Necron Codex 21Jan09

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    Necron Codex, 5th edition20 January, 2009

    Written by: SekhmetArtwork by: /tg/

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    Forces of the NecronsNECRON SPECIAL RULES

    NECRON

    All models with the Necron rule have FEEL NO PAIN, ACUTE SENSES and DEEP STRIKE as

    detailed in the Universal Special Rules section in the Warhammer 40,000 rulebook.

    GAUSS

    On a 6 to wound, shots with the Gauss rule become AP1 and automatically cause a wound,

    regardless of toughness. On a 6 to penetrate a vehicle, the shot counts as AP1 and also

    glances if it would not have penetrated otherwise.

    RAIDER FORCE

    Any Necron army of 1500 points or less may decide to use the following alternate forceorganization chart instead of the standard one. In a mission in which a leader is required,

    you must choose one model with the Necron rule as the leader and mark it accordingly.

    HQ: 0

    Troops: 2-6

    Elites: 0-2

    Fast Attack: 1-4

    Heavy Support: 0

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    NECRON LORD[Background]

    WS BS S T W I A Ld Sv

    Necron Lord, Bronze 4 4 5 5 2 4 2 10 3+

    Necron Lord, Silver 5 5 5 5 3 4 3 10 3+

    Necron Lord, Gold 5 5 5 5 4 4 3 10 3+

    Special RulesNecron, Independent Character

    Nodal Command Structure

    If a Gold Lord is in your list, a Silver or Bronze Lord must also be in your list.

    WargearChronometron

    The lord has become master of time. The lord and any squad he joins gains the Fleet

    universal special rule and +1 Initiative. The squad may reroll any sweeping advance rolls it

    makes regardless if it won or lost the combat.

    Gaze of Flame

    This grants defensive grenades to the lord and all of your Necron units within 6. Enemy

    units with a model within 6 of the lord suffer -1 to their Leadership at all times. The Gaze

    of Flame may be used as a shooting attack in the shooting phase with a profile of: Strength

    4, AP 5, Assault 1 Template.

    Nightmare Shroud

    At the end of every Necron turn, all enemy units with a model within 12 must take a

    morale check with no modifiers. As always, Fearless units do not take morale checks.

    Phylactery

    At the start of your turn, roll a d6 for every wound the Lord has taken. For each 5+ you roll,

    he regains a wound.

    Solar Pulse

    This is usable once per game in the shooting phase instead of shooting a weapon, although

    it may be used while the lord is in close combat. The pulse lasts until the beginning of your

    next turn, or until the lord dies, whichever happens first. Enemy units in close combat with

    a model within 6 of the lord only hit on 6s.

    If night fighting rules are in effect, they are suspended. In addition, 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.

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    If night fighting rules are not in effect, the lord and all of your units within 12 of the lord

    gain a 3+ cover save.

    Staff of Light

    This counts as a power weapon in close combat. In the shooting phase, it counts as a Range

    12, Strength 5, AP 3, Assault 3 weapon.

    Stasis Field

    This is usable once per game in the shooting phase instead of shooting a weapon, although

    it may be used while the lord is in close combat. The field lasts until the beginning of your

    next turn, or until the lord dies, whichever happens first.

    While the stasis field is in effect, all enemy units with a model within 24 of the lord halve

    their total movement. Units with Fleet may not charge after running.

    Veil of Darkness

    The lord and any number of your Necron units with a model within 6 may be removed fromthe table and placed into reserve. 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.

    Destroyer Body

    The lord gains +1 Toughness and becomes a jetbike. 1 squad of destroyers may be taken as

    a retinue, although the lord may leave the squad at any time.

    Pariah Body

    The lord gains the Null Field, Soulless and Psychic Abomination rules. 1 squad of pariahs

    may be taken as a retinue, although the lord may leave the squad at any time.

    Wraith Body

    The lord gains a phase shifter and becomes a jetbike. 1 squad of wraiths may be taken as a

    retinue, although the lord may leave the squad at any time.

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    Disciple of the Deceiver

    After infiltrators have deployed and scouts have moved, but before the first turn, you may

    redeploy up to 1d6 units, including placing those units in reserve or having a unit in reserve

    deploy as normal. If you deploy second, you may also make a seize the initiative roll on a

    3+ rather than 6+. Your deep striking units do not scatter on arrival.

    Disciple of the Nightbringer

    Your Necron units gain the Terrifying Visage ability. Flayed ones cause a -2 Leadership

    penalty instead of -1 for their Terrifying Visage. Terrifying Visage now affects Fearless units.

    All of your Necrons gain +1 Weapon Skill.

    Disciple of the Outsider

    All of your weapons with the gauss rule work on a 5+ rather than a 6+. Your gauss

    weapons also Get Hot, which will disallow Feel No Pain unless a resurrection orb is present.

    Disciple of the Void Dragon

    Your Necron units may reroll all vehicle penetration and vehicle damage chart rolls. All ofyour Necron units gain lightning fields and disruption fields if they do not already have

    them. All of your monoliths gain lightning fields as well.

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    WARRIORS[Background]

    WS BS S T W I A Ld Sv

    Warrior 3 4 4 4 1 3 1 10 3+

    Special RulesNecron

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    CULTISTSThese are non-Necron worshippers of the Ctan that have been deemed worthy of fighting

    alongside regular Necron forces.

    WS BS S T W I A Ld Sv

    Cultist 2 3 3 3 1 3 1 10 -

    Special RulesFearless

    Trivial

    Cultists may never be taken for your two compulsory troop choices.

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    IMMORTALS[Background]

    WS BS S T W I A Ld Sv

    Immortal 3 4 4 5 1 3 1 10 3+

    Special RulesNecron

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    FLAYED ONES[Background]

    WS BS S T W I A Ld Sv

    Flayed One 4 0 4 4 1 3 3 10 3+

    Special RulesNecron, 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. If they fail, they only hit

    on a 6 for that round, regardless of WS or target. Multiple units with Terrifying Visage in the

    same combat have no additional effect. This ability does not affect fearless units.

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    PARIAHS[Background]

    WS BS S T W I A Ld Sv

    Pariah 4 4 5 5 1 3 2 10 3+

    Special RulesNecron, 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, including targeted abilities (such as destructor, vortex of doom, doom,

    fortune and mind war) and non-targeted abilities (such as holocaust, veil of tears and

    conceal). Models within 6 of a model with Null Field cannot use psychic powers, abilities

    and wargear (such as a psychic hood, runes of warding, and force weapons become power

    weapons and witchblades do not wound on 2+ nor count as S9 vs vehicles). Psychic abilities

    cannot draw line of sight through a unit with this special rule.

    Soulless

    All enemy units with a model within 12 of a pariah counts as having leadership 7, unless it

    would normally be less than that. This rule takes effect before any additional modifiers such

    as lost combat. If the enemy units leadership is based on a model whose leadership is not

    within 12 of a pariah (such as rites of battle, book of St. Lucius or vox-casters), that unit

    follows their regular rules, but then applies a -1 penalty to their leadership.

    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. If the psyker or demon is in close

    combat at the time and fails the Morale check, he will not fall back but will only hit on 6s in

    the Assault phase for that turn. This ability affects fearless units.

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    WRAITHS[Background]

    WS BS S T W I A Ld Sv

    Wraith 4 0 4 4 1 6 3 10 4+

    Special RulesNecron

    WargearPhase ClawsWraith count has having phase blades, but they work on to-wound rolls and vehicle

    penetration rolls of 4+ rather than 6.

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    DESTROYERS[Background]

    WS BS S T W I A Ld Sv

    Destroyer 3 4 4 5 1 3 1 10 3+

    Special RulesNecron

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    SCARAB SWARMS[Background]

    WS BS S T W I A Ld Sv

    Scarab Swarm 2 0 3 3 3 2 3 10 -

    Special RulesNecron, Swarm, Fearless, Eternal Warrior

    Small and agile

    Scarab swarms never take dangerous terrain checks and may turbo boost into, out of, and

    through terrain.

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    HEAVY DESTROYERS[Background]

    WS BS S T W I A Ld Sv

    Heavy Destroyer 3 4 4 5 1 3 1 10 3+

    Special RulesNecron

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    TOMB SPYDERS[Background]

    WS BS S T W I A Ld Sv

    Tomb Spider 2 0 6 6 3 2 2 10 3+

    Special RulesNecron, Monstrous Creature, Fearless

    Artificier

    Something about making Scarabs, like in the standard codex.

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    MONOLITH[Background]

    Armour

    Type BS F S R

    Monolith Tank, Skimmer 4 14 14 14

    Special RulesLiving Metal

    Attacks which count the monoliths armour value as less than it is (such as bright lances) do

    not do so against the monolith. Attacks that get extra penetration dice (such as monstrous

    creatures, melta weapons and rending) do not do so against the monolith. Attacks that gain

    a bonus to penetration (such as tank hunters) do not do so against the monolith. Any attackthat automatically glances allows the monolith a 5+ roll to ignore the attack. Any attack

    that automatically penetrates allows the monolith a d6 roll of 6 to ignore the attack.

    Powerfists, witchblades, prism cannon combination shots, and dreadnought close combat

    weapons work fully against Living Metal, as do ordnance rules for vehicle penetration and AP

    1 shots. Living Metal does not have any effect against warscythes, Ctan, and gauss

    weapons.

    Ponderous

    The monolith may only move 6 in the movement phase. 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.

    Deep Strike

    The monolith may elect to enter play via Deep Strike. However, should the monolith scatter

    on top of impassable terrain or a vehicle, move the monolith the minimum distance required

    in order to avoid the object. Should the monolith scatter on top of a non-vehicle model

    (friend or foe), move that unit the minimum distance away from the monolith and place the

    monolith where it scattered.

    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+.

    Portal

    Instead of firing its particle whip, you may do one of the following:

    - One Necron unit within 18 in the movement phase may be removed from the table and

    exit the Monolith from its portal as if exiting a stationary transport, even if that unit is

    locked in close combat. Enemy units may make a consolidation move.

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    - A unit in reserve that has been rolled for may enter the board using the portal rather than

    deep striking or moving on a board edge. It exits as if from a stationary transport.

    WargearParticle 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 5, AP 4, Gauss.

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    WargearDisruption Fields

    Against vehicles, a 6 to penetrate causes a glance if it would not have otherwise damaged

    the vehicle.

    Gauss Blaster

    Range: 24 Strength: 5 AP: 4 Type: Assault 2, Gauss

    Gauss Cannon

    Range: 36 Strength: 6 AP: 4 Type: Heavy 3, Gauss

    Heavy Gauss Cannon

    Range: 36 Strength: 9 AP: 2 Type: Heavy 1, Gauss

    Gauss Flayer

    Range: 24 Strength: 4 AP: 5 Type: Assault 1, Gauss

    Gauss Rifle

    Range: 24 Strength: 3 AP: - Type: Assault 1, Gauss

    Lightning Fields

    For every successful hit on a Necron model with Lightning Fields in close combat(regardless

    if that hit was successful in wounding, was saved, or killed the Necron), an automatic hit is

    placed on the attacking model at strength 3. These extra attacks hit immediately after the

    current initiative step and count towards combat resolution.

    Phase Blades

    These count as disruption fields and further grant Rending against non-vehicles 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. Wraithcannons, D-

    cannons and all psychic attacks negate this save in shooting. Force weapons, Daemon

    weapons, and Witchblades ignore this save in close combat. 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, the

    above exceptions no longer apply.

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    Any model with a Phase Shifter counts as having offensive grenades and never takes

    difficult or dangerous terrain tests. Additionally, models with a phase shifter can move

    through impassable terrain as long as it does not finish its movement phase inside the

    terrain.

    Resurrection OrbAny unit with a model within 6 of a model carrying a Resurrection Orb may always make its

    Feel No Pain rolls, even if hit with a power weapon, AP 2 weapon, or an attack that causes

    instant death.

    Warscythe

    A model with a warscythe counts as having a two-handed power weapon that ignores

    invulnerable saves. Furthermore, warscythes gain an additional 1d6 to penetrate vehicles in

    close combat. Warscythes include a built-in gauss flayer.

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    Army List[Examples of an army list entry]

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    HQNecron Lord, Bronze 80 points

    WS BS S T W I A Ld SvNecron Lord, Bronze 4 4 5 5 2 4 2 10 3+

    Unit Composition: 1 Necron Lord, Bronze Unit Type: Infantry

    Wargear: Special Rules:

    Staff of Light Necron

    Independent Character

    Options:

    Take a warscythe +10 pts

    Take a chronometron +25 pts

    Take gaze of flame +20 pts

    Take lightning fields +5 ptsTake a phylactery +10 pts

    Take a resurrection orb +50 pts

    The lord may take one of the following:

    - Destroyer body +30 pts

    - Pariah Body +45 pts

    - Wraith Body +60 pts

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    HQNecron Lord, Silver 110 points

    WS BS S T W I A Ld SvNecron Lord, Silver 5 5 5 5 3 4 3 10 3+

    Unit Composition: 1 Necron Lord, Silver Unit Type: Infantry

    Wargear: Special Rules:

    Staff of Light Necron

    Independent Character

    Options:

    Take a warscythe +10 pts

    Take a chronometron +25 pts

    Take gaze of flame +20 pts

    Take lightning fields +5 pts

    Take nightmare shroud +40 pts

    Take a phylactery +15 pts

    Take a resurrection orb +50 pts

    Take a solar pulse +30 pts

    Take a stasis field +40 pts

    Take a veil of darkness +60 pts

    The lord may take one of the following:

    - Destroyer body +30 pts

    - Pariah Body +45 pts

    - Wraith Body +60 pts

    If you include a silver lord in your army, you may take a combination of up to 2 flayed oneor immortal units as troops.

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    HQNecron Lord, Gold 130 points

    WS BS S T W I A Ld SvNecron Lord, Gold 5 5 5 5 4 4 3 10 3+

    Unit Composition: 1 Necron Lord, Gold Unit Type: Infantry

    Wargear: Special Rules:

    Staff of Light Necron

    Independent Character

    Nodal Command Structure

    Options:

    Take a warscythe +10 pts

    Take a chronometron +25 pts

    Take gaze of flame +20 pts

    Take lightning fields +5 pts

    Take nightmare shroud +40 pts

    Take a phylactery +20 pts

    Take a resurrection orb +50 pts

    Take a solar pulse +30 pts

    Take a stasis field +40 pts

    Take a veil of darkness +60 pts

    The lord may take one of the following:

    - Destroyer body +30 pts

    - Pariah Body +45 pts

    - Wraith Body +60 pts

    The lord may take one of the following:

    - Disciple of the Deceiver +250 pts

    - Disciple of the Nightbringer +250 pts

    - Disciple of the Outsider +250 pts

    - Disciple of the Void Dragon +250 pts

    If you include a gold lord in your army, you may take a combination of up to 3 flayed one or

    immortal units as troops. Furthermore, pariahs are no longer restricted to one per army.

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    TROOPSWarriors 180 points

    WS BS S T W I A Ld Sv

    Warrior 3 4 4 4 1 3 1 10 3+

    Unit Composition: 10 Warriors Unit Type: Infantry

    Wargear: Special Rules:

    Gauss Flayers Necron

    Options:

    May include up to ten additional Warriors: +18 pts per model

    The entire squad may have Phase Blades: +2 pts per model

    Cultists 70 pointsWS BS S T W I A Ld Sv

    Cultist 2 3 3 3 1 3 1 10 -

    Unit Composition: 10 Cultists Unit Type: Infantry

    Wargear: Special Rules:

    Gauss Rifles Fearless

    Trivial

    Options:

    May include up to ten additional Cultists: +7 pts per model

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    ELITESFlayed Ones 90 points

    WS BS S T W I A Ld Sv

    Flayed One 4 0 4 4 1 3 3 10 3+

    Unit Composition: 5 Flayed Ones Unit Type: Infantry

    Wargear: Special Rules:

    Claws (bonus attacks included above) Necron

    Infiltrate

    Terrifying Visage

    Options:

    May include up to five additional Flayed Ones: +18 pts per model

    The entire squad may take Disruption Fields: +2 pts per model

    Immortals 140 pointsWS BS S T W I A Ld Sv

    Immortal 3 4 4 5 1 3 1 10 3+

    Unit Composition: 5 Immortals Unit Type: Infantry

    Wargear: Special Rules:

    Gauss Blasters Necron

    Options:

    May include up to five additional Immortals: +28 pts per model

    The entire squad may have Phase Blades: +2 pts per model

    Pariahs (0-1) 180 pointsWS BS S T W I A Ld Sv

    Pariah 4 4 5 5 1 3 2 10 3+

    Unit Composition: 5 Pariahs Unit Type: Infantry

    Wargear: Special Rules:

    Warscythes Necron

    Fearless

    Null Field

    Psychic Abomination

    Soulless

    Options:

    May include up to five additional Pariahs: +36 pts per model

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    FAST ATTACKDestroyers 180 points

    WS BS S T W I A Ld Sv

    Destroyer 3 4 4 5 1 3 1 10 3+

    Unit Composition: 3 Destroyers Unit Type: Jetbike

    Wargear: Special Rules:

    Gauss Cannons Necron

    Options:

    May include up to two additional Destroyers: +60 pts per model

    Scarabs 36 pointsWS BS S T W I A Ld Sv

    Scarab Swarm 2 0 3 3 3 2 3 10 -

    Unit Composition: 3 Scarab Swarms Unit Type: Jetbikes

    Wargear: Special Rules:

    None Necron

    Eternal Warrior

    Fearless

    Small and agile

    Swarm

    Options:

    May include up to seven additional Swarms: +12 pts per model

    The entire squad may take Disruption Fields: +4 pts per model

    The entire squad may take Lightning Fields: +4 pts per model

    Wraiths 90 pointsWS BS S T W I A Ld Sv

    Wraith 4 0 4 4 1 6 3 10 4+

    Unit Composition: 2 Wraiths Unit Type: Jetbike

    Wargear: Special Rules:

    Phase Claws Necron

    Phase Shifter

    Options:

    May include up to three additional Wraiths: +45 pts per model

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    HEAVY SUPPORTHeavy Destroyers 65 points

    WS BS S T W I A Ld Sv

    Destroyer 3 4 4 5 1 3 1 10 3+

    Unit Composition: 1 Heavy Destroyer Unit Type: Jetbike

    Wargear: Special Rules:

    Heavy Gauss Cannons Necron

    Options:

    May include up to three additional Heavy Destroyers: +65 pts per model

    Tomb Spyders 65 pointsWS BS S T W I A Ld Sv

    Tomb Spyder 2 0 6 6 3 2 2 10 3+

    Unit Composition: 1 Tomb Spyder Unit Type: Monstrous Creature

    Wargear: Special Rules:

    Resurrection Orb Necron

    Fearless

    Options:

    May include up to two additional Tomb Spyders: +65 pts per model

    The each model may take Lightning Fields: +10 pts per model

    Monolith 250 pointsBS Front Armour Side Armour Rear ArmourMonolith 4 14 14 14

    Unit Composition: 1 Monolith Unit Type: Vehicle (Tank, Skimmer)

    Wargear: Special Rules:

    Gauss Flux Arc Projectors Deep Strike

    Particle Whip Living Metal

    Ponderous

    Portal

    Power Matrix

    Options:

    Take Lightning Fields: +10 pts