B_Steele
10-31-2009, 08:12 AM
Hello 40k players! I need some fair and fun playtesting of a 5th Edition Necron Army Force List that I have created from rumours, gossip, intelligent ideas and previous GW experiences.
What I want here is for people not to get "sticker shocked" at what they see and post a bunch of negative comments before they try them out. If you get a game in with these and find X unit overpriced or Y rule unbalancing, so be it - post what happened in your playtest and why you feel it should be changed. In my career I have dealt with LOTS of playtesters, and the best ones are the ones that make constructive comments on both sides of the coin; not the naysayers or fanboys.
Essentially, I want this thread to be clutter-free so it can be used to discuss the playtest games you have played.
Thank you,
Bryan Steele - Professional Writer and Game Designer
--------------------------------------------------
The Necron Army For Warhammer 40,000 5th Edition
Necron Special Rules
The following are universal special rules may apply to models within the Necron army list, as specified in each entry.
Artificer: Tomb Spyders are mobile construction units designed by the ancient Necrontyr to aid in the reuse of scraps of living metal. This model allows any Necron unit within 6” of it, once per turn, to re-roll its failed Feel No Pain saves against a single unit’s shooting or close combat attacks targeting them. The use of this ability must be declared after Wounds are suffered but before any saves are made for the attacks in question.
Gauss: Attacks made by weapons with this trait are made with the Rending Universal Special Rule if the model did not move that turn.
Living Metal: No attack that hits a vehicle with this trait may ever roll more than 1d6 for Armour Penetration, nor will any effect or weapon quality reduce the Armour Value of the vehicle (i.e. Lance).
Necron: Models with this trait are considered Stubborn (as per the Universal Special Rule) and gain the We’ll Be Back special rule (see below).
Ponderous: Necron Monoliths are immense and ancient constructs of living metal that glide effortlessly over the ground, repulsing away anything that gets in their way. These models may only ever move 6” during the Movement phase, ignore Difficult Terrain tests, and may always fire all of their weapons despite movement. Ponderous skimmer vehicles ignore Crew Shaken and Stunned results, and will harmlessly sink to the ground if ever made Immobile by a damage result.
Psychic Terror: Models with this trait reduce any enemy Leadership value of 8 or higher to that of 7 within 12 inches. Additionally, any model within 12” attempting to use a Psychic Ability must first pass a Morale Test or Fall Back away from this model.
Swarm Slave: Tomb Spyders frequently use swarms of scarabs to help them collect metal to recycle into their work. Any Scarabs Swarms that Deep Strike within 12” of this model are allowed to Assault on the turn they arrive.
Teleportation Matrix: Monoliths and Obelisks never need to make Mishap rolls when Deep Striking. They will move enemy models out of their way when they arrive, or fall 1” short if their scatter roll takes them into any form of terrain or off of the board.
Additionally, if the Monolith does not fire its Particle Whip in the following Shooting Phase, it may choose to use the Teleportation Matrix to embark any unit with the Necron trait within 18” (even one engaged in an Assault) directly into the Monolith at the beginning of the Movement Phase. The embarking unit is considered to have moved this turn and therefore cannot disembark on the same turn, although the Monolith can move as normal. This part of the rule does not apply to Obelisks, as that they have no Transport capability.
Terrible Visage: Models with this trait are so horrifying to look upon that all enemies in contact suffer a -1 Leadership penalty.
We’ll Be Back: Models with this trait have the Feel No Pain Universal Special Rule.
Wraithflight: The model with this special rule is always considered to be moving over Open terrain and does not have to roll when moving through Difficult Terrain.
Necron Wargear
Chronometron: The Lord has a device that subtly alters the flow of time around it. The Lord and any unit it is part of rolls an additional d6 when rolling running distances, difficult terrain movement and falling back, dropping a single d6 of their choice to achieve the best result.
Destroyer Body: The Lord has been granted a body that incorporates the flying engines of a Necron Destroyer. It exchanges the Infantry type for Jump Infantry, gains +1 Wound, and must be modelled appropriately.
Disruption Field: The model is wrapped in crackling pulses of gauss energy, and is considered to have the Rending Universal Special Rule when attacking a target with an Armour Value (vehicles, bunkers, etc.) in an Assault.
Essence of the C’Tan: The Lord has been gifted with a small spark of the greater energy that is the C’Tan. Whether it be a disciple of the Nightbringer, the Deceiver or even the Dragon; the Lord has untold power hidden away inside of it. The Lord is treated as normal, but the Necron player rolls for its Essence like any other unit in Reserves. When the Essence finally “arrives”, replace the Necron Lord model with a suitable representation of a monstrous C’Tan creature, carrying over any Wounds lost to the new model. The Lord uses the following statistics for the remainder of the game:
C’Tan-form WS7 BS6 S9 T7 W5 I5 A4 Ld10 Sv3+/3+(i)
Special Rules:
● Armed with Phase Lightning (Shooting) and Necron Warscythe (Close Combat)
● Fearless
● Fleet
● Independent Character
● Monstrous Creature
Gauss Flux: This weapon hurls a cascade of molecule-flaying energies out of several projectors whenever the weapon is triggered. When firing, the Necron player rolls the total number of Heavy shots the weapon will be using that turn, then choose what enemy units those shots will be targeting before rolling to hit. This weapon system has several firing points on the shooting model, and Line of Sight/Range can be measured from any or all of these projectors. Unlike a normal weapon, the Gauss Flux is allowed to target multiple units in a single Shooting Phase. No single non-Vehicle unit can be targeted with more shots than it has current models. Any “Weapon Destroyed” damage results remove one projector from the model, reducing its available firing points.
Gaze of Flame: The Lord with this artefact has eyes that burn with an unholy light and is considered to have Defensive Grenades. Additionally, any unit that is in an active Assault with the Lord suffers -1 to their Leadership value (after all other adjustments).
Lightning Field: The Lord with this artefact has a special collector that turns the kinetic energy of weapons against the living metal bodies around it into bolts of green lightning that punish those near to the source. After an Assault is resolved and all Pile In moves have been made, if an enemy unit is still in contact with the Lord, that enemy unit suffers a number of Wounds with no AP equal to the number of unsaved wounds (after Feel No Pain rolls) the Lord and his unit suffered that Assault Phase.
Necron Warscythe: The C’tan gifted the model with a piece of ancient technology from the era of the Necrontyr. This weapon is a two-handed blade that ignores all forms of Save (Armour or Invulnerable) in close combat and incorporates a standard Gauss Blaster as a ranged weapon.
Nightmare Shroud: A tiny sarcophagi is attached to the immortal memories of the Lord, which it can unleash upon its foes in a torrent of negative psychic energy. In any Shooting Phase in which the Lord does not make a shooting action, every non-Fearless enemy unit within 18” of the Lord must immediately take a Morale test or begin Falling Back.
Pariah Body: The Lord has been selected to be transferred into one of the newly constructed Pariah body shells. It adds +1 to its Strength and Toughness, but it exchanges its Necron trait for the Psychic Terror trait. This should be modelled appropriately.
Phase Shifter: The Lord has a powerful artefact that allows it to slip between the states of reality for moments at a time, allowing matter and energy to pass harmlessly through it. The Lord is given a 4+ invulnerable save.
Reconstruction Matrix: The Lord is surrounded by a cloud of tiny scarabs that help rebuild the living metal bodies around it. Any Necron unit with a model within 6” of the Lord bearing this artefact pass their Feel No Pain rolls on 3+ instead of the normal 4+. A Necron army may only have one Resurrection Orb or Reconstruction Matrix.
Resurrection Orb: The Lord bears a rare artefact that is directly tied to the undying essence of the Necrontyr, pushing their bodies beyond what would normally destroy them utterly. Any Necron unit with a model within 6” of the Lord bearing this artefact may always attempt its Feel No Pain roll, even when wounded by a weapon or attack that would otherwise deny it. A Necron army may only have one Resurrection Orb or Reconstruction Matrix.
Solar Pulse: The Lord has a shining amulet that can emit a powerful green light that blasts away the darkness and can blind onlookers. Once per game, at the beginning of the Movement Phase, the Lord can use the Solar Pulse to either cancel the effects of Night Fighting for the remainder of the Necron Turn or force all enemy forces to roll as if the Lord and any friendly unit within 6” of it were currently under the effects of Night Fighting.
Staff of Light: This ancient Necrontyr weapon counts as a Power Weapon in an Assault in addition to its ranged weapon qualities.
Veil of Darkness: The Lord wears a miniature crystal matrix similar to that found in the gigantic monoliths, allowing it to tap into the C’Tan energy streams that they use to travel the galaxy. Once per Movement Phase the Lord and any unit it is joined with that has the Necron trait can be re-deployed as per the normal Deep Strike rules.
Wraith Body: The Lord has had its essence transferred into a lithe, monstrous body like those of the wild and terrible Wraiths. It exchanges the Infantry type for the Beast type, gains +1 Strength, Assault Grenades, the Wraithflight trait and must be modelled appropriately.
Necron Army Selection
The following are the various units used to build a Necron army.
HQ Choices
Necron Lord Cost: 75 points
Bronze Lord WS4 BS4 S4 T4 W2 I3 A2 Ld10 Sv3+
Silver Lord WS4 BS4 S5 T4 W3 I3 A3 Ld10 Sv3+
Gold Lord WS5 BS5 S5 T5 W3 I4 A3 Ld10 Sv3+
Platinum Lord WS5 BS5 S5 T5 W4 I4 A4 Ld10 Sv2+
Unit Type:
● Infantry
Number/squad:
● 1
Wargear:
● Disruption Field
● Staff of Light
Special Rules:
● Eternal Warrior (Gold and Platinum Lords only)
● Fearless (Gold and Platinum Lords only)
● Independent Character
● Necron
Options:
- May be upgraded to Silver Lord for +25 points
- May be upgraded to Gold Lord for +50 points
- May be upgraded to Platinum Lord for +100 points
- May replace Staff of Light for a Necron Warscythe for +10 points
- May be upgraded to a Destroyer Body for +30 points
- May be upgraded to a Pariah Body for +50 points
- May be upgraded to a Wraith Body for +30 points
- May add up to 100 points of the following Necron Artefacts
- Add Chronometron for +20 points
- Add Gaze of Flame for +20 points
- Add Lightning Field for +15 points
- Add Nightmare Shroud for +25 points
- Add Phase Shifter for +25 points
- Add Reconstruction Matrix for +40 points
- Add Resurrection Orb for +40 points
- Add Solar Pulse for +25 points
- Add Veil of Darkness for +50 points
- Add Essence of the C’Tan for +100 points (Gold or Platinum Lords only)
Elite Choices
Flayed Ones Cost: 22 points
Flayed One WS4 BS- S4 T4 W1 I4 A2 Ld10 Sv3+
Unit Type:
● Infantry
Number/squad:
● 5 - 10
Wargear:
● Claws (Close Combat Weapons)
Special Rules:
● Infiltrate
● Move Through Cover
● Necron
● Rending
● Terrible Visage
Immortals Cost: 28 points
Immortal WS3 BS4 S5 T5 W1 I2 A1 Ld10 Sv3+
Unit Type:
● Infantry
Number/squad:
● 5 - 10
Wargear:
● Gauss Blaster
Special Rules:
● Necron
Options:
- May add Disruption Fields for +2 points per model
Pariahs Cost: 34 points
Pariah WS4 BS4 S5 T5 W1 I3 A2 Ld10 Sv3+
Unit Type:
● Infantry
Number/squad:
● 4 - 10
Wargear:
● Necron Warscythe
Special Rules:
● Fearless
● Psychic Terror
Troop Choices
Necron Warriors Cost: 16 points
Warrior WS3 BS3 S4 T4 W1 I2 A1 Ld10 Sv3+
Unit Type:
● Infantry
Number/squad:
● 10 - 20
Wargear:
● Gauss Flayer
Special Rules:
● Necron
Options:
- May add Disruption Fields for +2 points per model
0 - 3 Tomb Warriors Cost: 22 points
Warrior WS3 BS4 S4 T4 W1 I2 A1 Ld10 Sv3+
Unit Type:
● Infantry
Number/squad:
● 5 - 10
Wargear:
● Gauss Flayer
Special Rules:
● Deep Strike
● Necron
Options:
- May add Disruption Fields for +2 points per model
Fast Attack Choices
Destroyers Cost: 50 points
Destroyer WS3 BS4 S5 T4(5) W2 I2 A1 Ld10 Sv3+
Unit Type:
● Jump Infantry
Number/squad:
● 2 - 5
Wargear:
● Gauss Cannon
Special Rules:
● Relentless
● Necron
Options:
- Up to two Destroyers can upgrade their Gauss Cannon to a Heavy Gauss Cannon for +20 points
- May add Disruption Fields for +4 points per model
Scarab Swarms Cost: 18 points
Scarab Swarm WS2 BS- S3 T3 W3 I2 A3 Ld10 Sv4+
Unit Type:
● Jump Infantry
Number/squad:
● 2 - 8
Wargear:
● Mandibles (Close Combat Weapon)
Special Rules:
● Deep Strike
● Fearless
● Swarms
Options:
- May add Disruption Fields for +4 points per model
Wraiths Cost: 50 points
Wraith WS4 BS- S5 T4 W2 I5 A3 Ld10 Sv3+/4+ (i)
Unit Type:
● Beast
Number/squad:
● 2 - 4
Wargear:
● Savage Claws and Barbed Tail (Counts as a single Close Combat Weapon)
Special Rules:
● Counts as having Assault Grenades
● Necron
● Rending
● Wraithflight
Heavy Choices
Necron Monolith Cost: 265 points
Monolith FA14 SA14 RA14 BS4
Unit Type:
● Skimmer
Transport Capacity:
● 21
Armament:
● Particle Whip
● Gauss Flux (4 Projectors)
Special Rules:
● Deep Strike
● Living Metal
● Ponderous
● Teleportation Matrix
Necron Obelisk Cost: 175 points
Monolith FA13 SA13 RA13 BS4
Unit Type:
● Tank
Armament:
● Gauss Flux (3 Projectors)
Special Rules:
● Deep Strike
● Ignores Crew Shaken and Stunned results
● Immobile
● Living Metal
● Teleportation Matrix
Tomb Spyder Cost: 115 points
Tomb Spider WS3 BS2 S8 I2 A2(3) FA12 SA12 RA12
Unit Type:
● Walker
Armament:
● Two Claws (Power Weapons)
Special Rules:
● Artificer
● Living Metal
● Swarm Slave
Options:
- May add Disruption Fields for +15 points
- May exchange one Claw for a Particle Projector for +10 points
Necron Weapons
Ranged Weapons
Gauss Blaster 24” S5 AP4 Gauss, Assault 2
Gauss Cannon 36” S6 AP4 Gauss, Heavy 3
Gauss Flayer 24” S4 AP5 Gauss, Rapid Fire
Gauss Flux 18” S5 AP4 Gauss, Heavy 3d6
Heavy Gauss Cannon 36” S8 AP1 Gauss, Heavy 1, Twin-Linked
Particle Projector T S5 AP3 Assault 1, Template
Particle Whip (Low) 18” S6 AP4 Heavy 5
Particle Whip (High) 36” S9 AP2 Barrage, Ordinance
Phase Lightning 18” S8 AP2 Assault 1, Small Blast
Staff of Light 12” S5 AP3 Assault 3, Gauss
What I want here is for people not to get "sticker shocked" at what they see and post a bunch of negative comments before they try them out. If you get a game in with these and find X unit overpriced or Y rule unbalancing, so be it - post what happened in your playtest and why you feel it should be changed. In my career I have dealt with LOTS of playtesters, and the best ones are the ones that make constructive comments on both sides of the coin; not the naysayers or fanboys.
Essentially, I want this thread to be clutter-free so it can be used to discuss the playtest games you have played.
Thank you,
Bryan Steele - Professional Writer and Game Designer
--------------------------------------------------
The Necron Army For Warhammer 40,000 5th Edition
Necron Special Rules
The following are universal special rules may apply to models within the Necron army list, as specified in each entry.
Artificer: Tomb Spyders are mobile construction units designed by the ancient Necrontyr to aid in the reuse of scraps of living metal. This model allows any Necron unit within 6” of it, once per turn, to re-roll its failed Feel No Pain saves against a single unit’s shooting or close combat attacks targeting them. The use of this ability must be declared after Wounds are suffered but before any saves are made for the attacks in question.
Gauss: Attacks made by weapons with this trait are made with the Rending Universal Special Rule if the model did not move that turn.
Living Metal: No attack that hits a vehicle with this trait may ever roll more than 1d6 for Armour Penetration, nor will any effect or weapon quality reduce the Armour Value of the vehicle (i.e. Lance).
Necron: Models with this trait are considered Stubborn (as per the Universal Special Rule) and gain the We’ll Be Back special rule (see below).
Ponderous: Necron Monoliths are immense and ancient constructs of living metal that glide effortlessly over the ground, repulsing away anything that gets in their way. These models may only ever move 6” during the Movement phase, ignore Difficult Terrain tests, and may always fire all of their weapons despite movement. Ponderous skimmer vehicles ignore Crew Shaken and Stunned results, and will harmlessly sink to the ground if ever made Immobile by a damage result.
Psychic Terror: Models with this trait reduce any enemy Leadership value of 8 or higher to that of 7 within 12 inches. Additionally, any model within 12” attempting to use a Psychic Ability must first pass a Morale Test or Fall Back away from this model.
Swarm Slave: Tomb Spyders frequently use swarms of scarabs to help them collect metal to recycle into their work. Any Scarabs Swarms that Deep Strike within 12” of this model are allowed to Assault on the turn they arrive.
Teleportation Matrix: Monoliths and Obelisks never need to make Mishap rolls when Deep Striking. They will move enemy models out of their way when they arrive, or fall 1” short if their scatter roll takes them into any form of terrain or off of the board.
Additionally, if the Monolith does not fire its Particle Whip in the following Shooting Phase, it may choose to use the Teleportation Matrix to embark any unit with the Necron trait within 18” (even one engaged in an Assault) directly into the Monolith at the beginning of the Movement Phase. The embarking unit is considered to have moved this turn and therefore cannot disembark on the same turn, although the Monolith can move as normal. This part of the rule does not apply to Obelisks, as that they have no Transport capability.
Terrible Visage: Models with this trait are so horrifying to look upon that all enemies in contact suffer a -1 Leadership penalty.
We’ll Be Back: Models with this trait have the Feel No Pain Universal Special Rule.
Wraithflight: The model with this special rule is always considered to be moving over Open terrain and does not have to roll when moving through Difficult Terrain.
Necron Wargear
Chronometron: The Lord has a device that subtly alters the flow of time around it. The Lord and any unit it is part of rolls an additional d6 when rolling running distances, difficult terrain movement and falling back, dropping a single d6 of their choice to achieve the best result.
Destroyer Body: The Lord has been granted a body that incorporates the flying engines of a Necron Destroyer. It exchanges the Infantry type for Jump Infantry, gains +1 Wound, and must be modelled appropriately.
Disruption Field: The model is wrapped in crackling pulses of gauss energy, and is considered to have the Rending Universal Special Rule when attacking a target with an Armour Value (vehicles, bunkers, etc.) in an Assault.
Essence of the C’Tan: The Lord has been gifted with a small spark of the greater energy that is the C’Tan. Whether it be a disciple of the Nightbringer, the Deceiver or even the Dragon; the Lord has untold power hidden away inside of it. The Lord is treated as normal, but the Necron player rolls for its Essence like any other unit in Reserves. When the Essence finally “arrives”, replace the Necron Lord model with a suitable representation of a monstrous C’Tan creature, carrying over any Wounds lost to the new model. The Lord uses the following statistics for the remainder of the game:
C’Tan-form WS7 BS6 S9 T7 W5 I5 A4 Ld10 Sv3+/3+(i)
Special Rules:
● Armed with Phase Lightning (Shooting) and Necron Warscythe (Close Combat)
● Fearless
● Fleet
● Independent Character
● Monstrous Creature
Gauss Flux: This weapon hurls a cascade of molecule-flaying energies out of several projectors whenever the weapon is triggered. When firing, the Necron player rolls the total number of Heavy shots the weapon will be using that turn, then choose what enemy units those shots will be targeting before rolling to hit. This weapon system has several firing points on the shooting model, and Line of Sight/Range can be measured from any or all of these projectors. Unlike a normal weapon, the Gauss Flux is allowed to target multiple units in a single Shooting Phase. No single non-Vehicle unit can be targeted with more shots than it has current models. Any “Weapon Destroyed” damage results remove one projector from the model, reducing its available firing points.
Gaze of Flame: The Lord with this artefact has eyes that burn with an unholy light and is considered to have Defensive Grenades. Additionally, any unit that is in an active Assault with the Lord suffers -1 to their Leadership value (after all other adjustments).
Lightning Field: The Lord with this artefact has a special collector that turns the kinetic energy of weapons against the living metal bodies around it into bolts of green lightning that punish those near to the source. After an Assault is resolved and all Pile In moves have been made, if an enemy unit is still in contact with the Lord, that enemy unit suffers a number of Wounds with no AP equal to the number of unsaved wounds (after Feel No Pain rolls) the Lord and his unit suffered that Assault Phase.
Necron Warscythe: The C’tan gifted the model with a piece of ancient technology from the era of the Necrontyr. This weapon is a two-handed blade that ignores all forms of Save (Armour or Invulnerable) in close combat and incorporates a standard Gauss Blaster as a ranged weapon.
Nightmare Shroud: A tiny sarcophagi is attached to the immortal memories of the Lord, which it can unleash upon its foes in a torrent of negative psychic energy. In any Shooting Phase in which the Lord does not make a shooting action, every non-Fearless enemy unit within 18” of the Lord must immediately take a Morale test or begin Falling Back.
Pariah Body: The Lord has been selected to be transferred into one of the newly constructed Pariah body shells. It adds +1 to its Strength and Toughness, but it exchanges its Necron trait for the Psychic Terror trait. This should be modelled appropriately.
Phase Shifter: The Lord has a powerful artefact that allows it to slip between the states of reality for moments at a time, allowing matter and energy to pass harmlessly through it. The Lord is given a 4+ invulnerable save.
Reconstruction Matrix: The Lord is surrounded by a cloud of tiny scarabs that help rebuild the living metal bodies around it. Any Necron unit with a model within 6” of the Lord bearing this artefact pass their Feel No Pain rolls on 3+ instead of the normal 4+. A Necron army may only have one Resurrection Orb or Reconstruction Matrix.
Resurrection Orb: The Lord bears a rare artefact that is directly tied to the undying essence of the Necrontyr, pushing their bodies beyond what would normally destroy them utterly. Any Necron unit with a model within 6” of the Lord bearing this artefact may always attempt its Feel No Pain roll, even when wounded by a weapon or attack that would otherwise deny it. A Necron army may only have one Resurrection Orb or Reconstruction Matrix.
Solar Pulse: The Lord has a shining amulet that can emit a powerful green light that blasts away the darkness and can blind onlookers. Once per game, at the beginning of the Movement Phase, the Lord can use the Solar Pulse to either cancel the effects of Night Fighting for the remainder of the Necron Turn or force all enemy forces to roll as if the Lord and any friendly unit within 6” of it were currently under the effects of Night Fighting.
Staff of Light: This ancient Necrontyr weapon counts as a Power Weapon in an Assault in addition to its ranged weapon qualities.
Veil of Darkness: The Lord wears a miniature crystal matrix similar to that found in the gigantic monoliths, allowing it to tap into the C’Tan energy streams that they use to travel the galaxy. Once per Movement Phase the Lord and any unit it is joined with that has the Necron trait can be re-deployed as per the normal Deep Strike rules.
Wraith Body: The Lord has had its essence transferred into a lithe, monstrous body like those of the wild and terrible Wraiths. It exchanges the Infantry type for the Beast type, gains +1 Strength, Assault Grenades, the Wraithflight trait and must be modelled appropriately.
Necron Army Selection
The following are the various units used to build a Necron army.
HQ Choices
Necron Lord Cost: 75 points
Bronze Lord WS4 BS4 S4 T4 W2 I3 A2 Ld10 Sv3+
Silver Lord WS4 BS4 S5 T4 W3 I3 A3 Ld10 Sv3+
Gold Lord WS5 BS5 S5 T5 W3 I4 A3 Ld10 Sv3+
Platinum Lord WS5 BS5 S5 T5 W4 I4 A4 Ld10 Sv2+
Unit Type:
● Infantry
Number/squad:
● 1
Wargear:
● Disruption Field
● Staff of Light
Special Rules:
● Eternal Warrior (Gold and Platinum Lords only)
● Fearless (Gold and Platinum Lords only)
● Independent Character
● Necron
Options:
- May be upgraded to Silver Lord for +25 points
- May be upgraded to Gold Lord for +50 points
- May be upgraded to Platinum Lord for +100 points
- May replace Staff of Light for a Necron Warscythe for +10 points
- May be upgraded to a Destroyer Body for +30 points
- May be upgraded to a Pariah Body for +50 points
- May be upgraded to a Wraith Body for +30 points
- May add up to 100 points of the following Necron Artefacts
- Add Chronometron for +20 points
- Add Gaze of Flame for +20 points
- Add Lightning Field for +15 points
- Add Nightmare Shroud for +25 points
- Add Phase Shifter for +25 points
- Add Reconstruction Matrix for +40 points
- Add Resurrection Orb for +40 points
- Add Solar Pulse for +25 points
- Add Veil of Darkness for +50 points
- Add Essence of the C’Tan for +100 points (Gold or Platinum Lords only)
Elite Choices
Flayed Ones Cost: 22 points
Flayed One WS4 BS- S4 T4 W1 I4 A2 Ld10 Sv3+
Unit Type:
● Infantry
Number/squad:
● 5 - 10
Wargear:
● Claws (Close Combat Weapons)
Special Rules:
● Infiltrate
● Move Through Cover
● Necron
● Rending
● Terrible Visage
Immortals Cost: 28 points
Immortal WS3 BS4 S5 T5 W1 I2 A1 Ld10 Sv3+
Unit Type:
● Infantry
Number/squad:
● 5 - 10
Wargear:
● Gauss Blaster
Special Rules:
● Necron
Options:
- May add Disruption Fields for +2 points per model
Pariahs Cost: 34 points
Pariah WS4 BS4 S5 T5 W1 I3 A2 Ld10 Sv3+
Unit Type:
● Infantry
Number/squad:
● 4 - 10
Wargear:
● Necron Warscythe
Special Rules:
● Fearless
● Psychic Terror
Troop Choices
Necron Warriors Cost: 16 points
Warrior WS3 BS3 S4 T4 W1 I2 A1 Ld10 Sv3+
Unit Type:
● Infantry
Number/squad:
● 10 - 20
Wargear:
● Gauss Flayer
Special Rules:
● Necron
Options:
- May add Disruption Fields for +2 points per model
0 - 3 Tomb Warriors Cost: 22 points
Warrior WS3 BS4 S4 T4 W1 I2 A1 Ld10 Sv3+
Unit Type:
● Infantry
Number/squad:
● 5 - 10
Wargear:
● Gauss Flayer
Special Rules:
● Deep Strike
● Necron
Options:
- May add Disruption Fields for +2 points per model
Fast Attack Choices
Destroyers Cost: 50 points
Destroyer WS3 BS4 S5 T4(5) W2 I2 A1 Ld10 Sv3+
Unit Type:
● Jump Infantry
Number/squad:
● 2 - 5
Wargear:
● Gauss Cannon
Special Rules:
● Relentless
● Necron
Options:
- Up to two Destroyers can upgrade their Gauss Cannon to a Heavy Gauss Cannon for +20 points
- May add Disruption Fields for +4 points per model
Scarab Swarms Cost: 18 points
Scarab Swarm WS2 BS- S3 T3 W3 I2 A3 Ld10 Sv4+
Unit Type:
● Jump Infantry
Number/squad:
● 2 - 8
Wargear:
● Mandibles (Close Combat Weapon)
Special Rules:
● Deep Strike
● Fearless
● Swarms
Options:
- May add Disruption Fields for +4 points per model
Wraiths Cost: 50 points
Wraith WS4 BS- S5 T4 W2 I5 A3 Ld10 Sv3+/4+ (i)
Unit Type:
● Beast
Number/squad:
● 2 - 4
Wargear:
● Savage Claws and Barbed Tail (Counts as a single Close Combat Weapon)
Special Rules:
● Counts as having Assault Grenades
● Necron
● Rending
● Wraithflight
Heavy Choices
Necron Monolith Cost: 265 points
Monolith FA14 SA14 RA14 BS4
Unit Type:
● Skimmer
Transport Capacity:
● 21
Armament:
● Particle Whip
● Gauss Flux (4 Projectors)
Special Rules:
● Deep Strike
● Living Metal
● Ponderous
● Teleportation Matrix
Necron Obelisk Cost: 175 points
Monolith FA13 SA13 RA13 BS4
Unit Type:
● Tank
Armament:
● Gauss Flux (3 Projectors)
Special Rules:
● Deep Strike
● Ignores Crew Shaken and Stunned results
● Immobile
● Living Metal
● Teleportation Matrix
Tomb Spyder Cost: 115 points
Tomb Spider WS3 BS2 S8 I2 A2(3) FA12 SA12 RA12
Unit Type:
● Walker
Armament:
● Two Claws (Power Weapons)
Special Rules:
● Artificer
● Living Metal
● Swarm Slave
Options:
- May add Disruption Fields for +15 points
- May exchange one Claw for a Particle Projector for +10 points
Necron Weapons
Ranged Weapons
Gauss Blaster 24” S5 AP4 Gauss, Assault 2
Gauss Cannon 36” S6 AP4 Gauss, Heavy 3
Gauss Flayer 24” S4 AP5 Gauss, Rapid Fire
Gauss Flux 18” S5 AP4 Gauss, Heavy 3d6
Heavy Gauss Cannon 36” S8 AP1 Gauss, Heavy 1, Twin-Linked
Particle Projector T S5 AP3 Assault 1, Template
Particle Whip (Low) 18” S6 AP4 Heavy 5
Particle Whip (High) 36” S9 AP2 Barrage, Ordinance
Phase Lightning 18” S8 AP2 Assault 1, Small Blast
Staff of Light 12” S5 AP3 Assault 3, Gauss