PDA

View Full Version : New Species: Necrons



Axelgear
2005-11-30, 11:29 PM
Those of you who are fans of Warhammer 40k will know the name of the terrifying Necrons. With a little inspiration, I decided to create my own version of them for Star Wars d20 games. As they are not Force Users though, they are easily converted to other games. So here is a little flavour text to get you started.

Their number is Legion. Their name is Death. The Necrons creak forth from their ancient tomb ships from their six million year slumber, their ancient mechanical bodies stretching and twisting as they finally move for the first time in eons. Under the banner of the immortal being known as the Nightbringer, these silver bodied beasts march forth, seeking to kill without mercy. They move without reason, they fight without mercy, and they destroy without remorse. They are the Necrons, and they are death

The rank and file of the Necron horde is the Warrior. Tall, gaunt, and horrible, these beasts of faded soul march to the beat of the Nightbringers drum.

http://uk.games-workshop.com/necrons/reference/images/necron-vignette.jpg

Necron Warrior
Soldier 4
Init: +6
Defense 15 (+4 Class, +1 Dex) DR 7
Spd 8m
VP/WP 55/16
Attack +8 (1d3 punch) melee, or +6 (Gauss Rifle, 3d8, Ranged)
SQ: Undying, Force Absence, Undying Loyalty, Phase Out
SV: Fort +7, Ref +3, Will +3
Equipment: Gauss Rifle*, Armor Plating (Heavy)
Skills: Climb +7 (+11), Repair +7 (+7), Knowledge [Necrons] +7 (+7), Demolitions +4 (+4), Intimidate +3 (+5)
Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Heavy), Exotic Weapon Proficiency (Gauss Weapons), Improved Initiative, Precise Shot, Weapon Group Proficiency (Blaster Pistols), Weapon Group Proficiency (Blaster Rifles), Weapon Group Proficiency (Blaster Rifles), Weapon Group Proficiency (Heavy Weapons), Weapon Group Proficiency (Simple Weapons), Weapon Group Proficiency (Vibro Weapons)

Str 18, Dex 14, Con 16, Int 10, Wis 15, Cha -

Undying: In the event a Necron is mortally wounded (0 to -9 wounds) but not dead (-10 wounds), it may make a Fortitude save (DC 20) to recover its health and return to battle at half wounds

Force Absense: The Necron Warrior is immune to Force, Alter, and Sense. They cannot gain the Force Sensitive Feat or any other Force abilities.

Undying Loyalty: The Necrons cannot be reasoned with. They cannot hear or speak, and thus cannot communicate in any fashion, nor do they care to. All their commands are given by the Nightbringer, and they listen to no other voice. Effectively, since they cannot interact, their Charisma is an effective 10, but no score is listed as it cannot be altered in any way. This means they are immune to all forms of persuasion as well, and never flee in battle.

Phase out: When a Necron dies, it and its weapon instantly dissapear, teleported back to a Tomb Ship for repairs. This also happens when a battle seems impossible and fighting would only waste resources. GM's are encouraged to use this as a plot twist for characters to win impossible battles.

*This item is explained below

New Equipment

Gauss Rifle:

The Gauss Rifle is a weapon advanced beyond its time, flaying atoms off a target, and layer by layer, upon hitting a target, strips it to the bone, removing flesh, muscle, and other tissues layer by layer until nothing remains. Against vehicles, it is equally as effective, grinding through the target like a knife through butter

http://it.games-workshop.com/assets/images/warhammer_40k/necrons/necrons_blast.jpg

Cost: -
Damage: 3d8
Critical: Special
Range Increment: 30m
Weight: 6kg
Type: Energy/Disruptor
Size: Large
Group: Gauss Weapons

Special Critical: Gauss Weapons require a Reflex save of 10 to avoid a critical hit. Gauss Weapons also score a critical on a 19-20 like most weapons. Against vehicles, it ignores shields by bypassing its charged ions. It is effective even against Yuuzhan Vong ships

This is all for now but I'll add more later

Thomas
2005-12-01, 04:59 AM
Of course, gauss weapons ("coilguns") are traditionally understood to be mass-driver-style bullet shooters (railguns, essentially), but I guess I shouldn't pick on that... a failing of the source material, I rather imagine.

Spuddly
2005-12-01, 05:58 AM
Yeah, their weapons are more of a plasma type thing.

Why no cha score but as machines, they have a constitution score?

bosssmiley
2005-12-01, 09:29 AM
Why no cha score but as machines, they have a constitution score?

Living Constructs who don't do conversation? ;)
Or am I stil thinking in D&D terms?

Thomas
2005-12-01, 09:35 AM
Says the d20 SRD: "Every creature has a Charisma score."

Not optional. It can be very low, but you have to have one. Animals and constructs even have them. Make it a 1? (That'd equal a -10, basically. Although since this is a class-levelled creature, I guess the lowest possible assigned score would be 8, and you could give that a -6 to drop it to 2.)

Sacrath
2005-12-01, 11:09 AM
If you have no charisma or wisdom score (not 0 mind you, but -) then you are an object not a creature. Also, anything with a wisdom score requires a charisma score and visa versa. If you have 0 in charisma, wisdom or intellegence, you are catatonic. Are they undead like things? Seems like a foil of the Tomb Kings in Warhammer fantasy. If they are still alive (through stasis or something) then they need a constitution score. If they aren't (ie they are completely machines, or they are some form of undead) then they have a - for con.

Randomman413
2005-12-01, 04:09 PM
Oddly enough, over on the Wizards boards we did a whole bunch of 40K stuff. Now, its for swrpg, but it oughtta be rather easy to change, no?

Universal Special Quality
Force dead; Necrons cannot use force powers or take the force-sensitive feat. Force powers, however, can be used against them.

Necron Lord
+2 Con, +2 Str, -4 Cha
+2 Will save (all consuming hatred of living things)
Bonus feat: Toughness
Size: Medium
Speed: 10 Meters
Language: Necrontyr (read/write), Basic (read/write)
SQ: Force dead

Pariah
+2 Con, +2 Str, -4 Cha, -2 Initiative
+2 Will save
Size: Medium
Speed: 10 Meters
Language: Necrontyr (read/write), Basic (read/write)
SQ: Force dead
Force void; Pariahs are even more devoid of the force. Sucking it away from other force users. Pariahs give a -2 to rolls to use the force within a 10 meter radius.
Fearless; Pariahs cannot be imtimidated or be affected by the Fear force power.

Immortals
+2 Con, +2 Str, -4 Cha, -2 Initiative
+2 Will save
Size: Medium
Speed: 10 Meters
Language: Necrontyr (read/write), Basic (read/write)
SQ: Force dead

Flayed Ones
+2 Con, +2 Str, -4 Cha
+2 Will save
+2 to Hide and Move Silently
Bonus Feat: Frightful Presence
Size: Medium
Speed: 10 Meters
Language: Necrontyr (read/write), Basic (read/write)
SQ: Force dead

Necron Warrior
+2 Con, +2 Str, -4 Cha, -2 Initiative
+2 Will save (all consuming hatred of living things)
Size: Medium
Speed: 10
Language: Necrontyr (read/write), Basic (read/write)
SQ: Force dead



Wraith
+2 Con, +2 Str, -4 Cha
+2 Will save
Size: Medium
Speed: Fly 10 Meters (perfect)
Language: Necrontyr (read/write), Basic (read/write)
SQ: Force dead
Phase Shift; they are partially incorporeal, thus, all attacks have a 50% chance to miss
Wraithflight; they can fly and move through solid objects.

Destroyer
+4 Con, +2 Str, -4 Char, -2 Initiative
+2 Will save
Size: Medium
Speed: Fly 10 meters (perfect)
Language: Necrontyr (read/write), Basic (read/write)
SQ: Force dead

Scarab
+2 Dex, -2 Cha, +/- 0 Initiative (-2 + 2 size)
+2 Will save
+2 Def, +2 Attack
+2 Hide and Move Silently
Size: Tiny
Speed: 8 Meters
Language: Necrontyr (read/write), Basic (read/write)
SQ: Force dead
Vunerable to blasts; they take an additional 1D6 damage when hit with a blast weapon.

Tomb Spyder
+3 Con, +3 Str, -6 Cha, -2 Initiative
+2 Will save
Size: Large
Speed: Fly 6 Meters (good)
Language: Necrontyr (read/write), Basic (read/write)
SQ: Force dead
Fearless; cannot be intimidated, bribed, or affected by the Fear force power
Artificer; When within 2 meters of another Necron, may heal that necron for 1D6 VP/WP (?)

Heavy Destroyer
+4 Con, +2 Str, -4 Char, -2 Initiative
+2 Will save
Bonus feat: Toughness
Natural DR:3
Size: Medium
Speed: Fly 10 meters (perfect)
Language: Necrontyr (read/write), Basic (read/write)
SQ: Force dead


Monolith
Class: Speeder
Size: Colossal
Passengers: 50 Necrons
Cargo Capacity: 2 Tons
Speed: 10 Meters
Max Velocity: 40 Km/H
Crew: 0
Initiative: -8 (-8 Size)
Maneuver: -8 (-8 Size)
Defense: 12* (-8 Size, +10 Armor)
Shield Points: 0
Hull Points: 200 (DR 20)
Cost: Not Available for sale
*Provides full cover to passengers

Equipment/Weapons
Living Metal; the Monolith is made of living Necron metal. It is capable of self repair and adapting it's structure to resist incoming attacks. It repairs 2D10 Damage/ Turn.

Weapon: Gauss Flux Arc Projectors (4); Fire Arc: special**;
Attack Bonus: -4 (-8 Size, +4 Fire control); Damage: 5D10; Range Increment: 250 Meters
** they are mounted on four corners and each can rotate to fire in a 270 degree angle and give a full 360 degree radius.

Equipment: Power Matrix; once per round the monolith may do one of the following three functions:

1. May fire a particle whip

2. A Necron unit may be teleported into battle within 2 meters of the monolith door. (that is how they disembark from the vehicle)

3. It can teleport a unit into itself within 10 meters of the monolith.

Weapon: Particle Whip (1); Fire Arc: Full Turret; Attack Bonus: -4 (-8 Size, +4 Fire control); Damage: 8D10; Range Increment: 300 Meters (Blast radius of 20 meters)
















Necron Weapons

Gauss weapon rules: the gauss weapon affects targets the same way as a disruptor, except it’s effects only work on a successful critical hit.

Gauss Flayer
Weapon type: Gauss rifle
Proficiency group: Exoctic (gauss weapon)
Damage: 2D8
Critical: 19-20
Range increment: 25 m
Weight: 4 Kg
Stun fort DC: -
Type: Energy
Multifire/Autofire: M
Size: Medium
Cost: 750

Gauss Blaster
Weapon type: Gauss blaster
Proficiency group: Exoctic (gauss weapon)
Damage: 3D8
Critical: 19-20
Range increment: 25 m
Weight: 4 Kg
Stun fort DC: -
Type: Energy
Multifire/Autofire: M/A
Size: Medium
Cost: 1000

Gauss Cannon
Weapon type: Gauss cannon
Proficiency group: Exoctic (gauss weapon)
Damage: 4D8
Critical: 19-20
Range increment: 35 m
Weight: 10 Kg
Stun fort DC: -
Type: Energy
Multifire/Autofire: M
Size: Large
Cost: 2000










Heavy Gauss Cannon
Weapon type: Gauss rifle
Proficiency group: Exoctic (heavy gauss weapon)
Damage: 5D8
Critical: 18-20
Range increment: 40 m
Weight: 20 Kg
Stun fort DC: -
Type: Energy
Multifire/Autofire: -
Size: Large
Cost: 3000


Staff of Light*
Weapon type: melee weapon/(blaster pistol)
Proficiency group: Exoctic (staff of light)
Damage: 1D6/1D6 (3D6)
Critical: 20 (19-20)
Range increment: (15 m)
Weight: 2 Kg
Stun fort DC: -
Type: Bludgeoning (Energy)
Multifire/Autofire: M/A
Size: Medium
Cost: 700
* the stats in quotes are there if it used as a ranged weapon

Warscythe
Weapon type: Melee weapon
Proficiency group: Exoctic (warscythe)
Damage: 2D8
Critical: 20
Range increment: 25 m
Weight: 6 Kg
Stun fort DC: -
Type: Slashing
Multifire/Autofire: -
Size: Medium
Special: Warscythes ignore DR.












Equipment

Chronometron (Necron Lord only)
Cost: 500
The Necrons are the masters of space and time. The chronometron allows necrons to act out of phase with the normal time flow, advancing normally while their opponents move in slow motion.
The chronometron allows it’s user and up to 4 allies in a 4 meter radius to gain a +2 equipment bonus on their initiative and increase their base speed by 2.

Disruption Field
Cost: 450
The grasping, metal claws of the Necrons pulse with unnatural energies that seems to warp the skin of vehicles as they strike. Even the most heavily armoured vehicle can be torn apart by Necrons with such powers.
The disruption field allows it’s user to deal an extra 1D6 damage to vehicles in melee combat.

Destroyer Body (Necron Lord only)
Cost: 1500
The Necron Lord is mounted on a destroyer platform, allowing him to rise over the battlefield and dive down with deathly speed to destroy his enemies.
Gives the owner a +2 to Con and a Move Fly 10 (perfect).

Gaze of Flame (Necron Lord only)
Cost: 300
Flickering witch-fires blaze from the metal death mask of the Necron Lord, Chilling the very heart of those who look upon it, stealing away their strength and crushing their courage.
Any opponent wishing to attack the Necron Lord takes a -2 modifier to their attack rolls.

Lightning Field (Necron Lord only)
Cost: 400
Bolts of energy arc from Necron Lord to nearby Necrons, energizing and charging their carapaces.
The lord and all necrons within 2 meters deal 1D4 damage to opponents that successfully hit the necron in melee combat.

Nightmare Shroud (Necron Lord only)
Cost: 5000
The worst fears are summoned from the pits of nightmare and thrust into the minds of all those near the Necron Lord. Papable waves of horror radiate from the metal skinned monster, and all who look upon it will find their courage tested to the very limit.
As an attack action, that allows an attack of opportunity, the Necron Lord may cause all non-Necrons in a 10 meter radius to make a Will save (DC 10 + necron lord’s Cha modifier) or suffer a -4 to all check rolls.





Phase Shifter (Necron Lord only)
Cost: 1200
The very fabric of the Necron Lord seems hazy and indistinct, as though he were not completely corporeal. Shots and blows pass through his mechanical body and even the most powerful weapons cannot harm him.
The Necron Lord gains the Wraith ability of Phase Shift.

Phylactery (Necron Lord only)
Cost: 1000 X Lord’s wound points.
This inconspicuous charm is a powerful self-repair device, filled with tiny, spider-like creatures that swarm all over a wounded Necron Lord, re-knitting his body so that he may continue to fight.
When reduced to below -10 wound points, the lord may make a Fort save (DC 10 + Damage amount) to return to 1 wound. Every 3 above the DC roll and the lord gains an additional 1 point. If he fails, then he is dead.

Resurrection Orb (Necron Lord only)
Cost: 5000
With a gesture from the Necron Lord, the scattered remains of destroyed warriors crawl together before standing ready to do more battle.
All units friendly to the holder of the orb do not fall unconscious at 0 wounds. They stay active until death at -10 wounds. When reduced to below -10, they make a Fort. save of 10+damage dealt to them to resist being annihilated.

Solar Pulse (Necron Lord only)
Cost: 350
The Necron Lord’s staff releases a flash of energy, blinding his enemies and illuminating the battlefield.
As an attack action, which provokes and attack of opportunity, the lord may activate the solar pulse. If used in a dark area, it provides light equal to daylight in a 20 meter radius and if used in a lit area, it blinds all in a 20 meter radius for 5 rounds. It uses a power pack which provides enough energy for one use; after that, it must be replaced.

Veil of Darkness (Necron Lord only)
Cost: 3000
The Necron Lord can summon a veil of darkness which twists about it like a ghostly cloak blown by an ethereal breeze. When the darkness ebbs, the Lord and those nearby will have disappeared, only to reappear mysteriously some distance away moments later.
As a move action, which provokes an attack of opportunity, the lord and any Necrons within 4 meters may teleport up to 20 meters in the direction of the Necron Lord’s choice.

Axelgear
2005-12-01, 05:51 PM
I've updated a bit. This means they are a very useful type of soldier for a nameless horde. Enjoy.

Sophistemon
2005-12-01, 09:45 PM
Well, I don't play W40K so I'm not very familiar with the Necrons (or anything else involving W40K) but I like the idea of an ancient, ultimately unstoppable army. That is what they are, right? If they die they just get repaired? Cool. I love this. I'll try to implement it when my PCs are a high enough level.

EDIT
Also, I'd just like to say that I like the idea of a weapon that tears its target apart atom by atom. Brutal, yet subtly effective.

MaximumTaco
2005-12-08, 04:21 PM
I hope I not breaking any rules, but to bring a little more background to how they work.

When ever they get killed, they may try to get back up on the next turn. They simply reconstruct themselves on the battle field. This gets easier if the necro lord is around holding a resurection orb or a tomb spider is around. If they are incapable of doing so they teleport to a tomb world and get reconstructed. This even works if they are atomized, which happens often in 40k. They are the perfect killing machines and not much in the 40k universe can stop them. The only reason why they don't already rule the galaxy is because the last time they almost conqured the galaxy a plauge was wiping out words and they thought that it wouldn't be sporting to conqure sick races.

Randomman413
2005-12-08, 09:34 PM
Dude. It wasn't a plague, it was them. They were devouring too much, and the universe was dieing. Thats why they went dormant for so long. Its like restocking a fishpond, you know? Wait around for awhile, let them respawn, and dive in!