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Necron Codexes
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Old 29 Jan 2009, 18:37   #1 (permalink)
Shas'Saal
 
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Default Necron Codexes

Me and some of my local freinds are doing a re-write of our armies' codexes (should that be a different plural?) and i was wondering if posting it up here would be...well... ok? *shuffles feet nervously*
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Old 29 Jan 2009, 20:02   #2 (permalink)
Shas'El
 
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Default Re: Necron Codexes

Yea i'll allow it man. It could be interesting. Post what you come up with.
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Old 01 Feb 2009, 17:44   #3 (permalink)
Shas'Saal
 
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Default Re: Necron Codexes

Do please willwills. and the correct plural is codices, pronounced co-de-sees. Please post!

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Old 07 Feb 2009, 18:01   #4 (permalink)
Shas'Saal
 
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Default Re: Necron Codexes

Well, here it is. I have kept some elements of the old book (that i like) and changed some quite drastically (that i hated). Unfortunately, due to snow i was unable to visit my freinds for the gathering, so this is the 'un-revised' edition (without points costs).

Necron Special rules

We’ll Be Back!

Necrons have a strange ability to self-repair wounds, even those that would be fatal to a mortal being. Any Necron model that is reduced to 0 wounds or would otherwise be removed as a casualty is instead laid on its side to represent its ‘damage’. Damaged Necrons do not count for unit coherency, measuring ranges, whether a unit is above half strength and all other normal game purposes.

At the start of every Necron turn, roll a dice for every damaged Necron capable of self-repair. On a 1-3, remove the model as a casualty. On a 4+, however, the model is repaired and stands up with 1 wound remaining. It is then attached to the nearest unit of that type, and will continue to fight and move as a part of that unit for the rest of the game. If the unit is in close combat the model may be placed in combat with any enemy from the unit(s) the joined unit is fighting with, but may not contact a new enemy unit and does not count as charging.

Necrons are not eligible for self-repair if they were wounded by a Close combat weapon that ignores armour saves (unless they have an invulnerable save) or were removed by the effects of Instant Death. They must also be within 6” of another model of the same type.

Necron Lords: Necron lords may attempt a self-repair even if there are no other lords within 6”.

Phase Out

If the number of Necron models on the table after making ‘We’ll be Back’ rolls is less than 25% of the Necron models at the start of the battle, the entire army (including non-Necrons) will phase out-disappear eerily without a trace. The entire army vanishes and the game is treated as an automatic victory for the opposing player, regardless of normal victory conditions.

Chain Teleportation

Necron armies posses many means of conveying troops speedily by teleporting them into place, such as the monolith portal or the Lord’s veil of darkness ability. A unit may not teleport more than once on any turn for any circumstances.

Gauss Weaponry

Gauss weapons use arcane technology to strip targets down to their component atoms in seconds in a horrifying display of green light. Even the most heavily armoured vehicles can suffer damage from weapons carried by mere troops.

Against non-vehicle models, any roll to wound of 6 with a Gauss weapon automatically wounds, even if the weapon would not normally be able to wound the target or the target would normally be immune to weapons under a certain strength. Saving throws apply as normal

Against vehicles, any gauss weapon that rolls a 6 for armour penetration automatically causes a glancing hit, even if it normally would be unable to hit the vehicle. Note that a weapon that scores a penetrating hit against vehicle armour on a roll of 6 does not gain an additional glancing hit. Even if the vehicle in question can only take glancing hits or treats all hits as penetrating, it is still a glancing hit and suffers the normal modifier.


Necron Armoury

Ranged weapons

[table][tr][td][/td][td]Strength[/td][td]Range[/td][td]AP[/td][td]Type[/td][/tr] [tr][td]Gauss Flayer[/td][td]24”[/td][td]4[/td][td]5[/td][td]Assault 2, Gauss[/td][/tr][tr][td]Gauss Rifle[/td][td]24”[/td][td]4[/td][td]6[/td][td]Assault 1, Gauss[/td][/tr][tr][td]Gauss Blaster[/td][td]24”[/td][td]5[/td][td]4[/td][td]Assault 2, Gauss[/td][/tr][tr][td]Gauss Cannon[/td][td]36”[/td][td]6[/td][td]3[/td][td]Heavy 3, Gauss[/td][/tr][tr][td]Heavy Gauss Cannon[/td][td]36”[/td][td]9[/td][td]2[/td][td]Heavy 1, Gauss[/td][/tr] [tr][td]Gauss Fuser[/td][td]36”[/td][td]7[/td][td]4[/td][td]Heavy 1, Melta[/td][/tr] [tr][td]Gauss Reaper[/td][td]48”[/td][td]5[/td][td]3[/td][td]Heavy 2, Gauss[/td][/tr] [tr][td]Gauss Projector[/td][td]Template[/td][td]5[/td][td]4[/td][td]Assault 1, Gauss[/td][/tr] [tr][td]Gauss Flux Arc[/td][td]12”[/td][td]5[/td][td]4[/td][td]Assault D6, Gauss[/td][/tr] [tr][td]Staff Of Light[/td][td]18”[/td][td]5[/td][td]3[/td][td]Assault 3, Gauss[/td][/tr] [tr][td]Staff of Night[/td][td]18”[/td][td]5[/td][td]3[/td][td]Assault 3, Gauss[/td][/tr] [tr][td]Particle Whip[/td][td]30”[/td][td]9[/td][td]3[/td][td]Ordnance 1, Gauss[/td][/tr] [/table]

Particle whip: The particle whip is an extremely powerful beam of energy that spreads out on contact. Any model under the hole in the centre of the large blast marker suffers an AP1 hit

Close Combat Weapons

Gauss claws: These are large claws crackling with green energy. Gauss Claws count as lightning claws.

Staff Of Night: in addition to being a shooting weapon, a Staff of Night is also treated as a power weapon in close combat. A model with a Staff of Night may shoot with it and still use it in the assault phase.

Warscythe: Warscythes are crafted from the same living metal as the Necron ships themselves, and ripple with unknown power that enables them to slide effortlessly through armour. There are no saves of any kind against wounds inflicted by a Warscythe.

Wargear

Chronometron: The Necrons are masters of space and time. Chronometrons allow Necrons to move out of phase with normal time flow, advancing at speed while their opponents are in slow motion. A unit with Chronometrons rolls an extra dice for making a sweeping advance, consolidating, moving through difficult terrain and falling back and discards one of their choice.

Disruption Field: The Necrons grasping claws are shrouded in a dark energy, allowing them to warp armour as they pass through. A Necron with a disruption field will always score a glancing hit on a vehicle on a roll of 6 regardless of armour value, unless a roll of six would grant it a penetrating hit.
Destroyer Body: The torso of the Necron is fused to a destroyer platform, granting him speed relatively unencumbered by obstacles on the ground. The Necron lord is treated as being mounted on a Jetbike, and so gains +1 to his toughness characteristic. He also cannot be instant-killed by weapons of strength 10.

Gaze of Flame: Blazing witch-fires burn in the eyes of the Necron, filling even the bravest souls with fear. Courage is swept from their hearts and their charges falter, screams of bloodlust fading at their lips as the fiery gaze falls upon them. Models who charge the Necron with Gaze of flame or a unit he is part of, they must first take a leadership test. If they pass, they may assault but on a roll of double 1 they lose their extra attack for charging. Note that only the extra attack conferred as standard by charging is lost, and any attack bonuses conferred by special rules still apply.

Lightning Field: Green bolts of pure energy arc from the Necron to nearby fellows, energising their metallic bodies. After all other attacks have been calculated, each enemy unit suffers a single S3 AP- hit for each unsaved wound they caused on a Necron unit in the same close combat as the equipped model. These hits are taken before calculating who won or lost the assault.

Nightmare Wave: The worst fears of enemies are summoned from within themselves and thrust into their minds. An aura of horror radiates from the Necron as he stalks, striking the fear of death into the hearts of all but the bravest. Once per turn, instead of making a shooting attack, the model uses the Nightmare wave. All enemy units with a model within 12 “ of the Necron must take a morale test, even if they would normally pass such tests automatically or are immune to the effects of morale. Only one model per army may take the nightmare shroud ability.

Wraithflight: The Lord is mounted on the body of a Necron Wraith, speeding quickly across the battlefield and even through solid objects. Weapons can pass straight through the creatures as they shift out of phase. A Lord with Wraithflight is treated as being on a Jetbike: thus he gains +1 toughness and cannot be instant killed by weapons of strength 10. He also gains an additional 4+ invulnerable save.

Phylactery: This inconspicuous charm is filled with tiny insect like robots. When the Lord takes damage, these swarm all over him and aid his self-repair system, before scuttling back to their resting-place. Whenever a lord activates his We’ll Be Back special rule after being reduced to 0 wounds, use the following rules for the repair roll:

1-3: the lord is removed as normal
4:The lord stands up with 1 wound
5: the lord stands up with 2 wounds
6: the lord stands up with 3 wounds

Resurrection Orb: the Necron carries a pulsating green orb. Its very presence seems to stir and augment the repair systems of nearby damaged Necrons. With but a gesture, warriors reform out of pools of melted slag and chunks of missing armour reappear from nowhere as the metal forms rise again. All Necron models (including the lord carrying the orb) within 12” of the lord may attempt a We’ll Be Back roll even if they were wounded by a weapon that ignores armour saves or were killed by the effects of Instant Death.

Solar Pulse: The Lord’s Staff of light flashes, illuminating the entire battlefield with stored solar light. The solar pulse is used once per game at the start of the Necron turn. If the Night Fighting rules are in effect, they cease to apply during the Necron turn. If they are not in play, the Night Fighting Rules shall apply during the following enemy turn to all units within 18” or shooting at a unit within 12” of the Necron lord. May only be taken by a Lord equipped with a Staff of Light.

Veil of Darkness: The Necron summons a shroud of darkness that momentarily covers the nearby area. When it lifts, the Necron and a nearby unit have mysteriously transported to another location. The Veil of Darkness can be used at the start of a Necron turn. The model and one unit with the Necron special rule within 6” are removed from the battlefield and are placed on the battlefield anywhere following the rules for Deep Striking. If the unit suffers a mishap, treat any ‘delayed’ roll as a ‘misplaced’ roll except the unit must be placed within 24” of its intended location.

HQ Choices

Necron Lord

[table][tr][td] [/td][td]Cost[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr]
[tr][td]Lord[/td][td]100[/td][td]4[/td][td]4[/td][td]5[/td][td]5[/td][td]3[/td][td]4[/td][td]3[/td][td]10[/td][td]3+[/td][/tr][tr][td]Grand Lord[/td][td]110[/td][td]4[/td][td]5[/td][td]5[/td][td]5[/td][td]3[/td][td]5[/td][td]3[/td][td]10[/td][td]3+[/td][/tr][/table]

Number/Squad: 1

Weapons: Staff of Light

Options: a Necron Lord may take up to __ pts worth of equipment from the Necron armoury. He may also replace his Staff of Light with a Staff of Night at +__ pts or a Warscythe at +__pts.

Heavy Armour: A Necron lord may take heavy armour at +__pts. If so, his armour save is upgraded to a 2+ and re-rolls failed saves against weapons of strength 3 or less.

Character: a Necron Lord is an independent character and follows the special rules in the rulebook.

Special Rules:

Necron: the Necron Lord is a Necron and follows the Necron special rules

Pariah Lord

[table][tr][td] [/td][td]Cost[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr]
[tr][td]Pariah Lord[/td][td]90[/td][td]5[/td][td]4[/td][td]5[/td][td]5[/td][td]3[/td][td]5[/td][td]3[/td][td]10[/td][td]3+[/td][/tr][tr][td]Pariah[/td][td]40[/td][td]5[/td][td]3[/td][td]4[/td][td]5[/td][td]1[/td][td]4[/td][td]2[/td][td]10[/td][td]3+[/td][/tr][/table]

Number/Squad: Pariah Lord and 0-4 Pariahs

Weapons: the Pariah Lord and Pariahs carry Warscythes with built-in Gauss Projectors

Options: The Pariah Lord may swap his built-in gauss projector for a built-in Gauss blaster. He may also take up to 100 points of upgrades from the Necron armoury, except for Wraithflight.

Character: The Pariah Lord is an independent character and follows the special rules in the rulebook.

Special Rules

Necron: The Pariah Lord and Pariahs are Necrons and follow the Necron Special Rules.

Psychic Abomination: Any model with Psychic powers that starts its turn within 6” of a Pariah or Pariah Lord must take a morale check or fall back with any squad they are leading. If the model is in close combat, he will not fall back but will only strike and wound on a 6+ during that Turn. Pariahs and Pariah Lords are immune to all psychic powers

Soulless: any enemy model within 6” of a Pariah or Pariah Lord, after all modifiers, reduces its Leadership to 7 if it is higher than 7.

Fearless: Pariahs and Pariah Lords follow the fearless universal special rule.


Elites choices

Pariah

[table][tr][td] [/td][td]Cost[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr][tr][td]Pariah[/td][td]40[/td][td]5[/td][td]3[/td][td]4[/td][td]5[/td][td]1[/td][td]4[/td][td]2[/td][td]10[/td][td]3+[/td][/tr][/table]

Number/Squad: 3-6 Pariahs

Weapons: Pariahs carry a Warscythe with a built-in Gauss Projector.

Special Rules

Necron: Pariahs are Necrons and follow the Necron Special Rules.

Psychic Abomination: Any model with Psychic powers that starts its turn within 6” of a Pariah must take a morale check or fall back with any squad they are leading. If the model is in close combat, he will not fall back but will only strike and wound on a 6+ during that Turn. Pariahs are immune to all psychic powers

Soulless: any enemy model within 6” of a Pariah, after all modifiers, reduces its Leadership to 7 if it is higher than 7.

Fearless: Pariahs follow the fearless universal special rule.

Flayed Ones

[table][tr][td] [/td][td]Cost[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr]
[tr][td]Flayed Ones[/td][td]32[/td][td]5[/td][td]0[/td][td]4[/td][td]5[/td][td]1[/td][td]4[/td][td]2[/td][td]10[/td][td]3+[/td][/tr][/table]

Number/Squad: 4-10 Flayed ones

Weapons: Flayed ones are armed with a pair of Gauss claws

Special Rules

Infiltrators: If the mission allows it, Flayed Ones may deploy using the infiltrators special rule as in the Rulebook

Silent as Night: Flayed ones have the Move Through Cover universal special rule as detailed in the rulebook

Deep Strike: Flayed ones are often teleported into position. Flayed ones may be held in reserve and deep strike if the mission allows it.

Terrifying visage: Any unit in close combat with flayed ones at the beginning of the assault phase must take a leadership test. If they fail, they will only hit on a roll of 6 in close combat regardless of WS.

Necron: Flayed Ones are Necrons and follow the Necron special rules.

Immortals

[table][tr][td] [/td][td]Cost[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr]
[tr][td]Immortal[/td][td]30[/td][td]3[/td][td]4[/td][td]4[/td][td]5[/td][td]1[/td][td]2[/td][td]1[/td][td]10[/td][td]3+[/td][/tr][/table]

Number/Squad: 4-10 Immortals

Weapons: Immortals are armed with Gauss Blasters

Special Rules

Necron: Immortals are Necrons and follow the Necron special rules

Troops Choices

Warriors
[table][tr][td] [/td][td]Cost[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr]
[tr][td]Warriors[/td][td]18[/td][td]3[/td][td]4[/td][td]4[/td][td]4[/td][td]1[/td][td]2[/td][td]1[/td][td]10[/td][td]3+[/td][/tr][/table]

Number-Squad: 5-10 warriors

Weapons: Warriors are armed with Gauss Flayers

Special Rules

Necron: Warriors are Necrons and follow the Necron special rules

Reserve forces: Necron warriors in excess of force organisation requirements may be kept in reserve even if the mission does not use the reserves special rule. If the rule is not in play they must enter through a monolith portal. If there is no monolith when they become available they must wait until one becomes available.

Light Warriors

[table][tr][td] [/td][td]Cost[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr]
[tr][td]Light Warrior[/td][td]15[/td][td]3[/td][td]4[/td][td]3[/td][td]4[/td][td]1[/td][td]3[/td][td]1[/td][td]3+[/td][td]X[/td][/tr][/table]

Number/Squad: 5-15 Light warriors

Weapons: Light warriors are armed with Gauss Rifles

Special Rules

Necron: Light warriors are Necrons and follow the Necron special rules.

Fast Attack choices

Scarabs

[table][tr][td] [/td][td]Cost[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr]
[tr][td]Scarab Swarm[/td][td]13[/td][td]3[/td][td]0[/td][td]3[/td][td]3[/td][td]3[/td][td]4[/td][td]3[/td][td]10[/td][td]5+[/td][/tr][/table]

Number/Squad: 5-15 Scarab bases

Weapons: none

Options: the entire unit may take disruption fields at +__pts per base

Special Rules

Swarm: Scarab bases follow the swarm universal special rule. They also move and fight as Jetbikes, but may move through difficult terrain without taking a dangerous terrain test and do not get the +1 toughness bonus

Deep Strike: Scarab swarms may deep strike in missions that allow it.

Fearless: Scarab Swarms follow the fearless universal special rules

Destroyers

[table][tr][td] [/td][td]Cost[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr]
[tr][td]Destroyer[/td][td]50[/td][td]3[/td][td]4[/td][td]4[/td][td]5(6)[/td][td]1[/td][td]2[/td][td]1[/td][td]10[/td][td]3+[/td][/tr][/table]

Number/Squad: 1-5 Destroyers

Weapons: Destroyers are armed with Gauss cannons

Jetbikes: Destroyers are Jetbikes and gain +1 toughness as a result (see profile)

Special Rules

Necron: Destroyers are Necrons and follow the Necron special rules

Wraiths

[table][tr][td] [/td][td]Cost[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr]
[tr][td]Wraith[/td][td]43[/td][td]5[/td][td]0[/td][td]6[/td][td]4(5)[/td][td]1[/td][td]6[/td][td]3[/td][td]10[/td][td]3+[/td][/tr][/table]
WS BS S T W I A Ld Sv
Wraith 4 0 6 4(5) 1 6 3 10 3+

Number/Squad: 1-5 Wraiths

Weapons: claws. When attacking models in/behind cover, wraiths count as having Frag grenades, so will strike at normal initiative.

Special rules

Necron: Wraiths are Necrons and follow the Necron special rules

Wraithflight: Wraiths are Jetbikes and therefore gain +1 Toughness (see Profile). However, they have an amazing ability to pass intangibly through objects and thus treat no terrain as impassable or difficult, but may not end their move ‘inside’ an object. They also gain a 4+ invulnerable save.
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Quote:
Originally Posted by demitriusnassy
Haha ;D I am Bob, the devourer of Souls. ;D
Quote:
Originally Posted by The Man They Call Jayne
Turning the Power Matrix into some kind of Disco Ball of Death? :P
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Old 07 Feb 2009, 18:02   #5 (permalink)
Shas'Saal
 
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Posts: 214
Default Re: Necron Codexes

Shadewalker

[table][tr][td] [/td][td]Cost[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr]
[tr][td]Shadewalker[/td][td]20[/td][td]4[/td][td]4[/td][td]4[/td][td]4[/td][td]1[/td][td]4[/td][td]1[/td][td]10[/td][td]3+[/td][/tr][/table]

Number/Squad: 4-10 Shadewalkers

Weapons: A Shadewalker is armed with a gauss flayer

Options: Any Shadewalker may replace its gauss flayer for a gauss Blaster at +__pts or a pair of gauss claws at +__pts.

Jump infantry: Shadewalker have a strange power, an ability to teleport a short distance, so as to reach the enemy sooner. Shadewalkers count as jump infantry, although the use of their jump packs does not fall under the chain teleportation rule.

Special Rules

Necron: Shadewalkers are Necrons and follow the Necron special rules.

Heavy Support choices

Heavy Destroyers

WS BS S T W I A Ld Sv
Heavy destroyer 3 4 4 6(7) 1 2 1 10 2+

Number/Squad: 1-5 Heavy destroyers

Weapons: Heavy Destroyers are armed with Heavy Gauss cannons.

Options: all Heavy Destroyers in a squadron may replace their Heavy Gauss Cannons with Gauss Fusers at +__pts per model or gauss Reapers at +__pts per model

Special Rules

Necron: Heavy Destroyers are Necrons and follow the Necron special rules

Monolith

Type FA SA BA BS
Monolith Tank, Skimmer 14 14 14 4

Number/Squad: 1

Weapons: Gauss Flux Arcs

Special Rules

Ponderous: the Monolith is a skimmer that may move up to 6” a turn. If immobilised it will never crash, simply drift to the ground and continue to fight from there.

Living metal: The monolith is made of living Necron metal which is resilient, self-repairing and adapts itself to resist incoming attacks. Weapons that treat a vehicle’s armour value as being less than it is do not do so against a monolith. Similarly, weapons that roll an extra dice for armour penetration (e.g. Melta weapons or monstrous creatures) do not do so against a monolith. In practice, any weapon will use 1D6 + Strength for armour penetration no matter what.

Deep Strike: Necron invasions often start by Monoliths teleporting into combat to act as bridges for Warriors. A monolith may therefore deep strike if the mission being played allows it. Due to the sheer mass of the monolith, if it scatters onto enemy models it will not roll on the deep strike mishap table and instead move enemy models underneath it the minimum distance required to stay in unit coherency and remain 1” away.

Gauss Flux Arc projectors: The Gauss Flux arc projectors on a monolith fire D6 shots at every enemy unit with a model within 12” of the Monolith. Each ‘weapon destroyed’ result reduces the number of shots at each target by 1.

Power Matrix: The Necron technology in a monolith is capable of focusing unearthly energies to suit its purpose. The power matrix cannot be destroyed by a ‘weapon destroyed result’, and may be used once per turn in one of the following ways:

1. If Necron warriors or light warriors held in reserve become available, they may enter through the monolith portal instead of from the Necron player’s table edge. They are placed as if they were disembarking from the monolith. If Warriors held in reserve due to their special rule become available and the reserves special rule is not in play, the Monolith portal must be used to bring them onto the table.
2. If a unit with the Necron Special rule (except for Pariahs, Pariah Lords and Necron Lords who have not joined another unit with the rule) are within 18” of the monolith, you may teleport them to the portal. Thy are removed from the table and placed as if they were disembarking from the monolith via the portal at the front
3. The Energies may be discharged in the shooting phase in the form of the particle whip.

Tomb Spyders

WS BS S T W I A Ld Sv
Tomb Spyder 4 3 5 6 2 2 3 10 3+

Number/Squad: you may include 1-3 Tomb Spyders as a single heavy support choice. They are rolled for as a single unit for reserves but do not have to be placed together and operate as separate units for all other purposes.

Weapons: Claws

Options: one claw may be replaced with a Gauss blaster or Gauss Projector. This reduces the Spyder’s number of attacks by 1.

Monstrous Creature: a Tomb Spyder is a monstrous creature and follows the monstrous creature special rules in the rulebook

Special Rules

Fearless: Tomb Spyders follow the fearless universal special rule.

Artificer: at the start of each Necron assault phase, any Tomb Spyder not in close combat may expend energy to create a single scarab base. The base forms a unit with the Spyder and a dice is rolled. On a 1, the Tomb Spyder loses a wound. Scarab Swarms created in this way are worth no kill points and are treated as destroyed if the Tomb Spyder is reduced to 0 wounds.

Tomb Builder: Tomb Spyders fulfil the roll of battlefield repair worker. A damaged Necron within 12” of a Tomb Spyder may attempt a self-repair even if there are no undamaged models of the same kind within 6”, so long as there is an undamaged model of the same kind on the battlefield.

Special Characters

Spirit of the Outsider

Occasionally, shreds of the Outsider, the wandering, insane star-god of the Necrons, are channelled into grand tombs, huge magnificent beings of war that can stride among mortals and perform the will of the Outsider himself.

WS S Type FA SA BA BS
Spirit tomb 7 6(10) Walker 14 14 14 4

Number/Squad: 1

Weapons: 2x Gauss Flux Arc and Dreadnought close combat weapon.

Choice: HQ

Special Rules

Shadow of Insanity: During the movement phase, the Spirit Tomb moves up to 6” in a direction determined by the scatter dice-on a hit, you decide which direction it moves. In the assault phase, if there is a unit in range the Spirit tomb must make an assault move.

Deep Strike: when driven to battle, the Outsider’s spirit can be teleported anywhere to cause whatever havoc it sees fit. The Spirit of the Outsider may deep strike if the mission being played allows it, however if a hit is rolled on the scatter dice it will instead scatter 1” in the direction of the small arrow. Any Deep strike mishap rolls of misplaced are treated with the following exception; the model must be placed within 24” of its intended destination, or as close as possible if this cannot be done without coming within 1” of enemy models or landing in area terrain.

Living metal: The Spirit Tomb is made of living Necron metal which is resilient, self-repairing and adapts itself to resist incoming attacks. Weapons that treat a vehicle’s armour value as being less than it is do not do so against a Spirit Tomb. Similarly, weapons that roll an extra dice for armour penetration (e.g. Melta weapons or monstrous creatures) do not do so against a Spirit Tomb. In practice, any weapon will use 1D6 + Strength for armour penetration no matter what.

Explosion of spirit: When the tomb possessed by the outsider’s spirit is destroyed, the consciousness scatters and passes through the minds of any nearby foe. When a Spirit Tomb suffers a ‘Destroyed’ result, all enemy units within 12” must take a morale test and will fall back if it fails, as the ghosts of the Outsider’s past flood their minds.

Chosen of the Nightbringer

The horrible star-god of the Necrons the Nightbringer has returned to almost his full power and has ascended beyond all but the greatest conflicts, where his huge appetite can be sated. However, some of his minions gained what little of his favour there was while he was still weak, and have been blessed as such. These are given the more important of the tasks of the Nightbringer, where their presence can act as a guiding force as well as a focus of terror for the star-god’s enemies; the hated living.

WS BS S T W I A Ld Sv
Chosen Lord 4 5 5 5 3 4 3 10 3+
Chosen Pariahs 5 3 5 4 1 4 2 10 3+
Chosen Immortals 3 4 4 4 1 2 1 10 3+

Number/Squad: 1 Chosen lord, 1-4 Chosen Pariahs and 1-4 Chosen Immortals

Weapons: Chosen Lords are equipped with a Warscythe. Chosen Pariahs are equipped with Warscythes with built-in Gauss projectors and Chosen Immortals are equipped with Gauss Blasters.

Options: A Chosen Lord may take up to __pts worth of upgrades from the Necron armoury

Autonomous: although the Chosen of the Nightbringer are the same as standard Necrons in most respects, they may be deployed and act as separate units. They are all Independent characters and also have a 3+ invulnerable save

Special Rules

Necron: despite their gifts, all chosen of the Nightbringer are Necrons and follow the Necron special rules. A Chosen Lord counts as a Necron Lord for the purposes of ‘we’ll be back’

Gaze of Death: in the shooting phase, any Chosen of the Nightbringer may take a leadership test. If it is passed, instead of making a normal shooting attack the model may shoot the Star-God’s imbued power through their eyes. It takes the form of a shooting attack with the following profile:

Rng S AP Type
Gaze of Death 24” 8 4 Heavy1, Blast

Etheric Tempest: At the beginning of the assault phase, roll a D3 for each model in base-to-base contact with the Chosen of the Nightbringer. Add the total to the model’s strength characteristic, then roll a D6 and add the result to the Chosen of the Nightbringer’s strength characteristic and add 1. Unless one model in base-to-base contact with the Chosen one from each unit has a total higher than the Chosen one’s, the unit is moved 6” away from the Chosen one whilst maintaining unit coherency.

Drain Life: this power may only be used by a Chosen Lord, and is used at the start of any phase in lieu of making any action during that phase. The lord takes the equivalent of a Psychic test (including ‘perils of the warp’-this represents the lord’s own life being sapped and drained rather than a warp entity attacking), and if it passes the power continues as follows: Place the large blast marker with the hole centred on the Chosen Lord. All enemy models under the template suffer an S6 AP3 hit, and any who suffer an unsaved wound automatically suffer instant death.
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Turning the Power Matrix into some kind of Disco Ball of Death? :P
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Old 07 Feb 2009, 19:26   #6 (permalink)
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Default Re: Necron Codexes

Wow good stuff.
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Old 08 Feb 2009, 16:27   #7 (permalink)
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Default Re: Necron Codexes

I love the new "Light Warriors" and upgrades to the Heavy Destroyers. It allows for some new and more flaverful armies, as we have been mostly stuck with the "hoard of Warriors and Warsythe/Res Orb Lord+Monolith and Destroyers" armies for a while, with little variation.
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Old 09 Feb 2009, 18:09   #8 (permalink)
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Default Re: Necron Codexes

Characteristics don't go above 10.

I don't Know of the Grand Lord's Leadership of 11 is a typo or intended, but, well... characteristics don't go above 10.
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Old 09 Feb 2009, 19:01   #9 (permalink)
Shas'El
 
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Default Re: Necron Codexes

A leadership of 11 is a pretty funny idea.
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Old 11 Feb 2009, 22:06   #10 (permalink)
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Default Re: Necron Codexes

Quote:
Originally Posted by Ryan
A leadership of 11 is a pretty funny idea.
12 would be better

Great stuff willwills

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