CODEX
NECRONS
Codex: Necrons An Unofficial Alternative Codex for Warhammer 40,000 By Azathoth DCLXVI
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The Banshee‟s call shall wake the Dead; When dark portents wax nigh Heed them as the counsel of a Seer, or a father The Yngir, who have slept since the birth of Chaos Shall crawl once more from their tombs, thirsting for warmth. The War in Heaven shall be as nothing to their vengeance For the sons of Asuryan, few in number, cannot stand against Them. And the Eye of Isha shall dim, closing for eternity Such a gentle goddess cannot witness such atrocities as They shall wreak. The Soulless Ones shall be the harbingers of the Dark Fate Then shall come the living dead, the Progeny Then the Thirsting Ones, the forever damned And the galaxy shall run red as the blood of Eldanesh. The Vaul-moon shall bring forth the Dragon The Master of Death will drink deep from Isha‟s Eye
That Which Lies Outside will be drawn to the Harvest And the Jackal-God shall turn brother against brother. The Four shall take their place amongst the stars, Their legions ascendant, unstoppable as the night A deadly shroud shall fall across the spirit
And the galaxy shall mourn.
-Necron Special Rules-_________________________________________________________________ We’ll Be Back If a model with this special rule is removed as a casualty, there is a chance that it will self-repair and return to play at the end of the current phase. Whenever a unit takes one or more casualties, place a suitable self-repair marker next to the unit to remind yourself how many casualties were taken. If a unit makes a fall back move, remove any markers from it – any damaged Necrons are left behind and phase out for repairs rather than risk capture by the enemy. At the end of the phase, after any Morale checks have been taken and fall back moves have been made, roll a D6 for each self-repair counter the unit has. If the number rolled is equal to or greater than the number listed in the units codex entry, a Necron reassembles itself and continues to fight – return one of the slain models to play with a single Wound, placed in coherency with a model from its parent unit that has not itself returned through use of We‟ll Be Back this phase. Models returning to play in this fashion must be placed at least 1” from enemy models. If the model‟s unit is engaged in close combat, the model immediately piles in. Models that cannot be placed in this way are removed as casualties instead. Self-repair rolls cannot be attempted if the unit has been destroyed – once the last model has been removed as a casualty, remove all attached self-repair counters. Note that attached characters, including Overseers, do not count as part of a unit for the purposes of We‟ll Be Back – if a character is the only survivor of a unit, his presence is not sufficient to allow a self-repair roll, so remove any remaining counters. Once all self-repair rolls have been made for a unit, passed or failed, remove all self-repair counters from the unit. Ever-Living If a model with this special rule is removed from play for any reason, it follows the same rules as We‟ll Be Back except as follows. Do not place a self-repair roll marker for a unit with this rule. Instead, place a single Ever-Living counter where the model was removed from play. At the end of the phase, roll for this counter just as you would for a self-repair counter. If the model was part of a unit, then it must be returned to play, with a single wound, in coherency, with the unit it was a part of if it is still in play. If the unit it was a part of was wiped out, it will instead be placed back on the table by itself as a new unit. If a destroyed unit contained multiple units with the Ever-Living special rule, then in this case they will all be placed in a single new unit together. Regardless of circumstances, the model must be placed within 3” of the counter and at least 1” away from enemy models. If the model was locked in close combat and the combat is ongoing, then the model must immediately pile in. If the returning model cannot be placed, for whatever reason, it is destroyed and does not return. Once an EverLiving counter has been rolled for, passed or failed, remove the counter from the unit. Phase Out Necron units which are heavily damaged will disappear from the battlefield utilizing the Necrons advanced phasing technology. However in some cases, their warriors will use this ability to escape enemy assaults, leaving the enemy reeling. In an assault, after all attacks are made, but before either player makes a Morale check, the controlling player may choose to have a Necron unit with this special rule attempt to phase out. To do so, the Necron unit must pass an unmodified Leadership check. If the test fails, take Morale checks as normal. However, if successful, the Necron unit is removed from play. It is considered a casualty in all ways and awards kill points, victory points and other
awards as normal to the opponent. If a Necron unit successfully phases out, any opponents they were locked in assault with are not allowed to consolidate that assault phase. If a model with the Ever-Living special rule phases out, then if the army contains a Monolith or a Scythe fighter with an invasion beam, the model may be returned to play through one of these vehicles at the start of the next Necron turn with as many wounds as they had remaining when they phased out, just as if they were entering from reserve. If the unit that phased out contained multiple units with this rule, they all return at the same time as a single unit. If at the start of the turn, there is no available portal for the model(s) to enter play from or if the controlling player chooses to leave them off the table, then they are considered a casualty as normal. Living Metal All Necron vehicles are composed of the hyper-advanced sentient metals of their race. Crew Stunned results against these vehicles are downgraded to Crew Shaken instead. Weapons which negatively modify the armor value of a vehicle with this special rule do not gain these benefits. Additionally, a weapon may never roll more than one dice when rolling for Armor Penetration against a vehicle with this rule. However, Ordinance weapons still roll 2D6 and pick the highest. Quantum Shielding A vehicle with this special rule treats its armor value on all sides as 13. However, after it suffers its first penetrating hit, this benefit is lost and it reverts to its normal armor value. Gauss Weaponry Weapons with the gauss special rule have the Poisoned (6+) special rule. Against vehicles, Gauss weapons cause an automatic Glancing hit on an Armor Penetration roll of 6, unless they would otherwise cause a Penetrating hit. Tesla Weaponry When shooting with Tesla weapons, for every To Hit roll of 6, the target suffers 2 additional automatic hits. Entropic Strike Any model that suffers one or more unsaved Wounds from a weapon or model with this special rule immediately loses its armor save for the remainder of the battle (effectively altering its armor save to „-„). For each hit a vehicle suffers from a weapon or model with this special rule, then before rolling for Armor Penetration, roll a D6. For each result of 4+, it immediately loses 1 point of Armor Value from all facings. If a vehicle is reduced to Armor 0 on any facing, it is immediately Wrecked. Arc Once the weapons initial shot has been resolved, roll a D6 for each other unit (friendly and enemy, engaged and unengaged) within 6” of the target. If you roll a 6, that unit suffers D6 automatic Strength 5, AP- hits. -Necron WargearDisruption Fields
Lightning Field Many Necron command units have been witnessed to be surrounded by a crackling barrier of electricity, scorching those who would come near them.
Solar Pulse
Phylactery
This small device is home to a vast swarm of miniscule spider-like machines that constantly work to repair the Lord. An Overlord with a Phylactery gains the It Will Not Die special rule.
0-1 Necron Overlord…………………………………………………………….. points WS BS S T W I A Ld Sv Overlord 6 6 5 5 3 4 4 10 3+ Unit Composition: Wargear: • 1 Overlord • Staff of Light Unit Type: • Infantry
Special Rules: • Ever-Living • Independent Character • Phase Out • Silent King
Options: Silent King Each Necron Overlord is an incredibly ancient being. Having led their forces unceasingly over millennia, they have honed the skill of leadership to a lethal edge. While a Necron Overlord is alive, all friendly Necron units may choose to automatically pass or fail any Morale or pinning tests they are called upon to make. In addition, while the Overlord is alive, all friendly Necron units may use its Leadership value for any tests they are required to take. Destroyer Body Flayer Lord 0-1 C‟tan Shard WS BS C‟tan Shard 5 5 Unit Composition: 1 C‟tan Shard
S 9
T 8
W 5
I 4
A 4
Ld 10
Sv 3+
Unit Composition: Monstrous Creature Special Rules: Above All Others Absolute Domination Drain Life Eternal Warrior Fearless Immune to Natural Law Manifestation of Terror Necrodermis Options: A C‟tan Shard must select four manifestations of power from the list below: - Entropic Touch - Lord of Fire - Pyre Shards
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Swarm of Spirit Dust Molder of Worlds Sentient Singularity Writhing Worldscape Grand Illusion Time‟s Arrow Transdimensional Thunderbolt Gaze of Death Etheric Tempest Dread Misdirect Decieve God of Battle Machine Domination Gibbering Madness
Above All Others A C‟tan Shard may never claim a Cover save. Absolute Domination All units in an army which contains a C‟tan Shard possess the Fearless special rule. An army which contains a C‟tan Shard may not include Necron special characters or an Aspect of the C‟tan. Drain Life All attacks made by a C‟tan Shard ignore all saves. Any model that is removed as a casualty by a C‟tan Shard may not regain wounds or be returned to play in any way. Immune to Natural Law A C‟tan Shard ignores the effects of Difficult and Dangerous terrain when moving and assaulting. Manifestation of Terror Any unit wishing to assault a C‟tan Shard must pass a Leadership test. If the test is failed, the unit may not assault that turn. Necrodermis A C‟tan Shard has a 3+ Armor save, and a 4+ Invulnerable save. Should it lose all its wounds, all enemy models within 6” of it suffer a S6, AP1 hit. If a C‟tan Phase weapon successfully hits a C‟tan Shard, it is absorbed into its body. The C‟tan Shard suffers no damage and the weapon is destroyed. Licheguard 175 points A unit WS BS Licheguard 4 4 Unit Composition: 5 Licheguard
S 5
T 5
W 1
I 3
A 2
Unit Type: Infantry Wargear: Warscythe with inbuilt Gauss Blaster
Special Rules: Phase Out
Ld 9
Sv 3+
Psychic Abomination (Pariahs only) Souless (Pariahs only) We‟ll Be Back
Dedicated Transport: May select a Night Scythe as a dedicated transport. Options: May include up to five additional Licheguard +35 pts per model The entire squad may exchange their warscythes for hyperphase swords and dispersion shields +5 pts per model May select one of the following: - The entire unit may be upgraded to Pariahs +10 pts per model - The entire unit may be mounted on Destroyer bodies +15 pts per model Soulless: All models or units with a model within 12” of a pariah (friend or foe) are counted as being Leadership 7, unless their Leadership would normally be less. Necron models and other models with the Soulless rule are unaffected in this way. Psychic Abomination: A pariah has a 2+ Deny the Witch save which must be taken against all psychic powers, whether from friend or foe, and does not suffer the Instant Death effect of Force Weapons. Additionally, any psyker, along with any unit they have joined, that begin their turn within 6” of a pariah must immediately take a Morale check. If the psyker is in close combat and fails the test, he and his unit do not fall back, but count as WS 1.
Royal Court WS BS 4 4
S 5
Shard of the C‟tan WS C‟tan Shard 5
T 5
W 1
BS 5
I 3
S 7
A 2
T 7
Ld 10
W 4
Sv 3+
I 4
A 4
Ld 10
Sv 3+
Necron Immortals………………………………………………………110 points WS BS S T W I A Ld Sv Immortal 4 4 4 5 1 3 1 8 3+ Unit Composition: Special Rules: 5 Immortals Phase Out We‟ll Be Back! Unit Type: Infantry Wargear: Gauss Blaster Options: May include up to five additional Immortals +22 pts per model
The entire squad may exchange their gauss blasters for tesla carbines free
Flayed One Pack………………………………………………………….70 points WS BS S T W I A Ld Sv Flayed One 4 1 4 4 1 4 3 10 4+ Unit Composition: Unit Type: 5 Flayed Ones Infantry Special Rules: Deep Strike Horrifying Visage Infiltrate Move Through Cover Phase Out We‟ll Be Back!
Options: May include up to 15 additional Flayed Ones +14 pts per model The entire squad may be given disruption fields +3 pts per model
Horrifying Visage Units in close combat with a Flayed One pack 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. On the turn that a Flayed One pack charges, this test is taken with a -2 penalty. Troops Necron Warriors…………………………………………………………65 points WS BS S T W I A Ld Sv Warriors 3 4 4 4 1 2 1 7 4+ Unit Composition: Special Rules: 5 Necron Warriors Phase Out We‟ll Be Back Unit Type: Infantry Options: May include up to 15 additional Warriors Wargear: +13 pts per model Gauss Flayer
Scarab Swarms…………………………………………………………...42 points WS BS S T W I A Ld Sv Scarabs 2 2 3 3 3 2 3 10 5+ Unit Composition: Special Rules: 3 Scarab bases Entropic Strike Fearless Unit Type: Swarms Beasts Options: May include up to seven additional Scarab bases +14 pts per model
Night Scythe BS Front Night Scythe 4 11 Unit Composition: 1 Night Scythe
Side 11
Rear 11
Unit Type: Vehicle (Flyer) Wargear: Twin-linked Tesla Destructor Death Ray Special Rules: Assault Portal Deep Strike Invasion Beam Living Metal Supersonic Fast Attack Wraiths……………………………………………………………………55 points WS BS S T W I A Ld Sv Wraith 4 4 6 5 2 4 3 8 3+ Unit Composition: Special Rules: 1 Wraith Ethereal Phase Out Unit Type: Wraithflight Jump Infantry Options: May include up to four additional Wraiths +55 pts per model Any model may take one of the following: - Particle caster +5 pts per model - Whip coils +10 pts per model Ethereal Wraiths possess a 3+ Invulnerable save. Additionally, their close combat attacks count as power weapons and have the Rending special rule. Wraithflight Wraiths are never slowed by Difficult Terrain and automatically pass Dangerous Terrain tests Heavy Support Tomb Spyder……………………………………………………………..50 points WS BS S T W I A Ld Sv Tomb Spyder 3 3 6 6 3 2 2 10 3+ Unit Composition: Wargear: 1 Tomb Spyder Scarab Hive Unit Type: Monstrous Creature
Special Rules: Fearless
Options: May include up to two additional Tomb Spyders +50 pts per model Any Tomb Spyder may take any of the following: - Fabricator array +10 pts per model - Gloom prism +15 pts per model
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Twin-linked particle beamer +20 pts per model
Tomb Stalker 195 points each WS BS S T Tomb Stalker 4 4 6 7 Unit Composition: 1-2 Tomb Stalkers
W 5
I 4
A 4
Unit Type: Monstrous Creature Wargear: Two gauss flayers
Ld 10
Sv 3+ Special Rules: Brutal Assault Fearless Phase Tunneling Repair Protocols Sense Cluster War Construct
Brutal Assault The Tomb Stalker is itself a weapon; a mass of bladed limbs and razor-sharp armor plates. It gains +2 attacks on a turn in which it assaults as opposed to the usual +1. Phase Tunneling The Tomb Stalker is extraordinarily fast and carries inbuilt phase field projectors allowing it to pass easily through inert matter, boring its way through rock and stone and effortlessly passing through debris and rough terrain as it moves. As a result, it has the Fleet, Deep Strike, Move Through Cover and Hit and Run special rules. In addition, it does not suffer the Initiative penalties for charging enemies through cover, but instead fights at its normal Initiative in the ensuing combat. Repair Protocols Tomb Stalkers are composed of the same living metal as the other Necron war machines. At the beginning of each of the controlling player‟s turns, so long as the Tomb Stalker is still alive, roll a D6 for each wound that the it has suffered. For each dice that rolls a 6, the Tomb Stalker immediately regains a single lost wound. Sense Cluster Tomb Stalkers have the Night Vision special rule. War Construct The Tomb Stalker is a huge mass of sentient, shifting pseudo-metal, with little vulnerability except to the massive use of force. Sniper weapons, attacks with the Poisoned ability and the like, only wound the Tomb Stalker on a 6 (as opposed to a 4+, 2+ etc, as would normally be the case).
Monolith…………………………………………………………………310 points -------Armor------BS Front Side Rear Monolith 4 14 14 14 Unit Composition: • 1 Monolith
HP 6
Unit Type: • Vehicle (Heavy, Skimmer, Tank) Wargear: • • •
Special Rules: • Deep Strike • Living Metal • Mass Restoration • Nightshroud • Nodal Grid • Pinpoint Accuracy
Singularity Matrix Four gauss flux arcs Particle whip
Singularity Matrix At the start of the controlling player‟s Movement phase, choose one friendly unengaged non-vehicle Necron unit on the battlefield or who has become eligible to enter from reserves this turn. That unit is immediately moved from its current position (even if locked in combat) and is placed entirelywithin 6” of the Monolith‟s portal in the exact same fashion as if they were disembarking. Any models that cannot be placed are removed as casualties, but the move is otherwise treated exactly as disembarking from a vehicle that has moved at combat speed. The singularity matrix cannot be destroyed separately from the Monolith. Mass Restoration Whenever a unit uses the Monolith‟s Singularity Matrix special rule, you may make a special We‟ll Be Back roll for each casualty it may have already suffered which possesses that rule. If an individual roll is successful, then that model may be added back into that unit when it is deployed from the monolith‟s portal, placed within coherency with the rest of the unit with one Wound remaining. It acts normally for a model of its type for the remainder of the game and may continue to make further We‟ll Be Back rolls. Models with the Ever Living special rule may not be returned to play using this rule, as their inner systems are so complex that a much greater time is needed to repair them then the battle will last. Nightshroud If two or more Monoliths are within 24” of each other, they project a Nightshroud. A line is traced from the center of a projecting Monolith to all other projecting Monoliths within 24”. Any shots from weapons without the Gauss special rule that trace their line of sight across one or more Nightshrouds have their Strength reduced by one. Psychic powers cannot be targeted through the Nightshroud. Nodal Grid If three or more Monoliths are projecting Nightshrouds between them, they create a Nodal Grid. The area of the Nodal Grid is the area within the bounds of all three of the projected nightshrouds. While the grid is in operation, all friendly Necron models within the affected area may reroll failed We‟ll Be Back rolls. Additionally, No psyker within the Nodal Grid may use psychic powers. Pinpoint Accuracy If a Monolith is held in reserve then it must enter by deep strike. A Monolith deep strikes as normal. However should it end up within 1” of an enemy model, it does not suffer a deep strike mishap. Instead, the enemy models are moved the minimum distance necessary to allow the Monolith to be placed on the table with 1” of space between it and any enemy models. Additionally, should it end up on impassible terrain or a friendly model, then reduce the scatter distance by the minimum amount required to avoid the obstacle.
Doomsday Cannon Gauntlet of Fire Gauss Blaster Gauss Cannon Gauss Flayer Gauss Caster Gauss Flux Arc Heavy Gauss Cannon Lightning Arc Beamer Caster Shredder Particle Whip -ORStaff of Light (Melee) Staff of Light (Ranged) Tesla Cannon Tesla Carbine Tesla Destructor Warscythe
Range 72” Template 24” 36” 24”
Strength 9 5 5 6 4
AP 1 4 4 4 5
Type Heavy 1, Large Blast Assault 1 Assault 2, Gauss Heavy 2, Gauss Rapid Fire, Gauss
24” 36”
5 9
4 1
Heavy D6*, Gauss Heavy 1, Gauss
24” 24” 12” 24” 24” 30” 12” 24” 24“ 24” -
9 6 6 7 8 9 User 5 6 5 7 +2
2 5 5 4 3 2 2 3 *
Assault 1 Heavy 1, Blast Pistol Heavy 1, Large Blast Ordinance 1, Large Blast Ordinance 1, Skyfire Melee, Two-handed Assault 3 Assault 2, Tesla Assault 1, Tesla Assault 4, Tesla, Arc Melee, Armorbane, Two-handed
DEDITIONEM•ET•MORTI