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Necron Codex

Test Play Edition


Forces of the Necrons 2

NECRON SPECIAL RULES


NECRON
All models with the Necron rule have ACUTE SENSES, DEEP STRIKE, FEEL NO PAIN, and
STUBBORN as detailed in the Universal Special Rules section in the Warhammer 40,000
rulebook. They also have the PHASE OUT rule as detailed below. When the term “Necrons” is mentioned, it
means units with the Necron special rule ONLY.

PHASE OUT
If a unit with the Phase Out rule ever fails a Morale check (not any other type of Leadership
check such as Pinning checks), remove the entire unit from the table. It counts as being
killed and grants kill points as normal.

GAUSS
Gauss weapons never roll to wound non-vehicles based on Strength vs Toughness and
instead wound on a fixed number as listed in the rule (typically 4+, 3+ or 2+). . Gauss weapons can still cause
instant death if the Strength of the weapon is double or higher than the Toughness of the victim.
Gauss weapons at half range or less add an extra d6 to their vehicle penetration rolls.

NECRON LORDS
Necron Lords were the first Necrontyr to shed their mortal bodies and join their gods in
immortality. As they were often the political and religious leaders of the Necrontyr, they
were granted advanced bodies capable of retaining their intellect and given command of
other Necron units. Lords, like everything made of living metal, can change their shape at
will and have done so to both impersonate other races and to upgrade themselves into more
formidable opponents. Lords often have arcane and powerful technologies at their disposal,
able to create widespread destruction over entire battlefields at the slightest gesture.

WS BS S T W I A Ld Sv
Bronze Lord 4 4 5 5 2 4 2 10 3+.
Silver Lord 5 5 5 5 3 4 3 10 3+.
Gold Lord 5 5 5 5 4 4 3 10 3+.

Special Rules
Necron, Independent Character, Infiltrate,
Nodal Command Structure
If a Gold Lord is in your list, a Silver or Bronze Lord must also be in your list.
Commander
All Necron units with a model within 12” of a Lord may use the Lord's base Leadership value
instead of their own base Leadership.

Eternal Warrior
The Gold Lord has the Eternal Warrior Special Rule.
WARRIORS
Warriors represent the vast majority of Necrontyr society. Even though they are able to
reason and innovate, they have lost all emotion and empathy. Warriors are fully capable of
operating on their own with a tactical and strategic knowledge rivaling the most experienced
commanders as each one contains the entire knowledge of their civilization.
As with all Necron constructs, they are in constant communication with the rest of their unit
and their direct superior in the nodal command structure, enabling them to apply new
information or change their directives without any lag at all.
Warrior units often enter battle by phasing in just out of range and walking the rest of the
way. The Necron form of teleportation does not travel through the Warp, but rather through
phase space, the same dimension that wraith and warscythes utilize. After reaching optimal
firing range, they attack their enemies with the gauss flayer, a weapon so named because
on contact, it flays layers of atoms off the victim and pulls them towards the weapon. It is
theorized that these weapons were invented specifically to destroy other Necrons, as living
metal cannot rebuild itself if it has been disassembled at that level.

WS BS S T W I A Ld Sv
Warrior 3 4 4 4 1 3 1 9 3+.

Special Rules
Necron

IMMORTALS
What became the immortals were the nobility and other privileged and prominent figures in
Necrontyr society. Compared to a warrior, an immortal has a bulkier chassis and larger
power source, enabling it to carry additional layers of living metal and wield a more
powerful primary weapon. They are not considered a command unit and are thus on an
equal level to warriors in the nodal command structure.
In combat, they act as shock troops and heavy assault infantry and are thus a rarity on the
battlefield. Necron combat doctrine is often closely related to that of a raider or guerilla
force; appearing suddenly, attacking and vanishing before an effective defence can be
brought to bear. Recently though, the Necrons have been attacking in ever-increasing force
and so has the frequency of immortal sightings.

WS BS S T W I A Ld Sv
Immortal 3 4 4 5 1 3 9 10 3+.

Special Rules
Necron
FLAYED ONES
Flayed ones are warriors with their hands replaced with long and impossibly sharp blades.
Their whole purpose in existence is something of a paradox – they create fear and terror as
psychological weapons, but like all Necrons, are immune to such emotions. Flayed ones
exemplify the raiding tactics of Necrons, attacking the enemy from the least expected area
at the least expected time and brutally ripping them to shreds. The ensuing chaos and fear
created by the flayed ones allows the rest of the Necron forces to sweep through their
victim's defences with ease.

WS BS S T W I A Ld Sv
Flayed One 4 0 4 4 1 3 3 9 3+.

Special Rules
Necron, Infiltrate,
Terrifying Visage
Enemy units participating in a close combat with flayed ones must take a leadership check
at the beginning of every round of close combat with a -1 penalty. If they fail, they only hit
on a 6 for that round, regardless of WS or target. Multiple units with Terrifying Visage in the
same combat have no additional effect. This ability does not affect fearless units.

TOMB SPYDERS
These large mechanical creatures are most often seen maintaining Necron tomb complexes.
On the battlefield, tomb spyders move about with their advanced resurrection technology to
support other Necrons in the field and repair them if they become heavily damaged.

WS BS S T W I A Ld Sv
Tomb Spider 2 0 6 6 3 2 2 10 3+.

Special Rules
Acute Senses, Deep Strike, Monstrous Creature, Fearless
PARIAHS
In the War in Heaven, the only thing that allowed the Old Ones to survive as long as they
did against the C'tan and their Necrons was their mastery of the Warp. As the War in
Heaven drew to a close, the C'tan set two primary projects in motion; a long term one to
close off the warp from real space and a short term one to create a gene that is the
antithesis of the psyker gene. Individuals who have this gene create a negative presence in
the warp, blocking off all warp-based activity around themselves and making all other
nearby lifeforms uneasy or even sick.
Pariahs are humans with the pariah gene who were found by Necron forces and had their
bodies replaced with that of a Necron, leaving only a tiny fragment of their mind intact. This
is the evolution of the Necron, the first time a non-Necrontyr has been granted immortality
in this way. They are immune to the advantages that the weapons of the Old Ones utilize,
inhabit advanced Necron bodies, and wield some of the most deadly weapons ever devised:
the warscythe.

S BS S T W I A Ld Sv
Pariah 4 4 5 5 1 3 2 10 3+.

Special Rules
Acute Senses,Deep Strike, Fearless
Null Field
All units with a model within 6” of a model with Null Field will not be affected by psychic
abilities in any way, including targeted abilities (such as destructor, vortex of doom, doom,
fortune and mind war) and non-targeted abilities (such as holocaust, veil of tears and
conceal). Models within 6” of a model with Null Field cannot use psychic powers, abilities
and wargear (such as a psychic hood, runes of warding, and force weapons become power
weapons and witchblades do not wound on 2+ nor count as S9 vs vehicles). Psychic abilities
cannot draw line of sight through a unit with this special rule.
Soulless
All enemy units within 12” count as having Leadership 7 unless it would normally be less than this.
Psychic Abomination
Any psyker or daemon within 6” of a Pariah at the start of any turn must make a Morale
check or fall back along with any squad they are a part of. If the psyker or demon is in close
combat at the time and fails the Morale check, it will not fall back but will only hit on 6s in
have its initiative reduced to 1 for that turns Assault phase. This ability affects fearless
units.
WRAITHS
Wraith are a vast departure from the standard Necron design, bearing little resemblance to
a warrior. Their bodies are enlarged and lengthened, their armour reduced and they possess
no firepower at all. The main reason for these changes is their phase shifter. Wraith exist
partially in phase space and partially in real space, the exact ratio changing constantly. As
they travel and approach their target, they may even go so far as to fully emerge into phase
space and teleport like other Necron units. However, when they engage their targets in
combat, they constantly shift in and out of phase space, creating a situation where enemy
attacks often harmlessly pass through them while their own claws bypass any form of
armour and personal shield to slice their insides to ribbons. The only way to hurt a wraith is
to strike in the exact moment as it strikes you, or to use the warp and strike it while it's in
phase space.

WS BS S T W I A Ld Sv
Wraith 4 0 6 4 1 6 3 9 4+*

Special Rules
Necron

DESTROYERS
Destroyers are the fusion of immortals with a jetbike platform, providing increased mobility
and firepower. Destroyers are used as high speed weapons platforms and exemplify the
second wave of Necron warfare just as flayed ones represented the raider type of warfare
Necrons practiced at first.

WS BS S T W I A Ld Sv
Destroyer 3 4 4 5 1 3 1 9 3+.

Special Rules
Necron
SCARAB SWARMS
No Necron attack force is ever present without a carpet of scarabs. The scarabs carry out a
variety of tasks for Necrons, from menial tasks like cleaning to disassembling alien
technology and dissecting lifeforms. Although they possess an advanced artificial
intelligence and have bodies of living metal, they were not created from a life form and are
actually mass produced on tomb worlds.

WS BS S T W I A Ld Sv
Scarab Swarm 2 0 3 3 3 2 3 10 5+.

Special Rules
Deep Strike, Swarm, Fearless, Eternal Warrior
Small and agile
Scarab swarms never take dangerous terrain checks and may turbo boost into, out of, and
through terrain.

HEAVY DESTROYERS
Heavy destroyers are physically similar to standard destroyers, except they carry a larger
primary weapon and a separate targeting sensor branching off their spine. The heavy gauss
cannon is a more focused gauss weapon, firing a single high intensity shot rather than
multiple weaker ones. There have been many reports showing a swarm of Heavy Destroyers
utilizing their speed and manoeuvrability to approach war machines and stay in their blind
spots while their powerful cannons easily punch through even the thickest of armour plating
and shields.

WS BS S T W I A Ld Sv
Heavy Destroyer 3 4 4 5 1 3 1 9 3+.

Special Rules
Necron
MONOLITH
In the larger, conventional Necron attacks, the Monolith is often seen as a mobile fire base
and anchor for the Necron forces. Their mobile portal allows a more precise transition from
phase space into real space. Their ancient power crystal can lash out with a stream of high
energy particles that will rip apart anything that contacts it. Almost as if it were an
afterthought, the corners of the monolith are adorned with turreted gauss blasters.
When a monolith makes its appearance, it quickly becomes the centre of gravity for the
entire battle, its very existence means that a virtually infinite number of Necron
reinforcements can arrive.

Type BS F S R
Monolith Tank, skimmer 0 14 14 14

Special Rules
Living Metal
The monolith may take a 4+ invulnerable save against all glancing and penetrating hits.
Ponderous
The monolith may only move 6” in the movement phase. Crew Shaken and Crew Stunned
results also have no effect on the monolith – it is far too massive to notice anything but the
most devastating of attacks. If the Monolith suffers a “weapon destroyed” result, the particle whip may
not fire, and the flux arc loses 1 shot.
Deep Strike
The monolith may elect to enter play via Deep Strike. However, should the monolith scatter
on top of impassable terrain or a vehicle, move the monolith the minimum distance required
in order to avoid the object. Should the monolith scatter on top of a non-vehicle model
(friend or foe), move that unit the minimum distance away from the monolith and place the
monolith where it scattered.
Power Matrix
All Necrons units with a model within 6” of a monolith make Feel No Pain rolls on a 3+
rather than a 4+.
Portal
All Necron units that deep strike may deep strike within 6” of the monolith without
rolling scatter dice.
Instead of firing the Particle Whip, you may instead remove one Necron unit with a model
within 12” of the monolith from the table and place it into your reserves, even of that unit
is locked in close combat. If they were locked in combat and the unit they were in combat
with is no longer in combat, it may make a 3” consolidation move.

Wargear
Particle Whip
Range: 24” Strength: 8 AP: 2 Type: Ordnance 1, Large Blast
The particle whip scatters 1D6” rather than the usual 2D6”

Gauss Flux Arc Projectors


Every enemy unit in line of sight and within 12” is automatically hit with 1D6 shots at:
Range: 12” Strength: 4 AP: 4 Type: Gauss 3+.
Armoury
Disruption Fields
In close combat, a 6 to penetrate causes a glance if it would not have otherwise damaged
the vehicle.

Lightning Fields
For every successful hit on a Necron model with Lightning Fields in close combat(regardless
if that hit was successful in wounding, was saved, or killed the Necron), an automatic hit is
placed on the attacking model at strength 3. These extra attacks hit immediately after the
current initiative step and count towards combat resolution.

Phase Blades
These count as disruption fields and further grant Rending against non-vehicles in close
combat.

Phase Shifter
Models with a Phase Shifter have a 4+ invulnerable save.
Any model with a Phase Shifter counts as having offensive grenades and never takes
difficult or dangerous terrain tests. Additionally, models with a phase shifter can move
through impassable terrain as long as it does not finish its movement phase inside the
terrain.

Resurrection Orb
Any unit with a model within 6” of a model carrying a Resurrection Orb may always make its
Feel No Pain rolls, even if hit with a power weapon, AP 1 or 2 weapon, or an attack that
causes instant death.

Warscythe
A model with a warscythe counts as having a two-handed power weapon that ignores
invulnerable saves. Furthermore, warscythes gain an additional 1d6 to penetrate vehicles in
close combat. Warscythes include a built-in gauss flayer.

Chronometron
The Lord has gained the ability to slow time in the direct area around itself, appearing to
move with supernatural speed and exhibiting instantaneous reflexes. The Lord and any
squad he joins gains the Fleet universal special rule and +1 Initiative. The squad may reroll
any sweeping advance rolls it makes regardless if it won or lost the combat.

Gaze of Flame
The Lord's eyes are ablaze with a hateful flame that can extend out and incinerate any
before it. This grants defensive grenades to the Lord and all of your Necron units within 6”.
Enemy units with a model within 6” of the Lord suffer -1 to their Leadership at all times. The
Gaze of Flame may be used as a shooting attack in the shooting phase with a profile of:
Strength 4, AP 5, Assault 1 Template.

Nightmare Shroud
The Lord is able to create a widespread electromagnetic field that penetrates and confuses
the minds of all nearby lifeforms. At the end of every Necron turn, all enemy units with a
model within 12” must take a morale check with no modifiers. As always, Fearless units do
not take morale checks.

Phylactery
A phylactery is a backup repair sub-processor that pulls living metal from nearby caches in
phase space to assist in repairing damage to the Lord. At the start of your turn, roll a d6 for
every wound the Lord has taken. For each 5+ you roll, he regains a wound.
Solar Pulse
This is usable once per game in the shooting phase instead of shooting a weapon, although
it may be used while the Lord is in close combat. The pulse lasts until the beginning of your
next turn, or until the Lord dies, whichever happens first. Enemy units in close combat with
a model within 6” of the Lord only hit on 6s.
If night fighting rules are in effect, they are suspended. In addition, all enemy units within
18” of the Lord at the time of use must take a pinning check or be stunned with the sudden
brightness.
If night fighting rules are not in effect, the Lord and all of your units within 12” of the Lord
gain a 3+ cover save.

Staff of Light
This counts as a power weapon in close combat. In the shooting phase, it counts as a Range
12”, Strength 5, AP 3, Assault 3 weapon.

Stasis Field
A stasis field is created by an item similar to a Chronometron, but is much more powerful
and requires extra time to recharge after each use. This is usable once per game in the
shooting phase instead of shooting a weapon, although it may be used while the Lord is in
close combat. The field lasts until the beginning of your next turn, or until the Lord dies,
whichever happens first.
While the stasis field is in effect, all enemy units with a model within 24” of the Lord halve
their total movement. Units with Fleet may not charge after running.

Veil of Darkness
The Lord and any number of your Necron units with a model within 6” may be removed from
the table and placed into reserve. Units placed into reserve in this way are considered to
automatically pass their reserve roll and must enter the table via Deep Strike in your next
turn.

Destroyer Body
The Lord gains +1 Toughness and becomes a jetbike. 1 squad of destroyers may be taken as
a retinue (not counting as a separate Fast Attack choice). A Gold Lord that takes this upgrade has a Multi-
Lensed targeter for free. A Silver or Bronze Lord may take one for 10 pts.

Pariah Body
The Lord gains the Null Field, Soulless and Psychic Abomination rules. 1 squad of pariahs
may be taken as a retinue (not counting as a separate Elites choice).

Wraith Body
The Lord gains a phase shifter and becomes a jetbike. 1 squad of wraiths may be taken as a
retinue (not counting as a separate Fast Attack choice).

Phase Field Generator


A phase field generator gives the Lord and any squad he joins a 4+ Invulnerable save.

Multi-lensed targeter
All weapons fired by a model with a multi-lensed targeter count as twin-linked.
HQ
Necron Lord, Bronze: 75 points
WS BS S T W I A Ld Sv
Bronze Lord 4 4 5 5 2 4 2 10 3+.
Unit Composition: 1 Necron Lord, Bronze Unit Type: Infantry
Wargear: Special Rules: Options:
Staff of Light Necron Take a warscythe +15 pts
Commander Take a Chronometron +25 pts
Independent Character Take gaze of flame +20 pts
Infiltrate Take lightning fields +5 pts
Take a resurrection orb +50 pts
Take a phase field generator +
50 pts
Take a Destroyer body +45 pts

Necron Lord, Silver: 100 points


WS BS S T W I A Ld Sv
Silver Lord 5 5 5 5 3 4 3 10 3+.
Unit Composition: 1 Necron Lord, Silver Unit Type: Infantry
Wargear: Special Rules: Options
Staff of Light Necron Take a warscythe +10 pts
Take a Chronometron +25 pts
Resurrection Orb Commander
Take gaze of flame +20 pts
Independent Character Take lightning fields +5 pts
Infiltrate Take a phylactery +25 pts
Take a stasis field +40 pts

Take a phase field generator +


45 pts
Take a Destroyer body +35 pts
Wraith Body +45 pts

.
Necron Lord, Gold: 125 points
WS BS S T W I A Ld Sv
Gold Lord 5 5 5 5 4 4 3 10 3+.
Unit Composition: 1 Necron Lord, Gold Unit Type: Infantry
Wargear: Special Rules: Options
Warscythe Necron Take a Chronometron +25 pts
Take gaze of flame +20 pts
Resurrection Orb Commander
Take lightning fields +5 pts
Independent Character Take nightmare shroud +40 pts
Infiltrate Take a phylactery +20 pts
Nodal Command Structure Take a solar pulse +30 pts
Eternal Warrior Take a stasis field +40 pts
Take a veil of darkness +60 pts
Take a phase field generator +
40 pts
Take a Destroyer body +25 pts
Wraith Body +35 pts
Pariah Body +75 pts

TROOPS
Warriors 180 points
WS BS S T W I A Ld Sv
Warrior 3 4 4 4 1 3 1 9 3+.
Unit Composition: 10 Warriors Unit Type: Infantry
Wargear Special Rules Options
Gauss Flayer Necron May include up to ten additional
Warriors: +18 pts per model
The entire squad may have Phase
Blades: +2 pts per model

Flayed Ones: 90 points


WS BS S T W I A Ld Sv
Flayed 4 0 4 4 1 4 3 9 3+.
Ones
Unit Composition: 5 Flayed Ones Unit Type: Infantry
Wargear Special Rules Options
2 Phase Claws (bonus attacks Necron May include up to five additional
included above) Infiltrate Flayed Ones: +18 pts per model
Terrifying Visage The entire squad may take
Disruption Fields: +2 pts per model
Fleet
May have a Gaze of Flame +50 pts
ELITES
Immortals: 140 points
WS BS S T W I A Ld Sv
Immortal 3 4 4 5 1 3 1 9 3+.
Unit Composition: 5 Immortals Unit Type: Infantry
Wargear Special Rules Options
Gauss Blaster Necron May include up to five additional
Immortals: +28 pts per model
The entire squad may have Phase
Blades: +2 pts per model

Pariahs (0-1): 180 points


WS BS S T W I A Ld Sv
Pariah 4 4 5 5 1 3 2 10 3+.
Unit Composition: 5 Pariahs Unit Type: Infantry

Wargear Special Rules Options


Warscythe Acute Senses Deep Strike May include up to five additional
Fearless Pariahs: +36 pts per model

Null Field
Psychic Abomination
Soulless

FAST ATTACK
Destroyers: 180 points
WS BS S T W I A Ld Sv
Destroyer 3 4 4 5 1 3 1 9 3+.
Unit Composition: 3 Destroyers Unit Type: Jetbike
Wargear Special Rules Options
Gauss Cannon Necron May take multi-lensed targeters
for +10 pts per model
May include up to two additional
Destroyers: +50 pts per model
Wraiths: 90 points
WS BS S T W I A Ld Sv
Wraith 4 0 6 4 1 6 3 9 4+*

Unit Composition: 2 Wraiths Unit Type: Jetbike


Wargear: Special Rules:
Wargear Special Rules Options
Phase Blades Necron Replace Phase claws with power
Phase Shifter weapons +25 pts

May include up to three


additional Wraiths: +45 pts per
model

Scarabs: 36 points
WS BS S T W I A Ld Sv
Scarab 2 0 3 3 3 2 3 10 5+.
Unit Composition: 3 Scarab Swarms Unit Type: Jetbikes
Wargear Special Rules Options
None Deep Strike May include up to seven
Eternal Warrior
additional Swarms: +12 pts
Fearless
per model
Small and agile
Swarm The entire squad may take
Disruption Fields: +4 pts
per model
The entire squad may take
Lightning Fields: +4 pts per
model
You may take one unit of Scarabs for each unit of Warriors and each Tomb Spyder model in your army.
Scarabs do not take up Fast Attack slots in the Force Organization Chart and do
not score.
HEAVY SUPPORT
Heavy Destroyers: 70 points
WS BS S T W I A Ld Sv
Heavy 3 4 4 5 1 3 1 9 3+.
Destroyer
Unit Composition: 1 Heavy Destroyer Unit Type: Jetbike
Wargear Special Rules Options
Heavy Gauss Cannon Necron May take multi-lensed targeters
for +10 pts per model

May include up to three


additional Heavy Destroyers: +70
pts per model

Tomb Spyders: 65 points


WS BS S T W I A Ld Sv
Tomb 2 0 6 6 3 2 3 10 3+.
Spyder
Unit Composition: 1 Tomb Spyder Unit Type: Monstrous Creature
Wargear Special Rules Options
Resurrection Orb Acute Senses May include up to two additional
Tomb Spyders: +65 pts per model
Deep Strike
Lightning Fields: +10 pts per model
Monstrous Creature
Fearless

Although up to three tomb spyders are taken in a single heavy support slot, each model acts as an
independent unit for all intents and purposes.

Monolith: 250 points


BS F S R
Monolith 0 14 14 14
Unit Composition: 1 Monolith Unit Type: Vehicle (Tank, Skimmer)
Wargear Special Rules Options
· Gauss Flux Arc Projectors Deep Strike Take Lightning Fields: +10 pts
Living Metal
· Particle Whip
Ponderous
Portal

Power Matrix
The C’TAN

Fearless All C'tan automatically pass all morale and leadership tests, even if failure is normally automatic, and
cannot be pinned.

Monstrous C’tan are monstrous creatures, and so their attacks ignore Armour Saves and the roll 2D6 armour
penetration.
creature

Utter The C’tan are star gods and can change reality around them, their close combat attacks ignore
Invulnerable saves (Models with the Daemon special rule still get their Invulnerable save), they ignore all
Material
terrain (even impassable terrain) completely!
Supremacy

Star God C’tan means Star Gods in the ancient Necrontyr tongue. Sometimes a C’tan will descend on a planet from
feeding on a nearby star. To represent this, a C’tan may Deep strike. If the C’tan scatters, move him 2D6
inches towards the nearest enemy. If this would bring him into base contact, he counts as charging, but
as he has just come flying down from a star, the C’tan loses the bonus attack for charging and D3
strength and toughness,WS and BS is halved rounding up and the save is 4+ invulnerable for that fight
only.

Necrodermis The body of the C’tan is made out of living necron metal. As such, the C’tan has a greater than normal
resistance to all attacks. All attacks that auto wound on a 4+ or 2+ (like poisoned or rending attacks)
subtract -2 from the roll, unless they are of daemonic origin in which case they subtract -1.
If a wraith cannon inflicts wound on a C’tan it will not be transported to the warp, but will instead suffer
a wound without the benefit of their invulnerable save.
If the C’tan loses its last wound, the Necrodermis has been breached, and every non-necron unit within
D6” is hit with a strength D6+1 blast, allowing no saves what so ever!

Manifestation A C’tan is a living god, and the power on display is extremely intimidating. All units wishing to assault a
C’tan must pass a morale check with a -2 Ld penalty, or may not make an assault that turn. Fearless units
need to take a Difficult terrain test to see if they can assault the C’tan.

The power At the start of every turn, the player controlling the C’tan must roll a D6 on the chart provided on the
page of the relative C’tan, as his powers wax or wane with energy expenditure. The power is replaced by a
waxes and
new one at the start of every turn
wanes...
Above All A C’tan is an Independent character, but they may NOT join Friendly units.
Others
Inspiring All Necron units with a model in 12” becomes Fearless
Presence
Regenerate C’tan can regenerate any and all lost wounds lost during the course of a battle. At the start of your turn
roll a D6, on a 4+ the C’tan regains a wound, but on a 1 the C’tan loses a wound.
(Please note it is possible to both gain And lose a wound)..

If the army includes the Deceiver If the army includes the Nightbringer
Your Necron units gain the Terrifying
After infiltrators have deployed and scouts have moved, but before the first
Visage ability. Flayed ones cause a -2
turn, you may
Leadership penalty instead of -1 for
redeploy up to 1d6 units, including placing those units in reserve or having a unit
their Terrifying Visage. Terrifying
in reserve
Visage now affects Fearless units. All of
deploy as normal. If you deploy second, you may also make a “seize the initiative”
your Necrons gain +1 Weapon Skill.
roll on a
4+ rather than 6+. Your deep striking units do not scatter on arrival.
If the army includes the Void Dragon If the army includes the Outsider
Your Necron units may reroll all vehicle penetration and vehicle damage chart Weapons with the Gauss rule now have
rolls. All of the Rending and Twin Linked Special
your Necron units gain lightning fields and disruption fields if they do not Rules and gain +1 Strength instead.
already have
them, even if they cannot normally take those upgrades. All of your monoliths
gain lightning fields as well.

Nightbringer: 375 pts


WS BS S T W I A Ld Sv
Nightbringer 7 5 9 8 5 9 5 10 3+*
Unit Composition: 1 Nightbringer Unit type: Infantry

Wargear: Scythe (although this does not affect his profile in combat), Gaze of Flame.

Special Rules: C’tan, Berserk Charge.

Berserk Charge. Nightbringer has the Furious Charge special rule, in addition it gets D3 attacks when it
charges instead of +1, and MUST make a sweeping advance.

Lightning Arc: Nightbringer shoots energy bolts through has scythe, as a ranged weapon with the following
profile:

Lightning Arc: Range: 24”, strength 9, AP2, assault 1 blast.


Power Waxes And Wanes:

D6 roll of: Power name Power description


1 Vulnerable The stasis tomb holding the Nightbringer was damaged. It
suffers 2 Wounds instead of 1 when hit with blast or
template weapons . Range and Strength of Lightning Arc is
halved. Invulnerable save is now 5+. Loses Furious Charge.
2 Not as Strong as I Used to be Nightbringer’ s power is waning. Its strength is reduced by
D3+1. Also the Lightning Arcs strength is now 6 and the AP
is 4. Loses Furious Charge.
3 Not as Tough as I used to be Nightbringer is vulnerable to enemy attacks. It loses D3 +1
toughness . Also Lightning Arc counts as heavy 1 blast. It
cannot assault if it uses the Lightning Arc.
4 LIGHTNING DOES STRIKE Nightbringer may use its Lightning Arc Twice. (Against
TWICE!!!!! different units).
5 DEATH TO ALL ELSE!!! Nightbringer launches itself into a berserk fury.
Nightbringer gains the Preferred Enemy and Rage Special
Rules, and a charge range of 12”
6 Invulnerable Nightbringer gains 2 toughness and gains a 2+ invulnerable
save. Counts as being equipped with a Resurrection Orb.
Deceiver: 350 pts
WS BS S T W I A Ld Sv
Deceiver 5 3 7 7 5 4 4 10 3+*
Unit Composition: 1 Deceiver Unit type: Infantry Wargear: None
Special Rules: C’tan

Quick March! The Deceiver can, upon a hit, move an enemy unit within 18” D6” in a direction chosen by the
controlling player

Superior Tactics. Once deployment has finished, one friendly unit (already deployed), may be deployed as if
they had the Infiltrate Special Rule. (The unit CANNOT Outflank).

What’s That Sir. After deployment the player controlling the Deceiver can redeploy ONE enemy unit,
subject to the deployment rules.

You Cannot See Me. Units which shoot at The Deceiver must test to see if they can see it using the Night
Fight Rule. If the Night Fight Rule is being used the distance is halved. The Deceiver also counts as being
armed with Defensive Grenades.
Now You See Me, Now You Don’t. The Deceiver has the Hit and Run Special rule, but he may leave combat
after it has struck but before it is hit. Enemy models may consolidate as normal.
Power Waxes and Wanes:

D6 roll of: Power name Power description


1 Vulnerable The stasis tomb holding the Deceiver was damaged. It suffers 2 Wounds instead
of 1 when hit with blast or template weapons. Invulnerable save is now 5+.
Distance of ranged attack is halved.
2 Wrong Way The Deceiver MUST use his Quick March on the TWO nearest friendly units
(opponent moves the units).
3 You Can See Me?! The Deceiver looses his You Cannot See Me and Now You See Me, Now You Don’t
rule.
4 AT THE DOUBLE!! The Deceiver may use is Quick March! TWICE. (Against different units).
5 I’M NOT THE The Deceiver appears to have changed shape. Roll a D3 to see which C’tan it
DECEIVER! manifests as.
1; Nightbringer
2; Void Dragon
3; Outsider
(treat it as if you’d had rolled a 1, but with a 4+ invulnerable.)
6 Invulnerable Deceiver gains 2 toughness and gains a 2+ invulnerable save. Counts as being
equipped with a Resurrection Orb.
Void Dragon: 450 pts
WS BS S T W I A Ld Sv
Void Dragon 4 10 10 10 5 3 3 10 3+*
Unit Composition: 1 Unit type: Jump Infantry, Beast
Wargear: Lightning fields, Stasis field, Resurrection Orb.

Special Rules: C’tan,


Machine God: All Necron units within 12” benefit from the Tank Hunters special rule. The Void Dragon’s
Breath attack counts as AP 1 and glances on a 3+ when attacking enemy vehicles. Techmarines, Techpriests
and equivalents will not attack the Void Dragon and will automatically fall back if charged.(Techpriests will
be executed if a Commissar of any type is within 6” including Yarrick)
The Dragon’s Breath: in the shooting phase, the Void Dragon may use a breath attack (that can only glance
vehicles) with the following profile:
Range: Template*; Strength 6; AP 4; assault 1

* Place the template up to 12” away from the Void Dragon with the small end being nearest to the Void
Dragon.

Melta Blast: The Void Dragon can project an blast of molten metal, which fires with the following profile:
Range 18”; Strength 8; AP 1; assault 1 Melta, Blast

Monolith Assault. Taking the Void Dragon in your army allows you to take a squadron of 3 Monoliths as ONE
Heavy Support Choice.

Hits Moving Targets. The Void Dragon always hits moving vehicles on a 3+ regardless of distance moved.
Power and Wanes:

D6 roll of: Power name Power description


1 Vulnerable The stasis tomb holding the Void Dragon was damaged. It suffers 2 Wounds
instead of 1 when hit with blast or template weapons. Invulnerable save is
now 5+.Cannot use melta blast, Dragons breath is treated as Weakened. (See
Below).
2 Weakened Weapons The Void Dragon’s Dragon Breath attack is used like a normal flamer and it
glances vehicles on a 5+ and is not AP 1. Melta blast is range 9” strength 7
AP 2 and is no longer a blast weapon.
3 BROKEN WINGS!!!! The Void Dragon no longer counts as Jump Infantry or a Beast
4 MELT IT ALL!!!! The Void Dragon ay use its shooting attacks TWICE!
5 Super Hot Flame The Void Dragon’s Breath attack is much hotter than normal, and becomes
strength 8, AP 3
6 Invulnerable Void Dragon gains a 2+ invulnerable save, and +1 WS and I.
Outsider: 300
WS BS S T W I A Ld Sv
Outsider D3+2 D3+3 D3+4 D3+4 5 D3+2 D6* 10 3+*
Unit Composition: 1 Outsider Unit type: Infantry Wargear: None
Special Rules: C’tan,

Random Profile. Before deployment the Outsiders profile must be randomly generated.
*Roll a D6 every time the Outsider fights in combat.

Madness: If the Outsider is in a multiple combat and misses, resolve the attack on any unit on the same
side of the combat as the Outsider.

Dissent amongst the Ranks: The Outsider may cause a enemy squad to fight amongst itself. The target unit
(within 12” and line of sight)if hit, must take D3 armour saves, (Does not effect units with Authority
Figures (nobs with Bosspoles, Commissars, etc.) and the squad counts as pinned. Fearless models cannot be
pinned by this power.

Power Waxes and Wanes:

D6 roll of: Power name Power description


1 Vulnerable The stasis tomb holding the Outsider was damaged. It suffers 2 Wounds
instead of 1 when hit with blast or template weapons. Invulnerable save is
now 5+. Distance of ranged attack is also halved
2 The Outsider The Outsider has fallen out with the other gods. Every friendly unit in
12” MUST shoot at the Outsider.
3 DAMN IT MISSED!!!!! The Outsider MUST use his attack on the TWO nearest friendly
units!!(As Above)
4 It Pleases Me... The Outsider may use his Dissent amongst the ranks twice, although not
on the same unit.
5 Loses Grip on Reality... The Outsider vanishes only to re-appear randomly on the battle field in
the movement phase after all other movement has commenced, and may
shoot and assault as normal. If he assaults, once the combat has been
resolved, he will disappear and reappear once all other combats have been
resolved. The enemy unit may consolidate as normal.
6 Invulnerable Outsider gains 2 toughness and gains a 2+ invulnerable save. Counts as
being equipped with a Resurrection Orb.
Summary
Range Strength AP Notes
Gauss Flayer 24” 3 5 Assault 1,Gauss 4+
Gauss Blaster 24” 4 4 Assault 2, Gauss 3+
Gauss Cannon 36” 5 4 Heavy 3, Gauss 2+
Heavy Gauss 36” 9 1 Heavy 1, Gauss 2+
Cannon
Flux Arc 12” 4 4 Heavy D6, Gauss 3+
Particle whip 24” 8 2 Ordnance 1, Large blast
Staff of Light 12” 5 3 Assault 3

WS BS S T W I A Ld Sv
Bronze Lord 4 4 5 5 2 4 2 10 3+.
Silver Lord 5 5 5 5 3 4 3 10 3+.
Gold Lord 5 5 5 5 4 4 3 10 3+.

Warrior 3 4 4 4 1 3 1 9 3+.
Flayed Ones 4 0 4 4 1 3 3 9 3+.
Immortal 3 4 4 5 1 3 1 9 3+.
Pariah 4 4 5 5 1 3 2 10 3+.
Destroyer 3 4 4 5 1 3 1 9 3+.
Wraith 4 0 6 4 1 6 3 9 4+*.
Scarab 2 0 3 3 3 2 3 10 5+.
Heavy 3 4 4 5 1 3 1 9 3+.
Destroyer
Tomb 2 0 6 6 3 2 3 10 3+.
Spyder
Nightbringer 7 5 9 8 5 9 5 10 3+*
Deceiver 5 3 7 7 5 4 4 10 3+*
Void Dragon 4 10 10 10 5 3 3 10 3+*
Outsider D3+2 D3+3 D3+4 D3+4 5 D3+2 D6* 10 3+*
* Save Invulnerable.
BS F S R
Monolith 0 14 14 14

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