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Information All knowledge of this threat is considered Sanctus in Extremis, all knowledge of this threat is to be denied at any cost,

only bearers with Vermillion level security are to be given any access to this information. Necrons are the unholy relic of some past conflict eons ago Belived to be an advanced race they are though to have made a pact with the CTaan [LINES DELETEd Inq Tarak]becoming living metal given a human shape and weapons capable of shredding a man to the bone and beyond. After this it is thought that the CTAAN unleashed these vile constructs upon the galaxy. Theories currently believe that the Eldar would know more about why these creatures would leave the Necrons dormant for so long. Perhaps no other race than man is able to sustain these creatures? It is unknown as it should be and all theories on the origins of these creatures is only available through an announcement to the Conclave of Tyranis. Due to their mechanical nature Necrons are slow and clumsy in close combat and we would advise Acolytes to target them this way but for one thing, these unholy creatures are extremely sturdy and reliable, they do not know fear or pain, there bodies repair themselves rapidly and the technology of their weapons gives them lethal firepower and hand to hand capabilities. It is advised that Acolytes requisiton any other Imperial Forces using the Exterminatus Protocol and engage these foes with overwhelming numbers and firepower. The Emperor Prevails Interrogator Azazeal

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 35 BS 40 S 30 (6) 2/4/6/12 T 30(6) Ag 20(2) Int 32(3) Per 25(2) WP 45(4) Fel -

Movement:

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 They fired that green shit at us and it ripped us apart, ripped the flesh from our bones -Corporal Jones, XIVth Gunslingers, Shot for desertion They walk they walk you cant stop them. Lone survivor from the colony on A dozen battle brothers dead and not an enemy to show for it, such a thing is unheard of Apothecary Morden, Dark Angels

Several of the abilities of a necron can be combined into one or two traits. New Trait Necron Phase out - 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 that lurk in the void. This ability is inherent in all parts of a necron, so any limbs lost are assumed to phase out sooner or later if not kept in a stasis field or other containment field. Strength in Numbers - If part of a group of necrons (5+) and more than 25% of the enitre force phases out then all remaing 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. Regeneration As per DH rules, successful toughness test to restore 1 wound per round. New Trait Automaton Resistant to Mind Reading - Though technically living Necrons are all but mindless, shells of the race they once were, Psychic powers that affect the mind have there thresholds increased by 10 and quite what a successful mind reading achieves is entirely up to the GM Immune to poisons Due to there very nature poisons will not affect Necrons unless corrosive, Necrons gain +20 to resist these Necron Wraith Lithe and sinewy creatures that speed through shadows and the stoutest of walls with ease. Their spike arms cutting down men like wheat before vanishing once more into the darkness leaving only bloody carcasses to haunt the living. WS BS S T Ag Int Per WP Fel 35 Movement: 25 30 (12) 30(6)) Wounds: 16 40(8) 32(3) 25(2) 45(4) -

8/16/24/48

AP: 7 (all)

Skills: Awareness (Per), Logic (Int), Search (Per), Dodge +20 Talents: Blind Fighting, Hardy, Fearless, Heightened senses (Sight), Lightning Attack Traits: Dark Sight, Armour Plated, Auto Stabilised, Fear 2, Necron, Automaton, Natural Weapons, Unnatural Toughness (x2) Agility (x2) and Strength (x3), Brutal Charge, Phase Gear/Weapons: Vicious arm spikes, unknown xenos tech That first night on watch was the worst, we pulled shifts and I got third watch. It was almost midnight when this shape appeared and kind of shifted, straight through the walls of the barracks with the body of Sgt Marcus, dropped the corpse in the Starch rations before vanishing into the shadows Trooper Dacian, Cadian XIth Necron Worlds Most Necrons are discovered on dead worlds, ancient planets containing deep tombs with rank upon rank of warriors, often with a Warp Gate hidden deep inside. Studying a tomb would uncover more knowledge even than discovering a complete STC template and it would be about as dangerous. Activity on Tomb Worlds is often low, silent death prowls the valleys around the Necrons external structures while much of the planet is left barren - Ref: Angelis System, Similiae Orichalae Initial estimates place the number of Tomb Worlds in the thousands. It is not known just how these worlds wake up.

Necron Immortal Crude and bulky compared to others of the Necron race, theories abound that these are some kind of prototype version of the warrior, they wield enormous cannons that they use to devastating effect at close range. WS BS S T Ag Int Per WP Fel 35 Movement: 2/4/6/12 25 30 (6) 40(8) Wounds: 16 20 32(3) 25(2) 45(4) -

AP: 7 (all)

Skills: Awareness (Per), Logic (Int), Search (Per) Talents: Blind Fighting, Hardy, Fearless, Heightened senses (Sight),Exotic Weapon Training (Gauss) Exotic Weapon Training (Gauss) Traits: Dark Sight, Armour Plated, Auto Stabilised, Fear 1, Necron, Automaton, Natural Weapons, Unnatural Toughness (x2) and Strength (x2), Size (hulking), Machine 5 Gear/Weapons: Gauss Blasters, unknown xenos tech The crons walked up to us in total silence, we took out one or two but the rest just kept coming. They got right up close to us before they fired those cannons, it was horrible Trooper Lykos, Valhallan CCCXXXIV Bulky and crude, they were the first of the Necrontyr to fall to the lies of their masters Seer KellDaana, Eldar Farseer Necron Flayers Thinner and faster versions of the Necron Warriors, The flayers advance ahead of the main force, scouting and infiltrating enemy positions and leaving behind only the skinned bodies of their foes. Spreading fear throughout the enemy ranks WS 35 Movement: 2/4/6/12 BS 25 S 30 (6) T 30(6) Wounds: 12 Ag 20(4) Int 32(3) Per 25(2) WP 45(4) Fel -

AP: 7 (all)

Skills: Awareness (Per), Logic (Int), Search (Per), Dodge Talents: Blind Fighting, Hardy, Fearless, Heightened senses (Sight), Lightning Attack Traits: Dark Sight, Armour Plated, Auto Stabilised, Fear 3, Necron, Automaton, Natural Weapons, Unnatural Toughness (x2) Agility (x2) and Strength (x2), Brutal Charge, Machine 5 Gear/Weapons: Vicious rending claws, unknown xenos tech It was the last watch when I went out to go to my post, it was then I saw it, 6 feet tall and covered with the hide of Trooper Dawkins, I fainted. When I woke up it was gone, nothing left but a pile of meat at Dawkins post. So, about swapping watch for Latrines, still fancy it? - Trooper Dacian Cadian XIth

Necron Pariahs Unholy replicas of a perfect man, the Pariahs are a stage of human evolution tied in with the dark plans of the Ctan. These unholy creations instill fear into the hearts of all and cause extreme fear in even the most stoic psyker as the light of their soul is nothing but a dark void, sucking in the light of mankind. WS 35 BS 35 S 40 (8) 2/4/6/12 T 40(8) Ag 35(3) Int 32(3) Per 25(2) WP 45(4) Fel -

Gear Unknown Xenos Tech It is not quite known what technology most of these creatures have inbuilt or added to them. Reports indicate that many of these creatures can be armed with tech as high quality as teleport transponders and infra-vision, while others are forced to rely on ground transport and standard vision wavelengths. It is unknown whether they have communictions equipment either and whether this is limited to receive only or to send information. As with all Necron tech we just do not have the data. The patterns encountered suggest that while Warriors and Immortals have more basic equipment the adaptations such as Flayers or Wraiths have better. Much in the way that Marines are superior to the Guard. - Tech Magos Delta Pi Our mysterious foe In game terms, this means that while Necron profiles only have the equipment listed they have the potential to spot enemies through infrared or digital means (useful for spotting those psykers using Distort Vision), teleport, use disruption fields or any other high tech level power that the members of the Inquisition can only stare at in envy. GMs are advised to use such effects with caution and restraint lest the players revolt!

Movement:

Wounds: 14

AP: 7 (all)

Skills: Awareness (Per), Logic (Int), Search (Per), Dodge Talents: Blind Fighting, Hardy, Fearless, Heightened senses (Sight), Lightning Attack Traits: Dark Sight, Armour Plated, Auto Stabilised, Fear 2, Necron, Automaton, Natural Weapons, Unnatural Toughness (x2) and Strength (x2), Brutal Charge, Psychic Null, Machine 5 Gear/Weapons: Warscythe with inbuilt Gauss Blaster, unknown xenos tech Note Pariahs use the Psychic Null trait found in the GMs screen of Dark Heresy. All warp and psychic powers targeted at them have the threshold increased by 10. In addition they cause an additional level of fear in psykers or anything which has a link to the warp. The stars will burn and the ancient gods awaken, a screaming shall fill the void and man will realise it is himself. Better by far to ignore the screaming in the night, ignore it and pray to the emperor for our salvation for against such a foe we are nothing Rogue Trader Isoldore Picard, now awaiting execution at Cypra Mundi In recent years we have seen the loss of almost thirty of our best assasins, all efforts to find them have come to nought Report from Culexus temple to High Lords of Terra

Scarabs Before the incursion of Necrons it is said that these small insect like creatures appear, paving the way for the assault. Not terribly deadly in single numbers, these creatures rely on sheer numbers to overwhelm infantry but can be deadly against armoured vehicles or anything reliant on technology, they use some unknown device to penetrate deep into the workings and cause them to overload or just fail. They take the form of small shells of silver with many legs, easy to mistake for a field of Debris until they activate and jump upon their target. Acolytes who sight these creatures are advised to send a distress signal to their commander instantly and be alert for any reports of power fluctuations in nearby settlements or outposts. Extreme caution is advised. WS 25 Movement: BS 15 S 40 (4) T 40(4) Ag 25(4) Int 10(1) Per 30(3) WP Fel

45(4) -

6/12/18/36

Wounds: 14

AP: 5(all)

Skills and Talents Awareness (Per) Trappings - Natural Weapons - Insectoid Legs and Mandibles, Inbuilt distruption field and lascutter Traits - Strength in Numbers*, Machine (5), Fear 1, From Beyond, Regeneration, Sonar Sense, Strange Physiology, Unnatural Agility (x2), Natural Weapons, Quadraped (6 legs) *Optional Trait: Strength in Numbers - Scarabs can be represented as a swarm of creatures, in this case count each individual as having 2 wounds but use the profile above to represent the swarm, once the swarm loses 2 wounds then it can no longer regenerate them. Eg. A scarab swarm with 16 wounds takes damage from lasgun fire, it has 16 wounds so there are 8 scarabs in the swarm, it takes a total of 5 wounds and so loses 2 members and one member is damaged, the swarm can now only regenerate up to 12 wounds. Tomb Spyders Large and bulky spider like creatures, with a dozen lens eyes and myriad legs, these creatures are the caretakers of the Necron Tomb Worlds, there limbs spinning to repair the damage of time and there shells loaded with Scarabs and the ability to create more if needed. Swift take down of these creatures is advised before they wake their charges. WS 25 Movement: 2/4/6/12 BS 25 S 40 (12) T 40(12) Ag 35(3) Int 25(3) Per 25(2) WP 35(1) Fel -

Wounds: 30

AP: 7 (all)

Skills and Talents: Awareness (Per), Search (Per), Hardy, Fearless, Lightning Attack, Ferric Summons Traits: Armour Plated, Auto Stabilised, Fear 1, Natural Weapons, Unnatural Toughness (x3) and Strength (x3), Brutal Charge, Machine 5, Size (Enourmous), Sonar Sense, Hoverer (AB) Gear/Weapons: 6 sharp legs, 2 claw like appendages, unknown xenos tech, a scarab manufacturum. Note Each round a Spyder can create a swarm of Scarabs with 1d5+5 wounds as long as it passes a Toughness test, if it fails the test it takes 1d5+1 wounds instead. It can also repair Necrons under the same conditions. If it attempts to build something or repair a barricade it can do this with minimal danger to itself

Weapons and equipment - Working on a sub-atomic level, Necron weapons use bi-polar magnetics to literally tear apart the atoms of a target and return it back to the gun itself, where it is stored in a chamber in the underside of the weapon. A lucky shot from these weapons can therefore strip a man down to the bone in mili-seconds or penetrate the hull of the thickest tank. The survivors of Necron raids are few and far between thanks to the horrific flaying effect of these weapons as the strip away skin and bone and leave the raw bloody wounds open. It is not a pleasant sight. As yet Imperial science cannot replicate these weapons, the energy costs alone are to high even if we ignore the effects the most microscopic of flaws would have on the focussed beam. More study is required and any and all weapons captured from this menace must be handed over to the Order Xenos for proper investigation. General guidelines and shared qualities Use in Melee - Necron weapons act as clubs in hand to hand, counting as improvised mono weapons, effectively removing the Primitive quality from them and increasing damage to 1d10+SB Targetting - All Necron ranged weapons are assumed to be armed with internal gyros and modifications that interface and activate due tothe living metal of the wielder and count as having laser dot sights (+10 to hit) Kill them and take their stuff - These weapons are not subject to phasing out unless being held by a Necron or bodypart of a Necron, it will require extensive training to use properly! The clip recharges at a rate of 1 shot per hour to put this into perspective a single shot uses approximately the same power as 10 Hotshot power packs. If an acolyte should get a hold of one expect an awful lot of interest. Needless to say the cost of such a gun is priceless Damnation and Death. New Weapon Quality Magi-Tek On a damage roll of 10 flayers count as Warp Weapons, allowing them to ignore all mundane armour and reduce it to little more than shreds of material, if using the Righteous Fury special rule then if the next shot hits reduce that location to half its AP permanently. Necron Squads Most weapons are used primarily by only one troop type, Necron warriors are an exception, in general there squads consist of 5 Warriors, one of whom is likely to be using a more advanced weapon, a Blaster, a Cannon or occasionally a Disruption field. This appears to be a parralel to the use of special weapons and heavy weapons by Imperial units. Gauss Flayers The basic weapon of the Necron menace, effective and brutal it literally tears chunks off its victims and draws them back into the weapon itself. What it does with the contents is so far a mystery... Class Range RoF Dam Type Pen Clip Weight Basic 100m S/-/- 1d10+5 R 4 40 8kg Special Recharge, Reliable, Unbalanced, Magi-Tek, Accurate Gauss Blaster A bulkier gun than the Flayer, this weapon is exceptionally potent at close range, capable of firing rapid pulses of energy that make it utterly deadly. At longer ranges the beams lose a lot of energy but it is still very dangerous. It is most often wielded by the Immortals Class Range RoF Dam Type Pen Clip Weight Basic 60m S/2/- 1d10+6 R 6 20 10kg Special Reliable, Unbalanced, Magi-Tek, Scatter, Recharge, Tearing

One of the remarkable things about this beings weapons is the precision they desire, not for them the blast of the battle cannon and tearing of the chainsword, instead they cut and slice away like a surgeon until the foe cannot stand - Tech Priest Zahkrov Gauss Cannon Usually found mounted on Necron destroyers these weapons are a step above both Flayers and Blasters in terms of raw power, capable of crippling vehicles and destroying entire units of infantry. The weapons are usually built in to the framework of the destroyer itself, implying that they have an extremely high energy usage. Class Range RoF Dam Type Pen Clip Weight Heavy 300m S/3/ 2d10+6 R 10 200 30kg Special Reliable, Unbalanced, Magi-Tek, Recharge, Tearing, Accurate If carried by anything other than a Destroyer the weapons clip size is reduced to 50 and it is unable to go full auto. Heavy Gauss Cannon An upgrade of the Gauss cannon, this is a truly fearsome weapon. Mounted on the back of a Destroyer these are the pinnacle of Gauss technology. They are capable of destroying even a Land Raider with one shot. Class Range RoF Dam Type Pen Clip Weight Heavy 300m S/-/- 5d10+6 R 12 100 30kg Special Accurate, Unbalanced, Reliable, Tearing, Warscythe Wielded by the elite Necron Pariahs this weapon allows its owners to keep the foe pinned with its internal Gauss Blaster while its wielders get up close and carve a path of ruin through there terrified foes. Approximately 6 feet in length the Warscythe uses the standard Gauss Blaster damage for ranged combat and the below damage in hand to hand. It counts as a best quality great weapon with a mono edging. Class Range RoF Dam Type Pen Clip Weight D210 R 12 100 30kg

Disruption Fields Used primarily on Scarabs but known to be used on other Necron troops as well, these small devices are mounted internally and create an electronic field which destabilises or damages mechanical systems, with little effect on natural targets. Scarabs tear into the hull and roam inside the machines workings, triggering this device repeatedly and doing what they themselves can to damage vital components. Class Range RoF Damage Type Pen Clip Weight Pistol 3m S/-/- Special E 6 40 4kg Special - Reliable, Recharge, Machine Domination New quality - Machine Domination - for use without the BI vehicle supplement On a roll of 9 or 10 on the damage dice this machine penetrates armour utterly and goes to work on the electrical systems of a vehicle, preventing it from moving or firing depending on circumstances and location. Otherwise it will do 2d10 damage to vehicles with 6 penetration, as the field works mainly on technical objects it will do only 1d5 damage to organic targets in the form of flash burns Machine Domination - for use with the BI vehicle supplement Disruption fields work purely on mechanical objects, affecting anything reliant on electricity but doing little damage to people or organic objects, apart from some flash damage as such they do 1d5 E damage to organic targets. They will not affect guns unless these use electrical components, such as las weapons, any gun affected by a field will suffer from the Unreliable qualiry for 1d5 rounds. For the purpose of affecting Tech Priests or Servitors with a lot of electric equipment, treat any damage as Fatigue. Against vehicles the disrpution field works best when the scarab has infiltrated the vehicles hull, using its claws the scarab will dig inside and activate the field to disrupt the target. To dig inside the vehicle the Scarab must spend 1 full action to dig into vehicles with AP 15 or less, 2 full actions to dig into vehicles with up to AP 20 and 3 full actions to dig into vehicles with up to AP 25, with this following the same trend as the AP value increases (eg - AP 40 will require the scarab to spend 6 rounds digging into the vehicle)

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