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TheTome: PhaseShiftedNecronArmy


Welcome to the Developmental homepage for the Phase Shifted Necron Army Rules


This page is located on the ClawWiki belong to the CLAWs society of the University of Cape Town, South Africa. For further information about CLAWs go to http://claws.uct.ac.za

The current forum Game Workshop Games Development Forum post for the Phase Shifted Necron Army rules is here

The version of the rules available here are designated Trial Version 4


Contents:

  1. Design and background information
  2. Force Organisation Rules
  3. Special Rules
  4. Armoury
  5. Units

Design and background information:

As the Necron threat grows and Necron activity across the galaxy becomes more and more common new variations on the usual Necron combat forces begin to make their presence known. These variant forces are usually specially picked and modified at the direction of the C'Tan themselves with the intent of accomplishing some specific task or aim. One particular type of Necron force which has begun to see action throughout the galaxy is that of a Phase Shifted Necron combat group. These ghostly forces tend to be far smaller in size than the standard Necron battle group and their primary aim seems to be to cause as much terror and fear as possible. This is confirmed by their bizarre Phase Shifted nature and highly unpredictable manner of movement. Most encounters with Phase Shifted Necron forces have resulted not only in the annihilation of most of the enemy force, but the complete and utter demoralisation of the remnants.

I basically came up for the idea with this variant Necron army after wondering how to make an kind of specialiased close-combat focused Necron army which had a distinctly Horror-filmish theme. The notes for running Necron Campaigns in the back of the Codex also proved to be an interesting read, with the ideas for missions being a great inspiration. Looking at what the Necrons currently had, both unit-wise, wargear-wise and background-wise and I struck upon the idea of a specialiased Necron army that is partially phased out of reality. In this respect the entire army would be somewhat similar to Wraiths. The challenge, however, was to create a balanced army which didn't lose sight of the original idea. The rules presented below are the v4 Trail Rules. Currently things are at the stage where the rules are usable, but require playtesting in order to make sure all the correct balances have been made. My request to anyone reading this ruleset to both comment on the rules and, if possible, playtest them in as wide a variety of siuations as possible. Comments can be posted to the current GW Forum thread, linked to at the top of this page. Playtest details and any other information of a more private nature should be emailed to me directly. My contact details are available here.

Force Orgnisation Rules:

This section contains new and altered rules regarding the Force Organisation of a Phase Shifted Necron army.

Special Rules:

This section contains new and altered special rules for Phase Shifted Necron armies. Exactly how these interact will become obvious upon reading the Phase Spyder entry.

Phase Variance:

At the beginning of the game, after deployment is complete and Infiltrators have been placed, but before the 1st turn is taken, choose whether Phasing moves will be made during even-numbered turns(2,4,6...) or odd-numbered turns(1,3,5...). During these turns the Phasing moves component of the Phase Shifted special rule will be active.

Phase Shifted:
Units with the Phase Shifted special rule have the following features:

|^ Distance from a Phase Spyder model |^ Moved during current turn's Movement or Assault phase |^ Model's Invulnerable Save |^ Less than or equal to 36" |^ Yes |^ 4+ |^ Less than or equal to 36" |^ No |^ 5+ |^ More than 36" |^ Yes |^ 5+ |^ More than 36" |^ No |^ 6+

  1. Place a marker in any legal position within 6" and 18" of any model within the unit. You may not place the marker on impassible terrain. You may not place the marker closer than 1" away from an enemy model or vehicle.
  2. Scatter the marker by rolling the Scatter dice and 2D6.
  3. Re-deploy the unit such that at least one model within the unit is touching the marker. If such re-deployment results in any models within the unit touching an enemy model then the entire unit is destroyed.

Phase Out:
The Phase Out rule functions exactly as stated in Codex:Necrons with the following additional rule:

We'll Be Back!:
The We'll Be Back! rule functions exactly as stated in Codex:Necrons. Phase Spyders do not, in any way, help models in the army with the Necron special rule attempt We'll Be Back! rolls.

Armoury:

This section contains new and altered specifications for Necron wargear.

Entropic Field:
A Necron Lord may purchase an Entropic Field at the cost of 10pts. Additionally, certain other units in the army are able to purchase Entropic Fields at the prices specified in that unit's entry in the Units section.

Entropic Fields function in a similar manner to Disruption Fields. However, unlike Disruption Fields they affect both vehicles and non-vehicles. Thus, they are merely treated as Gauss Weapons, except that they may only be used during Assaults. They have no bearing on the effect of a unit's Shooting attacks.

Resurrection Orb:
A Necron Lord may purchase a Resurrection Orb at the cost of 50pts.

The Necron Lord is able to augment the self-repair systems of Necrons within 6" of him. All Necron models within 6" (Including the Lord himself) may attempt WBB rolls even if they were damaged by weaponry that causes instant death or close combat weapons that allow no Armour save.

Units:

HQ:

0-1 Phase Spyders
|^Pts/ModelWS|^BS|^S|^T|^W|^I|^A|^Ld|^Sv |^Phase Spyder|^60|^2|^2|^6|^6|^3|^2|^3|^10|^3+ Number:You may include 1-3 Phase Spyders as a single HQ choice. Phase Spyders are deployed as a single unit but do not have to be placed together and operate as independent units during the game.
Weapons: Claws Options: Same options as for Tomb Spyders
Special Rules: Hover: Same as for Tomb Spyders
Monstrous Creature: Same as for Tomb Spyders Fearless: Same as for Tomb Spyders
Retinue: Each Phase Spyder may be accompanied a Scarab Retainer Swarm retinue. This purchased at the cost listed for Scarab Retainer Swarms in their. Phase Spyder: All friendly units within 36" of this model which have the Necron special rule gain the Phase Shifted special rule until the beginning of your next Movement phase.

0 Scarab Retainer Swarms
|^Pts/ModelWS|^BS|^S|^T|^W|^I|^A|^Ld|^Sv |^Scarab Retainer Swarm|^10|^2|^0|^3|^3|^3|^2|^3|^10|^5+ Number/swarm:1-4
Weapons: None Options: The entire swarm may have Disruption Fields at +4 pts/swarm base OR the entire swarm may have Entropic Fields at +6 pts/swarm base.
Special Rules: Fearless: Same as for Scarab Swarms
Swarms: Same as for Scarab Swarms Vulnerable to Blasts: Same as for Scarab Swarms
Small Target: Same as for Scarab Swarms Retainer: Scarab Retainer Swarms may only be purchased as retinues for Phase Spyders. During Assaults Scarab Retainer Swarms spring to the defence of the Phase Spyder they accompany. Any attacks made at the Phase Spyder are considered to be directed at the nearest Scarab Retainer Swarm base instead. Re-directed attacks are handled on an attack-by-attack basis such that once no more Scarab Retainer Swarm bases are present to absorb any attacks directed at the Phase Spyder any remaining attacks remaining are once more directed at the Phase Spyder.

Necron Lord

The following changes apply to Necron Lords:

Elites:

Immortals

The following changes apply to Immortals:

Flayed Ones

The following changes apply to Flayed Ones:

Troops:

Warriors

The following changes apply to Warriors:

Fast Attack:

Wraiths

The following changes apply to Wraiths:

Destroyers

The following changes apply to Destoyers:

Scarab Swarms

These remain as in Codex:Necrons

Heavy Support:

Tomb Spyders

These remain as in Codex:Necrons

Heavy Destroyers

The following changes apply to Heavy Destoyers:

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