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Post by ravix on Nov 11, 2010 21:06:15 GMT
Hey guys, Saw this Necron WIP Fandex over on the Dakka forums and felt it should receive some honorable mention: www.dakkadakka.com/dakkaforum/posts/list/294849.page (page 4 has the latest update) Seems like it's going in the right direction for Necrons, definitely allows for some interesting lists to be made. Could use some new units.
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Post by Admin on Nov 12, 2010 5:46:34 GMT
WO_OW... awesome
nothing is too overpowerd yet nothing slightly suckish that is a great job
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Post by destroyerlord on Nov 17, 2010 22:13:15 GMT
I have just copied it to word so I can play test it at my LGC and see how it runs.
Its a hell of a lot of work!!
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Post by destroyerlord on Nov 21, 2010 21:50:16 GMT
Sorry for the double post but I had a friend look over that link and he has come up with the following.....
Codex: Necrons SPECIAL RULES Necron – A unit with this special rule gain the Feel No Pain and relentless universal special rules.
Gauss Weapons –ranged weapons with this rule on a d6 roll to wound or penetrate a vehicle of a 6 counts as ap1.
Phase out - if the army is reduced to less than 10% of the models that have the necron special rule then the entire army will disappear.
WEAPONS: Gauss Flayer – Range: 24” Strength: 4 AP: 5 Type: Rapid-Fire, Gauss Weapon
Gauss Blaster – Range: 24” Strength: 5 AP: 4 Type: assault 2, Gauss Weapon
Gauss Cannon – Range: 36” Strength: 6 AP: 4 Type: Heavy 3, Gauss Weapon
Heavy Gauss Cannon – Range: 48” Strength: 9 AP: 2 Type: Heavy 1, Gauss Weapon
Gauss Destructor – Range: 12” Strength: 5 AP: 4 Type: Heavy 3, Gauss Weapon
Monolith Power Matrix – Range: 48” Strength: 9 AP: 3 Type: Ordnance 1, Large Blast
Particle Disruptor – Range: 12’’ Strength 4 AP: 3 Type: Assault 2, Gauss Weapon
WARGEAR: Staff of Light: Power Weapon, can be fired as a Particle Disruptor.
Warscythe: The Warscythe is a two-handed power-weapon in assault, ignores Invulnerable saves as well as armour saves and the user rolls S+D6+D3 Armour Penetration against vehicles in close-combat. It can also be fired in the shooting phase as a Gauss blaster.
Destroyer Body: a model mounted on a Destroyer body has the unit type: Jetbike, and the model gains+1 Toughness.
Resurrection Orb: Any of your units with at least one model within 6” 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 treats all terrain as open but may not move through impassable terrain.
Phylactery: A model with a Phylactery passes Feel No Pain tests on a 3+.
Lightning Field: as per codex necrons
Solar Pulse: as per codex necrons
Energized Claws: A model with Energized Claws has the Rending universal special rule in assault.
Veil of Darkness: as per codex necrons
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 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 unit...................WS BS S T W I A LD SV PTS SPECIAL UPGRADES PLATINUM LORD.. 7 7 5 5 4 4 4 10 2+ 175 Preferred enemy + unit 1,2,3 GOLD LORD........ 6 6 5 5 3 4 4 10 3+ 125 1,2,3 SILVER LORD...... 5 5 5 5 3 4 3 10 3+ 100 2,3,4 BRONZE LORD..... 5 4 4 5 2 4 3 10 3+ 75 3,4 Unit type: Infantry Number/unit: 1 Special Rules – necron, Independent Character Wargear: Staff of Light, Fused Plating Options: may choose up to 100 pts of upgrades from the list below
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: 1. Become a Destroyer Lord for +50pts – the Lord gains a Destroyer body, and Destroyers may now be taken as elite choices as well as Fast Attack.
2. Become a Wraith Lord for +50pts – The Lord gains a Wraith body, and Wraiths may be taken as elite choices as well as Fast Attack.
3. Become an Immortal Lord for +50pts – The Lord benefits from gains the Eternal Warrior special rule. Additionally, Immortals may be taken as the 2 compulsory troops choices as well as Elites.
4. 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 Elites choices as well as troops, and the Lord replaces his Staff of Light with two Flayer Claws, and may not take a Warscythe.
Elites
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, 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: 4 BS: 4 S: 4 T: 5 W: 1 I: 3 A: 2 LD: 10 Sv: 3+ Points cost: 105 Unit Type: Infantry Number/unit: 3 Special Rules – Pariah Gene: all non necron units within 12” of the Pariahs have their Ld reduced to 7 (if their Ld is less than this then this has no effect ). Any Psyker attempting to use a psychic power within 18” of a Pariah will take their Psychic test at Ld 7. Wargear: Warscythe Options: May include up to 7 additional Pariahs at 35pts per model
Troops Necron Warriors Statline: WS: 4 BS: 4 S: 4 T: 4 W: 1 I: 2 A: 1 LD: 10 Sv: 3+ Points cost: 105 Unit Type: Infantry Number/unit: 5 Special Rules – Necron, 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
Flayed Ones Statline: WS: 4 BS: 0 S: 4 T: 4 W: 1 I: 4 A: 2 LD: 10 Sv: 4+ Points cost: 120 Unit Type: Infantry Number/unit: 5 Special Rules – Necron, infiltrate. Grotesque: Flayed Ones drape themselves in the bloody flesh of their victims. All enemy units that are assaulted and loose combat will suffer an additional -1 modifier to their Leadership characteristic. Wargear: Energized Claws Options: May include up to 5 additional Flayed Ones at 20 pts per model. The entire unit may replace their Energized claws with one of the following: Powered Claws at +5 pts per model. Flayer Claws at +10 pts per model.
YOU MAY INCLUDE ONE UNIT OF TOMB SPIDERS FOR EVERY 2 UNITS OF NECRON WARRIORS YOU HAVE. THEY DO NOT TAKE UP ANY SPACE ON THE FORCE ORGANISATION CHART, BUT ARE OTHERWISE TREATED AS TROOPS CHOICES (they may however not claim objectives but can contest). Tomb Spyder Statline: WS: 3 BS: 3 S: 6 T: 6 W: 2 I: 2 A: 3 LD: 10 Sv: 3+ Points cost: 100 Unit Type: Monstrous Creature Number/unit: 1 Tomb Spyder Special Rules – Fearless, skimmer (only moves at 6'' though), Field Repairs: The Tomb Spyder is treated as though it were equipped with a Resurrection Orb but with a range of 3’’. Wargear: Two close combat weapons Options: Replace any of its close combat weapons with a Gauss Destructor or Gauss cannon for 15pts. However, for each close combat weapon replaced, the Tomb Spyder looses an attack from its profile.
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, vulnerable to blast, 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 glancing hit. 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 for 15 pts. If the entire unit consists of Heavy Destroyers, it must 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 10pts a model
Wraiths Statline: WS: 4 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: Energised 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: 250 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 5+ Invulnerable save against all glancing and penetrating hits – taken before rolls on the damage table.
Teleport: This rule gives two 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.
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.
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. Each weapon destroyed result will reduce the number of shots fired by the Gauss Destructors by 1 per weapon destroyed result & the Strength of the power matrix and the living lightning this is to represent the monolith diverting power to it's internal repair systems.
Repair: if the monolith chooses not to fire in the shooting phase it may instead try to self repair, on a roll of a 5+ an immobolised or weapon destroyed result will be repaired.
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 not be destroyed by a Weapon Destroyed result on the damage table. It may be fired in the shooting phase with one of the following profiles: Monolith Power Matrix – Range: 24” Strength: 9 AP: 2 Ordnance 1, Large Blast, Gauss Weapon
Living lightning: the Monolith may target 1 unit within 18’’ if the monolith successfully hits then the following is carried out (however the monolith cannot truly miss with this type of attack so if the monolith fails the roll to hit then the lowest level of St and Ap is used for wounding). If the unit consists of 5 or less models each model takes a St6 Ap 2 hit, a unit with 6-9 models will suffer St5 Ap3 hits, units with 10 or more models will suffer a St4 Ap4 hit.
If the Monolith suffers a Destroyed – Explodes! result, then the cataclysmic energies of the Power Matrix are released. All models, within D6 inches suffer a Strength 6 AP - 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 the relevant armour facing .
SPECIAL CHARACTERS
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: 275 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 count as troops or elites choices (as the owning player decides) in an army including the Herald of the C'tan, the 0-1 limit on Pariahs is removed. Ancient Enemy: the Herald of the C’Tan has 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.
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. 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.
Wargear: Resurrection Orb, Phase Shifter, Phylactery, 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.
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.
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Post by Admin on Nov 22, 2010 6:47:56 GMT
WO_OW that is pretty awesome. you shuold wright these sort of things for a living. to bad its almost impossible to get a codex writing job @ gw. i like that spyder of damnos you mhave nothing to do all day to write all this unless you enjoy this kind of thing, of course.
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Post by destroyerlord on Nov 22, 2010 22:36:57 GMT
It was taken from a guy who doesnt have anything to do and was modified by a guy who gets to do stuff like this and do conversions at his normal work because his normal work means he doesnt do much.
there are some mistakes in it that hopefully i will mod in the next few days.
I have a 2000 point game on wednesday night using the stuff above so will stick a thing on here after as a bit of a batrep for everyone
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Post by ravix on Nov 24, 2010 6:46:41 GMT
Thanks for the edits, Destroyerlord. I see you brought some of the units back to how they are in the current codex (stat wise) and moved flayed ones to troops which I always felt they should be. BTW, did you mean to keep flayed ones at T:5 and a +4 save like in the first fandex on Dakka? I'm thinking they should be consistent with your changes to the warriors. I personally liked Dakka's version of solar pulse... probably because it really pissed off my Imperial Guard friend. I suppose having -1 BS a turn might be a bit OP against some armies but I never really could justify bringing it in its current form. If this codex were ever to go live, I would be very tempted to make a wraith army consisting of 45 wraiths accompanied by a Platinum wraith body lord and a Gold wraith body lord. Think about that... just 1 squad of 5 wraiths with a lord would put out 30 POWER WEAPON attacks on the charge with preferred enemy (re roll to hit) at strength 6+ and init 5! as for defense... a +3 invul save backed up by a +4 invul FNP save (because of res orb) lets also keep in mind that wraiths are now troops move like jet bikes and don't care about terrain. oh and they have hit and run if that wasn't enough. Break out the wine! I've got the cheese! ;D
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Post by destroyerlord on Nov 25, 2010 19:11:24 GMT
there have been a few other changes in it over the last few days that i have now edited in to the list!! I played a 2k game last night for which i tried to take a very balanced list of::
Silver lord with ro and destroyer and scythe silver lord with ro and flayer and chronometron
10 warriors 10 warriors 10 flayed ones with powered claws spyder
5 destroyer 3 destroyers with 2 heavy cannons 3 wraiths
monolith
that came to almost dead on 2k but was totally balanced so we could try the rules for as many units as possible.
unit of the army was the tomb spyder cos it kept a squad of warriors almost undamaged and fighting against 2 squads of grey hunters and a wolflord on thunder wolf and a squad of thunder wolf riders for 3 turns. necrons using this list are amazing at shooting and provided there is a ro near by they just keep going and going in combat!
sadly i lost and phased out on turn 5
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Post by ravix on Nov 26, 2010 3:04:44 GMT
Oh I didn't notice you brought phase out back. I would definitely recommend leaving that rule out. Keep those fandex game tests coming!
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Post by destroyerlord on Nov 27, 2010 8:24:51 GMT
Its such an integral part of who necrons are though. We figured that lowering it would make a lot of difference and it really does. I think in my last game had it been against another army they would have done really well but jaws of the world wolf is a horrid power and that killed my flayer lord thus dropping fleet from my flayed ones so they were stuck out on a limb and could not join the main scrap with the wolves!!
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