Codex - Necrons Angry Robot Edition
On this page, Necrons are given a distinct feel, more fitting to their fluff and C´tan are made into cool viable options.
This is a work in progress, currently in alpha, meaning not all units have been included yet. Please post ideas and opinions in the talk page. Expected beta, meaning all units will have rules and experimental points values, around the first of May. Help with wording and grammar is greatly appreciated.
Army specific special rules
- Reanimation Protocols: Whenever a Necron model with this rule is removed from the table, put a marker next to its unit, laying the model down beside it´s unit works nicely. At the start of each of your turns, go through your units one at a time, roll 1d6 per reanimation counter the unit has, for each 5+ rolled restore one of the models to life with one wound remaining. Place the resurrected model within 2" of a model, which was already there before the start of your turn. Finally remove all models that were not restored to life. When the last model with Reanimation Protocols from a unit is removed or a unit loses Reanimation Protocols, all Reanimation counters.
- Bodyguard: A unit with one or more models with this rule can reroll failed look out sir rolls for any models in said unit.
- Vargard: A unit with one or more models with this rule pass look out sir rolls on a 2+ for any models in said unit.
- Godless: A model with this rule automatically fails cover saves.
- Scarab Hive: Once per turn during the movement phase, each model with this rule must choose a unit within 12” with both Canoptek and Swarm in its name. Roll 1d6 on a 2+ place a new model, with the same name as the chosen unit, within unit coherency, if a 1 is rolled the model with this rule suffers a single wound with no saves allowed. Ignore this rule if no eligible unit is within range.
- Scarab Hive: Once per turn during the movement phase, each model with this rule must choose a Canoptek Spyder unit, roll 1d6 on a 2+ place a new model, with the same name as the chosen unit, within unit coherency, if a 1 is rolled the model with this rule suffers a single wound with no saves allowed.
- Nullsphere: Models with this rule cannot be targeted by, and are never affected by psychic powers. When an enemy psyker or psychic brotherhood attempts to manifest a psychic power within 12” of a model with this rule, they need to roll one higher on their dice to manifest psychic powers. This normally means only 5s and 6s successfully generate warp charges, however if a psyker normally manifests on a 2+, that psyker instead manifests warp charges on 3+ while within 12” of a model with the soulless rule.
- Soulless Any unit with one or more models within 12” of a model with this name treats its leadership as 7 unless it would normally be lower.
- Tomb Mother Once per turn during your shooting phase if the Canoptek Tomb Stalker is not locked in combat, it may summon a new unit of 2d3 Canoptek models with the Jump Infantry type, or 1 Canoptek model with the Monster type. The new unit must be placed entirely within 12” of the Canoptek Tomb Stalker.
- Tomb Orb All Canoptek units except Canoptek Tomb Stalkers within 12” of a model with this rule gain Reanimation Protocols.
Warlord traits
- 1 - Insanity:
The Overlord and any unit he joins gains the rage special rule. If the Overlord wins a challenge you gain 1 victory point.
- 2 - Tomb Defender:
The Overlords unit reroll failed we´ll be back rolls, while one or more members of his unit are within 3” of a tactical objective.
- 3 - Counter-reserves:
Once per turn when your opponent would bring a unit on from reserves you can roll a d6, on a 3+, that unit stays in reserves and instead you must immediately bring on a unit of your own. If you do not have a unit in reserves this rule cannot be used.
- 4 - Great reclaimer:
All members of the Overlords unit treat all enemy units within 3” of an objective as preferred enemies.
- 5 - Lord of technology:
Once per turn, during your shooting phase, you can choose one vehicle within 12”, for the rest of the turn, all of that vehicles ranged weapons double their normal range.
- 6 - Domination Protocols:
At the start of the game, before adding tactical objectives, add the domination tactical objective from your tactical objective deck to your active tactical objectives. This does not count towards the number of Active Tactical Objectives you currently have in play. You cannot draw the domination objective again as it is permanently added. If you are playing a game without tactical objectives: Your warlord and his unit gains pinning on all their shooting weapons.
Detachments and formations
This fandex was not made with detachments in mind, if you are finding this dex to be too weak you could try experimenting with formations/detachments from the official codex or from forgeworld.
Necron Wargear
Melee Weapons
- Aeonstave
Range S AP Type - User 2 Melee, Concussive, Timewarp
- Timewarp: A model attacking with a weapon with this rule, counts it´s initiative as 10.
- Hyperphase Sword
Range S AP Type Cleave - User 3 Melee, Specialist Weapon, Multiple Melee Profiles Slash - +1 2 Melee, Specialist Weapon, Unwieldy, Multiple Melee Profiles
- Multiple Melee Profiles: A model equipped with a weapon with this rule, can choose which of the weapons profiles to use at the start of each round of assault. If multiple models in a unit are armed with the same weapon with this rule, they must all choose the same profile.
- Dispersion Shield
Range S AP Type - User - Melee, Reflective Shielding,
- Reflective Shielding: A model armed with a Dispersion Shield has a 4+ invulnerable save. Any time a model with this rule succesfully makes an armour or invulnerable save against a ranged attack, choose one enemy unit within 6" that unit immedietly suffers one hit using the profile of the weapon fired at the model carrying the Dispersion Shield. For the purpose of determining the
- Warscythe
Range S AP Type - +2 2 Melee, Armourbane, Shielbreaker
- Shieldbreaker: All succesful invulnerable saves made against wounds suffered by weapons with this rule, must be rerolled.
- Voidblade
Range S AP Type - User 5 Melee, Rending, Armourshredder
- Armourshredder: While wielded as a pair this weapon gains entropic strike.
- Entropic strike: When this model causes an unsaved wound against a model, that model permanently loses its armour save. When this model hits a vehicle roll one d6 per hit, for every 4+ rolled reduce the armour value of all facings of that vehicle by one point.
- Flayer Claws
Range S AP Type - User 5 Melee, Shred
- Particle Caster
Range S AP Type Template 3 5 Assault 1, Pistol
- Tremorstave
Range S AP Type - 4 - Assault 1, Blast, Quake
- Quake: All enemy units hit by a weapon with the Quake type treat open ground as difficult terrain during their next Movement phase.
- Voltaic staff
Range S AP Type - 5 - Assault 4, Thunderstrike, Tesla
- Thunderstrike: All to hit rolls of 6 made against vehicles count as having the haywire type, this does not include additional hits created by the tesla rule.
- Abyssal staff
Range S AP Type Template 8 2 - Assault 1,
- Shroud of Despair: To Wound rolls from the abyssal staff´s shooting attacks are made against the target´s leadership rather than toughness. The abyssal staff´s shooting attack has no effect against vehicles. Wounds caused by an abyssal staff can never cause instant death.
- Eldritch Lance
Range S AP Type - 5 - Assault 3, Eldritch Firestorm, Rending, Lance
- Eldritch Firestorm: Every time a weapon with this rule hits a target place an Eldritch Counter on the target. When a weapon with this rule shoots at a target with one or more Eldritch Counters increase the number of shots made by the number of counters on the unit. Any shots generated this way are fired as snap shots. If multiple models in the same unit shoot at the target, roll to hit with one model at a time increasing the shots of later models as earlier models hit the target. No more than six additional shots per weapon can be generated this way. All Eldritch Counters are removed at the start of your shooting phase.
- Staff of Light
Range S AP Type 12 5 3 Assault 3, Blind
- Tesla Weapons
Range S AP Type Tesla blaster 24 5 - Assault 1, Tesla Tesla cannon 24 6 - Heavy 2, Tesla Heavy tesla cannon 24 7 - Heavy 3, Tesla Tesla Sphere 48 8 - Heavy 1, Tesla
- Tesla: Any to hit roll of 6 causes two additional hits with the weapons profile.
- Gauss and Gauzz Weapons
Range S AP Type Gauzz ripper 24 3 - Rapid Fire, Rending, Lance Gauzz tri-ripper 24 3 - Salvo 3/6, Rending, Lance, Independent Targeting Gauzz penta-ripper 24 3 - Salvo 5/10, Rending, Lance, Independent Targeting Gauzz octa-ripper 24 3 - Salvo 8/16, Rending, Lance, Independent Targeting Gauss Blaster 24 4 4 Heavy 1, Gauss Gauss Cannon 36 4 3 Rapid Fire, Gauss Heavy Gauss Cannon 48 8 2 Rapid Fire, Gauss
- Gauss: Any to wound roll of 6 causes an additional automatic wound with ap 2, even if the weapon would not normally be able to wound. Any armour penetration roll of 6 causes the target to loose a single hull point regardless of the strength of the weapon fired and the armour value of the vehicle.
- Alien Abduction
Range S AP Type - x 1 Assault 1, Wormhole, Gate, Bomb
- Wormhole: A unit hit by a weapon with this rule must take one strength test for the model closest to the weapon that caused the hit, if the test is succesful nothing happens, if the test is failed remove that model from play with no saves of any kind allowed and then move on to the next closest model, continue this untill the unit has taken a number of strength tests equal to the number of hits suffered from the weapon with this rule. Models with no strength value instead suffer a single glancing hit.
- Gate: A model cannot use, both a weapon with this rule and one of the Eternity Gate options, in the same turn.
- Gate of Oblivion
Range S AP Type - x 1 Assault 1, Wormhole, Gate
- Wormhole: A unit hit by a weapon with this rule must take one strength test for the model closest to the weapon that caused the hit, if the test is successful nothing happens, if the test is failed remove that model from play with no saves of any kind allowed and then move on to the next closest model, continue this until the unit has taken a number of strength tests equal to the number of hits suffered from the weapon with this rule. Models with no strength value instead suffer a single glancing hit.
- Gate: A model cannot use, both a weapon with this rule and one of the Eternity Gate options, in the same turn.
Vehicle Wargear
- Eternity Gate: Once per turn during the movement phase you can do one of three things 1: a single unit in reserves may move out from the portal as if they were embarked upon the vehicle with the Eternity Gate, counting the gate as the only access point. 2: Remove a single unengaged unit from the field and then that unit must immediately move out from the portal as if they were embarked upon the vehicle with the Eternity Gate, counting the gate as the only access point. 3: a single unit may move into the gate as if the vehicle with the Eternity Gate had transport capacity, instead of embarking upon the vehicle, treating the gate as the only access point, the models are moved from the table into ongoing reserves.
Artefacts of the Aeons
Artefacts of the Aeons
- Only one of each Artefact may be taken per army, and any model may only carry a single Artefact.:
- - The Staff of Eternal Sunlight* •••••••••••••••••••••••••••••• 15 pts.
- *Replaces the model´s staff of light.
- **Cannot be taken by Crypteks.
Units
HQ
Necron Overlord
95 pts.
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
---|---|---|---|---|---|---|---|---|---|---|---|
Necron Overlord | 5 | 5 | 5 | 5 | 3 | 3 | 3 | 10 | 3+ | Infantry (C) | 1 Necron Overlord |
Wargear:
- Staff of Light
Special rules:
- Independent Character
- Feel No Pain
- Everliving
- Fearless
Options:
- May take Wargear from the Melee wargear, Melee Bio-weapons, Biomorphs, Thorax Biomorphs and Apex Boimorphs lists.
- May take one of the following:
- - Phaeron •••••••••••••••••••••••••••••••••••••••••••••••••••• 10 pts.
- - Nemesor ••••••••••••••••••••••••••••••••••••••••••••••••••• 15 pts.
- - Triarch Enforcer•••••••••••••••••••••••••••••••••••••••••• 15 pts.
- - Kontraktor ••••••••••••••••••••••••••••••••••••••••••••••••• 20 pts.
- May exchange Staff of Light for any of the following:
- - Warscythe •••••••••••••••••••••••••••••••••••••••••••••••• 15 pts.
- - Particle Caster and Voidblade ••••••••••••••••••••• 0 pts.
Necron Lord
60 pts.
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
---|---|---|---|---|---|---|---|---|---|---|---|
Necron Lord | 4 | 4 | 5 | 5 | 2 | 3 | 2 | 10 | 3+ | Infantry (C) | 1 Necron Lord |
Wargear:
- Staff of Light
Special rules:
- Independent Character
- Feel No Pain
- Everliving
- Fearless
Options:
- May take Wargear from the Melee wargear, Melee Bio-weapons, Biomorphs, Thorax Biomorphs and Apex Boimorphs lists.
- May take one of the following:
- - Vargard •••••••••••••••••••••••••••••••••••••••••••••••••••• 10 pts.
Necron Crypteks
35 pts.
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
---|---|---|---|---|---|---|---|---|---|---|---|
Necron Cryptek | 4 | 4 | 4 | 4 | 1 | 2 | 1 | 10 | 3+ | Infantry (C) | 1 Necron Cryptek |
Wargear:
- Relevant harbinger weapon
Special rules:
- Independent Character
- Feel No Pain
- Everliving
- Fearless
Upgrades:
- Arch Cryptek Any Cryptek may be upgraded to an Arch Cryptek. If no additional Crypteks are added, the lone Cryptek must be upgraded to an Arch Cryptek
- Harbinger of Despair: A cryptek with this upgrade is armed with an abyssal staff.
- Harbinger of Destruction: A cryptek with this upgrade is armed with an eldritch lance.
- Harbinger of Eternity: A cryptek with this upgrade is armed with an aeonstave.
- Harbinger of the Storm: A cryptek with this upgrade is armed with a voltaic staff.
- Harbinger of Transmogrification: A cryptek with this upgrade is armed with a tremorstave.
Options:
- Any Cryptek may be upgraded to an Arch cryptek increasing it´s number of wounds from one to two. If no additional Crypteks are added the lone Cryptek must be upgraded to an Arch Cryptek
- May add up to four additional Crypteks....... 35 pts/model
- All Crypteks must select a single upgrade marked with a *. Any Cryptek may select the gear that is allowed for his Harbinger type, see the Upgrades section above:
- - Upgrade 1 Cryptek to Arch Cryptek •••••••••••• 40 pts/model
- - Harbinger of Despair •••••••••••••••••••••••••••••••••••• 10 pts/model
- - Harbinger of Destruction ••••••••••••••••• 15 pts/model
- - Harbinger of Eternity •••••••••••••••••• 15 pts/model
- - Harbinger of the Storm •••••••••••••••• 15 pts/model
- - Harbinger of Transmogrification ••••••••••••••••••••••••••••••• 15 pts/model
Troops
Necron Warriors
130 pts.
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
---|---|---|---|---|---|---|---|---|---|---|---|
Necron Warrior | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 10 | 4+ | Infantry | 10 Necron Warriors |
Wargear:
- Gauss Ripper
Special Rules:
- Godless
- Reanimation Protocols
- Feel No Pain
- Slow and Purposeful
- Fearless
Options:
- May include up to ten additional Necron Warriors - 10 pts./model
- The unit may take a Ghost Ark as a Dedicated Transport
Necron Immortals
85 pts.
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
---|---|---|---|---|---|---|---|---|---|---|---|
Necron Immortal | 4 | 4 | 4 | 3 | 1 | 2 | 1 | 10 | 3+ | Infantry | 5 Necron Immortals |
Wargear:
- The entire squad may be armed with either Gauss Blasters or Tesla Blasters
Special Rules:
- Godless
- Reanimation Protocols
- Feel No Pain
- Slow and Purposeful
- Fearless
Options:
- May include up to five additional Necron Immortals - 17 pts./model
Flayed Ones
130 pts.
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
---|---|---|---|---|---|---|---|---|---|---|---|
Flayed One | 3 | 3 | 3 | 3 | 1 | 1 | 2 | 10 | 4+ | Infantry | 10 Flayed Ones |
- Cannot be included in a detachment/formation as a part of the minimum number of troops choices
Wargear:
- A pair of Flayer Claws
Special Rules:
- Godless
- Reanimation Protocols
- Feel No Pain
- Slow and Purposeful
- Fear
- Fearless
Options:
- May include up to ten additional Flayed Ones - 10 pts./model
Elites
Necron Pariahs
200 pts.
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
---|---|---|---|---|---|---|---|---|---|---|---|
Necron Pariah | 4 | 4 | 5 | 3 | 1 | 4 | 2 | 10 | 3+ | Infantry | 5 Necron Pariahs |
Wargear:
- Warscythe
Special Rules:
- Godless
- Reanimation Protocols
- Slow and Purposeful
- Fearless
- Fear
- Soulless
- Nullsphere
Options:
- May include up to five additional Necron Pariahs - 40 pts./model
Lychguard
200 pts.
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
---|---|---|---|---|---|---|---|---|---|---|---|
Lychguard | 4 | 4 | 5 | 3 | 1 | 2 | 2 | 10 | 2+ | Infantry | 5 Lychguard |
Wargear:
- Hyperphase Sword
- Dispersion Shield
Special Rules:
- Godless
- Reanimation Protocols
- Feel No Pain
- Slow and Purposeful
- Fearless
- Bodyguard
- May include up to five additional Lychguard - 40 pts./model
Triarch Praetorians
150 pts.
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
---|---|---|---|---|---|---|---|---|---|---|---|
Triarch Preatorian | 4 | 4 | 5 | 5 | 1 | 2 | 2 | 10 | 3+ | Jump Infantry | 5 Triarch Preatorians |
Wargear:
- Must be armed with one of the following:
- Voidblade and particle caster
- Rod of the covenant
Special Rules:
- Godless
- Reanimation Protocols
- Feel No Pain
- Slow and Purposeful
- Fearless
- May include up to five additional Triarch Praetorians - 40 pts./model
Triarch Stalker
C´tan Shard
120 pts.
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
---|---|---|---|---|---|---|---|---|---|---|---|
C´tan Shard | 4 | 4 | 6 | 6 | 6 | 2 | 4 | 10 | 3+ | Monstrous Creature (C) | 1 C´tan Shard |
Wargear:
- Godhood
Special rules:
- Fearless
- Gods of Realspace: Any shooting or close combat attack done by a psyker (or a member of a brotherhood of psykers) uses the preferred enemy rule while shooting at/attacking a C´tan Shard. All psykers have the hatred (C´tan shards).
Upgrades:
- Gauss slinger: Once per turn the C´tan can fire one of the following weapons: heavy gauss cannon, gauzz octa-ripper. In addition to this, the C´tan has +1 BS and Night Vision.
- Grand illusion: After armies have been deployed, but before infiltration, you can take a total of 3 actions consisting of one or more of the following actions: Redeploy a friendly unit and give it scout and infiltrate, receive a +1 to seize the initiative roll, force your opponent to put a unit on the board into reserves (opponents choice).
- Shard of the machine god: Once per shooting phase the C´tan can choose a single friendly vehicle within 3” of the shard, for the rest of this turn the shard counts as being armed with all of that vehicles weapons. The C´tan is also armed with a pair of Voidblades their entropic strike triggers on 2+ rather than 4+.
- Eternal champion The C´tan is armed with a master crafted war scythe and has +2 S. The C´tan also doubles its WS.
- Snake Spawn: All poisoned weapons must reroll successful wounds against the shard. The shard has the Venom Spit as well as the Venom Claws weapons:
- Writhing Worldscape: Whilst the C´tan shard is on the battlefield the following effects are in place: whenever a unit moves through difficult terrain it must take a dangerous terrain test, units moving through dangerous terrain fail dangerous terrain tests on both 1s and 2s, no saves are allowed against wounds caused by dangerous terrain.
- Terror incarnate: The C´tan has the fear special rule. All units (friend and foe) except units with C´tan in their name and gargantuan monstrous creatures, loose the following abilities: Any ability that makes the unit automatically pass leadership based tests, stubborn, and fearless. This special rule has no effect on vehicles. The shard can choose to make a special shooting attack instead of using any other ranged weapon or running, all enemy units within 24” take a pinning unless they are within 12” in which case they take a morale test instead. In addition, all weapons used by the shard gain the pinning rule.
- Event horizon: All enemies in combat with the shard reduce their attacks by 1 to a minimum of 1. All enemies in close combat with the shard become fearless, they stay fearless even if the shard also has the Terror incarnate upgrade. Instead of attacking normally the shard can make a special attack. At the shards initiative step all enemies in base contact with the shard must take a strength test or take a wound with no saves of any kind allowed. The shard has +1 WS (for a total of 10 with god of melee).
- Swarm of spirit dust: The C´tan is armed with both assault and defensive grenades in addition it has the stealth special rule.
- Lord of fire: Whilst the C´tan shard is within 24 inches armour saves are not allowed against wounds caused by the gets hot special rule. Any weapon firing at the C´tan shard has the gets hot special for that phase. The C´tan is armed with a gauntlet of fire with fleshbane on both its shooting attack and close combat.
- Soul eater: The C´tan shard has the It will not die special rule and each time it causes a wound in close combat it regains a single wound lost earlier in the game for each wound inflicted.
- Restless Tail: The Shard has rampage, fleet, concussive and counter-attack.
- Gravitational Overlord: All jump infantry, jump monstrous creatures, flying monstrous creatures, skimmers and fliers count open ground as well as all terrain as dangerous terrain while within 12” of the shard. The shard has the Gravitational Crush shooting attack:
- Ghost flight: The C´tan becomes a jump monstrous creature and it gains the hit and run special rule, the C´tan also ignores both difficult and dangerous terrain for all purposes and lastly it has +2 initiative, for a total of eight with grand illusion.
- Traveller of the heavens: The C´tan is a flying monstrous creature.
- Temporal banishment: At the start of the close combat phase, the shard can nominate one model in base contact unless that model passes an initiative test it is removed from play. The C´tan cannot attack normally during a turn in which it used this ability.
- Haunting echo: When the shard is destroyed immediately place d3 Canoptek wraiths entirely within 6” of where the shard before removing it, if for any reason the models cannot be placed ignore this rule. All wraiths must be placed at least 1” away from enemy models.
- Nightmare tentacles: The shard is armed with whip Coils. The shard with two Nightmare tentacles. (Range 12 S 6 ap - assault 2 rending)
- Lord of mortals: The C´tan is armed with mindshackle scarabs. At the start of a round of close combat, a C´tan can choose to forego it´s attacks during a round of close combat to make a special Mindshackle swarm attack. When a C´tan makes a Mindshackle swarm attack the enemy unit must take a single leadership test on 3d6, if failed the enemy unit suffers d3 hits from each model in the unit, these attacks are made with any weapon available chosen by the C´tan´s controller.
Options:
- Must take two of the following upgrades:
- - Gauss monstrosity •••••••••••••••••••••••••••• 10 pts.
- - Grand illusion ••••••••••••••••••••••••••••••••••••••••••••••••••••••• 15 pts.
Canoptek Centipede
150 pts.
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
---|---|---|---|---|---|---|---|---|---|---|---|
Canoptek Centipede | 3 | 3 | 5 | 6 | 4 | 2 | 3 | 10 | 3+/5++ | Monstrous Creature | 1 Canoptek Centipede |
Wargear:
- Voidblade
- Phasechanger
Special Rules:
- Godless
- Feel No Pain
- Fearless
- Move Through Cover
Options:
- May include up to three additional Canoptek Wraiths/Grasshoppers- 40 pts./model
- Any Canoptek Wraith/Grasshopper may take Tentacles - 5 pts./model
Canoptek Acanthrites/Dragonflies
120 pts.
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
---|---|---|---|---|---|---|---|---|---|---|---|
Canoptek Acanthrite/Dragonfly | 3 | 3 | 5 | 4 | 1 | 1 | 1 | 10 | 2+ | Jump Infantry | 3 Canoptek Acanthrites/Dragonflies |
Wargear:
- Chainfist
- Close Combat Weapon
- Meltagun
- Phaseshifter
Special Rules:
- Godless
- Feel No Pain
- Fearless
- Move Through Cover
- Relentless
- Burrow
Fast Attack
Canoptek Wraiths/Grasshoppers
105 pts.
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
---|---|---|---|---|---|---|---|---|---|---|---|
Canoptek Wraiths/Grasshoppers | 3 | 3 | 6 | 4 | 1 | 2 | 3 | 10 | 3+ | Jump Infantry | 3 Canoptek Wraiths/Grasshoppers |
Wargear:
- Voidblade
- Phaseshifter
Special Rules:
- Shrouded
- Feel No Pain
- Fearless
- Move Through Cover
Options:
- May include up to three additional Canoptek Wraith/Grasshopper - 40 pts./model
- Any Canoptek Wraith/Grasshopper may take Tentacles - 5 pts./model
Canoptek Acanthrites/Dragonflies
120 pts.
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
---|---|---|---|---|---|---|---|---|---|---|---|
Canoptek Acanthrite/Dragonfly | 3 | 3 | 4 | 4 | 1 | 1 | 1 | 10 | 2+ | Jump Infantry | 3 Canoptek Acanthrites/Dragonflies |
Wargear:
- Chainfist
- Close Combat Weapon
- Meltagun
- Phaseshifter
Special Rules:
- Shrouded
- Feel No Pain
- Fearless
- Move Through Cover
- Relentless
Options:
- May include up to three additional Canoptek Acanthrites/Dragonflies - 40 pts./model
Canoptek Scarab Swarms
Canoptek Minefield Swarms
Canoptek Antipersonel Swarms
Nightscythe
130 pts.
BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|
Nightscythe | 3 | 3 | 5 | 4 | 1 | 1 | 1 | 10 | 2+ | Jump Infantry | 1 Nightscythe |
- Every second Scythe in a detachment does not count toward the maximum number of Fast Attack choices you may include in that detachment. Only Nighscythes are able to not count toward the maximum number of Fast Attack Choices in a detachment. You could have four Scythes in a combined arms detachment, but then one of them would need to be a Nightscythe, if two of them were Nightscythes, you could include one further Fast Attack choice in that detachment.
Doomscythe
170 pts.
BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|
Doomscythe | 3 | 3 | 5 | 4 | 1 | 1 | 1 | 10 | 2+ | Jump Infantry | 1 Doomscythe |
Heavy Support
Tesseract Vault
- No more heat based weaponry
- Contains a sliver of a dark hole instead of a dying sun. Implosion makes more sense with a dark hole than a star fragment + rules for aeonic orb planned IE heart of a star contained inside skimmer.
- Gravitic distortion + crowd control abilities + maybe some time dilation effects as well
Necron Pillar
180 pts.
BS | FA | SA | RA | HP | Unit Type | Composition | |
---|---|---|---|---|---|---|---|
Necron Pillar | 4 | 14 | 14 | 14 | 2 | Vehicle (Heavy, Skimmer) | 1 Necron Pillar |
Wargear:
- Particle Whip
Special Rules:
- It Will Not Die
- Living Metal: Treat all penetrating hits this model suffers as glancing hits. This model has a 4++ invulnerable save against hull points suffered from weapons that cause automatic glancing hits on set values, like haywire or gauss but not including lance weapons.
- Immortal Machine Even after this model is wrecked, as long as this model is on the field, keep rolling for it will not die, if it regains a hull point it comes back into play with that one hull point it now has. Similarly, models with a Fabricator Claw Array can repair this model even while it has zero hull points.
- Move Through Cover:
- Energy field: all friendly units within 3 inches of a model with this rule, excluding models with the Energyfield rule, receive a 5+ Invulnerable Save.
- Dream barrier: If two Necron Pillars are within 24 inches of each other, they create a barrier between the centre points of their hull. Any non-Necron weapon that traces its shot through the barrier loses one strength for that shot.
- Eternity field: If three or more Necron Pillars can make a polygon in such a way that the length between no two of centres of the obelisks that are forming the polygon are more than 24 inches apart. All Necron units within one or more Eternity fields can reroll failed We´ll be back saves.
Necron Monolith
180 pts.
BS | FA | SA | RA | HP | Unit Type | Composition | |
---|---|---|---|---|---|---|---|
Necron Monolith | 4 | 14 | 14 | 14 | 3 | Vehicle (Heavy, Skimmer) | 1 Necron Monolith |
Wargear:
- Gauss Crystal
- Four Gauss Tri-Rippers
Special Rules:
- It Will Not Die
- Deep Strike
- Behemoth´s Decent: If the monolith scatters on top of a model or a piece of terrain while deep striking, reduce the amount it scatters until it is at least 1” from enemy models and it is no longer on top of terrain or friendly models.
- Living Metal: Treat all penetrating hits this model suffers as glancing hits. This model has a 4++ invulnerable save against hull points suffered from weapons that cause automatic glancing hits on set values, like haywire or gauss but not including lance weapons.
- Immortal Machine: Even after this model is wrecked, as long as this model is on the field, keep rolling for it will not die, if it regains a hull point it comes back into play with that one hull point it now has. Similarly, models with a Fabricator Claw Array can repair this model even while it has zero hull points.
- Move Through Cover:
Doomsday Ark
Single S D
Annihilation Barge
2 Particle
Canoptek Spyders
60 pts.
WS | BS | S | T | Ws | I | A | Ld | Sv | Unit Type | Composition | |
---|---|---|---|---|---|---|---|---|---|---|---|
Canoptek Spyder | 3 | 3 | 5 | 6 | 2 | 2 | 2 | 10 | 3+ | Monstrous Creature | 1 Canoptek Spyder |
Wargear:
- Close Combat Weapon
Special Rules:
- Godless
- Feel No Pain
- Fearless
- Scarab Hive
- May include up to two additional Canoptek Spyders - 60 pts./model
Transcendent C´tan
Lords of War
Canoptek Tomb Stalker
Pictures, build guide and fluff
http://s17.photobucket.com/user/Nezmith/media/tombstalker.jpg.html http://www.blacklibrary.com/Images/BL/blog/2015/27/necrons-2.png http://jodrell.org/wp-content/uploads/2010/08/img_3976.jpg Canoptek Tomb Stalkers are to Spyders, what Spyders are to Scarabs. http://www.instructables.com/id/Build-a-Necron-Tomb-Stalker/
Spyders can make a Tomb Stalker, not in the game though, which can then make more spyders and the rest of the production line. A single spyder can, with enough time, make a Tomb Stalker, which could then create a host of spyders, which could then build an entire Tomb World. Writefagotry about emperials thinking a Canoptek Centipede they defeated was one that crushed titans would be fun1000 pts.
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
---|---|---|---|---|---|---|---|---|---|---|---|
Canoptek Tomb Stalker | 3 | 3 | 10 | 7 | 10 | 1 | 10 | 10 | 2+ | Gargantuan Creature | 1 Canoptek Tomb Stalker |
Wargear:
- Artificers Claw
Special Rules:
- Godless
- Feel No Pain
- Fearless
- Spyder Hive
- Tomb Mother
- It Will Not Die
- Tomb Orb
Aeonic Orb
Contains the heart of a dying star. Has a chance to make a spectacular explosion, when destroyed. Lots of S D and barrage, not barrage S D, weaponry, lots of blind.
Necron Obelisk
14/14/14-6 Superheavy flyer but only able to move 6” same weaponry as in book
Tesseract Vault
14/14/14-6 Superheavy flyer but only able to move 6” Separate profile for coalescent c´tan inside which can be targeted separately. Coalescent c´tan pops out if you only destroy the vault.
Coalescent C´tan
Purely Shooting gargantuan creature, shoots in both you and your opponents shooting phase, your opponent gets to fire it in his face. Move opposite the direction it is shot from, basically push it toward your opponent with shooting. Warhound titan equivalent.
Coalescent Major C´tan
Lots of assembled shards from a single of the great C´tan that looks like the big ones, like the Deceiver, Nightbringer, or Burning One. Reaver Titan and higher equivalents, each one with different level. All major ones planned with different rules for each one, not entirely sure whether or not the void dragon should be included, since it is still whole I suppose? Could say it is only a major shard on Mars.
Fortifications
Dread Necropolis
4 Crucibles + 4 Ziggurats + 0-8 Tactical Pylons
City of the Dead
2 Crucible + 2 Ziggurat + 0-4 Tactical Pylons
Tomb Citadel
1 Crucible + 1 Ziggurat + 0-2 Tactical Pylons
Power Crucible
Ziggurat
Pylon Network
0-1 Necron Pylons and 1-3 Tactical Pylons
Tactical Pylon
Superheavy Pylon
Formely Gauss Pylon. May add rules for different versions like the tactical Pylon has. Going to be anti-air like fall of Orpheus one.
Abattoir
Lots of chains that make wraith attacks at range 12 suck souls up which can feed nearby c´tan
Megalith
Large monolith with transport capacity of 9 monoliths, maybe just 4. Maybe 8 transport and then a portal which can bring in more, or just the portal.
Formations
Standard 40k
None, Might bring some in.
Apocalypse only
None, Might bring some in. Considering an endless swarm style formation. Considering a massive warrior unit formation.