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Necron Lords The truly crazy wargear and a lot of the wargear crypteks can take.

. Cryptek Support wargear, less powerful but more useful if spread around the army. The Ctan They must be made more Lovecraftian. Their goal is still the harvesting of the galaxy and the creation of a never ending supply of cattle. However this is simply step one in a billion year plot. Their sleep of 60 million years was simply a nights rest in the view of creatures that have existed since the beginning of creation, however they still require sustenance, as alien as they may be. They must establish a feeding ground and then their plans, whatever they may be, may commence. To mold creation to their liking, they will turn the galaxy into a multi-planar hellscape. Units HQ Necron Overlord The command and control of the army. Most important unit in a normal Necron army. Capable of engaging nearly any other individual model without fear, bar things like chapter masters, avatars, hive tyrants, etc. Can still be overwhelmed by powerful units. May be mounted on a Destroyer body. Necron Lord Enforcers of the Overlord. Can be divided as they can in the 5th edition codex. General brow beaters and morale boosters if the Overlord is killed. Cryptek Support unit, can be divided as they can in the 5th edition codex. Average combat ability for a Necron. Lychguard Potentially an Elites unit. Bodyguard unit for Necron Overlords. Armed with Void Blades and Dispersion Shields or with Warscythes with inbuilt Gauss Blasters at a points increase. May be upgraded to Pariahs. If accompanying a Destroyer Lord, they may be mounted on Destroyer bodies. Ctan Shard Most powerful unit in the codex. Contains all the benefits of a Necron Overlord in a nearly Omnipotent package. Incredibly points heavy, but can shift the course of a battle by itself. The presence of a shard causes some limiting factors on the army, but sets it to a singular purposes and allows unparalleled control over the units in the army while the shard is alive. If the shard is destroyed, the consequences are proportionately more disastrous then the death of an Overlord. Command Barge Upgrade vehicle for a Necron Overlord. Functions as a Chariot with Quantum Shielding and a Gauss Cannon. May be exchanged for a Tesla Cannon. Lord may suffer wounds to repair the vehicle with the same ability as a successful use of Blessing of the Omnisiah. Moves as a Fast Skimmer.

Special Characters Members of an ancient Necron dynasty, with their names and identities lost in the horror of biotransference, through deceit and guile they escaped the bonds the Ctan had forged for them when their masters chose to sleep eons ago. The rose up and destroyed the Ctan who had claimed them and began to plot to free their brethren from the star gods influence. Armies which contain a special character may not include a Ctan shard or an aspect of the Ctan. The Stromlord Focuses on table wide effects based on weather. Mostly the same as his incarnation in the codex. Perhaps some minor equipment changes. The Traveler Sent out by the Stormlord to find tombworlds which have yet to awake. He seeks to subvert the influence of the Ctan, freeing his enslaved people from their entombment. In reality, like all of the members of his dynasty, the only necrons who retain their minds are those contained in the bodies of immortals and higher. And even then, some only retain shadows of themselves. The rest remain the shambling horde of constructs they have become. They have simply changed masters. The Infinate Mainly the same. The High Nemesor and the Vargard Also mainly the same. Provide more defensive benefits for having the two in the same unit. Perhaps allow a command barge that they may share with special upgrades. The Illuminor The most brilliant Necrontyr scientist alive at the time of bio-transference, it was he who created the living metal bodies of the Ctan and he who created the method of bio-transference. It was also he who showed the way to escape their slavery, though he did not know it would not occur until their masters slept. He views energy beings such as the Ctan as the perfect form of life, beyond flesh and beyond machines. He had chaffed at the idea of an eternity of servitude and saw his chance with the dynasty of the Stormlord. By allowing them all to escape slavery, he ensured he would have protection and that he would also have servants of his own. Upon awakening from his enforced torpor, subprograms that he had installed in his subjects kicked in and a full quarter of the forces he had taken from the Ctan where put directly under his command. Before the Stormlord could fully wake and rally his forces, the Illuminor had escaped with a fleet and made for parts unknown. He now seeks to subvert more of the Necrons to his will and eventually transcend his shell, become a Ctan himself, and consume those who would oppress him, both mortal and star god alike. Similar stat line to an Overlord, but possesses the skills and buffs of a Cryptek. May make use of the Aspect of the Ctan entry. Has a monstrous spiderlike body, he sees his form as a shell, and so is quite willing to modify it to suit his needs. May buff a unit or units in the army. Elites

Aspect of the Ctan Though this choice uses up an elite slot, it is a benefit for the Overlord. It allows him to channel the power of a Ctan at a much reduced cost. How exactly this result will be accomplished is as of yet undecided. Triarchs Jump Infantry. Capable in close combat but not specialists, they are also able to shoot relatively well. Very similar to what is in the codex, but balanced out. They need their role clarified. Necron Immortals Elite versions of warriors. Carry high-powered weapons and possess stronger armor in addition to higher Strength and Toughness. They are transportable, unlike warriors, allowing them to act as a highly mobile fire team, in counterpoint to the warriors anvil. Necron Stalkers Large, spider-like constructs. They carry powerful weapons and act as a targeting relay for nearby necrons, granting them bonuses when shooting targeted units. Apart from their main weapon, they lack in close combat ability and rely on their size and nearby units for protection. Possesses Quantum Shielding. Troops Necron Warriors Relentless, slow, acting as one. Tough, decent armor, and nearly impossible to keep down if they are played well. The key to destroying them is in suppression and by removing those tools which allow their regeneration, most importantly Necron Overlords, followed by Monoliths and Resurrection Orbs. They are equally deadly to armor and infantry if they are allowed to fire in volleys. Flayed Ones Necron terror unit, also potentially insane. Possess good close combat ability for a Necron unit. Not as slow as Necron Warriors, but not quick by any means, they can scout, outflank, infiltrate and Deep Strike. Presence disrupts enemy morale, and their claws can tear through any known armor given time. This can be represented through either Rending or large numbers of attacks, though the first option fits better. May not be taken as the armies compulsory Troops choices unless an Overlord is upgraded to a Flayed One Lord. Fast Attack Destroyers Necron gun platforms. Move at the same speed as wraiths and carry a gauss cannon (24 Range, Str 6, AP 3, Assault 2, Gauss). Can number 5 in a squad and up to 3 may be upgraded to Heavy Destroyers carrying a Heavy Gauss Cannon (36 range, Str 9, AP 1, Heavy 1, Gauss) Wraiths Necrons with long serpentine spines, capable of moving nimbly around the battlefield, phasing through physical objects like ghosts. There weaponry passes through armor before rematerializing within the body of their victims, allowing their attacks to ignore all armor. Very difficult to hit as they phase out of alignment with the current universe in the split second that the blow would land before re-entering reality to attack. This is represented by a high invulnerable save. May take a ranged weapon or whip coils. Rely on wiping the enemy quickly, cannot stand up to battles of attrition.

Deathmarks Necron assassins. May Deepstrike onto the board and may choose a unit or Independent character as a target. This target counts as a teleport homer for them and they gain bonuses to hit and wound them. Carry Synaptic Disintegrators though the name of the gun should change. Could potentially move around the table in a strange fashion by stepping through other dimensions. Scarab Swarms Small, numerous, fast. Individually weak, but capable of drowning the enemy in numbers. They are equally capable at striping meat, armor and machinery to its individual components. Reduce the armor of vehicles allowing other Necrons to destroy them. Heavy Support Monolith Phalanx 1-3 Monoliths per phalanx, only one phalanx per army. The ultimate ground vehicle. The Necrons mastery of science allows this one machine to fill all of their needs. The Gauss Flayer arrays can shred infantry, the particle whip can annihilate entire areas or target aircraft as needed. It is able to bring in units directly from reserve or teleport them in from elsewhere on the table and may also regenerate Necron Warriors if a squad has been depleted. Armor 14 all around and possesses living metal, making it nearly indestructible. In return it is a massive point sink, a focal point of the armys defense. Doomsday Ark Giant, self-propelled, floating gun. Will wreak havoc on anything it hits. Should have an exotic weapon type. Maybe even multiple types just to stack effects. Possesses quantum shielding and living metal, but lower armor all around, such as 12, or even 11 if it needs to be points efficient. Includes two gauss flayer arrays. Likely has the Heavy vehicle type. More of an artillery piece then a mainline fighter so speed is less important, even though it lacks the Monoliths durability. Tomb Stalker Necron terror-construct. Not as durable as other monstrous creatures, but fast, agile, able to phase through terrain and to regenerate damage dealt to it. It is dangerous to vehicles and elite infantry, but can potentially get bogged down by mobs if it is unable to hit and run away. Multiple wounds in a single turn is the surest way to destroy one. Tomb Spyder More durable then the stalker, but much slower. It can come in groups and is also capable of producing clouds of scarabs or adding scarabs to an already existing swarm. It may trade out a close combat weapon for a ranged weapon or for a repair tool for vehicles and Necron troops. Scythe Class Fighter Necron Flyer with the Hover subtype and Quantum Shielding. Carries a twin-linked Tesla Destructor and a Death Ray. The Death Ray may be exchanged for an Invasion Beam. Would this version be a fast attack choice instead? Unlikely, but can potentially ignore some rules for flyers. Fortifications

Necron Obelisk Start the game held in reserve, they enter play by deepstrike, not deviating into terrain or units and may not scatter off the table. They generate an anti-psyker aura and affect enemy morale in a variety of ways chosen when the fortification is purchased. May even be given a ranged weapon. Likely to be a 1-3 choice. Potential for other fortifications. With the mastery of time and space necrons possess, many of their fortifications would not even need models and would instead affect the battle in a roundabout way through bonuses to the Necron army. Necron Wargear Ideas Time bubble nominated enemy unit has a suitable marker placed next to it. Until the beginning of the next Necron turn, that unit may not take any action and may not be affected by any force, from inside or out. For example, a unit may not move or shoot or assault. If it is an opposing unit of necrons, any reanimation protocols would be conducted after the time bubble was released, not when they would normally be done. Black Hole Generator Creates an incredibly small black hole for a short period of time. Pick a point and scatter it. If it lands over a model, it must pass a test or be destroyed. Units within a certain range move, run and assault move with a penalty until the start of the next Necron turn. Ideas (These concepts are ideas that humanity has conceived, and should not often be used as the explanation of how Necron tech works. Instead, it should be a jumping off point for what their tech is capable of. They are so advanced that they should make these concepts appear to be the scribblings of cave men.) Doctor Who in general Use of multiple dimensions (4+, 5+, etc) Inertial Dampening Harnessing Stars Dark Matter/Energy Antimatter Quantum Entanglement

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