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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.
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.
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.
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.
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.
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).
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.
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.
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)
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 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+)
Wargear:
Rippers Claws
Enhanced Power Core
Special Rules:
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.
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+)
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.
Feel No pain: The Might of the Necrontyr grants The Harbinger the Feel No
Pain Universal Special rule.
Power Field Generator: Harbinger removes the Phase out special rule for
HIS forces in any game in which he is taken.
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
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:
Destroyer Lord
Pts WS BS S T W I A LD SV
Destroyer 125 4 4 5 6 3 4 3 10 3+
Lord
Number/Squad: 1
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.
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.
Number/Squad: 4-10
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.
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
Number/Squad: 4-10
Weapons: Claws
Options: The entire squad may have disruption fields at +2 pts per model.
Special Rules:
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
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:
Feel No Pain: Tomb Spyders have the Universal Special Rule: Feel No
Pain.
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.
Troops:
Warriors:
Pts/Model WS BS S T W I A LD Sv
Warrior 16 4 4 4 4 1 2 1 10 3+
Number: 10-20
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:
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
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
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:
Deep Strike: Scarab Swarms may arrive via Deep Strike. They do not
scatter if placed within 6" of a Tomb Spyder.
Repair: Scarab swarms may spend their turn doing any of the following:
-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)\
Number: 1-3
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
Crew: None
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.
Dedicated Transport
Obelisk
Points FA SA RA BS
Obelisk 50 12 12 12 4
Crew: None
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.
-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: