The mantis missiles and the neurodisruptormissiles are supposed topo be the same weapon, right?
Eivind
> 
> Fra: nils.saugen_at_...
> Dato: 2003/11/04 Tue AM 09:21:28 CET
> Til: netepic_at_yahoogroups.com
> Emne: [NetEpic ML] WELL HERE THEY ARE, NECRONS (LONG)
> 
> 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
> 
> 		
> 
> 
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Received on Tue Nov 04 2003 - 11:40:30 UTC