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Necrons

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Special Rules

Attack Rating

Necrons have a starting attack or initiative rating of 4.

Necron Weapons

Necron vessels employ many unique weapon systems, unknown to other fleets. These follow the rules outlined below.

Sepulchre

Only utilised by the largest Necron vessel in a fleet, a ship carrying a Sepulchre automatically gains a Leadership of 10. The Sepulchre is used to attack one enemy ship that is within 20cm range. When the Sepulchre is used, make a Leadership test for the enemy vessel being attacked, as a wave of palpable psychic force is generated from the Necron ship. The crew are paralysed by visions of horror, and if discipline is lost then the crazed crew are likely to do damage to their own ship as they rampage uncontrollably.

A ship attacked by the Sepulchre should take a Leadership test. If they pass, the captain cracks some heads and restores order. If it is failed, then the ship’s Leadership is permanently reduced by 1, representing the loss of morale and trust. Also the ship may not use any special orders until after the end of their next turn. This includes Brace for Impact. Any ordnance within 20cm of the Sepulchre (except for non-boarding torpedoes) are destroyed on a 4+. A Necron ship may only unleash its Sepulchre when the ship is not on any special orders or crippled.

Lightning Arc

Stored solar energy is released as a forest of living energy tendrils which envelop targets, probing for weaknesses. Lightning arcs function as weapon batteries with two differences. Firstly, they don’t suffer the normal column shift to the right when attacking vessels who have holofields or shadowfields (the bolts do not need to see) and all targets are treated as closing.

Lightning arcs with multiple fire arcs can divide their total Firepower. A lightning arc can be split between its fire arcs in any way the player desires. So for a tombship, its Strength 20 lightning arc can fire 5 Firepower to the front, 12 to the left and 3 to the right. Next turn it could fire 20 Firepower to the right, and none elsewhere.

Star Pulse Generator

The star pulse generates a pulse of energy with a radius effect of 20 cm, which does not effect other Necron ships. Each pulse generator gets one roll to hit against each ship or piece of ordnance in range.

The Star Pulse Generator rolls 1D6 to hit against the nearest facing armour value separately against every ship in range. This is an area effect that cannot be saved against by holofields or anything similar. A 4+ is needed to hit against every separate ordnance marker in range (as opposed to against ordnance waves).

A star pulse cannot be generated while the vessel is using any special order or crippled as it requires precise control. This applies to Lock-On special orders as well.

Gauss Particle Whip

This is the preferred ranged weapon of the Necron Raiders. A particle beam is projected along a magnetic field across a short (at source) arc, the arc is sufficient to crack the particle beam like a whip. When a target is hit the beam is energised focusing power similar to the lightning arc batteries, but on a much smaller target area. The particle whip is treated like a lance except any rolls to hit of 6 ignore shields, holofields or any other mechanism that performs a similar function (such as Tyranid spores).

Portal

Portals are more precise than conventional teleporters and are able to flood enemy ships with a relentless host of Necron Warriors and swarms of Scarabs. Each portal confers an additional hit and run attack to the Necron vessel. These have a range of 10cm and, as normal, can only be made against ships whose shields are down. The usual restriction that teleport attacks can only be made against ships with less remaining Hull Points is waived, with the exception that Necron Raider class vessels do not carry enough Warriors to board anything with more than 6 Hull Points remaining.

Necron Portals are a unique system that work in addition to normal teleport attacks and are not restricted by a ship being on ANY special orders (including Brace For Impact), except that they are still cut in half (rounding down) if a ship is crippled or Braced. A Necron capital ship both crippled and Braced may not make Portal attacks.

Necron Critical Hits

The unique nature of Necron vessels, combined with their incredibly advanced methods of manufacture, means perform a fade out disengage automatically. that they react to damage rather differently than other vessels. For this reason, Necrons use a special critical hits table.

Critical Hits Table

2D6 Roll Extra Damage Result
2 +0 Power Flow Disrupted: May not fire lightning arc or particle whip in its port arc until it has been repaired.
3 +0 Power Flow Disrupted: May not fire lightning arc or particle whip in its starboard arc until it has been repaired.
4 +0 Power Flow Disrupted: May not fire lightning arc in any arc until it has been repaired.
5 +0 Power Flow Disrupted: May not fire lightning arc or particle whip in any arc until it has been repaired.
6 +0 Drive Damaged: May not change facing until repaired. Permanently reduce the ship’s Leadership by -1.
7 +0 Drive Damaged: Reduce movement by -5 cm until repaired. Permanently reduce the ship’s Leadership by -1.
8 +0 Inertialess Drive Damaged: May not use All Ahead Full special orders until repaired. Permanently reduce the ship’s Leadership by -1.
9 +0 Sepulchre Damaged: The ship loses the ability to use its Sepulchre until repaired. Permanently reduce the ship’s Leadership by -2. If the ship has no sepulchre, roll again.
10 +0 Command Core Damaged: Permanently reduce the ship’s Leadership by -3.
11 +D3 Power Surge: Permanently reduce the ship’s Leadership by -2.
12 +D6 Ruptured Power Core: Permanently reduce the ship’s Leadership by -2.

Reactive Hulls

Necron ships are made of a unique sentient metal. To represent these factors all Necron ships with a reactive hull are immune to Damage, Leadership and Movement modifiers from solar flares, radiation, gas clouds and blast markers. All Necron ships are Armour 6, representing the difficulty of targeting them, and in addition receive a special save against each hit to represent the hull’s adaptive qualities.

The save is 6+ for Raiders, 5+ for Harvesters and Scythes and 4+ for Tombships. This save replaces the Brace for Impact save for all intents and purposes and is treated in the same manner as a brace save, meaning it is used ANY time the ship faces taking damage, but DOES NOT protect against critical damage caused by hits that were not saved against normally, nor any damage caused during a boarding action (including critical damage).

The following two exceptions apply:

  • It does not save against hit and run attacks unless the ship is actually braced.
  • Warp cannons ignore reactive hull saves unless the Necron ship is braced.

If the Necron vessel uses Brace for Impact then the save is modified to 2+ but its stealth properties are instantly compromised. A Necron ship on Brace for Impact orders is reduced to Armour 4+.

Last, but by no means least, all Necron Critical repairs are made on 4 or more as the sentient metal attempts to self repair.

Inertialess Drive

Necron drives are capable of interstellar travel without the need to enter the Warp. The drive is fired whenever All Ahead Full orders are issued; instead of obeying the normal rules for this order the ship gains D6 ! 10 cm additional movement and can make a turn for every 20 cm it travels.

All other rules concerning All Ahead Full still apply and weapon strengths are still halved.

Disengaging and Victory Points

Necrons will always prefer to disengage than fight to the end. They do this by ‘fading out’, the vessel in question dematerialises and drops out of normal space. At the end of its Movement phase any Necron ship may perform a 'fade out' disengage automatically.

At the end of a game, including normal Victory points, count up the Necron losses using the following modifiers:

  • Any capital ship that disengages with no damage whatsoever counts as 10% destroyed.
  • Any capital ship that disengages with any damage at all or any raider that disengages counts as 25 % destroyed.
  • Any capital ship that is crippled counts as 50 % destroyed.
  • Any capital ship that is destroyed but not left as a drifting hulk counts as 200 % destroyed.
  • Any capital ship that is destroyed and left as a drifting hulk counts as 300 % destroyed.

Necron vessels may ignore the rule preventing them from firing upon or boarding friendly drifting/blazing hulks. They will do this in an attempt to deny victory points to the enemy or induce catastrophic damage, to prevent their technology from falling into the hands of other races.

Necron in Campaigns

Necron repair points

Due to the advanced nature of Necron technology all Necron ships must expend double the normal amount of repair points to repair hits and buy new ships when playing in a campaign.

Refits

Necrons do not have access to any refits or crew skills in the course of a campaign, but the fleet as a whole may earn additional repair points in the same manner other fleet’s ships earn refits or crew skills.

Necron Harvest Fleet List

Mind of the Machine

Necron fleets, just like their armies, are composed of a horrifying array of unthinking machines intent only on fulfilling their C’tan master’s ancient plans of conquest. Because of this, Necron fleets have no Fleet Commander in the conventional sense, which affects their fleet in the following ways:

Leadership

Leadership is determined normally for Necron fleets, except a ship carrying a Sepulchre (see below) automatically receives a Leadership of 10.

Re-rolls

A Necron fleet may purchase re-rolls, but they are purchased by the fleet as a whole, rather than being considered Fleet Commander re-rolls. The fleet gets one re-roll and can purchase extra rerolls at the cost shown.

One extra re-roll.......................................... 25 pts
Two extra re-rolls ........................................ 75 pts

Capital Ships

Tombships

Your fleet may include up to one tombship for every Scythe class harvest ship it contains.

Cairn class tombship (pg. 387) ....................500 pts

A single tombship may be upgraded to carry a Sepulchre.

Sepulchre ....................................................+50 pts

Cruisers

Your fleet may include up to six Scythe class harvest ships and up to three Shroud class light cruisers.

0-6 Scythe class harvest ship (pg. 388) ....... 275 pts
0-3 Shroud class light cruiser (pg. 389) ...... 155 pts

Escorts

Raiders

Your fleet may include up to twelve Jackal class raiders, and up to twelve Dirge class raiders, in squadrons of 2–6.

0-12 Jackal class raiders (pg. 390) .................. 50 pts
0-12 Dirge class raiders (pg. 391) ................... 40 pts