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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