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Necron Army list

 Post subject: Necron Army list
PostPosted: Tue Nov 06, 2007 5:05 am 
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Ok, I guess the Hrud are a little esoteric.  How about working up a stand-alone Necron list that is a bit more up to date and reflective of units/fluff now GW has more fully fleshed them out?  So, what have we got:

Lords
Warriors
Immortals
Flayed Ones
Pariahs
Wraiths
Scarabs
Destroyers
Tomb Spiders
Monoliths
Pylons
Obelisk (?)
Tomb Stalker (titan)
C'Tan

Do they have some form of fighter in BFG?  What does an Obelisk do and is it GW cannon?

I'm guessing Fearless and Inorganic as standard on Infantry, and probably some form of Regeneration.

For the Monolith I was wondering if Deep Strike and say Transport (5) would capture its' role properly?

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 Post subject: Necron Army list
PostPosted: Tue Nov 06, 2007 5:35 am 
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Nope, no fighter or any other type of ordnance in Battlefleet Gothic.

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 Post subject: Necron Army list
PostPosted: Wed Nov 07, 2007 3:00 am 
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Hi!

Such a list would be nice. Many have offered/wanted such a list. I don't think any lasting attempt was made.

Go for it!

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 Post subject: Necron Army list
PostPosted: Wed Nov 07, 2007 7:18 am 
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Ok then, forgot Heavy Destroyer and Destroyer Lord.  Any advance on that list then?

For the regen ability, how about a slightly less scary version of the current ability:

Self Repair:  Possibly the most terrifying Necron ability is their ability to regenerate from nearly any damage and return to fight once more. Any Necron unit destroyed by ranged weapons should be turned on it?s side and not removed from the table. In the End Phase roll D6 and on a 5+ it's healed. Only if this roll fails is the unit truly destroyed and removed from the battle. Self-repair does not function in Close Combat, and models defeated in Close Combat are immediately removed from the table.
Units that have recovered that are not in cohesion with the rest of their unit must move so as to be in cohesion at the end of the next Movement Phase. Roll for Self-repair before counting casualties for Break Points.


To kick off some infantry stands:

Necron Warrior  10cm - +1  Gauss Flayer 50cm 1 5+ 0  Fearless, Inorganic, Self Repair

Necron Immortal 10cm 5+ +1 Gauss Blaster 50cm 1 5+ -1  Fearless, Inorganic, Self Repair, Elite

Flayed Ones 10cm - +3 Claws - - - - Fearless, Inorganic, Self Repair, Infiltrate, Fear

Pariah 10cm - +2 Gauss Blaster 50cm 1 5+ -1  Fearless, Special*

*The Pariah are able to adversely affect Psykers with their powerful emmanations of dread.  Any Psyker within 25cm of a Pariah stand my only use psychic powers if it first rolls 5+ on a D6.


I figure Wraiths are probably Cavalry and Destroyers Walker class.

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 Post subject: Necron Army list
PostPosted: Mon Nov 12, 2007 3:50 pm 
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Self Repair should probably be called Living Metal or something like that to make it a bit more Necron.

So, what do Obelisks do?

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 Post subject: Necron Army list
PostPosted: Mon Nov 12, 2007 10:03 pm 
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Officially obelisks don't exist in Necron fluff. Corey invented them for Epic-scale Necrons. But they're basically fast attack vehicles. Have the big crystal power-matrix from a Monolith, but no portal. Less armor then the monolith but longer attack range. Move fast, acting as forward scouts and meat-shields for the monoliths.


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 Post subject: Necron Army list
PostPosted: Mon Nov 12, 2007 10:21 pm 
Meat-shields? I don't think that phrase means what you think it means.


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 Post subject: Necron Army list
PostPosted: Thu Nov 15, 2007 3:57 am 
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I thought I saw some mention of Obelisks in some GW fluff that was talking about Pylons...maybe I'd imagined it :p.  Anyway, seeing I apparently got the first lot of units perfect:

Cavalry Class

Wraith  20cm - +4  Shock Lash - - - -  Fearless, Inorganic, Living Metal, Stealth

Walker Class

Destroyer  15cm 4+ +2  Gauss Blaster 50cm 2 5+ -1  Fearless, Inorganic, Living Metal, Skimmer

Tomb Spider  10cm 4+ +3  Scarab Swarm 25cm 4BP 5+ 0  Fearless, Inorganic, Living Metal, Skimmer, Mechanic

Heavy Destroyer 10cm 4+ +2  Hvy Gauss Cannon 75cm 2 5+ -2  Fearless, Inorganic, Living Metal, Skimmer

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 Post subject: Necron Army list
PostPosted: Thu Nov 15, 2007 7:44 am 
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Nice start :)

I was wondering if you already had an idea about unit costs and minis quantity per detachment/army card.

Because a little problem I see at the moment is the really poor unit CAF (except cavalry), as the main Necron bonus is the self-repair and it does not work in CAF, I was telling that they will be cheese for any standard unit engaging them in CC (guardmen or even grotz :) ). But maybe you already have an idea about this.

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 Post subject: Necron Army list
PostPosted: Fri Nov 16, 2007 12:49 am 
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I haven't really thought ahead to unit sizes or costs.  In general I think unit sizes would have to be small and costs high seeing every unit will have "regen", and lots of other abilities.  If you've ever tried breaking a couple of units of Trolls you'll know what I mean about small units :).

I don't see CAF being that bad....Flayed ones have +3 and Wraiths +4, and everything has at least +1 so far......seems pretty strong to me.  I'm no guru on Necrons in the 40K world though, so if you think I have any of the specific units wrong feel free to give your ideas!

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 Post subject: Necron Army list
PostPosted: Fri Nov 16, 2007 3:00 am 
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Another Special Rule for the Necrons inspired by how they work in 40K.  I figure the Phase Out value will be 75%, and I did it Company by Company mostly just to avoid book keeping :).

Phase Out:
A Necron Force very rarely leaves any physical evidence of their presence. ?When a battle is going badly a Necron Raiding Force will simply phase out rather than risking leaving any trace of themselves behind. ?In addition to the normal Break Point, Necron units have a Phase Out value listed in brackets. ?All Support cards add their Phase Out value to the Company to which they are attached. ?Once a Company and its Support cards have reached their Phase Out value in destroyed models (actually removed from the table), all remaining units are removed from the table. ?

Special Cards do not have a Phase Out value and are unaffected by this rule, even if the Company Card they are bought for Phases Out.





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 Post subject: Necron Army list
PostPosted: Mon Nov 19, 2007 3:09 am 
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I assume Monoliths should still get Living Metal (Regen)...How about:

Vehicles

Monolith ?20cm 1+ +3 ?Particle Whip 75cm 7BP 3+ -1 ?Inorganic, Living Metal, Skimmer, Deep Strike, Transport 5
? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?Flux Arcs 25cm 4 5+ 0

Do those ranges look ok?

Heavy Artillery

Pylon ?0cm 1+ +0 Particle Accelerator* 100cm 2 4+ -4 ?Superheavy, Inorganic, Living Metal, Deep Strike
? ? ? ? ? ? ? ? ? ? ? ? ? ?Flux Arcs 25cm 8 5+ 0

I've made the Monolith main gun a mostly anti-infantry barrage weapon.  I think on reading some unit descriptions I might go back and make the Heavy Destroyer 1 shot on 4+ with a -3 and they can be the main anti-armour weapon.





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 Post subject: Necron Army list
PostPosted: Thu Nov 22, 2007 12:55 am 
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Ok, just left with Command, Star Gods and Titans in the cannon lists. ?

Necron Lord 10cm 4+f +5 Staff of Light 25cm 2 4+ -2 ?Fearless, Inorganic, Living Metal, Command, HQ, Special*

*Destroyed Necron stands within 15cm of a Necron Lord in the end phase need a 4+ for a successful Living Metal roll.

Destroyer Lord ?15cm 4+f +4 ?Gauss Blaster 50cm 2 4+ -1 ?Fearless, Inorganic, Living Metal, Skimmer, Command, HQ


Anyone with any clues how to handle the C'Tan? ?Knight class, multiple wounds + Living Metal and huge CAF aka Tyranid Synapse biggies is about the best idea I can come up with. ?What about powers....Psychic type abilities or just combat attacks?

What about the Titan? ?Should I just use the existing bipedal design or do we need something else....a Mega-Skimmer maybe?





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 Post subject: Necron Army list
PostPosted: Fri Nov 23, 2007 1:49 pm 
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Sorry for getting to the discussion a little late, but I had a few comments to make.

Having used Destroyers extensively in 40k, I don't think you've quite captured them. A destroyer is the Necron equivalent of a jetbike - it moves at the same speed as an eldar jetbike (except that an eldar jetbike can always move in the assault phase) or marine bike. It's movement should be the same as a marine bike, which is 30cm.

One other thing I don't think you've quite captured is the essence of Gauss Weapons. In 40k, Gauss weapons are more effective against vehicles. I would say that all gauss weapons should get a special -1 TSM when shooting at vehicles.

The Necrons so far presented in 40k cannon are a raiding force rather than a conquering force. I don't think a full-scale conquering force would be restricted by phaseout. Still, it might be good to keep the rule for flavour.

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 Post subject: Necron Army list
PostPosted: Fri Nov 23, 2007 2:28 pm 
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Cool.  So how about:

Special Rule - Gauss Weapons

Necron Gauss technology is particularly effective against vehicle class units and larger.  A successful hit with a Gauss weapon (one that has the word Gauss in the stats table) against a vehicle class or larger unit gains a bonus -1 TSM in addition to the listed modifier.

Happy to speed up the Destroyer.  Is the CAF/Shooting balance about right?

I don't think Phase Out will be a major factor in games, and it is nice and fluffy :).  Still, it will depend somewhat on how the Necron company/detachments are formed.  My current thoughts are for a magic number of 5 for Necron detachments with a company of 3 detachments + command.  A bit on the small side but with the Living metal modifier it means they'll end up with an effective break of 11-13 (more if the Lord is used liberally) which is respectable.  It also fits the capacity of a Monolith.  An alternative is to make the number 7 just to be completely different (and make the Monolith Transport 7) and stick with 3 detachment companies.  I think this would give more of an "implacable and unrelenting horde" feel, but we'd probably have to cost the companies higher than the sum of their detachments to cater for the very high effective break you'd end up with.

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