You are on page 1of 26

Necron Codex, 5th edition

6 February, 2009

Written by: Sekhmet


Artwork by: /tg/
Forces of the Necrons
NECRON SPECIAL RULES

NECRON
All models with the Necron rule have ACUTE SENSES, DEEP STRIKE and FEEL NO PAIN as
detailed in the Universal Special Rules section in the Warhammer 40,000 rulebook. They
also have the PHASE OUT rule as detailed below.

PHASE OUT
If a unit with the Phase Out rule ever fails a Morale check (not any other type of Leadership
check such as Pinning checks), remove the entire unit from the table. It counts as being
killed and grants kill points as normal.

GAUSS
Gauss weapons never roll to wound non-vehicles based on Strength vs Toughness and
instead wound on a fixed number as listed in the rule (typically 4+, 3+ or 2+). If the
Strength of the weapon is equal or higher than the Toughness of the victim, you must re-
roll failed rolls to wound. Gauss weapons can still cause instant death if the Strength of the
weapon is double or higher than the Toughness of the victim.
Gauss weapons at half range or less add an extra d3 to their vehicle penetration rolls.
NECRON LORD
Necron Lords were the first Necrontyr to shed their mortal bodies and join their gods in
immortality. As they were often the political and religious leaders of the Necrontyr, they
were granted advanced bodies capable of retaining their intellect and given command of
other Necron units. Lords, like everything made of living metal, can change their shape at
will and have done so to both impersonate other races and to upgrade themselves into more
formidable opponents. Lords often have arcane and powerful technologies at their disposal,
able to create widespread destruction over entire battlefields at the slightest gesture.

WS BS S T W I A Ld Sv
Necron Lord, Bronze 4 4 5 5 2 4 2 10 3+
Necron Lord, Silver 5 5 5 5 3 4 3 10 3+
Necron Lord, Gold 5 5 5 5 4 4 3 10 3+

Special Rules
Necron, Independent Character, Infiltrate, Phase Out

Nodal Command Structure


If a Gold Lord is in your list, a Silver or Bronze Lord must also be in your list.

Commander
All Necron units with a model within 12” of a lord may use the lord's base Leadership value
instead of their own base Leadership. In addition, while a Necron lord is on the table, all of
your units with the Necron special rule gain the Stubborn universal special rule.

Wargear
Chronometron
The lord has gained the ability to slow time in the direct area around itself, appearing to
move with supernatural speed and exhibiting instantaneous reflexes. The lord and any
squad he joins gains the Fleet universal special rule and +1 Initiative. The squad may reroll
any sweeping advance rolls it makes regardless if it won or lost the combat.

Gaze of Flame
The lord's eyes are ablaze with a hateful flame that can extend out and incinerate any
before it. This grants defensive grenades to the lord and all of your Necron units within 6”.
Enemy units with a model within 6” of the lord suffer -1 to their Leadership at all times. The
Gaze of Flame may be used as a shooting attack in the shooting phase with a profile of:
Strength 4, AP 5, Assault 1 Template.

Nightmare Shroud
The lord is able to create a widespread electromagnetic field that penetrates and confuses
the minds of all nearby lifeforms. At the end of every Necron turn, all enemy units with a
model within 12” must take a morale check with no modifiers. As always, Fearless units do
not take morale checks.
Phylactery
A phylactery is a backup repair sub-processor that pulls living metal from nearby caches in
phase space to assist in repairing damage to the lord. At the start of your turn, roll a d6 for
every wound the Lord has taken. For each 5+ you roll, he regains a wound.

Solar Pulse
This is usable once per game in the shooting phase instead of shooting a weapon, although
it may be used while the lord is in close combat. The pulse lasts until the beginning of your
next turn, or until the lord dies, whichever happens first. Enemy units in close combat with
a model within 6” of the lord only hit on 6s.

If night fighting rules are in effect, they are suspended. In addition, all enemy units within
18” of the lord at the time of use must take a pinning check or be stunned with the sudden
brightness.

If night fighting rules are not in effect, the lord and all of your units within 12” of the lord
gain a 3+ cover save.

Staff of Light
This counts as a power weapon in close combat. In the shooting phase, it counts as a Range
12”, Strength 5, AP 3, Assault 3 weapon.

Stasis Field
A stasis field is created by an item similar to a chronometron, but is much more powerful
and requires extra time to recharge after each use. This is usable once per game in the
shooting phase instead of shooting a weapon, although it may be used while the lord is in
close combat. The field lasts until the beginning of your next turn, or until the lord dies,
whichever happens first.

While the stasis field is in effect, all enemy units with a model within 24” of the lord halve
their total movement. Units with Fleet may not charge after running.

Veil of Darkness
The lord and any number of your Necron units with a model within 6” may be removed from
the table and placed into reserve. Units placed into reserve in this way are considered to
automatically pass their reserve roll and must enter the table via Deep Strike in your next
turn.

Destroyer Body
The lord gains +1 Toughness and becomes a jetbike. 1 squad of destroyers may be taken as
a retinue, although the lord may leave the squad at any time.

Pariah Body
The lord gains the Null Field, Soulless and Psychic Abomination rules. 1 squad of pariahs
may be taken as a retinue, although the lord may leave the squad at any time.
Wraith Body
The lord gains a phase shifter and becomes a jetbike. 1 squad of wraiths may be taken as a
retinue, although the lord may leave the squad at any time.

Disciple of the Deceiver


After infiltrators have deployed and scouts have moved, but before the first turn, you may
redeploy up to 1d6 units, including placing those units in reserve or having a unit in reserve
deploy as normal. If you deploy second, you may also make a “seize the initiative” roll on a
3+ rather than 6+. Your deep striking units do not scatter on arrival.

Disciple of the Nightbringer


Your Necron units gain the Terrifying Visage ability. Flayed ones cause a -2 Leadership
penalty instead of -1 for their Terrifying Visage. Terrifying Visage now affects Fearless units.
All of your Necrons gain +1 Weapon Skill.

Disciple of the Outsider


Weapons with the Gauss rule now also have the Rending Universal Special Rule and gain 1
Strength.

Disciple of the Void Dragon


Your Necron units may reroll all vehicle penetration and vehicle damage chart rolls. All of
your Necron units gain lightning fields and disruption fields if they do not already have
them, even if they cannot normally take those upgrades. All of your monoliths gain lightning
fields as well.
WARRIORS
Warriors represent the vast majority of Necrontyr society. Even though they are able to
reason and innovate, they have lost all emotion and empathy. Warriors are fully capable of
operating on their own with a tactical and strategic knowledge rivaling the most experienced
commanders as each one contains the entire knowledge of their civilization.

As with all Necron constructs, they are in constant communication with the rest of their unit
and their direct superior in the nodal command structure, enabling them to apply new
information or change their directives without any lag at all.

Warrior units often enter battle by phasing in just out of range and walking the rest of the
way. The Necron form of teleportation does not travel through the Warp, but rather through
phase space, the same dimension that wraith and warscythes utilize. After reaching optimal
firing range, they attack their enemies with the gauss flayer, a weapon so named because
on contact, it flays layers of atoms off the victim and pulls them towards the weapon. It is
theorized that these weapons were invented specifically to destroy other Necrons, as living
metal cannot rebuild itself if it has been disassembled at that level.

WS BS S T W I A Ld Sv
Warrior 3 4 4 4 1 3 1 9 3+

Special Rules
Necron, Phase Out
IMMORTALS
What became the immortals were the nobility and other privileged and prominent figures in
Necrontyr society. Compared to a warrior, an immortal has a bulkier chassis and larger
power source, enabling it to carry additional layers of living metal and wield a more
powerful primary weapon. They are not considered a command unit and are thus on an
equal level to warriors in the nodal command structure.

In combat, they act as shock troops and heavy assault infantry and are thus a rarity on the
battlefield. Necron combat doctrine is often closely related to that of a raider or guerrilla
force; appearing suddenly, attacking and vanishing before an effective defense can be
brought to bear. Recently though, the Necrons have been attacking in ever-increasing force
and so has the frequency of immortal sightings.

WS BS S T W I A Ld Sv
Immortal 3 4 4 5 1 3 1 9 3+

Special Rules
Necron, Phase Out
FLAYED ONES
Flayed ones are warriors with their hands replaced with long and impossibly sharp blades.
Their whole purpose in existence is something of a paradox – they create fear and terror as
psychological weapons, but like all Necrons, are immune to such emotions. Flayed ones
exemplify the raiding tactics of Necrons, attacking the enemy from the least expected area
at the least expected time and brutally ripping them to shreds. The ensuing chaos and fear
created by the flayed ones allows the rest of the Necron forces to sweep through their
victim's defenses with ease.

WS BS S T W I A Ld Sv
Flayed One 4 0 4 4 1 3 3 9 3+

Special Rules
Necron, Infiltrate, Phase Out

Terrifying Visage
Enemy units participating in a close combat with flayed ones must take a leadership check
at the beginning of every round of close combat with a -1 penalty. If they fail, they only hit
on a 6 for that round, regardless of WS or target. Multiple units with Terrifying Visage in the
same combat have no additional effect. This ability does not affect fearless units.
PARIAHS
In the War in Heaven, the only thing that allowed the Old Ones to survive as long as they
did against the C'tan and their Necrons was their mastery of the Warp. As the War in
Heaven drew to a close, the C'tan set two primary projects in motion; a long term one to
close off the warp from real space and a short term one to create a gene that is the
antithesis of the psyker gene. Individuals who have this gene create a negative presence in
the warp, blocking off all warp-based activity around themselves and making all other
nearby lifeforms uneasy or even sick.

Pariahs are humans with the pariah gene who were found by Necron forces and had their
bodies replaced with that of a Necron, leaving only a tiny fragment of their mind intact. This
is the evolution of the Necron, the first time a non-Necrontyr has been granted immortality
in this way. They are immune to the advantages that the weapons of the Old Ones utilize,
inhabit advanced Necron bodies, and wield some of the most deadly weapons ever devised:
the warscythe.

WS BS S T W I A Ld Sv
Pariah 4 4 5 5 1 3 2 10 3+

Special Rules
Necron, Fearless

Null Field
All units with a model within 6” of a model with Null Field will not be affected by psychic
abilities in any way, including targeted abilities (such as destructor, vortex of doom, doom,
fortune and mind war) and non-targeted abilities (such as holocaust, veil of tears and
conceal). Models within 6” of a model with Null Field cannot use psychic powers, abilities
and wargear (such as a psychic hood, runes of warding, and force weapons become power
weapons and witchblades do not wound on 2+ nor count as S9 vs vehicles). Psychic abilities
cannot draw line of sight through a unit with this special rule.

Soulless
All enemy units count as having a -2 penalty to their Leadership in any tests they are called
upon to take if they have a model within 12” of a model with the soulless rule. This penalty
is not cumulative if more than one model with the soulless rule is within 12”.

Psychic Abomination
Any psyker or daemon within 6” of a Pariah at the start of any turn must make a Morale
check or fall back along with any squad they are a part of. If the psyker or demon is in close
combat at the time and fails the Morale check, it will not fall back but will only hit on 6s in
have its initiative reduced to 1 for that turn's Assault phase. This ability affects fearless
units.
WRAITHS
Wraith are a vast departure from the standard Necron design, bearing little resemblance to
a warrior. Their bodies are enlarged and lengthened, their armor reduced and they possess
no firepower at all. The main reason for these changes is their phase shifter. Wraith exist
partially in phase space and partially in real space, the exact ratio changing constantly. As
they travel and approach their target, they may even go so far as to fully emerge into phase
space and teleport like other Necron units. However, when they engage their targets in
combat, they constantly shift in and out of phase space, creating a situation where enemy
attacks often harmlessly pass through them while their own claws bypass any form of
armour and personal shield to slice their insides to ribbons. The only way to hurt a wraith is
to strike in the exact moment as it strikes you, or to use the warp and strike it while it's in
phase space.

WS BS S T W I A Ld Sv
Wraith 4 0 4 4 1 6 3 9 4+

Special Rules
Necron, Phase Out

Wargear
Phase Claws
Wraith count has having phase blades, but they work on to-wound rolls and vehicle
penetration rolls of 4+ rather than 6.
DESTROYERS
Destroyers are the fusion of immortals with a jetbike platform, providing increased mobility
and firepower. Destroyers are used as high speed weapons platforms and exemplify the
second wave of Necron warfare just as flayed ones represented the raider type of warfare
Necrons practiced at first.

WS BS S T W I A Ld Sv
Destroyer 3 4 4 5 1 3 1 9 3+

Special Rules
Necron, Phase Out
SCARAB SWARMS
No Necron attack force is ever present without a carpet of scarabs. The scarabs carry out a
variety of tasks for Necrons, from menial tasks like cleaning to disassembling alien
technology and dissecting lifeforms. Although they possess an advanced artificial
intelligence and have bodies of living metal, they were not created from a life form and are
actually mass produced on tomb worlds.

WS BS S T W I A Ld Sv
Scarab Swarm 2 0 3 3 3 2 3 10 -

Special Rules
Necron, Swarm, Fearless, Eternal Warrior

Small and agile


Scarab swarms never take dangerous terrain checks and may turbo boost into, out of, and
through terrain.
HEAVY DESTROYERS
Heavy destroyers are physically similar to standard destroyers, except they carry a larger
primary weapon and a separate targeting sensor branching off their spine. The heavy gauss
cannon is a more focused gauss weapon, firing a single high intensity shot rather than
multiple weaker ones. There have been many reports showing a swarm of Heavy Destroyers
utilizing their speed and maneuverability to approach warmachines and stay in their blind
spots while their powerful cannons easily punch through even the thickest of armour plating
and shields.

WS BS S T W I A Ld Sv
Heavy Destroyer 3 4 4 5 1 3 1 9 3+

Special Rules
Necron, Phase Out

Wargear
Multi-lensed targeter
All weapons fired by a model with a multi-lensed targeter count as twin-linked.
TOMB SPYDERS
These large mechanical creatures are most often seen maintaining Necron tomb complexes.
On the battlefield, tomb spyders move about with their advanced resurrection technology to
support other Necrons in the field and repair them if they become heavily damaged.

WS BS S T W I A Ld Sv
Tomb Spider 2 0 6 6 3 2 2 10 3+

Special Rules
Necron, Monstrous Creature, Fearless
MONOLITH
In the larger, conventional Necron attacks, the Monolith is often seen as a mobile fire base
and anchor for the Necron forces. Their mobile portal allows a more precise transition from
phase space into real space. Their ancient power crystal can lash out with a stream of high
energy particles that will rip apart anything that contacts it. Almost as if it were an
afterthought, the corners of the monolith are adorned with turreted gauss blasters.

When a monolith makes its appearance, it quickly becomes the center of gravity for the
entire battle, its very existence means that a virtually infinite number of Necron
reinforcements can arrive.
Armour
Type BS F S R
Monolith Tank, Skimmer 4 14 14 14

Special Rules
Living Metal
The monolith may take a 4+ invulnerable save against all glancing and penetrating hits.

Ponderous
The monolith may only move 6” in the movement phase. Crew Shaken and Crew Stunned
results also have no effect on the monolith – it is far too massive to notice anything but the
most devastating of attacks.

Deep Strike
The monolith may elect to enter play via Deep Strike. However, should the monolith scatter
on top of impassable terrain or a vehicle, move the monolith the minimum distance required
in order to avoid the object. Should the monolith scatter on top of a non-vehicle model
(friend or foe), move that unit the minimum distance away from the monolith and place the
monolith where it scattered.

Power Matrix
All Necrons units with a model within 6” of a monolith make Feel No Pain rolls on a 3+
rather than a 4+.

Portal
All Necron units that deepstrike may deepstrike entirely within 6” of the monolith without
rolling scatter dice.

Instead of firing the Particle Whip, you may instead remove one Necron unit with a model
within 12” of the monolith from the table and place it into your reserves, even of that unit
is locked in close combat. If they were locked in combat and the unit they were in combat
with is no longer in combat, it may make a 3” consolidation move.
Wargear
Particle Whip
The particle whip does not count as a weapon for “weapon destroyed” results.
Range: 24” Strength: 8 AP: 2 Type: Ordnance 1, Large Blast

Gauss Flux Arc Projectors


Every enemy unit in line of sight and within 12” is automatically hit with 1d6 shots at:
Range: 12” Strength: 4 AP: 4 Type: Gauss 3+.
On “weapon destroyed” results, gauss flux arc shot rolls suffer -1. Upon 6 weapon
destroyed results, the gauss flux arc counts as destroyed and a further “weapon destroyed”
result causes an immobilization.
Wargear
Disruption Fields
In close combat, a 6 to penetrate causes a glance if it would not have otherwise damaged
the vehicle.

Gauss Flayer
Range: 24” Strength: 4 AP: 5 Type: Assault 1, Gauss 5+

Gauss Blaster
Range: 24” Strength: 5 AP: 4 Type: Assault 2, Gauss 4+

Gauss Cannon
Range: 36” Strength: 6 AP: 4 Type: Heavy 3, Gauss 3+

Heavy Gauss Cannon


Range: 36” Strength: 9 AP: 1 Type: Heavy 1, Gauss 2+

Lightning Fields
For every successful hit on a Necron model with Lightning Fields in close combat(regardless
if that hit was successful in wounding, was saved, or killed the Necron), an automatic hit is
placed on the attacking model at strength 3. These extra attacks hit immediately after the
current initiative step and count towards combat resolution.

Phase Blades
These count as disruption fields and further grant Rending against non-vehicles in close
combat.

Phase Shifter
Models with a Phase Shifter have an additional 2+ invulnerable save against shooting
attacks and a 3+ invulnerable save against close combat attacks.

Any model with a Phase Shifter counts as having offensive grenades and never takes
difficult or dangerous terrain tests. Additionally, models with a phase shifter can move
through impassable terrain as long as it does not finish its movement phase inside the
terrain.

Resurrection Orb
Any unit with a model within 6” of a model carrying a Resurrection Orb may always make its
Feel No Pain rolls, even if hit with a power weapon, AP 1 or 2 weapon, or an attack that
causes instant death.
Warscythe
A model with a warscythe counts as having a two-handed power weapon that ignores
invulnerable saves. Furthermore, warscythes gain an additional 1d6 to penetrate vehicles in
close combat. Warscythes include a built-in gauss flayer.
Army List
[Examples of an army list entry]
HQ
Necron Lord, Bronze 80 points
WS BS S T W I A Ld Sv
Necron Lord, Bronze 4 4 5 5 2 4 2 10 3+
Unit Composition: 1 Necron Lord, Bronze Unit Type: Infantry
Wargear: Special Rules:
· Staff of Light · Necron
· Commander
· Independent Character
· Infiltrate
· Phase Out
Options:
Take a warscythe +10 pts
Take a chronometron +25 pts
Take gaze of flame +20 pts
Take lightning fields +5 pts
Take a phylactery +10 pts
Take a resurrection orb +50 pts
The lord may take one of the following:
- Destroyer body +30 pts
- Pariah Body +45 pts
- Wraith Body +60 pts
HQ
Necron Lord, Silver 110 points
WS BS S T W I A Ld Sv
Necron Lord, Silver 5 5 5 5 3 4 3 10 3+
Unit Composition: 1 Necron Lord, Silver Unit Type: Infantry
Wargear: Special Rules:
· Staff of Light · Necron
· Commander
· Independent Character
· Infiltrate
· Phase Out
Options:
Take a warscythe +10 pts
Take a chronometron +25 pts
Take gaze of flame +20 pts
Take lightning fields +5 pts
Take nightmare shroud +40 pts
Take a phylactery +15 pts
Take a resurrection orb +50 pts
Take a solar pulse +30 pts
Take a stasis field +40 pts
Take a veil of darkness +60 pts
The lord may take one of the following:
- Destroyer body +30 pts
- Pariah Body +45 pts
- Wraith Body +60 pts

If you include a silver lord in your army, you may take either flayed ones or immortals as
troops instead of elites, but not both.
HQ
Necron Lord, Gold 130 points
WS BS S T W I A Ld Sv
Necron Lord, Gold 5 5 5 5 4 4 3 10 3+
Unit Composition: 1 Necron Lord, Gold Unit Type: Infantry
Wargear: Special Rules:
· Staff of Light · Necron
· Commander
· Independent Character
· Infiltrate
· Nodal Command Structure
· Phase Out
Options:
Take a warscythe +10 pts
Take a chronometron +25 pts
Take gaze of flame +20 pts
Take lightning fields +5 pts
Take nightmare shroud +40 pts
Take a phylactery +20 pts
Take a resurrection orb +50 pts
Take a solar pulse +30 pts
Take a stasis field +40 pts
Take a veil of darkness +60 pts
The lord may take one of the following:
- Destroyer body +30 pts
- Pariah Body +45 pts
- Wraith Body +60 pts
The lord may take one of the following:
- Disciple of the Deceiver +200 pts
- Disciple of the Nightbringer +200 pts
- Disciple of the Outsider +200 pts
- Disciple of the Void Dragon +200 pts

If you include a gold lord in your army, you may take flayed ones and/or immortals as
troops instead of elites. Furthermore, pariahs are no longer restricted to one per army.

This rule is not cumulative with other gold or silver lord's ability to take flayed ones or
immortals as troops.
TROOPS
Warriors 180 points
WS BS S T W I A Ld Sv
Warrior 3 4 4 4 1 3 1 9 3+
Unit Composition: 10 Warriors Unit Type: Infantry
Wargear: Special Rules:
· Gauss Flayer · Necron
· Phase Out
Options:
· May include up to ten additional Warriors: +18 pts per model
· The entire squad may have Phase Blades: +2 pts per model

One squad of Warriors can be taken as an HQ choice. If this is done, the Force
Organization Chart is modified as follows:

HQ: 1 required slot


Elites: 2 optional slots
Troops: 1 required slot, 5 optional slots
Fast Attack: 4 optional slots
Heavy Support: 0

Scarabs 36 points
WS BS S T W I A Ld Sv
Scarab Swarm 2 0 3 3 3 2 3 10 -
Unit Composition: 3 Scarab Swarms Unit Type: Jetbikes
Wargear: Special Rules:
· None · Necron
· Eternal Warrior
· Fearless
· Small and agile
· Swarm
Options:
· May include up to seven additional Swarms: +12 pts per model
· The entire squad may take Disruption Fields: +4 pts per model
· The entire squad may take Lightning Fields: +4 pts per model

You may take one unit of Scarabs for each unit of Warriors and each Tomb Spyder model
in your army. Scarabs do not take up Troop slots in the Force Organization Chart and
cannot hold objectives, but are otherwise considered Troop choices for all other purposes
(such as deployment, kill points, and contesting objectives).
ELITES
Flayed Ones 90 points
WS BS S T W I A Ld Sv
Flayed One 4 0 4 4 1 3 3 9 3+
Unit Composition: 5 Flayed Ones Unit Type: Infantry
Wargear: Special Rules:
· Claws (bonus attacks included above) · Necron
· Infiltrate
· Terrifying Visage
· Phase Out
Options:
· May include up to five additional Flayed Ones: +18 pts per model
· The entire squad may take Disruption Fields: +2 pts per model

Immortals 140 points


WS BS S T W I A Ld Sv
Immortal 3 4 4 5 1 3 1 9 3+
Unit Composition: 5 Immortals Unit Type: Infantry
Wargear: Special Rules:
· Gauss Blaster · Necron
· Phase Out
Options:
· May include up to five additional Immortals: +28 pts per model
· The entire squad may have Phase Blades: +2 pts per model

Pariahs (0-1) 180 points


WS BS S T W I A Ld Sv
Pariah 4 4 5 5 1 3 2 10 3+
Unit Composition: 5 Pariahs Unit Type: Infantry
Wargear: Special Rules:
· Warscythe · Necron
· Fearless
· Null Field
· Psychic Abomination
· Soulless
Options:
· May include up to five additional Pariahs: +36 pts per model
FAST ATTACK
Destroyers 180 points
WS BS S T W I A Ld Sv
Destroyer 3 4 4 5 1 3 1 9 3+
Unit Composition: 3 Destroyers Unit Type: Jetbike
Wargear: Special Rules:
· Gauss Cannon · Necron
· Phase Out
Options:
· May include up to two additional Destroyers: +60 pts per model

Wraiths 90 points
WS BS S T W I A Ld Sv
Wraith 4 0 4 4 1 6 3 9 4+
Unit Composition: 2 Wraiths Unit Type: Jetbike
Wargear: Special Rules:
· Phase Claws · Necron
· Phase Shifter · Phase Out
Options:
· May include up to three additional Wraiths: +45 pts per model
HEAVY SUPPORT
Heavy Destroyers 70 points
WS BS S T W I A Ld Sv
Destroyer 3 4 4 5 1 3 1 9 3+
Unit Composition: 1 Heavy Destroyer Unit Type: Jetbike
Wargear: Special Rules:
· Heavy Gauss Cannon · Necron
· Multi-lensed targeter · Phase Out
Options:
· May include up to three additional Heavy Destroyers: +70 pts per model

Tomb Spyders 65 points


WS BS S T W I A Ld Sv
Tomb Spyder 2 0 6 6 3 2 2 10 3+
Unit Composition: 1 Tomb Spyder Unit Type: Monstrous Creature
Wargear: Special Rules:
· Resurrection Orb · Necron
· Fearless
Options:
· May include up to two additional Tomb Spyders: +65 pts per model
· The each model may take Lightning Fields: +10 pts per model

Although up to three tomb spyders are taken in a single heavy support slot, each model acts
as an independent unit for all intents and purposes.

Monolith 250 points


BS Front Armour Side Armour Rear Armour
Monolith 4 14 14 14
Unit Composition: 1 Monolith Unit Type: Vehicle (Tank, Skimmer)
Wargear: Special Rules:
· Gauss Flux Arc Projectors · Deep Strike
· Particle Whip · Living Metal
· Ponderous
· Portal
· Power Matrix
Options:
· Take Lightning Fields: +10 pts

You might also like