Necron Army List

 


 
Navigation

Home

Site News

Wargaming

 

General

 

W40k

 

Necromunda

 

Epic

 

Man O'War

 

Warmachine

 

Rants

Search

 
User Account

You are not logged in.
  Log in
  Register
  Forgot account?

 
Language

  english only

 

 

    

Download Necron 2.0.1 army book for NetEpic here.


Last update: September 14th, 2012. The old 1.0 version is available here.

Why 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.

Necron concepts

The 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 abilities.

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.

Necron Tech
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 unit.
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 special rules.
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.

Masters of Teleportation
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
Scarabs are 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..."
In NetEpicI, 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
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 work.
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.

Star Gods
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.

The three 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...

Warbarque
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.

AEonic Orb
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.

Abattoir
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!

We are Legions

Defining the composition of each company and support card was certainly the hardest part, the key element that would make or break the list.

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.

Monolith
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 "Disembarkation").
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 around.
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 Guard.

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 come.

Change log

2.0 - September 13th, 2012
First public release of the new book.

2.0.1 - September 14th, 2012
Disambiguation: Pylon companies offers three 1-Pylon detachments, not a single unit of three Pylons.
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 unit.
created on 15 Sep 2012

 

Contents copyrighted (©) [Read] [Site map] [Home]
. : : s t e p h a n e . i n f o : : .
   "It's better to enlarge the game than to restrict the players." -- Eric Wujcik