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Ok everyone, i am sick of the current shitty codex with phase out and the outdated gauss rule.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.
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.
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.