Roleplaying
Necrons are implacable, remorseless machines, ruled by cruel cosmic beings, who view life as nothing more than sustenance to gorge themselves upon. The endless army of drones traverse the Universe, claiming planets for their C'Tan masters, and offering up those world's people to feed their gods' power. Playing Necrons is not easy, so they are here more for something to throw at other characters, and are really only suitable as NPC's. Most Necrons are only as intelligent as they need to be. They possess powerful neural networks, but they do not waste memory space or processing power on unnecessary information. Combat is what they know. Tactics fill their thoughts. Logic fuels their decison-making processes. Only a few Necrons have the necessary personality matrix to be enjoyable characters. Warriors are drones; even Flayed Ones only infiltrate so much as they need to gain logistical information; Destroyers are still Warriors; and most other Necrons are just as simple. Only Immortals, Pariahs, and Lords have the stuff required to be playable, if Necrons even are, and, seeing as Necrons do not form alliances, a Necron character among other characters would be out of place.
Necrons are somewhat slow and methodical when time permits. They think with a computer's mind, however, and they will commit almost endless numbers of soldiers to a task if they feel it is something they must accomplish. Also, much as a machine is not hindered by things such as morals and ethics, the Necrons are as merciless as they are relentless.
Special Abilities
We'll Be Back: Killing a Necron can be truly difficult. If they should die, they are equipped with nanotechnology that quickly reconstitutes them. Thus, they can repair themselves and revive again, and at an accelerated rate. In the end, only a critical hit can terminate a Necron. Some other means might be feasible, such as power weapons, but these are negated by Lords with Resurrection Orbs, a rather common occurence.
Phase Out: A force of Necrons has one weakness: if they take enough casualties, as a whole, the entirety of their force will vanish from the field of battle. This can be difficult to manage, because Necrons can teleport more units into battle, and they have a variety of means whereby they can repair otherwise disabled units. Tomb Spyders, Monoliths, and their own special abilities are among these means. Few things are more intimidating than seeing a robed Necron Lord near the ruins of its fallen comrades, only to see green lightning crackle from it, through them, and then the fallen Necrons rise again, to continue the fight.
History
The history of the Necrons is a srange story. Since it is so long a tale, one might simply find it easier to go here, and read it for themselves.
BASE NECRON
While some Necrons are somewhat different than this, the "base" Necron, most notably the warriors, fit this profile. Other Necrons are slightly different, and will be described further below.
Necron Drone: Walking automaton Expert 4; Init +3 (+3 Dex); Defense 16 (+3 class, +3 Dex); DR 5; Spd 10 m; VP/WP --/21; BAB: +8/+3; Atk +13/+8 melee (1d3+5, unarmed) or +11/+6 ranged (various weapons); SQ We'll Be Back; SV Fort +10, Ref +5, Will +3; SZ M; Face/Reach 2 m by 2 m/2 m; Rep +2; Str 20, Dex 16, Con 18, Int 12, Wis 12, Cha 10. Challenge Code D.
Equipment: One of various guns, medium armor plating (DR 5), sensors (see in darkness).
Skills: Climb +4, Intimidate +3, Jump +4, Listen +5, Search +4, Spot +5.
Feats: Ambidexterity, Armor Proficiency (light, medium), Weapon Focus (chosen weapon), Weapon Group Proficiency (rifles, simple), Toughness.
The drone is a basic constructor of the Necrons, repairing other damaged devices, and such.
Warrior: The Necron Warrior is the rank-and-file of the necron forces. They exist in the largest numbers and are sent on the most missions, often in groups of ten, or more. Due to their simple programming, they are not suitable for player characters.
Necron Warrior: Walking automaton Thug 8; Init +2 (+2 Dex); Defense 15 (+3 class, +2 Dex); DR 5; Spd 10 m; VP/WP --/21; BAB: +8; Atk + melee (1d3+5, unarmed) or +10 ranged (; gauss flayer); SQ We'll Be Back; SV Fort +10, Ref +4, Will +3; SZ M; Face/Reach 2 m by 2 m/2 m; Rep +2; Str 20, Dex 15, Con 18, Int 12, Wis 12, Cha 10. Challenge Code D.
Equipment: Gauss flayer, medium armor plating (DR 5), sensors (see in darkness).
Skills: Climb +4, Intimidate +3, Jump +4, Listen +5, Search +4, Spot +5.
Feats: Ambidexterity, Armor Proficiency (light, medium), Multishot, Toughness, Weapon Group Proficiency (rifle, simple).
"The skeletal form of a Necron Warrior is a spine-chilling sight, as bullets and lasblasts bounce harmlessly from its metallic limbs. The gauss flayer which it wields is no less terrifying, as it strips its target atom by atom; in a heartbeat it dissolves skin, muscle and then disintegrates bone until nothing remains."
-a quote from the Games Workshop webpage

Flayed Ones: These walking terrors of the Necron forces go on ahead of them, scouting and tearing outlying enemies to bits. They are the Necrons primary melee combatants, and they are designed to be good at what they do. In order to inspire terror in their living foes, the Flayed Ones strip the flesh from their victims and hang it from themselves, giving them a ghoulish appearance. In order to maintain their stealthy abilities, Flayed Ones are rarely seen in large groups, often only five, and upwards of ten. Due to their limited ability to impersonate other beings, Flayed Ones might be playable as characters, but their programming is only marginally better than that of Warriors.
Necron Flayed One: Walking automaton Thug 8; Init +2 (+2 Dex); Defense 15 (+3 class, +2 Dex); DR 5; Spd 10 m; VP/WP --/21; BAB: +8; Atk +13 melee (1d6+5, flensing claws) or +11/+11 melee (1d6+5, 2 flensing claws) or +10 ranged; SQ We'll Be Back; SV Fort +10, Ref +4, Will +3; SZ M; Face/Reach 2 m by 2 m/2 m; Rep +2; Str 20, Dex 15, Con 18, Int 12, Wis 12, Cha 10. Challenge Code D.
Equipment: Flensing claws, medium armor plating (DR 5), sensors (see in darkness).
Skills: Climb +4, Intimidate +3, Jump +4, Listen +5, Search +4, Spot +5.
Feats: Ambidexterity, Armor Proficiency (light, medium), Martial Arts, Toughness, Two Weapon Fighting, Weapon Group Proficiency (simple).
"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."
-a quote from the Games Workshop webpage

Immortal: As the first to sacrifice themselves to their gods, the Immortals are more powerful versions of the Warriors. In the absence of a Lord, these giant robots give the orders. Unless a single Immortal is leading a force, they are often seen in groups of five to ten. Immortals are advanced enough in programming that they can feasibly be player characters, but they must be prepared to receive orders, and obey them unconditionally.
Necron Immortal: Walking automaton Thug 12; Init +2 (+2 Dex); Defense 1 (+4 class, +2 Dex, -1 size); DR 5; Spd 10 m; VP/WP 108/21; BAB: +12/+7/+2; Atk +15/+10/+5 melee (1d3+5, unarmed) or +13/+18/+3 ranged (;Gauss Blaster); SQ We'll Be Back; SV Fort +12, Ref +6, Will +5; SZ L; Face/Reach 2 m by 2 m/2 m; Rep +3; Str 20, Dex 16, Con 18, Int 12, Wis 12, Cha 10. Challenge Code D.
Equipment: Gauss blaster, medium armor plating (DR 5), sensors (see in darkness).
Skills: Climb +4, Intimidate +3, Jump +4, Listen +5, Search +4, Spot +5.
Feats: Ambidexterity, Armor Proficiency (light, medium), Multishot, Toughness x2, Weapon Focus (gauss blaster), Weapon Group Proficiency (rifles, simple).
"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, fleshy 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 battlecry."
-a quote from the Games Workshop webpage

Pariah: The Necrons were once flesh and blood, but gave their lives to their Gods long ago. Now, their Gods seek to move them back toward a direction involving flesh and blood, allowing them to evolve, but retaining their faster brain functions and cybernetic advantages. The Pariahs are how far along they have already come. Pariahs are rare, and so rarely seen at all, in battle, however, when present, they group up, in order to maximize their weapon's destructive capabilities. These groups often are from three to five individuals. As among the most advanced Necrons, Pariahs are playable. Note that they do not benefit from We'll Be Back, as do most other Necrons, due to their organic components. They also cause endless turmoil among the psychically-empowered, due to their unique abilities.
Necron Pariah: Walking automaton Soldier 12; Init +3 (+3 Dex); Defense 16 (+ class, +3 Dex); DR 5; Spd 10 m; VP/WP 108/21; BAB: +12/+7/+2; Atk +16/+11/+6 melee (1d3+5, unarmed) or +15/+10/+5 ranged (;Gauss Blaster); SQ Psychic Abomination; SV Fort +, Ref +, Will +; SZ M; Face/Reach 2 m by 2 m/2 m; Rep +2; Str 20, Dex 16, Con 18, Int 12, Wis 12, Cha 10. Challenge Code D.
Equipment: Gauss blaster, medium armor plating (DR 5), sensors (see in darkness).
Skills: Climb +4, Intimidate +3, Jump +4, Listen +5, Search +4, Spot +5.
Feats: Ambidexterity, Armor Proficiency (light, medium), Multishot, Toughness, Weapon Focus (warscythe), Weapon Group Proficiency (rifle, vibro).
• Special Trait: Psychic Abomination- Pariahs emanate anti-psychic energies, and this affects those around them in that any characters possessant of psychic powers feel terrified, and cannot initiate any powers they possess without first succeeding a DC 17 Will save.
"Crafted from a terrible symbiosis of Necron technology and human evolution, Pariahs represent the next phase fo 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."
-a quote from the Games Workshop webpage

Wraith: Another attempt to modify the base Necron, the Wraith resulted in a fast, mobile, melee combatant that can rend opponenets to bits and also has the limited ability to phase through matter, making them all the more durable by rendering them out of phase with weapon barrages. Fortifications also seem to be useless. They often only attack in small groups, usually of three at the most. They are not suitable for player characters.
Necron Wraith: Hovering automaton Thug 9; Init +3 (+2 Dex); Defense 15 (+4 class, +2 Dex, -1 size); DR 5; Spd 10 m; VP/WP 56/21; BAB: +9/+4; Atk +11/+6 melee (1d3+5, unarmed); SQ We'll Be Back; SV Fort +10, Ref +5, Will +4; SZ L; Face/Reach 2 m by 2 m/2 m; Rep +2; Str 20, Dex 16, Con 18, Int 12, Wis 12, Cha 10. Challenge Code D.
Equipment: Flensing claws, medium armor plating (DR 5), sensors (see in darkness), phase shifter.
Skills: Climb +4, Intimidate +3, Jump +4, Listen +5, Search +4, Spot +5.
Feats: Ambidexterity, Armor Proficiency (light, medium), Flyby Attack, Martial Arts, Multiattack, Toughness, Weapon Group Proficiency (simple*).
"Grotesque floating killers, Wraiths are more like ghosts, shifting in and out of phase. A Wraith's spinal cord is elongated and fluid, equipped wih 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."
-a quote from the Games Workshop webpage

Destroyer: To add mobility to their forces, the Necrons have taken a number of their Warriors, effectively cut them in half, and rigged them to hover pads. Now Destroyers, they are also modified with Gauss Cannons, which replace their entire left arm. These combatants are very fast, mobile, reasonably durable, and possess a considerable rate of fire at an equally considerable range, making them effectivley like tanks, that can also reduce any other tanks to scrap. Their only weakness is that they are notoriusly ill-equipped for melee combat. These ultra-fast skimmers often move in groups, from anywheres from three to five individuals, and they might be joined by a properly equipped Destroyer Lord. They are not suitable for player characters.
Necron Destroyer: Hoveringng automaton Thug 13; Init +3 (+2 Dex); Defense 16 (+5 class, +2 Dex, -1 size); DR 5; Spd 100 m; VP/WP --/24; BAB: +13/+8/+3; Atk +18/+13/+8 melee (1d3+5, unarmed) or +11/+6/+1 ranged (;Gauss Cannon); SQ We'll Be Back; SV Fort +12, Ref +6, Will +5; SZ L; Face/Reach 2 m by 2 m/2 m; Rep +3; Str 20, Dex 15, Con 18, Int 12, Wis 12, Cha 10. Challenge Code D.
Equipment: Gauss cannon, medium armor plating (DR 5), sensors (see in darkness), destroyer body.
Skills: Climb +4, Intimidate +3, Jump +4, Listen +5, Search +4, Spot +5.
Feats: Ambidexterity, Armor Proficiency (light, medium), Flyby Attack, Multishot, Toughness x2, Weapon Group Proficiency (heavy, simple).
"Necron Warriors are 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."
-a quote from the Games Workshop webpage

Heavy Destroyer: Heavy Destroyers occur when an Immortal takes the destroyer body gear. As well as receiving the benefits of the destroyer pad, the Immortal also has his left arm modified so that he becomes permanently armed with a heavy gauss cannon. While its rate of fire is less when compared to the regular Destroyer, its a much stronger blast that can penetrate virtually any known armor, even the hulls of starships. Though obviously fast, these skimmers make more use of their long-range firepower, and sit still. They never are encountered in groups of more than three. They are not suitable for player characters.
Necron Heavy Destroyer: Hovering automaton Thug 13; Init +2 (+2 Dex); Defense 16 (+5 class, +2 Dex, -1 size); DR 5; Spd 100 m; VP/WP --/27; BAB: +13/+8/+3; Atk +16/+11/+6 melee (1d3+5, unarmed) or +16 ranged (; Heavy Gauss Cannon); SQ We'll Be Back; SV Fort +12, Ref +6, Will +5; SZ L; Face/Reach 2 m by 2 m/2 m; Rep +3; Str 20, Dex 16, Con 18, Int 12, Wis 12, Cha 10. Challenge Code D.
Equipment: Heavy gauss cannon, medium armor plating (DR 5), sensors (see in darkness), destroyer body.
Skills: Climb +4, Intimidate +3, Jump +4, Listen +5, Search +4, Spot +5.
Feats: Ambidexterity, Armor Proficiency (light, medium), Flyby Attack, Toughness x3, Weapon Focus (heavy gauss cannon), Weapon Group Proficiency (heavy, simple).
"Like their lighter brethren, Necron Heavy Destroyers are a fusion of a Necron Immortal and a flying skimmer craft. As standard, the Heavy Destroyers 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 fire from their heavy gauss cannons."
-a quote from the Games Workshop webpage

Necron Lord: The highest rank of the automaton Necrons, the Lords are the most intelligent, powerful, and gifted beings within the Necron collective. They are smarter than most humans in many scientific fields, and are also often knowledgeable in topics such as religion, commerce, history, and tactics. Necron Lords can become Destroyer Lords, by equipping a Destroyer Body, gaining the benefits of it. They are very similar to priests, in their relationship to their superiors; the C'Tans. Obviously, Lords are individual, and never "group up". If there are more than two in a single engagement, it is a safe bet that the enemy will loose. Necron Lords are most like standard characters, and are playable as characters, in so far as any Necron would be.
Necron Lord: Walking automaton Soldier 20; Init +2 (+2 Dex); Defense 23 (+12 class, +2 Dex, -1 size); DR 5; Spd 10 m; VP/WP --/21; BAB: +20/+15/+10/+5; Atk +20/+15/+10 melee (1d3+5, unarmed) or +18/+13/+8 ranged (;Staff of Light); SQ We'll Be Back; SV Fort +16, Ref +8, Will +9; SZ L; Face/Reach 2 m by 2 m/2 m; Rep +5; Str 20, Dex 15, Con 18, Int 17, Wis 17, Cha 10. Challenge Code D.
Equipment: Staff of light, medium armor plating (DR 5), sensors (see in darkness), possible various others.
Skills: Climb +4, Intimidate +3, Jump +4, Listen +5, Search +4, Spot +5.
Feats: Ambidexterity, Armor Proficiency (light, medium), Multishot, Toughness, Weapon Focus (staff of light), Weapon Group Proficiency (rifles, simple, vibro).
"The most sophisticated of the C'tan's servants, the Necron Lords act as leaders and energy loci for the Necron warriors. Clad in crumbling vestments and wielding ancient, arcane staffs, they are a chilling sight on the battlefield, 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 empty eye sockets."
-a quote from the Games Workshop webpage


C'Tan: Also known as the Star Gods, these all-mighty powerhouses are the Gods of the Necrons. While not necessarily gods in the religious sense as humans see them, these space beings are still incredibly powerful, versatile, and destructive; seemingly avatars of celestial bodies. In their natural state, these beings are comprised of cosmic energy, and they can bend reality in ways science cannot explain. When active in this reality, they sheathe themselves in living metal. They go mostly beyond the need for stats, and are most certainly not suitable for player characters. There are currently only two known, active C'Tan, the Nightbriger and the Deceiver, so they will never appear in numbers, in battle, much less together (they despise one another). Besides, one is doom enough.
C'Tan: TBA; Init +3 (+3 Dex); Defense 16 (+4 class, +3 Dex, -8 size); DR 5; Spd 10 m; VP/WP ??/224; BAB: +12/+7/+2; Atk +16/+11/+6 melee (1d3+5, unarmed) or +15/+10/+5 ranged (;Gauss Blaster); SQ We'll Be Back; SV Fort +10, Ref +5, Will +3; SZ C; Face/Reach 2 m by 2 m/2 m; Rep +2; Str 20, Dex 16, Con 28, Int 12, Wis 12, Cha 10. Challenge Code D.
Equipment: You must be joking!!! But, seriously, C'Tans sometimes appear to possess gear, but they do not in reality have any. What is seen is really an extension of themselves that they use when manifested.
Skills: Always count as a natural 20 roll.
Feats: Pointless.
Later, I will sit down with my Deities & Demigods book, and figure up something for the C'Tan. Yes, they really are that horrible, despite what the Necron Codex bones.
"The Nightbringer is death incarnate, a sadistic god weilding the power to unmake the stars. It delights in inflicting great pain and suffering not necessarily to feed, but simply because it can. Its gaze is death and its mighty scythe has feasted on the deaths of entire civilisations. With a starship imbued with a measure of its power, the Nightbringer has destroyed entire star systems on a whim and gorged itself on the death agonies of countless billions of lives."
"With the passing of the Necrontyr race, much of what was known of the star-gods faded into mythology, though awareness of the Nightbringer has remained with every race since that time. The war between the Old Ones and the C'tan unleashed forces beyond understanding, and the suffering caused among the elder races cannot be fully comprehended. Of all the star-gods, the Nightbringer is the most ancient and has inflicted the greatest misery upon the galaxy, quickly discovering that terror and anguish were the most delectable of sweetmeats."
"The very star under which the Necrontyr race lived their brief, morbid lives gave birth to the vast sun-spanning energy that was the Nightbringer. In their quest for a weapon with which to defeat the Old Ones, the Necrontyr turned to the mighty coalescent energy feeding within the photosphere of their star. The first of the C'tan to manifest across the incorporeal starlight bridge, the Nightbringer brought with it the curse of death that had plagued the Necrontyr race since their birth. Having fed on the sustaining, but flavourless power of a star, the Nightbringer found the epicurean delights of the Necrontyr's awe and fear much more to its liking and slaughtered those who had brought it into being, feeding on the essence of their terror and suffering. Its appetite knew no bounds and only with desperate pledges of servitude were the Necrontyr able to convince the creature they had summoned forth that there were yet more races beyond their world that could be feasted upon - species beyond number for it to destroy ."
-a quote from the Games Workshop webpage

"The Deceiver's greatest achievements are wrought from deception and lies, its empire of fear build upon manipulation and mistrust. Subtle and charming, its web of half-truths and outrageous falsehoods have led planets to their doom and great leaders into slavery, all for the mocking amusement of the lord of deception. In ages past, even when the Necrontyr were still clothed in flesh, the other C'tan learned to shun the influence of the Deceiver. Only a few were consumed by the entity itself, others were set to fighting amongst themselves."
"Of all the so-called star-gods, the C'tan in the ancient Necrontyr scripts, Yngir to the Eldar, the one known as the Deceiver was the most insidious and capricious. The little that can be gleaned indicates that even the Necrontyr knew few truths about this entity when they first discovered it and spoke the aeons-long owrds its dissipate form could notice. Its manifestation is also said to have been a time of great rejoicing among the Necrontyr - they were awe-struck by its fluid transition to an earthly form among them and the ease with which it adapted to the realm of matter. They first named it Mephet'ran, the Messenger, and believed it was a bridge to mediate between themselves and the other star-gods."
"As the C'Tan began to gather followers and devotees, the messenger soon outstripped all others. The star-gods seemed too remote and awe-inspiring to many Necrontyr, but Mephet'ran communed in ways they understood. Perhaps this was because it was never as powerful as the other C'tan, and used guile and skill to secure its future. There are indications that many gave themselves willingly to become its slaves but the messenger sent them to serve other gods, perhaps fearful of the jealousy it would provoke if its power waxed too strong. Certainly the messenger stoked the fires of hatred which the Necronty felt towards the Old Ones, drawing them towards a was which would burn the galaxy to cinders ."
-a quote from the Games Workshop webpage

NECRON VEHICLES
Necrons teleport a great deal, but often need a focus point to arrive, thus the Monolith. They are also a spacefaring race, and have a number of spacecraft:
Monolith: These vehicle/structure combos are one of the most powerful things the Necrons can call to their aide. The size of the 50+ ft tall pyramids is intimidating, and they possess incredible cosmic energies, serving a variety of purposes for the Necrons. When a space tomb arrives at a planet, it sends down a number of monoliths that can decimate roughly anything in the vicinity, as well as teleport Necrons to the surface, thus eliminating the need for dropships. It can also teleport Necrons to it, repairing downed Necrons who fail to return otherwise. It also has an incredible weapon capacity, with full-circle firing and a powerful particle beam. Virtually nothing can harm the monolith, regardless of where they fire. Its hull also adapts to various types of attacks, becoming resistant to them.
Class: Speeder [Ground]
Crew: 1 (Normal +2)
Size: Large (5 m long)
Initiative: +1 (-1 size, +2 crew)
Passengers: 1
Maneuver: +0 (-1 size, +2 crew)
Cargo Capacity: 4 kg
Defense: 11* (-1 size, +2 armor)
Speed: 100 m
Shield Points: N/A
Max Velocity: 300 km/h
Hull Points: 20 (DR 5)
Cost: Not available for sale
*Provides total cover to driver or passengers.
Weapon: Gauss Flux Arc; Fire Arc: Front; Attack Bonus: +0 (-4 size, +2 crew, +2 fire control); Damage: 6d10; Range Increment: 400 m (10 m).
"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."
-a quote from the Games Workshop webpage

Tomb Vessel: These giant, ancient, flying graveyards were once used by the Necrontyr when they were living beings, but now they carry monoliths and soldiers to other planets, where they deposit them for invasions.
Class: Speeder [Ground]
Crew: 1 (Normal +2)
Size: Large (5 m long)
Initiative: +1 (-1 size, +2 crew)
Passengers: 1
Maneuver: +0 (-1 size, +2 crew)
Cargo Capacity: 4 kg
Defense: 11* (-1 size, +2 armor)
Speed: 100 m
Shield Points: N/A
Max Velocity: 300 km/h
Hull Points: 20 (DR 5)
Cost: Not available for sale
*Provides no cover to driver or passengers.
Weapon: Fire-linked Shuriken Catapaults; Fire Arc: Front; Attack Bonus: +0 (-4 size, +2 crew, +2 fire control); Damage: 6d10; Range Increment: 400 m (10 m).
NECRON AUTOMATED VEHICLES
Some devices drift or scuttle among the Necron forces that are not even sentient when compared to the Necron Warriors. They perform one or more tasks to the exclusion of all others:
Tomb Spyder: Giant, mechanized spider-like automatons. These devices act as repair-aides to Necrons, and also as impromptu siege-units, able to deal wicked damage to troops and vehicles both, and even to fortified structures. They create Scarab Drones to assist them.
Necron Tomb Spyder: Hovering automaton TBA 8; Init +3 (+3 Dex); Defense 16 (+4 class, +3 Dex, -2 size); DR 5; Spd 10 m; VP/WP --/21; BAB: +12/+7/+2; Atk +16/+11/+6 melee (1d3+5, unarmed) or +15/+10/+5 ranged (;Gauss Blaster); SQ Artificer; SV Fort +10, Ref +5, Will +3; SZ H; Face/Reach 2 m by 2 m/2 m; Rep +2; Str 20, Dex 16, Con 18, Int 12, Wis 12, Cha 10. Challenge Code D.
Equipment: Phase disruptor, medium armor plating (DR 5), sensors (see in darkness), possible various others.
Skills: Climb +4, Intimidate +3, Jump +4, Listen +5, Search +4, Spot +5.
Feats: Ambidexterity, Armor Proficiency (light, medium), Weapon Focus (chosen weapon), Weapon Group Proficiency (rifles, simple), Toughness.
• Armaments: Phase Disruptor- psychically-sheathed antiparticle blasts. Blasts are eqivalent to plasma grenades (p. 184), while the cannon that launches them is like a bantam launcher (p. 184).
"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."
-a quote from the Games Workshop webpage

Scarab Swarm: These small, automated spiders rove in groups, going ahead of attack forces to soften up opposition. They can burrow through the earth and attack en mass. Some are outfitted with disruption fields, and thus they can destroy virtually anything, including things that regular scarabs could never touch. Scarabs are created by Tomb Spyders, and are used sometimes as protection for the ponderous repair mechs, able to shield the larger constructs with surprising speed.
Necron Scarab Swarm: Hovering automaton Predator 3; Init +3 (+3 Dex); Defense 16 (+4 class, +3 Dex, +2 size); DR 5; Spd 10 m; VP/WP --/21; BAB: +12/+7/+2; Atk +4 melee (5d6, swarm); SQ Swarm; SV Fort +10, Ref +5, Will +3; SZ T; Face/Reach 2 m by 2 m/2 m; Rep +2; Str 20, Dex 16, Con 18, Int 12, Wis 12, Cha 10. Challenge Code D.
Equipment: Staff of light, medium armor plating (DR 5), sensors (see in darkness), possible various others.
Skills: Climb +4, Intimidate +3, Jump +4, Listen +5, Search +4, Spot +5.
Feats: Ambidexterity, Armor Proficiency (light, medium), Weapon Focus (chosen weapon), Weapon Group Proficiency (rifles, simple), Toughness.
• Special Trait: Swarm- Scarabs attack in swarms, and, as such, are immune to critical hits and sneak attack damage, as well as flanking. They cannot be tripped, grappled, or /bull/bantha rushed.
"Silver, beetle-like constructs, Scarabs move ahead fo 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."
-a quote from the Games Workshop webpage

Pylon: Potent even when compared to the monolith, this planet-based supercannon can do serious damage. Much like the superguns of old Earth, these cannons fire a powerful blast at incredible range, capable of even firing at ships in orbit. Click here to see the actual Warhammer rules for the pylon, as it does not appear in the normal codex.
Class: Speeder [Ground]
Crew: 0 (Normal +2)
Size: Colossal (5 m long)
Initiative: +1 (-1 size, +2 crew)
Passengers: 1
Maneuver: +0 (-1 size, +2 crew)
Cargo Capacity: 4 kg
Defense: 11* (-1 size, +2 armor)
Speed: 100 m
Shield Points: N/A
Max Velocity: 300 km/h
Hull Points: 20 (DR 5)
Cost: Not available for sale
Weapon: Particle Whip; Fire Arc: Front; Attack Bonus: +0 (-4 size, +2 crew, +2 fire control); Damage: 6d10; Range Increment: 400 m (10 m).
"The mysterious Necron defence turrets, called Pylons by those that first encountered them, were first recorded on the uncharted world of WDY-272. Rising suddenly from the desert sands the pylons opened fire without warning and with devastating effect. Tanks and armoured carriers burned as the crescent-shaped weapons tore through the unsuspecting Imperial Guard column whilst resisting all return fire."
"The location of the pylons was logged and the Imperial Guard forces withdrew in the face of the overwhelming firepower. An air strike was targeted on the exact location, but Navy pilots reported the pylons were no longer at the grid reference given. The weapons had vanished, seemingly into thin air, or back below the sands. The entire area was quarantined until further investigations could be made."
"The next encounter with a Necron pylon was recorded during the infamous attack on Merida. The colony garrison defending the surface reported that a large crescent shaped weapon had materialised, seeming out of thin air, and devastated the defences. It was the last message received from Merida. When relief forces eventually reached the planet all the colonists and the defenders had vanished, along with any trace of their attackers."
"Since then there have been five other recorded encounter with Necron pylons. Adeptus Mechanicus investigators theorise that the pylons are some form of automated weapons battery, positioned to defend tomb worlds, and capable of being teleported onto a planets surface to support Necron attacks."
-a quote from Promethian Warriors

NECRON EQUIPMENT
Necrons possess an array of weaponry that, while not vast, is very powerful:
Weapons
Gauss Weapons: Gauss weapons function on a principle involving molecular destablization. Against men, beasts, or droids, this involves tearing atoms apart, causing horrendous damage. If a gauss weapon fails to inflict Wound damage, then the target is assumed to have been exposed to mild gravitic stress. They must make a Fortitude save (DC 12), or take 1 Con and 1 Str damage. Unlike normal radiation, there is no negative side effects, if the save is passed. Should the target take Wound damage, however, the DC and damage increase according to the power of the weapon (see below). However, the true power of these weapons is seen when they are turned on vehicles. Gauss weapons ignore vehicle DR, slicing through their armor, and devastating their inner workings. Even techpriests have great difficulty reshaping the pile of torn and melted plates and bits into a working vehicle again. As an important side-note, Gauss weapons require energy from their Necron wielders, and while they do not drain their operator, Gauss weapons cannot be stolen, and used by others.
Gauss Flayer: The simplest of Gauss weapons, these rifles are carried by Necron Warriors. Can be multifire.
Gauss Blaster: A more powerful version of the Gauss Flayer, these double-barreled death-guns are carried by the Immortals. Always in multifire.
Gauss Cannon: The Gauss Cannon is a Gauss Blaster with an additional barrel, making a triangular formation. These rapid-firing guns can destroy damn near anything. They are attached to the body of Destroyers. Always in autofire mode.
Heavy Gauss Cannon: A Heavy Gauss Cannon takes out a barrel from the standard Cannon, but places the second barrel on the end of the first, giving a much longer barrel, and multilying the destrutive energy by horrendous degrees. Although it is single-fire only, few targets require a second volley.
Gauss Flux Arc: An assortment of Gauss Flayers used by the Monoliths. Can be multifire or autofire.
Staff of Light: These staffs are religious symbols, a badge of office one might say for the Necron Lords. They are rapid-fire guns, as well as powerful melee weapons (power weapon). Can be mutifire or autofire.
Warscythe: Some Lords carry these horrendous weapons into battle. More dangerous than even power weapons, warscythes ignore ALL damage reduction, even invulnerable sources, such as shields or psychic powers. Pariahs carry warscthes that have been modified; joined with gauss blasters, to create a truly potent weapon.
| Weapon | Cost | Damage | Critical | Range Increment | Weight | Stun Fort DC | Type | Size | Group | ||||||||||
| Flensing Claws | N/A | +6 | 20 | -- | 1.8 kg | -- | Slashing | Medium | Simple | ||||||||||
| Staff of Light | N/A | 2d6 | 20 | -- | 1.8 kg | -- | Slashing | Medium | Vibro | ||||||||||
| Warscythe | N/A | 2d6 | 20 | -- | 1.8 kg | -- | Slashing | Medium | Vibro |
| Weapon | Cost | Damage | Gauss Fort DC | Critical | Range Increment | Weight | Ignore DC | Type | Mutifire/ Autofire? |
Size | Group | ||||||||||||
| Gauss Flayer | 500 | 3d8 | 15 (1d2 Con, 1d2 Str) | 20 | 10 m | 1 kg | 3 | Energy | S, M | Small | Blaster Rifles | ||||||||||||
| Gauss Blaster | 500 | 3d8 | 15 (1d2 Con, 1d2 Str) | 20 | 10 m | 1 kg | 5 | Energy | M | Small | Blaster Rifles | ||||||||||||
| Gauss Cannon | 500 | 4d8 | 18 (1d6 Con, 1d4 Str, 1d2 Cha) | 20 | 10 m | 1 kg | 5 | Energy | A | Small | Heavy Weapons | ||||||||||||
| Heavy Gauss Cannon | 500 | 5d8 | 18 (1d6 Con, 1d4 Str, 1d2 Cha) | 20 | 10 m | 1 kg | 9 | Energy | S | Small | Heavy Weapons | ||||||||||||
| Staff of Light | 500 | 3d8 | 21 (2d6 Con, 2d6 Str, 2d4 Cha) | 20 | 10 m | 1 kg | 7 | Energy | S, M, A | Small | Blaster Rifles |
Armor
The Necrons, being robots, and especially self-repairing ones, have no real need for armor, however, they use body plating to protect some of their more-vital inner components, as Necrons accept that down-time is an annoyance.
Other Miscellaneous Gear
Necrons, most often the Lords, make use of some specialized gear, even more so than normal. Items with an asterisk can be taken by only a Necron Lord, as only it has the status to wield them.
Chronometron*: Through their advanced design, combined with arcane knowledge, a Lord, and any desired Necrons within 6 meters, possess Fleet of Foot (see Eldar).
Disruption Field: The Gauss energy that the Necrons have mastered can be directly accessed by some Necrons. These machines can cause their bare attacks to be as power weapons.
Destroyer Body: All armies desire troops who can move quickly across the battlefield, and Necrons are no different. Where other armies choose to mount soldiers upon jetbikes or motorcycles, Necrons have their soldiers BECOME speeders. The Destroyer Body unit replaces the lower torso of the Necron, granting it flying ability. Its speed increases to 100 meters (as a speeder bike), and it can hover indefinately. It also grants the Necron the benefit of an application of the Toughness feat.
Gaze of Flame*: Necron Lords are not nearly as mindless as the standard drones that other Necrons seem to be; they understand psychology and intimidation. They also possess a reputation for implacable evil, and remorseless dread. Necron Lords can be equiped with software that instructs them how to fully benefit from this, granting them the Inspire Fear -4 special quality of the Crime Lord prestige class, on p. 266 of the Star Wars Revised Core Rulebook.
Lightning Field*: A Necron Lord, and a number of other Necrons within the same vicinity, can deal damage to any enemies who touch them, in the form of electrical surges. These do not harm the Necrons, themselves. Consider it as if the Necrons can take a free attack of opportunity upon any enemy that attacks them in melee, assuming their attack was a success.
Nightmare Shroud*: To Be Decided.
Phase Shifter: Incorporeality. Grants the Lord, and Wraiths, a 50% chance of avoiding any attacks. Due to their passive nature, this device does not need to be activated. Also, they do not interefere with the bearer's own attacking abilities.
Phylactery*: An enhanced repair device for the Necron Lords, this device grants them a larger quantity of their health upon a successful Come Back roll.
Ressurection Orb*: One of the most feared of Necron devices, this green gem allows a Lord to focus the power of the C'Tans on fallen Necrons, allowing even the most damaged Necrons an attempt to Come Back, assuming they wouldn't normally get a chance. This significanlty boosts the Necrons' already impressive ability to absorb damage, and makes their eventual victory even more likely.
Solar Pulse*: Uses magnesium flares to blind systems and eyes of organics.
Veil of Darkness*: This device allows the Necron Lord, and any desired Necrons in its vicinity (6m radius), to temporarily warp space, disappearing in a large orb of shadows, and reappearing again elsewhere, possibly miles away, instantly. This device requires an hour to recharge, and any Necrons who travel through it are somewhat disoriented for two rounds. They can fire weapons, but not move about. This device only affects beings with the necessary receivers installed (those who have the Necron special rule). Thus, Pariahs, Scarabs, Tomb Spyders, and other such things cannot benefit from it.
NECRON PREFERRED CYBERTECH
Necrons are machines already, and they make virtually no use of additional cybertech, however, they do begin with a veritable plethora of cyber equipment from the virtue of their already being machines. See special abilities above.
NECRON SPECIAL ATTRIBUTES
Necron: The remnant of the Necrontyr race all share several benefits from their sacrifice to the Star Gods. First, they benefit from We'll Be Back (see below). Second, they can benefit from a number of the abilities granted by wargear above (such as the Veil of Darkness). Other beings among the Necrons are either created drones of the Lords (scarabs and tomb spyders) or created beings by the C'Tan, and thus, no longer Necron (pariahs). These do not benefit as would their Necron brothers.
We'll Be Back: Necrons can repair from virtaully any damage. They have Regeneration 5, so long as they are functional, and can only be downed for good by two types of attack; those that are criticals, and/or those of power weapons. Anything else that reduces them to -10 Wounds will still allow them to heal. However, they cannot immediatley regenerate from power attack injuries. Note that, if a critical hit doesn't kill a Necron instantly, even then, it can still heal. Thus, Necrons are notoriously hard to kill. This is only slightly offset by the fact that most Necrons do not have Vitality points.
Site Links
Character Profile: The Nightbringer
Character Profile: The Deceiver
Character Profile: Asphyxious
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