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Author Topic: Ideas for Future Necrons  (Read 1766 times)

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Offline Foxfire

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Ideas for Future Necrons
« on: June 15, 2006, 05:21:19 PM »
Since the last one got so long, we're compiling some of the ideas in a new thread, so that we can sort out what's relevant as far as new ideas, barring changes to existing Necron units.

Done.  Feel free to post.


HQ
0-1 Necron Overseer - One of the Necrontyr leaders who originally worshipped the C'tan, allowed more ability for their obedience. This is more of an effect HQ. One of its abilities is to double the amount of necron models your army counts as having for phase out purposes(or something like that, this is prolly wargear). Think of it as a super-computer that is more capable of calculating victories etc. so phase out threats are reduced. Also a "Daemon Prince' amongst necron HQ's. Expensive.

1+ Necron Thane - 'Lite' version of the lord. 50 points standard, with room for 75 pts. of wargear.


Elites

Guardian:  Basically, that Dreadnought we've been wanting, but with a more Necron feel as a multi-wound model resembling a Tomb Spyder.  WS-4  BS-4  S-6  T-6  W-3  I-2  A-3  Ld-10(Fearless)  Sv-3+
Armed with two Gauss Blasters(one as each hand) with standard axe-heads on the bottom of each.  Monstrous creatures.  As far as appearances, imagine a Tomb Spyder with its front half reared upward so as to bring more needles and other surgical close combat instruments to bear, with its Gauss Blaster arms as the top pair, closest to its head.  They have given up the repair abilities of the custodial Tomb Spyder, and do not offer WBB bonuses, or the ability to create Scarab Swarms.  I'm seeing these things as something like 80 to 90 points a pop, but again, I haven't given it too much consideration, and that's obviously open to debate.  Also, only one Guardian may be taken for every twenty Necron Warriors in the army, but regardless of how many are fielded, they take up one Elites slot and function independently on the table.


Troops

Fades: An agile and skulking version of the standard Warrior, a Fade relies on the terrain to get closer to its adversaries.  The Fade has the statline of a Warrior with +1 Initiative, rolls 3d6 for moving through cover, and is equipped with a Gauss Flare.  Fades are probably something like 18-20 points.
Gauss Flare--Str 3  AP 5  Assault 1  24' range Cumulative Charge
*Cumulative Charge--The Gauss Flare used by Necron Fades is an unusual sort of weapon, which seems to charge before firing, and then release, detonating with a flash of green light once it hits its target.  This charge is spent both in the beam of the weapon, and on the final impact; thus the longer the beam, the weaker the impact.  At 18', the Gauss Flare counts as str 4 ap 5, at 12' it counts as str 4 ap 4, and 6' it counts as str 5 ap 4*
Fades also have the Scout special rule.
Only one unit of Fades(units are probably 5-10 in number) may be taken for every two units of Warriors fielded in any army.


Fast Attack

Tomb Mantids - Lighter version of a Spyder. 5-10 in a squad. Not a monstrous creature. Can only fight in cc, however, as a squad, they may put out a guass flux arc shot at BS2. Move like jet infantry. Have fleet. Can also repair crons like spyders. WS3, I5, 1W, 4+ inv. save, T3, S4. These are also guardians and maintainers of Tomb Structures, but are more commonly found, and handle lighter jobs than the spyders.

Necron Spectres: ~24 points.
Fast Attack, Unit size 4-6 Spectres, Necron Move as Jetbikes.
Stats:  As Warrior
Weapon: Gauss Field Gun. Str3 Ap- Template weapon.
Spectres use modified Gauss weapon technology that defocuses the beam of the gun, spreading the particle pull of the weapon over a wider area, albeit at a weaker concentration.
Good against Low save models in cover, vulnerable to CC, but has the speed to pick it's fights.


Heavy Support

Scorpion-- Vehicle with 12/11/10 armor, as well as two twin-linkied Gauss Blasters and a Heavy Gauss Cannon.  Has Living Metal and the Shroud ability(can only be fired upon using night-fight rules)
Description:  Rarely seen, the Necron Scorpion does its damage from the shadows, lashing out to strike down its foes from behind a veil of obscuring darkness.  Striking in the night, this terrible construct targets enemy armor from afar to prepare the way for the advancing Necron troops, and when its job is done, it moves forward to accompany them, laying down a barrage of small-arms fire.  Both a siege-weapon and a close-range-killer, the Scorpion is a versatile weapon of the Necron arsenal, and flexible enough to fit most any situation.

Walkers of Zenu! (awful name, but it's there for the ironic twist, but do take my idea seriously!.
1 - 3 occupies a heavy slot.
Type: Walker
Pts. 100
WS 5
BS 4
Str. 5 (10)
Front Armor 12
Side Armor 11
Back Armor 10
I 2
Attacks 3
Weapons:
Armed with 2 Dreadnaught close combat weapons, each equipped with a gauss blaster. Each close combat weapon with the blaster can be replaced by a gauss cannon for 10+ points, or a heavy gauss cannon for 15+. Each weapon destroyed result reduces the attacks by one and at a minimum of 1. The second weapon destroyed result reduces the strength of the walker to 5. The gauss blaster is destroyed as well.
Special Rules: Infiltrate, Deepstrike, Living Metal
Aid of Teleportation: If any units are in reserve, they may reroll their deployment, but must deploy within 12" of the (Insert name here). If they didn't use that for deepstriking or deploying, they may reroll the scatter roll result. Units wishing to infiltrate may infiltrate within 12" of (Insert name here) as if all enemies have no line of sight with it. This cannot be combined with the Monolith's transporting ability.


Wargear:

Bodies - Wraith 25 pts - Gets Wraithflight and Phase Shift(Wraith version).
Pariah 20 pts - Gets Warscythe w/ Gauss Blaster and Pariah Special Rules


Again, I am not finished here, wait for the rest before posting.


« Last Edit: June 23, 2006, 08:32:31 PM by Foxfire »

 


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