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Codex: Necrons
By Versedhorison
Version 1.04
Necron Special Rules:
 Phase Out limit:At the start of every necron player’s turn, the player must count the numberof models with the necron special rule remaining. If the number of remainingmodels with the necron special rule under the players control falls below 25%of the original number of models with the necron special rule then the necronarmy vanishes and the opponent automatically wins. The number of modelscounted on the table when calculating the phase out limit excludes modelsthat are being held in reserve off the table. The number of original number ofmodels with the necron rule includes all models with the rule including thosebeing held in reserve off the table.Teleportation Raid:Necrons are notorious for sudden and unexpected raids that happen withoutwarning. As a result if the entire necron army has the teleport special ruleand/or the deep strike special rule then the entire army can be held inreserve and deploy using the deep strike rule regardless if some units do nothave the deep strike special rule. This special deployment can only be used ifthe entire necron army has the deep strike and/or teleport rule.Necron Lords:Necron Lords do not have to have another model of the same kind within 6”in order to self repair. Unless they have the phylactery warger piece thenthey will stand up with one wound remaining instead of their initial numberof wounds. Since Necron Lords are independent characters they do not haveto worry about moving into coherency. Also If a Necron lord is destroyedwhilst wielding the Resurrection Orb the orb still causes its effect until theNecron Lord fails his We’ll Be Back roll and is removed.The Following rules apply to those models with the Necron specialrules in their profiles.
 
-We’ll be back:When a model with the necron rule is reduced to 0 wounds or would beotherwise removed as a casualty, remains on the table top placed it on itsside, or with a counter if you prefer to show that it is damaged and awaitinga We’ll Be Back roll. Damaged necrons, and entire units that have beendamaged do not count as destroyed yet, but they are ignored for all othergame play reasons. So you may not shoot or try to cause further damage tonecrons on their sides, nor do they provide cover in the form of obscuringunits from shooting.At the beginning of each players turn the necron player rolls a dice for eachnecron, make sure do differentiate between different squads/unit types,which are eligible for a We’ll be Back. On a roll of 1-3 the necron is removedas a normal casualty. On a roll of 4-6 the Necron is repaired and stands backup with one wound remaining. The necron that repaired may make a 6”consolidation move to move into coherency with its respective squad or if itsrespective squad is in close combat; move it up to 6” so that it joins thecombat and it is in base to base contact with an enemy (but can never claimany charging bonuses) as well as being in coherency with its squad.A necron cannot make a We’ll be Back roll if it was destroyed by a closecombat weapon that allows no save e.g. a power weapon, a failed death orglory attempt or a weapon that causes instant death to the target. This canbe overridden by a Resurrection Orb (see necron wargear). Also a Necron mayonly make a We’ll Be back roll if there is another friendly model of the samekind within 6” or a Tomb Spyder with repair limbs within 12”. If not then thenecron cannot make a We’ll be back save and is automatically destroyed forwhatever reason.If an entire necron squad is destroyed then the squad may make a We’ll beback save if there is a friendly model of the same kind within 6” or a TombSpyder with repair limbs within 12”. In such case any models of the unit thatwere completely damaged and passed their We’ll Be Back roll stand up as andconsolidate 3”.-Phase Out:A Model with the Necron rule contributes to your phase out limit.-Teleportation:Teleportation is generally a term to describe a unit that instantly moves agiven distance. A model with the necron rule may ‘teleport’ when possible.Note: a model without the necron rule may not teleport. A unit may onlyteleport once per turn.
 
Necron Wargear:
Weapons:Power weapon: see warhammer 40,000 rule bookStaff of Light: a power weapon with the following shooting profileRange: 12S: 5AP: 3Assault 3Gauss Flayer:Range: 24S: 4AP: 5Rapid Fire,GaussGauss Blaster:Range: 24S: 5AP: 4Assault 2, GaussGauss Cannon:Range: 36S: 6AP: 4Heavy 3, GaussHeavy Gauss Cannon:Range: 48S: 9AP: 2Heavy 1, GaussNeutron Gun:Range: Flame TemplateS: 5AP: 4Heavy 1Particle Whip:Range: 36S: 9AP: 2Heavy 1OrdinanceGauss Flux Arc:Range: 12S: 6AP: 4Heavy D6, GaussParticle Projector:Range: 12S: 5AP: 3Heavy 3
Gauss Weapon
: Any ranged weapon with the gauss rule included in theirprofile automatically wound any non-vehicle target on an unmodified resultof 6. Also against targets with an armour value the shot(s) count as if theyhad the rending rule.
Warsythe:
A warsythe allows no saves of any kind what so ever and grants theuser when attacking vehicles 2D6 + strength armour penetration roll.
Artificer:
May be used during the start of the assault phase if the tombspyder is not in close combat. When used a single scarab swarm is spawnedand placed in coherency with the tomb spyder and roll a D6 on a result of 1the tomb spyder takes a wound, on any other result nothing happens. Eachswarm spawned will form a unit with the tomb spyder that created it andmust maintain coherency with it for the remainder of the game. Scarabscreated this way are not worth any victory or kill points and are removed ifthe tomb spyder is destroyed.
Chronometron:
Grants the user and the unit he has joined the ‘hit and run’special rule
Cloak of shadows:
Grants the user a 5+ Invulnerable save
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this is missing info on the nightbringer and deceiver.

Thanks, this is awesome

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