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    Necron Update

    Well Be Back!

    Any Necron model, save Pariahs, that is reduced to 0 wounds or would otherwise be removed as a

    casualty, is instead left on the table and immediately laid down on its side to show that it is Damaged.

    Damaged Necrons are ignored for unit coherency and all other purposes. They are seen as just so much

    battlefield debris.

    At the start of every Necron turn, Damaged Necrons may attempt to Self-Repair. Roll a D6 for every

    Necron model capable of Self-Repair. On a roll of 1-3, remove the model as normal. On a roll of 4-6, the

    Necron is repaired and stands back up with 1 Wound remaining.

    A Necron cannot Self-Repair if it was destroyed by a close combat attack that ignores Armor saves or

    any weapon whose Strength is twice the Toughness of the Necron concerned. This may be overridden

    by the abilities of a Resurrection Orb if one is in range. Additionally, the Necron may not make a self

    repair roll if there are no un-Damaged Necron units of the same type, but not necessarily of the same

    unit, on the battlefield.

    The repaired Necron immediately rejoins its parent unit placing it within coherency, should it still be on

    the table and may act as normal for the remainder of the turn. Should the unit be in close combat, the

    model is placed back in coherency, but it may not contact an unengaged enemy unit and does not count

    as charging.

    Should a Necron become Damaged during close combat and its parent unit is subsequently caught in a

    Sweeping Advance, those models caught in the Advance are removed as casualties. However, those thatwere damaged during the course of close combat are left on the table. They roll for self repair as normal

    at the start of the next Necron turn and, if successful, are placed standing up in the same place that they

    were Damaged. Any models that Self-Repair in this way are not a new unit and act normally for the

    remainder of the game.

    Necron Lords

    A Necron Lord does not require another Lord to be on the battlefield to attempt to Self-Repair. If Self-

    Repair is successful, they stand up with 1 Wound, not their full 3. If the Lords last wound is lost to a close

    combat attack that ignores Armor saves or any weapon whose Strength is twice the Lords Toughness,

    then Self-Repair may not be attempted. However, the Lord may benefit from the effects of a

    Resurrection Orb as normal, even one the Lord itself is carrying. If hit by several attacks simultaneously,

    assume those that do not allow Self-Repair strike before those that do.

    Tomb Spyders

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    If a Necron model is Damaged within 12 of a Tomb Spyder, it may attempt a Self-Repair roll, even if

    there are no Necrons of the same type remaining on the battlefield.

    Phase Out

    If, at the beginning of the Necron players turn, they have no models on the field with either the Necron

    or Ctan special rules, then the remaining units are removed from the table. The army is considered to

    have suffered a Wipe Out!

    Gauss Weapons

    Weapon Range Str AP Type

    Gauss Flayer 24 4 5 Rapid Fire, Gauss

    Gauss Blaster 24 5 4 Assault 2, Gauss

    Gauss Cannon 36 6 4 Heavy 3, Gauss

    Heavy Gauss Cannon 36 9 1 Heavy 1, Gauss

    Gauss Flux Arc 12 5 4 Heavy D6 (per target unit), Gauss

    Particle Whip 24 9 3 Ordinance 1

    Staff of Light 12 5 3 Assault 3, Gauss

    Against troops, Gauss weapons will cause an automatic wound on a To Hit roll of 6. Saving throws apply

    as normal.

    Against vehicles, Gauss weapons cause an automatic Glancing hit on an Armor Penetration roll of 6,

    unless they would otherwise cause a Penetrating hit.

    Staff of Light:

    As in Codex: Necrons.

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    Particle Whip:

    As in Codex: Necrons.

    Warscythe:

    As in Codex: Necrons.

    Wargear

    Chronometron:

    A Lord with a chronometron and any unit it has joined count as being armed with defensive grenades

    and gain the Counter Attack special rule. Additionally, the Lord and its unit roll 2d6 and pick the highest

    when making their Initiative test for falling back or pursuing in a sweeping advance.

    Disruption Field:

    During an Assault, all of the Lords attacks have the same properties as a Gauss weapon, in addition to

    any other properties that might apply to the Lords attacks.

    Destroyer Body:

    As in Codex: Necrons.

    Gaze of Flame:

    Enemy units attempting to charge the Necron Lord or a unit he has joined must pass a Ld test. Should

    they fail, they may not assault this turn. Additionally, for as long as the enemy unit is locked in assault

    with the Lord, they suffer a -1 penalty to all Ld and Morale tests they are called upon to make.

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    Lightning Field:

    As in Codex: Necrons.

    Nightmare Shroud:

    A Necron Lord may choose to use the Nightmare Shroud in the Shooting phase. It may still shoot, but

    cannot run and it may still assault as normal. This ability may be activated even if the Lord is in close

    combat. All enemy units with a model within 12 ofthe Lord that arent locked in close combat must

    take a Morale check, suffering a penalty equal to the difference between their Leadership value and the

    Leadership value of the Necron Lord. All enemy models within that range that are locked in close

    combat must also pass a Ld test. Those that fail will only successfully hit on a roll of 6 in close combat

    this turn.

    Phase Shifter:

    As in Codex: Necrons.

    Phylactery:

    This small device is home to a vast swarm of miniscule spider-like machines that constantly work to

    repair the Lord. A Necron Lord with a phylactery and any unit he has joined benefit from the Feel No

    Pain special rule. Additionally, the first time the Necron Lord is destroyed, he (and he alone) willsuccessfully self-repair on a roll of 2+ and will be returned to the battlefield with 2 wounds rather than

    1. Should the Lord self-repair again after this, he will self-repair as normal.

    Resurrection Orb:

    As in Codex: Necrons.

    Solar Pulse:

    Once per game, the Solar Pulse may be activated at the start of the Necron turn. If the Night Fighting

    rules are in effect, they will cease to apply during the Necron turn in which the Solar Pulse is used. If the

    Night Fighting rules are not in effect, then in the following enemy turn, after the Solar Pulse is used, the

    Night Fighting rules will apply to any unit firing at the Necron Lord or any unit that is fully within 12 of

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    the Lord. If an enemy unit cannot see the unit it wishes to target, it may choose to redirect fire at

    another unit that is not affected by the Solar Pulse.

    Veil of Darkness:

    A Necron Lord may use a Veil of Darkness at the start of its Movement phase instead of moving

    normally. The Necron Lord and up to one unit with the Necron special rule without any attached

    Independent Characters within 6 of it are removed from the battlefield and are then placed back

    together as a single unit anywhere on the battlefield as per the Deep Strike rules. The Veil may be used

    even if enemy models are in base to base contact with the Lord or any of the Necrons that move with it,

    leaving the enemy models behind. If the Lords Deep Strike movement brings it, or the unit that has

    joined it, into base contact with an enemy model, then they are immediately placed into assault with

    that unit. In such a case, the Lord and his unit count as charging that turn.

    HQ

    Necron Lord

    Silent Commander:

    A Necron Lord and any unit it has joined will choose to automatically pass or fail any moral or pinning

    test that they are called upon to make.

    Pts/Model WS BS S T W I At Ld Sv

    Lord 130 5 5 5 5 3 4 3 10 3+

    Unit Composition:

    1 Lord

    Unit Type:

    Infantry

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    Wargear:

    Staff of Light

    Special Rules:

    Independent Character

    Necron

    Silent Commander

    Options:

    A Necron Lord may replace its Staff of Light with a Warscythe +10 pts

    A Necron Lord may take a Resurrection Orb +45 pts

    A Necron Lord may select three Wargear items from the following list:

    - Destroyer Body +30 pts

    - Disruption Field +5 pts

    - Gaze of Flame +20 pts

    - Lightning Field +20 pts

    - Phase Shifter +20 pts

    - Phylactery +15 pts

    A Wargear item from the following list may be substituted in place of an item on the previous

    list, however, these items are limited to one per army:

    - Chronometron +30 pts

    - Nightmare Shroud +40 pts

    - Solar Pulse +25 pts

    - Veil of Darkness +60 pts

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    Elites

    Pariahs

    Necron:

    The Pariah is considered a Necron for all purposes; however it may not attempt to self-repair with the

    Well Be Back special ability.

    Psychic Abomination:

    A Pariah has a 3+ Invulnerable save against all psychic powers. Additionally, any psyker that begins their

    turn within 6 of a Pariah must make a Morale test or immediately fall back, along with any unit they are

    leading. If the psyker is in close combat and fails the test, he will not fall back, but will only hit on a 6

    during combat that turn.

    Soulless:

    As in Codex: Necrons.

    Pts/Model WS BS S T W I At Ld Sv

    Pariah 40 5 4 5 5 1 3 2 10 3+

    Unit Composition:

    3-10 Pariahs

    Unit Type:

    Infantry

    Wargear:

    Warscythe

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    Gauss Blaster

    Special Rules:

    Fearless

    Necron

    Psychic Abomination

    Soulless

    Immortals

    Pts/Model WS BS S T W I At Ld Sv

    Immortal 28 4 4 4 5 1 2 1 10 3+

    Unit Composition:

    5-10 Immortals

    Unit Type:

    Infantry

    Wargear:

    Twin-linked Gauss Blaster

    Special Rules:

    Necron

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    Options:

    The entire unit may have disruption fields +2 pts per model

    Troops

    Necron Warriors

    Reserves:

    Any units of Necron Warriors placed in reserve must enter play through an available Monolith portal.

    Should a portal not be available, then the unit will enter play if an available Monolith is on the battlefield

    at the start of the Necron player's turn. If a unit of Warriors has not entered the battlefield by the end of

    the game, they are counted as destroyed.

    Pts/Model WS BS S T W I At Ld Sv

    Warrior 18 4 4 4 4 1 2 1 10 3+

    Unit Composition:

    10-20 Warriors

    Unit Type:

    Infantry

    Wargear:

    Gauss Flayer

    Special Rules:

    Necron

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    Slow and Purposeful

    Options:

    The entire unit may have disruption fields +2 pts per model

    Flayed Ones

    Rending Claws:

    A Flayed Ones close combat attacks have the Rending special ability.

    Terrifying Visage:

    As in Codex: Necrons.

    Pts/Model WS BS S T W I At Ld Sv

    Flayed One 20 4 4 4 4 1 4 2 10 3+

    Unit Composition:

    5-10 Flayed Ones

    Unit Type:

    Infantry

    Wargear:

    Rending Claws

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    Special Rules:

    Deep Strike

    Fearless

    Infiltrate

    Move Through Cover

    Necron

    Terrifying Visage

    Scarab Swarms

    Jet Boosters:

    Scarab Swarms move like jetbikes and may begin or end their Movement inside of Difficult Terrain

    without having to take a Dangerous Terrain test.

    Pts/Model WS BS S T W I At Ld Sv

    Scarab Swarm 14 2 0 3 3 3 2 3 10 5+

    Unit Composition:

    3-10 Scarab Swarms

    Unit Type:

    Infantry

    Wargear:

    Claws

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    Special Rules:

    Deep Strike

    Fearless

    Jet Boosters

    Swarm

    Options:

    The entire unit may have disruption fields +4 pts per base

    Fast Attack

    Wraiths

    Phase Shift:

    Wraiths have a 3+ Invulnerable save. On the first turn of close combat, they count as being armed with

    power weapons. Wraiths count as being armed with Offensive Grenades.

    Wraithflight:

    As in Codex: Necrons.

    Pts/Model WS BS S T W I At Ld Sv

    Wraith 45 4 4 6 4 1 6 3 10 3+

    Unit Composition:

    1-3 Wraiths

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    Unit Type:

    Infantry

    Wargear:

    Claws and Barbed Tail

    Special Rules:

    Necron

    Phase Shift

    Wraithflight

    Destroyers

    Jetbikes:

    As in Codex: Necrons.

    Pts/Model WS BS S T W I At Ld Sv

    Destroyer 50 4 4 4 5 1 2 1 10 3+

    Unit Composition:

    3-5 Destroyers

    Unit Type:

    Infantry

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    Wargear:

    Gauss Cannon

    Special Rules:

    Jetbikes

    Necron

    Heavy Support

    Tomb Spyders

    You may include 1-3 Tomb Spyders as a single Heavy Support choice. They are deployed as a single unit,

    but the models do not have to be placed together and operate as independent units during the game.

    Hover:

    A Tomb Spyder moves by hovering over the ground, but it is treated in game as moving as Infantry in all

    ways.

    Artificer:

    As in Codex: Necrons.

    Pts/Model WS BS S T W I At Ld Sv

    Tomb Spyder 55 3 3 6 6 2 2 3 10 3+

    Unit Composition:

    1-3 Tomb Spyders

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    Unit Type:

    Monstrous Creature

    Wargear:

    Claws

    Special Rules:

    Fearless

    Hover

    Spawn Swarms

    Options:

    May replace one claw with a particle projector equivalent to a Staff of Light. This reduces the

    models attacks by one free

    Heavy Destroyers

    Jetbikes:

    As in Codex: Necrons.

    Pts/Model WS BS S T W I At Ld Sv

    Heavy Destroyer 65 4 4 4 5 1 2 1 10 3+

    Unit Composition:

    1-3 Heavy Destroyers

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    Unit Type:

    Infantry

    Wargear:

    Heavy Gauss Cannon

    Special Rules:

    Jetbikes

    Necron

    Monolith Phalanx

    You may include 1-3 Monoliths as a single Heavy Support choice. You may only take one unit of

    Monoliths in a single army. A Monolith Phalanx is deployed as a single unit, but the models do not have

    to be placed together and operate as independent units during the game.

    Deep Strike:

    A Monolith deep strikes as normal. However should it end up within 1 of an enemy model, it does not

    suffer a deepstrike mishap. Instead, the enemy models are moved the minimum distance necessary to

    allow the Monolith to be placed on the table with 1 of space between it and any enemy models.

    Additionally, should it end up on impassible terrain or a friendly model, then reduce the scatter distance

    by the minimum amount reuired to avoid the obsticle

    Living Metal:

    As in Codex: Necrons.

    Nightshroud:

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    If two or more Monoliths from the phalanx are within 24 of each other, they project a Nightshroud. A

    line is traced from the center of a projecting Monolith to all other projecting Monoliths within 24. Any

    shots from weapons without the Gauss special rule that trace their line of sight across one or more

    Nightshrouds have their Strength reduced by one. Psychic powers cannot be targeted through the

    Nightshroud.

    Nodal Grid:

    If all three Monoliths are projecting Nightshrouds between them, they create a Nodal Grid. The area of

    the Nodal Grid is the area within the bounds of all three of the projected nightshrouds. While the grid is

    in operation, all friendly Necron models within the affected area will succeed on their Well Be Back!

    rolls on a roll of 3+. Additionally, No psyker within the Nodal Grid may use psychic powers.

    Ponderous:

    As in Codex: Necrons.

    Gauss Flux Arc Projectors:

    As in Codex: Necrons.

    Power Matrix:

    As in Codex: Necrons.

    Pts/Model BS Front Side Rear

    Monolith 255 4 14 14 14

    Unit Type:

    Vehicle (Skimmer, Tank)

    Unit Composition:

    1-3 Monoliths

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    Wargear:

    Gauss Flux Arc

    Particle Whip

    Special Rules:

    Deep Strike

    Living Metal

    Nightshroud

    Nodal Grid

    Ponderous

    Power Matrix

    Aspects of the Ctan

    Ctan

    A Necron army may only select one Ctan. This selection takes up one of the army's HQ slots. A model

    with the Ctan special rule has the following qualities-

    Above all Others:

    A Ctan is a Monstous Creature. A Ctan is Fearless. All friendly Necron units with a model within 12 of a

    Ctan are Fearless.

    Drain Life:

    A Ctans close combat attacks ignore saves of any kind. Any model reduced to 0 Wounds by a Ctan may

    not recover wounds in any way.

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    Immune to Natural Law:

    Ctan ignore intervening terrain for movement and assault purposes and count as being armed with

    offensive grenades.

    Manifestation:

    As in Codex: Necrons.

    Necrodermis:

    A Ctan has a 3+ Armor save, a 4+ Invulnerable save and possesses the Eternal Warrior special ability.

    Should the Ctan lose all its wounds, it deals a S6 hit on all enemy models within d6 of it with no Armor

    saves allowed. If a Ctan Phase sword or knife successfully hits a Ctan, it is absorbed into its body. The

    Ctan suffers no damage and the weapon is lost to the attacker.

    Mephetran, the Deceiver

    Deceive:

    As in Codex: Necrons.

    Dread:

    As in Codex: Necrons.

    Grand Illusion:

    As in Codex: Necrons.

    Misdirect:

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    If engaged by enemy models during the opponents Assault phase, before blows are struck, the Deceiver

    may move 2D6 in any direction. The enemy may Consolidate afterwards.

    Pts/Model WS BS S T W I At Ld Sv

    Deceiver 300 5 4 9 8 5 5 4 10 3+

    Unit Composition:

    1 (Unique)

    Unit Type:

    Monstrous Creature

    Special Rules:

    Ctan

    Deceive

    Dread

    Grand Illusion

    Misdirect

    Kaelis Ra, the Nightbringer

    Etheric Tempest:

    As in Codex: Necrons.

    Gaze of Death:

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    The Nightbriger may use the Gaze of Death in place of its normal close combat attacks. Place the large

    blast template with the center hole over the Nightbringer. Any enemy models underneath the template

    suffer a Str 4 hit with no Armor saves allowed.

    Lightning Arc:

    As in Codex: Necrons.

    Pts/Model WS BS S T W I At Ld Sv

    Nightbringer 340 7 4 10 8 5 4 5 10 3+

    Unit Composition:

    1 (Unique)

    Unit Type:

    Monstrous Creature

    Special Rules:

    Ctan

    Etheric Tempest

    Gaze of Death

    Lightning Arc