Necron Unit Overview
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Transcript of Necron Unit Overview
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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 OverlordThe 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.
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Special Characters
Members of an ancient Necron dynasty, with their names and identities lost in the horror of bio-
transference, 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
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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
DestroyersNecron 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.
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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
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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