[Being a study on the methods and culture of the ancient Necrontyr race]THE NECRON ARMYThis codex allows you to field an army of Necrons in a game of Warhammer 40,000. Once you and your opponent have decided which scenario you are going to play, you will be able to choose your army using the army list and the force organisation chart. The army list is split into five broad categories and each category contains squads, vehicles, and characters that you can include in your army. Each separate entry counts as one choice from the force organisation chart. NECRON WARGEAR LIST Necrons come to battle equipped as they are. Thus, there is no Wargear list for Necrons. SPECIAL RULES Repair: If a Necron takes a wound and fails its saving throw then it falls to the ground as if destroyed. Do not remove the model but lay it down instead. The Necron takes no part in the game whilst on the ground and cannot be harmed its body is just another piece of wreckage littering the battlefield. At the start of each Necron turn roll a dice. On the score of 6 the Necron is repaired. It rises to its feet and can immediately move and figth as normal. Note that it may not be able to shoot if it is isolated as described below. On the score of 1 the Necron is beyond repair and it fades away and vanishes. Remove the model permanently. On the score of 2-5 the Necron remains on the ground. Roll again at the start of the next Necron turn. 2" Unit Coherency. Necron units must normally stick together in units with each model divided by no more than 2" in the same way as other races. However, Necrons can and do become separated during actions as they are knocked down and repaired. Necrons which recover nust endeavour to join up with a Necron unit of the same type or with another individual model of the same kind. If a Necron is on its own, with no other Necrons within 2", it cannot shoot, although in other respects it fights as normal. NECRON SUMMARY
NECRON WEAPONS SUMMARY Ranged Weapons
*+D6 Armour Penetration against vehicles when within 12" of the target. HAND-TO-HAND WEAPONS Close Combat Weapon: Roll to wound with user's Strength characteristic. Opponent may take armour saves as normal. Energy Sword: Roll to wound with user's Strength characteristic. Any wounds inflicted by these weapons ignore the opponent's armour save. |