Download Necron 2.0.1 army book for NetEpic
update: September 14th, 2012. The old 1.0 version is available
a Necron list?
A NetEpic Necron list idea started years ago - when
collecting a first batch of Chaos Androids to create them. Necrons have
been part of W40K background for a while and there's clearly a demand from
the community to include them in NetEpic - not to mention that an
Epic:Armageddon list is available for them. Many players have created their
own conversions and proxies are plenty.
I tried to collaborate with
talented individuals on Tactical Wargames forum, but our respective visions
of Necrons were not compatible.
conceptsThe Necron list has to
implement a number of special rules to give the "feel" of Necrons. It's
an "advanced" list because many units feature some special
Nerves of Steel
Necrons have no morale, but can't
fight until the bitter end. The first W40K version of "Phase Out" was
characterful and made a lot of sense, but was left away in the second
edition - but still had its use at Epic scale. Much like Ork Klans, Necrons
units are elements adding up to a company to make up a large fighting
force. But when the whole company collapses, it just disappears, while
other races would just have rolled for morale and resumed fighting. It's a
tradeoff with tje fearless ability of Necrons. A 75% break point level is
given for free, as it is balanced by the extra amount of VP each Necron
unit is worth.
Necrons warriors wield strange
weapons and are able to autorepair. How could one translate these special
effects into a NetEpic unit without writing heaps of complex rules? Special
rules should only be added if they really add some distinctive value to a
Finally, a fixed save would perfectly mimic the "unkillable"
trait of Necrons. Of course, the save is weakened a bit compared to W40K,
considering the frightening weapons at Epic scale. A fixed save does not
work on close-combat. The fixed save also works wonders on Necron vehicles,
giving them a "living metal" equivalent without writing a single line of
The Gauss weaponry was another issue. In W40K, it has
complex in-game effects but only on a to-hit roll of 6. First edition of
this NetEpic army list just gave Gauss weapons a straight -1 TSM, but it
was just too good - and as a result, Necron Warriors were too expensive and
not numerous enough on the tabletop. This version now features a simple -1
TSM on a to-hit roll of 6 - much less powerful, but leading to much more
Necron Warriors in any Necron force.
Necrons are a fast-moving force because of Portals.
Portals are just as in your average sci-fi series - a gate to some other
place. It's better than transport because it allows redeployment of
complete armies with just two gates, or even just one if the forces where
held in reserves. Epic:Armageddon players were quick to understand that
Portals are a weak point of Necron lists and it's the same thing in
NetEpic. Destroy Monoliths and Necrons will become much less a threat. Will
the Necron player dare keeping units in Reserves with only a handful of
Portals left on the battlefield?
Hordes of Scarabs
just among the largest robotic units Necrons use to repair their bodies.
There are plenty of others, down to nanometric sizes. But Scarabs are also
part of W40K list and can attack the enemy. But if tiny miniatures can make
sense at W40K scale, they make not at Epic scale. "Yeah, this
grass-covered infantry stand is in fact a Scarab Swarm..."
Scarab Swarms have an abstract representation. Either they are directly
"fired" by some Necron units, and then attack areas in a cloud of
destruction, or they are available as extra repair rolls. It's also
possible to use Canoptek Spyders to generate more.
Tomb Golems are knight-class units for the Necrons.
Game-wise, they are here to make the list a lot more accessible, since 28
mm robot miniatures aren't hard to find and do not require any conversion
Now, on to their background... We know Scarabs and Tomb Spyders
were carefully maintaining Necrons over the millenia. But what could happen
on a Tomb World when a Necropolis was in danger? Perhaps some Necrons were
awakened, but it is doubtful. The Tomb Spyders could have fougth too but it
would have been dangerous for the Necropolis in case of defeat. Then came
the idea of a stronger defense unit - the Tomb Golem. It would have passive
sensors and awake in presence of intruders or on a request from Tomb
Spyders against an intrusion too difficult to handle.
The Tomb Golem
could have non-warlike duties too, where their strength and size would come
handy. Imagine the clearing after an earthquake. It would explain why they
have two hands instead of a built-in weapon.
Tomb Golems are closely
related to Ushabtis from the Fantasy Tomb King army.
Model-wise, as I
said, above description allow usage of nearly any 28mm Necron-styled robot.
I personally prefer old Necron Immortals for W40K, but old Necron Warriors
would work fine too.
The Next Bing Thing
Titans are a key
element to an Epic Army. C'tan were another matter. Both elements are very
expensive and I think people will field them only in largest battles - or
will discover how problematic Phase Out rules can be.
C'tan would be knight-sized models, obviously. They would also
be very hard to kill. Multiple wounds made sense, too. Yet, C'tan
decreased a lot from their Star God status from one edition to the next.
Now, they're more like Necron Greater Daemons. There are five different
C'tan powers and they each bring unique abilities to an army.
Praetorian are very different matters, and moreover, they exclude each
other. You can only have one Abattoir or one AEonic Orb or one Warbarque in
your army. You'll have to play at least three games to discover the
subtleties of each...
The Warbarque is the smallest
unique war machine; it's basically an improved Monolith, able to let
almost any unit through its portal. If your entire force is in reserve, you
may have no model on the table on turn 1! It might be fun to try once in a
while, even if you'll certainly regret not to have ground forces to secure
nearby objectives. Apart from that, the Warbarque won't change the course
of battle through its battle prowess. And fielding a Warbarque prevents you
for deploying an AEonic Orb or an Abattoir... But it can let you plunge the
Necron army directly in the middle of enemy lines.
The AEonic Orb is the usual point-and-click destroyer. Not much
will survive a full power shot of Solar Flare, and it's exactly the
purpose of the Orb, to the point of lacking versatility. It may even be
dangerous against an Imperator titan, providing its shields are gone (and
the Orb hasn't been destroyed before firing!)
Like other Necron units,
the Orb is rather resilient but by no means impossible to destroy.
Depending on the location hit, you may destroy the Orb with plenty of
different special effects.
I truly wanted to create a
characterful engine of destruction with the Abattoir. The Abattoir deep
strikes in enemy lines and then begins killing everyhting. It's very
difficult to destroy (although a tooled up Warlord Titan will eat it for
breakfast, like most necron units) but slow and short-ranged, with no TSM
better than -1. It drifts over the ground killing any model under its path.
I was happy to add a touch of variety with the Inner Chamber damage table -
a location that can only be accessed via other damage tables!
Defining the composition of each company and support card
was certainly the hardest part, the key element that would make or break
Necrons are rather rigid in their army composition. For this
reason, the core element of the list, the Necron Warrior phalanx, contains
8 stands. The company is pricey, but mirroring the lack of flexibility in
Necron forces. Yes, it's possible to create a Necron army without any
Necron Warrior in it, but don't be surprised if your army has Phased out
before the end of turn two.
The Monolith is a key
unit. Vehicle status for Monoliths would not do them justice, hence they
are Super-Heavy. The Eldar Tempest Host gave a basis for the Monolith
Egressor company card. (BTW, Egressor is a variant of the latin word for
The Monolith has a straight 1+ armor save and no
fixed save. The reason is simple: a 1+/5+f save would have added complexity
for little gain, as there are not that many -5 and -6 TSM weapons
Since Monolith was belonging to the Super-Heavy class, making it
a "light super-heavy" would help make a difference with the Pylon,
belonging to the same size class. The Pylon is much closer to the
Stormblade and other super heavy vehicles of the Imperial
Eternity comes at a price
Each Company is just priced
as the sum of its components with a small rebate or a free command unit. VP
and break point of each unit has been computed through rules explained
above, which are exactly the same as Squats.
Necrons are fairly priced.
Choosing the point cost of each unit is a difficult art and your mileage
may vary. I'll happily listen to anyone thinking Necrons are under- or
over-powered, especially if he/she can bring example of units of similar
power and greater cost in other lists.
Remember that Necron is a powerful
faction, but certainly not aimed for beginners. Version 2.0 of the list
does not add more powerful units, but rather flexibility in army
composition. It's now possible to surprise opponent with a ground assault,
long range firepower, infiltration, fliers and much more (including nasty
builds using Fear or underground assaults!). Making the Necron army
versatile and multi-faceted was the best I could offer to Necron players to
make them enjoy playing this faction for years to
- September 13th, 2012
First public release of the new
2.0.1 - September 14th, 2012
companies offers three 1-Pylon detachments, not a single unit of three
Recomputed all VP and BP. Applied latest Squat-like rules for
both: if BP is the same using 50% or 75% for break - typically for units
comprising less than 4 models - then there is no extra VP awarded for the
created on 15 Sep 2012