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Sabbath Necron Codex 0.

4
Included is the update to the Necron codex with rules that are currently being decided
upon by the Sabbath group, final version should be 1.0
General Rules:

Phase Out- Phase out has been changed to as follows: When the number of
points associated with a single Necron Army is reduced to 25% of the points
spent on models with the “Necron” special rule, the army is removed from
play. This occurs at the beginning of the Necron players turn immediately
following their “Will Be Back” rolls. In a game of “Annihilation” this rule is
waived.

For example: if an army consisting of 30 Necron Warriors (with Disruption


Fields), The Harvester, a Monolith, and a 3 man squad of Tomb Spyders
(with Bonded Exoskeleton), (1250 points exactly), would have 790 points
delegated to Necrons and as such would phase out if reduced to less then
198 pts of Necrons. ((I this example this would mean as long as the
Harvester survives, the army does not phase out))

We’ll Be Back- Any Necron that is reduced to 0 wounds or would otherwise


be removed as a casualty 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 attack in anyway – they are seen as just more battle field
debris.

At the start of a Necron player’s turn, his/her damaged Necrons may self-
repair. Roll a D6 for every Necron capable of self-repair. On a roll of 1-3,
remove the model as normal. On a roll of 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 Armor saves or any weapon whose Strength is twice the
Toughness of the Necron concerned. This can be over-ridden by the
Resurrection Orb or Enhanced Power Core (See Necron Armory).
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 with its original unit. If the
entire unit is wiped out, those who pass their WBB rolls will create the
“New Unit” where they last fell. Once the repaired Necron joins or forms its
unit it will continue to move and fight as normal. If its unit is involved in
close combat at the time it self-repairs, the Necron will join the close combat
and may not initiate new multi-assaults nor does it count as charging.
Necron/Destroyer Lords- Necron lords do not have to have another model
within 6” in order to self repair. If they self-repair, they will stand up with 1
Wound, not their full 3. If the Lord’s last wound is lost to a close combat
weapon that allows no armor save or any weapon whose Strength is twice
the Toughness of the Necron/Destroyer Lord then it cannot self-repair unless
it has a Resurrection Orb or Enhanced Power Core, or if another
Necron/Destroyer Lord within 6 inches has a Resurrection Orb. If several
attacks hit simultaneously assume that attacks that do not allow self-repair
strike before ahead of those that do.

Tomb Spyders- If a Necron cannot self-repair because no model of the same


type is within 6”, it may still self-repair if there is a Tomb Spyder within
12”.

Necron Armory

Vehicle Upgrades:
Power Matrix:
The Power Matrix functions as follows:
It may not be destroyed with a Weapon destroyed result and may still
function as normal if shaken or stunned.

A Vehicle may use its Matrix in one of the following ways during the
controlling player’s turn.

1. In the shooting phase it may discharge its energy in the form of a


Particle Whip
2. In the Movement phase it may use its portal to allow entire Necron
Units (Units with the “Necron” special rule) to phase out (even if in
close combat) and re-enter play by re-immerging from the portal as if
disembarking from the access point. They must be within 18 inches
of the Monolith and any models who failed their "We'll be back" rolls
at the start of the turn may reroll once they emerge from the portal. If
you intend to use the portal this way during a turn then leave the
models that failed to self-repair on their sides until the end of the
Movement phase.

Living Metal: Negates the additional effects of Melta, Lance, Chain Fists,
Thunder-hammers, Rending, Monstrous Creatures and any other abilities
which ADD to the roll for PENETRATION (Not Strength, for instance,
Talos Claws still gain their benefits to a Vehicle with Living Metal as their
abilities apply to the STRENGTH of the attack).

You may have your opponent reroll the highest D6 when firing Ordinance.
(They still take the highest of the two results)

Living metal also confers -1 to the roll on the vehicle Damage Table.

Vehicles with “Living Metal” never count as scoring, nor do any embarked
units (if they are still embarked at the end of the game.)

Ranged Weapons:
Weapon Range Strength AP Type
Gauss Flayer 24" 4 5 Rapid Fire/Gauss
Gauss Blaster 24" 5 4 Assault 2/Gauss
Gauss Cannon 36" 6 4 Heavy 3/Gauss
Heavy Gauss Cannon 36" 9 2 Heavy 1 Gauss
Gauss Flux Arc 12" 5 4 Special/Gauss
Particle Whip 24" 9 3* Heavy 1/Large Blast
Staff of Light 12" 5 3 Assault 3
Gauss Torrents 60" 9 1 Heavy 2/Twin-Linked/Lance
Death Scythes 12" 5 3 Assault 3/Twin-Linked

* the Particle Whip has an AP value of 1 directly under the hole and always hits vehicles at full strength
even if partially hit.
Gauss weapons-
Against any model with a Toughness characteristic, any roll to wound of 6
automatically causes a wound regardless of Toughness. Saving throws apply
as normal.
Against any model with AV, any roll of 6 on the Armor Penetration roll
counts as AT LEAST a glance. If the hit would normally penetrate the
vehicle armor, apply the penetrating hit instead of the glance.

Staff of Light-
The staff of light is treated as a power-weapon.

Close Combat Weapons

Warscythe- Warscythes are made from the same living metal as the hulls of
Necron ships and the C’tan necrodermis. There are not saving throws of any
sort (including invulnerable saves) allowed against Warscythes and when
attacking vehicles 2d6+ Strength is rolled for armor penetration.

Wargear
Only Necron/Destroyer Lords may select items from the Wargear list below
(except for Disruption Fields, Bonded Exoskeletons, and Enhanced Power
Cores, which are available to several unit types).

Item Points
Chronometron 15
Disruption Field Varied
Gaze of Flame 15
Lightning Field 25
Nightmare Shroud 30
Phase Shifter 30
Phylactery 15
Resurrection Orb 40
Solar Pulse 30
Veil of Darkness 60
Bonded Exoskeleton Varied
Enhanced Power Core Varied
Chronometron- A Lord with a Chronometron, and any unit it has joined,
rolls and extra die (and discards the lowest) when determining its Fall Back,
Run, Slow and Purposeful and Consolidation rolls.

Disruption Field- ALL attacks made by a model with Disruption Fields


gains the Universal Special Rule: “Rending”

Gaze of Flame- Models belonging to units which charge into close combat
with a Lord with Gaze of flame gain no bonus attacks for charging. Other
bonuses for charging (Such as Furious Charge) are still applied. Enemy
models in close combat with a Lord with Gaze of Flame suffer a -1
Leadership penalty, in addition to any other modifiers.

Lightning Field- For every wound inflicted on a Lord with a lightning field
(and any unit he has joined) a single Strength 3 hit (with no AP) will be
struck back to the unit who caused the wound (Independent Characters are
treated SEPERATELY for this rule). These extra to-wound rolls are resolved
at Initiative 0 (Meaning, they will always occur after all other combat has
resolved).

Nightmare Shroud (One per army)- A Lord with a Nightmare Shroud


(And any unit it is joined to) gain the Infiltrate special rule (However, they
DO NOT gain the ability to outflank). In addition, 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 Moral
Check. Units that fail must “Fall Back”. Units that would never fall back are
immune to the Nightmare Shroud.

Phase Shifter- A Lord with a Phase Shifter gains a 4+ invulnerable Saving


throw and the Hit and Run special rule. He may also move an additional 6
inches in the assault phase as if he were a Jet-Pack troop. The Hit and Run
and 6 Inch movement are not conferred to any unit that he joins.

Phylactery- When a Lord with Phylactery is reduced to 0 Wounds and


attempts its Self-repair roll at the start of the controlling players turn, instead
of using the normal rules, use the following table to see what happens.
D6 Result
1-3 The Model is removed as a casualty as normal.
4 The Lord stands up with 1 Wound
5 The Lord stands up with 2 Wounds
6 The Lord stands up with 3 Wounds

Resurrection Orb- A Lord with a Resurrection Orb allows himself and all
Necrons within 6 inches of him to attempt their “We’ll Be Back” rolls
regardless of the method used to kill them.

Solar Pulse(One per army, One use only)-


The Solar Pulse may be used at the beginning of its controlling player’s turn.

Place a marker anywhere on the battlefield. Until the controlling player’s


next turn, any enemy models within 12” of the marker may not shoot out of
or initiate a charge to any models inside of the Solar Pulse(or from inside of
the pulse). They may move, run, and do other actions as normal from inside
of the Pulse (besides Psychic Shooting Attacks). Only the Lord’s controlling
player’s units may shoot at and assault units inside of the Solar Pulse.

In addition, if the night-fighting rules are in play during the turn the Lord
uses this ability, the controlling player’s forces ignore night-fighting rules
for the turn.

Veil of Darkness (One per 1500 points)- A Lord can use a Veil of
Darkness at the start of its Movement phase instead of moving normally.
The Lord, any unit that has joined it, and up to one unit of Necrons (I.E not
Tomb Spyders, Monoliths, Obelisks, or Scarab Swarms) within 6”s of it are
removed from the tabletop and both are then immediately placed together
anywhere on the tabletop (The other unit MUST be within 6 inches of the
Lord) using the Deep Strike rules. The Veil may be used even if enemy
models are in base contact with the Lord or any of the Necrons that move
with him (the enemy models are left behind and may make a consolidation
move). *Note: The Fleshripper (while he may be in essence, an upgraded
Flayed one) can NEVER be relocated with a Veil of darkness, if his unit is
selected, the unit of Flayed ones is relocated as normal while The
Fleshripper remains behind.

Bonded Exoskeleton- A model with Bonded Exoskeleton has an Armor


Save of 2+ instead of its normal Armor Save.

Enhanced Power Core- A model with Enhanced Power Cores has a 5+


Invulnerable Save and the Universal Special Rule: Eternal Warrior.
HQ
The Harvester:
Pts WS BS S T W I A LD Sv
The Harvester 250 7 4 6(10 6 4 6 D6 10 2+(5+)

Unit Type: Infantry

Number: 1 Harvester. The Harvester Counts as a Necron Army’s one


Supreme Lord Choice.

Wargear:
Phylactery
Lightning Field
Death Gaze
Res Orb
Enhanced Reactor Core
Bonded Exoskeleton
Deathscythes

Special Rules:

Scythe Mastery: Roll a D6 in each assault phase to see how many attacks
the Harvester gets each turn, in addition, the Harvester also receives an
additional D6 attacks while charging (instead of the usual +1attack). Reroll
any roll of 1 for this factor (including the extra D6 on the charge)

Eternal Warrior: As The Harvester has an Enhance Reactor Core, he come


with the Universal Special Rule: Eternal Warrior.

Counter Attack: The Harvester has the Counter Attack Universal Special
Rule.

Independent Character: The Harvester follows the same rules for being an
Independent Character as other Necron Lords.

The Hunger: If a Necron Model fails its WBB roll within 24 inches of the
Harvester, he may attempt to "Harvest" the parts of the fallen Necron. On a
D6 roll of 4+, the fallen Necron is removed and The Harvester may increase
his wounds characteristic by +1 (up to a maximum of +8). Models that are
harvested CANNOT be revived via a Resurrection Orb or Power Matrix. For
every turn in which the Harvester does not feed, he suffers a wound on a D6
roll of 4+.

Gift of the Night Bringer: The Harvester has a special ability in which he
may place up to 3 “Solar Pulse” markers on a battle field at any one time (he
may only place one per turn however). These markers remain in play for the
entirety of the game and if more than 3 are placed, they are replaced in the
order in which they were created. He must decrease his Wound
characteristic by one every time he places a marker.

The Deathscythes: The Deathscythes are a pair modified Warscythes that


have a built in Staves of light (Yes, this makes the Staff of Light’s shot
“Twin Linked”). Additionally, if The Harvester rolls a 6 on any of his
“Scythe Mastery” Rolls, all his attacks are resolved at Strength 10. The
Harvester also rerolls to Hit in Melee combat.

The Fleshripper
Pts WS BS S T W I A LD Sv
The Flesh Ripper 175 6 4 5 4 2 4 3 10 3+(5+)

Unit Type: Infantry

Number: 1 Fleshripper. The Fleshripper counts as an HQ but NOT as a


Necron Lord.

Wargear:
Rippers Claws
Enhanced Power Core

Special Rules:

Leader of the Flayed Ones: If Fleshripper is taken, Flayed Ones can be


taken as Troops Choices. Warriors become Elites and Immortals become
Heavy Support. All other codex entries besides Tomb Spiders, Wraiths and
Flayed Ones become 0-1. Pariahs also lose their rule of “One per Necron
Lord” and are instead, 0-1 like the majority of the army.
Rise Up!: Flayed ones arriving via deep strike only roll 1 die for scatter(as
well as the scatter die). If the result of the one die is 4 or more, they do not
scatter.

Strike fear!: As long as Fleshripper remains on the board, Models within 12


inches of a unit of Flayed ones (including Fleshripper) suffer a negative
modifier to their leadership (for all purposes) equal to the number of Flayed
Ones in range - the number of models in the effected unit (min -1 modifier).
EX 10 strong Flayed Ones squad in range of 5 Terminators, the terminators
are effective leadership 5 as long as they remain within 12 inches from the
Flayed Ones. This also grants all Flayed Ones the "Preferred Enemy" special
rule (including Fleshripper)

Ripper's Claws: The Rippers Claws are special power weapons that rend on
a 5+. Against vehicles they receive an additional D6 to Armor Penetration
(instead of D3) if they happen to "Rend".

Fearless: The Flesh ripper has the Universal Special Rule: Fearless.

Eternal Warrior: As the Fleshripper has an Enhanced Power Core, he


benefits from the Eternal Warrior Universal Special Rule.

Independent Character: The Fleshripper is a Unique type of Independent


Character that may only join units of Flayed Ones and only if no other
Independent Character has joined the same Unit. If another independent
character would join a Unit containing the Fleshripper, the Fleshripper is no
longer a part of that unit.

The Harbinger:
Pts WS BS S T W I A LD Sv
The Harbinger 225 4 6 5 6 3 4 3(4) 10 2+(5+)

Unit Type: Jet-Bike Infantry

Number: 1 Harbinger. He counts as a Destroyer Lord.

Wargear:
Phylactery
Resurrection Orb
Bonded Exoskeleton
Enhanced Power-Core
Disruptor Fields
Gauss torrents
Power-Field Generator

Special Rules

Might of the Necrontyr: The Harbinger grants all Friendly units, within 24
inches of him, with the "Necron" special rule: Feel No Pain. In addition,
friendly units of Destroyers, Immortals, and heavy destroyers within 18
inches of him may rerolled failed "to hit" rolls with their Gauss weaponry.

Eternal Warrior: As he has an Enhanced Power Core, the Harbinger gains


the benefit of the Eternal Warrior Universal Special Rule.

Feel No pain: The Might of the Necrontyr grants The Harbinger the Feel No
Pain Universal Special rule.

Fearless: The Harbinger has the Universal Special Rule: Fearless.

Independent Character: The Harbinger follows the same rules for


Independent Characters as Destroyer Lords.

Power Field Generator: Harbinger removes the Phase out special rule for
HIS forces in any game in which he is taken.

Gauss Torrents: The Gauss Torrents are an enhanced version of Heavy


Gauss Cannons, in addition they function as a set of master-crafted power-
weapons (the additional attack is included in his profile)

Gift of the Deceiver: If the Harbinger begins his turn within 12 inches of an
Enemy vehicle, he may take possession of the vehicle until the beginning of
his next turn. Leave the Harbinger’s model where it was but otherwise, it is
unaffected by any game-play while in possession. The vehicle uses the
Harbingers WS, BS and Initiative as long as it remains possessed. Vehicles
in close combat when The Harbinger leaves its shell may make a
consolidation move (as well as any other models involved) as long as no
other enemy model remain in its close combat. If a vehicle possessed by The
Harbinger is destroyed while he is in possession, roll a D6 and apply the
following table.
Roll Effect
1 The Harbinger is removed from play
2-5 The Harbinger suffers a # of Perils of the Warp wounds equal to the
result
6 The Harbinger is returned as normal

Our Lord has Fallen!: If the Harbinger is to be defeated in combat (after


failing his WBB roll), or removed from play for any other reason, all units in
the Harbinger’s Necron army must take a leadership test at -(8-turn#) (EX:
On turn 5 they would take the test at -3 leadership). Vehicles and
Independent characters are not affected; Fearless units ARE affected by this
ability. Any model that fails its test is immediately removed from play, no
saves of any kind are taken and the entire unit is removed (minus any
independent characters of course). However, even though the Harbinger has
died (and a good number of Cron's are probably off the board at this time)
Harbinger's Power Field Generator rule still applies and as such, the army
cannot be defeated by Phase Out. When the Harbinger has been removed as
such, place an appropriate model when he was last standing, this is treated as
an Additional objective and grants the “Might of the Necrontyr” special rule
to friendly Necron models as normal. In a game of Kill Points, The
Harbinger is worth D3+1 Kill points.

0-1 Necron Lords:


Pts/Model WS BS S T W I A LD Sv
Necron 100 4 4 5 5 3 4 3 10 3+
Lord
Supreme +60 5 5 6 6 4 4 10 10 3+(6+)
Lord

Unit Type: Infantry

Number/Squad: You may include 1-3 Necron Lords as a single HQ choice,


they do not require coherency and operate independently. They are deployed
as a single unit unless attached to another unit as per the Independent
Character rules.

Weapons: Staff of Light


Options: A Necron Lord may take up to three separate options from the
Wargear section of the Armory. One Necron lord may be upgraded to a
Supreme lord at +60 points and has the upgraded profile as well as the
option of 1 additional option from the Wargear section of the armory. Any
Lord(s) may also upgrade their Replace their Staff of Light for a
Warscythe(With a built-in Gauss blaster) for +10 points, take Bonded
Exoskeleton for +20 points, and/or take Enhanced Power Core for +15
points.

Character: The Necron Lord is an independent character that may not join
units of: Wraiths, Tomb Spyders, Scarab Swarms, or Models with a
destroyer body.

Special Rules:

Necron: The Necron lord follows the Necron special Rules.

Fearless: Necron lords have the “Fearless” Universal Special rule.

Destroyer Lord
Pts WS BS S T W I A LD SV
Destroyer 125 4 4 5 6 3 4 3 10 3+
Lord

Unit Type Jet-Bike Infantry

Number/Squad: 1

Weapons: Staff of Light

Options: A Destroyer Lord may take up to three separate options from the
Wargear section of the Armory. A Destroyer Lord may also replace its Staff
of Light for a power-weapon w/built-in Gauss Cannon at +15 pts or a
power-weapon w/built-in Heavy Gauss Cannon at +25 pts points, and may
take Bonded Exoskeleton for +20 points, and/or take Enhanced Power Core
for +15 points.

Character: The Destroyer Lord is an independent character that may ONLY


join units of models with a destroyer body.
Special Rules:

Necron: The Destroyer lord follows the Necron special Rules.

Fearless: Destroyer lords have the “Fearless” Universal Special rule.

Jet bike: The Destroyer Lord moves like a Jet bike and has the Relentless
Universal Special Rule.

ELITES:
Pariahs:
Pts/Model WS BS S T W I A LD Sv
Pariah 36 4 4 5 5 1 3 1 10 3+

Special: You may only include one squad of Pariahs for every One Necron
lord, Supreme Lord, or Destroyer Lord. They still take up a FOC slot as
normal.

Unit Type: Infantry

Number/Squad: 4-10

Weapons: Warscythe with built-in gauss blaster.

Options: The entire squad may be given Bonded Exoskeletons at +20 points
per model and/or Enhanced Power Cores at +25 points per model. Both
upgrades require the entire squad to purchase them for them to be purchased
at all. The entire squad may also purchase Disruptor Fields at +4 points per
model. The squad may also purchase an Obelisk as a Dedicated Transport
for 50 points.

Special Rules:

Soulless: Any enemy unit with a model within 12” of a Pariah counts as
having Leadership 7, unless it would normally be less then that.
Slow and Purposeful: Unless the squad of Pariahs take the Enhanced Power
Core upgrade, they have the Universal Special Rule: Slow and Purposeful.

Psychic Abomination: Any psyker within 6” of a Pariah at the start of their


turn must take a Morale check or fall back, along with any squad they are
leading. If the psyker is in close combat at the time and fails the Moral
check, he will not fall back but will only hit on a 6 in the Assault phase for
that turn.
Fearless: Pariahs have the Universal Special Rule: Fearless.

Necron: Pariahs follow the Necron special rules.

Flayed Ones:
Pts/Model WS BS S T W I A LD SV
Flayed 18 4 4 4 4 1 4 2 10 3+
Ones

Unit Type: Infantry

Number/Squad: 4-10

Weapons: Claws

Options: The entire squad may have disruption fields at +2 pts per model.

Special Rules:

Necron: Flayed Ones follow the Necron special rules.

Infiltrators: Flayed Ones have the Universal Rule: Infiltrate

Deep Strike: Flayed Ones may enter play be Deep Strike, regardless of the
Mission rules. Flayed Ones may also assault the turn in which they arrive via
Deep-Strike.

Terrifying Visage: Units in close combat with the Flayed Ones must take a
Leadership test at the start of each round of combat. If they fail, then for that
round they may only hit the Flayed Ones on a roll of 6 regardless of WS or
other Special Rules.
Tomb Spyders:
Pts/Model WS BS S T W I A LD SV
Tomb 55 2 2 6 6 2 2 3 10 3+
Spyder

Unit Type: Monstrous Creature

Number: You may include 1-3 Tomb Spyders as a single Elites choice.
They operate independently during the game and are deployed separately
unless attached to another unit as described in the Independent Character
rules.

Weapons: Claws

Options: Any/all member(s) may have one claw replaced with a particle
projector equivalent to a Staff of Light (This will reduce the number of the
Spyder's attacks by one). Any members of the squad may have a Bonded
Exoskeleton at + 15 points per Spyder and/or an Enhanced Power Core at
+20 points per Spyder. Each Spyder may individually purchase an Obelisk
at +50 points each as a Dedicated Transport.

Special Rules:

Hover: Tomb Spyders ignore Difficult and Dangerous terrain.

Feel No Pain: Tomb Spyders have the Universal Special Rule: Feel No
Pain.

Monstrous Creature: A Tomb Spyder is a monstrous creature. Its attacks


ignore Armor saves and it rolls 2D6 for Armor Penetration against vehicles.

Fearless: Tomb Spyders have the Universal Special Rule: Fearless.

Artificer: Each Controlling Player's turn, a Tomb Spyder that is not in close
combat, or has not gone to ground, can expend energy to create a Scarab
swarm. The swarm is placed in contact with the Spyder at the start of the
Assault Phase. Roll D6 for each swarm produced. On a 1, the Spyder takes a
wound. Each swarm produced will form a retinue for the Tomb Spyder for
the remainder of the game.

Independent Character: Each Tomb Spyder is an Independent Character


that may only join other squads of Tomb Spyders and/or Scarab Swarms.
Tomb Spyders with a retinue of Scarab Swarms may still join other units as
described above. Tomb Spyders do not get the "Move Through Cover" USR
normally conferred to Independent Characters.

Troops:
Warriors:
Pts/Model WS BS S T W I A LD Sv
Warrior 16 4 4 4 4 1 2 1 10 3+

Unit Type: Infantry

Number: 10-20

Weapons: Gauss Flayer

Options: The entire squad may take Disruption Fields at +4 points per
model. One Necron Warrior may replace his Gauss Flayer for a Staff of light
or a Warscythe at +15 pts. The squad may take an Obelisk as a dedicated
Transport at +50 points.

Special Rules:

Necron: Warriors have the all the rules associated with the Necron Special
Rule.

Slow and Purposeful: Warriors have the Universal Special Rule: Slow and
Purposeful.

Immortals:
Pts/Model WS BS S T W I A LD Sv
Immortal 28 4 4 4 5 1 2 1 10 3+

Number: 5-10
Weapons: Gauss Blaster

Options: The entire squad may have disruption fields at +2 points per
model. Up to 5 models may replace their Gauss Blasters with Gauss
Cannons for +20 pts each. If the squad consists of 6 or more Immortals one
may replace its Gauss Blaster for a Gauss Cannon for +25 points. The squad
may purchase an Obelisk as a Dedicated Transport at +50 points.

Special Rules:

Necron: Immortals follow the Necron Special Rules

Slow and Purposeful: Immortals have the Universal Special Rule: Slow
and Purposeful.

Fast Attack:

Wraiths:
Pts/Model WS BS S T W I A LD Sv
Wraiths 41 4 4 6 4 1 6 3 10 3+

Number: 1-5

Weapons: Claws and barbed Tail

Options: The entire squad may be given disruption fields at +4 pts per
model. The squad may take an Obelisk as a Dedicated Transport at +50
points.

Destroyers
Pts/Model WS BS S T W I A LD Sv
Destroyers 50 4 4 4 5 1 2 1 10 3+

Number: 3-5

Weapons: Gauss Cannon


Options: The entire squad may take Disruptor fields at +5 points a model
and/or Bonded Exoskeletons for +15points a model. The squad may
purchase an Obelisk as a Dedicated Transport for +50 points.

Scarab Swarms:
Pts/Models WS BS S T W I A LD Sv
Scarabs 12 2 0 3 3 3 2 3 10 5+

Number: 3-10

Weapons: None

Options: The entire swarm may have disruption fields at +3 points per
swarm base.

Special Rules:

Fearless: Scarab Swarms have the Universal Special Rule: Fearless.

Deep Strike: Scarab Swarms may arrive via Deep Strike. They do not
scatter if placed within 6" of a Tomb Spyder.

Swarms: Scarab Swarms have the Swarm Universal Special Rule.

Jet-Bike: Scarab Swarms moves like Jet-Bikes.

Repair: Scarab swarms may spend their turn doing any of the following:

Repairing a Monolith: During the shooting phase, a Squad of scarab


swarms may attempt to repair a damage monolith. Roll one die for each
swarm base in the squad.
You may only choose one option per roll
-On a 4+ Remove an Immobilised Result
-On a 5+ Remove a Weapon Destroyed Result
-If a squad of Scarabs recieves 3 or more rolls of 6 in a single repair action,
you may restore a recked monolith, the restored monolith enters exactally
where it's wreck was located (Moving min required distance to not be within
1" of enemy models.) If the monolith cannot be restored (I.E 1" away from
enemy models) it is removed from play, arriving from reserves as normal on
the subsequent turn.

-A monolith that suffered an "Exlpodes" results can NEVER be repaired.

Repairing a Tomb Spider:


During the shooting phase, a Squad of scarab swarms may attempt to repair
a damage Tomb Spider. Roll one die for each swarm base in the squad.
If a squad of Scarabs recieves 2 or more rolls of 6 in a single repair action,
you may restore one wound to the tomb spider.

Tomb Spiders that are in Melee combat may not be repaired.

-Scarabs may not repair if involved in melee combat.

-Scarabs may not "Run" and "Repair" in the same turn.

-A squad of scarabs that uses a Repair action cannot assault (but can be
assaulted) in the turn they use their repair (even if not all scarabs take a
repair roll.

Oops!: For each a repair roll of 1, the swarm base suffers 1 wound. (Armor
taken as normally)\

Swarm of swarms!: A scarab swarm of at least 4 bases may choose to use


this ability in the assualt phase. Roll to hit as normal, of you have at least
two successful hits, do not roll to wound. Instead declare that you will be
using "Swarm of Swarms". One model (of your choosing) of the opposing
assault must make a strength test. If it succeeds, every base in the scarab
squad takes a wound (normal armor saves taken as normal) if they fail, they
suffer a wound causing "instant death" (invul save only, no armor). Models
with Eternal Warrior suffer D3 + (1 for every base after the required 4
scarab bases) wounds instead of the normal 1. EX: 5 man Scarab squad
hitting Abbadon. He somehow fails his str test (rolled a 6?) so he takes
D3+1 wounds (taking only his invul save).
Heavy Support:
Heavy Destroyers:
Pts/Models WS BS S T W I A LD Sv
Heavy Destroyers 65 4 4 4 5 2 2 1 10 3+

Number: 1-3

Weapons: Heavy Gauss Cannon

Options: The entire squad can take Disruption Fields at +5 Points per
model and/or Bonded Exoskeleton at + 15 points per model. They may also
purchase an Obelisk as a Dedicated Transport at +50 pts.

Monolith:
Points FA SA RA BS
Monolith 250 14 14 14 4

Type: Tank, Skimmer, Transport

Crew: None

Wargear: Gauss Flux Arc (see below), Living metal.

Transport: Up to 20 models may be embarked on a Monolith. The


monolith has 1 Access Point (The front portal) and 1 firing port (the top
hatch, where the Crystal sits).

Special Rules:

Ponderous: Unlike normal vehicles the monolith may only safely move 6
inches, if it wishes to move further then this, at the beginning of the
movement phase (before fireing the Flux Projectors) roll a D6 and add the
result to the total number of inches you may move that turn. On a roll of 6
the monolith must make a dangerous terrain test regardless of where it
moves (even if it does not move) on a roll of 1 the monolith does not move
at all for the turn (but counts as moving at combat speed ONLY for the
purposes of embarked models)
Deep Strike: The Monolith may always be deployed using the Deep Strike
rules. It does not Mishap if it lands on Impassible Terrain or other Models,
instead its scatter is reduced to the minimum required to allow the Monolith
to land.

Monolith Wrecked: Units embarked on a Monolith that is "wrecked" suffer


a str 5 ap 3 hit apon disembarking, they must disembark in a circle around
the monolith(instead of at the access point), and are automatically pinned. If
they cannot disembark (due to enemy within 1") they are removed as per
normal rules.

Monolith Explodes: Units embarked on a Monolith that "explodes" are


automatically killed outright. Their corpses are placed in a circle around
where the Monolith was (or in the area the Monolith was in) and they are
allowed to take their "We'll be Back" roll at the beginning of their next turn.

Guiding Matrix: The Monolith allows other Necron Units(besides other


Monoliths!) who deep strike within 18inches of it to not scatter when
deepstrike.

Dedicated Transport
Obelisk
Points FA SA RA BS
Obelisk 50 12 12 12 4

Type: Immobile, Transport

Crew: None

Wargear: Gauss Flux Arc (see below), Living Metal.

Transport: The Obelisk can hold up to 10 models or 1 Tomb Spyder.


Models with Destroyer bodies count as two models in terms of Maximum
Capacity. Necron Lords/Destroyer Lords attached to squads which purchase
an Obelisk do not take up ANY of the troop capacity.

Options: For an additional 25 pts an Obelisk may purchase a Power Matrix.


Special Rules:

Obelisk Assault: At the beginning of the game, 1/2 (rounding up) of the
total number of Obelisks you have in reserve must arrive via deep strike.
The remaining Obelisks are rolled for as per reserve rules.

The Obelisk:
-After an Obelisk arrives via Obelisk Assault or at the beginning of your first
turn, the troops inside the Obelisk must immediately disembark and the
Obelisk can no longer be used as a transport.

-If an Obelisk arrives via deep strike, it activates its flux projectors
immediately after its troops have disembarked (if it has any). Additionally, if
it were to land on Impassible Terrain or other Models, it reduces the scatter
by the minimum distance required to safely land.

-The Obelisk is Immobile and can never be moved, abilities such as


"Grapple" do not affect the Obelisk as normal, instead, the Dreadnought may
be moved the 2d6 towards the Obelisk, following normal rules for
"Grapple". It also already counts as having an "Immobilized" result on the
Vehicle Damage Table.

-Like the Monolith, the Obelisk can guide other troops (including other
Obelisks AND Monoliths) with a Guidance Matrix. However, due to the
weaker power core in the Obelisk, it can only guide units attempting to deep
strike within 9".

NOTES:

Change Log: 4/22/2010. Codex Written.

Necrons© Games Workshop. Used without Permission.

Fandex© Michael McCormick. 2010.

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