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Necron Codex, 5 th edition 26 January, 2009 Written by: Sekhmet Artwork by: /tg/

Necron Codex 26Jan09

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Page 1: Necron Codex 26Jan09

Necron Codex, 5th edition26 January, 2009

Written by: SekhmetArtwork by: /tg/

Page 2: Necron Codex 26Jan09

Forces of the NecronsNECRON SPECIAL RULES

NECRONAll models with the Necron rule have ACUTE SENSES, DEEP STRIKE, FEEL NO PAIN, and STUBBORN 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 OUTIf a unit with the Necron 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.

GAUSSGauss 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 d6 to their vehicle penetration rolls.

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NECRON LORDNecron 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 SvNecron 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 RulesNecron, Independent Character

Nodal Command StructureIf a Gold Lord is in your list, a Silver or Bronze Lord must also be in your list.

CommanderAll Necron units with a model within 12” of a lord may use the lord's base Leadership value instead of their own base Leadership.

WargearChronometronThe 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 FlameThe 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 ShroudThe 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

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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 PulseThis 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 LightThis 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 FieldA 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 DarknessThe 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 BodyThe 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 BodyThe 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

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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.

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Disciple of the DeceiverAfter 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 NightbringerYour 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 OutsiderAll of your weapons with the gauss rule work on a 5+ rather than a 6+. Your gauss weapons also Get Hot, which will disallow Feel No Pain unless a resurrection orb is present.

Disciple of the Void DragonYour 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. All of your monoliths gain lightning fields as well.

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WARRIORSWarriors 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 SvWarrior 3 4 4 4 1 3 1 9 3+

Special RulesNecron

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IMMORTALSWhat 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 SvImmortal 3 4 4 5 1 3 1 9 3+

Special RulesNecron

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FLAYED ONESFlayed 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 SvFlayed One 4 0 4 4 1 3 3 9 3+

Special RulesNecron, Infiltrate

Terrifying VisageEnemy 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.

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PARIAHSIn 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 SvPariah 4 4 5 5 1 3 2 10 3+

Special RulesNecron, Fearless

Null FieldAll 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.

SoullessAll 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 AbominationAny psyker or daemon within 6” of a Pariah at the start of their turn must make a Morale check or fall back along with any squad they are leading. If the psyker or demon is in close combat at the time and fails the Morale check, he will not fall back but will only hit on 6s in the Assault phase for that turn. This ability affects fearless units.

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WRAITHSWraith 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 SvWraith 4 0 4 4 1 6 3 9 4+

Special RulesNecron

WargearPhase ClawsWraith count has having phase blades, but they work on to-wound rolls and vehicle penetration rolls of 4+ rather than 6.

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DESTROYERSDestroyers 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 SvDestroyer 3 4 4 5 1 3 1 9 3+

Special RulesNecron

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SCARAB SWARMSNo 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 SvScarab Swarm 2 0 3 3 3 2 3 10 -

Special RulesNecron, Swarm, Fearless, Eternal Warrior

Small and agileScarab swarms never take dangerous terrain checks and may turbo boost into, out of, and through terrain.

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HEAVY DESTROYERSHeavy 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 SvHeavy Destroyer 3 4 4 5 1 3 1 9 3+

Special RulesNecron

WargearMulti-lensed targeterAll weapons fired by a model with a multi-lensed targeter count as twin-linked.

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TOMB SPYDERSThese 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 SvTomb Spider 2 0 6 6 3 2 2 10 3+

Special RulesNecron, Monstrous Creature, Fearless

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MONOLITHIn 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.

ArmourType BS F S R

Monolith Tank, Skimmer 4 14 14 14

Special RulesLiving MetalThe monolith may take a 3+ invulnerable save against all glancing and penetrating hits.

PonderousThe 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 StrikeThe 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 MatrixAll Necrons units with a model within 6” of a monolith make Feel No Pain rolls on a 3+ rather than a 4+.

PortalAll Necron units that deepstrike may deepstrike entirely within 12” 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.

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WargearParticle WhipRange: 24” Strength: 8 AP: 2 Type: Ordnance 1, Large Blast

Gauss Flux Arc ProjectorsEvery enemy unit within 12” is automatically hit with 1d6 shots at Strength 4, AP 4, Gauss 3+.

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WargearDisruption FieldsAgainst vehicles, a 6 to penetrate causes a glance if it would not have otherwise damaged the vehicle.

Gauss FlayerRange: 24” Strength: 3 AP: 5 Type: Assault 1, Gauss 4+

Gauss BlasterRange: 24” Strength: 4 AP: 4 Type: Assault 2, Gauss 3+

Gauss CannonRange: 36” Strength: 5 AP: 4 Type: Heavy 3, Gauss 2+

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

Lightning FieldsFor 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 BladesThese count as disruption fields and further grant Rending against non-vehicles in close combat.

Phase ShifterModels with a Phase Shifter have an additional 2+ invulnerable save against shooting attacks and a 3+ invulnerable save against close combat attacks. Wraithcannons, D-cannons and all psychic attacks negate this save in shooting. Force weapons, Daemon weapons, and Witchblades ignore this save in close combat. While a model with a Phase Shifter is a part of a unit that is within 6” of a model with the Psychic Abomination rule, the above exceptions no longer apply.

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.

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Resurrection OrbAny 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.

WarscytheA 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.

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Army List[Examples of an army list entry]

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HQNecron Lord, Bronze 80 points

WS BS S T W I A Ld SvNecron Lord, Bronze 4 4 5 5 2 4 2 10 3+Unit Composition: 1 Necron Lord, Bronze Unit Type: InfantryWargear: Special Rules:· Staff of Light · Necron

· Commander· Independent Character

Options:Take a warscythe +10 ptsTake a chronometron +25 ptsTake gaze of flame +20 ptsTake lightning fields +5 ptsTake a phylactery +10 ptsTake a resurrection orb +50 ptsThe lord may take one of the following:

- Destroyer body +30 pts- Pariah Body +45 pts- Wraith Body +60 pts

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HQNecron Lord, Silver 110 points

WS BS S T W I A Ld SvNecron Lord, Silver 5 5 5 5 3 4 3 10 3+Unit Composition: 1 Necron Lord, Silver Unit Type: InfantryWargear: Special Rules:· Staff of Light · Necron

· Commander· Independent Character

Options:Take a warscythe +10 ptsTake a chronometron +25 ptsTake gaze of flame +20 ptsTake lightning fields +5 ptsTake nightmare shroud +40 ptsTake a phylactery +15 ptsTake a resurrection orb +50 ptsTake a solar pulse +30 ptsTake a stasis field +40 ptsTake a veil of darkness +60 ptsThe 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 a combination of up to 2 flayed one or immortal units as troops.

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HQNecron Lord, Gold 130 points

WS BS S T W I A Ld SvNecron Lord, Gold 5 5 5 5 4 4 3 10 3+Unit Composition: 1 Necron Lord, Gold Unit Type: InfantryWargear: Special Rules:· Staff of Light · Necron

· Commander· Independent Character· Nodal Command Structure

Options:Take a warscythe +10 ptsTake a chronometron +25 ptsTake gaze of flame +20 ptsTake lightning fields +5 ptsTake nightmare shroud +40 ptsTake a phylactery +20 ptsTake a resurrection orb +50 ptsTake a solar pulse +30 ptsTake a stasis field +40 ptsTake a veil of darkness +60 ptsThe 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 +250 pts- Disciple of the Nightbringer +250 pts- Disciple of the Outsider +250 pts- Disciple of the Void Dragon +250 pts

If you include a gold lord in your army, you may take a combination of up to 3 flayed one or immortal units as troops. Furthermore, pariahs are no longer restricted to one per army.

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TROOPSWarriors 180 points

WS BS S T W I A Ld SvWarrior 3 4 4 4 1 3 1 9 3+Unit Composition: 10 Warriors Unit Type: InfantryWargear: Special Rules:· Gauss Flayer · NecronOptions:· 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: 1Elites: 2Troops: 6Fast Attack: 3Heavy Support: 0

Scarabs 36 pointsWS 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: JetbikesWargear: 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 in your army. Scarabs do not take up Troop slots in the Force Organization Chart and do not score, but are worth 1 kill point.

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ELITESFlayed Ones 90 points

WS BS S T W I A Ld SvFlayed One 4 0 4 4 1 3 3 9 3+Unit Composition: 5 Flayed Ones Unit Type: InfantryWargear: Special Rules:· Claws (bonus attacks included above) · Necron

· Infiltrate· Terrifying Visage

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 pointsWS BS S T W I A Ld Sv

Immortal 3 4 4 5 1 3 1 9 3+Unit Composition: 5 Immortals Unit Type: InfantryWargear: Special Rules:· Gauss Blaster · NecronOptions:· 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 pointsWS BS S T W I A Ld Sv

Pariah 4 4 5 5 1 3 2 10 3+Unit Composition: 5 Pariahs Unit Type: InfantryWargear: Special Rules:· Warscythe · Necron

· Fearless· Null Field· Psychic Abomination· Soulless

Options:· May include up to five additional Pariahs: +36 pts per model

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FAST ATTACKDestroyers 180 points

WS BS S T W I A Ld SvDestroyer 3 4 4 5 1 3 1 9 3+Unit Composition: 3 Destroyers Unit Type: JetbikeWargear: Special Rules:· Gauss Cannon · NecronOptions:· May include up to two additional Destroyers: +60 pts per model

Wraiths 90 pointsWS BS S T W I A Ld Sv

Wraith 4 0 4 4 1 6 3 9 4+Unit Composition: 2 Wraiths Unit Type: JetbikeWargear: Special Rules:· Phase Claws · Necron· Phase ShifterOptions:· May include up to three additional Wraiths: +45 pts per model

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HEAVY SUPPORTHeavy Destroyers 70 points

WS BS S T W I A Ld SvDestroyer 3 4 4 5 1 3 1 9 3+Unit Composition: 1 Heavy Destroyer Unit Type: JetbikeWargear: Special Rules:· Heavy Gauss Cannon · Necron· Multi-lensed targeterOptions:· May include up to three additional Heavy Destroyers: +70 pts per model

Tomb Spyders 65 pointsWS 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 CreatureWargear: Special Rules:· Resurrection Orb · Necron

· FearlessOptions:· 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 pointsBS Front Armour Side Armour Rear Armour

Monolith 4 14 14 14Unit 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