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The Neoron Warrior is mochanoid but human in goss shape and proportion. Its ‘armoured shell is made tals unlike -e5 equally resistant to Impact and energy blasts. The - Necton's internal mechanisms fare complex and. to Imperial technology at least, impenetrable. altoured breast the Necron caries a device that transmits an energy pulse capable of disabling most mechanisms and electrical components, Its exact nature is Not understood, but a similar though more powerful device is employed to wipe clean the data storage of centre worlds. Necrons are capable of internal restructuring of a quite ‘complex kind, so that machines which are apparently destroyed can often repair themseives in a shor! time. A seli-destrucl mechanism is incorporated and Necrons which are too badly damaged to be repaired are destroyed, appearing to become transparent until thoy vanish completely. Special Rules ‘Repair or “I'll be back!". Ia Nccron takes a wound and fails lis saving, thraw then it falls to the ground as if destroyed. Do not remove the model but lay it down instead. The Necron takes no part in the game whilston the ground and cannot be harmed — its body is just another piece of wreckage itering the batttild. At the start of each Necran turn roll a dice’ (On a score of 6'the Necron is repaired. It rises to Its feet and can immediately move and fight as normal Note that it may not be able to shoot if.it is isolated as. described below. On a score of 1 the Necron is beyond repair-and ‘it fades away and, vanishes. Remove. the model permanently na score of 2-5 the Necron femains on the ground Roll again at the start of the next'Necron turn. moO ive behind nothing that w: worestgge ae sn ‘seen. Their fighting prowe’: ied and mysterioys typ9, yF rag. for 4 ‘is known of the N ble-players to stage Necron ral 04 pot models, me 2 Unit Coherency. Necron units must normally stick together in units with each mode! divided more than 2" in the same way as other 1 jawever Necrons can and do become separated during actions thoy-are knocked down and repaired, Necrons which recover must en: to join up with aiNecron unit of the same type ot with’ another inc sidual model of tho samo kiad, if a Necron is on its own, with no othe Necrons' within 2, it cannot shoot, alfnough in ether respects it fights as normal Leadership/defeat. Necrons don't take Leadership tests — any test they would normally be required to take ‘they automatically pass. A Leadership value of 10 has en allatted as a convenience. ‘Although leadership 1s. unimportant to-Necrons, ifshe entire force is reduced to 25% or fese of sts original umber at the start of any Necroa turn then the whole army will mysteriously fade and vanish in the sarfe way ‘as Nocron casualties ~ the Necrons are judged to have been driven away and defeated! Necrons which have fallen down: but not yet been removed cart be counted {as part of the remaining force, so.a Necron army can be dotpated if ehough models are knocked-down even if they are.not perinanantiy destroyed, Disruptor Zone. Fnemy technical devices, machines, ‘and constructions which omplay electrical oF magnetic energy are liable to be affected by the mysterious power of the Necrons. Any énemy madel within 6 of a Necron suffors the following penalties ta vehicle or dreadnought is wihin'6" of a Necron at the start ofits turn then it must rolla 4~ on a D6 to move that turn. If successful itsenovement is halved that turn. Unsuccessful it cannot move at all weapon attempting to shoot suffers a -T.to hit penalty for each Necror within 6". This applies to all ‘weapons, Including Tyrangi weans ry which relies on biological electro-magnetic fields and is considered comparable to othier weapons Enemies in hand-to-hand conibat against Necrens may Not use the Strength of any hand-to-hand weapons they carry when resolving hils, they must use the Strength of the mode! itso. 4 4 ‘The name ‘1 ary 8 weapon hai other. Special Rules Metal Flayer. The between flesh and solid matefial such as metal small section, and upon where reapon hi ‘energy bonds i you roll a dei ° ‘ial armour penetration rule. if add a further Dé means the total penetration will co Cah aol Necron raiding tomes ‘are accompatied by wumerdus machine of which the most common are_weird bootie-ike, devices, called Scarabs. The Scarab’s. segmented ‘and: armoured body looks Ike @ eross between 8» robot skull and an armoured insoet. It scutes about the surface on its insectoid togs, but it can aleo unfold ts wings and. take. 10. the av Nos reconstruction here is b ‘survivors and psypothetical analy aa n recovered y the Imperium —therr 1 Garbled aocounts of La. ree teeta Each ‘ndlvidual Scarab moves independer Scarabs don't form units and are theretore tree to battlotiold making a nis ‘As Scarabs have vary file direct ofensive capabulty. enemy ‘oops da not have to choc at thern f they are close am the of themselves target Srile entry Nc.0815.d: NECRON WARRIORS. 44 points per model Necron Warriors are super-tough robot kiling machines of unknown origin, armed with the deadly and equally mysterious Necron Gauss-Flayer. Tair raids aro bocomiing more and more frequent and. they are laying waste 10 ‘utnosts and colonies betore cisappearing without a trac ST Neon 4 404 405 1 2 4 WO SQUAD: — Tre squad consists of between 3 and 10 Necron Warr WEAPONS: Neccon Warriors are armed with a weapon of Unknown cain known as 8 Gauss-Flayor gun. ‘ARMOUR: Necton Warriors appear ta be constructed tently fram a super hard hhypersaloy. A Neston War has a basic save of 2+ on 108. | Repair. si Dut ara assumed to land once ther 16 move ie complete. bs, repair inthe Same way as described for Recron v Leadership/defeat. No Leadership testis taken. Scarabs are ‘ot counted as part of the foroe for deternining wien the raiders mus! disappear Disruption “Zane. Starabs disrunt “enemy shooting movement and han-to-hand combat in the sarhe way as ‘described for Necrons.in fact, this is thelr entire purpose. to move amongst the anomy disrupting weaponry, clus ound tanks oF dangerous ‘individuals to make them ineffective SScanas.can move onto vehicles and clamp on! ke limpets! They then move together as the enemy moves. This is particulary annoying! Metal Eater. If Scarab sottias upon a vehicle, o: indeed any iclure which has an armour rat then the armour rating ig reduced by 3 whilst the Scarab remains in place. I several Scarabs fasten thermsalves onto a vehicle its armour value willbe reduced by 6, 9 or whatever'depending on how:many Scarabs tnere.are, This penalty apples only whilst the Scarab is maplace, the weakening effect dos not last once the Scarab has moved away of been destroyed. The penalty applies equally to all the armoured goctions of a vohicio, SCARABS 280 points per mode! ‘The Nocron Scarab is a Small insect ike droid that can scuttle aoross the lsield_at- Temmarmable, spood, use its wings, to propo isBit over ‘obstactos and terrain. Altiough ts armed, it. almost using IS close proximity to cau wweanons and wargear to fail and. weaken lérge targets ‘ailing the Necron Warriors to mov6 infor the Kl a ee a ae i NecronScarab 816 1 0 ‘ORGANISATION: You! my include Up fo two Ngeron Scarabs for every 5 Nocron Warn ur for Neoroni Scarabs do not form un ‘operate independentiyien.the batt “The Necron Scaraéi doze not Nave any weaponry ‘Although enly’small the Scarabs tough shell is impervious to almgst all weapons. ‘The Scarab has a basic save of 2+ on 1D8. WEAPONS: ARMOUR! made of the same resistant impenetrable to functioning of which appears {0 work by di drop of white lightning. The living targets fterally ex apart by thé matter. This. w Light released in an a Special Rules that unlike Net fay it de the game whi way ~ it's be other lefield, At the start of each Necron turn jece of wr n Lord is repaired. It ‘ove and fight as normal On a 28 the Necron Lord remains und. Roll again at the start of the next Nec Leadership/Defeat. Necrons donlt take tests ~ any test they would normal been allotted Although leadership is unimportant to 25% or | Necron turn, usiy fade and asuallies ~ tt ns are judged to have fon away and defeated! N Dut not yet been removed ara not c so 2 Noi gh models are kn if hey are not permanently destr ruptor Zone. Enemy tock and constructions which emp! ‘or magnetic y the mysterio ‘enemy model within 6" of a hat turn nat turn, I unsuce apon atto ol a-1t0 hit This applies to all ry which to >rmal lirand have unted Vota vehicles : apnea’ to be inegrated rm a single machine ~ although this is purely speculative as no Necton Destroyer ha ely observed to date The Destroyer mounts a lar fhe weapon carted According the cata recovero his most ike ses some kind of Gau famed the Gauss-Cannon, Repair. i tho No destroyed, the Nbcton rider repairs in th jescribed fo rs, the rider Leadership/Deteat. No Necron alue of 10 10 leadership is provided on the ome future time, unthinkingly t. Disruptor Zone. Necron D iru shooting, movement and han ‘combat i Destroyer all the normal rules printed in the Warnammer 40,000 rulebook. See Datalax printed in this atic As Necron Dest that ‘operate in vehicle squadrons. See D more details, mperial have bed the Gauss non. Its effe Appears to be the same as the smaller Gauss-Flayers ith which Ne org are armed, and assumed Analogy within the Im; Principle, by which Ce ee a Special Rules Metal Flayer. The Gauss-cannon makes litte distinction between # lid. material such as metal. I it strike section, and the a 1 where the © represent this the rule, If you Dee | fs | mes [uenroe | This mysterious Ee ect Coe se device can be employed at @ distance to wreak destruction upon the Neeron Lord's cd foes, It can also be used in hand-to-hand fighting. In this instance it causes such a chill to form about it that flesh freezes and limbs snap and fall the ground SO Cera a CHARACTERS NECRON LORD 84 ps each is not known whether thase Neorors are simply the leaders of Necron raids or whether they serve some more sinister purpose. Known only as Necron Lords, each ore caries @ devastating Staff of Light, a weapon that Is as deadly in clase combal as itis at longer ranges. Troop Type MWS BS ST OW LA NeconLod 4 4 4 5 5 3 4 8 10 WEAPONS: Staff of Light ARMOUR: The Necron Lord appears to be constructed of the same hyper-alloy that the Necron Warria's are made of and has 2 basic 2+ save on 106. WARGEAR: STRATEGY: Necron Raiders strike without warning appearing where once tere was novhng, avoiding guards and waming syst Necron player always deploys la always gets ine fist tur, SQUADS NECRON WARRIORS 44 points per mode! Necron Warriors are super-ough robot kiling machines of Lunknown orgn, armad with the deadly and equally mmysterous Gauss-Flayer gun. Their rads are becoming more and more frequent and they are laying wesie to ‘outposts and colonies before disappearing without a trace The Necron Lord has no further wargear. a D Neon 4 4 64 4 5 (1 rar 1 10 SQUAD: The squad consists of between 3 and 10 Necron Warriors. WEAPONS: Necron Warriors are armes with a weapon of unknown origi known as @ Gauss-Flaye Necron Warriors appear ta be constructed entirely from a super hard hyper-aloy. A Necron Warrior has a basic save of 2+ on 106. ARMOUR: SCARABS 30 points per model The N scarab is a small insect like droid that can scuttle across the batletela at remarkable speed, or use ts ngs to propel tse aver obstacles and terrain. Athough it is unarmed, i almost always accompanies the Necron warriors using its close proximity to cause weapons and wargear to fal and to weaken large ‘argets allowing the 'Necron warriors 10 move in forthe Kil Se 1 Necron 16 1 0 3 8 2 110 ORGANISATION: You may include up to two Necron Scarabs for every 5 Necron Warriors in your force Neeron Searats do not form urits and erate independently onthe batleied WEAPONS: The N 68 not have any ARMOUR Although only small, the See shells impervious to almost all weap The Scarab as a basc save of 2+ on SUPPORT NECRON DESTROYER 75 points ver model Necron Destroyers are a commonly seen supporting large raids made by tie mysterious raiding forces of the Necrons. Using an antigravity motive device of urknown origin, they hover above the ground, making dangerous attack runs blasting with deadly Gauss-Cannons, ‘Troop Type MWS BSS oT WoL AL Neron #4 4 4S TT OO CREW: WEAPONS: ‘ARMOUR: ‘One Neeron Warrior ‘The Neoron Warrior is constructed of super hard alloy of unkown exigin and gets a basie save of 2+ on 106, NECRON RAIDER SELECTION soup fara thoves tomb chara soca of be ar fromthe Saues secton he ay lat inre ff Want Sahara pnt a ta ayn SqUTOd SL +LSOD SINIOd oBeweg 40u4em U01D9N iy Burnes, 10 ves ou ie Introduced by Andy Chambers Greetings citizens, and welcome to The Emperor's Most Beneficent Chapter Approved column. The foul canker of The Allen Is always an affront to the Imperium but it is my unpleasant duty to release details of another alien threat this month — that of the race known as Necrons. The well-known deviant and heretic Rick Priestley (ing. file crossref. 21/20/21/7.5st. “Crimes against Sanity” Vol XXIV) has prepared a treatise on these highly dangerous raiders (ably assisted by Scribe Primus Gav Thorpe). All loyal commanders are advised to examine this information and be on the lookout for Necron depredations in all Segmentum. After this we fe @ summary of information on the corrupted Terminators of the thrice cursed Traitor ns, from Agent Jervis Johnson. At no little cost to his own sanity, he has uncovered ails of Chaos Terminators who have pledged themselves utterly to the dark gods, gaining ul blessings in exchange for their Immortal souls. | have also released additional information lesponse to queries from commanders about certain of the common rules of engagement, ihe form of questions and answers. By Rick Priestley First Contact Comments on the Necron army list ea ene We ee CEU Mer Ber ar eee eee eee ted oes ee ee ena Meer eee cee enon Prog osm cn My eer me cnr nolp out by reporting on the resulls of games involving Necrons end a posicard in to Chapter Approved with the following ean TF ea a acon aaa) DES ne eee aes een ict cee ecm Ceca RTC? Ce eee any aCe eS Cee a ea ideas for new troop types and Pen eet an WARHAMMER: ’AS you might know, the new Warhammer 40,000 book includes lists for all the major Warhammer 40,000 armies but nota list for the Necrons. This 1g because at the time tha book was written we didn't want to include a Necron list as the Necron race was (and stil Is) under development. ‘Anything we might have writen would have been subject to rapid change so we decided to leave things to White Dwarf. None-the-less miniature designer Dave Andrews has found time in his action-packed schedule to fit in some cool new Necrons amongst all the Battiefieet Gothic spaceships, Chaos Space Manes and excitin new projects which we'll be telling you about soon. ‘The lists and new rules in this article enable you to tiold a force of Necrons using the new Wathammer 40,000 game. It wasnt too hard to put this article together because the ideas for the new Warhammer 40,000 game were already wel esiablished when the original Necron rules were: wntten (in fact the Necron rules were onginally designed to work with the new Warhammer 40,000 and | had a devil of a job retro-designing them for the old version). In a sense thay ara the first new race to be developed for the latest version of the rules. That's if you don’t count the Kroots (counting Kroots is a recognised medical condition round these parts) Sena The story of the discovery of the Necrons and some insight into their long and disturbing history can be found in WD issues 217 and 218, To summarize briofy.. the Necrons are a biologically dead race that was wiped out in a galaxy wide catastrophe approximately 60 milion years ago. Faced with extinction the Necrons constructed metai bodies as repositories for their hyper advanced minds, To weather the impending galactic bio-meltdown the Necrons. constructed huge stasis chambers to sholter inside. They have been there aver since, resting until a such time that the galaxy was safe for them to emerge The discovery of some of those stasis chambers has triggered the emergence of isolated groups o Neorons ali over the galaxy. Quite whal thei, purpose is remains something of a mystery Necrons confine their actwities to raiding ang taking captives. They are known to perform grizzly biological experiments upon human prisoners ‘Some believe that the Necrons, possessed as they are of a vastly superior scientific knowledge, are attempting to rebuild their race in biological form (Others hypothesise that the Nocrons are no longer possessed of rational minds. Some say that milions of years of stasis has degenerates the Necrons’ electronically encoded personalties so that only crude instincts and hall-remembored purposes remain to drive their metallic bodies, esas The Necron army isn't finshed yet! The medels currently available are just the stat of whai wil eventually be a completa army to which we plen to add plastic models, vehicios and a range of troop types. We fully intend to make special pieces eng everything you'd expect from an acy. Right naw we're sill trying out new ideas and dreaming up new troops and machines. Some of these are a bit too raw and bleeding to be wheeled into publ view just yet. So, ploase take this list for what it Is... 8 working copy ofa list for a new Warhammer 40,000 race which is stil in development. Sess White Dwarfs 217 and 218 included a variety of special rules for Necrons. Many of these wore designed to make Necrons work n the old WH0K. ‘and are not needed in the new game. In other cases we've changed the way the Necrons work because we wanted to or because there see! {an ovenwholming response from players fo have them work a certain vay. 1. NECRON WEAPONS, Necrons have four different kinds of gauss Weapons: the gauss gun caried by Nec Warriors, larger gauss blasters carried by Necron Eau 8 of ystery 9 an ‘riz nivered re abit Pubic wat voty of Immortals and the heavy gauss cannon, mounted Necron Destroyers, These were described pretty thoroughly in previous White Dwaris, except for the blastor which is new, The fourth type ot gauss weapon 1s the gauss grenade. Unlike most ater weapons, gauss weapons have the abiity 10 fay’ chunks of metal from even the most heavily armoured vehicles, and this gives them a certain amount of penetrating power beyond what might bbe expected. To represent this a hit on a vehicle from gauss weapon wil alvays score a Glancing Hit on the score of a 6, even ifthe target's armour value is greater than could normally be penetrated. Necron Lords carry a staff of light — a mystenous, short ranged weapon with the profile shown below Gauss grenades are used in assaults against Wehicles. Any hit nfcted on the target by a unt equipped with gauss grenades will score a Glancing Hit on a D6 roll of a 6 regardless of the vehicle's armour value, However, as with krak {grenades and melta-bombs, only 4 attack can be ‘made per model, No bonus attacks are added from additional weapons, charging, or anything else, NECRON WEAPONS SUMMARY esos ae} Co ec) a digi on 2, MORALE In the new 40K the loss of unit morale represents the way a unit falls back under fie, rather than turning on its heals and running oft in a complete jizz as in the old game. Although Necrons are Uunikely to panic or flee, they will retreat where Circumstances make it_ sensible, logical, or advantageous to do so. For this reason Necrons. fake morale checks as described in the game rules. A broken Neoron squad that is assaulted regroups automatically ~ the Necrons reconsider their withdrawal in the light of the immediate danger. Ths also applies if an enemy advances after a Nocron unit after breaking them in an assault ~ the broken Necrons regroup at the end of their fall ack move, just like Space Marines. Note that Necrons can be destroyed in a crossfire, in which case the models are removed immediately. The Necrons are not actually destroyed or surrendering, they use their infernal teleporters remove themselves from tho battlefiold before they ccan be seriously damaged, When it comes to regrouping, ignore the fequitement for a unit to be at 50% of is starting strength. Necrons can always attempt to regroup though they must stil pass a Leadership test t do so. WARHAMMER 3, 25% PHASE OUT Aithough Necrons are not affected by panic or Cisatfoction, being for the most part mechanical, thay can stil recognise a hopeless situation, Once the number of functioning Necron models is down 10 25% or less of the original size of the force, the remainder will automatically phase out using their intemal teleporters. Any models which are out of action do not count towards the remaining force, ‘and will automatically phase out together with the rest. This is the only way to drive away a Necron force ~ dostroy at least 75% of the! 4, SCARABS Scarabs now work in quite a different way compared to the earlier set of rules, They now come in units and they can fight in close combat. They also explode! As this makes thom more ‘conventional in most respects, thay are covered by the army ist entry. 5. WE'LL BE BACK! If a Necron Warrior, Immortal or character model ‘should be ‘killed’ do not remove tt from the tabletop but lay the model down instead. The model is ‘out ‘of action’ but, being a Necton. gets a chance to make a comeback in its following turn, ‘Atthe start of the Necron player's turn roll a dice on behalf of each ‘out of action’ Necron Warrior ot Necron Immortal model that is within 6" of at least cone other ‘ving’ Necron model of the same type. Any Warrior or Immortal models which are ‘out of action’ but not within 6" of a functional Necron of the same type will automatically ‘phase out’ and are removed from the game. The Necron player 1 also roll a dice on behalf of any Necron Lords that are out of action, regardless of whether there are other Necrons nearby. Necron modeis hit by a ‘weapon which inflcts instant death (ie: weapons with twice the Strength of the Necrons' Toughness) are totally obliterated and are removed straightaway — there Is no chance of them self- repairing, ‘SCORE RESULT +3 Necron Is beyond repair. Mode! phases out from the batleiid and disappears. Remove. the model as a easualy Necron rises to its feet ready to ntinue fighting. wil immediately move to join the closest unito! the same tye tis 1 Warrior or Immoral Move the ‘mode! ino coherency distance it is ot already within 2” Once joined with aunt, the Necton aves and fights with — any movement it may have already made is eisrogarcod 6. VICTORY POINTS See this month's Chapter Approved ‘Questions ‘and Answers’ section for rules on how to work out victory points for combined unt. WARHAMMER poo NECRON LORD Ws BS Ss T W 1 A wd sv Necron Lord 85 4.4 °5 5 3 4 3 10 3% It Is unknown whether these powerful Necron Lords are the leaders of the Necron attacks or whether they exist for another more sinister purpost Weapons: The Necron Lord carnes a staff of light Special rules: A Necron Lord is an independent character as covered by the rules in the Warhammer 40,000 rulebook Necron Immortal Necron Immortals are heavily armoured, extremely tough Necrons, who carry the terrifying gauss blaster weapon. ‘Squad: The squad consists of between 5 and 10 Necron Immortals. Weapons: Necron Immortals are armed with gauss blasters. Options: The entire squad can have gauss grenades at a cost of +2 points per mode! Points |ws BS ST W 1 A td sv | Necron Warrior 18 444 44 1 10 3 Necron Warriors are super tough robotic killing machines of unknown origin, armed with the deadly and equally mysterious gauss gun. ‘Squad: A squad consists of between 5 and 10 Necron Wartors. Weapons: Necron Warriors are armed with gauss guns, Options: The entire squad can have gauss grenades at a cost of +2 points per model. See Un hia lS Poi ws Bs ST Wt NecronDesboyer| so [444 @s 42 4 'Necron raiding forces are accompanied by swarms of aerial attack vehicles or Destroyers. ‘Squad: The squad consists of between 3 and § Necron Destroyers. ‘Weapons: A Necron Destroyer is armed with a gauss cannon. Options: See ‘Heavy Gauss Cannon’ below. Special Rules Destroyers: Destroyers are equivalent to jetbikes and are covered by the Bike/Jetbike rules in the main rulebook. This means that they can mount heavy weapons and shoot as if stationary and, of course, they ‘get the +1 Toughness bonus as shown on the profile’ Check page 94 ‘of the rulebook for rules covering bikes. ae Fil Be Back: If a Destroyer goes out of action it cannot make a self-repair and come back as a Destroyer. However, its rider can make a return as a Necron Warrior assuming itis within 6* of a Necron Warrior unit. ‘When a Destroyer falls casualty place a prone Necron model over the spot and make the I'll Be Back roll as Dean Sou eee ere poe e nents a DTP ern ase Mc eee rete mae te Cee TY teeter) Cee Ee) Cage ie Neoron raids include large numbers of small beetle-like robots, dubbed Scarabs by the Imperial Guard. These Scarabs latch themselves onto enemy machines before self destructing in spectacular explosions. ‘Squad: The squad consists of 3 to 5 Scarabs. Scarabs: Scarabs move and fight in the same way as jetbikes, as covered by the rules for bikeg and jetbikes in the main rulebook. They do not get a +t Toughness bonus. Chock page 94 of the rulebook for rules covering jetbikes. Destruct: Instead of attacking in close combat a Scarab can self-destruct instead. This ‘causes one automatic hit on each target in base contact at a Strength of 3 and armour piercing value of 2. Against vehicles this causes 3 + 206 penetration. The Scarab is destroyed ‘88 a result (and can't savel). Work out damage on the target as normal NC EW 490 abhi’ NECRON SCENARIOS When fighting against Necrons, use the following Force Organisation charts and Mission Generator These represent surprise attacks by Necrons, enemy forces stumbling on a Necron stasis chamber or the Necrons’ enemies making a concerted effort o destroy or capture a Necron base, NECRON FORCE COMPULSORY OPTIONAL 0 Troe HO 2iecps more Troops NECRON FORCE Note that the Necrons do not have any Heavy Support Units at the momen, but we've included thom on the Force Organisation chart in ‘case we introduce some later or you ENEMY FORCE ‘As you can see, the Necrons' foes do not have access to many specialised units the Necrons are often found on very isolated worlds by small scouting forces, and there have been no Troops ‘support wish to invent some suitably bizzare Creations of your reports of them engaging in large scale baltles with a numerous foo. FORCES Both players pick thelr forcos from the Force ‘Organisation charts given here, to an agreed points value TERRAIN Set up the terrain in any mutually agreeably manner, taking into account any special features due to the mission being fought. Soe SC ee ora Timea) Pee ae aca aera perfectly synchroni See ats ia revere erent ee ee teanreareaie rae eerie | Tee a ee eee eee eee eng sulvivor oj the ambush, the bodies of my fallen warriors were Goer ee ere Pee ener er tne Br pete eet eet eter ji youwish to play against a Necron army, but you haven't pre- {zranged to do this (you've gone to.a club or whatever) you may jo that your army 's not allowed within the Force Organisation ‘gven above. if this is the case, any excess units in your army “epresent adaitional forces that are close by to lend a hand. For ‘scape, f you had three Heavy Support choices in your army, WARHAMMER LECTING A MISSION Alter choosing your armies roll a dice BREAKOUT" NIGHT FIGHT RESCUE AMBUSH"* STRONGPOINT ASSAULT“* MEATGRINDER** The Necrons are the defenders. * The Necrons are always the attacker (even against Dark Eldar) ** Use Strategy Rating to determine attacker. As Necrons can be encountered at varying levels of dormancy, they have a Strategy Rating of D3, rolled for every attic. ily one would be in your main force, the other two would be reinforcements You may choose which of your feces units are the reinforcements, and these must be placed in reserve, even in missions which do not formally allow reserves. If the scenano normally uses semVes, these reinforcing units suffer a -1 maditer to fel dice rolls when testing to see i they turn up, otherwise the reserve rules are Used as written, scenarios which do not normally use reserves, when your reinforcements arrive they may move on from any iEble edge within your deployment zone. In a Breakout (where you have no table edge in your deployment zone) your reinforcements will arrive from the centre of one of the lon bhen it arrives to see which edge it moves on from fe edges ~ roll a dico for each unit ie ere ‘MORALE Necrons don't suffer panic or fear in the same way as other races, but will retreat where circumstances make it sensible, logical or advantageous for them to do so. In this regard, Necrons take Morale checks as described in the Warhammer 40,000 rulebook as normal. if a falling back Necron unit is assaulted it regroups automatically — the Necrons reconsider their withdrawal in the face of immediate danger. This also applies if an enemy unit advances after the Necrons after Causing them to fall back in an assault The Necrons immediately regroup at the end of their fall back move in exactly the same way as Space Marines, Note that Noorona arc removed if they are caught in a crossfire, with no chance to self-repair. The Nectons are not actually destroyed, but are assumed to use their internal teleporters to remove themseives from the battlefield before they can be seriously damaged. PHASE OUT Hf a Necron army is reduced to 25% or less of is original number of models (In other words, 75% of its models, rounding fractions up, are destroyed or 18 CHAPTER APPROVED The strange warrinrs of tha ancient Neorontyr race are as threatening as they are mysterious, pre-dating Mankind, and even the Eldar, by many mlions of years. They appear winout warning, destroying the enemy with their highly advanced weaponry, before vanishing without leaving a single trace Of their origins or purpose. Necron warriors and war machines are constructed from hichiv complex ‘materials which seem impervious to many atmaments of the Imperium, while their ability to reconstruct themselves after even the most devastating damage means that there is lite foes can do to halt their implacable advance. we _ The attack of the Necrons is * one of cyclopean horror, serried ranks of unliving metal warriors and menacing, artefact machines emerging from the darkness of their tombs 10 strike at the living, The Necrons fight without fear, pity er remoragy destroying all before them with arcane weaponry that defies rational damaged). it will disapoear in 4n eerie fashion, leaving behind nothing of its presence. This gives an aulomatic victory to the enemy, regardiagg of the victory conditions of the scenario being played. For example, if an army of 50 Necron models is’ reduced to 12 models or less. it will disappear from the battlaield. Note that Searabs do rot count towards the total umber of models within a Necron army and are istegarded when working ou at what point the army will disappear, although they also phase out when the army vanishes, WE'LL BE BACK! Nectons have a remarkable ability to ‘cif ropair even the most horrendous damage. Any Necron Warrior, Immortal or character model 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 snow that it is damaged. Damaged Necrons: ignore the normal coherency rules and cannot be attacked in any way — they fare regarded as nothing more than battlefield debris. {At the start of every Necron turn, roll a D6 for every Necron Warrior or explanation Thasa harritying wen ‘can strip a living organism down ta constituent atoms in seconds and the thickest armour offers protection. The unnatural geomet living hieroglyphs and. distut angles of their technology ¢ horrifying visions of death and: ‘amongst thelr foes, and mafy have been lost before:they’ begia troops run mad with, terror Bm field, their courage falling thiem Wh matters most. When thedsite of battle is examined, nothing remains. Necrons or those who. fell them, Even ifthe Necro eieatod, those that nave and vanish until nothing leaving oniy the moans of the dyn their wake. impossible to guess but, with Immortal that is damaged and wit cf at least one functional, Neoron off same type, Models put ‘out of but not within 6° of funetional of the same typ will phase out and a removed trom the game as no ‘The Necron player may also roll a di for any Necron Lord who is dam. regardless of whether he is within 6 another Necron model. Note models ‘killed’ by weapons that © instant death (le, weapons with Strength twice the model's Toughne or power weapons in close combat. totally obliterated with no chance: self-repair na roll of a 1-3:Femove the model normal. On a rol ofa 4-8, the Necron repaired and stands back up 1 Wound remaining. Note that Neo Lords who self-repair also stand with 1 Wound, net their full 2 (ania equipped with a Phylactery). repaired Necron wil immediately mo to oin the closest unit of the same if itis a Warrior or an immortal, Mot the model into coherency distances 16 not already within 2°. Once jot wilfiia unit, the Necron moves. a fights with it ~ any movement it already have made is disregarded, Points WS s \Necron Lord 100 Necron Immortal 28 Necron Warrior 18 Necron Destroyer 50 \Necron Scarab 6 RANGED WEAPONS Type ‘Gauss flayer Reid tre Gauss biaster 5 Assault 2 Gauss cannon Heavys Heavy Gauss cannon Heavy 1 (Staff of Light Assault 9 Gauss Weapons These are horrifying weapons that In @ heartbeat it dissolves skin, muscle and then disintegrates bone until nothing remains. Ev armour ‘can be penetrated by these strange alien weapons which flay the armour off layer by layer. eatures, any roll to wound of a 6 automatically causes a wound regardless of Toughness. Saving thraws apply as normal Any vehicle that suflars a hit fom a Gauss weannn will suffer a glancing hit on a DA rail e Armour Penetration roll, even ifthe target's Armour Value is greater than could normally be penetrated a roll that beats the target's armour value does cing hit as well as a penetatin Staft of Light The Statt of Light may also be used in the Assault phase in which case it counts as @ power weapo Dlaruptinn Fine 5 nie ‘The grasping, metal claws of Necrons pulse with unnatural energies that soem to warp the armour of vahicies as they strike. Even tom apart by Necrons with such powers, Disruption fields are used in assaults against vehicles. Any hit infleted on the target by @ unit equipped with disruption Tales wil score a glancing hit on DE rol of {26 regardless of the vehicle's Armour Value In analy he ama way as ranged Gauss wespons. However, only 1 Aftagk can be made per model. No bonus Attacks are aed from addtional weapons, charging or anything ese 20 CHAPTER APPROVED Gaze of Flame, 1p Fckering wytch-ras blaze from the metal death-mask of the Necron Lord, ching the very heart of those whe lock upon it stealing away their arongih and orvahing ther courage Models which charge into combat wih the Neeron Lord cain no bonus to thee Attacks for charging as they are inexplicably slowed at the last instant (yes, even Tyranids, Daemons and others which are normally immune to such things). Units fighting an assault involving a Neoron Lord with Gaze of Flame suffer a -1 Leadership penalty in addton to any other modifes. Phylactory....2------+ 6 A powertul seifrepair device, inconspicuous charm is filed with ‘i ike creatures that swarm all ovet Nooren Lord, rokniting Ne Se that he may continue to fight When a Necron Lord is reduced (0 Wounds and attemala his Selt-repalf atthe start of the Necron tum, instead ng the normal rues, use: the fol ible to sea what happens, 43 The modellle moved 98" casualty @s normal ‘Tha: Necron Lord stands up 1 Wound. * ‘The Neoron Lord stands up ‘complotey ‘through his mechanical body and ever ‘mast powerful weapons cannot harm hin, ‘A\Necron Lord with a phase shifter gan ‘4+ invuinerable saving rome Nightmare Shroud «<2... ++ -.50) (One per army) ‘The worst fears and homors of darkness. summoned nighimares and thust Imo 0 ‘minds of al those near the Necron Lord who '0ok upon this metal skinned horror Find thet courage tested fo the very limit. ‘The Nighimare Shroud may be activated the Shooting phase instead of fing weapon. Every enemy unit within 12° of NNecron Lore must fake a Morale check us fs though they had taken 25% All the normal exceptions apply a8 n For example, unis that wil never fll ba are immune tothe Nighimare Shroud Voll of Darkness... + 60 pts (One yer ary) The Necron Lord gan summon a vel darkness which twisis about ike a ghost cloak bask into the earth. The Lord tose close by disappear, only to reapned some distance away moments later ‘A Neoron Lota ean opt to use the Veil Dasineaa al the beginning of ts Maem phase instead of moving normally. T Neoron Lord and up to ane uni of Ne which are within 6 of i ara removed fo the tabletop and then immediatly pla anywhere on the tabletop using the ‘Sirke scenario special rue. The Vall Darkness. may be used even if ener models are in base contact withthe Nec Lord oF any of the Necrons he moves wi him (the enemy models are tet bok} ‘Trooper Doure piece catia ky interopstion of ‘trooper, Bours) OEE Pyran Dragoons. 999 Mal New Wires rlelenly ttnce towsds the Imperial Guard line \Necron Lords are the mast ‘Sophisticated Necron warnors yet encountered. They act as priests ld s¥ ‘and offcers amongst the ranks of "Necron Lord 10 the Necrons, garbed in crumbling 3 coremerts and carying.a Staff of Waspane: Stall of Light. Note that the Staff of Light may alee be used in the Light. The surface of tis arcane phase and counts as a power weapon weapon crawis 2s though aliv@ pions: A Necron Lord may take up to 100 pts of equipment from the Neeron, wih twisting herogypnies, and Sesener me Armouny ane oP 100 pts of equi absorbs energy trom its ‘suroundings before unleashing it a a bott of ightning. The Necron | SPECIAL RULES Lord isa tertying igure Independant Character: The Necron Loris an ingepencent character and fons al the embodying every living creature's | fr characters given nthe Warhammer 40,000 rulebook fear of death as its skeletal fo7™ | ecron: The Necron Lordi subject tothe standars Necron ris for Morale checks, phasing & radiates utter alien horror. ‘ad selrepar Necron Lord. . + 100 p \Necron immortals march Seem ‘ en Necron Immortal cree forefront of any Necron attack tw an unnatural ight lazing "om “Tecron mamaria . 4 on their souls eye sockets. They are heaviy armoured, the ving Squad: The squad consists of between) and 10 Necron Immortals. metal of rir bods highly Gmamented with arcane gyphs land markings. Immortals cary the tartying gauss blaster weapon, when can sip alving TSPGan mes target down 10 ts consttvent | Necron: Necron immortals re subject oe standard Necon es or Moa checks ‘atoms in seconds. Soe Weapons: Gauss blaster. Options: The entire squad may haveldigruption fields at +2 points pet model. ‘The mysterious Necoaryr emerge from the dart to cat down all who oppose them 22 CHAPTER APPROVED Necron Warriors... . 18 points/model x Dead sv ‘Necron Warrior ee a 1 tae The squad consists of between 5 and 70 Neoron Warriors. feapons: Gauss Haver 2 Dptions: The entire squad may have disruption fields at +2 points per model. SPECIAL RULES ‘Necron: Necron Warriors are subject to the standard Necron rules for Morale checks, {Phasing out and self-repair 1 |i fon Scarabs ..... Y ws ron Scarab 4 i 0: The squad consists uf between 5 wild 10 Newton Scarabs, pons: None. “SPECIAL RULES ibs: Necton Scarabs move end fight in the same way as jetbkes, a6 covered by ‘ules in the Warhammer 40,000 rulabook. However, they do not get the +1 ness bonus. For the purposes of mission objectives, Scarabs cannot capture quarters, hold objectives or count as surviving troops in a Meat Grinder battle, truct: Instead of attacking an enemy model in base contact, any Necron Scarab can sel-destruct. You may chouse to detorale as many Staceb’s es you wis ‘Assault phase, resolving each self-destructing Scarab as a close combat attack th Inaive 10. Note that opponents in cover wil stl strike before the Scarab as puisly) they do not use frag grenades. This attack causes one automatic hit on. ‘model in base contact with the Scarab with a Strength of @ and AP of 2. Roll to d and save (if applicable) as normal. Against vehicles, this causes 2+206 Penetration. The Scarab is destroyed in the explosion with no save possible, destruction ofthe Scarab does not count towards the percentage at which the ‘phases out. . ron Destroyers . ws Bs os Tw i A ta Ontesroyer==4 #4 OMS) OTTO Se fies on: Each squadron consists of between 3 and 5 Necron Destroyers. ‘Gauss cannon. INecron Destiayer per squadfon may b8 upgraded to camy a heavy en at +10 points. | Neeron: The Necron Destroyers are subject to the standard Necron rules for Morale phasing out and sell-ropair. fa damaged Destroyer repairs ise its replaced tha single Necron Warrior armed with a gauss flayer. Destroyers are equivalent to 88 andar covered inthe man Warhammer 40,000 rulebook. ‘The skeletal form of the Necron Warrior isa spine-chiling sight, as bullets and las blasts bounce harmlessly trom their metallic limbs. The passage uf millennia ‘ean be seen in the horntying form of these death machines which carry the much feared gauss flayers. Their armoured forms are ‘encrusted with grave dit anc their sheen is stained with the patina of age. Relentless and tuntroubied by notions of fear anc mercy, the march of the Necro Warriors is feared by al ‘Necron Scarabs are beetle-ike ‘constructs with hook-like probes and legs: They disperse ahead of the Necron Warriors to disrupt the enemy position and can also alt Ureniselves tu Ue enemy belore selt-destructing in ‘spectacular fashion. Necron raiding forces are often ‘accompanied by numerous flying machines dubbed Destroyers. ‘Armed with @ gauss cannon, they excel at destroying opposing ight vehicles and, if equioped with the heavy gauss cannon, can wreck veri Heavier auverseres.

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