Skip to toolbar
40K Saga (Age of Plasma) - All Factions Done

40K Saga (Age of Plasma) - All Factions Done

Supported by (Turn Off)

Necrons

Tutoring 3
Skill 3
Idea 3
No Comments

Warlord

Armour – 5 (5)

Aggression 8

Hearthguard – Lychguard or Triarch Praetorians

Armour 5 (5)

Aggression 2 (0)

May Take Heavy Weapons

Hearthguard – Or Immortals

Armour 5 (4)

Aggression 1 (2)

Range L Weapon

Warriors – Necron Warriors

Armour 4 (4)

Aggression 1 (1)

Levy – None

Reanimation Protocols: Each Necron can reassemble itself after death and continue to fight on despite suffering grievous bodily injuries.

Keep each Necron casualty aside then at the end of the turn roll a D6 for each. Warriors will return to their unit on a 6 and all others will return to their unit on a 5+. I advise painting a number or symbol on the underside of a models base to identify it’s unit.

Those models which do not return to play are discarded and cannot make any further attempts, they’re dead.

If a unit is wiped out then no rolls can be made. If a unit of Creatures or a single model like a Hero is killed mark their position and make the roll as normal even if their unit is wiped out.

Units which are exhausted or Creatures and Single Model unit who die while exhausted cannot make rolls.

For each model returned to the unit place a fatigue token on the unit, this cannot exhaust the unit and if returning models would cause a unit to become exhausted return as many models as you can and discard the rest. A player can choose not to roll for reanimation protocols but if they do roll must abide by the results. Characters and Single models units return with two extra fatigue.

We are less than cattle to these beings, chattel to be cast aside, consumed or made sport with for their pleasure. There is not one amongst them that would pay heed to a world of Man as I would to an ant on my boot. - Inquisitor Kessel at the Conclave of Eidolon

The Troops of the Necron Lords do not Tire nor Falter

Untiring Advance (1-3, 4-5 or 6)
Activation
Choose One of Warriors, Hearthguard or Other

Activate all units of the chosen class and make a free range S move that does not generate fatigue or count as an activation.

The Gauss Weapons of the Necrons disintegrate their targets on a molecular level, such brutal weapons take their toll on the sanity of any of the victims comrades

Gauss Disintegration (1-3 or 4-5)
Shooting

Choose a Friendly unit and immediately make a shooting attack.

If the attack causes any casualties the enemy gains one fatigue.

The Soulless Husks of the Necrons do not bother showing off in combat but rather kill as efficiently and mindlessly as they can

Soulless Efficiency (1-3)
Activation

Activate a Unit to charge.

During the melee, your unit counts as being the defender and the opponents unit counts as being the attacker.

The Tesla Weapons of the Necrons are Capable of causing violent arcs of energy that further tear their foes apart

Arcing Weapons (4-5 or 6)
Shooting

Gain Three Attack Dice

If a 6 was used also Inflict an extra automatic hit for each 6 or more rolled on your attack dice.

When a Warrior has no regard for his own safety the enemy is in much more danger, the Necrons are the embodiment of such warriors

Reckless Onslaught (4-5 or 6)
Melee

Reduce your armour by one and gain attack and defence dice equal to your new armour value.

If you used a 6 remove one fatigue from a unit.

Many Necron lord’s possess Artifacts of Such Power that they can reanimate their Dead Followers to return and fight on

Resurrection orb (4-5 and 6)
Warlord Only

All units within M of the Warlord will take their Reanimation protocols with a +1 modifier.

In the heat of Combat Necrons are capable of slowing their systems in order to conduct emergency repairs or reinforcement

Emergency Repairs (4-5 or 6)
Shooting/Reaction

Put a fatigue marker on your unit to increase it’s armour by 2 for this attack.

To Fight Death is to fight an inevitability and never is that more obvious than when fighting the Necrons

The Futility of Fighting Death (1-3)
Melee or Shooting/Reaction

All units which roll more than 8 attack dice suffer a fatigue after the entire attack is over and cannot activate again this turn.

In moments of desperation Necron lord can call upon his followers to strengthen their living metal and endure even the most debilitating damage

Protect the Tomb World (6 and 6)
Orders/Reaction

Until the End of the turn all unit’s either have Resilience (2) or improve their Resilience by 1.

The Soulless Husks that are the Necrons possess no capacity to feel either pity or mercy

No Mercy (1-3 and 4-5)
Activation

Activate a Unit to Charge

This unit gets 2 bonus attack dice during the melee or 4 if the enemy was more than M away at the start of the turn.

Despite lacking any kind of self preservation a Necron can still determine that a scenario would be more favorable if they lived through it

Preservation Manoeuvres (1-3 or 4-5)
Melee or Shooting/Reaction

Gain 3 Defence Dice.

They will seek to harvest us at first, for they will be hungry after their long sleep. Then they will turn their efforts to enslaving the survivors. The galaxy will bleed the stench of death into the void, and it will attract the others of their kind. We must choose unity or death. - Maechu, Farseer of Ulthwé

Special Units

Army Special Rule
Living Metal: At the End of the Turn Remove a Point of Fatigue from One Unit within S of the Hero.

Scarabs: Warriors – 1 Point – 4 Bases

Scarabs are Warrior units made up of 4 Models with the following profile

Armour 3 (3)
Aggression 1 (0)

Resilience (2)

Living Shield: Scarabs do not block line of sight or prevent units from firing through them at other units. If an enemy units fires at a Necron unit through a unit of scarabs they suffer a -1 to hit.

Interception: Scarab Unit which shields a friendly unit via the “Living Shield” Rule will lose one base for every three identical results rolled. For example if the roll was (1, 1, 1, 2, 4, 5, 6, 6) then a single scarab base would be lost (Resilience may not be used but reanimation can) since Three 1’s were rolled.

Deathmarks – Warriors 1 Point

Armour 3 (3)

Aggression 1/2 (1/2)

Sniper, Concealment

Sniper Rifle: Range: 2L

SNIPER: Snipers may fire at 24 Inch Range as normal but the target counts as being in one level better cover than they actually are at all ranges over L. Instead the Snipers can make a special snipe attack at range L. Roll dice as usual (no bonus’s of any kind can be used but fatigue may be used as normal) and for each 6 rolled reduce the target unit’s armour by 1 (1) for the remainder of the turn.

CONCEALMENT: This unit always counts as being in cover one level above what it is actually in.

Flayed Ones – 1 Point – Hearthguard – One Per Army

Armour 4 (4)

Aggression 3

Necron Lepers: Necrons despise the Flayed One’s as the Flayer Virus is Contagious. Any friendly Necron unit that ends the tun within S of a unit of Flayed Ones takes a Point of Fatigue.

Horrific Presence: Any enemy unit that ends a turn within S of a unit of Flayed Ones must choose one option.

Gain One Fatigue

or

The Necron Player can make a range VS move with the unit

It was silent as the void, and to look upon it was to know terror. It drifted above us with slow, liquid grace, and its gaze caused madness and despair wherever it fell. those it came near took their own lives rather than endure its hellish presence. - Morillia, Harlequin Shadowseer

Supported by (Turn Off)

Leave a Reply

Supported by (Turn Off)