On this page, Necrons are given a distinct feel, more fitting to their fluff and C´tan are made into cool viable options.
For reasons of different choices, and Q&A + suggestions; check the discussion page.
The aim of this codex is to allow you to field the armies and combos made possible in the new book, while also re-introducing the ones from the old book. The most important aim of the book is to better catch the feel of the fluff.
This is a work in progress, currently in beta, meaning the codex is currently in the playtesting phase, some units namely special characters and lords of war are still in progress. Please post ideas and opinions in the talk page. Expected final version, meaning all units will have been tested and received fair points values around July/August. Help with wording and grammar is greatly appreciated.
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, remove all Reanimation counters.
Godless:
A model with this rule automatically fails cover saves.
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.
Armoury of the Ancients
Cryptek Wargear
Despair Wargear
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.
Nightmare Shroud:
One use only. A nightmare shroud can be used during the shooting phase instead of firing a shooting weapon. Choose one unengaged enemy unit within 18", of the model with the nightmare shroud, that unit must immediately take a Morale test. Whenever a unit passes a morale test caused by a nightmare shroud it permanently loses 1 LD, this is cumulative meaning it can happen multiple times in a single game.
Veil of Darkness
A Cryptek and any unit he joins has the Deepstrike special rule. During your end phase if the Crypteks unit is unengaged they may immediately be removed from the board and enter ongoing reserves.
Destruction Wargear
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.
Gaze of Flame
The Cryptek is armed with defensive grenades. When assaulted the gaze of flame can be used to overwatch as a S-6 AP-3 template weapon.
Solar Pulse
One use only. At the start of any game turn the Solar Pulse may be activated, if night fighting is in effect it seizes to be in effect for the remainder of the game turn, if is not in effect, it comes into effect for the rest of the game turn.
Eternity Wargear
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.
Chronometron
One use per turn. A chrnometron can be used to re-roll a single dice concerning the model carrying the Chronometron. If the model is in a unit, the re-roll can instead be used by any of the models in the unit.
Timesplinter Cloak
The model and any unit he joins gain a 5+ invulnerable save. If two models with a timesplinter cloak are in the same unit the save is increased to a 4+. If 4 models all equipped with timesplinter cloaks are in the same unit, the save is increased to a 3+. If 10 models all equipped with timesplinter cloaks are in the same unit, the save is increased to a 2+.
Storm Wargear
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.
Ether Crystal
Any unit arriving by Deep Strike within 18" of the bearer suffers d6 Strength 8 AP 5 hits with no cover saves allowed, this is cumulative meaning if a unit Deep Strikes within the range of 4 Ether Crystals they suffer 4d6 S 8 AP 5 hits with no cover saves allowed.
Lightning Field
The Cryptek can only use a lightning field as an overwatch reaction. The lightning field is a Template shooting attack with Strength 8 AP 5 Assault 2.
Transmogrification Wargear
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.
Harp of Dissonance
One use only. At the start of the shooting phase, choose one enemy non-superheavy vehicle on the table that is visible to the cryptek, reduce that vehicles Front-,Side-, and Rear Armour to 10 for the remainder of the turn.
Seismic Crucible
Any unit assaulting the cryptek or his unit count as moving through difficult- and dangerous terrain while assaulting.
Technoarcana
Resurrection Orb
A resurrection orb can be activated once per game, immediately before rolling for reanimation protocols. Do not remove the units reanimation counters after attempting to reanimate them this turn.
Shadowloom
If a model armed with a Shadowloom does not shoot or flat out it becomes Shrouded.
Shield Vanes
Shield vanes confer a 3+ Armour Save.
Fabricator Claw Array
Instead of running or shooting a model armed with a Fabricator Claw Array may repair a Necron vehicle within 3". Roll a d6, on a 4+ apply one of the following things to the vehicle; restore 1 hull point lost earlier in the battle OR restore one destroyed weapon OR remove a vehicle immobilised result from the vehicle.
Gloom Prism
A model equipped with a gloom prism generate d6 warp charges in your opponents turn.
Whip Coils
A model equipped with whip coils increase its Initiative by 3.
Mindshackle Scarabs
At the startof the Assault phase, after assault moves have been made, but before any blows are struck, randomly select an enemy model in base contact with the bearer of the mindshackle scarabs. That model must immediately take a Leadership test on 3D6. If the test is passed, the mindshackle scarabs have no effect. If the test is failed, the victim strikes out at his allies. Instead of attacking normally, he inflicts D3 hits on his own unit when it is his turn to attack. Unless there are no other models in his unit he will not hit himself. If the target is in a challenge the target must hit itself. These hits are resolved at the victim´s strength, and benefit from any abilities and penalties from his close combat weapons (the controller of the mindshackle scarabs chooses which, there is a choice). If he is still alive, the victim returns to normal once all blows in that round of combat have been struck.
Phylactery
Once per game at the start of any of your turns a model equipped with a Phylactery may use it. When used the model equipped with a Phylactery uses it, the model immediately regains all wounds lost previously in the battle.
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 a model or a weapon with this rule causes an unsaved wound against a model, that model permanently loses its armour save. When this model hits a vehicle, before armour penetration, 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
Gauntlet of Fire
Range
S
AP
Type
-
User
-
Melee, Shred, Flamestrike
Flamestrike: A model attacking with a Gauntlet of Fire can re-roll failed to-hit rolls.
Ranged Weapons
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.
Death Sphere
Range
S
AP
Type
-
D
1
Assault 1, Blast, Bomb, Destroyer
Death ray
Range
S
AP
Type
6
10
1
Assault 1, Ray
Ray: Weapons with this type cannot be fired as snap shots. When firing a weapon with this rule pick a point within the weapons firing arc and within it´s range, next pick a new point within the firing arc of the weapon and within 6" of the first point, draw 1 mm thick line between the two points, any model under the line takes a single hit with the profile of the weapon.
Flamer
Range
S
AP
Type
Template
4
5
Assault 1
Heavy Flamer
Range
S
AP
Type
Template
5
4
Assault 1
Multi melta
Range
S
AP
Type
24
8
1
Heavy 1, Melta
Gate of Oblivion
Range
S
AP
Type
Template
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.
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
Gauzz crystal
24+12*
4
1
Heavy 1, Blast, Lance, Armourbane
Gauss Destroyer (focus)
120
8
2
Heavy 2, Gauss, Interceptor, Skyfire
Gauss Destroyer (scatter)
Template
4
-
Heavy 1, Gauss
Gauzz annihilator (focus)
120
D
1
Primary Weapon 3, Destroyer, Skyfire
Gauzz annihilator (scatter)
Flamestorm Template
5
3
Primary Weapon 1, 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.
Particle Weapons
Range
S
AP
Type
Particle Caster
12
5
5
Assault 1, Pistol
Particle Blaster
24
6
5
Heavy 1, Blast, Ignores Cover
Heavy Particle Cannon
30
7
4
Heavy 1, Large Blast
Particle Whip
24
8
3
Ordnance 1, Large Blast
Powers of the C´tan
Range
S
AP
Type
1 Antimatter Meteor
24
8
3
Assault 1, Large Blast, Powers of the C´tan
2 Cosmic Fire
24
6
4
Assault 1, Ignores Cover, Powers of the C´tan
3 Seismic Assault
24
6
4
Assault 10, Strikedown, Powers of the C´tan
4 Sky of Falling Stars
24
7
4
Assault 3, Large Blast, Barrage, Powers of the C´tan
5 Time´s Arrow
24
D
1
Assault 1, Precision Shots, Powers of the C´tan
6 Transdimensional Thunderbolt
24
9
1
Assault 1, Tesla, Powers of the C´tan
Powers of the C´tan: Once per turn Powers of the C´tan can be used as a shooting weapon, first roll a d6 and consult the table above then choose an enemy unit within range and fire the weapon with the profile.
Staff of Light
Range
S
AP
Type
12
5
3
Assault 3, Blind, Power Sword, Illuminate
Power Sword: A ranged weapon with this type counts as an AP 3 Melee weapon in close combat.
Illuminate: A unit hit by a weapon with this type loses the Stealth special rule.
Synaptic Disintegrator
Range
S
AP
Type
24
8
1
Rapid Fire, Rending, Poison (4+), Precision Shots
Tachyon Arrow
Range
S
AP
Type
240
10
1
Assault 1, One Shot Only
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.
Tesseract singularity
Range
S
AP
Type
Earthquake
48
3
-
Assault 6, Large Blast, Pinning, Groundshake, Rending, Quake
Seismic Pull
24
x
-
Heavy 10, Graviton, Pull, Pinning, Quake
Singularity projection
24
x
2
Heavy 2, Large Blast, Graviton, Pinning, Quake
Groundshake: Any building hit by this weapon takes d6 strength 10 ap - hits per hit suffered.
Quake: All enemy units hit by a weapon with the Quake type treat open ground as difficult terrain during their next Movement phase.
Pull: Any unit hit by a weapon with this type are moved 2d6" as if they were fleeing towards the weapon fired at them.
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.
Quantum Shielding:
Units with Quantum Shielding have an armour value in brackets, untill a unit has suffered a penetrating hit it uses the higher value in brackets. If a unit of havocs with 4 las cannons shoot at a ghost barge, roll to hit and for armour penetration for all of them at the same time. There is no opportunity for the earlier ones to break the shielding to make it easier to penetrate for the latter ones
Units
HQ
Necron Overlord
110 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
It Will Not Die
Fearless
Upgrades:
Phaeron: If a model with this upgrade is destroyed, your opponent gains 1 victory point. A model with this upgrade has 4 wounds, and Strength 6. Immortals can fill the minimum required number of troops in a deatchment including a model with this upgrade.
Nemesor: If a model with this upgrade is your warlord you can choose your warlord trait(s) instead of rolling for it.
Catacomb Command Barge: If an Overlord chooses this upgrade he becomes the rider of a Catacomb Command Barge.
Arch Cryptek If you do not include multiple Crypteks in this unit then the lone Cryptek must be upgraded to an Arch Cryptek. Arch Crypteks are armed with a Staff of Light but may not buy any of the harbinger upgrades. Arch crypteks have 2 wounds. A unit passes Reanimation Protocols on 4+ while an Arch Cryptek is with the unit.
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 be upgraded to one of the following:
May include up to ten additional Necron Warriors - 8 pts./model
The unit may take a Ghost Ark as a Dedicated Transport
Necron Immortals
95 pts.
WS
BS
S
T
W
I
A
Ld
Sv
Unit Type
Composition
Necron Immortal
3
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 - 19 pts./model
Flayed Ones
80 pts.
WS
BS
S
T
W
I
A
Ld
Sv
Unit Type
Composition
Flayed One
3
2
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 - 8 pts./model
Elites
Necron Deathmarks
95 pts.
WS
BS
S
T
W
I
A
Ld
Sv
Unit Type
Composition
Necron Deathmark
3
4
4
3
1
2
1
10
3+
Infantry
5 Necron Deathmarks
Wargear:
Synaptic Disintegrator
Special Rules:
Godless
Reanimation Protocols
Feel No Pain
Slow and Purposeful
Fearless
Deepstrike
Hunters from Hyperspace: On the turn this unit arrives with deep strike it´s weapons gain the Fleshbane type in addition to thier other types.
Options:
May include up to five additional Necron Deathmarks - 19 pts./model
Necron Pariahs
125 pts.
WS
BS
S
T
W
I
A
Ld
Sv
Unit Type
Composition
Necron Pariah
4
4
5
4
1
4
2
10
3+
Infantry
5 Necron Pariahs
Wargear:
Warscythe
Gauss Blaster
Special Rules:
Godless
Fearless
Fear
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.
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.
Options:
May include up to five additional Necron Pariahs - 25 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: A unit with one or more models with this rule can reroll failed look out sir rolls for any models in said unit.
May include up to five additional Lychguard - 40 pts./model
Triarch Praetorians
175 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 - 35 pts./model
Triarch Stalker
130 pts.
BS
FA
SA
RA
HP
Unit Type
Composition
Triarch Stalker
4
11/13
11/13
11/13
4
Vehicle (Walker, Open-topped)
1 Triarch Stalker
Wargear:
Two Heavy Flamers
Two multi-meltas
Quantum Shielding
Special Rules:
It Will Not Die
Move Through Cover
Synchronized Targeting: All Necron Infantry, Jump Infantry, and Jetpack Infantry within 6" of a model with this rule gain +1 BS.
C´tan Shard
120 pts.
WS
BS
S
T
W
I
A
Ld
Sv
Unit Type
Composition
C´tan Shard
4
4
6
6
4
2
4
10
3+
Monstrous Creature (C)
1 C´tan Shard
Wargear:
Godhood
Special rules:
Fearless
Feel No Pain
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).
You cannot have more than 3 C´tan upgrades in an army, this means if you take a C´tan with 3 upgrades you cannot include any further C´tan in any detachment. You could take one C´tan with one power and one with two powers or three C´tan with one power
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.
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 between one and three of the following upgrades:
- Lord of mortals •••••••••••••••••••••••••• 25 pts.
Canoptek Centipede
180 pts.
WS
BS
S
T
W
I
A
Ld
Sv
Unit Type
Composition
Canoptek Centipede
3
3
5
6
3
2
3
10
3+/5++
Monstrous Creature
1 Canoptek Centipede
Wargear:
Gate of Oblivion
Twin-linked Gauzz Ripper
Special Rules:
Feel No Pain
Fearless
Move Through Cover
Deep Strike
Burrow: A Canoptek Centipede can be in either burrowed or unburrowed mode. While unburrowed it moves and counts as a normal monstrous creature. While burrowed it´s toughness is increased to 8, but otherwise it is still a Monstrous Creature. All weapons loose any rule that makes wound on a set value, like snipers or poison weapons, when shooting at a burrowed Canoptek Centipede. A burrowed Canoptek Centipede cannot use any shooting weapons but it can still run. A Canoptek Centipede cannot assault or be assaulted, and it cannot burrow during an assault. When it deep strikes you can choose whether it starts in burrowed or unburrowed mode.
Tremor: Once per turn, whenever a Canoptek Centipede moves you can choose to either burrow or unburrow. Whenever a Canoptek Centipede unburrows; all enemy units within 12" must take a pinning test.
Fast Attack
Necron Destroyers
120 pts.
WS
BS
S
T
W
I
A
Ld
Sv
Unit Type
Composition
Necron Destroyer
4
4
5
5
2
2
2
10
3+
Jet Infantry
3 Necron Destroyers
Wargear:
Gauss Cannon
Special Rules:
Godless
Hammer of Wrath
Preferred Enemy
Reanimation Protocols
It Will Not Die
Feel No Pain
Slow and Purposeful
Fearless
Options:
May include up to two additional Necron Destroyers - 40 pts./model
Up to three Necron Destroyers may exchange their Gauss Cannons for Heavy Gauss Cannons…..20 pts/model
Necron Destroyers
120 pts.
WS
BS
S
T
W
I
A
Ld
Sv
Unit Type
Composition
Necron Destroyer
2
3
3
4
1
1
1
10
4+
Jetbike
3 Tomb Blades
Wargear:
Twin-linked Gauss- or Tesla Blaster
Shadowloom
Special Rules:
Reanimation Protocols
Feel No Pain
Fearless
Options:
May include up to seven additional Tomb Blades - 23 pts./model
Any Tomb Blade may exchange its Gauss/Tesla Blaster for Particle Blaster…..5 pts/model
Any Tomb Blade may take shield vanes..........3 pts/model
Ghost Ark
100 pts.
BS
FA
SA
RA
HP
Unit Type
Composition
Ghost Ark
4
10/12
10/12
10/12
4
Vehicle (Skimmer, Open-topped, Transport)
1 Ghost Ark
Wargear:
Gauzz penta-ripper
Quantum Shielding
Special Rules:
It Will Not Die
Living Metal
Repair Barge: At the start of each Necron shooting phase, a Ghost Ark can nominate a unit of Necron Warriors within 6" (or embarked on a vehicle within 6") of the Ghost ark and roll a D6. On a 2+ add D3 models to the unit within unit coherency. If a model cannot be placed for any reason it is destroyed, this rule cannot bring a unit above it´s starting number of models.
Transport:
Transport Capacity: Ten models. It can only carry Necron Warriors and Necron characters with the Infantry unit type.
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
60 pts.
WS
BS
S
T
W
I
A
Ld
Sv
Unit Type
Composition
Canoptek Scarab Swarm
2
2
2
3
3
1
2
10
5+
Beast
3 Canoptek Scarab Swarms
Wargear:
A pair of Voidblades
Special Rules:
Feel No Pain
Fearless
Options:
May include up to seven additional Canoptek Scarab Swarms - 20 pts./model
Nightscythe
130 pts.
BS
FA
SA
RA
HP
Unit Type
Composition
Night Scythe
4
11
11
11
3
Vehicle (Flyer, Fast, Hover)
1 Night Scythe
Wargear:
Heavy Tesla Cannon
Eternity Gate
1 Alien Abduction
Special Rules:
It Will Not Die
Vector Dancer
Doom Siren: Whenever a model with this rule moves over an enemy unit, that unit must take a pinning test.
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 make use of this rule. 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.
Dark Scythe
While the Dark Scythe carry bombs it does not fulfill the role of that a bomber normally fulfills since that role is filled by the Doom Scythe, instead it is purpose built to deliver the so called Death Spheres. Death Spheres employ the anti-particle technology featured in other Necron weapons, normally the more anti-particles a weapon uses the bigger blast it produces but the Necron technology employed in the Death Spheres, focuses all of the power in a small area, creating a weapon that can target a small area, and entirely obliterate anything within.
240 pts.
BS
FA
SA
RA
HP
Unit Type
Composition
Dark Scythe
4
12
12
11
4
Vehicle (Flyer, Fast, Hover)
1 Dark Scythe
Wargear:
Heavy Tesla Cannon
Five Death Spheres
Special Rules:
It Will Not Die
Vector Dancer
Doom Siren: Whenever a model with this rule moves over an enemy unit, that unit must take a pinning test.
Doomscythe
180 pts.
BS
FA
SA
RA
HP
Unit Type
Composition
Night Scythe
4
11
11
11
3
Vehicle (Flyer, Fast, Hover)
1 Night Scythe
Wargear:
Heavy Tesla Cannon
Death Ray
Special Rules:
It Will Not Die
Vector Dancer
Doom Siren: Whenever a model with this rule moves over an enemy unit, that unit must take a pinning test.
I will build one soon enough and put a pic of it on here.
180 pts.
BS
FA
SA
RA
HP
Unit Type
Composition
Necron Pillar
4
14
14
14
2
Vehicle (Heavy, Skimmer)
1 Necron Pillar
Wargear:
Heavy Particle Cannon
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 models with this rule are within 24 inches of each other, they create a barrier between the centre points of their hulls. Any non-Necron weapon that traces its shot through the barrier loses one strength for that shot, this has no effect on strength D and Template weapons, thought it still affects Blast weapons.
Eternity field: If three or more models with this rule can make a polygon in such a way that the length between no two of centres of the models that are forming the polygon are more than 24 inches apart, they form an Eternity field. All Necron units within one or more Eternity fields can reroll Reanimtion Protocol rolls of 1.
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
140 pts.
BS
FA
SA
RA
HP
Unit Type
Composition
Doomsday Ark
4
10/12)
10(12)
10
4
Vehicle (Skimmer)
1 Doomsday Ark
Wargear:
Doomsday Cannon
Quantum Shielding
Special Rules:
It Will Not Die
Annihilation Barge
150 pts.
BS
FA
SA
RA
HP
Unit Type
Composition
Annihilation Barge
4
11/13)
11(13)
11
3
Vehicle (Skimmer)
1 Annihilation Barge
Wargear:
Two heavy particle cannons
gauss cannon or tesla cannon
Quantum Shielding
Special Rules:
It Will Not Die
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: 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.
May include up to two additional Canoptek Spyders - 60 pts./model
Transcendent C´tan
240 pts.
WS
BS
S
T
W
I
A
Ld
Sv
Unit Type
Composition
Transcendent C´tan
5
5
6
6
4
5
5
10
2+/4++
Monstrous Creature (C)
1 Transcendent C´tan
Cryptek Controllers
4
4
6
6
1
2
1
10
4+
Infantry (C)
Wargear (C´tan):
Powers of the C´tan
Wargear (Cryptek Controllers):
C´tan empowered staves of light (Staff of light with strength 8)
Special rules:
Fearless
Feel No Pain
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 Transcendent C´tan. All psykers have the hatred (Transcendent C´tan).
Options:
May add two Cryptek Controllers•••••••••••••••••••••••••• 80 pts
Lords of War
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.
Abattoir
Lots of chains that make wraith attacks at range 12 suck souls up which can feed nearby c´tan
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 fun
1000 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
It Will Not Die
Fearless
Spyder 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.
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
Aeonic Orb
2500? pts.
BS
FA
SA
RA
HP
Unit Type
Composition
Aeonic Orb
4
12
12
12
30
Vehicle (Superheavy, Heavy, Skimmer)
1 Aeonic Orb
Wargear:
Star heart
Special Rules:
It Will Not Die
Deep Strike
Move Through Cover
Sunburn: An Aeonic Orb has stealth against any ranged attack coming from less than 24" away, it also has stealth if the attack is coming from less than 12" away.
Morning Sunshine: Nightfighting is never in effect while an Aeonic Orb is on the field, no matter what any special characters might think or say.
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.
Solar Powered: Before rolling for It Will Not Die for an Aeonic Orb, roll 4d6 and then roll for It Will Not Die that many times.
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
300 pts.
WS
BS
S
T
W
I
A
Ld
Sv
Unit Type
Composition
Coalescent C´tan
5
5
10
6
10
10
10
10
2+/2++
Gargantuan Creature
1 Coalescent C´tan
Wargear (C´tan):
Two Powers of the C´tan
Special rules:
Fearless
Feel No Pain
Deep Strike
Living Weapon The Necron Player can target the C´tan with shooting weapons as if it was an opponents model.
Arrrghh: Whenever a Coalescent C´tan suffers a wound, saved or not, it moves 1" away from the model that caused the wound, moving as if was fleeing from the model. This can cause it to move off the board, if it does, it counts as having fled off the board.
Immortal God: Coalescent C´tan can re-roll failed armour saves.
No Strings Attached: Your opponent may shoot with the Coalescent C´tan, in his shooting phase, as if he was it´s controller.
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 Coalescent C´tan. All psykers have the hatred (Coalescent C´tan).
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
Price per fortification
Composition: Fortification Network consisting of:
2 City of the Dead Fortification Networks
Special Rules:
Realm of the everliving: While at least one of the Power Crucibles from this piece are undestroyed: keep all Reanimation Protocol markers for units on the Dread Necropolis on the table after rolling for them. Only when a unit is entirely destroyed does it loose it´s Reanimation Protocol markers. All failed Reanimation Protocol rolls can be re-rolled.
City of the Dead
Price per fortification
Composition: Fortification Network consisting of:
2 Tomb Citadel Fortification Networks
Special Rules:
Dream Shield: The Power Crucible´s Dream Barrier range is increased to 48", but only when connecting to other Power Crucible´s.
Tomb Citadel
100 pts + cost Power Crucible cost + Ziggurat Cost
Composition: Fortification Network consisting of:
1 24" by 24" Tomb Citadel Piece
1 Ziggurat: Must be placed in the corner of the Tomb Citadel piece.
1 Power Crucible: Must be placed in the opposite corner of the Ziggurat.
0-2 Sentry Pylons: Must be placed in one of the remaining corners.
Terrain Type
Acces Points: None.
Weapons: None.
Special Rules:
Defence Field: The Power Crucible´s Energy Field affects all units on the Tomp Citadel Piece instead of all units within 3".
Power Crucible
100 pts
Composition: 1 Power Crucible.
Terrain Type: Impassable Medium Building (Armour Value 14, 4 Hull Points).
Acces Points: None.
Weapons: None.
Special Rules:
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 models with this rule are within 24 inches of each other, they create a barrier between the centre points of their hulls. Any non-Necron weapon that traces its shot through the barrier loses one strength for that shot, this has no effect on strength D and Template weapons, thought it still affects Blast weapons.
Eternity field: If three or more models 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, they form an Eternity field. All Necron units within one or more Eternity fields can reroll Reanimtion Protocol rolls of 1.
Options:
May take a Comms Relay......20 pts
Comms Relay: A Necron player with an unengaged model within 2" of a Power Crucible with the Comms Relay upgrade can re-roll Reserves rolls.
Ziggurat
150 pts
Composition: 1 Ziggurat.
Terrain Type: Impassable Medium Building (Armour Value 14, 3 Hull Points).
Acces Points: None.
Wargear:
Eternity Gate:
Special Rules:
Ziggurat Dock: When deploying you can deploy a single Monolith, Pillar or Sentry Pylon in your army on top of the Ziggurat Dock, a vehicle deployed on the ziggurat dock is immobile and all it´s Heavy 1 weapons become Heavy 2, all it´s Primary Weapon 1 become Primary Weapon 2.
Scarab Hive:
Pylon Network
Composition: Fortification Network consisting of:
*0-1 Superheavy Pylon*1-3 Sentry Pylons
Tactical Pylon
100 pts.
BS
FA
SA
RA
HP
Unit Type
Composition
Superheavy Pylon
4
10
10
10
2
Vehicle (Superheavy, Immobile, Tank)
1 Superheavy Pylon
Wargear:
Gauss Destroyer
Special Rules:
It Will Not Die
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.
Superheavy Pylon
400 pts.
BS
FA
SA
RA
HP
SV
Unit Type
Composition
Superheavy Pylon
4
14
14
14
6
-/5++
Vehicle (Superheavy, Immobile, Tank)
1 Superheavy Pylon
Wargear:
Gauss annihilator
Special Rules:
It Will Not Die
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 models with this rule are within 24 inches of each other, they create a barrier between the centre points of their hulls. Any non-Necron weapon that traces its shot through the barrier loses one strength for that shot, this has no effect on strength D and Template weapons, thought it still affects Blast weapons.
Eternity field: If three or more models with this rule can make a polygon in such a way that the length between no two of centres of the models that are forming the polygon are more than 24 inches apart, they form an Eternity field. All Necron units within one or more Eternity fields can reroll Reanimtion Protocol rolls of 1.