Necron Codex Revision

  • July 2020
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NECRON SPECIAL RULES The following special rules apply only to those models with the Necron special rule specified in their profiles. WE’LL BE BACK! Any Necron model that is reduced to 0 Wounds remains on the tabletop and is laid on its side to show that it’s damaged. Damaged Necrons ignore the normal coherency rules and cannot be attacked in any way. At the start of every Necron turn, damaged Necrons may self-repair. Roll a D6 for every Necron capable of self-repair. On a roll of a 1-3, remove the model as normal. On a 4-6, the Necron is repaired and stands back up with 1 Wound remaining. A Necron cannot self-repair if it was destroyed by a close combat weapon that allows no Armour save, a ranged weapon with AP 1 or AP 2, or any weapon with a Strength equal to twice its Toughness. Additionally, the self-repair ability only works if the wounded Necron is within 6” of another model of the same type, although not necessarily of the same unit. The repaired Necron will immediately be placed in coherency with the closest unit of the same type. Once joined with a unit, the Necron moves and fights with it for the rest of the game. If the nearest unit is in close combat the repaired Necron may be placed in combat with any of its opponents as long as it maintains coherency. It may not contact a new enemy unit and does not count as charging.

Necron Lords Necron Lords do not have to have another Necron model within 6” in order to self-repair. If they self-repair, they will stand up with 1 Wound, not their full 3. Tomb Spyders If a Necron would not be able to self-repair for any reason aside from the Phase Out rule, it may still do so if within 12” of a both a Tomb Spyder and another model of the same type on the battlefield. If the Necron recovers then it will immediately join that model’s unit as normal. PHASE OUT At the start of every Necron turn, after all We’ll Be Back! rolls have been made, any Necron unit with fewer than half its initial number of models must make a leadership test. If it fails the test, the remainder of the unit will disappear from the battlefield, leaving behind no trace of its existence. Remove all remaining models in the unit as casualties. Such casualties may NEVER self-repair using the We’ll Be Back! special rule. IMPLACAPLE All Necrons have the Fearless and Relentless universal special rules. However, they may not shoot at a target they moved away from in the previous Movement phase, and may not run (Flayed Ones are the only exception to this rule and may run).

NECRON ARMOURY RANGED WEAPONS Weapon Gauss flayer Gauss blaster Gauss cannon Heavy gauss cannon Gauss flux arc

Rng 24” 24” 36” 48” 12”

Str 4 5 6 9 5

Ap 5 4 4 2 4

Particle whip Staff of Light

24” 12” 12”

9 5 8

3 3 1

Type Rapid Fire Assault 2 Heavy 3 Heavy 1 Heavy D6 (per target unit) Ordinance 1 Assault 3 Heavy 1

Guass Weapons Devastating weapons that destroy targets on a molecular level, all guass weapons have Rending. Staff of Light Capable of projecting a torrent devastating blasts capable of slaying even the most heavily armoured foes, or unleashing single mighty bolt upon enemy an enemy vehicle, the Staff of Light may also be used in the Assault phase in which case it counts as a power weapon. Particle Whip Unchanged CLOSE COMBAT WEAPONS Warscythe Unchanged WARGEAR Chronometron A Necron Lord with a Chronometron, and any unit he has joined may roll an extra D6

(discarding the lowest) when determining how far they can run and how far they can make a sweeping advance. Disruption Field Disruption fields are only used in assaults against vehicles. Any hit inflicted on the target by a unit equipped with disruption fields will score a glancing hit on a D6 roll of a 6 regardless of the vehicle’s Armour value. Destroyer Body Unchanged Gaze of Flame Unchanged Lightning Field Unchanged Nightmare Shroud Unchanged Phase Shifter Unchanged Phylactery Unchanged Resurrection Orb All Necron units with a model within 6” (including the Lord himself) may attempt We’ll Be Back! rolls even if they would not normally be able to (aside from Phase Out). Solar Pulse (One use only) Unchanged Veil of Darkness Unchanged

HQ NECRON LORD Necron Lord

WS BS S 5 5 5

Composition 1 Necron Lord Unit Type Infantry Wargear Staff of Light Special Rules Independent Character Necron

T 5

100 points W I A Ld Sv 3 4 3 10 3+ Options: Replace Staff of Light with: -Warscythe 10 points May choose: -Destroyer body 40 points May choose up to two of the following: -Chronometron 5 points -Disruption field 5 points -Gaze of Flame 15 points -Lightning field 20 points -Nightmare shroud 30 points -Phase shifter 25 points -Phylactery 15 points -Solar pulse 15 points May choose one of the following: -Resurrection orb 40 points -Veil of Darkness 60 points

ELITES PARIAHS (0-1) Pariah

WS BS S 4 4 5

T 5

W I 1 3

A 2

Composition 5-10 Pariahs

40 points per model Ld Sv 10 3+ Options: One model may take: -Phase shifters

10 points per model

Unit Type Infantry Wargear Warscythe with built-in gauss blaster Special Rules Soulless Psychic Abomination Fearless Feel No Pain

IMMORTALS Immortal Composition 5-10 Immortals Unit Type Infantry Wargear Gauss blaster Special Rules Necron

WS BS S 4 4 4

T 5

W I 1 2

A 1

30 points per model Ld Sv 10 3+ Options: All models in the unit may take: -Disruption fields 1 point per model One model may take: -Lightning field 20 points

TROOPS NECRON WARRIORS WS BS S Warrior 4 4 4

T 4

W I 1 2

A 1

20 points per model Ld Sv 10 3+

Composition 10-20 Warriors

Options: All models in the unit may take: -Disruption fields 1 point per model

Unit Type Infantry Wargear Gauss flayer Special Rules Necron

FLAYED ONES (0-2) WS BS S Flayed One 4 4 4

T 4

W I 1 4

A 2

20 points per model Ld Sv 10 3+

Composition 5-15 Flayed Ones Unit Type Infantry Wargear Claws (Counts as two close combat weapons) Special Rules Necron Infiltrate Scout Deep Strike Move Through Cover Terrifying Visage

Options: All models in the unit may take: -Disruption fields 1 point per model

FAST ATTACK WRAITHS Wraith

WS BS S 4 4 6

T 4

W I 1 6

A 3

Composition 1-3 Wraiths

Wargear Claws and barbed tail (count as power weapon and additional close combat weapon)

Unit Type Jetbike

Special Rules Necron Phase Shift Wraithflight

DESTROYERS Destroyer

45 points per model Ld Sv 10 3+

WS BS S 4 4 4

T 5

W I 1 2

A 1

55 points per model Ld Sv 10 3+

Composition 1-3 Destroyers

Wargear Gauss cannon

Unit Type Jetbike

Special Rules Necron

SCARAB SWARMS WS BS S Scarab Swarm 2 0 3 Composition 3-10 swarm bases Unit Type Jetbike Wargear Disruption fields

T 3

W I 3 2

A 3

15 points per model Ld Sv 10 5+ Special Rules Fearless Deep Strike Swarm Small Target

HEAVY SUPPORT Tomb Spyders Tomb Spyder

WS BS S 2 2 6

T 6

W I 2 2

A 3

55 points Ld Sv 10 3+

Composition 1 Tomb Spyder

Special Rules Hover Fearless Artificer

Unit Type Monstrous Creature

Options: May take: -Particle projector (counts as a Staff of Light and reduces attacks by 1)

Wargear None

HEAVY DESTROYERS WS BS S Heavy Destroyer 4 4 4

T 5

W I 1 2

A 1

65 points per model Ld Sv 10 3+

Composition 1-3 Heavy Destroyers

Wargear Heavy gauss cannon

Unit Type Jetbike

Special Rules Necron

MONOLITH Monolith

Front Armour Side Armour 14 14

Composition 1 Monolith Unit Type Vehicle (Tank, Skimmer)

275 points Rear Armour BS 14 4 Wargear Gauss flux arc projectors Power matrix Special Rules Living metal Ponderous Deep Strike

Free

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