No homemade Necron Stats?

By Captain Ventris, in Deathwatch Gamemasters

So, from what I've FOUND on this forum, no one has any home-brew Necron stats. Please correct me if I'm wrong.

Firstly, to dispell the illusions of the optimistic, I have not made Necron stats. I am inquiring about them. :P

Also, SPOILERS FOR THE EMPEROR PROTECTS BELOW

Fortunately, my need for stats other than the Wraiths in a Stony Sleep are for the campaign AFTER the current campaign I'm running. I'm going to rework the Emperor Protects story-arc so that the Warp Gate is damaged, but not destroyed, and at first seems fine.

The next campaign begins when the gate starts behaving erratically - the damage is more than anticipated. On top of this, the Necron begin to awaken in the Reach. I figure that something already so thick with secrets as the Achilus Crusade could manage to keep a Necron uprising a secret, and pass it off as a local thing, believing the Dark Pattern has manifested itself, not that it is a sign of a galaxy-wide threat.

So, it turns out that there was a race known as the 'End Men' who were enslaved for the amusement of the C'Tan, as they have no warp presence, and thus wouldn't taste very good, but were brilliant and capable builders. So, the Deciever perhaps forced them into building the Jericho-Maw warpgate. However, the End Men correctly predict that they will be slaughtered after the completion of their task, and so modify Necron phasing technology, and phase themselves into a void existence 'within' the 'space' inside the Warp gate.

The Necron uprising is just too much for the Crusade if the gate is unable to reliably bring supplies, and so the first plan is to blow it up if a way to fix it is not found. Thusly the players must free the End Men and get them to fix the gate. Of course, they won't know of the End Men initially, and may end up with the parallel tasks of getting supplies for a bomb large enough to obliterate the gate to slow the Necron advance in case they can't hold them off (Freespace 2 style), as well as gathering the bits for the most skilled Tech-Magos and Inquisitorial agents suited to the task to try and bring the End Men back into real-space. The End Men are totally the grim-dark version of the Endermen from Minecraft. All of my players play Minecraft, and will be amused by the DED SRS interpretation. :P

ANYWAY that's why I need some Necron stats, or at least a basis for their weapons. I'm not too well read up on their exact capabilities, though I have Fall of Damnos, and could go back through that to determine how good they should be, but figured I might as well seek counsel with all the other GMs on here.

Captain Ventris said:

ANYWAY that's why I need some Necron stats, or at least a basis for their weapons. I'm not too well read up on their exact capabilities, though I have Fall of Damnos, and could go back through that to determine how good they should be, but figured I might as well seek counsel with all the other GMs on here.

Hi there Captain Ventris. I noticed that the Black Crusade also has some basic stats for them though you may need to adapt it to Deathwatch. It is written in TEP that Necrons only awakened alot later in the GW timeline. Probably why they weren't introduced in MoTX, though its just my guess.

I heard that there were some, but I didn't really want to buy the whole core rule book for a game I might never end up running just for a couple stat blocks. :P

Well decades later, not really so long considering the scale of time in 40k, and technically, the Necrons had their first OFFICIAL contact with the Imperium later on, but several codices indicate earlier dates involving battle with the Necron, presumably with the understanding that it was a local thing, or kept secret for varying reasons. After all, who wants to believe that a foe that terrible is asleep and waiting ALL ACROSS THE GALAXY? No bueno.

There are stats for scarabs, flayed ones, immortals, warrior, and tomb stalkers. I bought BC because I seem to like the refining of DW rules. U should have a look. Maybe you may wish to import some of the rules into DW.

If you have the core rulebook for the table top, I've taken to converting those stats (it's surprisingly accurate) by multiplying the base numbers from the core rule book by ~10 for like elite enemies I'll do 10.4 or something so they have a little more variance, but the idea is to get a good spread of stats, then I just follow the rules of character creation. This has created surprisingly balanced foes for my players.

It so happens that I have put together some Necron stats as well as stats for numerous other foes such as harridans and some distinctive CSMs and the like. I have modified these stats to use some of the BC rules as well as our own house rules so you will have to keep that in mind as you peruse them. They draw inspiration from some other fan made sources, TT conversions, and the FFG books but they are ultimately my own creation. Feel free to use or modify them as you like. My players are rank 7 now and tend to be very mechanically minded and our campaigns are on the high end of the power curve, so keep that in mind when using these guys.


Necron Warriors
WS BS S T Ag Int Per WP Fel
(8) (8)
35 45 45 45 25 25 30 40 15
Movement: 3/6/12/24 Wounds: 20
Armor: 10 (all)
Skills: Awareness (Per), Logic (Int) +20, Search (Per), Dodge (Ag), Intimidate (Fel) +10, Tech Use (Int) +20
Talents: Necron Weapon Training, True Grit, Crack shot
Traits: Auto-stabilized, Armour Plated [4], Auto Stabilised, Fear 1, Machine [6], Improved Natural Weapons, Regeneration [5], The Stuff of Nightmares, Unnatural Toughness [4] and Unnatural Strength (4), Necron, Skeletal Frame (counts as one size smaller for ranged attacks.) Size: Hulking
Gear/Weapons: Gauss flayer (100m; S/2/-; 1d10+8 E; Pen 3; Clip unlimited; Rld N/A; Tearing, Volatile, Gauss) with built-in combat attachment (1d10+8 R; Pen 2) or Gauss Blaster (100m; S/4/-; 2d10+5 E; Pen 5; Clip unlimited; Rld N/A; Tearing, Volatile, Gauss) with built-in combat attachment (1d10+10 R; Pen 2; Unwieldy) or Particle Projector (45m S/2/5; 3d10+8 E; Pen 12; Clip Unlimited; Tearing) or Gauss Cannon (250m S/4/10; 2d10+8 E; Pen 8; Clip Unlimited; Tearing, Volatile, Gauss) or Heavy Gauss Cannon (250m S/2/5; 5d10+10 E; Pen 10; Clip Unlimited; Tearing, Volatile, Gauss)

*Necron: When 'killed', test toughness on the Necron's turn to see if it regenerates the seemingly lethal damage from the previous round and can continue fighting. This test is a half action and recovers 10 wounds per DoS. Critical damage is automatically repaired but effects such as limb loss typically remain. This test is only possible if other Necrons are in the area for warriors, but stronger constructs such as immortals, lords, and wraiths can regenerate even without a template. When a Necron fails its toughness test it may immediately make an easy (+30) toughness test to phase out and return to a tomb world or tomb ship. A horde of Necrons tests for breaking as normal, but uses their Toughness instead of their Willpower and if they break, they instead all phase out, taking their fallen with them.

*Gauss: typically Gauss weapons are also volatile and tearing, making them deadly even in the hands of npcs without fate points. These lethal weapons automatically score a minimum of 1d5 points of damage on a Righteous Fury.

*Targeting: All Necron ranged weapons incoporate advanced xenos technology granting the wielder the equivalent of a sight with a +10 to all BS checks.


Necron Wraith
WS BS S T Ag Int Per WP Fel
(9) (8) (8)
55 48 50 55 45 30 45 45 10
Movement: 9/18/27/54 Wounds: 24
Skills: Awareness (Per) +10, Climb (S), Concealment (Ag) +10, Dodge (Ag) +10, Silent Move (Ag) +20.
Talents: Mighty Blow, Crushing Blow, Lightning Attack, Preternatural Speed, Step Aside, Swift Attack, True Grit.
Traits: Dark Sight, Fear (3), Hoverer (9), Improved Natural Weapons, Machine (6), Armour Plated [4], improved Natural Weapons (Bladed Claws), Phase, Regeneration (6), Size (Hulking), The Stuff of Nightmares, Unnatural Agility (4), Unnatural Strength (4), Unnatural Toughness (4), Necron, Skeletal frame, Multiple Limbs [3]
Armour: All 10
Weapons: Bladed Claws (1d10+13 R; Pen 2, Tearing, † Phase Strike). May be equipped with a Drisruption Field which treats the claws as a power weapon, changing the profile to (1d10+17 R; Pen 8, Tearing, Volatile, Gauss)
Gear: Necrontyr Phase Generator (field strength 70, no overload).
† Phase Strike: If the creature succeeds on a Weapon Skill Test by three or more degrees of success, that particular attack may not be parried and the Damage from the attack is not reduced by armour.


Scarab Swarm
WS BS S T Ag Int Per WP Fel
35 05 30 30 45 10 30 45 5
Movement: 4/8/ l6/32 Magnitude: 10+
Armour: Machine Trait (6 All)
Skills: Stealth (Ag) +20, Awareness (Per)
Talents: Swift Attack
Traits: Hoverer (4), Size (2), Machine (6), Regeneration (5), Necron, Stuff of Nightmares,
Deadly Natural Weapons (Disruptor Field), Horde, Relentless, Overwhelming, Rampage
Weapons: Disruptor Field and laser cutters (2d10 R; Pen 5, Gauss).
Special: Scarabs can swarm over Necrons, assisting their reconstruction efforts. Any Scarab Swarm may choose to assist all Necrons within 8 metres in this way raising the Necron's Regeneration Trait by 5 and adding a +20 bonus to any Toughness made to recover from lethal damage.

Necron Flayers
WS BS S T Ag Int Per WP Fel
(8) (8) (4)
45 30 45 40 25 15 30 40 15
Movement: 4/8/16/32 Wounds: 26
Armor: 12 (all)
Skills: Awareness (Per), Logic (Int) +20, Search (Per), Dodge (Ag) +10, Stealth (Ag) +20, Intimidate (S) +10
Talents: Heightened senses (Sight), Swift Attack, True Grit, Crushing Blow, Mighty Blow
Traits: Dark Sight, Armour Plated [6], Auto Stabilised, Fear 3, Necron, Improved Natural Weapons, Unnatural Toughness [4], Unnatural Agility [2], Unnatural Strength [4], Brutal Charge [4], Machine [6], Burrower [5], Regeneration [5], Stuff of Nightmares, Skeletal Frame, Size [Hulking]
Gear/Weapons: Vicious Rending blade claws (1d10+12 R; Pen 4; Razor Sharp, Tearing) May be equipped with a Disruption Field which treats the claws as a power weapon, changing the profile to (1d10+16 R; Pen 8, Tearing, Volatile, Gauss)

Flayed Ones conceal themselves in the corpses of the dead. Concealing in this manner takes two full actions. Spotting a Necron concealed in this manner is an Awareness or Search check opposed by a Concealment check, and should be made when characters are within 50m (beginning at -30), gaining +10 for every 10m closer.


Necron Pariahs
WS BS S T Ag Int Per WP Fel
(8) (8)
35 35 40 40 35 32 25 45 01
Movement: 4/8/16/32 Wounds: 24
Armor: 8 (all)
Skills: Awareness (Per), Logic (Int), Search (Per), Dodge (Ag)
Talents: Heightened senses (Sight), Lightning Attack, Swift attack, Crushing Blow, Mighty Blow, Precise Blow, True Grit
Traits: Dark Sight, Armour Plated [4], Auto Stabilised, Fear 3, Necron, Natural Weapons, Unnatural Toughness (4), Unnatural Strength (4), Brutal Charge [4], Soulless, Machine [4], Necron, Stuff of Nightmares, Size (Hulking)
Gear/Weapons: Warscythe (2d10+12 R; Pen 8, Tearing, Volatile, Gauss) with built-in Gauss Blaster (100m; S/4/-; 2d10+5 E; Pen 5; Clip unlimited; Rld N/A; Tearing, Volatile, Gauss)
Soulless: Immune to any direct psychic effects. Any character within 50m takes a -20 penalty to Intelligence, Willpower, Fellowship, and Perception. Any psyker within 30m increases the difficulty of all Focus Power Tests by 60. Any daemon within 30m must test Toughness or take one point of damage bypassing toughness and armor, critical effects apply to every hit location at once. In addition they cause an additional level of fear in psykers or anything which has a link to the warp.

Immortal
WS BS S T Ag Int Per WP Fel
(10) (10)
35 45 55 55 35 40 30 40 15
Movement: 5/10/15/30 Wounds: 36
Armor: 14 (all)
Skills: Awareness (Per), Logic (Int) +20, Search (Per), Dodge (Ag), Intimidate (S) +10, Tech Use (Int) +20
Talents: Necron Weapon Training, True Grit, Crack shot
Traits: Auto-stabilized, Armour Plated [8], Auto Stabilised, Fear 1, Machine [6], Improved Natural Weapons, Regeneration [5], The Stuff of Nightmares, Unnatural Toughness [5] and Unnatural Strength (5), Necron, Skeletal Frame (counts as one size smaller for ranged attacks.), Size [Hulking]
Gear/Weapons: Gauss Blaster (100m; S/4/-; 2d10+5 E; Pen 5; Clip unlimited; Rld N/A; Tearing, Volatile, Gauss) with built-in combat attachment (1d10+10 R; Pen 2; Unwieldy)

Necron Destroyer
WS BS S T Ag Int Per WP Fel
(14) (12)
35 55 65 68 56 20 35 45 –-
Movement: 8/16/24/48 Wounds: 75
Skills: Awareness (Per) +10, Climb (S), Dodge (Ag), Tech-Use (Int) +20.
Talents: Combat Master, Swift Attack, Talented (Tech-Use), Mighty Blow, True Grit, Ferric Summons, Lightning Attack
Traits: Auto-stabilised, Dark Sight, Fear (2), Hoverer (8), Improved Natural Weapons, Multiple Limbs, Natural Armour (Metallic Shell) [14], Natural Weapons (Bladed Claws), Size (Enormous), Strange Physiology, The Stuff of Nightmares, Unnatural Strength (8), Unnatural Toughness (6), Machine [6], Necron
Armour: All 20
Weapons: Particle Projector (45m S/2/5; 3d10+8 E; Pen 12; Clip Unlimited; Tearing) or
Gauss Cannon (250m S/4/10; 2d10+8 E; Pen 8; Clip Unlimited; Tearing, Volatile, Gauss) or Heavy Gauss Cannon (250m S/2/5; 5d10+10 E; Pen 10; Clip Unlimited; Tearing, Volatile, Gauss)

Necron Tomb Spyder
WS BS S T Ag Int Per WP Fel
(14) (12)
35 35 65 68 36 20 35 45 –-
Movement: 4/8/12/24 Wounds: 75
Skills: Awareness (Per) +10, Climb (S), Dodge (Ag), Tech-Use (Int) +20.
Talents: Combat Master, Swift Attack, Talented (Tech-Use), Mighty Blow, True Grit, Ferric Summons, Lightning Attack
Traits: Auto-stabilised, Dark Sight, Fear (2), Hoverer (4), Improved Natural Weapons, Multiple Limbs, Natural Armour (Metallic Shell) [14], Natural Weapons (Bladed Claws), Size (Enormous), Strange Physiology, The Stuff of Nightmares, Unnatural Strength (8), Unnatural Toughness (6), Machine [6], Necron, Regeneration [10]
Armour: All 20
Weapons: Bladed Claws (2d10+18 R; Pen 8), Particle Projector (45m S/2/5; 3d10+8 E; Pen 12; Clip Unlimited; Tearing).
Gear: None.

Artificer: The Tomb Spyder may create a Scarab swarm as a half Action. The Scarabs enter the initiative order immediately after the Tomb Spyder.
The Tomb Spyder is also surrounded by a constant swarm of scarabs that repair damaged Necrons. It passively grants a +20 bonus to any toughness check made by a fallen Necron to repair itself.


Necron Lord (Master)
WS BS S T Ag Int Per WP Fel
(10) (12)
85 65 65 68 46 50 55 65 –-
Movement: 5/10/15/30 Wounds: 75
Skills: Awareness (Per) +20, Climb (S), Dodge (Ag) +10, Tech-Use (Int) +20.
Talents: Combat Master, Swift Attack, Talented (Tech-Use), Mighty Blow, True Grit, Ferric Summons, Lightning Attack, Crushing Blow, Crack Shot, Marksman, Precise Blow, Blademaster, Wall of Blades, Step Aside, Preternatural Speed, Paranoia
Traits: Auto-stabilised, Dark Sight, Fear (3), Improved Natural Weapons, Armor Plated [8], Natural Weapons (Bladed Claws), Size (Hulking), The Stuff of Nightmares, Unnatural Strength (4), Unnatural Toughness (6), Machine [6], Necron, Skeletal Frame, Regeneration [10]
Armour: All 14
Weapons: Bladed Claws (1d10+14 R; Pen 8), Staff of Light (2d10+14 R; Pen 9, Tearing, Volatile, Gauss, Fast) with built-in Particle Projector (45m S/2/5; 3d10+8 E; Pen 12; Clip Unlimited; Tearing) or a freezing attack that functions much like a cryo grenade (4d10+6 E; Blast 10, Snare 3) Any enemy that suffers damage from the attack or is snared must make an Arduous (–40) Toughness Test to resist the searing pain as they are splashed with the freezing chemical gel. Those who pass their Toughness Test weather the attack, and receive no further damage. Those who fail continue to take 2d10 Toughness Damage for 1d5 rounds as the gel slowly loses its potency and eventually becomes inert. If a being is reduced to 0 Toughness by a cryo grenade, they are killed and their corpse is frozen solid.
Gear: Necron Lords can carry a number of these arcane items.
Chronometron: seems to affect the time-space continuum, enabling Necrons to act faster relative to their opponents. All Necrons within 50 meters gain an additional full action per round for 1d5 rounds.
Disruption Field: can be carried by troops other than the Lords, Disruption Fields penetrate vehicular armour in close combat in the same manner as a Gauss weapon.
Destroyer Body: Necron Lords are sometimes fused to the same hover platforms found in Necron Destroyers, granting them increased durability and agility.
Gaze of Flame: Some Necron Lords possess a malign presence so powerful that any being in the galaxy hesitates before engaging one in hand to hand combat. This effectively steals the momentum of any charges made towards the Lord. Enemies retain none of the bonuses they normally gain from charging and the Necron Lord's fear rating increases by 1.
Lightning Field: generate arcs of unearthly energy that surround the Lord and nearby troops. Enemies engaging in melee combat will be subject to this harmful energy every time they strike someone protected by the Lightning Field. Any melee attack or being within melee range of a Necron within 20m of the field at the end of their turn grants an automatic hit with the lightning field (2d10+5 E; Pen 5; Tearing, Volatile, Gauss)
Nightmare Shroud: taps into the minds of nearby enemies, inspiring terror and breaking their will to fight. Treat all Necrons as Fear [4] and enemies must reroll any tests to resist its effects and take the worse result.
Phase Shifter: makes the Necron Lord incorporeal, so he seems ghost-like. While under the protection of a Phase Shifter, even the most powerful attacks may pass harmlessly through his indistinct and hazy body. Grants the Necron Lord the Phase and Wraith strike traits and a Necrontyr Phase Generator (field strength 70)
Phylactery: is worn by the Necron Lords as a charm. It is filled with countless spider-like nanobots which will swarm all over the Necron Lord to repair him if he sustains heavy damage. Grants a +30 to any toughness test to recover lethal damage and +5 to the Necron Lord's Regeneration trait.
Resurrection Orb: These orbs somehow enhance the self-repair systems of nearby Necrons, enabling them to recover from even the most devastating attacks. Grants a +30 to any toughness test to recover lethal damage to all fallen Necrons within 100m.
Solar Pulse: is integrated into the staff of the Lord. When triggered, it releases a flash of blinding light. This intense light can be used to illuminate the entire battlefield when fighting in darkness, or the Lord may use it to stun and blind the enemy army. Reveals all concealed enemy forces or can be used to inflict a Punishing (-50) toughness test or be blinded for one round plus one round for every degree of failure. Devices that normally grant immunity to blindness do not help as this Necron artifact overwhelms machine sight as ably as biological sight.
Veil of Darkness: is the pinnacle of Necron technology. The Veil of Darkness can instantaneously transport both the Lord and nearby troops to anywhere on the battlefield. Other than striking at the back of the enemy lines, this artifact can also be used to escape from difficult close combat situations as the Necrons will simply vanish right under the nose of enemy combatants. Grants the Teleport (10) trait to the Necron Lord and those within sight of him.

In retrospect, I might end up looking into BC. Anyway yeah, I totally derped and forgot that the stats are all in the core 40k book. Anyway, lots of good info here. Thanks, ya'll!

Whoa, Togath beat me to it. hehe. But the stats for the Necron Lord was not in BC. Will try his stats instead.

Considering a rather recent leak, those stats may need revising/updating come early November: http://www.beastsofwar.com/

Not really a revision so much as a few addendums it seems to me, but I am always excited to add more new and different foes to the xenos arrayed against my players, so I am pleased. They are some cool looking models to boot!

Yeah. I just said revisions because of that long-standing rumour about We'll Be Back being replaced with Feel No Pain, but I suppose an RPG's on a small-enough scale to still represent the self-repair in a unique way.

Yeah, the TT is forced to have a significant level of homogeneity and relative balance between armies. An rpg has no such restrictions. Necrons can be super strong and virtually unkillable, enemy "troops" can be nigh limitless (sometimes literally so) the Tyranids can always field more forces, the DW PCs can truly be the fluffy concept of a SM that is worth hundreds or thousands of lesser troops, and almost everyone can have at least slightly unique mathematical representations. No point system and opposing sides here. Instead we have have adjudicated cooperative storytelling with heavy emphasis on the wargame elements. Which is awesome, by the way!

Exactly. Just that none of that occured to me when I said "revising/updating" when I posted that link to Beasts of War. lengua.gif