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Wargear

Contents
Melee Weapons
• Flayer Claw
• Hyperphase Sword
• Rod of Covenant
• Voidblade
• Warscythe
• Whip Coils
Ranged Weapons
• Death Ray
• Doomsday Cannon
• Gauss Weapons
• Particle Weapons
• Staff of Light
• Synaptic Disintegrator
• Tachyon Arrow
Flamer Weapons
• Gauntlet of Fire
• Heat Ray
• Tesla Weapons
• Transdimensional Beamer
Powers of the C’Tan
• Antimatter Meteor
• Cosmic Fire
• Seismic Assault
• Sky of Falling Stars
• Time’s Arrow
• Transdimensional Thunderbolt
Artefacts of the Aeons
• Eldritch Lance
• Empathic Obliterator
• Ghostwalk Mantle
• Staff of the Destroyer
• Staff of Tomorrow
• The Gauntlet of the Conflagrator
• The Nightmare Shroud
• The Orb of Eternity
• The Solar Staff
• The Veil of Darkness
• Voidreaper
Technoarcana
• Chronometron
• Dispersion Shield
• Fabricator Claw Array
• Gloom Prism
• Mindshackle Scarabs
• Nebuloscope
• Phase Shifter
• Phylactery
• Resurrection Orb
• Shadowloom
• Shield Vanes
Necron Vehicle Equipment
• Eternity Gate
• Quantum Shielding
This section of Codex: Necrons lists wargear (including Melee Weapons, Ranged Weapons, Flamer Weapons, Powers of the C’Tan, Artefacts of the Aeons, Technoarcana and Necron Vehicle Equipment) used by Necrons, along with the rules for using them in your games of Warhammer 40,000.

Melee Weapons


Flayer Claw

Flayed Ones replace their hands with an array of lethally sharp blades, claws and mechanical shears to better tear and shred their prey into ribbons of bloody flesh.

Range S AP Type
- User 5 Melee, Shred

Hyperphase Sword

The energy blade of a hyperphase sword vibrates across dimensional states, and can easily slice through armour and flesh to sever the vital organs within.

Range S AP Type
- User 3 Melee

Rod of Covenant

The rod of covenant is a tool of swift execution for those found wanting by the Triarch Praetorians. Within the head of each weapon is caged a roiling fragment of a dying star bound within a potent force field, capable of burning through a foe’s armour as if it were dry parchment. This energy can further be directed by the rod’s wielder in a searing blast which, while short ranged, can reduce even a Necron to a smouldering pool of fused metal – organic creatures simply explode into clouds of flaming ash.

Range S AP Type
- User 2 Melee, Two-handed
12" 5 2 Assault 1

Voidblade

The gleaming black edge of a voidblade flickers in and out of existence, causing the molecular bonds of any material it comes into contact with to instantaneously disintegrate.

Range S AP Type
- User 4 Melee, Entropic Strike, Rending

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.

Warscythe

Warscythes are energy-bladed battle staves, and have been the favoured weapons of Necron Lords and their bodyguards for many thousands of years. Heavy and cumbersome, in the hands of a lesser creature a warscythe would be of little threat, but when wielded by the tireless mechanical musculature of a Necron, it is a most formidable weapon.

Range S AP Type
- +2 2 Melee, Armourbane, Two-handed

Whip Coils

Some Canoptek Wraiths are equipped with writhing mechanical tendrils that whip around at high speeds, splitting flesh and flensing their prey in an eye-blink.

Range S AP Type
- User - Melee, Swiftstrike

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

Ranged Weapons


Death Ray

A heavy, crystalline array that juts from the underside of each Doom Scythe, the death ray fires an irresistible beam of light that vaporises infantry and tanks alike.

Range S AP Type
24" 10 1 Heavy 1, Blast, Lance

Doomsday Cannon

Even fired at low power, the doomsday cannon is a fearsome weapon; when firing at full effect, nothing less than a Titan’s void shields can offer hope of protection.

Range S AP Type
Low power 24" 8 3 Heavy 1, Blast
High power 72" 10 1 Primary weapon 1, Large Blast, Divert Power

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

Gauss Weapons

Gauss weapons vary in appearance from the rifle-sized flayers to the massive heavy gauss cannon. Unlike more conventional energy weapons, a gauss projector emits a molecular disassembling beam, reducing flesh, bone and even armour to its constituent atoms.

Range S AP Type
Gauss flayer 24" 4 5 Rapid Fire, Gauss
Gauss flayer array 24" 4 5 Salvo 5/10, Gauss, Independent Targeting
Gauss blaster 24" 5 4 Rapid Fire, Gauss
Gauss flux arc 24" 5 4 Heavy 3, Gauss, Independent Targeting
Gauss cannon 24" 5 3 Heavy 2, Gauss
Heavy gauss cannon 36" 9 2 Heavy 1, Gauss

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.

Particle Weapons

These weapons emit a stream of minuscule antimatter particles that detonate upon contact with their target. They are incredibly reliable, needing only enough energy to maintain the containment field that prevents the anti-matter from detonating within the weapon’s own firing mechanism.

Range S AP Type
Particle caster 12" 6 5 Pistol
Particle beamer 24" 6 5 Heavy 1, Blast
Particle shredder 24" 7 4 Heavy 1, Large Blast
Particle whip 24" 8 3 Ordnance 1, Large Blast

Staff of Light

The staff of light is both a weapon and a symbol of authority. Its haft is actually a disguised power generator rod, and the crest a finely tuned focussing device, allowing the wielder to unleash crackling bolts of energy at his foes.

Range S AP Type
12" 5 3 Assault 3

Synaptic Disintegrator

This rifle fires a compressed leptonic beam that destroys synaptic tissue. Beginning within the target’s brain and spreading in microseconds throughout their entire body, molecules unbond with one another, causing the luckless target to crumple limply to the ground like a puppet with its strings severed.

Range S AP Type
24" X 5 Rapid Fire, Sniper

Tachyon Arrow

The tachyon arrow is an intricate wrist-mounted energy caster. When activated, it transmutes a sliver of inert metal into an unstoppable thunderbolt capable of piercing the heart of a mountain, or instantly erasing a foe from existence.

Range S AP Type
120" 10 1 Assault 1, One use only

Flamer Weapons

All of the following weapons are Flamer weapons for the purposes of any special rules that interact with Template weapons as described in Warhammer 40,000: The Rules.

Gauntlet of Fire

The gauntlet of fire takes the form of an armoured glove and vambrace, whose length crackles and flows with green flame. The gauntlet’s mechanisms are controlled by a series of submechadermal filaments, allowing the wielder a level of control over the gauntlet as fine as if it were his own hand.

Range S AP Type
Template 4 5 Assault 1

Heat Ray

The heat ray is a multipurpose fusion weapon whose focussed blasts can slice an enemy tank in half from end to end. Should the heat ray be turned upon enemy infantry, the operator can instead fire a dispersed beam, bathing his target in clouds of scorching plasma.

Range S AP Type
Dispersed Template 5 4 Heavy 1
Focussed 24" 8 1 Heavy 2, Melta

Tesla Weapons

A tesla weapon unleashes a bolt of living lightning that crackles from foe to foe after hitting its target, charring flesh and melting armour. Tesla bolts feed off the energy released by the destruction, the lightning becoming more furious with every fresh arc.

Range S AP Type
Tesla carbine 24" 5 - Assault 1, Tesla
Tesla cannon 24" 6 - Heavy 2, Tesla
Tesla destructor 24" 7 - Heavy 4, Tesla
Tesla sphere 24" 7 - Heavy 5, Tesla

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.

Transdimensional Beamer

This device was designed as a convenient method to dispose of unwanted debris, machinery and failed experiments in throw-away pocket dimensions. Yet it can just as easily be turned upon living foes, banishing them forever to the nether-realms.

Range S AP Type
12" 4 2 Heavy 1, Exile Ray

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.

Powers of the C’Tan

To the Shards of the C’tan, reality is merely another weapon to turn upon their foes. It is within the prodigious power of these god-fragments to summon forth storms of annihilating negative matter, shatter the very bones of a planet itself or even cast their enemies out of existence with but a thought.

Models armed with Powers of the C’tan can use them as a ranged weapon in the Shooting phase of their own turn. They cannot use them to fire Overwatch. Each time a model uses Powers of the C’tan, choose a target as normal then roll one D6 and consult the following table to determine which power is used.

1 Antimatter Meteor
2 Cosmic Fire
3 Seismic Assault
4 Sky of Falling Stars
5 Time’s Arrow
6 Transdimensional Thunderbolt

Each of the Powers of the C’tan has two separate weapon profiles. When the C’tan Shard of the Nightbringer, the C’tan Shard of the Deceiver or a Transcendent C’tan uses one of these powers, use the Transcendent weapon profile; when a Tesseract Vault uses one of these powers, use the Coalescent weapon profile.

Antimatter Meteor

The C’tan Shard gathers an orb of roiling antimatter, before hurling the crackling projectile into the midst of the foe.

Range S AP Type
Transcendent 24" 8 3 Assault 1, Large Blast
Coalescent 48" 8 3 Assault 1, Apocalyptic Blast

Cosmic Fire

At the C’tan Shard’s gestured command, a pillar of black fire streaks down from the heavens.
Cosmic Fire is a Flamer weapon for the purposes of any special rules that interact with Flamer weapons, as described in Warhammer 40,000: The Rules.

Range S AP Type
Transcendent 24" 6 4 Assault 1, Large Blast, Ignores Cover
Coalescent 48" 6 4 Assault 1, Apocalyptic Blast, Ignores Cover

Seismic Assault

Stone fractures and ores flash burn into silvered steam as the C’tan Shard drags up tides of magma from deep below.

Range S AP Type
Transcendent 24" 6 4 Assault 10, Strikedown
Coalescent 48" 6 4 Assault 20, Strikedown

Sky of Falling Stars

Savagely beautiful orbs of coruscating light plummet from the cold depths of space, growing to roaring bale-stars as they approach.

Range S AP Type
Transcendent 24" 7 4 Assault 3, Large Blast, Barrage
Coalescent 48" 7 4 Assault 6, Apocalyptic Barrage

Time’s Arrow

Mutating the flow of causality and remoulding the temporal stream, the C’tan erases its foe’s very existence from space and time.

Range S AP Type
Transcendent 24" D 1 Assault 1, Precision Shot
Coalescent 48" D 1 Assault 2, Precision Shot

Transdimensional Thunderbolt

The C’tan Shard projects a crackling bolt of energy from its outstretched palm, blasting its foe into oblivion.

Range S AP Type
Transcendent 24" 9 1 Assault 1, Tesla
Coalescent 48" 9 1 Assault 2, Tesla

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.

Artefacts of the Aeons

Artefacts of the Aeons are items of terrifying power, and each is older than many of the lesser races themselves. Only one of each of the following relics may be chosen per army.


A model may take one of the following:

The Solar Staff1 15 pts
The Veil of Darkness 25 pts
The Gauntlet of the Conflagrator 30 pts
Voidreaper1,2 30 pts
The Nightmare Shroud 35 pts
The Orb of Eternity2 40 pts
1 Replaces the model’s staff of light.
2 May not be taken by Crypteks.

Eldritch Lance

This stave can emit a blast of furious energy whose passage makes even the air scream in agony.

Range S AP Type
36" 8 2 Assault 1, Lance

Empathic Obliterator

This stave is rumoured to contain technology designed by the long-vanished Old Ones that has been reverse-engineered with one purpose in mind: the precision extermination of like-minded targets.

Range S AP Type
- +2 4 Melee, Concussive, Psionic Shockwaves

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.

Ghostwalk Mantle

An advanced modification of the Veil of Darkness, this artefact can spirit Obyron and any Necrons in close proximity across the battlefield at a command. Nemesor Zahndrekh possesses a homing algorithm synchronised to the mantle, meaning Obyron can lock on to his signal if needed.
Once per game, at the start of any friendly Movement phase, Vargard Obyron can use the Ghostwalk Mantle to remove himself and his unit from the table if they are not locked in combat. They then immediately arrive anywhere on the board using the rules for Deep Strike. They will not scatter if attempting to Deep Strike within 12" of Nemesor Zahndrekh (this has no effect if Zahndrekh and Obyron are part of the same unit).

Staff of the Destroyer

This ancient and ornamental staff of light was originally wielded by Zehet, first ruler of the Sautekh, and has ever been a symbol of the dynasty’s might. The bearer of the staff can unleash immolating beams of phase energy that ravage his target’s form on all planes of existence.

Range S AP Type
18" 6 2 Assault 3

Staff of Tomorrow

This staff exists a second ahead of the now, striking Orikan’s foes before they even perceive a threat.

Range S AP Type
- User 2 Melee, Chronoblade

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

The Gauntlet of the Conflagrator

Crafted by the Cryptek Harri’apt the Conflagrator, this gauntlet uses interdimensional energy-exchangers to open a microscopic conduit to the raging heart of a star. The superheated plasmic flame that erupts through this hole is forced down a cone of hyperdense gravitons that spew the energy forth in a blazing split-second cloud of unstoppable fury.
The Gauntlet of the Conflagrator is a Flamer weapon for the purposes of any special rules that interact with Flamer weapons as described in Warhammer 40,000: The Rules.

Range S AP Type
Template 7 2 Assault 1, One use only

The Nightmare Shroud

This heavy cloak of living-metal scales was forged by Ut-Hekneth the Unsleeping during his million-year madness. The cloak itself is virtually indestructible, each scale formed from quantum-folded layers of void-hardened adamantium bonded with a hyper-flexible energy weave. This is a by-product of its primary design however, which is to project the worst excesses of Ut-Hekneth’s madness, assailing nearby enemies with phantasms of dread as potent as any mortal danger.
The Nightmare Shroud confers a 2+ armour save and the Fear special rule. In addition, once per game, during any friendly Shooting phase, the bearer can choose one enemy unit within 18". That unit must immediately take a Morale check (units with the Fearless or And They Shall Know No Fear special rule automatically pass this test).

The Orb of Eternity

The Orb of Eternity is thought to be the first resurrection orb ever created. For millennia, it rested in a primitive fane on the world of Ormandus, where the indigenous populace marvelled at its seemingly divine ability to effect repairs upon their technologies. Ever since this state of affairs was righted by a host of Triarch Praetorians, the orb is imparted as a boon to those nobles who are deemed worthy of such incredible power.
The Orb of Eternity can be activated once per game, immediately after an unsuccessful Reanimation Protocols roll has been made for the bearer of the Orb of Eternity or another model in the same unit. You can re-roll the failed Reanimation Protocols roll, and any further failed Reanimation Protocols rolls made for the bearer or any other model in the same unit, until the end of the phase. Furthermore, when the Orb of Eternity is activated, all Reanimation Protocols rolls made for the bearer or any other model in the same unit receive a +1 bonus until the end of the phase, including re-rolled Reanimation Protocols rolls.

The Solar Staff

The Solar Staff burns with the light of truth and honour, and when its powers are unleashed they are a bane to all shadows. Set loose, the staff’s energies blaze outward in a mighty flare, as though a new sun was born. The darkness is driven back by this false dawn, and the foe reels as their eyes are blinded and their deceptions are laid bare.

Range S AP Type
12" 5 3 Assault 3, Blind, Solar Pulse

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.

The Veil of Darkness

This device was fashioned from transpositanium, a substance so rare that it can only be found in a handful of places in the galaxy. It is highly sought after by the Necrons, and wars have been waged to secure it. Activated with a thought, the veil causes space and time to warp around its user and those near him, enfolding them in a swirling darkness. As the darkness fades, the user and his comrades appear elsewhere on the battlefield, transported through a miracle of arcane science.
The bearer of the Veil of Darkness has the Deep Strike special rule. In addition, once per game, at the start of any friendly Movement phase, the bearer can use the Veil of Darkness to remove himself and his unit from the table, even if they are locked in combat. They then immediately arrive anywhere on the board using the rules for Deep Strike

Voidreaper

Legend has it that on the day Aza’gorod the Nightbringer was sundered into shards, this warscythe appeared in the armoury of the Nekthyst Dynasty’s crownworld. Its blade is a sliver of the void; when swung, it cuts through more than just mere physical forms. Its victims drop to the ground as husks, their souls torn from their bodies like tattered shrouds before dissipating with final screams of horror.

Range S AP Type
- +2 2 Melee, Armourbane, Fleshbane, Master-crafted, Two-handed

Technoarcana


Chronometron

These eye-shaped devices project a bubble of energy that can alter the flow of time itself, slowing incoming projectiles such that those nearby can simply move out of their path.
A model with a chronometron and his unit have a 5+ invulnerable save against all Shooting attacks.

Dispersion Shield

The force barrier projected by a dispersion shield can be used to fend off close combat attacks or deflect incoming enemy fire.
A model equipped with a dispersion shield has a 3+ invulnerable save. However, it can never claim the Two Weapons bonus in the Fight sub-phase.

Fabricator Claw Array

This clicking, whirring proliferation of energy tools is primarily intended for maintenance and repair.
In each of your Shooting phases, instead of firing a weapon, a model with a fabricator claw array can choose to repair a single friendly vehicle that it is in base contact with. To repair a vehicle, roll a D6. If the result is a 4 or more, you may either restore a Hull Point lost earlier in the battle or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle; this is effective immediately.

Gloom Prism

The gloom prism’s energy field creates a zone shrouded from Warp-spawned powers.
A model equipped with a gloom prism and all friendly units within 12” have the Adamantium Will special rule.

Mindshackle Scarabs

At the bearer’s command, tiny mindshackle scarabs burrow into their target’s brain, bypassing cerebral functions and robbing the unfortunate victim of their wits.
When fighting in a challenge, a model with mindshackle scarabs has the Fear special rule. Fear tests taken as a result of mindshackle scarabs must be taken on 3D6.

Nebuloscope

This arcane device allows the Tomb Blade’s pilot to track his prey through different dimensions, leaving them no place to hide.
If a model is equipped with a nebuloscope, all of its ranged weapons have the Ignores Cover special rule.

Phase Shifter

A phase shifter causes its bearer to fluctuate in and out of an incorporeal state. Blows aimed at the bearer pass through nothing but empty air.
A phase shifter confers a 4+ invulnerable save. If the bearer is the rider of a Chariot, then only the rider benefits from this invulnerable save.

Phylactery

This scarab-shaped charm is a powerful self-repair device, filled with tiny, spider-like creations that swarm over the bearer’s wounds, rapidly knitting them together with living metal fibres.
A model equipped with a phylactery has the It Will Not Die special rule. If the model is the rider of a Chariot, both he and the Chariot have the It Will Not Die special rule.

Resurrection Orb

This glowing sphere focuses energy into the regeneration circuits of nearby Necrons, enhancing their ability to self-repair.
A resurrection orb can be activated once per game, immediately after an unsuccessful Reanimation Protocols roll has been made for the bearer of the resurrection orb or another model in the same unit. You can re-roll the failed Reanimation Protocols roll, and any further failed Reanimation Protocols rolls made for the bearer or any other model in the same unit, until the end of the phase.

Shadowloom

This generator projects an aura of unnatural darkness about the Tomb Blade, making it difficult to track and target.
A model equipped with a shadowloom has +1 cover save. If it does not already have a cover save, it instead gains a 6+ cover save.

Shield Vanes

Tomb Blades that are deployed directly into the midst of a world’s defences are often equipped with additional armour panels.
Shield vanes confer a 3+ armour save.

Necron Vehicle Equipment


Eternity Gate

A Monolith’s eternity gate is a dimensional corridor between the battlefield and a tomb world, allowing legions of Necron warriors to cross vast distances and enter the fray with a single step.
At the start of each friendly turn, you may choose one friendly unit with the Necrons Faction consisting entirely of models with either the Infantry or Jump Infantry unit type that is in Reserves, Ongoing Reserves, or is on the table and not locked in combat. If the chosen unit is in Reserves or Ongoing Reserves, it automatically arrives this turn (no dice roll is required) and it is placed as if it were disembarking from the Monolith’s portal at the start of the Movement phase. If the chosen unit is currently on the battlefield, it is first removed from the table and then placed as described above. Any models that cannot be placed are removed as casualties, but the unit is otherwise treated exactly as if it were disembarking from a Transport vehicle.

Quantum Shielding

Necron quantum shielding is a marvel of science, existing only at the precise moment of deflection – at all other times there is no indication of its presence. They are, however, temperamental devices, prone to malfunction if overloaded.
A vehicle equipped with active quantum shielding counts all of its Front and Side Armour Values as 13. A vehicle’s quantum shielding is active until it suffers a penetrating hit, at which point it immediately deactivates. For the remainder of the battle after a vehicle’s quantum shielding deactivates, all subsequent hits against that vehicle (including hits made from subsequent shooting attacks in the same phase – either from a different weapon or a different unit – or hits made at a lower Initiative step in close combat) are treated as though the vehicle was not equipped with quantum shielding.