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Why a Necron
list?I've thought of a Necron list years ago - when I started
collecting my first 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 Dark Realm
Miniatures maintains an extensive range of models that could be used as
Necrons. While my ideas where just random notes scattered in many
places, I saw Zap123 starting to create a Necron list on Tactical
Wargames. I tried to join him in his effort but we could not even agree on
what to consider part of the canon. He wanted the Portal ability of the
Monolith to count as a transport, didn't want to include the Abattoir or
the Aeonic Orb... Well, each one is entitled to his opinions, but our
respective visions of Necrons were not compatible. So, using the Draft
list he released on Yahoo! discussion group as a starting point, I wrote
my own to introduce all Necron units I could think of and make the list as
compatible as it could with Epic:Armageddon. I don't think I hold any
superior truth and will happily discover alternate Necron lists. Thanks
God there's no such thing as an "official" stamp in NetEpic
world. Necron conceptsThe
Necron list has to implement a number of special rules to give the
"feel" of Necrons. It was quite a challenge: We'll Be Back, Gauss
weapons, Living Metal, Phase Out, Implacable Advance... there are many
special rules for them in W40K and they had to be carried out somehow in
NetEpic.Nerves of Steel Necrons have no morale. That was the
easy part. But it would not have been acceptable to let them fight until
the bitter end. For this reason, I implemented the NetEpic version of the
Phase Out rule - simply a modification of the usual break point rules.
Much like Ork Klans, Necrons units are elements adding up to a company to
make up a large fighting force. But when the whole unit collapses, it just
disappears, while other races would just have rolled for morale and resumed
fighting! It is a tradeoff with the fearless ability of Necrons. The 75%
break point is a characteristic 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? We all know and enjoy special
rules, but it's not good to have too many of them for the basic unit of an
army. Necron warrior rules had to be straightforward, yet accurate. I
just had the idea of a fixed save for We'll Be Back - it's more or less
the same thing in W40K. Of course, the save would have to be weakened a
bit, 4+ being just too good regarding the weapons that exist in Epic
scale. 6+ was clearly insignificant, so I opted for a 5+ and Necrons would
walk unflinchingly towards their enemies. A fixed save would not work on
close-combat; it wasn't really faithful to the W40K version but I felt
Necron opponents would be able to dispatch them in CC or crush them under
their tracks and ensure they would not rise again (it also appears in W40K
when Necrons are routed in CC). The fixed save would just work 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. I
could have given a -1 TSM on a to-hit roll of 6, but it would have been
anecdotal. I just decided to give it a straight -1 TSM against all.
Consider that it really affects the target when this TSM turns a pass into
a fail, so one time out of six! Apart from Chaos Space Marines and their
missile launcher, Necrons number among the few races where a basic unit
has some TSM. It would contribute to give its own feel to this
army. Masters of Teleportation Necrons are a fast-moving
force, not because of their movement characteristics, but 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 keep some 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.
Should I really introduce scarab swarms people would use no miniatures
for? "Yeah, this grass-covered infantry stand is in fact a Scarab
Swarm..." I finally opted for an abstract representation of Scarab
Swarms. Either they are directly "fired" by some Necron units, and then
attack areas in a cloud of destruction, or they are available as "Swarm
tokens" than can be used to repair Necron bodies or to be "fired", in
fact ordered to attack, from an infantry model. It simulates how, once a
Scarab Swarm upgrade has been chosen for a company, Scarabs accompany each
and every Necron soldier on the ground. 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. Fighting as Tyranids? An early concern
was the way Necrons would score VP. Should they hold objectives like other
armies or have their own scoring systems like Tyranids? Each approach has
merits. Yet, I decided to stick to usual scoring system. If you question
the scoring system too far, you can invoke a special scoring system for
any army, claiming that Orks should score VP as tyranids (as if Orks were
interested in holding a building!) or even Eldar should score VP as
tyranids (as if Eldars were holding some ground instead of getting back to
their Craftworld!) Well, you see what I mean. Necrons are not savage
beasts driven by instincts; they have some tactical knowledge and Necron
commanders can certainly know how to cut supply lines, disrupt
communication systems by holding a key tower, or just perform a raid on a
lab holding some Necron technology. In my humble opinion, the argument for
a Necron-specific VP scoring system doesn't hold enough water to justify
its implementation. The Next Bing ThingTitans 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 would have made sense, except
that rules for Multiple-wound regenerating creatures do not exist in
NetEpic Core Rules. They are only part of the Tyranid army list. I could
hardly write "...And for regeneration details, please check Tyranid Army
book!" But it was an opportunity to word those damage rules better.
C'tan would only receive damage counters, as they aren't living
creatures, and would remove them in the End Phase. No special rules for a
C'tan "on the ground", unable to do anything yet still receiving
damage, leading to inextricable situations... The C'tan only explode in
the End Phase, no matter how many damage counters they have received this
turn. But since C'tan are working the same way than Tyranids, I could
just rely on the Dominatrix to estimate their point cost. Then we had
the Tomb Stalker. I had no idea of this thing until I saw on wikipedia(!)
that it was a large spider-like creature. Well, I think a W40K Tomb Spyder
would be a suitable model. The Tomb Stalker is therefore a very accessible
Titan. The other three 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 LegionsDefining the composition of
each company and support card was certainly the hardest part, the key
element that would make or break the list. I decided that Necrons should
be rather rigid in their army composition. For this reason, the core
element of the list, the Necron Warrior phalanx, would contain 8 models.
The company would be pricey, but mirroring the lack of flexibility in
Necron forces. No company card would feature the mix of tank and ground
units so useful in other lists. I weighted for a time the possibility to
include a Necron Warrior phalanx in each and every company, but it would
have been too obvious. So, 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
was a key unit. Should it be considered a vehicle like a Land Raider, or a
larger vehicle? Many players expressed their voice on NetEpic discussion
group telling that a mere vehicle status for Monoliths would not do them
justice. Hence they would be Super-Heavy. But the Super-Heavy category is
quite wide. I used the Eldar Tempest as a base for them: super-heavy, but
barely - smaller than Stormhammers and other super-heavies from the
Imperial Guard. The Tempest Host gave me a basis for the Monolith Egressor
company card. (BTW, Egressor is a variant of the latin word for
"Disembarkation"). I also decided to give it a straight 1+ armor save
and no fixed save. The reason is simple: I had first given it a 1+/5+f
save, but the fixed save is useless in such profile. There are not that
many -5 and -6 TSM weapons around, and it's the only weapons against
which the fixed save would have made any difference. Always cut
unnecessary complexity! 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 priceEach Company is just priced
as the sum of its components with a 100 points rebate, or just 50 if the
unit is led by a Necron lord. The VP and break point of each unit has been
computed through rules explained above (75% break point, etc.) even if in
some case these rules are just a disadvantage for Necrons - for example,
if a unit is made of 3 models, the break point is 2 even with regular
break point rules. It's even worse for single-model units like the Pylon.
Yet, I still kept the extra VP calculation for sake of consistency. Special
cards only refer to single models and are computed as usual. I really did
my best to price elements accurately, and I sincerely think Necrons are
fairly priced (I'm less sure for C'tan/Titans.) But choosing the point
cost of each unit is a difficult art and I may be wrong on more than one.
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. Hence, the point cost of units is
the detail most likely to change through playtesting. Change
logApril 8th, 2008 Sent a first version of the book to a
NetEpic member! April 13th, 2008 Numerous corrections. One is
worth a mention though: a complete overhaul of the Necrodermis of Titan
was needed. The previous version was just making them hard to break; it
resulted in random destruction. The new version is very close to Titan
shields (hull strength is depleted hit after hit) but it makes Necron
titans more reliable, instead of a "glass hammer". Sent a PDF version
of the book to a very limited set of NetEpic members. April 14th,
2008 Changed Necron-style symbols through the document, added
some. Corrected sample army, whose cost was wrong... :) Added a
sentence to clarify Portal use. Knights - replaced "desanctifying"
with "desecrating" :) Corrected AEonic Orb saves for side and
rear. Corrected AEonic Orb damage table (one entry was
missing) Improved AEonic Orb damage dealing against
buildings. Changed wording in Abattoir damage table. Changed layout
in Abattoir damage table. Changed Sensor damage table for the Tomb
Stalker. Changed C'tan psychic power "Deceive" to mention it applies
to enemy units... Changed "Ignores Penetrating Damage" into "Ignores
the Damage Bonus of Penetrating Weapons" for
Titans/Praetorians. Capped Monolith movement to 30cm. Added
"Further damage to the Anti-Grav System is rolled on the Hull table
instead." to 3-4 Anti-Grav system damage table of the Warbarque (as a
grounded Warbarque can hardly crash any further!) Improved "Fissure"
damage for the Abattoir Crystal. Corrected Pylon Phalanx to Pylon
Triceps. Improved PDF printout using a better converter (good for
pictures...) Awaiting feedback for the list. April 15th,
2008 Changed wording on Portal so it's clear that units carrying a
Portal and having moved their full movement can still let units through the
Portal. Corrected typo in C'tan Nightbringer Gaze of Death. Decreased
hit from "automatic hit" to 8 BP (hits on 3+). Downgraded it to
"physical psychic attack" and cleared reference to head/bridge damage
table for Titan units (the possible hit against a Titan/Gargant will be
resolved normally.) Added phase where Nightbringer psychic powers could
be used. Changed "close-combat" to "close combat" through the whole
document. Corrected wrong reference to Point Defense in Warbarque
Bridge damage #3. Added All Around armor to C'tan. Changed Scaram
Swarms description to have "4 BP" instead of a to-hit roll of
5+. Changed Tomb Spyder so its Scarab Swarms are at 4 BP and not 5 BP
(the extra BP is useless.) The Abattoir has a longer range for its
Scarab Swarms, but it's on purpose. Corrected some grammar
errors Corrected break point of Monolith Triceps, it's +2 and not
+1. Changed all Necron skimmers beyond the Obelisk to prevent them from
doing pop-up attacks. The Pylon is "AAA" for Advanced Anti Aircraft:
as Anti Aircraft, but no penalty to open fire on ground units. Changed
Hull Strength to Necrodermis Strength (less confusing with the Hull
location). Clarification: the hit has to land on the template before
strength points are depleted. Highlight that the Necrodermis Strength is a
global layer of protection and does not apply to a specific
location. Changed "Deep Strike" to "Teleport" everywhere, except
for the Abattoir. Clarification: the Command Ability of the Abattoir
isn't active the turn it Deep Strikes (Deep Striking units are always on
Advance Orders.) Clarified location of units exiting a
Portal. Clarified how damage from the Solar Flare is worked out on a
hit location template. Changed Solar Flare to introduce plasma counters
instead of "attack dice". It helped a lot writing clearer
rules... April 16th, 2008 Changed effect of Solar Flare at
maximum power. Clarified use of Solar Burst. Tightened layout,
alignment of tables, etc. Added special rule summary for each Titan
template. Created a nice Necron layout for front page, softened various
symbols Replaced "CAF halved" in various damage tables for "CAF is
now +X", avoiding confusion in case of multiple hits. Changed 1-2
damage effect for the Abattoir Inner Chamber. Improved wording in
Necron description. Clarified that Necrodermis Strength works only
against ranged attacks. Gave an example of the way Necrodermis Strength
works. Added a Portal location to the Abattoir and the corresponding
damage table. Improved side and rear saves for the Tomb
Stalker. Changed wording for several titans damage table. Changed
various destruction results of Titan/Praetorians to be more in-line with
Titan rules in NetEpic. April 17th, 2008 Cleared a wrong
reference to Abattoir in the Warbarque summary. Changed damage entries
in tables of Orb (Skimmer base) and Abattoir (Hull). Changed wording of
damage table. Clarfication over usage of plasma counters for the AEonic
Orb. Introduction of "Named" power levels for the Orb in order to
improve clarity of damage tables. Levels are Pulse, Focused and
Maximum. Added HQ ability to Tomb Spyders so they aren't singled out
too easily. Changed wording of Deceive psychic power of the Deceiver so
it does not conflicts with other order-changing abilities like Tau Tactical
Genius, Squat Precognition, Eldar Farseer psychic powers, and so
on. April 18th, 2008 Minor modifications in layout (insecable
spaces when necessary) Changed Deceive Psychic power of the Deceiver so
the possibility to affect further units is related to the number of models
deceived so far. Added a rule to limit effect on Titans / Praetorians.
Wrote an example. Submitted the Army list to various NetEpic
communities. Corrected Deceive example. Changed Abattoir Weapon
damage 5 from "Cannot Repair damage" to Repair roll is now 6" since the
old version was unclear about the "shields". Now the Necrodermis Strength
points are clearly affected as well. Changed reference to "destroyed"
Harvesters to "attack dice recuded to 0", since Harversters are never
destroyed. Clarified special scoring of Tyranids against Necrons to be
more fair to the Tyranid player (and highlighting, by the way, that
Tyranids cannot win a 1'000 pts battle against any opponent... congrats
on your playtesting, GW!) Clarified Necrons VP scoring: they score VP
as any other race. Some people asked. published on 07 Dec 2007 |