Necron Codex Version 1.03

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Codex: Necrons By Versedhorison Version 1.03 Necron Special Rules: Phase Out limit: At the start of every necron player’s turn, the player must count the number of models with the necron special rule remaining. If the number of remaining models with the necron special rule under the players control falls below 25% of the original number of models with the necron special rule then the necron army vanishes and the opponent automatically wins. The number of models counted on the table when calculating the phase out limit excludes models that are being held in reserve off the table. The number of original number of models with the necron rule includes all models with the rule including those being held in reserve off the table. Teleportation Raid: Necrons are notorious for sudden and unexpected raids that happen without warning. As a result if the entire necron army has the teleport special rule and/or the deep strike special rule then the entire army can be held in reserve and deploy using the deep strike rule regardless if some units do not have the deep strike special rule. This special deployment can only be used if the entire necron army has the deep strike and/or teleport rule. Necron Lords:

Transcript of Necron Codex Version 1.03

Page 1: Necron Codex Version 1.03

Codex: NecronsBy Versedhorison

Version 1.03

Necron Special Rules:

Phase Out limit:

At the start of every necron player’s turn, the player must count the number of models with the necron special rule remaining. If the number of remaining models with the necron special rule under the players control falls below 25% of the original number of models with the necron special rule then the necron army vanishes and the opponent automatically wins. The number of models counted on the table when calculating the phase out limit excludes models that are being held in reserve off the table. The number of original number of models with the necron rule includes all models with the rule including those being held in reserve off the table.

Teleportation Raid:

Necrons are notorious for sudden and unexpected raids that happen without warning. As a result if the entire necron army has the teleport special rule and/or the deep strike special rule then the entire army can be held in reserve and deploy using the deep strike rule regardless if some units do not have the deep strike special rule. This special deployment can only be used if the entire necron army has the deep strike and/or teleport rule.

Necron Lords:

Necron Lords do not have to have another model of the same kind within 6” in order to self repair. Unless they have the phylactery warger piece then they will stand up with one wound remaining instead of their initial number of wounds. Since Necron Lords are independent characters they do not have to worry about moving into coherency. Also If a Necron lord is destroyed whilst wielding the Resurrection Orb the orb still causes its effect until the Necron Lord fails his We’ll Be Back roll and is removed.

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The Following rules apply to those models with the Necron special rules in their profiles.

-We’ll be back:

When a model with the necron rule is reduced to 0 wounds or would be otherwise removed as a casualty, remains on the table top placed it on its side, or with a counter if you prefer to show that it is damaged and awaiting a We’ll Be Back roll. Damaged necrons, and entire units that have been damaged do not count as destroyed yet, but they are ignored for all other game play reasons. So you may not shoot or try to cause further damage to necrons on their sides, nor do they provide cover in the form of obscuring units from shooting.

At the beginning of each players turn the necron player rolls a dice for each necron, make sure do differentiate between different squads/unit types, which are eligible for a We’ll be Back. On a roll of 1-3 the necron is removed as a normal casualty. On a roll of 4-6 the Necron is repaired and stands back up with one wound remaining. The necron that repaired may make a 6” consolidation move to move into coherency with its respective squad or if its respective squad is in close combat; move it up to 6” so that it joins the combat and it is in base to base contact with an enemy (but can never claim any charging bonuses) as well as being in coherency with its squad.

A necron cannot make a We’ll be Back roll if it was destroyed by a close combat weapon that allows no save e.g. a power weapon, a failed death or glory attempt or a weapon that causes instant death to the target. This can be overridden by a Resurrection Orb (see necron wargear). Also a Necron may only make a We’ll Be back roll if there is another friendly model of the same kind within 6” or a Tomb Spyder with repair limbs within 12”. If not then the necron cannot make a We’ll be back save and is automatically destroyed for whatever reason.

If an entire necron squad is destroyed then the squad may make a We’ll be back save if there is a friendly model of the same kind within 6” or a Tomb Spyder with repair limbs within 12”. In such case any models of the unit that were completely damaged and passed their We’ll Be Back roll stand up as and consolidate 3”.

-Phase Out:

A Model with the Necron rule contributes to your phase out limit.

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-Teleportation:

Teleportation is generally a term to describe a unit that instantly moves a given distance. A model with the necron rule may ‘teleport’ when possible. Note: a model without the necron rule may not teleport. A unit may only teleport once per turn.

Necron Wargear:

Weapons:

Power weapon: see warhammer 40,000 rule book

Staff of Light: a power weapon with the following shooting profile

Range: 12” S: 5 AP: 3 Assault 3

Gauss Flayer: Range: 24” S: 4 AP: 5 Rapid Fire, Gauss

Gauss Blaster: Range: 24” S: 5 AP: 4 Assault 2, Gauss

Gauss Cannon: Range: 36” S: 6 AP: 4 Heavy 3, Gauss

Heavy Gauss Cannon: Range: 48” S: 9 AP: 2 Heavy 1, Gauss

Neutron Gun: Range: Flame TemplateS: 5 AP: 4 Heavy 1

Particle Whip: Range: 36” S: 9 AP: 2 Heavy 1 Ordinance

Gauss Flux Arc: Range: 12” S: 6 AP: 4 Heavy D6, Gauss

Particle Projector:Range: 12” S: 5 AP: 3 Heavy 3

Gauss Weapon: Any ranged weapon with the gauss rule included in their profile automatically wound any non-vehicle target on an unmodified result of 6. Also against targets with an armour value the shot(s) count as if they had the rending rule.

Warsythe: A warsythe allows no saves of any kind what so ever and grants the user when attacking vehicles 2D6 + strength armour penetration roll.

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Artificer: May be used during the start of the assault phase if the tomb spyder is not in close combat. When used a single scarab swarm is spawned and placed in coherency with the tomb spyder and roll a D6 on a result of 1 the tomb spyder takes a wound, on any other result nothing happens. Each swarm spawned will form a unit with the tomb spyder that created it and must maintain coherency with it for the remainder of the game. Scarabs created this way are not worth any victory or kill points and are removed if the tomb spyder is destroyed.

Chronometron: Grants the user and the unit he has joined the ‘hit and run’ special rule

Cloak of shadows: Grants the user a 5+ Invulnerable save

Command Node: Any unit with the Necron special rule within 6” of the necron lord is stubborn

Disruption Field: The user will always glance a vehicle on a roll of ‘6’ on armour penetration rolls.

Destroyer Body: The Model counts as a jet bike and has the ‘jet bike’ special rule. For each silver lord or higher that purchases this piece of wargear a single unit of destroyers counts as troops.

Extended Carapace: adds +2 to the model’s wounds.

Gaze of Flame: When an enemy charges the user and the unit he has joined the charging unit lose the +1 attack bonus for charging. In addition any enemy unit that is in base to base contact with this unit suffers a -1 Ld penalty.

Heart of Darkness: grants the user a 2+ armour save. The user cannot buy this piece of wargear with ‘wraith body’ at the same time.

Lightning field: For every unsaved wound inflicted upon the user and the unit he has joined in close combat the enemy unit takes an equal number of strength 3 wounds with normal saves allowed. Also any vehicle in base to base contact with the user and unit he has joined is automatically stunned.

Nightmare Shroud: The nightmare shroud may be used instead of a shooting a normal shooting weapon during the shooting phase with the following effects: Every enemy unit within 12” of the must take either a pinning or a moral test (as if they had taken 25% casualties). The necron player may choose either pinning or morale tests on the affected unit(s). All normal exceptions apply e.g. fearless units.

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Phase Shifter: Grants the user a 4+ Invulnerable save.

Phylactery: When a Necron Lord is reduced to 0 wounds instead of rolling for We’ll be back normally roll a dice normally for a We’ll be back roll but with the following changes:

D6 Result

1-3 The model is removed as a casualty as normal.

4 The model stands up with 1 wound remaining

5 The model stands up with 2 wounds remaining

6 The model stands up with 3 wound remaining

Note that this piece of wargear will not restore a gold lords wounds to 4 wounds.

Repair Limbs: If any Necron cannot self-repair because no model of the same kind is within 6”, it may still self repair if there is both a tomb spyder with repair limbs within 12” of the damaged model and another model of the same kind anywhere on the table. If the necron recovers then it consolidates 6” from where it stood up or from the tomb spyder so it brings itself into coherency with its squad. If the necron cannot make it into coherency with the rest of its squad then it phases out and counts as being destroyed.

Resurrection Orb: all friendly units with the necron special rule within 6” can always take their We’ll Be Back save regardless of the situation.

Solar Pulse: One use only: The solar pulse is used at the beginning of the necron turn. If night fighting rules are in effect then they cease to apply for the necron turn in which it was used. If night fighting rules are not in effect then the night fighting rules apply to any unit firing at the user of Solar Pulse and the unit he is joined to. If the unit cannot see the user then they may redirect their fire at another target.

Summoning Node: Any units in reserve with the Teleport special rule may deploy using the deep strike rule regardless if they have it providing that they must deep strike within 6” (the initial model only, the remainder of the squad can be outside this range) of the summoning node. In addition any units deep striking within 6” of the summoning node do not scatter at all.

Targeters: Models with their ranged weapons count as twin linked

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Veil of Darkness: The User may be held in reserve use the deep strike special rule. Also any unit with the Necron special rule or a unit that has the ‘teleport’ special rule can be held in reserve and deep strike with the user (both units make one reserve roll).

Wraith Body: The user gains a 3+ invulnerable save and counts as a jetbike (but does not gain +1 toughness) with the following exceptions; the user completely dos ignores terrain for all purposes of movement and can move through impassable terrain and counts as having frag grenades and ignores all difficult and dangerous terrain test and can turbo boost into terrain. The user cannot claim to be ‘inside’ terrain to avoid being shot at and the user cannot move through enemy models or vehicles either. The user cannot buy this piece of wargear with ‘heart of darkness’ at the same time. For each silver lord or higher that purchases this piece of wargear a single unit of wraiths counts as troops.

Manifestation of the Nightbringer: The user may not use any other wargear, and all other pre-existing wargear is discarded. The User loses the ‘Independent character’ special rule and the ‘Necron” special rule The User gains the following stats and abilities:

+1 WS, +2 Strength, +2 Toughness, + 1 Wound, +1 Attack, a 4+ Invulnerable save, the ‘monstrous creature’ ability, ‘eternal warrior,’ and the ‘fearless’ ability.

Also the user gains the following special rules:

Lightning arc: A shooting weapon with the following profile:

Range: 24” Strength: 9 AP: 2 Assault 1

Immune to natural law: The user ignores all terrain of all kinds for purposes of movement and counts as having frag grenades.

Necrondermis: The user ignores all saves of any kind what so ever when making normal close combat attacks. In addition if the model is every hit by a model with a warsythe of a c’tan phase sword or knife then it will inflict no wounds and the user loses the warsythe/c’tan phase sword or knife as it is absorbed into the necrondermis.

Manifestation: Any unit attempting to charge the user must pass a Ld test to charge. If the unit passes it may proceed to charge, if it fails the test then they cannot charge at all, or make any special moves during that particular assault phase. All normal exceptions apply e.g. Fearless.

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Gaze of Death: The user may choose to use the gaze of death ability instead of attacking normally in close combat. Place the 5” template directly over the user. Any enemy models underneath the template (including partials) take a strength 4 hit with no armour saves allowed.

Etheric Tempest: In the beginning of the enemy assault phase, after moves have been made, but before blows are struck any enemy units with at least one model within 6” of the user that do not entirely consist of an unmodified strength of 4 or more must move 2D6” directly away from the user as if it was falling back. This ability can be used to drive a unit out of close combat. The necrons in close combat with affect troops will consolidate.

Manifestation of the Deceiver:

The user may not use any other wargear, and all other pre-existing wargear is discarded. The User loses the ‘Independent character’ special rule and the ‘Necron” special rule The User gains the following stats and abilities:

+1 WS, +1 Strength, +1 Toughness, +1 Wound, + 1 Initiative, a 4+ Invulnerable save, the ‘Monstrous Creature’ ability, ‘eternal warrior’, ’ hit and run’, and the ‘fearless’ ability.

Also the user gains the following special rules:

Immune to natural law: The user ignores all terrain of all kinds for purposes of movement and counts as having frag grenades.

Necrondermis: The user ignores all saves of any kind what so ever when making normal close combat attacks. In addition if the model is every hit by a model with a warsythe of a c’tan phase sword or knife then it will inflict no wounds and the user loses the warsythe/c’tan phase sword or knife as it is absorbed into the necrondermis.

Manifestation: Any unit attempting to charge the user must pass a Ld test to charge. If the unit passes it may proceed to charge, if it fails the test then they cannot charge at all, or make any special moves during that particular assault phase. All normal exceptions apply e.g. Fearless.

Deceive: In the shooting phase the user can force an enemy unit within 24” and with line of sight to take a Ld test. If this test is passed then nothing happens but if the test is failed then the unit is either

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pinned or must fall back, the necron player can choose which effect to be applied. This ability ignores normal exceptions e.g. Fearless.

Grand Illusion: After both sides have deployed and after infiltrators and scout moves have been made, the necron unit may nominate one unit and roll a D6. On a 1-3 the unit may be redeployed subject to the deployment rules for the mission/deployment type. On a 4-6 the unit can be redeployed subject to the deployment rules for the mission/deployment type and a further unit can be nominated. This process could result in the entire army being redeployed. This does not extend to vehicles.

Dread: If the user is not in close combat in the necron assault phase, instead of making an assault move the deceiver can force and enemy unit within 24” to take a Ld test. If the unit passes then nothing happens, but if the test is failed then the models in the unit will only hit on a 6 in close combat during the ensuing assault phase. Normal exceptions apply e.g. Fearless.

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HQ:

Bronze Necron Lord80pts

WS BS S T W I A Ld Sv

Lord: 4 4 5 5 3 4 3 10 3+

Units Type: Infantry

Wargear: Power Weapon

Special Rules: Necron, Independent Character

Options:

A Bronze Lord may take one of the following as single handed weapons:

Additional Power Weapon 5pts

A Bronze Lord may take one of the following as two handed weapons to replace his power weapon:

Gauss Blaster: 5pts

Staff of Light: 10pts

Warsythe: 20pts

A Bronze Lord may take up to 100pts of any of the following:

Chronometron: 20pts

Cloak of Shadows 15pts

Command Node: 25pts

Disruption Field: 5pts

Gaze of Flame: 15pts

Lightning Field: 30 pts

Phylactery: 15pts

Resurrection Orb: 40pts

Solar Pulse: 20pts

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Silver Necron Lord:110pts

WS BS S T W I A Ld Sv

Lord: 5 5 5 5 3 4 3 10 3

Unit type: Infantry (or jet bike with a wraith body or destroyer body)

Wargear: Power Weapon

Special Rules: Necron, Independent Character

Options:

A Silver Lord May Take one of the following as single handed weapons:

Additional Power Weapon: 5pts

Gauss Cannon (destroyer body only): 10pts

Heavy Gauss Cannon (destroyer body only): 15pts

Neutron Gun (destroyer body only): 15pts

A Silver Lord may take one of the following as two handed weapons to replace his power weapon:

Gauss Blaster: 5pts

Staff of Light: 10pts

Warsythe: 20pts

A Silver Lord may take up to 100pts of any of the following:

Chronometron: 20pts

Cloak of Shadows: 15pts

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Command Node: 25pts

Disruption Field: 5pts

Destroyer Body: 30pts

Gaze of Flame: 15pts

Heart of Darkness: 40pts

Lightning Field: 25 pts

Nightmare Shroud 30pts

Phase Shifter: 30 pts

Phylactery: 15pts

Resurrection Orb: 40pts

Solar Pulse: 20pts

Summoning Node: 30pts

Wraith Body: 40pts

Veil of Darkness: 30pts

0-1 Gold Necron Lord:150pts

WS BS S T W I A Ld Sv

Lord: 5 5 6 6 4 4 4 10 3+

Unit Type: Unit type: Infantry (or jet bike with a wraith body or destroyer body)

Wargear: Power Weapon

Special Rules: Necron, Independent Character

Options:

A Gold Lord May Take one of the following as single handed weapons:

Additional Power Weapon: 5pts

Gauss Cannon (destroyer body only): 10pts

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Heavy Gauss Cannon (destroyer body only): 15pts

Neutron Gun (destroyer body only): 15pts

A Gold Lord may take one of the following as two handed weapons to replace his power weapon:

Gauss Blaster: 5pts

Staff of Light: 10pts

Warsythe: 20pts

A Gold Lord may take up to 150pts of any of the following:

Chronometron: 20pts

Cloak of Shadows: 15pts

Command Node: 25pts

Disruption Field: 5pts

Destroyer Body: 30pts

Gaze of Flame: 15pts

Lightning Field: 25 pts

Nightmare Shroud 30pts

Phase Shifter: 30 pts

Phylactery: 15pts

Resurrection Orb: 40pts

Heart of Darkness: 40pts

Solar Pulse: 20pts

Summoning Node: 30pts

Wraith Body: 40pts

Veil of Darkness: 30pts

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A single Gold Necron Lord per army may take one of the following Instead of taking any other wargear.

Manifestation of the Nightbringer: 150pts

Manifestation of the Deciever: 150pts

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Elites:

Pariahs 45pts per model

WS BS S T W I A Ld Sv

Pariah 4 4 5 5 2 3 2 103+

Unit Type: Infantry

Number/squad: 4-10

Weapons: Warsythe with built in gauss blaster.

Special rules:

Fearless: see Warhammer 40,000 rule book

Soulless: any enemy unit with a model within 12” of a pariah counts as having leadership 7, unless it would be normally less than that. All further leadership modifiers modify from the leadership value due to this rule.

Psychic abomination: Any psyker or psyker unit within 6” of a pariah at the start of the turn must take a morale test or fall back with any squad they are leading. If the psyker is in close combat at the time of the morale test and fails the morale test, he will not fall back bur will only hit on a roll of 6 in the assault phase for that turn.

Immortals 28pts per model

WS BS S T W I A Ld Sv

Immortal 4 4 4 5 1 2 1 10 3+

Unit Type: Infantry

Number/squad: 5-10

Weapons: Gauss Blaster.

Options:

The entire squad may take disruption fields at 2+ points per model.

The entire squad may take targeters at 2+ points per model.

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Special rules:

Necron: Immortals follow the Necron special rule

Flayed Ones18pts per model

WS BS S T W I A Ld Sv

Flayed One 4 4 4 4 1 4 2(3) 10 3+

Unit Type: Infantry

Number/squad: 4-10

Weapons: Claws (counts as 2 close combat weapons, included in profile)

Options: The entire squad may be given disruption fields at +3pts per model.

Special rules:

Necron: Flayed ones follow the necron special rule

Infiltrators: see Warhammer 40,000 rule book

Deep Strike: see Warhammer 40,000 rule book

Move through cover: see Warhammer 40,000 rule book

Terrifying Visage: Units in Close Combat with flayed ones must take a leadership test at the start of each round of combat. If they fail then for that round they can only hit the flayed ones on rolls of 6, regardless of WS. Normal exceptions apply eg. Fearless.

Troops:

Necron Warriors 18pts per model

WS BS S T W I A Ld Sv

Necron warrior 4 4 4 4 1 2 1 10 3+

Unit Type: Infantry

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Numbers/squad: 10-20

Weapons: Gauss Flayer

Options: The entire squad may have disruption fields at +2 points per model.

Special Rules:

Necron: Necron warriors follow the Necron special rule

Reserve notes: unless using the teleportation raid type deployment Necron warriors that were not the compulsory troop choice can still be held in reserve but may only enter play either by emerging from a monolith portal or by using a summoning node. Any Necron warriors that do not get deployed at the end of the game count as being destroyed for any purposes of determining the victor of the game.

Fast Attack:

Wraiths 45pts per model

WS BS S T W I A Ld Sv

Wraith 4 4 6 4 1 6 3 103+

Unit Type: Jet Bike (note: wraiths do not claim the +1 toughness bonus for being a jet bike)

Number/squad: 1-5

Weapons: Power Weapons

Special rules:

Necron: Wraiths follow the Necron special rule.

Phase Shift: Wraiths have a 3+ Invulnerable save. Wraiths count has having frag grenades

Wraith Flight: Wraiths move the same way as jet bikes but however they can move intangibly through terrain, they regard no terrain as impassable and never have to take dangerous terrain checks or difficult terrain tests and can turbo boost into terrain. Wraiths cannot

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claim to be ‘inside’ objects to avoid being shot at nor can they move through enemy models or vehicles either.

Destroyers 55pts per model

WS BS S T W I A Ld Sv

Destroyer 4 4 4 5(6) 1 2 1 10 3+

Unit Type: Jet Bike

Number/squad: 3-5

Weapons: Gauss Cannon

Options:

The entire squad may take disruption fields at 5+ points per model.

Special Rule:

Necron: Destroyers follow the Necron Special rule.

Scarab Swarms 12pts per model

WS BS S T W I A Ld Sv

Scarab Swarm 2 2 3 3 3 2 3 10 5+

Unit Type: Infantry

Number/Swarm: 3-15 swarm bases

Weapons: None

Options: The entire squad may have disruption fields at 4+ points per model.

Special rules:

Fearless: see Warhammer 40,000 rule book

Deep Strike: see Warhammer 40,000 rule book

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Swarms: see Warhammer 40,000 rule book

Move as Jetbike: Scarab Swarms move and fight like jet bikes but still count as infantry. As a result scarab swarms don’t get a +1 toughness bonus and may move through difficult terrain with no need to take a difficult terrain test or dangerous terrain test, but they cannot turbo boost into difficult terrain.

Heavy Support:

Tomb Spyder 45pts per model

WS BS S T W I A Ld Sv

Tomb Spyder 3 3 6 6 2 2 2 103+

Unit Type: Monstrous Creature

Number: You may include 1-3 tomb spyders as a single heavy support choice. Tomb Spyders are deployed are deployed as a single unit but do not have to be placed together and operate as independent units during the game.

Weapons:

Tomb Spyders must buy two of the following weapons:

Claw: 10pts

Additional Claw: 10pts

Particle Projector: 10pts

Gauss Cannon: 10 pts

Heavy Gauss Cannon: 20pts

Neutron Gun: 25pts

Options:

The Tomb Spyder may take one of the following options:

Artificer: 10pts

Repair limbs: 15pts

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Summoning node: 30pts

Extended carapace: 30pts

Special rules:

Monstrous creature: see Warhammer 40,000 rule book

Fearless: see Warhammer 40,000 rule book

Heavy Destroyer 65pts per model

WS BS S T W I A Ld Sv

Heavy Destroyer 4 4 4 5(6) 1 2 1 10 3+

Unit Type: Jet Bike

Number/Squad: 1-5

Weapons: Heavy Gauss Cannon

Options:

The entire squad may take Targeters at 10pts per model

Special Rules:

Necrons: Heavy Destroyers follow the necron special rule.

Monolith 250pts

Front armour side armour rear armour BS

Monolith 14 14 14 4

Type: Tank, Skimmer

Crew: None

Weapons: Gauss Flux arc

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Transport: Special

Special Rules

Living metal: The monolith has a 4+ invulnerable save against all attacks.

Ponderous: The Monolith can only move up to 6” a turn. Whenever a Monolith Deepstrikes It is not subject to Deep strike mishap whenever it lands on enemy troops or impassable terrain (not including landing off the table). If the monolith lands on enemy models that are not vehicles treat it as a tank shock against the enemy models (death and glory is still allowed), if the monolith lands on an enemy vehicle or impassable terrain move the monolith the closest distance away from enemy vehicle or impassable terrain.

Deep Strike: See Warhammer 40,000 rule book.

Gauss Flux Arc Projectors: The flux arc projectors will fire D6 shots at every enemy unit eligible for normal shooting within 12” of the monolith. Each Weapon destroyed result reduces the number of shots at each target by -1.

Power Matrix:

The Power matrix cannot be disabled due to weapon destroyed, crew stunned or crew shaken results.

The Power Matrix can be used in the following ways once each necron turn

1. In the shooting phase it can discharge the matrix as a particle whip.

2. In the Movement phase it may use its portal to bring in units held in reserve into play or allow entire Necron units to teleport through the monolith portal as if they were disembarking from a non moving vehicle access point (unless the unit had moved prior to teleporting then they count as disembarking from a moving vehicle), regardless if the monolith has moved. The access point is the portal at the front of the monolith. Only units and characters attached to the unit with the teleport special rule may teleport through the monolith portal.The portal is used in either of the following ways:

*If a unit with the teleport special rule is being held in reserve into play then they can emerge from the portal.

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*A unit with the teleport special rule at least partially within 18” of the monolith – even in close combat – may teleport and emerge from the portal. Any Models in the unit that were originally eligible to take a we’ll be back save and respectively failed it during the previous turn may re-roll their failed we’ll be back save; if the necron passed the re-roll it may be returned to the game and emerge from the portal with its unit or if it fails then it remains destroyed.

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WS

BS

S T W I A Ld

Sv

Bronze Lord

4 4 5 5 3 4 3 10

3+

Silver Lord

5 5 5 5 3 4 3 10

3+

Gold Lord 5 5 6 6 4 4 4 10

3+

Necron Immortal

4 4 4 5 1 2 1 10

3+

Necron Flayed One

4 4 4 4 1 4 2(3)

10

3+

Pariahs 4 4 5 5 2 3 2 10

3+

Necron Warriors

4 4 4 4 1 2 1 10

3+

Necron Wraiths

4 4 6 4 1 6 3 10

3+*

Necron Destroyers

4 4 4 5(6)

1 2 1 10

3+

Scarab Swarms

2 2 3 3 3 2 3 10

5+

Tomb Spyders

3 3 6 6 3 2 2 10

3+

Necron Summary

Necron Statistics

* Indicates an Invunerable save

Necron Vehicles

Vehicle Armour: Front

Side Rear BS

Monolith 14 14 14 4

Necron Weapons

Weapon Range Str AP TypeGauss Flayer

24” 4 5 Rapid Fire

Gauss Blaster

24” 5 4 Assault 2

Gauss Cannon

36” `6 4 Heavy 3

Heavy Gauss Cannon

48” 9 2 Heavy 1

Gauss Flux Arc

12” 5 4 Heavy D6

Neutron Gun

Flame Template

5 4 Heavy 1

Particle Whip

24” 9 2 Ord.1/5” Blast

Staff of 12” 5 3 Assault 3

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LightParticle Projector

12’ 5 3 Assault 3

Warhammer, Necron, Pariah, Necron Immortal, Flayed One, Necron Destroyer, Necron Scarab, Tomb Spyder, the Nightbringer, the Deciever, and Necron Monolith are all trademarks of games workshop ltd. This work is purely a fan based re adeptaion of Codex: Necron and does not represent the actual codex: Necrons and does not represent ideas of the creators of Codex: Necrons.