So i was board, and felt that that the necron in the main rule book feel a bit last edition, so i went ahead and updated them(errrk, looks like the formatting got all messed up sorry!)Edit-stats are now on paste bin:
Black crusade Necrons
Stats: http://pastebin.com/gQLGrptT
New trait: Necron
Necron are strange and powerful adversaries, made of living metal, wielding weapons of hyper-advanced science, and regularly employing equipment, which is far beyond anything seen by man or xeno alike. As a result, All necron weapons can never gain the primitive trait and never jam and never run out of ammunition. All necrons also have the following traits and talent: Ambidextrous, regeneration (5), Auto-stabilised, Fearless, dark sight, deadly natural weapons, Undying. Units with canoptek in their name DO NOT have the regeneration trait. Necrons may be healed using tech use instead of Medicare This implacable machine race also has EMP-shielded and the Machine hierarchy traits, along with some new weapon qualities:
EMP-shielded
Necron machinery is often placed on worlds with little or no atmosphere, or magnetic field. This results in constant bombardment with both radiation (not a problem form the metallic bodies of the necrons) and by electro-magnetic radiation, which, if strong enough, can cause havoc with lesser machines. It is no surprise therefor, that the Necrons are shielded against such background interference .When hit by a weapon with the hay-wire quality, Necrons count the effects against them as being 2 steps lower than is rolled
Machine hierarchy
Whilst the nobles and ruling elite of Necron “society” are fully aware of their surroundings and situation, with fully intact personalities and memories the lower downs are little more than automations, with little or no free thought or will. Necrons with a * instead of a INT and a WP stat use the WP and INT of their over seer, commander, or nearest equivalent. If there is no immediate superior, they revert back to INT(10) and WP(10)
WEAPON QUALITY: GAUSS
Gauss weapons are terrifying examples of advanced
technology. Gauss weapons generate Zealous Hatred
on a 9 or 10, and if they would not deal damage when
generating Zealous Hatred, they deal 1d5 Wounds
instead of 1. In addition, they generate
Zealous Hatred against vehicles on a 9 or 0, even if
they do not deal damage
WEAPON QUALITY:TESLA
Tesla weapon fire bolts of greenish-blue lightning, that arcs between targets, cooking flesh and shorting out more primitive circuitry. For every other degree of success that is scored on the roll to hit, when using a weapon with this quality, the lighting may arc to another target within 10m of the first, doing the same damage to each target (roll damage separately for everyone hit). All tesla weapons also have the shocking, and haywire (0) qualities
WEAPON QUALITY:PHASE WEAPON
Necron’s do not employ crude disruption field as other races do, instead their weapons simply phase though the crude steel and iron of lesser beings. Even mighty Tactical Dreadnaught armour is not enough to protect the wearer from the wrath of these undead machines. Phase weapons completely ignore armour, and cannot be destroyed by the power field quality
Warrior:
Movement: 3/6/9/18 Wounds: 20
Armour: Machine Trait (6 All) Total TB: 8
Skills: Intimidate (S)+10, Logic (Int)+20, Tech-Use (Int)+20.
Talents: Crack Shot.
Traits: Size (4), Machine (6), Unnatural Strength (+4),
Unnatural Toughness (+4), Necron
Weapons: Guass flayer (100m, d10+10 E, Pen 4, S/4/—,
Gauss). Weapon Blade (1d10+8 R; Pen 2; Unwieldy).
Immortal
Movement: 5/10/15/30 Wounds: 25
Armour: Machine Trait (8 All) Total TB: 10
Skills: Intimidate (S)+10, Logic (Int)+20, Tech-Use (Int)+20.
Talents: Crack Shot, Target Selection.
Traits: Size (5), Machine (8), Unnatural Strength (+5),
Unnatural Toughness (+5). Necron
Weapons: Guass Blaster (100m, 2d10+7 E, Pen 6, S/4/—,
Gauss) OR Tesla carbine(50m, D10+10 E, Pen -, S/-/-,
tesla). Weapon Blade (1d10+10 R; Pen 2; Unwieldy)
Flayed one
Movement: 6/12/18/36 Wounds: 20
Armour: Machine Trait (6 All) Total TB: 8
Skills: Intimidate (S)+10, Logic (Int)+20, Tech-Use (Int)+20, two weapon wielder(melee), climb(S) Stelth+10(ag).
Talents Crusing blow, Flesh Render, Swift attack, Hatred(The living), Preternatural Speed
Traits: Size (4), Machine (6), Unnatural Strength (+4), Unnatural agility (2) Unnatural Toughness (+4), , Necron, Fear (2)
Weapons: 2X horrific bladed hands (D10+12 pen 3 razor sharp, tearing)
Lych guard
Movement: 5/10/15/30 Wounds: 40
Armour: Machine Trait (10 All) Total TB: 14
Skills: Intimidate (S)+10, Logic (Int)+20, Tech-Use (Int)+20. Parry+10
Talents: Crusing blow ,Sure strike, Precise blow, Blade master, Hammer blow
Traits: Size (5), Machine (10), Unnatural Strength (+8), Unnatural Weapon skill (+2),
Unnatural Toughness (+8). Necron
Weapons: Warsyth( 2D10+20 pen ∞ phase weapons, 2 handed)OR Hyperphase sword and deflection shield( D10+16pen ∞ phase weapons balanced, and FF:50 prot. Rating, 01-05 over load, can deflect any ranged attk that originates from more than 10M away to any enemy within 10M)
Death mark
Movement: 5/10/15/30 Wounds: 20
Armour: Machine Trait (8 All) Total TB: 10
Skills: Intimidate (S)+10, Logic (Int)+20, Tech-Use (Int)+20. climb(S) Stelth+30(ag) Dodge
Talents: Crack Shot, Target Selection, deadeye shot, marksman, sharpshooter, Hunters from hyperspace.
Traits: Size (5), Machine (8), Unnatural Strength (+5),
Unnatural Toughness (+5). Necron, Unnatural perception (2)
Weapons: Synaptic disintegrator(120M D10+3, s/-/-, accurate, pen 4, felling (4), shocking) Weapon Blade (1d10+10 R; Pen 2; Unwieldy)
Hunters from hyperspace: when a pack of death marks are encountered, pick one of the players, or their minions. The death marks gain the Unnatural ballistic skill (4) trait and all their weapons gain the felling (8) quality, when targeting that person. The person will be marked with a glowing green halo, which marks them for death. Against this target the Death marks cause fear (3), and any stealth tests suffer a -20 penalty due to the unearthly glow. This mark lasts for about an hour
Overlord
Movement: 5/10/15/30 Wounds: 100
Armour: Machine Trait (12 All) Total TB: 16Skills: Intimidate (S)+10, Logic (Int)+20, Tech-Use (Int)+20. Parry+10, Awareness (Per), Commerce (Fel) +10, Charm +20, Command (Fel)+20 Dodge (Ag), decive(fel), scrutiny(per)+10, Skills: Intimidate (S)+10, Logic (Int)+20, Tech-Use (Int)+30,Fobbiden lore(Archotech, Necrons)+30, Forbidden lore (any appropriate to the overlord)
Talents: Crusing blow ,Sure strike, Air of Authority, Demagogue, Into the jaws of hell, master orator, Combat formation, swift attack, lighting attack, step aside
Traits: Size (5), Machine (12), Unnatural Strength (+10),
Unnatural Toughness (+10). Necron
Gear: may have any of the following: Sempiternal weave (Grants machine 16) Phase shifter (grants the phase trait) Destroyer body (grants hoverer(8), hatred(the living),+20 wounds and unnatural toughness (12). Lose 20 fel, and int, and all skills and talents pertaining to fel. May not be taken with phase sifter) Resurrection orb (grants the regeneration(+3) trait to all necrons within 15M),Tachyon arrow (single shot weapon: range:∞, DMG: 6D10+15 pen 15 felling (4), proven (4))
Weapons: Warsyth( 2D10+22 pen ∞ phase weapons, 2 handed)OR Hyperphase sword and deflection shield( D10+18 pen ∞, phase weapons balanced, and FF:50 prot. Rating, 01-05 over load, can deflect any ranged attk that originates from more than 10M away to any enemy within 10M) Or gauntlet of fire (D10+16, pen 4, flame, or can be used as a legion heavy flamer)or staff of light (Range 35 2D10+10 pen8 tearing)
Cryptek:
Movement: 3/6/9/18 Wounds: 40
Armour: Machine Trait (6 All) Total TB: 8
Skills: Intimidate (S)+10, Logic (Int)+20, Tech-Use (Int)+30,Fobbiden lore(Archotech, Necrons)+30, Forbidden lore (any appropriate to the individual Cryteks area of expertise), trade(armourer)+20
Talents: Infused knowledge, master enginseer, Combat formation, Harbingers of knowledge, Weapon tech
Traits: Size (4), Machine (6), Unnatural Strength (+4), Unnatural intelligence (8)
Unnatural Toughness (+4), Necron,
Weapons: Depending on the discipline, the crytek will have ONE of the following weapons: Eldrich lance (Harbinger of destruction)(Basic, Range: 200m, 3d10+8E pen 12, flame S/-/-)Abyssal staff(Harbinger of despair)(Basic, range: 30M D10+12E, s/-/- spray Ignores armour, and WP bonus is used instead of T bonus)
Tremor stave and harp of dissidence(Harbinger of transmogrification)(Basic, Range:180M 2D10I blast(7) Concussive(3) s/-/- and Pistol, Range ∞, d10+10 pen 2,s/-/- any armour that a target is wearing has its AP reduced by d5, until repaired) Voltaic staff (Harbinger of the storm)(Basic, range: 40M D10+7 pen 0, ---/4/6, tesla)Aeon staff( Harbingers of eternity)(Melee, D10+10 pen 0, if an oppent is hit by this weapon they half the following stats for the rest of the encounter: weapon skill, ballistic skill, Agility, and may only take half actions, as they are caught in a bubble of slow time)
Harbingers of knowledge
All cryptks belong to one of the 5 discipline of knowledge, and each is known by their area of expertise: Harbingers of destruction, or plasmancers, are masters of war and fire, with interment knowledge of destruction and death. Harbingers of despair are masters of illusions, fear and mind tricks. The psycomancers are fond of fear tactics and other such games. Harbinger of transmogrification, known sometimes as geomancers, are masters of physics, and mater, able to make the inanimate dance to their tune. Harbinger of the storm or eithermancers, have detailed knowledge of the complexities of random chance, probability and are master of the electrik arts. The Harbingers of eternity, or chonomancers , are the most enigmatic and subtle of the crypetks. As master of time, they stand apart from even their fellow immortals, as to them, time does not flow from back to front, but from side to side, front to back, and up to down, their actions taking place in the split second formed in another monument, as for them, time its self is a weapon. Each Harbinger has a vast array of tools and equipment, unique to each displine, ranging from the nightmare shroud of the psycomancers, to the time-splitters clock of the Chronomancers, a mantle of crystalized time which makes the user impervious to any attack which doesn’t land with perfect timing, to the crippling, green-fire grenades of the plasmancers
Destroyers
Movement: 8/16/24/48 Wounds: 50
Armour: Machine Trait (8 All) Total TB: 12
Skills: Intimidate (S)+10, Logic (Int)+20, Tech-Use (Int)+20.
Talents: Crack Shot, Target Selection. Hatred (the living)
Traits: Size (6), Machine (8), Unnatural Strength (+5), hoverer(8)
Unnatural Toughness (+6). Necron
Weapons: Guass cannon (Heavy, Range: 200m, 2d10+10 E, Pen 8, S/3/—,
Gauss) OR Tesla Cannon(Heavy, Range: 150m, 3D10+7 E, Pen 1, -/-/2,
Tesla, storm). May be a Heavy destroyers , equipped with either a Heavy Gauss cannon (heavy, Range: 250m 4d10+14 pen 12 s/-/- Gauss) OR a tesla destructor (Heavy, Range 150m 4D10+7 pen 2 -/-/4, tesla, storm, may arc to anyone within 20M of target ). The targeting array in their faces counts as a red dot laser sight and a telescopic sight
Wraith
Movement: 8/16/24/48 Wounds: 35
Armour: Machine Trait (8 All) Total TB: 10
Skills: Intimidate (S)+10, Logic (Int)+20, Tech-Use (Int)+30, Trade(technomat)+30 dodge+10.
Talents: Master enginseer, swift attack, lighting attack
Traits: Size (4), Machine (8), Unnatural Strength (+4), hoverer(8)
Unnatural Toughness (+4). Necron, Phase, Unnatural senses (phase vision)(20m)
Weapons: wielding torches, phase cutters, wire spooling and other such tools (d10+12R pen ∞ phase weapons)
Spyder
Movement: 4/8/12/24 Wounds: 60
Armour: Machine Trait (10 All) Total TB: 14
Skills: Intimidate (S)+10, Logic (Int)+20, Tech-Use (Int)+30, Trade(armour)+30. Two weapon wielder (melee, ballistic)
Talents: Master enginseer, swift attack
Traits: Size (6), Machine (10), Unnatural Strength (+8), hoverer(4)
Unnatural Toughness (+8). Necron, Unnatural senses (phase vision)(20m), artificer(can heal d5 magnitude to a hoard of scarabs, on a successful tech use test and a half action)
Weapons: 2X Fabricator claws (2d10+16 pen 10) or Fabricator claw and particle projector (heavy Range 150m 2d10+5 pen 5 blast(4))
Repair: spyders can co-ordinate, Necrons, reconstruction efforts. Any Scarab Swarm may choose to
assist all Necrons within 8 metres in this way as a Half Action, raising the Necron’s Regeneration Trait by +5.
Scarabs
Movement: 4/8/16/32 Wounds: 2
Armour: Machine Trait (4 All) Total TB: 2
Skills: Stealth (Ag) +20.
Talents: Swift Attack
Traits: Hoverer (4), Size (2), Machine (4), Swarm.
Weapons: Entropic fields (2d10+1 R; Pen 1d5, on hit, reduce targets armour by 1 for every 5 damage done).
Repair: Scarabs can swarm over Necrons, assisting their
reconstruction efforts. Any Scarab Swarm may choose to
assist all Necrons within 8 metres in this way as a Full Action,
raising the Necron’s Regeneration Trait by +2.
Thoughts, comments?