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.
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. |
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 |
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. |
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. |
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.
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. |
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. |
Swiftstrike:
A model attacking with this weapon adds 3 to its Initiative during the
Fight sub-phase.
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. |
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. |
Divert Power:
A
vehicle can only fire a weapon with this rule if it remained
stationary in its preceding
Movement phase.
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. |
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.
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. |
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. |
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. |
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. |
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.
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. |
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. |
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. |
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.
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. |
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.
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 Meteor2 Cosmic Fire3 Seismic Assault4 Sky of Falling Stars5 Time’s Arrow6 Transdimensional ThunderboltEach 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.
The C’tan Shard gathers an orb of roiling antimatter, before hurling the crackling projectile into the midst of the foe. |
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.
Stone fractures and ores flash burn into silvered steam as the C’tan Shard drags up tides of magma from deep below. |
Savagely beautiful orbs of coruscating light plummet from the cold depths of space, growing to roaring bale-stars as they approach. |
Mutating the flow of causality and remoulding the temporal stream, the C’tan erases its foe’s very existence from space and time. |
Transdimensional Thunderbolt
The C’tan Shard projects a crackling bolt of energy from its outstretched palm, blasting its foe into oblivion. |
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 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:
1 Replaces the model’s staff of light.
2 May not be taken by Crypteks.
This stave can emit a blast of furious energy whose passage makes even the air scream in agony. |
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. |
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.
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).
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. |
This staff exists a second ahead of the now, striking Orikan’s foes before they even perceive a threat. |
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.
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 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 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. |
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.
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
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. |
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.