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Necron Special Rules
Necrons
All Necrons have the “Feel No Pain” universal special rule.
Chain Teleportation
Under no circumstances can any unit or model make more than one teleport move in a singleturn.
Tomb Spyders
 All Necron units with a model within 12” of a Tomb Spyder may make a ‘Feel No Pain’ saveagainst any and all wounds that are inflicted upon them, even those wounds which wouldnormally allow no save to be made.
Necron Armory
Ranged Weapons
Weapon Range Str AP TypeGauss Flayer 24” 4 5 Rapid Fire, GaussGauss Blaster 24” 5 4 Assault 2, GaussGauss Cannon 36” 6 4 Heavy 3, GaussHeavy Gauss Cannon 36” 9 2 Heavy 1, GaussGauss Flux Arc 12” 5 4 Heavy D6 (per target unit), GaussParticle Whip 24” 9 3 Ordnance 1/BlastStaff of Light 12” 5 3 Assault 3
Gauss Weapons
Against troops, any roll to wound of a 6 automatically causes a wound regardless ofToughness even if it would not normally be able wound the target due to its high toughness orimmunity to a weapon below a certain strength value. Saving throws apply as normal.Any vehicle that suffers a hit from a gauss weapon will suffer a glancing hit on a D6 roll of 6on the Armor Penetration roll, even if the target’s Armor value is greater than could benormally penetrated.Any and all glancing hits caused by Gauss weapons against vehicles add +1 to rolls on thevehicle damage chart.
Staff of Light
 As well as projecting devastating blasts of energy, the Staff of Light counts as a powerweapon in close combat.
Particle Whip
Any model under the hole in the middle of the ordnance template is hit with an AP1 attack.
 
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Close Combat Weapons
Warscythe
No saving throws of any kind (including invulnerable saves) may be taken againstWarscythes. Also, when attacking vehicles, Warscythes roll 2d6 + Strength for armorpenetration.
Wargear
Item PointsChronometron 10Disruption Field 5Destroyer Body 30Gaze of Flame 15Lightning Field 25Nightmare Shroud 30Phase Shifter 30Phylactery 20Energy Orb 40Solar Pulse 20Veil of Darkness 60
Chronometron
A Necron Lord with a Chronometron, and any unit he has joined, rolls an extra dice (anddiscards the lowest) when determining how far they can make a consolidation move or fallback.
Disruption Field
Any unit with disruption fields has the “Rending” universal special rule when in close combat.
Destroyer Body
The Necron lord moves as if mounted on a jetbike and gets +1 Toughness. As a result hecan’t be instantly killed by weapons with Strength 10.
Gaze of Flame
A Necron lord with the Gaze of Flame, and any units he has joined, counts as havingdefensive grenades. Also, enemy units fighting in close combat involving a Necron lord with aGaze of Flame suffer a -1 Leadership penalty in addition to any other modifiers.
Lightning Field
For every wound inflicted on the Necron Lord
and 
the unit he has joined, a Strength 3 hit (withno AP) will be struck back as they are burned and shocked. The return blows are calculatedafter all other attacks are resolved and will hit the enemy that triggered them.
Nightmare Shroud (One per army)
The Nightmare Shroud may be activated in the Shooting phase instead of firing a weapon.Every enemy unit with a model within 12” of the Necron Lord must take a Morale check asthough they had taken 25% casualties. All the normal exceptions apply, i.e., units that willnever fall back are immune to the Nightmare Shroud.
 
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Phase Shifter (One per army)
A Necron Lord with a Phase Shifter gains a 4+ Invulnerable save.
Phylactery
The Necron Lord with the Phylactery wargear has the ‘Eternal Warrior’ universal special rule.
Energy Orb
All Necron units with a model within 6” of the Necron Lord (including the Lord himself) maymake a ‘Feel No Pain’ save against any and all wounds that are inflicted upon them, eventhose wounds which would normally allow no save to be made.
Solar Pulse (One per army. One use only)
The Solar Pulse is used at the beginning of the Necron turn. If the Night Fighting rules are ineffect, they will cease to apply during the Necron turn in which the solar pulse is used. If theNight Fighting rules are not in use then for the following enemy turn after the Solar Pulse isused, the Night Fighting rules will apply to any unit firing at the Necron Lord (and any unit hehas joined). If a unit cannot see the Necron Lord as a result they may redirect their fire atanother target.
Veil of Darkness (One per army)
A Necron Lord can use a Veil of Darkness at the start of its Movement phase instead ofmoving normally. The Necron Lord and up to one unit of Necrons within 6” of it are removedfrom the tabletop and both are then immediately placed back together anywhere on thetabletop using the Deep Strike rules. The Veil may be used even if enemy models are in basecontact with the Necron Lord or any of the Necrons that move with him (the enemy modelsare left behind).
HQ
NECRON LORD
Pts/Model WS BS S T W I A Ld SvNecron Lord 150 4 4 5 5 3 4 3 10 3+
Unit Type:
Infantry
Number/squad:
1
Weapons:
Staff of Light.
Options:
A Necron Lord may take up to 100 pts worth of equipment from the Necron Wargearsection of the Armory. He may also upgrade his Staff of Light to a Warscythe for +10 pts.
Special Rules:
Necron, Independent Character

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deleted_fbuser_1288026190left a comment

Immortals: 20% cost increase (to 35 points) Dusturption field option makes them into Terminator cost units with Init 2 and no invulnerable save.. Flayed Ones. 30% cost increase. Still not a troop choice. Won't stand up to Space Marine Assault troops at a much higher cost. Now permanently on the shelf. Troops: 10% cost increase. Minimum unit size of 10 means they eat up a large chunk o

deleted_fbuser_1288026190left a comment

This suggestued rules change was obviously written by someone who does not play Necrons on a regular basis. More likely a space marine who dabbles in rules changes. We'll go through the broken attempt at a listy step-by-step and point out the flaws: Replace WBB with FNP - A valiant attempt to make the WBB more understandable to a Space Marine player. Not present: "Fearless" - An obvious