Does anyone have any stats made up for Necrons, or know where I could find some decent home-made ones?
I am specifically interested in Necro Warriors, but other stats would be neat as well.
Thanks in advance from a most evil GM=
Does anyone have any stats made up for Necrons, or know where I could find some decent home-made ones?
I am specifically interested in Necro Warriors, but other stats would be neat as well.
Thanks in advance from a most evil GM=
www.geocities.com/peacekeeper_b/necrons
The group ran in to a lone (initially) Flayed One that had just come out of slumber last session, heres the stats for it from the mission.
Slasher in the Darkness
WS 57
BS –
S 48
T 38
A 48
I 35
P 35
W 55
F –
Natural Armour: 4 all over (Not Primitive) (armour from Machine Trait)
Wounds: 20
Razor Claws: D10 R Pen 1
Traits: Dark Sight, Brutal Charge (+3 damage each attack), Unnatural Agility, Machine 4, Regeneration, I'll Be Back (unless the 'cron is killed with over 15 points of "overkill" damage it will phase out and start to regenerate d5+1 wounds each hour).
The Slasher is essentially a Necron Flayed one, seeing them for the 1st time will provoke a Fear test with a -10 modifier.
Tactics: Pick off who ever is at the front or back of the group, it's intelligent enough to know to charge through the group and attack via supprise (if attacking from the front it'll Charge and attack the person to the rear of the group unless there is a more fleshy looking target, in which case it'll Charge in and go All Out on that person)
The Assassin managed to dodge an attack, which if it'd hit would have done about 19 points of damage on her (before armour & toughness). I let my major bad guys get the benefit of Emperors Wrath as well..
The Tech Priest DID lose an arm to it though.
It's a little... unimpressive. We're talking about nigh-unkillable horrors that predate the existence of humanity by several millions of years. No unnatural Toughness? Merely 4 points of armour? Claws that are less impressive than a mono sword? Fear 2 and only at first sight?
I could not get the geocities file to open, but I did find some stats elsewhere. How do these look?
Necron Warriors
The standard trooper of this foe is the Necron Warrior, a roughly 6 foot
tall humanoid metallic skeleton. Emotionless and relentless it will never
give ground.
WS BS S T Ag Int Per WP Fel
35 40 30 (6) 30(6) 20(2) 32(3) 25(2) 45(4) -
Movement: 2/4/6/12 Wounds: 15 AP: 7 (all)
Skills: Awareness (Per), Logic (Int), Search (Per), Dodge (Ag)
Talents: Blind Fighting, Hardy, Fearless, Heightened senses (Sight),
Exotic Weapon Training (Gauss)
Traits: Dark Sight, Armour Plated, Auto Stabilised, Fear 1, Necron,
Automaton, Natural Weapons, Unnatural Toughness (x2) and Strength
(x2). Machine 5
Gear/Weapons: Gauss Flayer and their bare hands, unknown xenos tech
I am not terribly familiar with Necrons but this looks like a good opponent=
I believe the stats for something Gauss Flayer-like were in Creatures Anathema or Disciples of the Dark Gods. One of the Calixis sector Xenos races uses them.
Otherwise, yes, those stats are a little more appropriate. You might want to put in Stuff of Nightmares - Necrons aren't exactly known for bleeding, being poisoned or depending on air...
The Slaught Overlord's main weapon with the disinegrate special rule is about what a Gauss Flayer would do.
As for Necrons themselves... they should have practically nothing in the way of intelligence, low agility, and 0 Fellowship. Their Willpower should be around 30-50 (all pending... remember that WP is different from intellect and these guys will continue marching even when on fire). Their Strength and Toughness should be comparable with a Space Marine's and their armor should be up there with a Praetorian Servitor's. Wound-wise, I'd think around 20 would do it.
Other than that... your guess is as good as mine.
Thanks for all the feedback. I was kind of wondering why the Necron had dodge, and will cut it out for sure.
Cifer said:
It's a little... unimpressive. We're talking about nigh-unkillable horrors that predate the existence of humanity by several millions of years. No unnatural Toughness? Merely 4 points of armour? Claws that are less impressive than a mono sword? Fear 2 and only at first sight?
It was just out of slumber/re-awakening, and this just represented a minor threat, which did in the space of 2 rounds shred the 2 members caught in a corridor with it.
Next time they meet them it is already statted for a lot nastier, but i dont go outof my way to kill the characters, i leave that for CoC games.
They only get killed if they go out of their way to pick fights with stuff.
And yes only Fear 2 because the characters are from forge worlds, one of which is a tech preist the other of which is some one who's spent a considerable amount of time in/around the Ad-Mech so they were just stated at that for them characters.
take the table-top mini's and multiply by 10 and add or subtract according
Warrior
Ws:40
Bs:40
S:40
T:40
Ag:30
Int: ??
Per:??
Wp:40
Fel: -
Armor: None (4 all)
Gauss Blaster
B,100m, S/2/-, 1d10+5, Pen 4, clip x*, rld *,Exotic,
*necron weapondry runs off the power inside of the necron, unless the wielder is necron or has the Gauss jury rigged to a large battery (-30 tech-use/-10 with forbidden lore xenos (Necron)) it would have a clip of 20 unless it is a heavy weapon then its clip is reduced to 5. All Gauss weapons has a war scythe or an axe that deals (1d10+2 dmg, pen 2)
Gauss Cannon
H, 150m, -/3/10, Id10+6, Pen 4, clip x, rld x, exotic
x(see gauss blaster)
Gauss Flayer
B, 90m, S/-/-, 1d10+4, Pen 5, clip *, rld *, Exotic
*see gauss blaster
Gauss Flux Arc
P, 35m, S/-/-, 1d10+5, Pen 4, clip *, rld *, Exotic
*see gauss blaster
Heavy Gauss Cannon
H, 150m, S/-/-, 1d10+9, Pen 2, clip*, rld *, Exotic, Over Heats, 55kg
*see gauss blaster
Particle Whip
B,100m, S/-/-, 1d10+9, pen 3, clip*, rld*, Exotic, Overheats, Blast 3,
* see gauss blaster
Staff of Light
M, 1d10+3, pen 2, balanced**
P, 35m, s/-/-, 1d10+5, pen 3, clip*, rld*, Exotic (P&M)
*See gauss blaster
**Counts as a Best Quality Staff
Turpin said:
take the table-top mini's and multiply by 10 and add or subtract according
Warrior
Ws:40
Bs:40
S:40
T:40
Ag:30
Int: ??
Per:??
Wp:40
Fel: -
Armor: None (4 all)
If it were that simple Orks would be T40 and marines would be S40 T40, but they aren't they use Unnatural Strength and/or Unnatural Toughness. Something a Necron should have.
Hellebore
Do you think they should have both Unnatural Strength and Toughness? Im leaning toward updating my PDF on them, giving them a higher T and S, but wasn't sure about unnatural levels. I was also going to up their armour to 10 instead of the 7 I gave them, but if I give them Unnatural Toughness, this seems redundant.
I wouldn't ever apply unnatural toughness to them...in fact I'd go the other way and have them quite easy to destroy, only to reassemble themselves on a molecular level rapidly as good as new in front of your dispirited acolytes. That's what they do in the TT game, and one would have thought it would have an impressive impact on their morale...
For simplicity I would probably go with unnatural strength and toughness.
As necrons are all going to be virtually identical I would go with flat S40 T40 unnatural x2 for both. I would give them 20 wounds. I would give them Machine (8) and regenerate with the caveate that if they reach 0 wounds they teleport back to their tombworld.
WS30 BS45 S40(8) T40(8) Ag20 Int15 Per30 WP- Fel-
Necrons don't fear anything, however they will retreat from hopeless situations. This is a GM discretionary thing.
Cause Fear (1)
I'd give them a gun something like: 1D10+5E PenD10 - disintegrate (see slaughth) and Gauss - every pt of Pen rolled on the dice permanently reduces the target's armour on that location AND TB. The armour must be repaired to get the points back and the TB must be healed.
Basix, 100m, S/-/-, 1d10+5, PenD10*, clip(unlimited), rld -, Gauss, Disintegrate, Perfect, Wt12kg
(perfect weapons cannot jam) *Maybe make it PenD5...
Counts as a Tearing Mono Axe in melee.
A necron is a horrifyingly advanced piece of technology that just won't die.
What's scary about the necrons is that they are a high tech HORDE. Normally hordes are low tech, but necrons sort of get everything, unlimited numbers, almost indestructible, awesome guns etc.
Not even eldar technology can compare to necrontech. When your gods are on intimate terms with the laws of nature you have a bit of an edge.
Hellebore
I wouldn't ever apply unnatural toughness to them...in fact I'd go the other way and have them quite easy to destroy, only to reassemble themselves on a molecular level rapidly as good as new in front of your dispirited acolytes. That's what they do in the TT game, and one would have thought it would have an impressive impact on their morale...
In the TT, they're as "easy" to destroy as Space Marines in Power Armour and that's before "I'll be back!".
Awesome stuff! Thank you all so much for the help. My PC's will hate you all...well me more than you but anyway.....=
Thanks again.
I'd add a caveat to the gauss weaponry. They only have an unlimited ammo supply when connected to a necron. If someone tries to use one independently it requires a single las charge pack to fire a single shot and the gun becomes unreliable.
Necrons use some kind of subspace superstring technorape energy channeled from the universe itself to power them. It's a wireless powersource pulled from the fabric of space around them. They never run out of power so their guns will never require recharging unless they are no longer attached to the necron siphon.
Hellebore
Well, I'm not gonna go all "stat crazy", but while the Necrontyr are indeed slow moving, they do seem to have average to above average reflexes. Depending on its chassis/role I would stat their agilty from 20-35 for most walkers and include Unnatural Agility 2 or 3 for Immortals and Flayed ones respectively. Since that only effects initiative it seems a good addition to consider.
On an aside; has anyone else read Hellforged yet? The fifth installment in the ongoing story of one of my favorite Space Marine Chapters, the Soul Drinkers . I thoroughly enjoyed it, though I did finish it in about 5-6 hours. If you are a fan of this particular series, it is a real page turning.
Renegades, and Ad Mech and Necrons, oh MY!
-=Brother Praetus=-
I statted some of these fellows up last year
Peacekeeper_b said:
Do you think they should have both Unnatural Strength and Toughness? Im leaning toward updating my PDF on them, giving them a higher T and S, but wasn't sure about unnatural levels. I was also going to up their armour to 10 instead of the 7 I gave them, but if I give them Unnatural Toughness, this seems redundant.
This is my take on your Necrons, I used your base line and used the newer DH supplements to "re-do" them, let me know what you think:
Necron Warrior:
WS 37
BS 41
S 35 (6)
T 45 (8)
Ag 24
Int 32
Per 32
WP 45
Fel -
Wounds: 15
Armour: 7
Skills:
Awareness +10
Talents:
Exotic Weapon Training (Gauss Flayer), True Grit
Traits:
Unnatural Strength (x2), Unnatural Toughness (x2), Machine 5, Dark Sight, Auto Stabilised, Sturdy, Strange Physiology, Natural Weapon Fist, Fear 2, Armour Plated, Regenerate*
*Only when phased out.
Special Rules :
Mysterious and Unknowable, when a Necron is finally killed it must pass a WP test to avoid phasing out and vanishing to wherever it was sent from, whether this is a Tomb World some light years away or one of the vest Necropolis ships.
Strength in Numbers:
If part of a group of Necrons (5+) and more than 25% of the force is "killed" then all remaining Necrons must pass an average WP test to avoid phasing out of action and vanishing. If 50% of the group are taken out then the WP test becomes Challenging, if 75% are killed then all of the remaining Necrons phase out and vanish.
Gauss Flayer:
Type: Exotic
Range: 120
RoF: S/2/-
Damage: 2d10 E
Pen: 6
Clip: Unlimited in the hands of a Necron
Special: Reliable, Recharge, Disintegrate*, Righteous Fury**
Or
Type: Exotic
Damage: 1d10+2 R (+SB)
Pen: 3
Special: Unbalanced
Weight: 15kg
* Disintegrate: Any victim suffering critical damage from this weapon is instantly vaporised
** Righteous Fury: A Necron always uses the Righteous Fury rule when firing his Gauss Flayer
Regenerate*
*Only when phased out.
Are you sure about that one? After all, "I'll be back" is pretty much combat-worthy regeneration.
Mysterious and Unknowable, when a Necron is finally killed it must pass a WP test to avoid phasing out and vanishing to wherever it was sent from, whether this is a Tomb World some light years away or one of the vest Necropolis ships.
Why would it want to avoid phasing out when destroyed, especially when its regeneration doesn't work in combat?
If part of a group of Necrons (5+) and more than 25% of the force is "killed" then all remaining Necrons must pass an average WP test to avoid phasing out of action and vanishing. If 50% of the group are taken out then the WP test becomes Challenging, if 75% are killed then all of the remaining Necrons phase out and vanish.
Would that mean you could have a situation where after 25% of the Necrons are destroyed, half of the rest phase out? AFAIK, apart from the casualties, phasing out is all-or-nothing.
Personally, I'd take your stats and add/change the following:
Traits: Unnatural Strength (x2), Unnatural Toughness (x2), Machine 5, Dark Sight, Auto Stabilised, Sturdy, Natural Weapon Fist, Fear 2, Armour Plated, From Beyond, The Stuff of Nightmares, Regenerate, I'll be back*, Strength in Numbers* (Strange Physiology stricken)
I'll be back*: A Necron reduced to zero wounds is considered helpless and can take no actions apart from regenerating. Should it be reduced to -6 wounds, it will 'phase out' and vanish to wherever it came from. A necron reduced to -12 or less by explosive or energy damage is vaporized.
Strength in Numbers*: Should the fight turn against a group of Necrons, they will all 'phase out' instead of making a last stand or fleeing. When this happens is left to the GM's discretion, but in general a Necron force enduring 50% losses without making obvious progress will phase out and it would take extraordinary circumstances for a force taking 75% or more losses to stay in battle.
Cifer said:
Mysterious and Unknowable, when a Necron is finally killed it must pass a WP test to avoid phasing out and vanishing to wherever it was sent from, whether this is a Tomb World some light years away or one of the vest Necropolis ships.
Why would it want to avoid phasing out when destroyed, especially when its regeneration doesn't work in combat?
If part of a group of Necrons (5+) and more than 25% of the force is "killed" then all remaining Necrons must pass an average WP test to avoid phasing out of action and vanishing. If 50% of the group are taken out then the WP test becomes Challenging, if 75% are killed then all of the remaining Necrons phase out and vanish.
Would that mean you could have a situation where after 25% of the Necrons are destroyed, half of the rest phase out? AFAIK, apart from the casualties, phasing out is all-or-nothing.ng obvious progress will phase out and it would take extraordinary circumstances for a force taking 75% or more losses to stay in battle.
1) Because there are still living targets to destroy!
2) As soon as 25% of a group of Necrons is destroyed then the remainder need to make a WP test or they all phase out, this then gets harder at 50% and happens automatically at 75%
Bear in mind that the more that phase out the more you get nearer that 75% figure
1) Because there are still living targets to destroy!
So? I didn't exactly peg the average necron warrior as the emotional type, especially when it's already dead and non-regenerating...
I could have sworn the only Necrons which phase in and out while still active during combat are Wraiths. And a downed Necron always seemed vunerable to attacks while regenerating fluff-wise. The kicker is that while it is regenerating, you usually have a large contingent of its peers to focus on while it gets back up and kills you dead. Just my thoughts, of course.
-=Brother Praetus=-