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· Ancient Relic
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2,427 Posts
Discussion Starter · #1 ·
Ok everyone, i am sick of the current shitty codex with phase out and the outdated gauss rule. i have made some significant changes and added some stuff, including some time bending tech and nasty weapons etc. here is the wargear options so far, any suggestions would be appreciated. i am still working on units and the like, although i have most of the HQ choices ready.


Codex Necrons

Gauss: Counts as having the rending special rule against infantry. any roll of 6 against vehicles causes a glancing hit with -1 on the vehicle damage table instead of the usual -2. This does not apply if the hit scored is a penetrating hit, in which case the penetrating hit is used instead of the glancing hit.

Necron: This special rule applies only to models with the Necron Special Rule noted in their profile. Units with the Necron special rule are subject to the following special rules.

We’ll Be Back: at the end of each movement phase, enemy shooting phase and each assault phase, roll a D6 for every Necron that has been reduced to 0 wounds and removed as a casualty. On a roll of 4-6, the model is placed back into play with 1 wound remaining. Models that pass their we’ll be back roll must be placed back into the squad they originated from. if there are no models left in that squad, place the model in the nearest squad of the same type, regardless of limits on the amount of models that can normally be in the squad. If there are no other models of that type on the table, the model simply stands alone within 12” of another model in the army. Each squad’s we’ll be back rolls are determined at the same time, so it is possible for multiple models from the same squad who have passed their We’ll be back roll to regroup, in which case, place them back into their previous position (note: if you are unsure where squad was always place them no nearer to enemy models or objectives. It helps to avoid confusion if you place a marker of some sort where the furthest model forward was and replace your models behind that marker.) We’ll be back rolls cannot be taken against AP 1 or AP 2 weapons, close combat weapons which do not allow armour saves (such as power weapons) or weapons which cause instant death.

Logic: Necrons have the stubborn special rule to represent the irrationality of fear to the machine, but they also understand when it is logical to retreat. Necrons may never go to ground voluntarily.

Chain Teleportation: any unit with the necron rule may be summoned to the Monolith in the movement phase subject to the monolith’s special rules

Wargear
Warscythe: The warscythe is a mighty blade wielded by the most favoured of the C’tan, it can slice through the thickest armour and nullify protective forcefields and energy. A warscythe is a power weapon which allows no saves of any kind, including invulnerable saves.. Against vehicles, the warscythe adds 2D6 armour penetration.

Staff of Light: The staff of light is a weapon wielded by most necron lords. It has the ability to cast great arcs of gauss lightning as well as the ability to scythe through infantry at close range. It is a power weapon in close combat





Weapon Range Str AP Type
Gauss Pistol 12” 4 5 Pistol, Gauss
Gauss Flayer 24” 4 5 Assault 2, Gauss
Gauss Blaster 30” 5 4 Assault 2, Gauss
Gauss Cannon 36” 6 4 Heavy 4, Gauss
Heavy Gauss cannon 48” 9 1 Heavy 1, Gauss
Staff of light
(Concentrated) 12” 8 2 Assault 1, Gauss
(Discharge) 12” 4 5 Assault 1, Blast, Gauss


Chronometron: A chronometron is a powerful device wielded by a Necron lord, allowing him to bend time and alter the flow of time. A chronometron is used in the assault phase. Once per game, it allows the necron lord and any unit he is with to re-roll any failed rolls to hit, to wound and failed armour saves. In addition it allows the necron lord to reduce the initiative of any models in base to base contact with him by 1 in the first round of an assault.

Lightning field: if the necron lord is killed, place a large blast template with the central hole over the necron lord. Any enemy model touched by the template suffers a strength 4 hit with an AP of 5.

Phase Shifter: 4+ invulnerable save

Phylactery: if a model equipped with phylactery loses a wound, roll a d6, on a roll of 5 or 6, it regains its lost wound.

Resurrection Orb: Any model with the necron special rule within 12” may make their we’ll be back roll regardless of whether they were killed by an AP 1 or AP 2 weapon, a weapon which ignores armour saves or a weapon which causes instant death.

Disruption field: models with a disruption field cause a glancing hit on a roll of 6 in close combat against a model with an armour value. This hit counts as AP1

Teleporter: Allows models equipped to teleport up to 12” in the shooting phase instead of firing a ranged weapon . Models that teleport may not launch an assault the turn they teleport unless they are subject to the relentless universal special rule. Note that this does not affect chain teleportation
Warp Null Field: if a model within 24” of a Necron with a null field attempts to make a psychic test, the Necron may attempt to nullify the power. Roll a dice and on a 4+, the power is nullified and the psyker suffers Perils of the Warp.







Essence of the Nightbringer: a necron lord equipped with the essence of the Nightbringer forgoes all of his wargear and takes the form of the Nightbringer. He gains +1 WS, +4S(to a maximum of 10) +2W, +1I and a 4+ invulnerable save. The Necron lord with the Essence of the Nightbringer becomes a monstrous creature and may move up to 12” in the movement phase. He may use a Lightning Arc in the shooting phase, it has the following profile
Range Str AP Type
24” 9 2 Assault D6
He may also use the Unholy Terror shooting attack. It counts as a shooting attack which forces the targeted unit to take a morale check at -2Ld. If they fail, the unit must take a pinning test, also at -2Ld.

Nightmare Shroud: causes enemy units who wish to assault a model with a nightmare shroud (or the unit the model is in) to take a leadership test. If they fail, they may not assault that turn.
 

· Ancient Relic
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2,427 Posts
Discussion Starter · #4 ·
hey mate. you have a good idea here.

Just a quick question first...Have you tested these rules yet? If so, how have you tested them?
I have done a test game with myself and they seem to work ok, gauss may be too powerful against infantry, especially armies like marines who really rely on their armour saves, but with cover in 5th ed, i dont think it should be a huge problem.
so the nightbringer no longer has all the awesome c'tan rules?
no, and for good reason! the nightbringer is 300 odd points of supa-killy-death, but he is not worth the points, considering he is not an EW and is one of the most expensive characters in the game. i want him to be able to be usable and viable in medium sized games, so i want to get him to about 220-250 points.

more stats to come tomorrow.
 

· Eastern Potent
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2,653 Posts
I have a question about your lightning field, if the Necron lord is "Killed" Nukes th offending unit, then makes his "we'll be back" Roll, can he then come back to life, nuke again, and so on? Needs some clarification methinks.
 

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Gauss - why not simplify the rule and state that it's rending. In addition, any roll to penetrate of 6 causes an additional Glancing Hit?

Logic - Strangely, doesn't make sense. If they are intelligent enough to retreat, why can they not hit the deck? "Logic" along with the background sounds like a benefit, but you're only limiting them there. I'd suggest either changing the name and background, or giving them the chance to automatically fail any morale check required to take. Copy Paste, I know, but it works.



 

· Ancient Relic
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2,427 Posts
Discussion Starter · #7 ·
I have a question about your lightning field, if the Necron lord is "Killed" Nukes th offending unit, then makes his "we'll be back" Roll, can he then come back to life, nuke again, and so on? Needs some clarification methinks.
no, i suppose i need to work on my wording, but if the lord is reduced to 0 wounds and has failed his we'll be back ( and possibly phylactery), then he nukes the enemy.

Gauss - why not simplify the rule and state that it's rending. In addition, any roll to penetrate of 6 causes an additional Glancing Hit? its still wip, so thanks for the idea, i will edit the original post

Logic - Strangely, doesn't make sense. If they are intelligent enough to retreat, why can they not hit the deck? "Logic" along with the background sounds like a benefit, but you're only limiting them there. I'd suggest either changing the name and background, or giving them the chance to automatically fail any morale check required to take. again, wip, but i really cant see necrons employing the going to ground tactic, can you? i can see them making a retreat however. i was thinking of having them ignore pinning altogether, i think it would fit, but would it be overpowered?
necron' s main weakness at the minute is phase out, which is gay, followed by sweeping advance, but stubborn would make a lot more sense. i should have necron lord stuff up this evening.
 

· Ancient Relic
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2,427 Posts
Discussion Starter · #8 ·
Right guys, here are three variants of necron lord, still working on the tomb world overlord, but be warned, he will be an expensive, but nasty badass. any rules below that i haven't explained are still wip, but i have an idea of where they are going.




Necron Crypt Lord..................................................................................85pts


WS 5
BS 4
S 5
T 5
W 2
I 4
A 3
Ld 10
Sv 3+
5 4 5 5 2 4 3 10 3+

Unit Composition: 1
Unit type: Infantry
Wargear: Staff of Light
Special Rules: Fearless, Independent Character, Necron.
Options:
• May replace Staff of Light with:
- Chronometric Blade..................................................Free
- Warscythe.................................................................10pts
• Take a Gauss Pistol...........................................................5pts
• May take any of the following
- Chronometron...........................................................15pts
- Disruption Field..........................................................5pts
- Resurrection Orb........................................................30pts
- Lightning Field............................................................10pts
- Teleporter



Chronometric Blade: As the bearer of this weapon battles in close combat, time and space seems to bend around him, seemingly hitting two different body parts at the same time. A Chronometric blade is a power weapon that allows the bearer to re-roll to hit or to wound. The choice is made at the beginning of combat, but before any attacks are made.

















Necron Tomb Lord..........................................................................................110pts

WS 6
BS 5
S 5
T 5
W 3
I 4
A 4
Ld 10
Sv 3+


Unit Composition: 1
Unit type: Infantry
Wargear: Staff of Light
Special Rules: Fearless, Independent Character, Necron.
Options:
• May replace Staff of Light with
- Chronometric Blade.....................................................free
- Warscythe....................................................................10pts
• Take a Gauss Pistol...............................................................5pts
• Take Phylactery...............................................................15pts
• Take any of the following
- Chronometron..........................................................10pts
- Disruption Field.........................................................5pts
- Resurrection Orb.......................................................25pts
- Lightning Field...........................................................10pts
- Warp Null Field...........................................................20pts
Phase shifter..........................................................25pts
• Replace all wargear with either
- Essence of the Nightbringer................................... help me decide!!!
- Essence of the Deceiver..........................................Undefined (wip)

Tomb World Overlord. :nono: :nono: wait and see.





















Destroyer Lord...................................................................120pts

WS 4
BS 5
S 5
T 6
W 3
I 4
A 3
Ld 10
Sv 2+
Destroyer Lord 4 5 5 6 3 4 3 10 3+
Unit Composition: 1
Unit type: Jetbike
Wargear: Staff of Light
Special Rules: Fearless, Independent Character, Necron, Blessing of the Void Dragon
• Blessing of the void dragon: The blessing of the Void Dragon is an ability that allows the Destroyer lord to temporarily assume control of an enemy vehicle. At the beginning of the Necron Player’s turn, choose an enemy vehicle within 12” of the Destroyer lord. Roll 2D6 and add 6 to the result. If the combined total is above the target vehicle’s armour value, the destroyer lord assumes control of the vehicle. He may move, shoot and assault (if it is a walker) for the duration of the Necron Player’s turn. When the Destroyer lord releases control of the vehicle, place him within 12” of the vehicle.
Options:
• May replace Staff of Light with
- Chronometric Blade..............................................5pts
- Warscythe..............................................................10pts
• May take any of the following
- Disruption Field......................................................5pts
- Gauss Bombs..........................................................5pts
- Resurrection Orb....................................................35pts
- Stasis Field Projector...............................................10pts
 

· Ancient Relic
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2,427 Posts
Discussion Starter · #9 ·
hmm? have i done something wrong? what do you guys think of my ideas so far?
 

· Ancient Relic
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2,427 Posts
Discussion Starter · #11 ·
here are a few new pieces of wargear i came up with. these will be given to squads of warriors and possibly immortals.


Blessing of the Deciever: Grants units with this rule the hit and run ability, as they cast an illusion of themselves while they slip away.

Blessing of the Nightbringer: The models equipped with the blessing of the nightbringer radiate terror. If the necron unit either wins or draws combat, and their enemy has not been destroyed, the enemy unit will automatically fall back. If the unit is fearless, the number of wounds caused for purposes of resolving No Retreat! Is doubled.

Blessing of the Outsider: Units with the Blessing of the Outsider will drive their enemies insane, projecting inconceivable images and concepts into their enemies mind, and most will take their own lives before dealing with these insane concepts. Any unit wishing to assault a unit with the blessing of the Outsider must first pass a leadership check at -1 modifier. If it is failed, the unit effectively assaults itself. This means that they will always hit on 4+ and will resolve wounds against themselves. For example, a unit of 10 space marines with bolters fails their leadership check, they will attack themselves with 2 attacks each. Hitting on a 4+ and wounding on a 4+, taking armour saves as normal (now imagine they had power weapons!)

i really think that the idea behind the Blessing of the outsider is solid, but tell me if you think there are any changes that need to be made.
 

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so far i like your ideas but instead for blessing of the outsider they should hit on a 5+ and wound on a 5+ no matter what cause 4+ to me sounds a little OP and i play as necrons but so far so good
 

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hmm changing gauss rule 2 rendering and having a -1 glancing hit against any vehicle, that means that a squad of warriors with assualt 2 weapons could quite easily destroy a leman russ from the front, land raider or even a monolith, that doesnt seem right 2 me. One weakness at the moment is the big cost of basic troops (while not much more cost than a sm or csm), with changing these rules they would become even more expensive or unballanced. I also think gauss flayer should stay rapid fire or up the points cost.

I also think it should be an unmodified (-2) glancing 4 at least over a specific armour value, with (-1) for lesser values maybe?

Other than those things i like what your trying 2 do, necrons are quite a bland army at the moment, and have lost a lot of their effectivness
 

· Ancient Relic
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2,427 Posts
Discussion Starter · #15 ·
but remember 4th ed, glancing hits could destroy vehicles, and necrons could glance on 6's, so essentially its the same thing
more to come later on.
 

· Moderator
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4,485 Posts
but remember 4th ed, glancing hits could destroy vehicles, and necrons could glance on 6's, so essentially its the same thing
more to come later on.
Thats just what happens when there is a rules change.
Genestealers never got their 4th ed rending back when their new codex came out.

For simplicity, when GW releases the next Necron codex, Gauss will be replaced with rending, and WBB will be replaced with FNP.
Id put money on it.
 

· Ancient Relic
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2,427 Posts
Discussion Starter · #17 ·
unfortunately, you are probably right, but i hope not. that will just make them even more boring than they currently are. we can always hope that they do something original. (prays that matt ward is removed and Phil kelly aka god writes the new dex)
 

· Ancient Relic
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2,427 Posts
Discussion Starter · #18 ·
well, here is a rules update and some more stats

Weapon Range Str AP Type
Gauss Pistol 12” 4 5 Pistol, Gauss
Gauss Flayer 24” 4 5 Assault 2, Gauss
Gauss Blaster 30” 5 4 Assault 2, Gauss
Gauss Cannon 36” 6 4 Heavy 4, Gauss
Heavy Gauss cannon 48” 9 1 Heavy 1, Gauss
Staff of light
(Concentrated) 12” 8 2 Assault 1, Gauss
(Discharge) 12” 4 5 Assault 1, Blast, Gauss
Gauss Excoriator 48” 4 3 Heavy 6, Gauss
Gauss Executioner 48” 5 4 Heavy 1, Blast, Gauss

Chronometron: A chronometron is a powerful device wielded by a Necron lord, allowing him to bend time and alter the flow of time. A chronometron is used in the assault phase. It allows the lord to re-roll either to hit or to wound, chosen at the beginning of the assault phase before blows are struck. Once per game, it allows the necron lord and any unit he is with to re-roll any failed rolls to hit, to wound and failed armour saves. In addition it allows the necron lord to reduce the initiative of any models in base to base contact with him by 1 in the first round of an assault.

Lightning field: if the necron lord is killed, place a large blast template with the central hole over the necron lord. Any enemy model touched by the template suffers a strength 4 hit with an AP of 5.

Phase Shifter: 4+ invulnerable save

Phylactery: if a model equipped with phylactery loses a wound, roll a d6, on a roll of 5 or 6, it regains its lost wound.

Resurrection Orb: Any model with the necron special rule within 12” may make their we’ll be back roll regardless of whether they were killed by an AP 1 or AP 2 weapon, a weapon which ignores armour saves or a weapon which causes instant death.

Disruption field: models with a disruption field cause a glancing hit on a roll of 6 in close combat against a model with an armour value. This hit counts as AP1

Teleporter: Allows models equipped to teleport up to 12” in the shooting phase instead of firing a ranged weapon . Models that teleport may not launch an assault the turn they teleport unless they are subject to the relentless or fleet universal special rules. Note that this does not affect chain teleportation

Warp Null Field: if a model within 24” of a Necron with a null field attempts to make a psychic test, the Necron may attempt to nullify the power. Roll a dice and on a 4+, the power is nullified and the psyker suffers Perils of the Warp.

Lich Scarabs: Lich Scarabs surround Necron warriors and sometimes other units in the war machine that is the Necron host. The tiny winged machines fly around the Necrons, interfering with enemy sensors and vision, flying into eyes, mouths and nasal passageways and generally annoying the enemy. They function as defensive grenades.





Essence of the Nightbringer: a necron lord equipped with the essence of the Nightbringer forgoes all of his wargear and takes the form of the Nightbringer. He will Replace his stats with the following
WS BS S T W I A Ld Sv
8 5 9 7 5 6 5 10 3+

The Necron lord with the Essence of the Nightbringer becomes a monstrous creature and may move up to 12” in the movement phase. He may use a Lightning Arc in the shooting phase, it has the following profile
Range Str AP Type
24” 9 2 Assault D6
He may also use the Unholy Terror shooting attack. It counts as a shooting attack which forces the targeted unit to take a morale check at -2Ld. If they fail, the unit must take a pinning test, also at -2Ld.

Nightmare Shroud: causes enemy units who wish to assault a model with a nightmare shroud (or the unit the model is in) to take a leadership test. If they fail, they may not assault that turn.

Immortal Spinal Structure: The Necron’s spinal structure has been replaced with the reinforced structure of the Immortal, giving him increased durability and mobility to teleport. An Immortal Spinal Structure confers the Relentless special rule and a 2+ armour Save.

Wraith Body: Any model with a Wraith Body changes its unit type to beasts, gains a 3+ invulnerable save and treats all terrain as open terrain. This does not affect the unit which is accompanied by the model with a Wraith body (unless of course they are Wraiths )

Destroyer Body: Models with a Destroyer Body gains +1 toughness, a 5+ invulnerable save and allows the model to move like a jetbike.

Tomb Spyder Body: Models equipped with a tomb Spyder body gain +1 strength, +1 toughness and a 2+ armour save.



Necron Pariah.........................................................................................38pts per model

WS 5
BS 4
S 5
T 5
W 1
I 4
A 2
Ld 10
Sv 3+


Unit Composition: 5-10 Pariahs
Unit type: Infantry
Wargear: Pariah Pattern Warscythe
- The Pariah pattern warscythe is different from those wielded by Necron Lords. It incorporates a built in Gauss flayer and has two blades, one at either end. Pariah pattern warscythes grant +1 attack in close combat, exactly as if the user was equipped with two close combat weapons.
Special Rules: Fearless, Feel no pain, Psychic abomination
- Psychic abomination: No Psyker may attempt to use psychic powers against pariahs, in addition, any psyker who attempts to make a psychic test within 12” of a unit of Pariahs must make his psychic test at half his leadership value, if he fails, he suffers Perils of the Warp.



Flayed One..........................................................................................20pts per model

WS 4
BS 4
S 4
T 4
W 1
I 4
A 2
Ld 10
Sv 4+


Unit Composition: 5-20 Flayed Ones
Unit Type: Infantry
Wargear: Flaying Claws.
• Flaying Claws: These slender, razor sharp claws scythe through flesh and bone with ease. Flaying Claws are a pair of close combat weapons that bestow the Rending special rule against all non vehicle units.
• Flaying Blades: these, larger and more deadly weapons function more like swords than claws and can slice through the heaviest armour. Flaying Blades are a pair of power weapons
Special Rules: Necron, Fleet, Deep Strike, Infiltrate, Scouts, Terrifying Visage.
• Terrifying visage: As in codex necrons. Also, any models that have the Acute Senses special rule strike at -1 initiative in close combat against flayed ones, as the odour of decaying skin either clogs up sensors or overpowers their sense of smell.

Options:
• The entire squad may purchase disruption fields........2pts per model
• Up to five models in the squad may replace their flaying claws with
flaying blades....................................................15pts per model

Tomb Sentinel....................................................................................140pts per model

WS 4
BS 4
S 6(10)
Front 12
Side 12
Rear 11
I 3
A 1(3)
Tomb Sentinel 4 4 6(10) 12 12 11 3 1(3)

Unit Composition: 1-3 Tomb Sentinels
Unit Type: Walker
Wargear: Twin-Linked Gauss Excoriator, Two Dreadnought close combat weapons
Special Rules: Guardians
• Guardians:
- If your Army includes the Tomb World Overlord, one unit of Tomb Sentinels must be taken. This unit will not use up any spaces in the force organization chart, but will otherwise count as elites.
- If your army includes either a Tomb Lord or Tomb World Overlord, then the following applies: If either a Tomb Lord or Tomb World overlord is removed from play, Tomb Guardians immediately gain the Rage and Fleet rules. They will automatically pass all difficult and dangerous terrain tests and will automatically run 6” if they choose to run.

Options
• Any model may
- replace either or both dreadnought close combat weapons with a Heavy Gauss cannon..........................................................15pts per arm (remove 1 attack for each Dreadnought close combat weapon that is removed)
- take a built in gauss flayer for each Dreadnought close combat weapon................................................................ 5pts per weapon.


Necron Warrior.....................................................................................20pts


WS 4
BS 4
S 4
T 4
W 1
I 2
A 1
Ld 10
Sv 4+

Unit Composition: 5-25 Warriors
Unit Type: Infantry
Wargear: Gauss Flayer, Close Combat Weapon, Lich Scarabs
Special Rules: Necron

Options:
• One Squad of warriors per army may be upgraded to Crypt Warriors, gaining the Infiltrate and Preferred enemy Universal Special Rules....................35pts
• The entire squad may be given disruption fields........................2pts per model
• The entire unit may be given
- The Blessing of the Deciever...........................................30pts
- The Blessing of the Nightbringer.....................................45pts
- The Blessing of the Outsider............................................50pts
• The Squad may select an Obelisk to be deployed on the battlefield




Obelisk.......................................................................................65pts


BS 4
Front 11
Side 11
Rear 11


Unit Composition: 1 Obelisk
Unit Type: Vehicle (tank, Skimmer)
Wargear: Built-in Gauss Flayer, Summoning Matrix.
• Summoning Matrix: The Obelisk functions as a method of transport for Necrons, allowing them to teleport across the battlefield.
- Any Necron Unit that is placed in reserve may choose to emerge from the Obelisk.
- The Obelisk may forego its movement in order to teleport In the movement phase, before any movement has taken place (including reserves and deep strike) any Necron Unit within 6” that has not moved may be Teleported to any point within 12” of the Obelisk. Teleported units may not run or launch an assault the turn they teleport.
Special Rules: Deep-Strike, Ponderous, Phase Shield
• Phase Shield: The Phase shield that surrounds an obelisk functions much in the same manner as the Living Metal of the Monolith, healing and protecting the obelisk. The Obelisk always benefits from a 5+ save against any penetrating hits caused on it.

*The Obelisk is a moving structure, and as such, it has no crew, therefore it ignores crew shaken and crew stunned results
 

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its comin along well so far, but whats a tomb sentinal and for the essence of the nightbringer wargear it should cost alot of points or ppl will bitch that u can just get a lord and give him that and forgo getting the point expensive c'tan version
 

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Your Gauss rules are simply too good in their current form. The -1 on the Damage Table means any squad can, and will, destroy any vehicle of any size.

Giving them all 24" Assault 2 guns pretty much guarantees this. There's not need to take any kind of diverse force or to build an interesting army as simply lots of Warriors will do everything.

You've made them much much better at shooting but taken away their major disadvantage by giving them all Defensive grenades, Stubborn and more teleporting out of combat with cheap Obelisks. It just has that kind of fandex feel, remove all the bad things, make them awesome.

At least make their weapons Rapid Fire again and give them Relentless instead.

Aramoro
 
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