WELL HERE THEY ARE, NECRONS (LONG)

From: <nils.saugen_at_...>
Date: Tue, 4 Nov 2003 09:21:28 +0100

In the addition of this list there is one preatorian and a titan. These will
be posted separately together with the Slann/Exodus titans and preatorians

 Necron

Introduction
The millennia long sleep of bliss and complacency ended when a new menace
started to devour the galaxy. The Tyranids had emerged from the dark
recesses of the universe and were consuming star systems greedily. The
age-old clamor for battle was sounded and the Slann assembled their armies.
At first it was stunning how easily the Slann could surprise the Tyranids
using their superior technology and destroy them. However it was quickly
realized that the Tyranids waged a war of attrition throwing a seemingly
inexhaustible supply of more troops. It was a war the Slann could not win
and were steadily losing. The increase of Dracon breeding and upgrading of
Exodite technology was insufficient to meet the ever-increasing demand.

The answer, fortunately for the universe, was in the Slann's midst all
along. The Slann had for a long time used artificial life forms to rid them
of menial labor and make life more pleasant. The time had come to make the
servants-warriors. A cunning program was added to the AI. It gave these
constructs "pleasure" when serving the Slann and that meant killing the
enemies of the Slann. This gave these units powerful motivation to excel in
battle and curtail any thoughts of overthrowing their masters.

The name given to this race stems from Imperial contact with these entities
and the death they cause. Necron is derived from the archaic form of
Imperial speech "necros" which means death. The Necron are death
personified. They know no fear like the tyranid, but house the intelligence
of the Slann. The impact was immediate as the Tyranid gains in all sectors
were halted then slowly reversed.

To date the Necron supply 80% of the Slann war effort. For their great
contributions, for the first time in Slann history, a non-Slann people were
given equal status and citizenship.

Special rules

Morale immunity
The Necrons have the ability to shut down their emotion programs for any
length of time. This makes them not only unrelenting in their loyal to the
Slann Empire but also incredibly cold killing machines. Thus Necrons never
make Morale rolls and are immune to fear and terror.

Nullify fields
In times of war all Necrons emit a Nullify Field that interferes with almost
all electromagnetic fields thus disrupting not only the workings of machines
but also the bioelectrical impulses of living creatures.

* All vehicles within a 6cm diameter of the generator of the Nullify
Field must roll to see if they can move. On a 1D6 roll of 3 or less the
vehicle cannot move. On a roll of 4 or more the vehicle can move at one half
its normal movement. Note the unit as a whole generates this field
* All enemy units within a 6cm diameter suffer a -1 to hit.
* All units in Close Combat suffer a -2 to their CAF.
* All Slann, Necron, and Dracons are immune to all the Nullify Field
effects.
* Effects of the nullify field are NOT cumulative.

Self repair
While they're other powers make the Necrons lethal, possibly the most
terrifying trait of all Necrons is their ability to self-repair. A Necron
that has seemingly been destroyed can regenerate itself only to fight once
more. Any Necron unit destroyed should be turned over and not removed from
the table. In the subsequent end phase roll a 1D6 for each unit destroyed.
On a roll of 4+ the Necron unit is returned to the field. If this roll fails
remove the unit from the battle. Destroyed units that have regenerated do
not count to the Necron break point. Self-repair does NOT function is close
combat. Models beaten in close combat are eliminated and do not self-repair.

Necron Infantry

Necron lord
Necron Lords are the command units of Necrons. These enhanced warriors lead
the Necron "Cubes" into battle. They don heavy battlesuit armor.

Models: You can use either Ral Partha "Clan Elemental Infantry" or "Inner
Sphere battle armor"

Necron raider
Raiders are the line infantry of Necrons. Armed with their heavy battlesuits
they are more than a match for most infantry.

Models: You can use either Ral Partha "Clan Elemental Infantry" or "Inner
Sphere battle armor"

Necron assault warrior
Assault Necrons use small shoulder mounted missile launchers on their
battlesuit armor to rain shrapnel on those they engage in Close Combat.
These missile launchers are already factored into their CAF. Assault Necrons
also have built in Warp Jump Generators that allow them to move in exactly
the same way as Slann Mech Warriors.

Models: You can use either Ral Partha "Clan Elemental Infantry" or "Inner
Sphere battle armor".


Necron Numbercruncher

This is the robotic equivalent of a Slann Magus. It is basically a Necron
Lord, which has been refitted with a more powerful CPU. They have a +2
modifier on the warp jump table, which applies to themselves and any one
necron detachment (with warp jump ability) within 25cm. The Numbercruncher
can also act as a Forward Observer.

They also have certain powers, which are derived from the fact that they
have a cuperior CPU which enables the Numbercruncher to calculate what might
happen in the future. These powers aren't psychic in nature, but are the
result of a mathematicial and statistical analysis of the situation.
Billions of numbers are being processed every nanosecond, continually
working out the best path or action based on what is happening at all times.
The powers are very draining on the CPU, and as such only one is usable per
turn :

* Statistical Premonition : The Numbercruncher calculates the best
course of action for an unmoved detachment within 15cms. This detachment can
then change their orders along this axis : FF - AF - CH.
*
* Mathematical Analysis : The Numbercruncher calculates how to best
utilise the features of
his surroundings. Any friendly detachments within 10cms gets +1To Hit for
the rest of that turn.

Models: You can use either Ral Partha "Clan Elemental Infantry" or "Inner
Sphere battle armor".

Summary
Necron Lord 15cm 4+fixed +5 Lightning Rod
75cm 4+ 1 -1 Nullyfy field, no moral, self repair,
command unit, warp jump
Necron Raider 15cm 6+ +1 Gauss Flayer Gun
50cm 4+ 1 -1 Nullyfy field, no moral, self repair
Necron Assault 15cm 6+ +3 Close combat
missiles Nullyfy field, no moral,
self repair, warp jump
Necron Nbrcruncher 15cm 4+fixed +5 Lightning Rod
75cm 4+ 1 -1 Nullyfy field, no moral, self repair,
command unit, warp jump.

Walkers

Necron Destroyer
The Necron Dreadnought is considered to be the most powerful of all known
dreadnoughts. Its legs are incredibly agile and move with unsurpassed speed.
The Dreadnought is built from strong but light a material that means it has
superior armor and high speed. The speed of the Necron Dreadnoughts is only
part of what make them feared on the battlefield. Due to their spidery legs
they can move into terrain normally impassible to vehicles at half the
movement rate for they're given orders

The Arachnid destroyer also has the normal Necron powers of the nullifying
field, lack of morale checks, and most feared of all - self-repair.

Models: Ral Partha Tarantula can represent Necron Dreadnought units. These
are sold one per blister.

Necron Immortals
Necron Immortals are heavily armoured, extremely tough Necrons. On the
battlefield, the Necron lords often use them as bodyguard units. The Necron
immortals are huge machines, almost one half as tall as a Necron Raider, and
heavily armoured. Thus they are considered to be walkers as per NetEpic
rules. However they are treated as infantry for all movement restrictions,
except they may not enter buildings. As all Necron Infantry units, they are
equipped with jumppacks, and have the special abilities of self-repair and
nullify field. The Immortals are also equipped with a warp jump generator,
they have an upgraded warpjump computer giving them a bonus of +1 when
attempting to jump. The Necron Immortals are armed with a twin Gauss Flayer
Gun.

SUMMARY
Necron Destroyer 20cm 4+ +4 Gauss Flayer Cannon
50cm 4+ 1 -2 Nullify Field, No Morale rolls, Self-repair,
walker (infantry)
                                                Heavy Minigun 25cm
5+ 2 -1
Necron Immortal 15cm 5+* +2 Twin Gaus Flayer Gun 50cm
4+ 2 -1 Nullify Field, No Morale rolls, Self-repair, walker
(infantry), Jump/warppack

Vehicles

Special rules
Necron Vehicles follow all the special rules for Necron troops; which
include: Immunity to morale checks, nullify fields and self-repair. In
addition to this all Necron vehicles possess strong conversion fields to
augment their armor protection.

All Necron vehicles are fitting with superior targeters that easily keep
track of fast moving targets, therefore they may snap fire without the -1
penalty to hit. In addition all necron vehicles are armed with
anti-personnel electro-hulls. Any time infantry engages a necron vehicle
with electro-hull in close combat roll a d6 for each stand and on a roll of
5+ the stand is destroyed. Note the electro-hull ONLY functions versus
infantry, not vehicles of any kind. Also infantry with saving throws (such
as terminators, etc.) are also immune to the effects of the electro-hull.
However small attack vehicles such as bikes that DO NOT have saving throws
are affected by the electro-hull. As a general rule if it has a save it is
not affected by the electro-hull. This is NOT a ranged attack. It only works
in close combat. Casualties are removed before close combat begins.

Protector
The Protector is the main APC of the Necron army. As all vehicles it
contains a Necron artificial intelligence whose prime directive is the
protection of the troops it transports. The Protector may carry up to two
infantry stands. A strong conversion field that confers a 4+ save protects
it. This save can never be reduced too less then 6+. A Protector hit by any
weapon (a Volcano Cannon for example) with any negative Target's Save
Modifiers that would bring the Protector's saving throw below 6+ is ignored.

Models: a Centurion Wolverine or the Game Masters Lightning APC may
represent the Protector.

Cubekeeper
The Cubekeeper is a heavier APC designed specifically for the rapid
deployment of large numbers of Necron troops. It may carry 2 infantry
stands. A strong conversion field that gives it a 3+ save protects it. This
save can never be reduced too less then 5+. A Cubekeeper hit by any weapon
(a Volcano Cannon for example) with any negative Target's Save Modifiers
that would bring the Cubekeeper's saving throw below 5+ is ignored.

Models: The Cubekeeper may be represented Game Masters Thunder APC.

Cubemaster
The Cubemaster was specifically designed for close infantry support. It
features a turret with several anti-infantry and one anti-tank gun. A strong
conversion field that gives it a 3+ save protects it. This save can never be
reduced too less then 5+. A Cubemaster hit by any weapon (a Volcano Cannon
for example) with any negative Target's Save Modifiers that would bring the
Cubemaster's saving throw below 5+ is ignored.

Models: Game Masters Monarch IFV may represent Destroyers.

Nemesis battletank
Necrons do not have tanks as other races do. Instead Necron intelligence is
placed inside a tank size vehicle that externally may seem like an ordinary
tank, but has no crew. The Nemesis tank provides speed and heavy armament on
a seemingly light frame, but features a deadly anti-tank gun called the
nemesis gun, which gives the vehicle its name. The nemesis gun is a high
intensity laser with a plasma generator attached for its energy
requirements. Although by no means an innovative weapon no one but the Slann
has been able to miniaturize it to the extent that it will fit on a moveable
turret on a main battle tank. All other races require super heavy chassis
for these purposes. A strong conversion field that gives it a 2+ save
protects it. This save can never be reduced too less then 4+. A Nemesis hit
by any weapon (a Volcano Cannon for example) with any negative Target's Save
Modifiers that would bring the Nemesis's saving throw below 4+ is ignored.

Models: Nemesis tanks may be represented by Game Masters Cyclops tank.

Tormentor tank killer
The Necron mainly deploys the Tormentor tank killer for defensive purposes.
This is due to its short ranged plasma cannon. However it excels at this
role since its main weapon gives devastating firepower at close range and
its armor penetration at these ranges is superior even to that of the
Nemesis battle tank. A strong conversion field that gives it a 2+ save
protects it. This save can never be reduced too less then 4+. A Tormentor
hit by any weapon (a Volcano Cannon for example) with any negative Target's
Save Modifiers that would bring the Tormentor's saving throw below 4+ is
ignored.

Models: Tormentor tanks may be represented by Game Masters Colossus tank.

Punisher assault tank
The Punisher is the Necron's answer to close-in urban combat. It is mainly
deployed for assaults against besieged positions where heavy armor will save
time and lives. Its main weapon is a flame-thrower that shoots superheated
plasma over a short range. Use the hellhound flamer template for this
attack. A strong conversion field that gives it a 2+ save protects it. This
save can never be reduced too less then 4+. A Punisher hit by any weapon (a
Volcano Cannon for example) with negative Target's Save Modifiers that would
bring the Punisher's saving throw below 4+ is ignored.

Models: Punishers may be represented by Game Masters Hercules tank.

Summary
Necron Protector 25cm 4+ 0 Minigun 25cm
2 5+ 0 May carry 2 stands. Vehicle, no morale
Necron Cubekeeper 25cm 4+ +1 Heavy minigun 25cm
2 5+ -1 May carry 2 infantry stands, vehicle, no morale
Necron Cubemaster 25cm 3+ +2 Gauss Flayer Cannon 50cm
1 4+ -2 Vehicle, no morale
                                        Gauss Autocannon 25cm
2 4+ -1
                                        
Nemesis MBT 25cm 2+ +3 Nemesis cannon 75cm 1
4+ -3 Add +1 to damage rolls, vehicle, no morale
                                        Hvy Minigun 25vm 2
5+ -1
Tormentor TK 25cm 2+ +1 Plasma cannon 50cm 1
3+ -4 Vehicle, nor morale
                                        Hvy Minigun 25vm 2
5+ -1
Punnisher Assault 25cm 2+ +4 Plasma flamethrower
template - 4+ -1 Flamer template, ignores cover,
vehicle, no morale
Tank Hvy Minigun 25vm 2
5+ -1

Artillery

Mantis missile launcher
The Necron use artillery to slow down the advance of their enemies. They
equip missiles with small versions of their Nullify Field generators. These
generators activate when they hit the ground and cause the same effects as
being close to a Necron unit. When a Mantis Missile strikes the ground it
affects all those units in an area equal to a normal blast marker (instead
of a 12cm-radius). The missile will continue to generate a template size
effect until it is burnt out. When a template is placed on the table roll a
D3 and places the result next to the template. This is the amount of turns
the missile will be effective. Remove the template in the end phase of the
last turn its effective. The mantis missiles can per fired every other turn
it needs one turn to re-load.

Models: You could use the Ral Partha SRM carrier, LRM carrier model.


Warp locust AA cannon
The Locust is a static rapid-fire cannon that uses concentrated energy from
the warp (a technology alien to other races). It has a long range and high
penetrating power. Its good rate of fire makes each gun very dangerous. It
may only move on charge orders 20cm via its carrier. It may limber in one
turn and unlimber in the next turn and fire that turn.

SUMMARY
Mantis Missile Launcher 20cm 5+ 0 Mantis Nullify Missiles
150cm Template 4+ no save Nullify Field, No Morale
rolls, self repair, vehicle
Warp Locust special 5+ 0 Warp Gun
100cm 4 4+ -2 Nullify Field, No Morale rolls,
vehicle

Super heavy vehicles and Praetorians/Titans

Conqueror super heavy tank
The Conqueror is a slow moving tank by Slann standards, but makes up for
this with the massive amount of firepower one of these vehicles can bring to
the battlefield. They are usually deployed as the tip of an armored
spearhead. Their increased range and two turrets make up for their slower
speed. It is armed with twin batteries of conversion beamer cannons. A
strong conversion field that gives it a 1+ save protects it. This save can
never be reduced too less then 3+. A Conqueror hit by any weapon (a Volcano
Cannon for example) with any negative Target's Save Modifiers that would
bring the Conqueror's saving throw below 3+ is ignored. All the special
rules for Necron vehicles apply to the Conqueror, including all rules for
super-heavy vehicles.

Conqueror 20cm 1+ +8 Conversion Beamer Cannon
100cm 2 3+ -1d6 Super heavy vehicle, no morale
                                        Turbo minigun 25cm 6
5+ -1
Flyers
None of the Necron Flyers has a pilot. Instead, like the Nemesis tank, the
vehicle is alive with Necron intelligence. The Necron is the flyer and thus
the size of the flyer is greatly reduced. Unlike other races, the Necron
intelligence need not worry about g-forces or other problems that effect
carbon based life. Thus all
Necron flyers are very maneuverable making them particularly effective in
air combat. There are three types of Necron Flyers: All Necron Flyers enjoy
the same benefits of self-repair and other abilities as all Necron vehicles.

Cloud dragon
Cloud Dragons are the fighter/interceptors of the Necrons. With their
rapid-firing Gauss Flayer Cannons they are very effective in dogfights and
fast attacks against point targets.

Models: You could use the Ral Partha Sparrowhawk.

Moon dragon
Moon Dragons are the Fighter/Bombers of the Necron air force. These are
armed with Conversion Destructors and Mantis Bombs, which are very similar
to Mantis Missiles. However, these are dropped through the flight instead of
fired. When a Mantis Bomb strikes the ground it affects all those units in
an area equal to a normal blast marker. The missile will continue to
generate a template size effect until it is burnt out. When templates are
placed on the table roll a D3 and place the result next to the template.
This is the amount of turns the missile will be effective. Remove the
template at the end phase of the last turn its effective.

Models: You could use the Ral Partha Mechbuster.

Ethereal dragon
Ethereal dragons are large transport craft for rapid deployment of Slann
troops. Each transport may carry up to 10 infantry stands. The Ethereal
dragon is armed with several batteries of Gauss flayer cannons

Models: You may use the Ral Partha Slayer Model.

Summary
Cloud Dragon Special 4+ +8 Gauss Flayer Cannon 50cm 1
4+ -2 Thruster
Etheral Dragon Special 5+ +3 Gauss Flayer cannon 50cm
1 4+ -2 Thruster, transport
Moon Dragon Special 3+ +4 Conversion destructor 50cm 1
4+ -1d6 Thruster
                                        Mantis Bombs Special
Template 4+ no save

Knights

Necron stalker
Emulating their Slann benefactors the Necron have developed their first
mech. As other Necron vehicles there are no crew, the whole machine is the
sentient intelligence. The Stalker has all the ability of the Necron
(self-repair etc) and powerful conversion field. The armor save is 1+, but
it can never be modified beyond a 4+. A Stalker hit by any weapon (a Volcano
Cannon for example) with any negative Target's Save Modifiers that would
bring that location's saving throw below 4+ is ignored

The Stalker has warp jump capability as other Slann mechs and the self
-repair and other abilities of all Necron vehicles.

Model: Use Ral Partha's Corvis battlemech model

Stalker 25cm 1+ +8 Heavy Laser 75cm 2 4+ -3
Knight, warp jump, no morale self repair
                                Turbo minigun 25cm 6 5+ -1

                
Received on Tue Nov 04 2003 - 08:21:28 UTC

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