickler, I'm not sure the total can be "lower than the enemy unit's Leadership characteristic" because "X+" isn't really a flat number value. I guess it's technically a number range of X->infinity, which would technically be a value your total could be lower than? Again, I get what the intent is here, so I'm mostly just nitpicking exact wording.

I feel like DS 3" away from an enemy unit is useless to Necrons, while it might play at being for shooty guys I think it's more for just getting onto an objective that your opponent couldn't screen out, even if it prevents charging.

...

No ideas for something interesting you feel the detachment needs? Do you think you'd miss the 3" DS?

I don't know if I'd say I'd "miss" it, but being able to deepstrike closer is nice for people like me trying to teleport warrior blobs around because it makes it way less of a hassle to find legal spots to place them while keeping weapons within ideal ranges. And being able to suddenly plop a bunch of OC2 models down on an objective fits in with the whole "tactical use of technological mobility" thing.

Ghost Arks exist as well and it's 2 Stratagems that needs one of those 3 units, as opposed to 4 Stratagems that basically only work with a Monolith (because many of our vehicles already have a 4++, I suppose you the 4++ is good for flyers and we have a few other TITANIC units, but let's be honest Hyperphase Crypt is the Monolith Detachment. I don't think we're in the same ballpark in terms of being locked down to a specific list. I added Advance and charge as an option, great idea, calls back to a Nephrekh Kutlakh the Destroyer list I ran a couple of times.

Totally forgot about ghost arks (probably because they aren't teleport-y). That said, for me personally part of the appeal of a teleportation/translocation-heavy faction is that you don't have to take a bunch of transports to be mobile.

I had tonnes of fun using it against noobs in 9th, they treated it like a nuclear bomb.

Valid! However, do you find people still give it the same wide berth once they realize that it has a 50% chance of doing nothing and averages a single dead marine when it does go off? I still feel like this would work really well as a stratagem.

Changed to 2/4 MW. It being locked to Lokhust Lords that have no melee units to join means it probably should be pretty strong or else have another benefit.

That's probably fine. Lokhust Lords are in an awkward place at the moment. They don't really want to run around stabbing stuff on their own, but none of the squads they're allowed to join want to get close and stab with them. You could probably just let these guys join wraith units or something like the Silent King intended.

Thanks for your responses. Any of your comments I didn't reply to can be assumed to have made enough sense that I didn't want to drag out the discussion.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in dk
Loyal Necron Lychguard






I updated some things and added fluff blurbs to the abilities.

Nerf to Mindshackle Scarabs and Phase Out to increase counterplay outside the Nodal Network. Enslaved Protectors works like a barricade now so you can't have the Enslaved Protectors hide out of LOS.

Changed Make Them Regret That to improve AP to make the additional buff useful against more enemies. Cunning Advisor works while your WL is on the table.

Methodical Destruction is based on table quarters rather than the health of units.

Arcing causes up to 4 mortal wounds, but only to units within 3" of the target.

Removed the kill more charge Strat in favour of ignores LOS thingy for Star Raiders. Veil of Darkness doesn't let you get out of melee, instead you can DS more than 3" away.
   
 
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