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Made in us
Humming Great Unclean One of Nurgle





In My Lab

This expansion adds the following options:

Ranged Weapons:

Spoiler:
15 Points-CryoNetter
Range-Template
S-4
AP-5
Type-Assault 1, Blind


Melee Weapons

Spoiler:
10 Points-Frost Sword
Range-Melee
S-+1
AP-3
Type-Melee


Technoarcana

Spoiler:
20 Points-Sempiternal Weave
2+ Armour Save

15 Points-Hoarfrost Wreath
Any enemy within 3" of the bearer of a Hoarfrost Wreath must subtract 2 from their Initiative, to a minimum of 1.


Artefacts of the Frost-Wreathed Worlds-Can be taken in addition to any normal Necron Artifacts

Spoiler:
Winter's Mantle-40 Points-Sempiternal Weave that gives the Helfrost special rule to all the bearer's attacks

Ice Wreathed Spear-20 Points-A melee weapon with the following profile:
Range-Melee
S-+3/+1*
AP-1/3*
Type-Melee, Two-Handed, Shattering (any foe struck by it successfully must pass an initiative test or take an additional S5 AP4 hit)
*Use the first profile on the turn the wielder charged, the second for all other turns

The Frozen Sarcophagus-50 Points-A Phylactery that, when the bearer dies, activates. When it activates, roll a d6. On a 2+, they become entombed in a frozen sarcophagus. While inside the Sarcophagus, they are treated as a T8 2+/4++ model with 1 Wound to start. At the start of each of your turns, it gains one wound, up to the maximum starting wounds of the bearer of the Frozen Sarcophagus. After regaining a wound, you may choose to roll a Strength test (using the original model's Strength score). On a success, they break free, returning to the battlefield where they were entombed with the number of wounds the Sarcophagus had. On a failure, they remain entombed until the start of your next turn, where they can try again to break free. The Frozen Sarcophagus can only be activated once per game.


HQ

Spoiler:
Overlord Jalid'Ashib Saquie
200 Points

Infantry (Character)

WS-5
BS-5
S-5
T-5
W-3
I-2
A-3
Ld-10
Sv-2+

Wargear
Sempiternal Weave (20 Points)
Dispersion Shield (30 Points)
Resurrection Orb (As per codex)

Artifact of the Aeons-Iron Priest For'Sook's Tempest Hammer (35 Points)
For'Sook's Tempest Hammer is merely a weapon wielded by the first foe Jalid slew when he awoke on his world. The Space Wolves had settled the world, as it reminded them of Fenris, but when For'Sook was investigating the strange machinery underneath the surface, a cold, metallic hand reached out and strangled the Space Wolf. Finding his own weapon destroyed by time and For'Sook, Jalid claimed the weapon wielded by his first victim, using it to slay For'Sook's mount in one single, crushing blow.

Range-Melee
S-X2
AP-2
Type-Melee, Concussive, Helfrost, Specialist Weapon

Special Rules
Independent Character
Reanimation Protocols
Icy Aura-At the I1 step, all enemy models locked in combat with Jalid and within 3" take a S5 AP4 Ignores Cover hit, as the frost that surrounds Jalid coalesces into stinging shards of ice and hearts are stilled by cold. (10 Points)

Warlord Trait
Enduring Will


Troops

Spoiler:
Warriors and Immortals can upgrade their entire squad with Hoarfrost Wreaths-2 Points Per Model

Immortals can have the entire squad replace their Gauss Blasters with Cryonetters (3 Points Per Model) or Frostguns (free).

Frostguns are S5 AP5 24" Rapid Fire Blind Weapons


Elites

Spoiler:
Lychguard and Praetorians may take Hoarfrost Wreaths as a squad-5 Points Per Model
Deathmarks and Flayed Ones may take Hoarfrost Wreath as a squad-3 Points Per Model

Lychguard may take Frost Swords instead of Hyperphase Swords for an additional 2 points per model

Any Deathmark may take a Helfrost Disruptors for 8 points per model
Helfrost Disruptor is a SX AP4 36" Heavy 1 Sniper Helfrost weapon

Flayed Ones may upgrade the entire squad to Frosted Ones for 9 points per model. Frosted Ones have a 3+ Armour save and are T5.

Traiarch Praetorians may have the entire squad replace their weapons with Frost Staves for 3 points per model.
Frost Staves are S+2 AP4 Concussive Helfrost Melee weapons that have a 12" S7 AP4 Assault 1 shooting attack.

Triarch Stalkers may exchange their Heat Ray for a Cryo Beam-10 Points.
Cryo Beam may be fired as a S5 AP4 Heavy 1 Template or a S8 AP1 24" Armourbane Heavy 2 attack.

New unit: C'Tan Shard Of The Frozen Void

[spoiler]C'Tan Shard Of The Frozen Void
250 Points

Monstrous Creature (Character)

WS-5
BS-5
S-8
T-7
W-4
I-4
A-4
Ld-10
Sv-4+

Wargear
Powers Of The C'Tan
Hoarfrost Wreath

Special Rules
Eternal Warrior
Fearless
Concussive
Blind
Immune To Natural Law
Necrodermis
Cold Of The Void-a C'Tan Shard Of The Frozen Void's Hoarfrost Wreath works in 12", rather than 3".
Icy Aura-At the I1 step, all enemy models locked in combat with the Shard and within 6" take a S5 AP4 Ignores Cover hit, as the frost that surrounds it coalesces into stinging shards of ice and hearts are stilled by cold.


Fast Attack

Spoiler:
Wraiths may take Hoarfrost Wreaths for 5 points per model or CryoNetters for 3 points per model.

Scarabs may take Hoarfrost Wreaths for 3 points per model.

Tomb Blades my take Hoarfrost Wreaths (3 points per model), replace their gun with a twin-linked Frostgun (free) or a twin-linked CryoNetter (3 points per model).

Destroyers may take Hoarfrost Wreaths for 5 points per model.


Heavy Support

Spoiler:
Heavy Destroyers may take Hoarfrost Wreaths for 5 points per model.

Spyders may take a twin-linked CryoNetter-5 points per model.

_____________________________________________________________________________________________________________________________________________________________________

This is a very basic outline of a Necron Expansion. It definitely needs more work, but I feel like it's ready for viewing. Thoughts, critiques, places I can improve?

This message was edited 1 time. Last update was at 2016/11/18 19:15:57


Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Gore-Soaked Lunatic Witchhunter







You could stand to drop the Space Wolf melee weapon.

More generally what are you trying to accomplish with this, beyond inserting Space Wolf keywords into other books and deleting one of the major downsides of the army (low I)?

This message was edited 3 times. Last update was at 2016/11/18 14:21:35


Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 AnomanderRake wrote:
You could stand to drop the Space Wolf melee weapon.

More generally what are you trying to accomplish with this, beyond inserting Space Wolf keywords into other books and deleting one of the major downsides of the army (low I)?


Should I make Hoarfrost Wreaths -1 to Initiative, so it still lets Space Marines strike first?

The idea behind this is that this is a Necron Dynasty from a series of frozen worlds that the Space Wolves had colonized, since it reminded them of Fenris. When waking up, the Necrons waged war on the Wolves, integrating their weaponry into their own arsenal.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Not as Good as a Minion





Astonished of Heck

Space Wolves do not colonize. They cannot colonize. There is a specific environmental factor on Fenris which is required for the Space Wolves geneseed to properly develop and operate.

During the Second Founding, the Space Wolves were split in to the Space Wolves and Wolf Brothers Chapters. The Wolf Brothers went off to another world and went crazy relatively quickly. It was BAD for the Loyalists.

That having been said, an Ultramarines (or similar) successor may have taken on themselves the many aspects of Space Wolf fighting techniques and equipment, and just run with it from there.

Are you a Wolf, a Sheep, or a Hound?
Megavolt wrote:They called me crazy…they called me insane…THEY CALLED ME LOONEY!! and boy, were they right.
 
   
Made in us
Decrepit Dakkanaut




That Flayed One upgrade is comically underpriced. They're better than Lychguard with swords at that point.

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

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

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

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Gore-Soaked Lunatic Witchhunter







 JNAProductions wrote:
 AnomanderRake wrote:
You could stand to drop the Space Wolf melee weapon.

More generally what are you trying to accomplish with this, beyond inserting Space Wolf keywords into other books and deleting one of the major downsides of the army (low I)?


Should I make Hoarfrost Wreaths -1 to Initiative, so it still lets Space Marines strike first?

The idea behind this is that this is a Necron Dynasty from a series of frozen worlds that the Space Wolves had colonized, since it reminded them of Fenris. When waking up, the Necrons waged war on the Wolves, integrating their weaponry into their own arsenal.


The fluff logic here is weird and convoluted. The Necrons have the most advanced non-Warp-related technology in the setting, period-end-of-discussion. Stapling Space Wolf tech/special rules into their own tech would be a straight downgrade.

As is this looks like an attempt to shoehorn concepts that might fit fantasy Undead better into a Necron supplement, and overwrite a lot of the army's weaknesses while doing so. It doesn't try and expand on the army, or enable unusual ways to play it, it just takes a bunch of units and hands them straight upgrades.

I'd like to know more about your gameplay design goals, contrary to popular belief not every single lore distinction needs a tweak to the rules. If you don't have a sense of what you'd like this supplement to do on the tabletop you'd probably be better off using your Codex as written and apply the fluff to your modeling/painting approach or as a rationale for taking/not taking certain choices instead.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Space Wolves don't colonize-understood. Do any of their successors do so, or is it that integral to their gene-seed?

Okay, Frozen Ones need a big price hike. 9 points per model sound good?

And I'd like to give a frozen theme to my 'Crons, not just fluff-wise, but also on the tabletop. I've sorta tried to represent this through Blind (not so much blinding as slowing their reflexes and dulling their nerves via cold, but the rule works... I think), but obviously this thing needs work.

The big thing I'm getting from you, AnomanderRake, is that I haven't done anything especially INTERESTING here-instead I've just given some upgrades for points, that'll usually be worth taking. Now, I'm on my lunch break from work right now, so I don't have time to really go over it, but I'll take a good hard look at it once work is over.

Also, what about the two new units? Those guys seem okay?

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Gore-Soaked Lunatic Witchhunter







'INTERESTING' is subjective and really hard to define, I try to use a more concrete set of parameters when judging homebrew content. The first question is 'what is this meant to do on the table?', once I've got that worked out I've got a much more solid basis for asking whether homebrew rules are the best way to acheive that and whether the rules are doing a good job.

As for the two new units I like the minimalist approach to creating distinct/unique units, the rules/prices aren't far off from good to go. I don't like the fact that the Overlord is walking around with a Space Wolf's hammer, the logic of making a weapon nabbed from an Imperial commander almost a straight upgrade over a Warscythe isn't sitting well with me, but that's more of a lore issue than a mechanical one. I can't speak to the freezy aura thing right now since I need to interrogate it in the broader context of its inclusion in the rest of the force.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in ca
Focused Fire Warrior





I don't get the whole Mr. Freeze thing with the ice guns and swords. Call me crazy, but weapons that break objects down into their base atoms, flicker in and out of this dimension or release anti-matter particles just seem better than freezing stuff. I do love that C'Tan name though, "Frozen Void" just sounds awesome. I get where you're going with the freezing auras that slow initiative thing, but we are talking about Necrons. Necrons are masters of phase technology and devices that distort time seem more appropriate here.

This message was edited 2 times. Last update was at 2016/11/18 21:04:27


The Devil Hides in You 
   
Made in gb
Ultramarine Librarian with Freaky Familiar





JNAProductions wrote:Space Wolves don't colonize-understood. Do any of their successors do so, or is it that integral to their gene-seed?
Space Wolves have no Successors, barring the Wolf Brothers, who are now dead.



They/them

 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 AnomanderRake wrote:
'INTERESTING' is subjective and really hard to define, I try to use a more concrete set of parameters when judging homebrew content. The first question is 'what is this meant to do on the table?', once I've got that worked out I've got a much more solid basis for asking whether homebrew rules are the best way to acheive that and whether the rules are doing a good job.

As for the two new units I like the minimalist approach to creating distinct/unique units, the rules/prices aren't far off from good to go. I don't like the fact that the Overlord is walking around with a Space Wolf's hammer, the logic of making a weapon nabbed from an Imperial commander almost a straight upgrade over a Warscythe isn't sitting well with me, but that's more of a lore issue than a mechanical one. I can't speak to the freezy aura thing right now since I need to interrogate it in the broader context of its inclusion in the rest of the force.


Alright. Let me get a more definitive design goal, then.

I want to represent the iciness of their homeworld's on the tabletop. Instead of a "Flaying" theme, with atoms stripped bit by bit, I want a "Frost" theme. Specifically, I want this brand of Necrons to have less true hitting power but more debuff potential-something that Necrons, as a whole, lack pretty hard.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Gore-Soaked Lunatic Witchhunter







Current Necrons' tech seems to be poking around the edges of physics and finding weird things, I don't think a 'cold' force that goes and pokes around with absolute zero and Bose-Einstein Condensates and whatnot is out of character for them. I'd drop the frost weapons and the coffin, those seem too 'fantasy cold magic' to make any sense with Necrons. Consider making Concussive, Pinning, or a distinct keyword ('chilling'?) that makes the target move as if it's in Difficult Terrain the keywords of choice rather than Blind and Helfrost.

If they're going to be about cold/slowing try and focus on the cold/slowing aspect rather than on copy-pasting bits of the Space Wolves book. If their major foe in lore is the Space Wolves consider a nod to that in the rules. I've got a few notes for extreme-environment rules handy and the things that are jumping out from 'cold' are inhibiting runs/turbo-boosts, snow hiding crevasses, and weapons/vehicles seizing up as their parts contract. Go look at weird physics that happens at very cold temperatures, see what you come up with.

One thing that's come to mind is the concept of superconductivity, there could be a cold weapon that on hitting makes Tesla weapon attacks against the same target Rend (or something like that) because the cold has altered their armour's electrical resistance. Wacky technobabble loosely related to physics in cunning and hilarious ways. That sort of thing.

This message was edited 1 time. Last update was at 2016/11/19 03:24:42


Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 AnomanderRake wrote:
Current Necrons' tech seems to be poking around the edges of physics and finding weird things, I don't think a 'cold' force that goes and pokes around with absolute zero and Bose-Einstein Condensates and whatnot is out of character for them. I'd drop the frost weapons and the coffin, those seem too 'fantasy cold magic' to make any sense with Necrons. Consider making Concussive, Pinning, or a distinct keyword ('chilling'?) that makes the target move as if it's in Difficult Terrain the keywords of choice rather than Blind and Helfrost.

If they're going to be about cold/slowing try and focus on the cold/slowing aspect rather than on copy-pasting bits of the Space Wolves book. If their major foe in lore is the Space Wolves consider a nod to that in the rules. I've got a few notes for extreme-environment rules handy and the things that are jumping out from 'cold' are inhibiting runs/turbo-boosts, snow hiding crevasses, and weapons/vehicles seizing up as their parts contract. Go look at weird physics that happens at very cold temperatures, see what you come up with.

One thing that's come to mind is the concept of superconductivity, there could be a cold weapon that on hitting makes Tesla weapon attacks against the same target Rend (or something like that) because the cold has altered their armour's electrical resistance. Wacky technobabble loosely related to physics in cunning and hilarious ways. That sort of thing.


Right, sounds good. Take two:

Ranged Weapons

Spoiler:
15 Points-Cryo Gauntlet
Range-Template
S-4
AP-5
Type-Assault 1, Chilling
A unit struck by a weapon with the Chilling type must make a Strength test. On a success, they treat all terrain as difficult terrain until a game turn passes. On a failure, they treat all terrain as difficult terrain AND may not or turboboost until a game turn passes. Vehicles struck by a Chilling weapon automatically fail their Strength test. Bikes, Jump Pack, and Jet Pack units must reroll successes.

25 Points-Absolute Zero Lance
Range-18"/Melee
S-7/+2
AP-2/2
Type-Assault 1, Chilling, Superconductive/Melee, Chilling, Absolute Zero, Supercondutive
An Absolute Zero Lance has two profiles-one for ranged, one for melee.
A unit that takes a wound from an Absolute Zero weapon must pass a Strength test. On a success, they treat all terrain as difficult terrain and may not run or turboboost until a game turn passes. On a failure, they cannot move at all until a game turn passes.
A unit struck by a Superconductive weapon is considered Charged. Any weapon with the Tesla type firing at a Charged unit gains the Rending special rule.


Melee Weapons

Spoiler:
See Absolute Zero Lance, under Ranged Weapons.


Technoarcana

Spoiler:
20 Points-Sempiternal Weave
2+ Armour Save

15 Points-Hoarfrost Wreath
Any enemy within 3" of the bearer of a Hoarfrost Wreath must subtract 2 from their initiative, to a minimum of 1.


Artefacts of the Frost-Wreathed Worlds-Can be taken in addition to any normal Necron Artifacts, though no more than one artefact per character.

Spoiler:
Frozen Juggernaut-40 Points-May only be taken by Destroyer Lords
The Frozen Juggernaut increases its armour save to a 2+, gains a 3+ Invulnerable save, increases its Toughness by 1, and gains the Monstrous Creature unit type as the Destroyer Lord allows the ice of its homeworld to build and build, eventually creating a massive monster of what was once a Necron. Despite the massive bulk, a Frozen Juggernaut is still as agile as ever, jetting around the battlefield and laying waste to all life.

Flash Freeze-30 Points
Flash Freeze is a set of grenades created by an unknown Cryptek, designed to rapidly suck all heat from the area before letting it loose in a massive burst of destructive force. It may be used like any normal grenade.
Ranged Profile
Range-8"
S-1
AP--
Type-Assault 1, Large Blast, Chilling, Vacuum Of Cold, Explosive Finale
Any model struck by the Vacuum Of Cold weapon must take a Strength test, rerolling successes, or be drawn 3" towards the center of the blast at the end of the movement phase.
If a weapon with Explosive Finale is used, leave the blast marker in play. At the end of the game turn in which it was placed, all models underneath the blast marker take a S8 AP2 hit, measuring line of sight from the center of the blast marker.
Melee Profile
Range-Melee
S-User
AP--
Type-Melee, Concussive, Absolute Zero, Explosive Retort
Any model that is successfully struck by an Explosive Retort weapon must take an initiative test. On a success, it shakes off the grenade and avoids the detonation. On a failure, it suffers a S8 AP2 Ignores Cover hit at the beginning of the next game turn.

I'm not sure how I feel about these artefacts-I could use help designing some.


HQ

Spoiler:
Overlord Jalid'Ashib Saquie
200 Points

Infantry (Character)

WS-5
BS-5
S-5
T-5
W-3
I-2
A-3
Ld-10
Sv-2+

Wargear
Sempiternal Weave (20 Points)
Dispersion Shield (30 Points)
Resurrection Orb (As per codex)

Artifact of the Aeons-Iron Priest For'Sook's Tempest Hammer (35 Points)
For'Sook's Tempest Hammer is merely a weapon wielded by the first foe Jalid slew when he awoke on his world. The Space Wolves had settled the world, as it reminded them of Fenris, but when For'Sook was investigating the strange machinery underneath the surface, a cold, metallic hand reached out and strangled the Space Wolf. Finding his own weapon destroyed by time and For'Sook, Jalid claimed the weapon wielded by his first victim, using it to slay For'Sook's mount in one single, crushing blow.

Range-Melee
S-X2
AP-2
Type-Melee, Concussive, Helfrost, Specialist Weapon

Special Rules
Independent Character
Reanimation Protocols
Icy Aura-At the I1 step, all enemy models locked in combat with Jalid and within 3" take a S5 AP4 Ignores Cover hit, as the frost that surrounds Jalid coalesces into stinging shards of ice and hearts are stilled by cold. (10 Points)

Warlord Trait
Enduring Will


Troops

Spoiler:
Warriors have no changes.

Immortals may take Frost Guns

Frost Gun
Range-24"
S-5
AP-5
Type-Rapid Fire, Chilling


Elites

Spoiler:
Triarch Praetorians may take Frost Staves for the entire unit for 1 point per model.
Frost Staves
Range-12"/Melee
S-7/+2
AP-4/4
Type-Assault 1, Chilling/Melee, Concussive, Chilling

New unit: C'Tan Shard Of The Frozen Void

C'Tan Shard Of The Frozen Void
250 Points

Monstrous Creature (Character)

WS-5
BS-5
S-8
T-7
W-4
I-4
A-4
Ld-10
Sv-4+

Wargear
Powers Of The C'Tan
Hoarfrost Wreath

Special Rules
Eternal Warrior
Fearless
Concussive
Blind
Immune To Natural Law
Necrodermis
Cold Of The Void-a C'Tan Shard Of The Frozen Void's Hoarfrost Wreath works in 12", rather than 3".
Icy Aura-At the I1 step, all enemy models locked in combat with the Shard and within 6" take a S5 AP4 Ignores Cover hit, as the frost that surrounds it coalesces into stinging shards of ice and hearts are stilled by cold.


Fast Attack

Spoiler:
Tomb Blades may take twin-linked Frost Guns for free, or twin-linked Cryo Gauntlets for 2 points per model.


Heavy Support

Spoiler:
Spyders may take a twin-linked Cryo Gauntlet for 5 points.

Clocks for the clockmaker! Cogs for the cog throne! 
   
 
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