Necron Codex

  • May 2020
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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.

Warrior

WS

BS

S

T

W

I

A

Ld

Sv

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.

Immortal

Special Rules Necron

WS

BS

S

T

W

I

A

Ld

Sv

3

4

4

5

1

3

9

10

3+.

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.

Flayed One

WS

BS

S

T

W

I

A

Ld

Sv

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.

Tomb Spider

Special Rules

WS

BS

S

T

W

I

A

Ld

Sv

2

0

6

6

3

2

2

10

3+.

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.

Pariah

S

BS

S

T

W

I

A

Ld

Sv

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.

Wraith

WS

BS

S

T

W

I

A

Ld

Sv

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.

Destroyer

Special Rules Necron

WS

BS

S

T

W

I

A

Ld

Sv

3

4

4

5

1

3

1

9

3+.

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.

Scarab Swarm

WS

BS

S

T

W

I

A

Ld

Sv

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.

Heavy Destroyer

Special Rules Necron

WS

BS

S

T

W

I

A

Ld

Sv

3

4

4

5

1

3

1

9

3+.

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.

Monolith

Type

BS

F

S

R

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 MultiLensed 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

4

4

5

5

2

4

2

10

3+.

Bronze Lord

Unit Composition: 1 Necron Lord, Bronze Unit Type: Infantry

Wargear:

Special Rules:

Options:

Staff of Light

Necron Commander Independent Character Infiltrate

Take a warscythe +15 pts Take a Chronometron +25 pts Take gaze of flame +20 pts 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 Silver Lord 5

BS

S

T

W

I

A

Ld

Sv

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

Resurrection Orb

Commander

Take a warscythe +10 pts Take a Chronometron +25 pts Take gaze of flame +20 pts Take lightning fields +5 pts Take a phylactery +25 pts Take a stasis field +40 pts

Independent Character Infiltrate

Take a phase field generator + 45 pts Take a Destroyer body +35 pts Wraith Body +45 pts .

Necron Lord, Gold: 125 points Gold Lord

WS

BS

S

T

W

I

A

Ld

Sv

5

5

5

5

4

4

3

10

3+.

Unit Composition: 1 Necron Lord, Gold Unit Type: Infantry Wargear:

Special Rules:

Options

Warscythe

Necron

Resurrection Orb

Commander

Take a Chronometron +25 pts Take gaze of flame +20 pts Take lightning fields +5 pts Take nightmare shroud +40 pts Take a phylactery +20 pts Take a solar pulse +30 pts Take a stasis field +40 pts Take a veil of darkness +60 pts

Independent Character Infiltrate Nodal Command Structure Eternal Warrior

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 Warrior

WS

BS

S

T

W

I

A

Ld

Sv

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 Flayed Ones

WS

BS

S

T

W

I

A

Ld

Sv

4

0

4

4

1

4

3

9

3+.

Unit Composition: 5 Flayed Ones Unit Type: Infantry

Wargear

Special Rules

Options

2 Phase Claws (bonus attacks included above)

Necron Infiltrate Terrifying Visage

May include up to five additional Flayed Ones: +18 pts per model The entire squad may take Disruption Fields: +2 pts per model

Fleet

May have a Gaze of Flame +50 pts

ELITES Immortals: 140 points Immortal

WS

BS

S

T

W

I

A

Ld

Sv

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 Pariah

WS

BS

S

T

W

I

A

Ld

Sv

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 Fearless

May include up to five additional Pariahs: +36 pts per model

Null Field Psychic Abomination Soulless

FAST ATTACK Destroyers: 180 points WS Destroyer 3

BS

S

T

W

I

A

Ld

Sv

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 Wraith

WS

BS

S

T

W

I

A

Ld

Sv

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 Phase Shifter

Necron

Replace Phase claws with power weapons +25 pts May include up to three additional Wraiths: +45 pts per model

Scarabs: 36 points Scarab

WS

BS

S

T

W

I

A

Ld

Sv

2

0

3

3

3

2

3

10

5+.

Unit Composition: 3 Scarab Swarms Unit Type: Jetbikes

Wargear

Special Rules

Options

None

Deep Strike Eternal Warrior Fearless Small and agile Swarm

May include up to seven additional Swarms: +12 pts per model 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 Heavy 3 Destroyer

BS

S

T

W

I

A

Ld

Sv

4

4

5

1

3

1

9

3+.

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 Tomb Spyder

WS

BS

S

T

W

I

A

Ld

Sv

2

0

6

6

3

2

3

10

3+.

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 Monstrous Creature

Lightning Fields: +10 pts per model

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 Monolith 0

S

14 14

R 14

Unit Composition: 1 Monolith Unit Type: Vehicle (Tank, Skimmer)

Wargear

Special Rules

Options

· Gauss Flux Arc Projectors

Deep Strike Living Metal Ponderous Portal

Take Lightning Fields: +10 pts

· Particle Whip

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 creature

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

Utter Material Supremacy

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 terrain (even impassable terrain) completely!

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 waxes and wanes...

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 new one at the start of every turn

Above All Others

A C’tan is an Independent character, but they may NOT join Friendly units.

Inspiring Presence

All Necron units with a model in 12” becomes Fearless

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 Your Necron units may reroll all vehicle penetration and vehicle damage chart rolls. All of your Necron units gain lightning fields and disruption fields if they do not already have them, even if they cannot normally take those upgrades. All of your monoliths gain lightning fields as well.

If the army includes the Outsider Weapons with the Gauss rule now have the Rending and Twin Linked Special Rules and gain +1 Strength instead.

Nightbringer: 375 pts Nightbringer

WS

BS

S

T

W

I

A

Ld

Sv

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 TWICE!!!!!

Nightbringer may use its Lightning Arc Twice. (Against 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 Deceiver

WS

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A

Ld

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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 DECEIVER!

The Deceiver appears to have changed shape. Roll a D3 to see which C’tan it 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 Void Dragon

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A

Ld

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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 Outsider

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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 Cannon

36”

9

1

Heavy 1, Gauss 2+

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 Destroyer

3

4

4

5

1

3

1

9

3+.

Tomb Spyder

2

0

6

6

3

2

3

10

3+.

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. Monolith

BS

F

S

R

0

14

14

14

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