Editing
Warhammer 40,000/Xenos in 30k
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== Necrons in 30k == :''Very few Necron Tombworlds had awoken before the end of the Great Crusade, and few of those were active or otherwise drawing attention to themselves. Nevertheless there were documented encounters between Necrons and the Legiones Astartes (most commonly, the Blood Angels and Ultramarines), and several unexplained reports which, in retrospect, had many of the hallmarks of an awakening Tomb World.'' Minor changes have been made to some units to encourage larger infantry model counts, and to make winning or losing an assault more decisive; but more fundamentally, to fit with the “theme” of 30k, very old lore and the mechanics of previous editions has been drawn upon to portray the army as a sinister and mysterious force of cyber-revenants and possibly insane techno-puppetmasters, as opposed to the hammy space-Tomb Kings of more modern incarnations. === Playtesting Status === More playtesting data wanted! === Existing Sources === All existing units are allowed, except for those with the Unique subtype: ''Note: Trazyn the Infinite may still be selected as a HQ choice, as he has claimed to have awakened just before the dawn of the Great Crusade, and some evidence of this exists.'' * '''Death From the Skies (7th Edition/2016)''' ** Fast Attack *** Night Scythes ** Heavy Support *** Doom Scythes * '''Codex Necrons (7th Edition/2015)''' ** HQ *** Overlord *** Lord *** Cryptek *** Destroyer Lord *** Trazyn the Infinite, Archeovist of the Solemnace Galleries *** Catacomb Command Barge ** Troops *** Warriors *** Immortals ** Elites *** Lychguard *** Deathmarks *** Flayed One Pack *** Triarch Praetorians *** Triarch Stalkers *** C'Tan Shard of the Nightbringer *** C'Tan Shard of the Deceiver ** Fast Attack *** Ghost Ark *** Canoptek Wraiths *** Canoptek Scarabs *** Tomb Blades *** Destroyers ** Heavy Support *** Heavy Destroyers *** Canoptek Spyders *** Monolith *** Annihilation Barge *** Doomsday Ark *** Transcendent C'tan ** Lords of War *** Tesseract Vault *** Obelisk * '''Warhammer 40,000 War Zone Damnos (6th Edition/2013)''' ** Lords of War *** Pylon ''(AKA Gauss Pylon)'' * '''Imperial Armour Apocalypse (6th Edition/2013)''' ** Heavy Support *** Tesseract Ark *** Sentry Pylon ** Fortification *** Necron Tomb Citadel *** Necron Tomb Fortress * '''Imperial Armour Volume Twelve The Fall of Orpheus (6th Edition/2013)''' ** Elites *** Canoptek Tomb Stalker ** Fast Attack *** Canoptek Acanthrites ** Heavy Support *** Canoptek Tomb Sentinel *** Night Shroud Bomber === Special Rules === The following special rules apply to Necron detachments: '''Awakening from Oblivion''' :''As the Necrons stir from a slumber lasting longer than the lifetime of some stars, the higher echelons splinter and struggle; their first free acts are to drive out those who have been compromised by their long stasis, and then to squabble over who should inherit control of that which was theirs. All of this is inconsequential to the majority of Necrons though, who wait, silent and immobile, for the commands of their master.'' Units of Warriors and Immortals gain Slow and Purposeful, unless they are led by a Character, in which case this changes to Relentless. <div class="toccolours"> ''This helps blocks of Warriors and Immortals keep up with Fury of the Legion and the general increase in number of shots in 30k games (it doesn’t give them any more shots, just makes it easier to justify using them in ways that make them more likely to be in the position to Rapid-Fire where they wouldn’t have under other circumstances). It also encourages larger blocks of infantry, to spread the benefit of the HQs further, and encourages HQ builds that boost troops instead of creating absurd beatsticks. Finally it encourages assault as it makes firing Rapid-Fire and then charging possible. This makes getting close and assaulting a reasonable option, combined with the rule below, which gives a similar threat in place of Sweeping Advance, which is an important part of the 30k design as it discourages tarpits and keeps combat decisive and the flow of the game going.'' </div> '''Undying Majesty''' :''Most Necrons have only the smallest sliver of self-awareness, and virtually no memories that they can recognize as being their own. Though they obey their orders mindlessly, a glimpse of their masters striding fearlessly towards enemy champions fills them, for an instant, with a drive for the glory of old times that they once felt each moment they lived.'' On any turn that a Necron character issues or accepts a Challenge (regardless of whether they actually fight in one), all Warriors and Immortals in that same combat gain Preferred Enemy for the remainder of the Fight sub-phase. <div class="toccolours"> ''The purpose of this quite powerful rule is to encourage Necron characters to participate in challenges. As the above and below rules depend upon a living character in the unit, and characters are rare and expensive already, because of the limited number of HQ slots, there would otherwise be the temptation to shield characters as much as possible. The desire to or benefit of protecting characters is not inherently bad, but it can make combat less decisive, which is something that 30k’s design tries to avoid (and is more similar to earlier editions of 40k).'' </div> '''Expulsion Protocols''' :''Necrons will advance after vanquished foes slowly but without hesitation when given the command to do so, however, without such a command their surviving instincts are inherently defensive and they will halt at the edge of their deployed range, firing after their foes instead.'' If eligible to make a Sweeping Advance after a victorious assault, as an alternative, units of Warriors, Immortals, and Triarch Praetorians can instead choose to make a shooting attack against the squad falling back away from them in combat. However, they must use their Initiative value in place of their Ballistic Skill when rolling To Hit. This is done before any falling back models are moved, and casualties are selected just as in assault. <div class="toccolours"> ''This doesn't require Snap Shots like the Medusan Immortal’s version of this rule, although having to use Initiative instead of Ballistic Skill is similarly limiting. Though not as good as a Sweeping Advance, the potency of Necron shooting weapons is high and in many cases a unit worth Sweeping will be beaten only by an even bigger unit, meaning a lot of shots. This helps increase the value of them as assault units, encouraging large numbers, aggressive positioning, and decisive combat, which is in keeping with the 30k design.'' </div> ==== Unit Changes ==== The following changes apply: '''Warriors''' — 220pts for 15 Warriors. May add up to 15 additional Warriors for 12pts/model. All other options from Codex Necrons remain unchanged. '''Immortals''' — 200pts for 10 Immortals. May add up to 10 additional Immortals for 16pts/model. All other options from Codex Necrons remain unchanged. '''Triarch Praetorians''' — 165pts for 5 Triarch Praetorians. May add up to 10 additional Triarch Praetorians for 24pts/model. All other options from Codex Necrons remain unchanged. '''Flayed One Pack''' — 75pts for 5 Flayed Ones. May add up to 10 additional Flayed Ones for 12pts/model. All other options from Codex Necrons remain unchanged. A '''Necron Tomb Citadel''' or '''Necron Tomb Fortress''' may be taken as Fortification choices in Age of Darkness games. === New Units === ==== Phaeron ==== :''Phaerons are the highest rank within their own Dynasty, subservient only to the Silent King, and, in theory, his agents. In most cases they are also excellent commanders, and if ever they take to war, it is with the full military might of their domains at their backs.'' '''0-1 HQ 280pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Phaeron | 5 | 5 | 5 | 5 | 3 | 4 | 3 | 10 | 2+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' A Phaeron is Infantry (Character) '''UNIT COMPOSITION''' 1 Phaeron Infantry (Character), '''WARGEAR''': * Staff of Light * Phase Shifter * Phylactery '''SPECIAL RULES''': * Independent Character * Reanimation Protocols * Relentless * Fear * Eternal Warrior * Lord of the Dynasty '''Lord of the Dynasty''' — Equivalent to Master of the Legion. May not take more than one model with this special rule for every 1,000 points in the army. When a model with this rule is the Warlord, they may roll twice on their chosen Warlord Traits chart (re-rolling any doubled result) and select which of the two results they wish to use; and a single unit of Immortals, Lychguard, Triarch Praetorians, or Flayed Ones, can be selected as a retinue as part of the same choice on the Force Organisation Chart – models in any such unit can choose to accept and issue Challenges as if they were characters. '''OPTIONS''': * May take items from the Melee Weapons, Ranged Weapons, and/or Technoarcana lists. ----- ==== Pariah ==== :''Those born with the Pariah gene are frequently doomed to a brutally short life without ever being able to experience the kinship that they observe in all other members of their own kind. Those that survive, however, many eventually realize that their curse is, to some, a treasure beyond price. One of the best-known – though by no means well-known – organizations that welcome Pariahs is the temple of the Culexus Assassins, who will embrace them for what they are, and offer them purpose in the service of the Emperor if only they can meet their exacting requirements. But another, more sinister offer is sometimes made by a mysterious agent, promising a new body and adoption into an eternal family of beings like what they will become, and asking only that they bring ruin to those that rejected them – an appealing option to a dispossessed exile. If they are especially fortunate, those who accept such an offer will annihilate their former kin with such relish that they never realize that they have lost any choice but to do so forever…'' '''HQ 150pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Pariah | 4 | 4 | 5 | 5 | 2 | 5 | 2 | 10 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' A Pariah is Infantry (Character) '''UNIT COMPOSITION''' 1 Pariah '''WARGEAR''': * Close combat weapon * Phase shifter '''SPECIAL RULES''': * Fear * Fearless * Hatred (Everything) * Instant Death<nowiki>*</nowiki> * Psychic Abomination <nowiki>*</nowiki>''This rule applies to all of this model’s melee attacks only, regardless of the weapon being used and in addition to any weapon special rules.'' '''Psychic Abomination''' :''The mere presence of a Pariah inspires panic and revulsion in those nearby. For those who are sensitive to the Immaterium, it causes physical agony and maddening terror. But when this is amplified by the augmentations of the C’tan and driven by malevolent resentment, it becomes a weapon lethal to all life.'' Psykers, friend or foe, within 12" of a Pariah have -3 Leadership, do not generate any Warp Charge (i.e. they do not add dice to their owning player’s Warp Charge pool in the Psychic phase) and only harness Warp Charge points on a 6. A Pariah can never be targeted by psychic powers – other units in the Pariah’s vicinity that are hit by '''beam''' or '''nova''' powers, or by '''witchfire''' powers that use templates, are hit/affected normally. Any '''blessing''' or '''malediction''' psychic powers affecting a unit immediately cease to be in effect if the unit moves within 12" of a Pariah or vice versa. '''OPTIONS''': * May exchange their Close combat weapon for a Warscythe with a built-in Gauss Blaster for 30pts. ----- === Exceptional Wargear === ''This follows the same rules for Relics of the Dark Age of Technology (Horus Heresy Book Four Conquest)'' '''Spy Scarabs — Necrons only (40 points)''' :''These specialised variants of the sentry scarabs sometimes seen guarding high-ranking Necrons, instead seek out and monitor enemy forces. They identify the most skilled fighters and analyze their every movement, building a profile of their physical limits and personal fighting style, which is transmitted to the mind of their master. Thus can even the mightiest enemies be brought low, forced to fight against a foe who is not just ancient, tireless, and powerful, but who knows their every weakness.'' The bearer gains Preferred Enemy (Characters) and +1I when in a Challenge. === Even Death May Die === :''As the Crusade Fleets touch down on worlds not inhabited by sentient beings for millennia, some Tomb Worlds begin the process of stirring their inhabitants to life, to repel the invaders of their domains as their first act towards reclaiming their old empire. Before being fully awakened, Tomb Worlds are vulnerable, so it often falls to the Triarch Praetorians and Canoptek sentries to stall as much of the enemy as possible, while the Tomb World's gradually awakening forces are continually recalled as they take damage to ensure that they provide optimal resistance. Over and over again the same Necrons will be destroyed, but they always return; embodying death, yet transcending it themselves.'' Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as an Even Death May Die detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Necron army. '''Effects''': * '''Death’s Defenders''' — The following adjustments apply to unit selections: ** '''Triarch Praetorians''' — Count as Troops choices, may add up to 15 additional Triarch Praetorians rather than 10. All other options from Codex Necrons remain unchanged. ** '''Warriors''' — Unchanged, except to note that they are non-compulsory Troops choices. ** '''Immortals''' — Unchanged, except to note that they are non-compulsory Troops choices. ** '''Triarch Stalkers''' — Unchanged, except to note that they are non-compulsory Troops choices. ** '''Canoptek Tomb Sentinel''' — Unchanged, except that they may add up to 2 additional Canoptek Tomb Sentinels at the listed points cost. ** '''Canoptek Tomb Stalker''' — Unchanged, except that they may add up to 2 additional Canoptek Tomb Stalkers at the listed points cost. ** A '''Necron City of the Dead''' may be taken as a Fortification choice in Age of Darkness games of 3,000 points or greater. ** For each unit of Necron Warriors which comprises 30 models, a single '''Monolith''' can be taken as part of the same selection on the Force Organisation Chart. However, Monoliths selected in this way never count as scoring units. *'''We’ll Be Back''' :''When closest to the immense repair facilities and high-powered teleportation matrices that comprise their Tomb cities, Necrons can teleport away from the battlefield and return almost instantly, completely restored.'' :Necron Phaerons, Overlords, Lords, Crypteks, Destroyer Lords, Warriors, Immortals, Lychguard, Deathmarks, Flayed One Packs, Destroyers, Heavy Destroyers, and Trazyn the Infinite, may, at the end of any phase, be removed if that unit had suffered at least one wound but not a total number wounds equal to or greater than 75% of the total that they began the game with, and place an identical unit with all wounds restored, into Ongoing Reserves. The Dedicated Transports of these units, if any, are unaffected by this rule. If a unit does this, it counts as destroyed for the purpose of Victory points where this is relevant. If a unit does this while engaged in assault, and the unit(s) they are engaged with are no longer engaged in assault once the Necron unit has been removed, they may immediately consolidate. *'''Phase Out''' :''In many cases where a Necron Tomb World is encountered as it begins to awaken, the Necron style of defence is to disengage from unfavorable confrontations and allow their heavier assets to stand against the invaders instead.'' :Necron Phaerons, Overlords, Lords, Crypteks, Destroyer Lords, Warriors, Immortals, Lychguard, Deathmarks, Flayed One Packs, Destroyers, Heavy Destroyers, and Trazyn the Infinite, may, at the end of any phase, be removed if that unit had suffered a total number wounds equal to or greater than 75% of the total that they began the game with. The Dedicated Transports of these units, if any, are unaffected by this rule. If a unit does this, it does not count as destroyed for the purpose of Victory points where this is relevant. If a unit does this while engaged in assault, and the unit(s) they are engaged with are no longer engaged in assault once the Necron unit has been removed, they may immediately consolidate. '''Limitations''': * At least half of the Elites selections taken from this detachment must be Canoptek Tomb Stalkers. * At least half of the Heavy Support selections taken from this detachment must be Canoptek Tomb Sentinels. * Only one Fast Attack slot may be used. * Dedicated Transports may not be selected for any unit in this detachment. * You may not take an allied detachment with a Faction other than Necrons. <div class="toccolours"> ''Remember, you can ally with yourself (so to speak), and your other detachments are not subject to the restrictions of this detachment. Therefore, in exchange for one more mandatory HQ and Troops each, you could take a single Elites and/or Heavy Support selection without requiring that you take any Canoptek Tomb Stalkers or Canoptek Tomb Sentinels, if you feel the need to do so.'' </div> === Targeted for Termination === :''In their endless effort to remove obstacles to the re-emergence of the Necron Dynasties, Triarch Praetorians may even turn to some of the more unusual legacies of their former C’tan masters, such as the unconventional biotransference of the rare Pariahs. Understanding and hating life in equal measure with a clarity that even the most perfectly unimpaired Necron Lord can no longer manage, Pariahs know exactly where to begin looking for concealed communities, camps, and muster points, and Flayed Ones and Destroyers quickly realize the merit of their instincts, as jackals learn to follow the lion.'' Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as a Targeted for Termination detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Necron army. '''Effects''': * '''Death’s Delegates''' — The following adjustments apply to unit selections: ** '''Flayed One Pack''' — Count as Troops choices. May add up to 15 additional Flayed Ones rather than 10. All other options from Codex Necrons remain unchanged. ** '''Warriors''' — Unchanged, except to note that they are non-compulsory Troops choices. ** '''Immortals''' — Unchanged, except to note that they are non-compulsory Troops choices. ** '''Triarch Praetorians''' — Unchanged, except to note that they are non-compulsory Troops choices. ** '''Destroyers''' — Unchanged, except to note that they are non-compulsory Troops choices. ** '''Heavy Destroyers''' — Unchanged, except to note that they are non-compulsory Troops choices. '''Limitations''': * Only Pariahs may be selected as compulsory HQ choices. * Only one Heavy Support choice may be selected in this detachment. * You may never have more units with the Vehicle or Super-heavy Vehicle type than you have with the Infantry (Including Jump or Jet Pack Infantry) type in this detachment. * You may not take a fortification detachment. === Age of Darkness Theme: Burried and Forgotten === Age of Darkness Themes are a means of gathering together several different elements into a new or unusual way of fielding an army inspired by a particular setting or event from the grand milieu that is the Horus Heresy. An Age of Darkness Theme might combine units from different army lists, present new Force Organisation charts, Warlord Traits, wargear and character options or modify victory conditions or other mission special rules. The use of Age of Darkness ‘Themes’ are optional and require the agreement of both players to use. The Age of Darkness Theme that follows represents a Necron force suddenly awakening and arising from directly beneath the feet of an intruding force. One commander spoke of a host clawing its way up from beneath the ashen desert sands, the harsh sun glinting off their metal hides. Another told of how their secured perimiter, at the center of ancient ruins that were avoided by the local populace for millennia on account of being believed haunted, was suddenly surrounded by the baleful glow of thousands of pairs of eyes. All such reports are the same in one particular - that they enemy appeared as if from nowhere, and kept coming no matter how quickly they were destroyed. ==== Building a Burried and Forgotten Army ==== * A Burried and Forgotten Army is chosen from Codex Necrons. * A Burried and Forgotten Army may not take special Necron Detachments; it may only use the standard Age of Darkness detachment, or optional detachments by agreement, or the standard detachments that apply to the mission that you are playing. * All units in a Burried and Forgotten Army gain the Deep Strike special rule, but must begin the game in reserve. * In addition to the normal process for arriving from reserves, each turn a number of units can arrive from reserve automatically, without rolling. The number of units that can arrive in this way is equal to the current turn number: one on the first turn, two on the second turn, etc. Units which arrive automatically and which Deep Strike will not scatter when they are placed. If they suffer a Deep Strike Mishap, they automatically return to Ongoing Reserves. * Only Snap Shots may be made against units from a Burried and Forgotten Army which arrive by Deep Strike more that 12" from any enemy unit. Units from a Burried and Forgotten Army which arrive by Deep Strike less that 12" from any enemy unit gain the Fear special rule for the game turn which they enter play. * Allies may not be taken. Fortifications may be taken, but these must still follow the same rules the rest of the Burried and Forgotten Army. * The rules for Sudden Death Victory are not used until at least four full game turns have been played (or a player concedes).
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information