Necron Rules.pdf

March 24, 2018 | Author: Henry Wotton | Category: Armoured Fighting Vehicles, Armed Conflict, Nature
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NECRON!

NECRON! SPACE HULK NECRON EXPANSION RULES AND MISSIONS CONTENTS Wraiths............................................................................. 9 BACKGROUND ............................................................... 3

Phase Shifting.............................................................. 9 Movement .................................................................... 9

SEQUENCE OF PLAY..................................................... 4

Close Assault............................................................... 9

Before The Game Starts .............................................. 4

Destroyers........................................................................ 9

Marine Player’s Turn .................................................... 4

Movement .................................................................. 10

Stealer Player’s Turn.................................................... 4

Scarab Swarms.............................................................. 10

Necron Player’s Turn ................................................... 4

Tomb Spyders................................................................ 10

End Phase ................................................................... 4

Spawning ................................................................... 10

SPECIAL RULES............................................................. 5

Heavy Destroyers........................................................... 10

Movement .................................................................. 10 Regeneration (Repair) ...................................................... 5

Movement .................................................................. 10

Repair Decision Table.................................................. 5

Monolith ......................................................................... 10

Necron Repair Table .................................................... 5 Phase Out ........................................................................ 5

NECRON FORCE LIST.................................................. 11

Psychic Combat ............................................................... 5

Ranged Weapon Reference Table ............................. 13

Psychic Attack Card Exceptions................................... 5

Close Assault Weapon Reference Table .................... 15 Character Summary................................................... 15

NEW WEAPONS ............................................................. 6 Overview .......................................................................... 6

MISSIONS...................................................................... 17

Gauss Flayer.................................................................... 6

Campaign: The Changing of the Foe .............................. 18

Gauss Blaster................................................................... 6

Into The Fray ............................................................. 18

Gauss Cannon ................................................................. 6

New Arrivals............................................................... 18

Heavy Gauss Cannon ...................................................... 6

Survival of The Fittest ................................................ 18

Staff of Light ..................................................................... 6

Campaign: Tomb Raid.................................................... 18

Particle Projector .............................................................. 6

Into the Unknown: ...................................................... 18

Warscythe ........................................................................ 6

Breakthrough: ............................................................ 18

Particle Whip .................................................................... 6

Strive for Reward: ...................................................... 18 Tactical Retreat:......................................................... 18

NECRON TROOPS.......................................................... 7 Necron Lord ..................................................................... 7 Wargear....................................................................... 7

INTRODUCTION

Chronometron.............................................................. 7

There being no official rules for Necrons within the game of Space Hulk (at the time of writing anyway), I resolved to create some so that I could use these wonderfully obscene creatures within the confines of a derelict (or should that be dormant?) space hulk. Fortunately, I was not alone in my resolution, and these rules are made up from several sources (see credits below), as well as having my own stamp of authority on them by having tweaked some of the values and expanded on them to flesh out the finer points of playing Space Hulk as a Necron

Disruption Field ............................................................ 7 Destroyer Body ............................................................ 7 Gaze of Flame ............................................................. 7 Lightning Field ............................................................. 7 Phase Shifter ............................................................... 7 Phylactery.................................................................... 7 Phylactery Repair Table............................................... 7 Resurrection Orb.......................................................... 7 Solar Pulse .................................................................. 7 Veil of Darkness (Teleportation) ................................... 7 Teleportation Result Table ........................................... 8 Pariahs............................................................................. 8 Special Abilities............................................................ 8 Psychic Combat ........................................................... 8 Close Assault............................................................... 8 Immortals ......................................................................... 8 Flayed Ones..................................................................... 9 Warriors ........................................................................... 9

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The rules presented here are not intended to teach a new player the complete rules of Space Hulk, rather they are presented as additions to the already-defined official rules, each section detailing rules specific to the use of Necrons within the game of Space Hulk. All other rules pertaining to Marines and Genestealers are considered still to be in effect.

Disclaimer: These rules are not an official production of Games Workshop Ltd., nor are they endorsed or licensed by Games Workshop Ltd. Warhammer 40,000®, Space Hulk® are registered trademarks of Games Workshop Ltd. These words and phrases are used without permission. No challenge is intended to the status of these or any other trademarks of Games Workshop Ltd. Use of these words without the appropriate symbols should not be construed as a challenge to such status.

CREDITS Original Force List and Weapons tables:

N'Guyen Nhu Quang

Xenotron font:

HYBRIDspace

Necron board sections and counters:

Mark Nutter

Necron model images:

NU Gaming (www.nugaming.com)

These rules and the phrase and logo copyright Paul de Valmency 2002

NECRON! are

BACKGROUND Star Gods! The name alone brings images to mind of immense beings of incalculable power. Yet this is exactly what the word C’tan means in the ancient Necrontyr tongue. The origins of the C’tan are only known by what is retold in legends, but it is believed that they were among the first sentient life in the universe and differ entirely from almost any other life-form in that they are vast energy beings, feeding off the energy emitted by suns. With life-spans measured in aeons, they shorten the life of the stars off which they feed, moving from one star system to another as each sun begins to falter from their unending appetite.

walk among them and be ever more worshipped. Intrigued by this new notion and the succulent energies that seemed to be given off by the Necrontyr’s emotions, the C’tan broke from its feast on the sun and entered the manufactured body. In this form, it’s powers contained and directable in a way that it had not previously experienced, the C’tan was rapt with the adoration mingled with the underlying hatred that it could sense in these small beings. It fostered these feelings, savouring the energies that it produced, goading on the Necrontyr to ever-stronger feelings of hatred towards their old enemies, the Old Ones. The C’tan helped the Necrontyr to further develop their technology, and with renewed vigour, the Necrontyr decided that with the C’tan at their head, they could not fail to obliterate their ancient foe. With promises of immortality, the C’tan convinced the Necrontyr to abandon their fleshly bodies, and pass their souls into beautiful, newly crafted bodies that would be feared across the galaxy. They would obtain immortality, but most of all they would reap revenge against their enemies, and live to see it through to the end.

Under the blind gaze of the C’tan, new life-forms began to flourish, the most prevalent being the Old Ones. Their technology and longevity enabling them to traverse the galaxy, spreading the seed of life wherever they went.

Thus were born the Necrons, the old race of the Necrontyr gone like a discarded garment. And, as promised by their Star God, they launched an almost unstoppable assault on every race and creature that they came across, stamping their mark on every world as they traversed the galaxy, driving the Old Ones almost to the point of extinction.

By the time that one particular race, the Necrontyr, made their first tentative steps into space, the Old Ones’ influence spanned the galaxy. In contrast to the Old Ones, the Necrontyr were cursed with very short lives. Their native sun’s emissions poisoning their frail bodies, causing horrific cancers and mutations, the Necrontyr developed a new technology, based on what is now called living metal, to help prolong their short and horrific lives. Endowed with this technology, the Necrons began to expand their empire, eventually encountering the Old Ones. At first in awe of the abilities of the Old Ones, the Necrontyr naturally resented the beauty and longevity of their race. The resentment grew, festering into abject hatred of not only the race that had what they craved, but for all other living things.

With the decline of enemies to fight, the feeding frenzy of the C’tan was brought up short, and so they decided to go into hibernation and sleep until such time that the galaxy was populated with more life to be ‘harvested’. With this, the Necrons built vast stasis tombs on various worlds across the galaxy, and entered them for

Battle ensued, with Necrontyr fighting the Old Ones on every front, their desire to eradicate the Old Ones leading them to ever more desperate measures. However, living metal or not, the Old Ones’ technology was far superior to the Necrontyr’s, and slowly but surely, the Necrontyr were pushed back towards their home-world where, almost wiped out, they stayed to re-group and rethink their plans, and look for other ways to extend their longevity until they could rise again once more. Their attention turned to their sun. Unnatural anomalies had been discovered in its activity, and further investigation led to the discovery of the existence of the C’tan that was feeding off their sun. Ironically, it was this C’tan’s feeding that was poisoning them, directly causing their horrendous condition. Gradually, they came to understand this new being’s powers, and they began to worship it, idolising its immense life-span and awesome power. How they made contact with it is unknown, but they cast for it a body made out of their living metal: a vessel for it to occupy so that it could

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aeons of slumber. But something has now triggered their awakening, and reports of raiding parties of Necrons are starting to surface in ever increasing numbers…

SEQUENCE OF PLAY Before The Game Starts

Necron Player’s Turn

1.

1.

Determine Initial Trump Suit: Shuffle and cut the cards to find the trump suit – place the trump suit counter on the colour track.

2.

Deal Cards: Deal each player their normal hand of cards, starting with the Marine player.

2.

Stealer Hand: 4 cards whatever the number of psykers in play. Necron Hand: None. 1.

3.

Marine Timer Phase

Command Points Phase

3.

As in Space Hulk Psychic Cards Phase

The Marine player (or the player that precedes the Necron player, if playing a multi-player game) announces the start of the Necron players Action Phase, and starts the timer.

Draw 1 card for each psyker in play, up to a maximum of 2 cards above your normal hand. Then discard any cards of your choice to reduce your hand to its normal size. 4.

Action Phase

4.

As in Space Hulk 5.

Roll for additional damage for any model in a section containing a Hellfire or Vortex marker (unless the section effect was cast during this Marine turn). Roll to decay any psychic section effect marker of your choice – roll one die for each, with a 6 meaning it’s decayed. Play force cards to disperse any psychic section effect of your choice that you didn’t try to decay. The effect marker is removed unless the Stealer player retaliates and begins a force battle to keep it on the board.

Stealer Player’s Turn Psychic Cards Phase Discard 1 card if you want, then draw as many cards as necessary to return your hande to its normal size. 2.

Action Phase As in Space Hulk

3.

The Necron player has 2 minutes and 30 seconds as a standard action allowance, augmented by the number of Necron Lords in play, similar to the Marine Commanders. The Necron player receives an additional 30 seconds for each Necron Lord in play. Necron Action Phase The Necron player activates any or all of his pieces as required.

Section Effects Endphase Roll a dice for all Vortices to see if they move – direction of movement is shown on the marker.

1.

Necron Timer Phase Unlike Genestealers, Necrons are about as fast as humans, and therefore are under the same time constraints as a Marine player would be.

Remember to add +30 seconds if you’ve got a psyker in play – this is because the psychic cards phase is part of the Marine’s timed turn. 2.

Necron ‘Phase-Out’ Phase The number of remaining Necrons is determined, and if the total is 25% or less than the starting forces, the Necron player automatically loses the mission (but not necessarily the campaign), regardless of any victory conditions imposed by the mission. Refer to the Phase Out section of the Special Rules on page 5.

Marine Hand: 2 cards plus 1 card per psyker in play

Marine Player’s Turn

Necron Repair Phase The Necron player rolls a die for every ‘killed’ Necron model on the board. The die roll determines whether the model comes back to life or is completely destroyed (see Regeneration (Repair) page 5).

Section Effects Endphase Roll for Vortex movement, additional damage, decay and dispersal as in the Marine player’s turn.

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5.

Any opposing force may use any spare Command Points to move, fire and/or close assault with the Necron forces. Section Effects Endphase

6.

Roll for Vortex movement, additional damage, decay and dispersal as in the Marine player’s turn. Necron End Phase For two-player missions: the Necron player removes any expired area effect markers from the board, along with all Overwatch counters for the Marine player. For multi-player missions: the Necron player removes all Overwatch counters for the next player, and any area effect markers placed by the next player.

End Phase Move the trump suit marker one section to the right and the trump track (or back to the beginning if it is at the end). This marks the new trump suit until the the end of the next turn.

SPECIAL RULES REGENERATION (REPAIR)

PHASE OUT

“I’ll be back!”…yep – the phrase associated with the Terminator robot really applies here. Being, for the most part, machinery, Necrons are very difficult to kill. Not only are they difficult to actually kill, but they have an innate power to regenerate or repair themselves on the battlefield, with individual ‘body’ parts being able to magnetically draw themselves together over distances and rebuild themselves back into their original design while their opponents look on in despair! When a Necron model has sustained a critical hit, instead of being removed from the board, it is placed on its side to indicate that it has been damaged. Whilst on its side, it can no longer be fired upon, and is instead, treated as rubble or battlefield debris (see Deathwing for rules regarding the use of rubble). During the Necron Repair Phase, each damaged model is looked at in turn to decide whether or not it can attempt to repair itself by reading down the following table and stopping at the first applicable test:

Repair Decision Table Condition

Repairable?

The square is occupied by another model.

No

The model was killed with an Autokill weapon.

No

The model was killed with a Power weapon and is not within 6 squares of a Resurrection Orb.

No

The model is a Necron Lord.

Yes

A Tomb Spyder is within 12 squares of the damaged unit and a similar type of model is in play.

Yes

None of the above.

If this happens, the Necron player has lost the mission, regardless of any stated victory conditions. For example, if a Necron force starts with 50 models and is reduced to 12 models, it will disappear from the board. Note: only models with the ability to self-repair count towards these values.

PSYCHIC COMBAT Psychic combat within Necron! can be dealt with using either the quick points-based system defined within Deathwing, or the Psychic Force Cards system as defined within Genestealer. Necrons are soulless creatures and have no presence within the warp. Because of this, they are not visible from the warp and are not, therefore, susceptible to psychic attacks that rely on attacking a being’s soul. They are still affected by physical emanations created by psychic attacks, and so most attacks can still have the desired affect on a Necron. The only exception to this is the Pariah. Pariahs are effectively anti-psykers, absorbing any and all psychic fluxes flowing near them, effectively nullifying any attempt to attack them by psychic means. When using the points system, enemy psykers can still use their psychic energy to modify their die rolls, but also have to pass the Psychic Abomination rules for Pariahs. When using the Force Cards, the Necron player receives no force cards whatsoever, and has to rely upon any Pariahs in play to damp down and disperse psychic affects.

Yes *

A similar type of model is within 6 squares of the damaged unit.

If a Necron force is reduced to 25% or less (rounding up) of its starting value, it will disappear in an eerie fashion, leaving behind nothing of its presence.

Regardless of the system in use, Pariahs still receive any additional powers as described in the Troops section on Pariahs (page 8).

Psychic Attack Card Exceptions

No – remove the unit from play

The following psychic attacks do not work against Necrons in the way that they were intended: Control:

This attack relies on the psyker taking control of the enemy’s soul, but as Necrons do not have a soul, this attack has no effect against any Necron.

Miasma:

This section attack is normally used to stop enemy psykers from making attacks into or out of a particular section.

If the unit cannot be repaired then it is removed from the board and counts towards any victory conditions. If the unit is eligible for repair, the Necron player throws a die and the decision is based on the Necron Repair Table (below). * An exception to this is if the model is a Necron Lord, and it has been equipped with a Phylactery (see Phylactery, page 7).

As Necrons have no psychic abilities, this attack has no effect on them. However, if cast, this section affect still affects psykers of other races.

Necron Repair Table Die Roll

Jinx:

Result

1–3

Model is destroyed (remove the model from the board)

4–6

Model stands up (with 1 remaining ‘hit’)

This section effect is intended to stop enemy weapons from working by making their moving parts malfunction. However, Necron weapons contain no moving parts and can still fire within and out of a section affected by Jinx. Ironically, Necrons themselves are made up of mechanical moving parts, therefore: Movement into, out of or within a section affected by a Jinx is blocked. Necrons within a section affected by a Jinx cannot defend themselves against a closeassault and are automatically killed.

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NEW WEAPONS OVERVIEW

shown that its presence will result in complete devastation of Imperial units.

All Necron weapons employ the same base technology, varying only in the size and devastation of the blast produced by each weapon.

HEAVY GAUSS CANNON

A complete analysis of retrieved Necron weapons has only reinforced the belief that from both a mathematical and engineering perspective, it should be impossible to produce such a weapon and make it work. The guns are essentially a linear induction motor that eject a particle beam, known only as a Gauss field, that ‘pulls’ the target toward the gun at the sub-atomic level, effectively ripping the target to pieces as it is stripped one particle at a time almost instantaneously.

This is the heavier version of the Gauss Cannon, being capable of inflicting even more damage against all types of armour than was ever thought possible.

GAUSS FLAYER

STAFF OF LIGHT

This is the most basic of the gauss weapons, yet this belies the devastation that can be produced by this weapon, with very little armour being able to withstand multiple blasts. The weapon of choice for Necron Warriors, it is light and manoeuvrable, making it ideal for fast ground troops, and also incorporates a small Force blade for use in close assault.

Also mounted on adapted Necron skimmers, these are rarely encountered, and the only information that we have concerning this weapon has been gathered as small fragments of tech-video recovered from downed armoured vehicles as well as the dying testimonies of our brave Space Marine brethren.

Both an item of arcane technology and a symbol of power, the Staff of Light is carried exclusively by a Necron Lord, and is capable of emitting a bolt of gauss energy. Its only limitation is that is has a comparatively short range, meaning that a Necron Lord must put himself well with range of normal weapons to be able to use it.

PARTICLE PROJECTOR Only ever seen as an attachment or modification of a Tomb Spyder. Basically a modified gauss cannon, they have slightly less impact, being designed more for the defensive role of Tomb Spyders than the attack role of Destroyers. Nevertheless, they still deserve the respect of any troops that go up against them.

WARSCYTHE The weapon of the Pariah, it is, to all intents and purposes, a Force Staff with a built-in gauss blaster. The gauss blaster attachment acts exactly like a normal gauss blaster, however the gauss-powered Force blade of the Warscythe is rumoured to be powerful enough to slice effortlessly through any type of armour, making it one of the most devastating close-assault weapons in the Necron arsenal.

PARTICLE WHIP This is a section-effect weapon used by Necron Monoliths. It is, in effect, a tightly-focused particle beam which is then used as a carrier for a blast of Gauss energy, and causes a similar effect to that of a frag grenade. Monoliths are far too powerful (not to mention large) to be used within the Necron! Rules, but they are mentioned purely for completeness.

GAUSS BLASTER The heavier version of the Gauss Flayer, used mainly by Necron Immortals as they have the bulk to wield a blaster as though it were a light weapon.

GAUSS CANNON Being a heavy weapon that no infantry could reasonably carry, these are mounted on Necron skimmers and used as fast attack vehicles. The power of this weapon has been reviewed and heavily documented following several encounters by Imperial troops. Most documentary evidence points to its abilities to easily pass through several layers of heavy tech armour without any visible sign of deflection. If encountered on the battlefield, the vehicle on which this weapon is mounted should be taken down as quickly as possible, regardless of all other threats, as history has

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NECRON TROOPS Any attacker gets a –1 Skill CAB during the close assault round.

NECRON LORD The most sophisticated of the C’tan’s servants, the Necron Lord act as leaders and energy loci for the Necron Warriors. Clad in crumbling vestments and wielding ancient, arcane staffs, they are a chilling sight in battle, directing their warriors’ attack in unnatural silence. The patina of age mars the silvered perfection of their forms and they wear the accumulated power of millennia like a robe. Glittering arcs of energy surround their every gesture and soulless fires burn in their

Die Roll

Lightning Field The Necron Lord is joined to his surrounding troops by a network of rapidly coruscating arcs of lightning, charging up the living metal of the Necron troops that it touches. Any opponent that close assaults a model under this umbrella of protection is immediately shocked and burned as the lightning makes the jump from Necron to attacker. The Necron player gains an additional CA die in the close assault.

Phase Shifter The Necron Lord gains Wraith-like abilities, being able to walk through walls and other obstacles. Refer to the Phase Shifting rules on page 9 for details on movement and bonuses.

Phylactery This is an ingenious device that, to an outside observer, appears to be a magical charm. It is, however, a powerful self-repair device containing thousands of miniature spyder-like machines that swarm all over the Lord, instantly repairing any damage that occurs. A damaged Lord equipped with a Phylactery, rolls from the following table during the Repair Phase:

Phylactery Repair Table

Result

empty eye sockets.

1–2

Wargear

The Necron Lord is destroyed as normal (remove the model from the board)

3–4

The Necron Lord stands up with 1 hit left

5

The Necron Lord stands up with 2 hits left

6

The Necron Lord stands up with 3 hits left

Necron Lords are capable of wielding a large array of different items of technology and weaponry. All of theses items are grouped under the collective heading of ‘Wargear’, and the Necron player equips his Lord with any of the options available or those as specified in the Necron! missions being played.

Chronometron

Resurrection Orb

This device is not currently supported under these rules.

Necron Lords equipped with a Resurrection Orb can stride across the battlefield, silently gesturing at fallen Necron troops who then magically repair and stand up ready for action.

Disruption Field Disruption Fields make the metal claws of its Necron user crackle and spark with a forbidding glow, virtually warping whatever the Necron touches out of existence. They are used in close assault, usually with vehicles, allowing a Necron to effortlessly tear open the vehicle to attack whatever hides inside, however within the confines of a space ship or a tomb complex, they provide just as good an offence against enemy troops. Equipping a Necron Lord with a Disruption Field gives the Lord a +1 Weapon CAB. Necron Lords are not the only sort of Necron that can be upgraded to have a Disruption Field. Refer to the Necron Force List, page 11 for details of which model can be upgraded.

Destroyer Body The Necron Lord can be fused with a Destroyer Body, enabling him to gain additional vital speed (+2 APs) on the battlefield. However, in the confines of a space ship or a tomb complex, there may be passageways down which a Destroyer Body will not fit.

Gaze of Flame The eyes of the Necron Lord glow and flicker with iridescent fire, casting horror and doubt into the minds of any attacker foolish enough to try to engage in close assault with the Lord.

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During the Repair Phase, damaged Necrons within 6 squares of the Necron Lord qualify for repair, regardless of whether or not they were hit by a power weapon. However, the rule of needing to be within 6 squares of another unit of the same type (or 12 squares of a tomb spyder) is still in force.

Solar Pulse This device is not currently supported under these rules.

Veil of Darkness (Teleportation) A Necron Lord can be equipped with a Veil of Darkness. This gives him the ability to teleport himself and any other Necrons within 2 squares to any position on the board. On an open battle field, teleporting in this manner is highly reliable, however within the confines of a space ship or tomb complex the teleportation is often performed blind, making this amazing ability somewhat hazardous, possibly resulting in the loss of all models completely. To teleport, the Necron player declares his intention to teleport, indicates the Destination square and which other models (if any) are to be teleported with the Lord. The Necron player then rolls a die to determine the outcome.

The cost of teleportation to the Necron Lord is 4 APs for a normal Lord and 6APs for a Destroyer Lord. The accompanying models do not pay any APs to be teleported, and, if they have not already been activated, may be activated after they have been teleported.

Teleportation Result Table Die Roll

6

Result The Necron Lord is teleported successfully to the Destination square, with any facing that the Necron player chooses. The Necron player then attempts to place each accompanying model within 2 squares of the Necron Lord, again with any facing. The opposing player chooses a new Destination up to X squares from the original Destination, with X being the number thrown on the die.

2–5

The new Destination must NOT contain any model/door/bulkhead, or other obstruction. The Necron player places the Necron Lord on the Destination square with any facing he chooses. The Necron player then attempts to place each accompanying model within 2 squares of the Necron Lord with any facing.

1

The Lord and all accompanying models are lost.

Units that cannot be placed due to the presence of walls or bulkheads are lost. Units that cannot be placed due to a door, results in the destruction of both the unit and the door. Units that cannot be placed due to another model, results in the destruction of both models. Teleportation and placement of units is deemed to be simultaneous, therefore if a model is lost because a door was in the way, that square cannot then be used to place a subsequent model.

Special Abilities Soulless Being anti-psykers, Pariahs are the major Necron threat to the Imperium’s force of psykers, draining psychic energy from nearby psykers and making nearby non-psykers doubt their actions as they reel in horror. Due to this effect, any enemy model within 6 squares of a Pariah sustains a –1 Skill CAB if engaging in a close assault, or a –1 on any ranged weapons roll. These modifiers take effect regardless of whether or not the Pariah is the target of the attack.

Psychic Abomination Additionally, at the start of the non-Necron player’s turn, any psyker within 6 squares of a Pariah must make a morale check by rolling 1 die. On a roll of 5 or 6, the psyker is overcome by the dread emanating from the Pariah, and cannot move towards the Pariah that turn. The psyker may still fire and/or engage in close assault and move away from the Pariah.

Psychic Combat Pariahs have no soul and are, therefore, not visible to the warp and all its denizens. A side-affect of this is that they are immune to any psychic attacks made at them or the section that they are in. This does not mean that enemy psykers cannot attack pariahs, indeed they can, but to do so is pointless, as no psychic attack will work and the enemy psyker will simply waste psychic attack cards. An additional side-affect of a Pariah’s soulless attribute is that they when they move into a section containing a psychic section effect, they immediately nullify the section effect, providing that the section effect allows movement into the section. Other forms of section effect that block movement into the section still block movement into the section by Pariahs and are not dispersed. Pariahs are not psykers, and cannot, therefore, perform any form of psychic attack.

Close Assault In close assault, the Pariah’s Warscythe can be used to parry one attack from any of the front 3 squares.

Lost models count towards victory conditions.

If attacked with a Force weapon, the attacking psyker cannot channel psychic power into the weapon by way of points or cards to augment its abilities, only the base attributes of the weapon can be used.

PARIAHS

IMMORTALS

Crafted from a terrible symbiosis of Necron technology and human evolution, Pariahs represent the next phase of the C’tan’s ideal for the galaxy. Resembling artificial beings of soulless perfection, Pariahs radiate a sense of palpable menace and horror to those around them. Blotting out psychic emanations and infusing those nearby with the sense of their own mortality. Pariahs embody the ultimate horror of the Necron threat.

The immortals were among the most favoured Necrontyr servants of the C’tan, and were the first of their kind to give up their cursed, fleshly bodies to become the soulless Necrons. Implacable metal giants, the lustre of their gleaming bodies has been eroded by the ravages of time. Fleshless metal skulls strike fear into the hearts of their foes and the eerie silence of their advance is more unnerving than a bloodthirsty battle cry.

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Wielding Gauss Blasters that pack twice the punch of the standard Gauss Flayer, these are the Necron equivalent of the Space Marine Terminator; built to withstand more punishment than normal and equipped to deal a heavy blow to any foe foolish enough to stand in their line of fire.

FLAYED ONES Twisted and ghoulish terrors of the night, the Flayed Ones advance before the Necron force, spreading fear like a plague before them. Stooped yet terrifyingly agile beasts from man’s darkest nightmares, the Flayed Ones’ long flensing blades can strip the skin from their prey in seconds. Thin and wiry, they adorn themselves with the still-wet hides of their victims, leaving the skinned corpses to sow fear and confusion amongst their enemies’ ranks. Built for effective close assault combat, any Marine foolish enough to let one get close will almost certainly suffer the same fate as being attacked by a Genestealer.

WARRIORS The skeletal form of a Necron warrior is a spine-chilling sight, as bullets and lasblasts bounce harmlessly from its metal limbs. The gauss flayer that it wields is no less terrifying, as it strips its target atom by atom, in a heartbeat it dissolves skin, muscles and then disintegrates bone until nothing remains. The back-bone of the Necron force, these skeletal warriors usually swarm in battle, normally moving in squads of no less than 12 Warriors. More agile than Terminators, they have the advantage of being able to move sideways, making them formidable opponents in heavy fire-fights.

attacking blows and shots to pass straight through them as if they weren’t there. This gives Wraiths a 4+ Invulnerable Saving throw against any successful attack. Phase Shifting also allows them to pass through all inanimate objects at will. Wraiths can therefore use their APs to allow them to move through walls, bulkheads and closed doors as if they were not there. There are two restrictions: 1.

Wraiths must not end their move inside an object (e.g. a bulkhead) or between walls (i.e. off of the board).

2.

Wraiths cannot pass through any enemy models. This specifically includes passing between two diagonally occupied squares.

##Diagram to go here

Movement Wraiths can move in any direction for 1AP, turning 90 degrees for free. Being designed for close assault combat only, their ability to suddenly appear from a wall behind enemy lines makes them one of the most feared opponents within confined areas such as space ships and stasis tombs.

##Diagram to go here Being air-borne as well as being able to phase shift, Wraiths can pass over/through low level obstacles such as rubble without any movement penalties.

Close Assault In close assault, Wraiths benefit from an Invulnerable Saving Throw as a direct result of their ability to Phase Shift. What this means is that should a Wraith lose a close assault round, the Necron player throws a die, and the Wraith survives on a throw of 4 or more.

DESTROYERS

WRAITHS Grotesque floating killers, Wraiths move like ghosts, shifting in and out of phase. A Wraith’s spinal cord is elongated and fluid, equipped with powerful shock lashes and blades. Wide, hunched shoulders support a leering skull face, and long, whip-like arms wield scalpel blades for fingers and a nightmare assortment of arcane surgical equipment.

Phase Shifting Necron Wraiths can phase shift as they move, allowing

Necron warriors fused to skimming flyers are known and feared as Destroyers. They are a heavily altered form of the Necron Immortal, equally broad with a more pronounced spine from which their terrible weapons draw their power. The speed and ferocity of their attacks are undiminished by their antiquity, and they remain at the forefront of the red harvest. Destroyers, being somewhat larger than most Necrons, take up more room on the board, using up 4 squares (2 wide by 2 long) instead of 1. This means that they cannot travel down corridor sections that are 1 square wide, or enter rooms via doorways that are 1 square wide. Additionally, due to their size, their perspective of line of sight and fire arc are wider than normal models. ##Example of LOS

- 9 -

Spawning ##Example of Fire Arc Of course, there is a downside to this: they represent a much bigger target, and enemy units need only to trace LOS/fire arc to any of the 4 squares that they occupy to be able to see and fire at them.

Movement Being highly mobile (6APs), a Destroyer can move sideways and backwards as well as forwards, all be it at a higher AP cost (2APs). Additionally, Destroyers can turn 90 degrees (1 AP), using any of the four squares that they occupy to pivot around in addition to simply turning ‘on the spot’: ##Example of Destroyer turning As they are air-borne, they can pass over low obstacles such as rubble without any movement penalties.

SCARAB SWARMS Silver beetle-like constructs. Scarabs move ahead of the main army, flying in swarms so thick that they blot out the sun. Scarabs appear without warning, silent but for the rustle of carapace on carapace, a moving carpet of death more deadly than the sum of its parts. Because they are a swarm, rather than a single large entity, they can move past both friendly and enemy units to get to the object of their attack, but have to slow down to do so. Hence, it would normally cost a swarm 1AP to move in any direction, but passing through an occupied square costs 2APs.

Ponderous and slow, a Tomb Spyder’s main function is to repair Necron technology, some of which they can do by remote. However, they also act as floating factories for Scarab Swarms, and can spawn new Scarab Swarms each turn that they are not in close assault. To spawn a Scarab Swarm costs 1AP, and the new swarm is placed in a square next to one of the squares occupied by the Tomb Spyder. The new swarm cannot move or attack until the start of the next Necron turn. Spawning not only costs energy, but can result in the permanent damage of the Tomb Spyder. For each swarm generated, the Necron player must roll a die and, on a roll of 1, the Tomb Spyder is considered to have taken a hit.

Movement A Tomb Spyder’s propulsion unit is based on the same technology as that found in Destroyers, enabling them to move in exactly the same manner, all be it more slowly. Also, being of similar size as a Destroyer, they also suffer from the inability to move through narrow corridors and doors.

HEAVY DESTROYERS Like their lighter brethren, Heavy Destroyers are a fusion of a Necron Immortal and a flying skimmer craft. As standard, these mount the heavy gauss cannon and home in on the enemy armour, fixing them with their baleful multi-lensed targeters before raking them with devastating heavy gauss cannon fire.

Conversely, ground-based Necron units are permitted to pass through a square occupied by a Scarab Swarm at a cost of +1AP. Air-borne Necrons such as Destroyers, Wraiths and Tomb Spyders all pass over the swarm as if they weren’t there with no additional AP cost. At no time can a swarm end its movement in an occupied square, nor can any other model end its movement in a square occupied by a swarm. Swarms, although moving in the same manner as blips (i.e. they have no facing and do not ‘turn’), cannot open or close doors, however a blip representing a swarm may do so.

Movement Refer to the movement section for Destroyers (page 10).

MONOLITH TOMB SPYDERS These arachnoid creatures are artificial constructs created to maintain the ancient Necron tomb complexes. Their many eyes stare out from a featureless, metallic block. The hooded carapace of a Tomb Spyder provides essential protection while their flexible metal limbs repair Necron technologies, which they will also fight to protect. Tomb Spyders are normally equipped with two assault weapons, however they can be modified by replacing one set of claws with a particle projector. These weapons, coupled with their ability to withstand multiple hits, make them a dangerous adversary deep within the depths of a Necron stasis tomb.

- 10 -

The Monolith combines the properties of transport craft, armoured destroyer and Necron power icon. Its ponderous form floats across the battlefield, its crystal core pulsing with sickly energy, powerful beams of gauss lightning whipping from its weapon mounts. The frontal section is capable of opening a dark portal and transporting Necrons to the battlefield to cause fresh havoc. These are not permitted within the current NECRON! rules. However, the rules may be expanded upon at a later date to include missions that utilise a Necron Monolith.

NECRON FORCE LIST NECRON LORD – 5 Points

1

Necron Lord

IMMORTAL SQUAD – 6 Points

Staff of Light

OPTIONS (5 Points Max)

Points Cost

Replace Staff of Light with Warscythe Chronometron

5

Immortals

Gauss Blaster

OPTIONS

1 N/A

Points Cost

Disruption Field (+1 Weap CAB)

1

Equip whole squad with Disruption Fields (+1 Weap CAB)

Destroyer Body (+2 APs)

2

Add 1 Immortal to the squad

Gaze of Flame (opponent in CA suffers a –1 Skill CAB)

1

Lightning Field (+1 CA die)

1

Phylactery

1

Phase Shifter

1

Resurrection Orb

1 2

FLAYED ONES SQUAD – 4 Points

1

Solar Pulse

N/A

Veil of Darkness

2

PARIAH SQUAD – 8 Points

4

Flayed Ones

Scythes

OPTIONS Equip whole squad with Disruption fields (+1 Weap CAB)

4

Pariahs

OPTIONS

Warscythe

Points Cost

- 11 -

Points Cost 1

WARRIOR SQUAD – 10 Points

SCARAB SWARM – 2 Points Picture to go here

3

Scarab Swarms

Special

Points Cost

OPTIONS Equip whole squad with Disruption fields (+1 Weap CAB) 12

Warriors

1

Gauss Flayer

OPTIONS

Points Cost

Add 6 Warriors to the squad

5

Equip whole with Disruption fields (+1 Weap CAB)

2

TOMB SPIDER – 3 Points

WRAITH – 2 Points

1

Tomb Spyder

Assault Weapon

OPTIONS

Points Cost

Equip Spyder with Particle Projector (lose 1 CA Dice)

1

HEAVY DESTROYER – 4 Points

1

Wraith

Claws and barbed tail

OPTIONS

Points Cost

DESTROYER – 3 Points 1

Heavy Destroyer

Heavy Gauss Cannon

OPTIONS Equip Destroyer with Disruption Field (+1 Weap CAB)

1

Destroyer

Gauss Cannon

OPTIONS Equip Destroyer with Disruption Field (+1 Weap CAB)

Points Cost 1

- 12 -

Points Cost 1

Ranged Weapon Reference Table AP Cost

Roll to Kill/Destroy

Move & Fire

Hybrid Genestealer

Necron Scarab Swarm

Necron Ground Troops

Necron Skimmer

Terminator Space Marine

Door

Fire

Forward

Back

Sideways

Reload

UL/12

Target

1

6

4

4

5

6

6

6

6

Yes

No

UL

Yes

1

1

2

2

-

Gauss Blaster

UL/12

Target

2

6

4

4

5

6

6

6

6

Yes

No

UL

Yes

1

1

2

2

-

Gauss Cannon

UL/12

Target

3

5

3

3

4

5

5

3

6

Yes

No

UL

Yes

2

-

-

-

-

Of Weapon

Range

Effect

Dice (D6)

Bulk-head

Blip / Purestrain Genestealer

Gauss Flayer

Area

Overwatch

Jam (Clear)

Ammo (Use)

Sustain fire

Heavy Gauss Cannon

UL

Target

3

4

2

2

3

4

4

Auto

4

No

-

UL

No

3

-

-

-

-

Staff of Light

12

Target

3

5

3

3

4

5

5

5

6

No

-

UL

Yes

1

1

2

2

-

Particle Projector

12

Target

3

5

3

3

4

5

5

3

6

No

-

UL

No

2

-

-

-

-

Warscythe

UL/12

Target

2

6

4

4

5

6

6

6

6

Yes

No

UL

Yes

1

1

2

2

-

Storm Bolter

UL/12

Target

2

6

4

4

5

6

6

6

-

Yes

Yes

UL

Yes

1

1

2

-

-

12

Section

1

2

Auto

Auto

Auto

2

2

-

-

No

-

6

No

2

-

-

-

4

-

Section

Auto

Auto

Auto

Auto

Auto

Auto

Auto

Auto

-

-

-

-

-

1

-

-

-

-

Heavy Flamer Self Destruct

Notes

Assault Cannon Burst Full Auto Malfunction

UL/12

Target

3

5

3

3

4

5

5

5

6

Yes

Yes*

10

Yes

1

1

2

-

4

Three ‘1’s

UL

Fire Arc

3

3

Auto

Auto

2

3

3

3

-

No

Yes*

10*

No

2

-

-

-

4

is a miss!

-

Adjacent

1

Auto

Auto

Auto

Auto

Auto

Auto

Auto

5

-

-

-

-

-

-

-

-

-

8

Section

1

4

2

2

4

6

6

6

-

No

-

10

No

1

1

2

-

-

-

Section

1

Auto

Auto

Auto

Auto

Auto

Auto

Auto

-

-

-

-

-

1

-

-

-

-

Range 1-12

12

Target

1

3

Auto

Auto

2

4

4

2

-

No

-

UL

Yes

1

-

-

-

-

Range 13+

UL

Target

1

3

Auto

Auto

4

5

5

3

-

No

-

UL

Yes

1

-

-

-

-

Grenade Launcher Thunder Hammer Self Destruct Autocannon

Conversion Beamer

UL

Target

1

4

5

5

4

3

2

Auto

Auto

No

-

UL

No

2

-

-

-

-

Missile Launcher Crack Missile

UL

Target

1

2

Auto

Auto

2

3

3

Auto

5

No

-

UL

No

2

-

-

-

-

Plasma Missile

UL

Section

1

4

2

2

5

6

6

6

-

No

-

UL

No

2

-

-

-

-

UL/12

Target

1

6

4

4

5

6

6

-

-

Yes

No

UL

Yes

1

1

2

2

-

Bolter Bolt Pistol

12

Target

1

6

4

4

5

6

6

-

-

Yes

No

UL

Yes

1

1

2

2

Heavy Bolter

UL/12

Target

2

6

4

4

5

6

6

6

-

Yes

Yes

UL

Yes

1

-

-

-

-

Lasgun

UL/12

Target

1

6

4

4

5

6

6

-

-

Yes

No

UL

No

1

1

2

2

-

12

Target

1

6

4

4

5

6

6

-

-

Yes

No

UL

No

1

1

2

2

-

Laspistol

- 13 -

More dense = easier to destroy

Ranged Weapon Reference Table AP Cost

Roll to Kill/Destroy

Move & Fire

Necron Skimmer

Terminator Space Marine

Door

Sideways

Reload

2

Auto

Auto

2

2

2

Auto

2

No

-

UL

No

2

-

-

-

-

1

4

2

2

2

3

3

5

-

No

-

Special

No

1

1

2

2

-

Plasma Pistol

12

Target

1

5

2

2

3

4

4

5

-

Yes

No

Special

No

1

1

2

2

-

Dice (D6)

Overwatch

Jam (Clear)

Ammo (Use)

Sustain fire

Back

Necron Ground Troops

1

Target

Effect

Forward

Necron Scarab Swarm

Target

UL

Range

Fire

Hybrid Genestealer

UL

Plasma Gun

Of Weapon

Bulk-head

Blip / Purestrain Genestealer

Las-Cannon

Area

Notes

Heavy Plasma Gun Rapid

UL

Target

1

4

2

2

3

4

4

4

6

No

-

UL

No

1

-

-

-

-

Maximal

UL

Section

1

2

Auto

Auto

2

2

2

2

4

No

-

Special

No

3

-

-

-

-

UL

Target

2

6

4

4

5

6

6

6

-

Yes

Yes

UL

Yes

1

1

2

-

-

1

Target

1

3

Auto

Auto

2

3

3

-

-

-

-

UL

No

0

-

-

-

-

Nemesis Weapon In Close Assault

Range: UL = unlimited range – 2nd number is range for overwatch. Ammo: 10* = remember that full auto uses 5 bursts of ammo. Special: see the Plasma Weapons rules for notes on rate of fire. Necron Scarab Swarm: Auto = All 3 hits are taken at once. Jam: Yes* = malfunctions (only occurs after 1st reload on rolling a treble).

- 14 -

Close Assault Weapon Reference Table CA Dice

Weapon Power Glove

1

Chain Fist

1

Power Sword

1

Force Axe

1

Thunder Hammer

1

Weapon CAB

Destroys Door for 1AP, Bulkhead for 2APs. Yes

Parry one attack to front or right.

Yes

Channel psi points to augment blow.

+2

Yes Yes

-

Lightning Claws

2

+2

Parry one attack to front or left.

1

+2

Molecular Claws

1 per claw

+1

Disruption Field

As per model

+1

Staff of Light

Notes

Yes

Storm Shield Warscythe

Power Weapon

Can parry one attack from any side.

1

Can parry one attack from front or right.

Character Summary Skill CAB

Pick Object

Encumbered

Repair

Model

APs

CA Dice

Marine

4

1

-

Yes

No

-

Sergeant

4

1

+1

Yes

No

-

+30 Seconds

Captain

4

1

+2

Yes

No

-

+2 CPs, +30 Seconds

Librarian

4

1

+1*

Yes

No

-

Marine

4

1

+1*

Yes

No

-

Sergeant

4

1

+2*

Yes

No

-

Purestrain

6

3

-

No

No

-

Hybrid

4

1

-2

Yes

No*

-

Warrior

4

1

-2

Yes

No

Yes

Necron Scarab Swarm

4

3

-2

No

No

No

Necron Immortal

4

1

-2

Yes

Yes

Yes

Ground troop

Necron Pariah

4

1

-2

Yes

Yes

No

Ground troop

Necron Flayed One

4

2

+2

No

No

Yes

Ground troop

Necron Wraith

6

3

+2

No

No

Yes

Airborne, 4+ Inv Saving Throw

Necron Tomb Spyder

4

2

+1

No

Yes

No

Necron Destroyer

6

1

-2

No

Yes

Yes

Necron Lord

4

2

+1

Yes

No

Yes

Hits

Notes

Grey Knight +2 CPs

Genestealer

Ground troop 3

2

Airborne, Scarab spawning, Repairing Airborne, Various weapons

3

Ground troop, +30 Seconds

Skill CAB: * = Can augment the roll further by the use of psi points or psi cards. Encumbered: No* = Unless carrying a heavy weapon, Yes = cannot defend close assault if carrying anything (i.e. automatic kill). Unencumbered Necrons can turn 90o for free, but pay 1 AP for the next even-numbered 90o turn (e.g. the first turn is free, the second turn is paid for, the third turn is free and the fourth is paid for, etc.). Scarab swarms do not have any facing, and can be treated the same as Genestealer blips for movement.

- 15 -

MISSIONS

“The C’tan Unleashed” - 17 -

These campaigns require the use of new board sections depicting the internal layout of a Necron stasis tomb. The pieces are made up of 2-square-wide and 3-square-wide corridor sections so that larger models can fit down them easily. Of course, 1-wide corridors will still be very much in evident, as will small rooms. For a mission including a Monolith, a VERY large room will be needed to portray a space ship docking bay/cargo hold or tomb storage chamber….maybe later, eh?

CAMPAIGN: THE CHANGING OF THE FOE A space-ship-based campaign where the Space Marines board what is apparently a Genestealer-infested hulk.

Into The Fray Whilst the Marines are fighting what appears to be a losing battle, the Genestealers mysteriously run away, only to be replaced by a more sinister and deadly foe: Necrons!

New Arrivals Realising the importance of the finding of this ship, a large contingent of Marine reinforcements are teleported aboard in an attempt to secure the ship for the Emperor.

Survival of The Fittest Sensing that their only hope for survival is to defeat the Necrons, the Genestealers return to the fray under an uneasy truce with the Marines, all the while waiting for the right moment to turn on their new-found allies…

CAMPAIGN: TOMB RAID Into the Unknown: The Space Marines launch an assault on what appears to be a deserted Necron tomb complex. All goes well with the exploratory mission, until the Marines find themselves surrounded by a small squad of Necron warriors, fresh from stasis.

Breakthrough: The initial vanguard defeated, the Marines regroup, and are informed that they are to retrieve some valuable Necron technology from deeper into the tomb. They push forward into ever-increasing resistance in an attempt to breach a building Necron defence, to make a safe path for a retrieval team.

Strive for Reward: The breach secured, the retrieval team push on, with a large support squad running point, and plunge into the heaviest resistance yet. The technology secured, they then have to retreat the way they came.

Tactical Retreat: With the technology secured, the whole company of Marines must retreat from the entire tomb complex, protecting the new technology as they go.

- 18 -

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