Necron Codex, 5th edition
26 January, 2009
Written by: Sekhmet Artwork by: /tg/
Forces of the Necrons
NECRON SPECIAL RULES
NECRON All models with the Necron rule have ACUTE SENSES, DEEP STRIKE, FEEL NO PAIN, and STUBBORN as detailed in the Universal Special Rules section in the Warhammer 40,000 rulebook. They also have the PHASE OUT rule as detailed below. PHASE OUT If a unit with the Necron rule ever fails a Morale check (not any other type of Leadership check such as Pinning checks), remove the entire unit from the table. It counts as being killed and grants kill points as normal. GAUSS Gauss weapons never roll to wound non-vehicles based on Strength vs Toughness and instead wound on a fixed number as listed in the rule (typically 4+, 3+ or 2+). If the Strength of the weapon is equal or higher than the Toughness of the victim, you must reroll failed rolls to wound. Gauss weapons can still cause instant death if the Strength of the weapon is double or higher than the Toughness of the victim. Gauss weapons at half range or less add an extra d6 to their vehicle penetration rolls.
Nightmare Shroud The lord is able to create a widespread electromagnetic field that penetrates and confuses the minds of all nearby lifeforms. Enemy units with a model within 6” of the lord suffer -1 to their Leadership at all times.
WS 4 5 5 BS 4 5 5 S 5 5 5 T 5 5 5 W 2 3 4 I 4 4 4 A 2 3 3 Ld 10 10 10 Sv 3+ 3+ 3+
Necron Lord. Fearless units do not take morale checks. At the end of every Necron turn. Commander All Necron units with a model within 12” of a lord may use the lord's base Leadership value instead of their own base Leadership. they were granted advanced bodies capable of retaining their intellect and given command of other Necron units. a Silver or Bronze Lord must also be in your list. Lords often have arcane and powerful technologies at their disposal. As they were often the political and religious leaders of the Necrontyr. AP 5. Lords. Bronze Necron Lord. like everything made of living metal. appearing to move with supernatural speed and exhibiting instantaneous reflexes. Assault 1 Template. Gold
Necron. all enemy units with a model within 12” must take a morale check with no modifiers. Silver Necron Lord. Gaze of Flame The lord's eyes are ablaze with a hateful flame that can extend out and incinerate any before it. This grants defensive grenades to the lord and all of your Necron units within 6”. Independent Character Nodal Command Structure If a Gold Lord is in your list. Phylactery
. able to create widespread destruction over entire battlefields at the slightest gesture.NECRON LORD
Necron Lords were the first Necrontyr to shed their mortal bodies and join their gods in immortality. The Gaze of Flame may be used as a shooting attack in the shooting phase with a profile of: Strength 4. The squad may reroll any sweeping advance rolls it makes regardless if it won or lost the combat. As always. The lord and any squad he joins gains the Fleet universal special rule and +1 Initiative.
Chronometron The lord has gained the ability to slow time in the direct area around itself. can change their shape at will and have done so to both impersonate other races and to upgrade themselves into more formidable opponents.
Soulless and Psychic Abomination rules. At the start of your turn. it counts as a Range 12”.A phylactery is a backup repair sub-processor that pulls living metal from nearby caches in phase space to assist in repairing damage to the lord. Strength 5. or until the lord dies. In the shooting phase. Units placed into reserve in this way are considered to automatically pass their reserve roll and must enter the table via Deep Strike in your next turn. all enemy units within 18” of the lord at the time of use must take a pinning check or be stunned with the sudden brightness. The pulse lasts until the beginning of your next turn. roll a d6 for every wound the Lord has taken. For each 5+ you roll. he regains a wound. 1 squad of pariahs may be taken as a retinue. While the stasis field is in effect. 1 squad of destroyers may be taken as a retinue. AP 3. The field lasts until the beginning of your next turn. although the lord may leave the squad at any time. although the lord may leave the squad at any time. whichever happens first. they are suspended. Units with Fleet may not charge after running. Solar Pulse This is usable once per game in the shooting phase instead of shooting a weapon. Assault 3 weapon. or until the lord dies. Staff of Light This counts as a power weapon in close combat. although it may be used while the lord is in close combat. Enemy units in close combat with a model within 6” of the lord only hit on 6s. This is usable once per game in the shooting phase instead of shooting a weapon. Pariah Body The lord gains the Null Field. whichever happens first. but is much more powerful and requires extra time to recharge after each use. all enemy units with a model within 24” of the lord halve their total movement. the lord and all of your units within 12” of the lord gain a 3+ cover save. Stasis Field A stasis field is created by an item similar to a chronometron. If night fighting rules are not in effect. Veil of Darkness The lord and any number of your Necron units with a model within 6” may be removed from the table and placed into reserve. Wraith Body
. Destroyer Body The lord gains +1 Toughness and becomes a jetbike. although it may be used while the lord is in close combat. In addition. If night fighting rules are in effect.
. 1 squad of wraiths may be taken as a retinue.The lord gains a phase shifter and becomes a jetbike. although the lord may leave the squad at any time.
Flayed ones cause a -2 Leadership penalty instead of -1 for their Terrifying Visage. Disciple of the Void Dragon Your Necron units may reroll all vehicle penetration and vehicle damage chart rolls. you may also make a “seize the initiative” roll on a 3+ rather than 6+. which will disallow Feel No Pain unless a resurrection orb is present. but before the first turn.
. If you deploy second.Disciple of the Deceiver After infiltrators have deployed and scouts have moved. Your gauss weapons also Get Hot. All of your monoliths gain lightning fields as well. Disciple of the Outsider All of your weapons with the gauss rule work on a 5+ rather than a 6+. Disciple of the Nightbringer Your Necron units gain the Terrifying Visage ability. Your deep striking units do not scatter on arrival. including placing those units in reserve or having a unit in reserve deploy as normal. Terrifying Visage now affects Fearless units. All of your Necron units gain lightning fields and disruption fields if they do not already have them. All of your Necrons gain +1 Weapon Skill. you may redeploy up to 1d6 units.
but rather through phase space.WARRIORS
Warriors represent the vast majority of Necrontyr society. the same dimension that wraith and warscythes utilize. After reaching optimal firing range. The Necron form of teleportation does not travel through the Warp. as living metal cannot rebuild itself if it has been disassembled at that level. It is theorized that these weapons were invented specifically to destroy other Necrons. Warriors are fully capable of operating on their own with a tactical and strategic knowledge rivaling the most experienced commanders as each one contains the entire knowledge of their civilization. it flays layers of atoms off the victim and pulls them towards the weapon.
WS 3 BS 4 S 4 T 4 W 1 I 3 A 1 Ld 9 Sv 3+
. they have lost all emotion and empathy. enabling them to apply new information or change their directives without any lag at all. Warrior units often enter battle by phasing in just out of range and walking the rest of the way. they attack their enemies with the gauss flayer. As with all Necron constructs. Even though they are able to reason and innovate. a weapon so named because on contact. they are in constant communication with the rest of their unit and their direct superior in the nodal command structure.
attacking and vanishing before an effective defense can be brought to bear. Necron combat doctrine is often closely related to that of a raider or guerrilla force. appearing suddenly. They are not considered a command unit and are thus on an equal level to warriors in the nodal command structure.
WS 3 BS 4 S 4 T 5 W 1 I 3 A 1 Ld 9 Sv 3+
. the Necrons have been attacking in ever-increasing force and so has the frequency of immortal sightings. they act as shock troops and heavy assault infantry and are thus a rarity on the battlefield. In combat. an immortal has a bulkier chassis and larger power source.IMMORTALS
What became the immortals were the nobility and other privileged and prominent figures in Necrontyr society. Recently though. Compared to a warrior. enabling it to carry additional layers of living metal and wield a more powerful primary weapon.
Infiltrate Terrifying Visage Enemy units participating in a close combat with flayed ones must take a leadership check at the beginning of every round of close combat with a -1 penalty. they only hit on a 6 for that round. Flayed ones exemplify the raiding tactics of Necrons.
WS 4 BS 0 S 4 T 4 W 1 I 3 A 3 Ld 9 Sv 3+
Flayed ones are warriors with their hands replaced with long and impossibly sharp blades. are immune to such emotions. This ability does not affect fearless units. but like all Necrons. Their whole purpose in existence is something of a paradox – they create fear and terror as psychological weapons. The ensuing chaos and fear created by the flayed ones allows the rest of the Necron forces to sweep through their victim's defenses with ease. regardless of WS or target.
. Multiple units with Terrifying Visage in the same combat have no additional effect. If they fail. attacking the enemy from the least expected area at the least expected time and brutally ripping them to shreds.
vortex of doom. abilities and wargear (such as a psychic hood. fortune and mind war) and non-targeted abilities (such as holocaust. runes of warding. veil of tears and conceal). and force weapons become power weapons and witchblades do not wound on 2+ nor count as S9 vs vehicles). Pariahs are humans with the pariah gene who were found by Necron forces and had their bodies replaced with that of a Necron. and wield some of the most deadly weapons ever devised: the warscythe. including targeted abilities (such as destructor. a long term one to close off the warp from real space and a short term one to create a gene that is the antithesis of the psyker gene. If the psyker or demon is in close combat at the time and fails the Morale check. the first time a non-Necrontyr has been granted immortality in this way. inhabit advanced Necron bodies. Individuals who have this gene create a negative presence in the warp. Soulless All enemy units count as having a -2 penalty to their Leadership in any tests they are called upon to take if they have a model within 12” of a model with the soulless rule. the C'tan set two primary projects in motion. This ability affects fearless units.
WS 4 BS 4 S 5 T 5 W 1 I 3 A 2 Ld 10 Sv 3+
Necron. They are immune to the advantages that the weapons of the Old Ones utilize. blocking off all warp-based activity around themselves and making all other nearby lifeforms uneasy or even sick. As the War in Heaven drew to a close.PARIAHS
In the War in Heaven. Fearless Null Field All units with a model within 6” of a model with Null Field will not be affected by psychic abilities in any way. Psychic abilities cannot draw line of sight through a unit with this special rule. the only thing that allowed the Old Ones to survive as long as they did against the C'tan and their Necrons was their mastery of the Warp. This penalty is not cumulative if more than one model with the soulless rule is within 12”. leaving only a tiny fragment of their mind intact. This is the evolution of the Necron. Psychic Abomination Any psyker or daemon within 6” of a Pariah at the start of their turn must make a Morale check or fall back along with any squad they are leading. Models within 6” of a model with Null Field cannot use psychic powers. he will not fall back but will only hit on 6s in the Assault phase for that turn. doom.
However. or to use the warp and strike it while it's in phase space. The only way to hurt a wraith is to strike in the exact moment as it strikes you. they constantly shift in and out of phase space. bearing little resemblance to a warrior. Wraith exist partially in phase space and partially in real space. The main reason for these changes is their phase shifter. creating a situation where enemy attacks often harmlessly pass through them while their own claws bypass any form of armour and personal shield to slice their insides to ribbons. their armor reduced and they possess no firepower at all.
Wraith are a vast departure from the standard Necron design. the exact ratio changing constantly. As they travel and approach their target.
WS 4 BS 0 S 4 T 4 W 1 I 6 A 3 Ld 9 Sv 4+
Phase Claws Wraith count has having phase blades. Their bodies are enlarged and lengthened. they may even go so far as to fully emerge into phase space and teleport like other Necron units. but they work on to-wound rolls and vehicle penetration rolls of 4+ rather than 6. when they engage their targets in combat.
providing increased mobility and firepower.
WS 3 BS 4 S 4 T 5 W 1 I 3 A 1 Ld 9 Sv 3+
Destroyers are the fusion of immortals with a jetbike platform. Destroyers are used as high speed weapons platforms and exemplify the second wave of Necron warfare just as flayed ones represented the raider type of warfare Necrons practiced at first.
from menial tasks like cleaning to disassembling alien technology and dissecting lifeforms. they were not created from a life form and are actually mass produced on tomb worlds. out of. Eternal Warrior Small and agile Scarab swarms never take dangerous terrain checks and may turbo boost into.SCARAB SWARMS
No Necron attack force is ever present without a carpet of scarabs. and through terrain. Although they possess an advanced artificial intelligence and have bodies of living metal. Swarm.
WS 2 BS 0 S 3 T 3 W 3 I 2 A 3 Ld 10 Sv -
Necron. Fearless. The scarabs carry out a variety of tasks for Necrons.
except they carry a larger primary weapon and a separate targeting sensor branching off their spine.
WS 3 BS 4 S 4 T 5 W 1 I 3 A 1 Ld 9 Sv 3+
Multi-lensed targeter All weapons fired by a model with a multi-lensed targeter count as twin-linked. The heavy gauss cannon is a more focused gauss weapon. firing a single high intensity shot rather than multiple weaker ones.HEAVY DESTROYERS
Heavy destroyers are physically similar to standard destroyers. There have been many reports showing a swarm of Heavy Destroyers utilizing their speed and maneuverability to approach warmachines and stay in their blind spots while their powerful cannons easily punch through even the thickest of armour plating and shields.
tomb spyders move about with their advanced resurrection technology to support other Necrons in the field and repair them if they become heavily damaged.TOMB SPYDERS
These large mechanical creatures are most often seen maintaining Necron tomb complexes. Monstrous Creature. On the battlefield.
WS 2 BS 0 S 6 T 6 W 3 I 2 A 2 Ld 10 Sv 3+
should the monolith scatter on top of impassable terrain or a vehicle. Instead of firing the Particle Whip. Crew Shaken and Crew Stunned results also have no effect on the monolith – it is far too massive to notice anything but the most devastating of attacks. However. Skimmer BS 4 Armour F S 14 14 R 14
Living Metal The monolith may take a 3+ invulnerable save against all glancing and penetrating hits. conventional Necron attacks. Their ancient power crystal can lash out with a stream of high energy particles that will rip apart anything that contacts it. Power Matrix All Necrons units with a model within 6” of a monolith make Feel No Pain rolls on a 3+ rather than a 4+. Their mobile portal allows a more precise transition from phase space into real space.
Monolith Type Tank. When a monolith makes its appearance. If they were locked in combat and the unit they were in combat with is no longer in combat. its very existence means that a virtually infinite number of Necron reinforcements can arrive. Should the monolith scatter on top of a non-vehicle model (friend or foe). Deep Strike The monolith may elect to enter play via Deep Strike. move that unit the minimum distance away from the monolith and place the monolith where it scattered. it may make a 3” consolidation move. the Monolith is often seen as a mobile fire base and anchor for the Necron forces.
. Portal All Necron units that deepstrike may deepstrike entirely within 12” of the monolith without rolling scatter dice. Ponderous The monolith may only move 6” in the movement phase.MONOLITH
In the larger. the corners of the monolith are adorned with turreted gauss blasters. even of that unit is locked in close combat. you may instead remove one Necron unit with a model within 12” of the monolith from the table and place it into your reserves. it quickly becomes the center of gravity for the entire battle. Almost as if it were an afterthought. move the monolith the minimum distance required in order to avoid the object.
Particle Whip Range: 24” Strength: 8 AP: 2 Type: Ordnance 1. Large Blast
Gauss Flux Arc Projectors Every enemy unit within 12” is automatically hit with 1d6 shots at Strength 4. AP 4.
Force weapons. Wraithcannons. Daemon weapons. Gauss 2+
Lightning Fields For every successful hit on a Necron model with Lightning Fields in close combat(regardless if that hit was successful in wounding. Dcannons and all psychic attacks negate this save in shooting. While a model with a Phase Shifter is a part of a unit that is within 6” of a model with the Psychic Abomination rule. Gauss 4+
AP: 4 Type: Assault 2. and Witchblades ignore this save in close combat. Phase Shifter Models with a Phase Shifter have an additional 2+ invulnerable save against shooting attacks and a 3+ invulnerable save against close combat attacks. models with a phase shifter can move through impassable terrain as long as it does not finish its movement phase inside the terrain. a 6 to penetrate causes a glance if it would not have otherwise damaged the vehicle. Phase Blades These count as disruption fields and further grant Rending against non-vehicles in close combat. Additionally. an automatic hit is placed on the attacking model at strength 3.Wargear
Disruption Fields Against vehicles. the above exceptions no longer apply. Gauss Flayer Range: 24” Strength: 3 Gauss Blaster Range: 24” Strength: 4 Gauss Cannon Range: 36” Strength: 5 Heavy Gauss Cannon Range: 36” Strength: 9 AP: 5 Type: Assault 1. or killed the Necron). These extra attacks hit immediately after the current initiative step and count towards combat resolution. Gauss 3+
AP: 4 Type: Heavy 3. Gauss 2+
AP: 1 Type: Heavy 1. Any model with a Phase Shifter counts as having offensive grenades and never takes difficult or dangerous terrain tests.
. was saved.
Warscythe A model with a warscythe counts as having a two-handed power weapon that ignores invulnerable saves. Warscythes include a built-in gauss flayer. warscythes gain an additional 1d6 to penetrate vehicles in close combat.
. even if hit with a power weapon.Resurrection Orb Any unit with a model within 6” of a model carrying a Resurrection Orb may always make its Feel No Pain rolls. or an attack that causes instant death. Furthermore. AP 1 or 2 weapon.
[Examples of an army list entry]
Bronze Wargear: · Staff of Light
T W I A 5 2 4 2 Unit Type: Infantry Special Rules: · Necron · Commander · Independent Character Ld 10 Sv 3+
Options: Take a warscythe Take a chronometron Take gaze of flame Take lightning fields Take a phylactery Take a resurrection orb The lord may take one of the following: . Bronze
WS BS S Necron Lord.HQ
Necron Lord.Wraith Body
+10 pts +25 pts +20 pts +5 pts +10 pts +50 pts +30 pts +45 pts +60 pts
.Destroyer body .Pariah Body . Bronze 4 4 5 Unit Composition: 1 Necron Lord.
WS BS S Necron Lord. Silver Wargear: · Staff of Light
T W I A 5 3 4 3 Unit Type: Infantry Special Rules: · Necron · Commander · Independent Character Ld 10 Sv 3+
Options: Take a warscythe Take a chronometron Take gaze of flame Take lightning fields Take nightmare shroud Take a phylactery Take a resurrection orb Take a solar pulse Take a stasis field Take a veil of darkness The lord may take one of the following: .Destroyer body .
. you may take a combination of up to 2 flayed one or immortal units as troops.HQ
Necron Lord.Pariah Body . Silver 5 5 5 Unit Composition: 1 Necron Lord.Wraith Body
+10 pts +25 pts +20 pts +5 pts +40 pts +15 pts +50 pts +30 pts +40 pts +60 pts +30 pts +45 pts +60 pts
If you include a silver lord in your army.
WS BS Necron Lord. you may take a combination of up to 3 flayed one or immortal units as troops. Gold 5 5 Unit Composition: 1 Necron Lord. Gold Wargear: · Staff of Light S 5
T W I A Ld 5 4 4 3 10 Unit Type: Infantry Special Rules: · Necron · Commander · Independent Character · Nodal Command Structure +10 pts +25 pts +20 pts +5 pts +40 pts +20 pts +50 pts +30 pts +40 pts +60 pts +30 pts +45 pts +60 pts +250 +250 +250 +250 pts pts pts pts Sv 3+
Options: Take a warscythe Take a chronometron Take gaze of flame Take lightning fields Take nightmare shroud Take a phylactery Take a resurrection orb Take a solar pulse Take a stasis field Take a veil of darkness The lord may take one of the following: .
. pariahs are no longer restricted to one per army. Furthermore.Disciple of the Nightbringer .Destroyer body .Disciple of the Deceiver .HQ
Necron Lord.Wraith Body The lord may take one of the following: .Disciple of the Outsider .Pariah Body .Disciple of the Void Dragon
If you include a gold lord in your army.
. the Force Organization Chart is modified as follows: HQ: 1 Elites: 2 Troops: 6 Fast Attack: 3 Heavy Support: 0
WS BS Scarab Swarm 2 0 Unit Composition: 3 Scarab Swarms Wargear: · None S 3
T W I A 3 3 2 3 Unit Type: Jetbikes Special Rules: · Necron · Eternal Warrior · Fearless · Small and agile · Swarm Ld 10 Sv -
Options: · May include up to seven additional Swarms: · The entire squad may take Disruption Fields: · The entire squad may take Lightning Fields:
+12 pts per model +4 pts per model +4 pts per model
You may take one unit of Scarabs for each unit of Warriors in your army. If this is done.TROOPS
WS BS S Warrior 3 4 4 Unit Composition: 10 Warriors Wargear: · Gauss Flayer Options: · May include up to ten additional Warriors: · The entire squad may have Phase Blades:
T W I A 4 1 3 1 Unit Type: Infantry Special Rules: · Necron Ld 9 Sv 3+
+18 pts per model +2 pts per model
One squad of Warriors can be taken as an HQ choice. Scarabs do not take up Troop slots in the Force Organization Chart and do not score. but are worth 1 kill point.
WS BS Flayed One 4 0 Unit Composition: 5 Flayed Ones Wargear: · Claws (bonus attacks included above) S 4
T W I A 4 1 3 3 Unit Type: Infantry Special Rules: · Necron · Infiltrate · Terrifying Visage Ld 9 Sv 3+
Options: · May include up to five additional Flayed Ones: · The entire squad may take Disruption Fields:
+18 pts per model +2 pts per model
WS BS S Immortal 3 4 4 Unit Composition: 5 Immortals Wargear: · Gauss Blaster Options: · May include up to five additional Immortals: · The entire squad may have Phase Blades:
T W I A 5 1 3 1 Unit Type: Infantry Special Rules: · Necron Ld 9 Sv 3+
+28 pts per model +2 pts per model
WS Pariah 4 Unit Composition: 5 Pariahs Wargear: · Warscythe BS 4 S 5
T W I A 5 1 3 2 Unit Type: Infantry Special Rules: · Necron · Fearless · Null Field · Psychic Abomination · Soulless Ld 10 Sv 3+
Options: · May include up to five additional Pariahs:
+36 pts per model
WS BS S Destroyer 3 4 4 Unit Composition: 3 Destroyers Wargear: · Gauss Cannon Options: · May include up to two additional Destroyers: T W I 5 1 3 Unit Type: Jetbike Special Rules: · Necron
A 1 Ld 9 Sv 3+
+60 pts per model
WS BS S Wraith 4 0 4 Unit Composition: 2 Wraiths Wargear: · Phase Claws · Phase Shifter Options: · May include up to three additional Wraiths: T W I 4 1 6 Unit Type: Jetbike Special Rules: · Necron
A 3 Ld 9 Sv 4+
+45 pts per model
BS Monolith 4 Unit Composition: 1 Monolith Wargear: · Gauss Flux Arc Projectors · Particle Whip
Front Armour Side Armour Rear Armour 14 14 14 Unit Type: Vehicle (Tank. Skimmer) Special Rules: · Deep Strike · Living Metal · Ponderous · Portal · Power Matrix +10 pts
Options: · Take Lightning Fields:
. each model acts as an independent unit for all intents and purposes.HEAVY SUPPORT
WS BS S T W I Destroyer 3 4 4 5 1 3 Unit Composition: 1 Heavy Destroyer Unit Type: Jetbike Wargear: Special Rules: · Heavy Gauss Cannon · Necron · Multi-lensed targeter Options: · May include up to three additional Heavy Destroyers:
A 1 Ld 9 Sv 3+
+70 pts per model
WS BS Tomb Spyder 2 0 Unit Composition: 1 Tomb Spyder Wargear: · Resurrection Orb S 6
T W I A Ld 6 3 2 2 10 Unit Type: Monstrous Creature Special Rules: · Necron · Fearless Sv 3+
Options: · May include up to two additional Tomb Spyders: · The each model may take Lightning Fields:
+65 pts per model +10 pts per model
Although up to three tomb spyders are taken in a single heavy support slot.