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Made in gb
Longtime Dakkanaut





Scotland

Gauss blasters are Twin linked, i missed that whoops. Still i think assault 2 is a more elegant/streamlined equiv. of slow and Purposeful + rapid fire. Necron's natural I2 i think conveys their lack of speed appropriately enough. Didn't pariahs cause Ld7 like the Culexus, also did they not pack gauss blasters, ws4?. I stand by my comment about the Bronze lord his stats are just a bit weedy imo. Gets a bit barbed here, you can't encourage experimentation (The herald) in one aspect but not in others (new weapons). Though having recently played my first game in years against a Necron force with my Guard, in which i merely stood back and wiped them out with little strategy, i can appreciate 90% of your refinements.

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



 
   
Made in gb
Chaplain with Hate to Spare






Perkustin wrote:Gauss blasters are Twin linked, i missed that whoops. Still i think assault 2 is a more elegant/streamlined equiv. of slow and Purposeful + rapid fire. Necron's natural I2 i think conveys their lack of speed appropriately enough. Didn't pariahs cause Ld7 like the Culexus, also did they not pack gauss blasters, ws4?. I stand by my comment about the Bronze lord his stats are just a bit weedy imo. Gets a bit barbed here, you can't encourage experimentation (The herald) in one aspect but not in others (new weapons). Though having recently played my first game in years against a Necron force with my Guard, in which i merely stood back and wiped them out with little strategy, i can appreciate 90% of your refinements.


Well damn, you're either an overly competent player or your opponent sucked/had the worst rolls ever.

No Vendetta's? No melta/plasma spam in Chimera's? No vets? No LRBTs with S8 and tons of plasma? Man, that guy sucked. Kudos for you for whooping his a$$.
   
Made in us
One Canoptek Scarab in a Swarm





You should change your Bronze lord's (and the rest of them by effect) stats to be in line with the Tyranid Prime, who's statline is rediculously better for +5 points compared to your current rendition of the bronze lord. Tyranid Prime also has acsess to force weapons, attacks that reroll hits, and lash whips for relatively cheap. You could also compare the Necron Lord to the space wolf lord, or a space marine chapter master. The wolf lord starts off with 2 more attacks than the codex neron lord (for the same price) with some other stuff, and the chapter master comes with a 4+ invuln save, i.e. phase shifter for free, for the same points. This just screams that necron lord is overcosted.

I'd suggest:
Bronze Lord (80 pts): 5WS, 5BS, 5S, 5T, 3W, 5I, 4A, 10Ld, 3+ Sv.

2000 Necrons
2250 Lizardmen

http://www.myspace.com/betweentwotrees 
   
Made in gb
Chaplain with Hate to Spare






If that's what I change the Bronze to, the Platinum will turn into the most unbeatable model in the game. I agree, it is fairly useless, and the Herald will have many changes made to it as I've already said many times before in this thread.

Something else I've always been trying to think of is rules to fit the Nodal Command Structure..
   
Made in fr
Opportunist



La Rochelle

Hi here. As told in my presentation, i noticed a little mistake.

The Platinum Lord has Necron rule, and USR Fearless.
But the Necron rule, in your fandex, give the necron the USR Fearless.
So, the Platinum Lord has (among other) Fearless and Fearless USR... Wich is a little redundant.

Except for this, i will hopefully try your codex soon. I'll give you feedback.

Bye.

This message was edited 3 times. Last update was at 2010/10/23 00:14:57


SkaerKrow wrote : "We killed our own gods. What chance do you have against us?"
Kurgash wrote: "Necrons, a dead race that is more dead than anyone else. So dead that they rebuild themselves just to die again!" 
   
Made in gb
Chaplain with Hate to Spare






Arkon wrote:Hi here. As told in my presentation, i noticed a little mistake.

The Platinum Lord has Necron rule, and USR Fearless.
But the Necron rule, in your fandex, give the necron the USR Fearless.
So, the Platinum Lord has (among other) Fearless and Fearless USR... Wich is a little redundant.

Except for this, i will hopefully try your codex soon. I'll give you feedback.

Bye.


Cheers.
   
Made in fr
Opportunist



La Rochelle

I see more strange things.

The Flayed Ones, with Attack From Below, can launch an assault, but cannot run, the turn they DeepStrike... Can a Slow and Purposefull unit run or launch an assault ? I tought no, but i may be wrong. However, if they cannot assault due to SaP, you'll have to fix that. Either the Flayed Ones aren't Slow and Purposefull, or this part of Attack From Below has to be removed. I'll say Flayed Ones not SaP, but you'll see.

Can an Immortal unit with Energized Claws stil shot in the shot phase ? Does the Energized claws remove the weapons, or can a unit have the two ? This applies for many entries in the codex.

If a model is equiped with Powered claws, it has ONE power weapon, and if it's Flayer claws, it's ALL its attacks that ignore armour and reroll to wound. Right ?

Gravitational Disruptor : "All unit [...] count as both Difficult and Dangerous terrain." Even my Nécrons, or only ennemies units ?

Wraith Phase Shifter : "the model may move through impassable terrain" Can the model move through Dangerous/Difficult terrain without test, or only impassable ? Forget that, the model move like Jetbike, so no test.

Scarabs : The first three cost ten points each, then its twelve points each ?

That's all, for now.

This message was edited 1 time. Last update was at 2010/10/23 00:36:27


SkaerKrow wrote : "We killed our own gods. What chance do you have against us?"
Kurgash wrote: "Necrons, a dead race that is more dead than anyone else. So dead that they rebuild themselves just to die again!" 
   
Made in us
Shrieking Guardian Jetbiker






One thing im seeing in this is the inability to play at smaller point levels

Necrons are the only codex where there is only 1, 500 point army possible. Necrons are very handicapped at anything under 1500 in 5th.

As a player who frequently competes in 1k point doubles tournaments i've stopped tanking my crons just because there is very little I can do at 1k against a good green tide or other similar "competitive" builds. I'd like to see something addressing that glaring weakness.

Sorry if this is less than constructive criticism but it is something that needs to be addressed in a codex.

This message was edited 1 time. Last update was at 2010/10/24 00:15:03


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






I think you'd find that this codex is quite resilient in 1k and under. Admittedly, I did loose a 1k test game a few weeks ago, but that'd be the fault of circumstance. I was playing Orks, 3 objectives, Dawn of War and I won the roll to go first and set up quite close so that I could blast out his transports. Then he seized the initiative.

10 'crons did beat 12 Orks including a Nob in combat though - and they were being charged. But they were in cover.. Meh.

I actually conceded the game in the end, but damn that initiative seizing.

Several Warrior squads with a Silver/Gold in the middle with a Res orb is very hard to move. The best thing to add in after that is some Destroyers IMO.

Or, in low points, an all-destroyer force would be very nasty. Very small, but very mobile and nasty.


Stripped-down Silver/Gold Lord with Destroyer Lord upgrade and Res orb and some other stuff if you fancy, and then 10-18 Destroyers of various types. Also very hard to kill, but a bit too elite for my liking.

Quite possibly the best 1k and under list might be an Immortal Lord and 10-30 Immortals as troops choices, and some Wraiths or Scarabs to harass the enemy. I dunno.

I'll leave it up to you guys to experiment.
   
Made in ch
Opportunist



La Rochelle

I see an other thing, i dunno if its' good or bad.

With the Warriors, the Lords (except platinum), the Flayed Ones, the Destroyers at T5, it will be very difficult to ID them (in order to disallow FNP). Not to mention the Immortals wich (not sure, maybe that) are Eternal Warrior. EDIT : Yeah, they aren't, mistaking. You'll have to take many F10 weapons, and many power weapons. So, i thing, without test, that they will be very tough. Maybe increase their cost. Or maybe not. I'll be sure after a test (if i can persuade my opponent to play with this codex).

This message was edited 2 times. Last update was at 2010/10/25 23:29:00


SkaerKrow wrote : "We killed our own gods. What chance do you have against us?"
Kurgash wrote: "Necrons, a dead race that is more dead than anyone else. So dead that they rebuild themselves just to die again!" 
   
Made in gb
Chaplain with Hate to Spare






Arkon wrote:I see an other thing, i dunno if its' good or bad.

With the Warriors, the Lords (except platinum), the Flayed Ones, the Destroyers at T5, it will be very difficult to ID them (in order to disallow FNP). Not to mention the Immortals wich (not sure, maybe that) are Eternal Warrior. You'll have to take many F10 weapons, and many power weapons. So, i thing, without test, that they will be very tough. Maybe increase their cost. Or maybe not. I'll be sure after a test (if i can persuade my opponent to play with this codex).


T5 W2 Sv3+ is fine at 30ppm, even if you start comparing to things like the SM biker or Ork Nob. They have I2 which isn't very fun, and only A2. Nothing too special. Besides, at 300pts for ten of them, they do cost quite a lot. Admittedly, with FnP to top all of that off, they are pretty damn hard to kill. This is why I'm considering taking Destroyers and Immortals down to W1.

Edit: And no, they do not have EW.

This message was edited 1 time. Last update was at 2010/10/25 08:16:13


 
   
Made in ch
Opportunist



La Rochelle

Ayay. So, i played a game with my brother, using this codex, facing his BA. I made a report, but i've lost it, so i'll give you general view.

It was 1500pt.

In HQ, i played a Silver Lord with Immortal body and Veil of Darkness (but i forgot to use it more than once ─ idiot !) and maybe an orb, i don't remember.
In Troops, ten Immortals, 2*ten Warriors, a Tomb Spider, six Scarabs
In Elites, seven Flayed Ones with Flayer Claws.
In Fast Attack, five Destroyers.
In Heavy Support, a Monolith.

My brother played Sanguinor and Dante,
Corbulo, Veteran Squads,
Death Company with Chaplain
And other things, I don't remember...

So, my (and my opponent's) general view, is that FNP sucks in cc. With FNP, my Immortals resisted something like three turn... In cc, vs Blood Angels, maybe assault squad, which are not "bad" in close combat. I think WBB, without the limitation "The necron mini have to be at 6-12-120", is better in cc. My brother tell me, and he was right : "It's like the Terminator (the robot in the movie). Yeah, he is in fact immortal. But as long as you shot him to ground, or slap him with something hard, he can't hurt you." With FNP, the minis are hyper-strong in cc, as they are always able to hit. Maybe reduce their WS will help, but i think just the WBB rule, with limitations to Power Weapons, Instant Death and maybe AP1-2, without "You have to be at...", is better for close combat with necron. The scene will be : an assault squad contact a necron unit, they kill them, then continue to run, and are shot in the back by the necrons they just demolish. Or if there is one survivor, the assaut squad just take one hit. With WBB, the necron that face ground don't pay back.

Rending is better than the current Gauss weapons, as it's not useless versus non-vehicules minis. So good.

I think T5 4+ for warriors is better than T4 3+.

The Flayed Ones were good ; hum... the flayer claws don't negate FNP, do they ? We played like they don't. Reroll to hit and to wound, and negates armour saves is pretty. I liked.
Just... I don't see them with SaP. I mean, they are designed to be cc unit, no ?

I don't think he shot at my Monolith, but he hadn't anti-tank, so he decided to ignore it. F10 AP1 is good, and your Gauss flux arc projector are better than the current, IMO.

I played my Meccarachnid like a moving orb, not contacted marines with it. I think an orb for the Meccarachnid is better than the current rule.

The final score was, i think, 5-3, for the BA, wich is a pretty correct score for the necrons. Oh yeah, it was annihilation.

Here you go. If i can convince my regular opponents at my gaming group to play with this codex, i'll be able to give you more battle report (and i'll try not to lose the reports...). Goodnight.

This message was edited 1 time. Last update was at 2010/11/06 22:24:42


SkaerKrow wrote : "We killed our own gods. What chance do you have against us?"
Kurgash wrote: "Necrons, a dead race that is more dead than anyone else. So dead that they rebuild themselves just to die again!" 
   
Made in us
Loyal Necron Lychguard






Anything in CC that ignores armour saves also negates FNP. Just like with WBB.
   
Made in gb
Chaplain with Hate to Spare






Thank you, Arkon. However, I'm not sure whether you were saying FnP was too strong or too weak in close combat!

Ah well, for a first time playing the necron "codex" 5-3 is pretty damn good against BA! Or atleast I think so.

By the way, have you tried the Platinum lord yet? He is a beast, especially when he's an Immortal Lord.

Dear god he is just too evil. I find that around 300pts will usually make its points up quite easily if you get him in combat.

It's good to finally have another test player! Cheers, buddy.
   
Made in gb
Wicked Canoptek Wraith




England, UK

Just uncovered this thread. I have actually been working on a temperory Necron codex myself, and had a couple of new units in there. I'll have to finish it then share and collab.

First of all the critique:

Gauss Blasters - Should remain Assault 2, Rapid Fire just doesn't work for me in the spirit of Immortals. Assault 2 is the Immortals way, mobile long range infantry.

Heavy Gauss Cannon - Keep it at Strength 9.

A suggestion for Gauss Weapons in general - Rending against units, AP1 against vehicles.

Pariahs - 5+ Inv Save

Flayed Ones - Ridiculously overpriced.

Monolith - The beauty of the Monolith is that is ignores additional dice to Pen, I would rather have that than a 4+ inv save. Especially at 300 points! =O

Scarab Swarms - drop the points, no longer jetbikes removes almost all of their usefulness, other than being a wall against assault units.

Wraiths - deserve Inititive 6

Other than that it looks pretty solid. I'll try and persuade my local club to allow me to play test these rules for a few weeks, and then get back to you with some battle reports.
   
Made in gb
Chaplain with Hate to Spare






Thank you, samrtk. Although I have to say I disagree with all of those points you made.
I mean, Pariahs - invuln? Why? There's no reason for it..

Also, my Immortals are mobile long range infantry. SaP confers relentless.
   
Made in gb
Kovnik




Bristol

30-35 sounds about right in my opinion, around the price of a vanilla CSM termie sounds right, since they lack the big things like PF's inital ++5 save (which no one ever makes)

The base of 5T is great, but if they get assaulted by a power weapon toting squad, I3 will bite them in the ass.

Also, have you thought about giving Flayed ones a frag grenade equivilent? Its no good having anti infantry troop, who strikes last against infantry in cover (And there WILL be troops in cover, or you've already won)

Nerivant wrote:The Custodes are the reason Draigo is staying in the Warp.

ObliviousBlueCaboose wrote:I cant wait until i team up with a cron player an kill a land raider with a lasgun.

Black Templars- Nothing makes you manly like unalterable AV 14! 
   
Made in gb
Wicked Canoptek Wraith




England, UK

I'll give you my reasons:

Gauss Weapons Rending/AP1: Gauss Weaponry is supposed to be so advanced that it can tear through the heaviest armour including that of armoured vehicles. AP1 modifyer on Gauss Weaponry brings back the great Necron cheese [the fluff], the holy grail.

Immortals to Assault 2 twin-linked weaponry: I don't see how being able to fire one shot at 24" is better than two. I wouldn't like to get Immortals up close.

Heavy Gauss Cannon back to old profile: 75 points for a strength 8 weapon carrier? That's not nice. Unless AP1 is added to Gauss Weapons, the Monolith is the only model in this army capable of penetrating AV14 at range, and at it's high points cost, is not well suited in all games.

Pariahs 5+ Inv: The future of the Necron race, they ought to have some survivability against high powered weapons. It's not entirely necessary, but it would help them in CC, as nearly all units have at least one power weapons. I've also just noticed they are WS 3, that is...strange for a superior unit.

Flayed Ones overpriced: 30 points? For a Deep Striking Plague Marine. It's a big investment. Around 20 points would be generous, for thirty you could have a Terminator with a Warscythe instead. Plus there is wargear on top of that, it's an unhealthy investment.

Scarabs point reduction: To about 8 points per base. They're no longer the 2+ cover save turbo-boosting contest-a-unit they used to be, or the Destroyer Lord's gang. Their usefulness now is limited.

Wraiths Inititive 6: They're Wraiths, the high speed killers, running laps around units and ripping them apart. Hit and Run is also an option.

Monolith ignoring additional dice: It's what made the Monolith feared, holding the reputation it bears to this day.

That's the jist of my reasoning anyway. Care to state your reasoning?
   
Made in gb
Chaplain with Hate to Spare






Well, I think Hit and Run on the Wraiths would be a good thing to throw in.

Also, it was just silly having Necron warriors popping or seriously damaging land raiders and the like - heck, a normal Destroyer's gun blew apart a Land Raider though, and it has a pretty good chance of doing just that now! Besides, they're even more effective against infantry now.

The point of this codex is to give lots of options when building a force to make it more interesting and fun! Yes, there are several units that need their points tinkering - Destroyers and Scarabs amongst them, as well as some stats need revising (I'm looking at you, Bronze lord!) but I haven't actually touched this codex for months. So when I get the chance, I'll post up a revised codex.

On a last note, Pariahs are tough with T5 and 2+, and there is no reason for them to have an invuln. There are plenty of ways of making them much more deadly, however. Also, I will definitely be changing their anti-psyker rules as they are just stupidly over-powered. Also, WS3 and BS3 is because they are just stupid Tech-Priests and humans without souls that have been turned into MK2 necrons. Other Necrons have their WS/BS4 because of how long they've been fighting. Pariahs? Not long at all. Perhaps I'll just give the Warscythe a buff..yes..+2 strength might do nicely..hehe.
   
Made in gb
Chaplain with Hate to Spare






Slightly revised 'dex. There're quite a few significant changes in it, however. I'm a bit unsure about some of them, so please give feedback on the changed units:
Gold, Silver and Bronze lords
Immortals
Pariahs
Warscythe
Destroyers
Wraiths - the new points cost was thought up in comparison to the Lictor's profile.
Flayed Ones
Scarab Swarms


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

Codex: Necrons

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

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

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

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

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

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

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

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

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

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

Warscythe: The Warscythe is a two-handed power-weapon that adds +2 to the users' strength in assault,Ignores Invulnerable saves as well as armour saves and the user rolls 2D6 Armour Penetration against vehicles in close-combat. It can also be fired in the shooting phase as a Gauss Flayer.

Destroyer Body: a model mounted on a Destroyer body has the unit type: Jetbike. Note that the model does not gain +1 Toughness.

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

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

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

Gravitational Disruptor: A model equipped with a Gravitational Disruptor may use it in the Shooting Phase instead of firing a weapon, provided it didn't move this turn. All units with a model within 24” of the Gravitational Disruptor when used will count as being in both difficult and dangerous terrain if they move in the movement phase, run or make an assault move until the end of your next turn.

Lightning Field: Every unit with a model in base contact with a Necron unit with a lightning field will take D6 Strength 4 hits each turn in the assault phase, before any attacks are made.

Solar Pulse: Once per game at the beginning of your opponents turn, the controlling player may make a Solar Pulse if the Necron Lord with this wargear is still alive. All enemy units are at -1 BS for the rest of their turn as they are blinded. Also, if the Night Fighting rules are in effect, they will be suspended for the rest of the turn.

Energized Claws: A model with Energized Claws has the Rending universal special rule in assault.

Fused Plating: A model with Fused Plating has a 2+ armour save.

Veil of Darkness: Utilizing seemingly impossible technology, the Necron Lord moves himself and his silent warriors, seemingly disappearing into darkness and reappearing elsewhere. At the beginning of the turn, the controlling player may remove the Necron Lord and any unit he is with from the table and replace them anywhere on the board via the Deepstrike rules.

Defense Scarabs: The Necron Lord is protected by Scarabs that stay near their master to protect and fight for him. The Necron Lord may make three additional attacks in close combat, at strength 3 and initiative 2 with armour saves allowed as normal. The Necron Lord counts as WS 2 for the purposes of these attacks.

Powered Claws: The attacks from a model with Powered Claws counts as being armed with a single power weapon.

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

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

Chronometron: The Necron Lord and any unit he is joined with gain the Fleet universal special rule and always strike first in close combat, and automatically pass any Initiative tests they may be required to take - so long as the Necron Lord is alive.

Flayer Claws: Attacks from a model with Flayer Claws ignore armour saves and re-roll failed rolls to wound.

ARMY LIST
HQ

Necron Lord
0-1 Platinum
Statline: WS: 7 BS: 7 S: 5 T: 6 W: 4 I: 4 A: 4 LD: 10 Sv: 2+
Points cost: 180
Unit type: Infantry
Number/unit: 1
Special Rules – Feel No Pain, Fearless, Independent Character
Ancient Enemy: A Platinum Necron Lord will have been fighting for millions, if not billions of years. His skills at range and close combat are rarely matched and his ancient robotic body is as tough as the worst Tyranid monster and stronger than any Space Marine and can take a considerable amount of punishment, as shown in his profile. Additionally, on account of his experience, he has the Preferred enemy special rule against all enemies. He conveys this rule to any Necron unit he has joined.
Wargear: Staff of Light, Fused Plating
Options:
A Platinum Lord may have any of the following:
May have a Chronometron for +35pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
May have a Resurrection Orb for +30pts
May have a Lightning Field for +10pts
May have a Solar Pulse for +20pts
May have a Phylactery for +15pts
May have a Phase Shifter for +10pts

May also select one of the following:
Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers may now be taken as troops choices as well as Fast Attack.
Become a Wraith Lord for +50pts – The Lord gains a Wraith body, and Wraiths may be taken as troops choices as well as Fast Attack.
Become an Immortal Lord for +50pts – The Lord benefits from +1 Toughness and gains the Eternal Warrior special rule. Additionally, Immortals may be taken as troops choices as well as Elites.
Become a Flayer Lord for +50pts – The Lord gains the Grotesque and Attack from below! special rules as detailed in the Flayed Ones entry. Flayed Ones may be taken as troops choices as well as Elites, and the Lord replaces his Staff of Light with two Flayer Claws, and may not take a Warscythe.

Gold
Statline: WS: 6 BS: 6 S: 5 T: 5 W: 3 I: 4 A: 4 LD: 10 Sv: 3+
Points cost: 125
Unit Type: Infantry
Number/unit: 1
Special Rules – Feel No Pain, Fearless, Independent Character
Wargear: Staff of Light
Options:
A Gold Lord may select up to 150pts of upgrades from the list below
May have a Chronometron for +35pts
May have Fused Plating for +15pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
May have a Resurrection Orb for +30pts
May have a Lightning Field for +10pts
May have a Solar Pulse for +20pts
May have a Phylactery for +15pts
May have a Phase Shifter for +10pts

May also select one of the following:
Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers may now be taken as troops choices as well as Fast Attack.
Become a Wraith Lord for +50pts – The Lord gains a Wraith body, and Wraiths may be taken as troops choices as well as Fast Attack.
Become an Immortal Lord for +50pts – The Lord benefits from +1 Toughness and gains the Eternal Warrior special rule. Additionally, Immortals may be taken as troops choices as well as Elites.
Become a Flayer Lord for +50pts – The Lord gains the Grotesque and Attack from below! special rules as detailed in the Flayed Ones entry. Flayed Ones may be taken as troops choices as well as Elites, and the Lord replaces his Staff of Light with two Flayer Claws, and may not take a Warscythe.

Silver
Statline: WS: 5 BS: 5 S: 5 T: 5 W: 3 I: 4 A: 3 LD: 10 Sv: 3+
Points cost: 100
Unit Type: Infantry
Number/unit: 1
Special Rules – Feel No Pain, Fearless, Independent Character
Wargear: Staff of Light
Options:
A Silver Lord may select up to 100pts of upgrades from the list below
May have a Chronometron for +35pts
May have Fused Plating for +15pts
May have a Veil of Darkness for +50pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
May have a Resurrection Orb for +30pts
May have a Lightning Field for +10pts
May have a Solar Pulse for +20pts
May have a Phylactery for +15pts
May have a Phase Shifter for +10pts

May also select one of the following:
Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers may now be taken as troops choices as well as Fast Attack.
Become a Wraith Lord for +50pts – The Lord gains a Wraith body, and Wraiths may be taken as troops choices as well as Fast Attack.
Become an Immortal Lord for +50pts – The Lord benefits from +1 Toughness and gains the Eternal Warrior special rule. Additionally, Immortals may be taken as troops choices as well as Elites.
Become a Flayer Lord for +50pts – The Lord gains the Grotesque and Attack from below! special rules as detailed in the Flayed Ones entry. Flayed Ones may be taken as troops choices as well as Elites, and the Lord replaces his Staff of Light with two Flayer Claws, and may not take a Warscythe.

Bronze
Statline: WS: 5 BS: 5 S: 4 T: 5 W: 2 I: 3 A: 3 LD: 10 Sv: 3+
Points cost: 75
Unit Type: Infantry
Number/unit: 1
Special Rules – Feel No Pain, Fearless, Independent Character
Wargear: Staff of Light
Options:
A Bronze Lord may select up to 50pts of upgrades from the list below
May have a Chronometron for +35pts
May replace Staff of Light with Warscythe for +10pts
May have Defense Scarabs for +15pts
May have Energized Claws for +5pts
May have a Resurrection Orb for +30pts
May have a Lightning Field for +10pts

May also select the following:
Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers may now be taken as troops choices as well as Fast Attack.
Become a Wraith Lord for +50pts – The Lord gains a Wraith body, and Wraiths may be taken as troops choices as well as Fast Attack.
Become an Immortal Lord for +50pts – The Lord benefits from +1 Toughness and gains the Eternal Warrior special rule. Additionally, Immortals may be taken as troops choices as well as Elites.
Become a Flayer Lord for +50pts – The Lord gains the Grotesque and Attack from below! special rules as detailed in the Flayed Ones entry. Flayed Ones may be taken as troops choices as well as Elites, and the Lord replaces his Staff of Light with two Flayer Claws, and may not take a Warscythe.


Elites

Flayed Ones
Statline: WS: 4 BS: 0 S: 4 T: 5 W: 1 I: 4 A: 2 LD: 10 Sv: 4+
Points cost: 150
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron
Attack From Below: Flayed Ones may enter the game via the Deep Strike rules. They may launch an assault if in range on the turn they deep strike, however they may not move or run in that turn.
Grotesque: Flayed Ones drape themselves in the bloody flesh of their victims. All enemy units with a model within 12” that can draw Line of Sight to the Flayed Ones suffer a -2 modifier to their Leadership characteristic.
Wargear:
Energized Claws
Options:
May include up to 5 additional Flayed Ones at 25pts per model.
The entire unit may replace their Energized claws with one of the following:
Powered Claws at +5pts per model.
Flayer Claws at +10pts per model.


Immortals
Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 2 A: 2 LD: 10 Sv: 3+
Points cost: 125
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron, Slow and Purposeful
Wargear: Gauss Blaster
Options:
May include up to 5 additional Immortals at 25pts per model.
The unit may take a Lightning Field for 15pts.
The entire unit may be upgraded to have Energized Claws for 5pts per model.

(0-1) Pariahs
Statline: WS: 3 BS: 3 S: 5 T: 5 W: 1 I: 3 A: 2 LD: 10 Sv: 2+
Points cost: 105
Unit Type: Infantry
Number/unit: 3
Special Rules –
Pariah Gene: Any Psyker attempting to use a psychic power within 24” of a Pariah will take their Psychic test on 3D6 and discarding the lowest roll. Additionally, all models within 12” of the Pariahs are at a -1 Leadership modifier.
Wargear: Warscythe, Fused Plating
Options:
May include up to 7 additional Pariahs at 35pts per model


Troops
Necron Warriors
Statline: WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 2 A: 1 LD: 10 Sv: 4+
Points cost: 90
Unit Type: Infantry
Number/unit: 5
Special Rules – Necron, Slow and Purposeful
Wargear: Gauss Flayer
Options:
May include up to 15 additional Necron Warriors at 18pts per model
The unit may have a Lightning Field for 20pts
The entire unit may be upgraded to have Energized Claws at 5pts per model

YOU MAY INCLUDE ONE UNIT OF TOMB SPIDERS FOR EVERY UNIT OF NECRON WARRIORS YOU HAVE. THEY DO NOT TAKE UP ANY SPACE ON THE FORCE ORGANISATION CHART, BUT ARE OTHERWISE TREATED AS TROOPS CHOICES.
Tomb Spyder
Statline: WS: 3 BS: 3 S: 6 T: 6 W: 3 I: 2 A: 3 LD: 10 Sv: 3+
Points cost: 100
Unit Type: Monstrous Creature
Number/unit: 1 Tomb Spyder
Special Rules – Fearless
Field Repairs: The Tomb Spyder is treated as though it were equipped with a Resurrection Orb.
Wargear: Two close combat weapons
Options:
Replace any of its close combat weapons with a Gauss Destructor for free. However, for each close combat weapon replaced with a Gauss Cannon, the Tomb Spyder looses an attack from its profile.
The unit may include up to two additional Tomb Spyders at +100pts per model.
The unit may include up to two Scarab bases for every Tomb Spyder in the unit at 15pts per model.


Scarab Swarms
Statline: WS: 2 BS: 0 S: 3 T: 3 W: 3 I: 2 A: 3 LD: 10 Sv: 5+
Points cost: 30
Unit Type: Infantry
Number/unit: 3
Special Rules – Swarms, Fearless,
Mindless: Scarabs have a very limited understanding of tactics and hence are not scoring units.
Levitation units: Scarab swarms move as Jump Infantry.
Disruption Fields: When rolling for armour penetration in close combat against models with an armour value, any roll of a 6 automatically causes a Stunned result on the damage chart.
Wargear: --
Options:
May include up to 17 additional models at 10pts per model.

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

Wraiths
Statline: WS: 5 BS: 0 S: 6 T: 4 W: 1 I: 5 A: 4 LD: 10 Sv: 5+
Points cost: 45
Unit Type: Infantry
Number/unit: 1
Special Rules – Necron, Hit and Run
Wargear: Powered Claws, Wraith Body
Options:
May include up to 4 additional Wraiths at 45pts a model
The unit may be upgraded with a Lightning Field for 10pts
Heavy Support
Monolith
Statline: BS: 4 Front Armour: 14 Side Armour: 14 Rear Armour: 14
Points cost: 300
Unit Type: Tank, Skimmer
Number/unit: 1
Special Rules – Deep Strike,
Crewless: The Monolith has no crew. It is unaffected by crew stunned and crew shaken results on the vehicle damage chart.
Living Metal: The Monolith has a 4+ Invulnerable save against all glancing and penetrating hits – taken before rolls on the damage table.
Teleport: This rule gives three abilities that the controlling player may use once per turn, however no more than one of them can be used in a turn.
1)A single Necron infantry unit coming on from reserve may enter play from the Monoliths' portal, provided it was on the table at the start of the turn as if they had just disembarked.
2)At the beginning of your turn, you can pick one of your infantry units on the board and remove them from the table, then replace them as if they had just disembarked from the Monolith – treating the portal as an access point.
3)The Monolith may teleport itself – remove the model from the table and replace it anywhere atleast 18 inches away from its previous position, but no more than 36 inches away. It may not do anything else for the rest of the turn if it teleports itself!This rule may not be used if the Monoliths' Power Matrix has been disabled – see below for details.
Ponderous: The Monolith is slow and lumbering, and can only move up to 6” per turn. If it does move, it may still fire all of its weapons (unless it is teleporting itself – see above). If the Monolith suffers an immobilized result on the vehicle damage chart, then it will not crash and be destroyed, but sink to the ground and continue to fight from there.
Auto Targeting: When the Monolith's Gauss Destructor's fire, they each fire at the closest enemy unit that they can. This could result in the Monolith firing at separate units. The Monolith Power Matrix may fire at a separate target to the Gauss Destructor's, but it doesn't have to be the closest.
Wargear
4 Gauss Destructor's,
Monolith Power Matrix: The Monolith Power Matrix is a massive protruding crystal on the top of a Monolith that pulses with sickly green energy. It may be fired in the shooting phase with the following profile:
Monolith Power Matrix – Range: 48” Strength: 10 AP: 1 Ordnance 1, Large Blast, Gauss Weapon
It may not be destroyed by a Weapon Destroyed result on the damage table. It may only be destroyed if the Monolith suffers a Destroyed – Wrecked or Destroyed - Explodes! result. If the Monolith suffers a Destroyed – Explodes! result, then the cataclysmic energies of the Power Matrix are released. All models, within 6+D6 inches suffer a Strength 8 AP 1 hit. This overrides the normal rules for vehicles exploding, and the Monolith will never explode in any other way than described above. Vehicles are hit on their side armour.




SPECIAL CHARACTERS

WIP - NOT YET FOR USE IN-GAME
Herald of the C'tan (takes up 1 HQ slot, may not take a Platinum Lord as well as the Herald)
Statline: WS: 8 BS: 7 S: 6 T: 6 W: 4 I: 5 A: 5 LD: 10 Sv: 2+
Points cost: 325
Unit Type: Infantry
Number/unit: 1 (unique)
Special Rules – Necron, Independent Character, Fearless, Eternal Warrior, Ancient Enemy,
Necron Elite: The Herald of the C'tan is often accompanied to battle by the most elite Necron forces. Immortals and Flayed Ones units may count as troops or elites choices (as the owning player decides) in an army including the Herald of the C'tan, and the 0-1 limit on Pariahs is removed.
Essence of the C'tan: The Herald of the C'tan has been imbued with a fraction of the power of some of the C'tan – created to be their strongest warrior. From one, he received extreme power, another great cunning, and from the last the power to control machines. To represent this, the Herald of the C'tan has the following:
Extreme power – on a turn in which he charges into an assault, the Herald of the C'tan has +2 strength.
Great cunning – Before deployment, roll a D6. A number of units equal to the result on the D6 gain the Infiltrate Universal Special rule. Which units is up to the controlling player.
Mastery over Machines – At the beginning of the controlling players' turn (before rolling for reserves The Herald of the C'tan may pick an enemy vehicle within 12” and take a Leadership test. If the test is passed, the controlling player may control that vehicle for the rest of the turn (he may still shoot and assault it!). However, should the Herald of the C'tan fail the Leadership test he automatically looses D3 swounds (he may not take saves of any kind or use Feel No Pain to recover the wounds!).
Wargear: Resurrection Orb, Phase Shifter, Phylactery, Fused Plating, Veil of Darkness
Staff of the Tomb King: The most powerful handheld Necron weapon, this ancient staff has similarities to both the Warscythe and Staff of Light – but it is infinitely more powerful. This weapon ignores armour and invulnerable saves, rolls 2D6 for armour penetration and adds +2 to the Herald of the C'tan's strength. Additionally, it may be fired as a Gauss Destructor.

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

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

This message was edited 2 times. Last update was at 2010/11/07 08:30:03


 
   
Made in us
Bloodthirsty Bloodletter



Anchorage

I have a slight problem with the gauss/rending bit. Against anything with just a save vs the damage it's fine. It's against armor. First, is a personal thing, it doesn't seem to match anything like the fluff where the lowliest gauss weapon is capable of taking out the heaviest tanks. Yes, I'm of the opinion that the super high tech gauss flayers, supposedly the most advanced basic weapon carried by any troop in the known galaxy, should be able to take out a land raider as it indicated in the fluff.

But second is a math issue and the effect it has on the roll to penetrate armor. We'll use your gauss cannon as an example. Against AV 11 a shot from a gauss cannon can glance on a 5, pen on a 6. Against AV12 it will do nothing on a 5, and pen on a 6, against AV 13 you once again have a chance to get a glancing shot. This kind of oddity with shooting armor is seen throughout the range. S4 vs AV10 means you either don't touch it, or you penetrate, while you can glance on AV11 and 12. S8 can glance AV10 through 13, but can only penetrate AV14.

Otherwise, I'll pay the extra 3 points for the immortals if it means I go back to having assault 2 shooting and lose the slow and purposefull.

Edit - OK, have a minute so I'll talk about FNP, and why it isn't as great as you think. Not wanting to be nurgle marines aside, it's a tactical limitation. WBB with its drawbacks, even not being as bad as FNP, have a drawback in that to be really effective you need to be relatively close to the res orb. Why is this a big limitation you ask? Glad you did. The radius of 6" on the orb, and only having 2 of them, means that your necrons are going to have to bunch up. You've raised it to 12, this helps a bit, but not as much as you hope. In order to make sure that your troops (of whatever sort you get thanks to your variant body type lords) that don't have the protection of being in a transport get the maximum benefit from their WBB/FNP you have to be within range of the orb, or falling ordnance is going to eat you alive, power weapons on the assault will wipe you out, etc. So you have to bunch up, which means if you do move that group of wraiths off one way to intercept one unit, and the flayed ones try that deepstrike assault, and you have destroyers move off another way to try to line up shots on something, your moving out of res orb protection, and are more likely to have fnp negated. It's limiting your tactical options to have to rely on it, or take a big risk to ignore it. Another option needs to be found. I have an idea, but while I think it'd be a bit more effective, I'm not sure it'd be any better recieved.

This message was edited 1 time. Last update was at 2010/11/05 00:48:32


 
   
Made in fr
Opportunist



La Rochelle

I my opinion, and in my opponent's, FNP is too strong in close combat.

I realise that we played flayer claws like they reroll to hit and to wound, and that it's not the case.

If Flayed Ones take Powered Claws, they have one attack that ignore armour saves, and if they take Flayer Claws, all their attacks ignore armour saves ? Maybe change Powered Claws, no ?

Oh, and orb at 12' is pretty nice, the current is very useless due to the range.

Heavy Destroyers for free ? I didn't try them, but maybe.

In the official, Veil of Darkness can be use to disengage a necron unit. Can yours be used like that ? You may write it to avoid misunderstands.

EDIT : And you didn't change that : the Platinum Lord is Fearless... Yepeah ! As he is Necron, he is already Fearless, so... Same with the Herald.

BTW, good job for all this.

EDIT 2 : The first five flayed ones are 30pts each, and then it's 25pts each.

This message was edited 3 times. Last update was at 2010/11/07 13:32:36


SkaerKrow wrote : "We killed our own gods. What chance do you have against us?"
Kurgash wrote: "Necrons, a dead race that is more dead than anyone else. So dead that they rebuild themselves just to die again!" 
   
Made in gb
Chaplain with Hate to Spare






Thanks, I'll have to fix those at some point!

Although, if Flayed Ones take Powered Claws, all their attacks ignore armour saves - just like if a Space Marine Sergeant took a single power weapon, all his attacks would ignore armour saves.

Yes, VoD can be used to get out of combat.

FnP in combat - yes, it is tough, but don't complain all of a sudden just because that is the big thing that makes this army special. Every codex has its own special rules, some more game changing than others.

Honestly, TH/SS or Lightning claws are the best way to take down these Necrons in an assault.

   
Made in fr
Opportunist



La Rochelle

One more thing.

Your Lords are FNP and Fearless, but aren't Necron ?

SkaerKrow wrote : "We killed our own gods. What chance do you have against us?"
Kurgash wrote: "Necrons, a dead race that is more dead than anyone else. So dead that they rebuild themselves just to die again!" 
   
Made in gb
Daemonic Dreadnought





Derby, UK.

Looks great tom me. Just a coupe of queries:

Why bother giving ther Flayed ones any BS at all?

how come Pariahs (being elite and special) only have BS3 and WS3?

How come the Gauss Blaster is just a TL Flayer? Personally i would keep it as Assault to give it something unique.





**EDIT: never mind, didn't notice there were 4 other pages of additions/corrections. Ignore me.



Finally: Any plans/ideas for other Necron vehicles?

This message was edited 1 time. Last update was at 2010/11/08 14:46:21


Armies:

(Iron Warriors) .......Gallery: Iron Warriors Gallery
.......Gallery: Necron Gallery - Army Sold
.......Gallery: Crimson Fists Gallery - Army Sold

Iron Warriors (8000 points-ish)

 
   
Made in gb
Chaplain with Hate to Spare






As previously said my friend, this codex is just a temporary replacement of the "official" rules, kinda like the old BA WD list.
   
Made in gb
Daemonic Dreadnought





Derby, UK.

One final suggestion. Since Flayed ones can DS (....ish, they come out of the ground instead of from the sky but same diff really.) Why not make this available to some other units as well?

Specifically Scarabs and Spyders.

Maybe have the Lord act a telport homer so they don't scatter if they join the battle with 6" of a Lord, or maybe it coudl work ike a drop pod, it still scatter btu stops short of a mishap..

Maybe also say that if they do this they can assault after DS but can do nothing else (like your Flayed ones)....this might make it a bit overpowered though.

My thinking is that, fluff wise, woudln't a Lord be able to call in more necrons on his position? Not any obviously, Destroyers jumping out of the ground woudl be a little silly.

Armies:

(Iron Warriors) .......Gallery: Iron Warriors Gallery
.......Gallery: Necron Gallery - Army Sold
.......Gallery: Crimson Fists Gallery - Army Sold

Iron Warriors (8000 points-ish)

 
   
Made in gb
Chaplain with Hate to Spare






My friend, you have just given me a new idea for a piece of wargear for the Lords: The Summoning Orb (or the Orb of Summoning, not sure yet..)

Basically it will let necron units reserve and DS within 6" of him.
   
Made in gb
Daemonic Dreadnought





Derby, UK.

Yeah, that sounds better than just making it a rule. It coudl also encourage people to take a lesser lord so they coudl get a Res Orb and a Summon Orb in one army. (presumably one lord couldn't carry both).

If this was the case, the only downside/arguement point i could see would be the tactic of a bare-bones destroyer Lord with a Summoning Orb, zooming down the table and then dropping all your reserves behind enemy lines.

This message was edited 1 time. Last update was at 2010/11/10 12:55:48


Armies:

(Iron Warriors) .......Gallery: Iron Warriors Gallery
.......Gallery: Necron Gallery - Army Sold
.......Gallery: Crimson Fists Gallery - Army Sold

Iron Warriors (8000 points-ish)

 
   
Made in gb
Chaplain with Hate to Spare






Praxiss wrote:Yeah, that sounds better than just making it a rule. It coudl also encourage people to take a lesser lord so they coudl get a Res Orb and a Summon Orb in one army. (presumably one lord couldn't carry both).

If this was the case, the only downside/arguement point i could see would be the tactic of a bare-bones destroyer Lord with a Summoning Orb, zooming down the table and then dropping all your reserves behind enemy lines.


Ah, but there would be certain things that would make it quite hard for the plan to work out as simple as that. Plus, the Lord selection, while being the only HQ choice in the list can also be made obscenely powerful (as far as non-special HQ choices are concerned). So, I don't see why anyone would want to waste the opportunity and take anything less than a gold in anything over 1k. Even at 1500, a Platinum is a powerful investment. The trick is, however, not to overdo them. Only give them what will help what they're going to do, or alternatively just equip them to be adaptable. Problem with that is the price tag. It's a bit like the Hive Tyrant that needs lots of expensive upgrades to be worth taking, except that the Platinum is already great!
   
 
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