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Special Rules

Contents
Necrons Special Rules
• Living Metal
• Reanimation Protocols
Special Rules
• Divert Power
• Exile Ray
• Gauss
• Independent Targeting
• Solar Pulse
• Tesla
• Adaptive Tactics
• Bloodswarm Nanoscarabs
• Chronoblade
• Cleaving Counterblow
• Command Wave
• Counter Tactics
• Dread
• Entropic Strike
• Ethereal Interception
• Gaze of Death
• Grand Illusion
• Gravity Pulse
• Hunters from Hyperspace
• Immune to Natural Law
• Invasion Beams
• Lord of Technomancy
• Lord of the Storm
• Master Chronomancer
• Mechanical Augmentation
• Mind in the Machine
• Necrodermis
• Psionic Shockwaves
• Pyrrhian Eternals
• Repair Barge
• Scarab Hive
• Sleeping Sentry
• Surrogate Hosts
• Swiftstrike
• Targeting Relay
• Technomancer
• The Bound Coalescent
• The Stars Are Right
• The Vargard’s Duty
• Vengeance of the Enchained
• Wraith Form
• Wraithflight
• Writhing Worldscape
Tactical Objectives
Warlord Traits
Wing Leaders
• 
Necron Wing Leaders
This section details army special rules including Necrons Special Rules, Tactical Objectives, Warlord Traits and Wing Leaders.

Necrons Special Rules


Living Metal

Necron vehicles are composed of a semi-sentient alloy capable of incredible feats of resilience and auto-reconstitution.
A model with this special rule ignores the effects of Crew Shaken (but still loses a Hull Point). At the end of each of your turns, roll a D6 for each of your Heavy or Super-heavy vehicles with this special rule that has less than its starting number of Hull Points, but has not been destroyed. On a roll of a 6, that model regains a Hull Point lost earlier in the game.

Reanimation Protocols

Necrons have sophisticated self-repair systems that return even critically damaged warriors to the fight.
When a model with this special rule suffers an unsaved Wound, it can make a special Reanimation Protocols roll to avoid being wounded. This is not a saving throw and so can be used against attacks that state ‘no saves of any kind are allowed’. Reanimation Protocols rolls may even be taken against hits with the Instant Death special rule, but cannot be used against hits from Destroyer weapons or any special rule or attack that states that the model is ‘removed from play’.

Roll a D6 each time the model suffers an unsaved Wound, subtracting 1 from the result if the hit that inflicted the Wound had the Instant Death special rule. On a 5+, discount the unsaved Wound – treat it as having been saved. Certain special rules and wargear items can provide modifiers to this dice roll; these are cumulative, but the required dice roll can never be improved to be better than 4+.

If a unit has both the Reanimation Protocols and Feel No Pain special rules, you can choose to use one special rule or the other to attempt to avoid the Wound, but not both. Choose which of the two special rules you will use each time a model suffers an unsaved Wound.

Special Rules


Divert Power

A vehicle can only fire a weapon with this rule if it remained stationary in its preceding Movement phase.

Exile Ray

When firing a weapon with this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target’s Toughness, and the Wound has the Instant Death special rule. Against vehicles and buildings, an Armour Penetration roll of a 6 causes a penetrating hit, regardless of the target’s Armour Value.

Gauss

When firing a weapon with this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target’s Toughness. Against vehicles and buildings, an Armour Penetration roll of a 6 that does not cause a penetrating hit automatically causes a glancing hit.

Independent Targeting

A weapon with this special rule can fire at a different target to the vehicle’s other weapons, but cannot target a unit forced to disembark as a result of a prior shooting attack made by the same vehicle during the same Shooting phase.

Solar Pulse

Once per game, at the start of any turn, the bearer can use this special rule. When he does, the Night Fighting rules are not in effect for the remainder of the turn (if they were in effect). In addition, when this special rule is used, enemy units targeting the bearer or his unit can only fire Snap Shots until the start of the bearer’s next turn.

Tesla

When firing a weapon with this special rule, a To Hit roll of a 6 causes 2 additional hits on the target. Snap Shots never cause additional hits as a result of this special rule.

Adaptive Tactics

If Nemesor Zahndrekh is your Warlord, you may select a different Warlord Trait for him (no D6 roll is necessary) at the start of each friendly turn after the first – this replaces his existing Warlord Trait. This can be from the Necron Warlord Traits table, or any of the Warlord Traits tables in Warhammer 40,000: The Rules. Zahndrekh cannot choose the same Warlord Trait more than once per game.

Bloodswarm Nanoscarabs

If your army includes Imotekh the Stormlord, friendly units of Flayed Ones can re-roll the scatter dice when arriving from Deep Strike Reserve.

Chronoblade

The bearer of this weapon re-rolls all failed To Hit rolls in close combat.

Cleaving Counterblow

When fighting in a challenge, Vargard Obyron gains a bonus Attack for each Attack made by an enemy character against him that fails To Hit. These Attacks are made at the Initiative 1 step (this does not grant an additional Pile In move).

Command Wave

All friendly units with the Necrons Faction within 12" of a Catacomb Command Barge re-roll all failed Morale, Pinning and Fear tests. If your Warlord is a Catacomb Command Barge with the Immortal Hubris Warlord Trait, this special rule instead effects all friendly units with the Necrons Faction within 18" of your Warlord.

Counter Tactics

Whilst Nemesor Zahndrekh is within 24" of any enemy unit(s) with any of the following special rules – Counter-attack, Furious Charge, Hit & Run, Split Fire, Stealth, Tank Hunters – then Zahndrekh and his unit also have the same special rule(s).

Dread

Models in enemy units that are within 12" this model subtract 2 from their Leadership characteristic.

Entropic Strike

If a model has this special rule, or is attacking with a Melee weapon that has this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target’s Toughness. Against vehicles and buildings, an Armour Penetration roll of 6 that does not cause a penetrating hit automatically causes a glancing hit.

Ethereal Interception

If this unit is in Deep Strike Reserve, immediately after an enemy unit arrives from Deep Strike Reserve this unit may choose to immediately arrive using the rules for Deep Strike (if this unit does not enter play in this manner, make Reserve Rolls for it as normal in subsequent turns). At the end of that enemy Movement phase, any friendly Deathmarks unit that arrived on the board in this manner during that turn may fire its weapons at any enemy unit that arrived from Reserves that phase; any Deathmarks unit that does so cannot fire its weapons in its following turn.

Gaze of Death

In its Shooting phase, in addition to using Powers of the C’tan, this model can target one non-vehicle enemy unit within 12" to which it has line of sight. The unit suffers a number of Wounds equal to 3D6 minus its Leadership, resolved at AP2 and with the Ignores Cover special rule. If at least one unsaved Wound is inflicted, the C’tan Shard of the Nightbringer immediately regains one Wound lost earlier in the battle.

Grand Illusion

Immediately after all forces have deployed and all Scout redeployments have been made, you may remove this model and/or up to D3 other friendly units within 12" of it from the table. Each unit that is removed in this manner can either be immediately deployed again using the normal Deployment rules, or placed in Reserve.

Gravity Pulse

All enemy Flyer, Skimmer, Jetbike and Flying Monstrous Creature units treat all terrain within 18" of an Obelisk, including open ground, as dangerous terrain. Zooming Flyers and Swooping Monstrous Creatures must also take a Dangerous Terrain test if they move within 18" of an Obelisk, even though they do not normally take dangerous terrain tests.

Hunters from Hyperspace

During the player turn in which this unit arrives from Deep Strike Reserve, all shooting attacks made by the Deathmarks in this unit will wound on To Wound rolls of 2+, regardless of the victim’s Toughness.

Immune to Natural Law

When moving, this model can move over all other models and terrain as if they were open ground, and automatically passes Dangerous Terrain tests. However, it cannot end its move on top of other models and can only end its move on top of impassable terrain if it is possible to actually place the model on top of it.

Invasion Beams

A unit that begins its Movement phase embarked upon a Night Scythe can disembark either before or after it has moved (including pivoting on the spot), even though it is Zooming, so long it has not moved more than 36" in that Movement phase. If a unit disembarks from a Night Scythe after it has moved 24" or more, models in the unit can only fire Snap Shots until the start of their next turn. Units embarked on a Night Scythe ignore all effects of damage on passengers. If a Night Scythe is destroyed, the units embarked upon it suffer no damage or ill effects – instead they are immediately placed into Ongoing Reserves.

Lord of Technomancy

Illuminor Szeras and all friendly models with the Reanimation Protocols special rule in units within 6" of him, including his own unit, receive a +1 bonus to Reanimation Protocols rolls.

Lord of the Storm

If your army includes Imotekh the Stormlord, the Night Fighting special rule is always in effect during the first game turn (no dice roll is necessary). In addition, once per game, at the start of any friendly Shooting phase, roll a D6 for each enemy unit within 48" of Imotekh. On a 5+, that unit suffers D6 Strength 6 AP`-` hits. These hits are Randomly Allocated.

Master Chronomancer

Orikan and all models with the Reanimation Protocols special rule in his unit receive a +1 bonus to Reanimation Protocols rolls and can re-roll saving throws of a 1.

Mechanical Augmentation

At the start of the game, before forces have deployed, nominate one friendly unit of Necron Warriors or Immortals. All models in the nominated unit receive an upgrade for the duration of the game – roll a D6 and consult the following table to determine which upgrade they all have:

D6Result
1-2Hardened Carapace: The unit is Toughness 5. 
3-4Improved Optics: The unit is Ballistic Skill 5. 
5-6Enhanced Servomotors: The unit is Strength 5. 

Mind in the Machine

At the start of your Shooting phase, choose an enemy vehicle within 12" of Anrakyr the Traveller and roll a D6. On a 4+, randomly select one of that vehicle’s weapons (do not include Bombs, weapons with the One Use Only/One Shot Only special rule that have already fired, and weapons that are destroyed). You may then shoot with the selected weapon at another enemy unit. The weapon fires using the vehicle’s Ballistic Skill, unless the vehicle is Crew Stunned or Crew Shaken, in which case the weapon can only fire Snap Shots.

Necrodermis

This model has a 4+ invulnerable save. If it is ever reduced to 0 Wounds, before removing the model as a casualty, each nearby unit (friend or foe) suffers a Strength 4 AP1 hit for each model it has within D6" of this model.

Psionic Shockwaves

If a character is slain in a challenge by an attack that has this special rule, all models within 6" of the slain model with the same Faction (friend or foe) immediately suffer a Strength 4 AP`-` hit.

Pyrrhian Eternals

At the start of the game, before forces have deployed, nominate one friendly unit of Immortals. All models in the unit have the Furious Charge and Counter-attack special rules.

Repair Barge

At the start of each friendly Movement phase, this model can repair fallen Necron Warriors. To do so, nominate a friendly unit of Necron Warriors that is either within 6" of this model or embarked upon it, and roll a D3. Add a number of Necron Warriors to the unit equal to the result – this cannot take the unit beyond its starting size nor, if it is currently embarked in the Ghost Ark, beyond the vehicle’s Transport Capacity (any excess are destroyed). These Necron Warriors must be placed within 6" of the Ghost Ark, or if the unit is currently embarked in the Ghost Ark, within it. If a model cannot be placed for any reason, it is destroyed. Necron Warriors repaired in this manner can move and act normally this turn.

Scarab Hive

Once per friendly Movement phase, each Canoptek Spyder can use this special rule to create Canoptek Scarabs. To do so, nominate a friendly unit of Canoptek Scarabs that is within 6" of the Canoptek Spyder. Add a single Canoptek Scarab base to the unit – this can take the unit beyond its starting size, but must be placed within 6" of the Canoptek Spyder. If a model cannot be placed for any reason, it is destroyed. Canoptek Scarabs created in this manner can move and act normally this turn. Roll a D6 each time a Canoptek Spyder uses its Scarab Hive special rule, immediately after placing any Canoptek Scarabs that were created – on a roll of a 1 the Canoptek Spyder suffers a single Wound with no saves of any kind allowed.

Sleeping Sentry

When you deploy an Obelisk, you can choose whether it is powered up or powered down. If it is powered up, it follows the normal rules for a vehicle of its type. If it is powered down, it may not move or shoot, but has a 3+ invulnerable save. You can choose to power up the Obelisk at the start of any of your Movement phases. An Obelisk that arrives by Deep Strike is automatically considered to be powered up. Once powered up, an Obelisk cannot power down later in the game.

Surrogate Hosts

If Trazyn is removed as a casualty, roll a D6. On a 2+, choose another friendly Necron Infantry character (excluding Unique models). Remove that model as a casualty and place Trazyn in its place with D3 Wounds remaining. If that character was locked in combat, Trazyn the Infinite is now locked in that combat. If no such characters remain, or a 1 was rolled, remove Trazyn as a casualty as normal.

Swiftstrike

A model attacking with this weapon adds 3 to its Initiative during the Fight sub-phase.

Targeting Relay

All friendly non-vehicle units with the Necrons Faction within 6" of at least one Triarch Stalker add 1 to their Ballistic Skill, unless they are firing Snap Shots.

Technomancer

This model and all models with the Reanimation Protocols special rule in his unit receive a +1 bonus to Reanimation Protocols rolls.

The Bound Coalescent

When a Tesseract Vault uses Powers of the C’tan, measure line of sight and distance from the C’tan itself and resolve the attack at Ballistic Skill 5.

The Stars Are Right

Roll a D6 at the start of each friendly turn. If the result is less than the current turn number, Orikan uses the Orikan Empowered profile for the rest of the game. If Orikan suffered an unsaved Wound before becoming empowered, he will have 3 Wounds instead of 4.

The Vargard’s Duty

Vargard Obyron automatically passes the Initiative test required to make a Glorious Intervention.

Vengeance of the Enchained

When a Tesseract Vault loses its last Hull Point, it always suffers a Titanic Explosion! – there is no need to roll on the Catastrophic Damage table.

Wraith Form

Canoptek Wraiths have a 3+ invulnerable save.

Wraithflight

When moving, Canoptek Wraiths can move over all other models and terrain as if they were open ground. However, they cannot end their move on top of other models and can only end their move on top of impassable terrain if it is possible to actually place the models on top of it.

Writhing Worldscape

All enemy units treat open ground within 6" of a Transcendent C’tan as difficult terrain.

Tactical Objectives

D6Result
11Thrall of the Silent King 
12Dust and Ashes 
13Reclaim and Recapture 
14Age of the Machine 
15Slaughter the Living 
16Code of Combat 

Codex: Necrons describes six Tactical Objectives to use in your games of Warhammer 40,000 that are exclusive to Necron players, and help to reflect their methodical and unrelenting method of war.

If your Warlord has the Necrons Faction, these Tactical Objectives replace the Capture & Control Tactical Objectives (numbers 11-16).

If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives with the following exception: when a Necron player generates a Capture & Control objective (numbers 11, 12, 13, 14, 15 or 16), generate the corresponding Necrons Tactical Objective instead, as shown in the table below. Other Tactical Objectives (numbers 21-66) are generated normally.

THRALL OF THE SILENT KING
Knowingly or otherwise, you pursue some veiled agenda of the Silent King. You must strive furiously for its completion, for to do so is at the very core of your being.
11
When this Tactical Objective is generated, immediately generate a bonus Tactical Objective – this does not count towards the number of Active Tactical Objectives you currently have in play. If your Warlord or his unit achieves the bonus Tactical Objective, you score both the number of Victory Points stated on the bonus Tactical Objective and an additional D3 Victory Points. If this Tactical Objective is discarded, so too is the bonus Tactical Objective (and vice versa).
Type: NECRONS
DUST AND ASHES
The Necrons have seen civilisations rise and fall and the stars burn themselves black. Some enemies only need to be outlived to be ultimately defeated.
12
When this Tactical Objective is generated, nominate one of your characters with the Necrons Faction. Score 1 Victory Point at the end of the game if this character is still alive. Characters that are not on the table or are Falling Back at the end of the game count as destroyed for purposes of this Tactical Objective.
Type: NECRONS
RECLAIM AND RECAPTURE
Using hyperbinaric logic, key strategic targets have been identified across the battlefield. Your legions must reclaim them if tactical superiority is to be achieved.
13
Roll a D6 when this Tactical Objective is generated. If the result is an odd number, score D3 Victory points at the end of your turn if you control all 3 odd-numbered Objective Markers. If the result is an even number, score D3 Victory points at the end of your turn if you control all 3 even-numbered Objective Markers.
Type: NECRONS
AGE OF THE MACHINE
The crude war machines of the lesser races are an affront to the technological supremacy of the Necrons. Exterminate them.
14
Score 1 Victory Point at the end of your turn if at least one gun emplacement, enemy vehicle or enemy building was destroyed during your turn. If at least 3 gun emplacements, enemy vehicles or enemy buildings were destroyed during your turn, score D3 Victory Points instead. If any of the destroyed vehicles was a Super-heavy vehicle, or if any of the destroyed buildings had the Mighty Bulwark special rule, score an additional 3 Victory Points.
Type: NECRONS
SLAUGHTER THE LIVING
The young races cling to their primitive bodies of flesh and blood. Slaughter them like the animals they are; reduce their corpses to their constituent atoms.
15
Score 1 Victory Point at the end of your turn if at least one enemy unit was completely destroyed during your turn.
Type: NECRONS
CODE OF COMBAT
Though the civilisations of today are little more than barbarians, the ancient codes of honourable combat must still be upheld.
16
Score 1 Victory Point at the end of your turn if you issued at least one challenge during your turn.
Type: NECRONS

Designer’s Note
If you own a deck of Necron Tactical Objective Cards, you can generate your Tactical Objectives by shuffling the deck and drawing the top card instead of rolling a D66. These should be kept face up, so your opponent can see which Tactical Objectives you have generated, unless the mission you are playing instructs you otherwise.

Warlord Traits

When generating Warlord traits for a Warlord with the Necrons Faction, you can either roll on one of the Warlord Traits tables in Warhammer 40,000: The Rules or roll on the table below.

D6Warlord Traits
1Enduring Will
This Warlord is possessed of the iron resolve that has allowed the Necron race to cheat death and endure eternity. No mere mortal weaponry will prevent him from achieving his goals.
Your Warlord has the Eternal Warrior special rule. 
2Eternal Madness
This Warlord’s sanity suffered more than most during the Great Sleep, but for all his ravings and strange commands, his every action is driven by a zealous conviction.
Your Warlord has the Zealot special rule. 
3Immortal Hubris
To this Necron noble, the lesser races of the galaxy are little better than crawling vermin, and he knows nothing but amused contempt for even the most fearsome of foes.
Your Warlord and all friendly units with the Necrons Faction within 12" of him re-roll all failed Morale, Pinning and Fear tests. 
4Hyperlogical Strategist
This Warlord can apply a filter of infallible logic to develop unbeatable strategies.
Whilst your Warlord is alive, you may add or subtract l from any of your Reserves Rolls and rolls to Seize the Initiative (choose after each roll is made). 
5Implacable Conqueror
This Warlord is a merciless foe, a conqueror of worlds who strides at the head of his legions and sweeps away all who stand before him.
Your Warlord and all friendly units with the Necrons Faction within 12" of him have the Relentless and Crusader special rules. 
6Honourable Combatant
A strict adherent to the ancient honour codes, this noble will countenance no action that conti'avenes them - be it from friend or foe.
Your Warlord must always issue or accept a challenge if able to do so, and re-rolls all failed To Hit rolls when fighting in a challenge. No friendly character other than Vargard Obyron can attempt a Glorious Intervention in a challenge involving the Warlord. If an enemy refuses a challenge issued by the Warlord, the Warlord gains the Hatred special rule for the remainder of the game. 

Wing Leaders


Necron Wing Leaders

The datastacks within Necron combat craft are so extensive that the oldest amongst them possess the stored knowledge of an ancient god of war. Such craft naturally take primacy in aerial combat, coordinating the efforts of their wingmen with programmed ease.
Faction: Necrons.

D6Special Rules
1-2Oensive Subroutines: Add 1 to the Wing Leader’s Ballistic Skill for one weapon in each Shooting phase. Add 1 to the Ballistic Skill of all other Flyers in the Wing that are ring the same weapon if the Wing is in an Attack Pattern
3-4Defensive Subroutines: You can re-roll one saving throw for this Wing Leader each turn. You can re-roll one saving throw for each other Flyer in the Wing if it is in an Attack Pattern
5-6Living Craft: The Wing Leader has the It Will Not Die special rule.