necrons

greenspun.com : LUSENET : Games Workshop Discussion : One Thread

Can anyone give me the points and stats for necrons for 2nd. If anyone has any stats for necrons in 3rd that'd be even better.

-- kharn (rocharezno@aol.com), January 09, 1999

Answers

The rules for the necron warriors and scarabs can be found in White Dwarf issue #217, or if you want i can type them out for you in this forum(See Below). These stats are for 2nd edition. Necron Warrior M-4 WS-4 BS-4 S-4 T-5 W-1 I-2 A-1 LD-10 Save-2+ Special Rules: Repair- IF a Necron takes a wound and fails its saving throw then it falls to the ground as if destroyed. Don't remove the model but lay it down instead. The Necron takes no part in the game whilst on the ground and cannot be harmed- its body is just another piece of wreckage littering the battlefield. At the start of each Necron turn roll a dice.

-- hank (hryerson@hotmail.com), January 14, 1999.

The rules for the necron warriors and scarabs can be found in White Dwarf issue #217, or if you want i can type them out for you in this forum(See Below). These stats are for 2nd edition.

Necron Warrior.....................................44 Points/Model Squads consist of between 3 and 10 necron warriors. M-4 WS-4 BS-4 S-4 T-5 W-1 I-2 A-1 LD-10 Save-2+ Special Rules: Repair- IF a Necron takes a wound and fails its saving throw then it falls to the ground as if destroyed. Don't remove the model but lay it down instead. The Necron takes no part in the game whilst on the ground and cannot be harmed- its body is just another piece of wreckage littering the battlefield. At the start of each Necron turn roll a dice. On a 6 the necron is repaired. On a 1 the necron is beyond repair. remove the model. on a 2-5 the necron remains on the ground. roll again at start of next necron turn.

2" unit coherency- if a necron is out of its usual 2" unit coherency it cannot shoot, although in other respects it fights as normal.

Leadership/Defeat- Necrons never need to test leadership, they automatically pass any check they need to make. if the necron force is reduced to 25% of its starting number the necron force is defeated and vanishes from the field. any necrons who are knocked down do not count as part of the remaining force.

Disruptor Zone- Any enemy model within 6" of a necron at the start of its turn suffers the following penalties. if a vehicle or dreadnought is within 6" of a necron at the start of its turn then it must roll a 4+ on a d6 to move that turn. if a 4+ is made on the roll its movement is halved that turn, if unsuccessful the model may not move at all. Any weapon attempting to shoot suffers a -1 to hit penalty for each necron within 6", this applies to all weapons including tyranids.

Metal Flayer Gauss Rifle Short-6" Long Range-24" To Hit Short Range-+1 To Hit Long Range-no bonus Strength-4 Damage-1 Save Modifier- -2 Armor Pen-D6+4 Special- Metal Flayer If you roll a 6 for penetration you may make a further d6 roll.

Scarabs...................................30 Points per model Scarabs do not form units. they may roam freely. M-8/16 WS-1 BS-0 S-3 T-8 W-1 I-2 A-1 LD-10 Save-2+ Scarabs may scuttle 8" or fly 16". They may repair themselves like necron warriors. Scarabs are not counted as part of the force when determining casualties for defeat. Scarabs have the same disruption zone as necron warriors. Metal Eater- if a scarab lands on a vehicle then armor rating is reduced by 3 while the scarab is in place. if several scarabs attach themselves to the same vehicle then armor is reduced by 3 for each scarab, armor rating returns to normal if the scarabs move away, and the decreased armor applies to all sections of vehicle.

Well, I hope this helps, this was copied almost exactly as written in White Dwarf, except i left out some of the story bits to the rules.

-- hank (hryerson@hotmail.com), January 14, 1999.


Moderation questions? read the FAQ