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LEGACY OF THE NECRONTYR

A Homebrew Wrath and Glory Supplement for the Necrons


The Resurrected Empire

For far too long, we have lain dormant. Kept from our legacy in what the other races called the “War in
Heaven”, beaten back by the psychic overlords, the Old Ones; their puppets, the Eldar; and their bestial
dogs, the Krorks. But what they do not know is that time was always on our side. When our backs were
pressed against our tomb walls, we made the decision: To use to our advantage what we acquired as
we shed our mortal forms.

So we rose up, destroyed the weakened forms of what had struck this bargain with us, and trapped
them to suffer the same servitude we endured. We pretended to have been defeated, destroyed, and
simply waited. Our constructs of living metal tended to us, maintained our machinery, readied us for
awakening. The time since then has been almost unfathomable; but why care?

In our absence, the Eldar destroyed themselves, the Krorks devolved beyond recognition, and of these
new, younger races? One barely comprehends the nature of an interstellar empire, and the other is so
overwhelmed in their religious dogmas that they face the same end as the Eldar. Of the beasts from
beyond the galaxy, we are the ultimate foe, as our metal forms fail to nourish them, and our weapons
leave nothing for them to reclaim. Of the enemy beyond reality, our technologies keep them at bay, and
they cannot corrupt what lacks a soul.

Truly, we are destined to inherit the stars, and make the final claim to what was already ours. What
more have we to await?
A Necron Campaign

While it is true that the vast majority of many of the warriors and Canoptek creatures,
Necrons no longer possess any form of which do not recognize the Heroes as allies…
sentience, simply slaved to the will of their
betters, there are some notable exceptions. Join or Die (Tier 5)
Most within a Necron Tomb’s royalty or military The Heroes play as the Overlord of a Necron
leadership remain fully conscious, and even Tomb and those directly underneath him. A
lesser troops retain a spark of intelligence. force belonging to a rival Dynasty has
Truly, only the basest foot soldiers, the demanded that you surrender and submit to
Warriors remain unable to act without direct him, or he will destroy you and harvest your
orders. Necrodermis for himself. This insult cannot be
harbored, and you must defend your Tomb
Necron-based games are unlikely to mesh well while destroying this interloper.
with any other races. A Necron sees all other
races as either ancient enemies or insects to be Rise From The Ashes (Tier 4)
removed from their property. The Necrons are When the Heroes awaken, they find themselves
not only hated by most, if not all other races in in what has become truly a tomb--The
the galaxy, but are equally contemptuous of Imperium’s forces have swept through and
everyone else. Therefore, if playing a Necron destroyed all essential facilities and the vast
game, the most roleplay potential comes when majority of the Tomb World’s forces, only by
the entire party is Necrons. Therefore, most mistake passing over the hidden chambers
Necron games will likely be Tier 4 or higher. where the Heroes and perhaps a few others
were hidden. Will they rebuild what they have
Some example Frameworks: left, or will they focus on taking vengeance?

While We Slept, the Living Grew Like Weeds


(Tier 4) Necron
The Heroes’ are members of the military
leadership of a tomb world, which has recently
begun to awaken, and the surface has been Species Abilities
populated by a younger race during their
Build Point Cost: 60
slumber. This could be the Imperium, the Tau,
the Orks, or perhaps even the forces of Chaos. Base Tier: 3
These interlopers must be disposed of, but is
the strength of your tomb a match for the Speed: 5
world above?
Attribute Modification: +1 Strength, +1
Reclaiming the Lost (Tier 4) Toughness, +1 Resolve, +1 Wound
A tomb world associated with the Heroes’
dynasty has not responded to remote calls to Reanimation Protocols: A Necron reduced to 0
arise. The Heroes are dispatched to discover wounds gains +1 to the die result of its Defiance
the truth and manually activate the tomb checks, and if it rolls a 6 (after bonuses) it
complex in order to bring the Necrons within returns to consciousness with d6 wounds
back into the fold, but a deadly virus has swept remaining rather than 1. If a Necron fails 3
through the Heroes’ destination, awakening defiance checks and would “die”, it is instead
returned to its home tomb for repairs via
teleportation. It remains dead and leaves
behind a body only if the defiance check that
“killed” the Necron was a 1, or if the Necron was
killed by Annihilation.

Living Metal: A Necron regenerates 1 wound at


the beginning of each of its turns if it has more
than 0 wounds. It does not need to eat, sleep,
or breathe, and is immune to disease, poison, or
blood loss. If not equipped with other plating, a
Necron is considered to have AV 4. For the
purposes of weapons and abilities that affect
machines, a Necron is considered a machine.

Soulless Machine: A Necron cannot be affected


by any ability or psychic power that would
inflict fear or affect the target’s emotions or
soul. A Necron never needs to pass Resolve
tests in order to keep fighting. A Necron’s
Corruption is permanently locked at 0.

A Galaxy of Enemies: A Necron is generally


hated by all other races. It suffers a +3DN
penalty to all social tests apart from Intimidate
when dealing with non-Necrons.
The Undying Legions

Immortal Deathmark

Assassins without peer, the Deathmarks are


Formerly members of the Necrontyr’s
highly accurate and well-trained soldiers. They
professional military, the Immortals were
phase out of existence, hiding in hyperspace
known for their peerless skill and resolve. Their
while not needed. When they emerge, they
resilience has been only increased after
strike without notice, and without mercy. Due
Transference, and now, retaining the spark of
to ancient laws, the Necrons forbid the use of
intelligence, they serve as battlefield
Deathmarks against each other, but upon the
commanders that can issue orders to the
lower races, there is no such restriction, and
mindless legions that fight alongside them.
the Deathmarks “dishonorable” tactics are
They are equipped with increased armor and
employed without concern.
heavier weapons than the basic Necron
Warrior, and combined with Reanimation Build Point Cost: 65
Protocols, they truly live up to their title.
Prerequisites
Build Point Cost: 60
Tier: 3
Prerequisites
Species: Necron
Tier: 3
Attribute: Strength 4, Agility 5, Toughness 4
Species: Necron
Skill: Ballistic Skill (4), Stealth (4), Awareness
Attribute: Strength 4, Agility 4, Toughness 4 (3)

Skill: Ballistic Skill (4), Weapon Skill (3) Benefits

Benefits Keywords: Necron, <Dynasty>

Keywords: Necron, <Dynasty> Influence Bonus: +1

Influence Bonus: +1 Hunter’s Mark: A Deathmark may declare a


single elite or adversary-level threat as its
Undying Warrior: An Immortal reduces the
“mark” as a free action. Once a target has been
amount of shock it loses when soaking wounds
marked in such a way, the Deathmark will know
by ½ Rank.
the marked target’s exact geographic location
relative to the Deathmark, as well as his status
Wargear: Heavy plating, Gauss blaster or Tesla
as alive or dead. This does not give the
carbine
Deathmark information about the surroundings
of the target, only its relative location. It may
use this ability ½ Rank times per day.
Wargear: Heavy plating, Synaptic Disintegrator,
Dimensional Oubliette generator Lychguard

Destroyer The Royal Guard of the Necron Dynasties, the


Lychguard are responsible for ensuring the
safety and well-being of the nobles under their
Awoken with their minds decayed and protection, as well as serving as messengers
damaged, those Necrons who became the and envoys. Hard-coded for loyalty, a
Destroyers lack any desire to regain their Lychguard will eternally stand vigil over its
former flesh, and possess an ultimate nihilism charge, destroying any enemy that threatens it
that wishes to see all life snuffed out. They will or could possibly threaten it in the future. If
go as far as self-mutilation in order to become needed, a Lychguard will shield its charge with
more effective weapons of destruction, its own body, destroying itself before allowing
replacing their legs with grav-platforms and harm to come to them.
their limbs with weapons. The ultimate engines
of destruction, a Destroyer burns with hatred Build Point Cost: 70
for all living things. Codes, Dynasty, nothing
matters above the erasure of everything that Prerequisites
draws breath. While they do not follow the
Tier: 4
orders of any but the Destroyer Lords, many
will cooperate with other Necrons so long as Species: Necron
their goals of extermination are aligned.
Attribute: Strength 5, Agility 4, Toughness 5,
Build Point Cost: 85 Initiative 4
Prerequisites Skill: Weapon Skill (5), Awareness (4)
Tier: 3 Benefits
Species: Necron Keywords: Necron, <Dynasty>
Attribute: Strength 4, Agility 4, Toughness 5 Influence Bonus: +2
Skill: Ballistic Skill (4), Weapon Skill (4) Guardian Protocols: The Lychguard may
designate another <Dynasty> Necron as its
Benefits
Charge as a free action. If the Lychguard is
Keywords: Necron, <Dynasty> within 6m of its charge, it may make a DN 3
Agility test when the Charge is attacked or
Influence Bonus: +1 would otherwise take damage from an outside
source. If it succeeds on this test, the
Hardwired Hatred: A Destroyer gains +½ Rank Lychguard takes the place of its Charge as the
to Attack tests against organic targets, but target of the attack or effect. If the effect would
suffers a +2DN penalty to social tests with harm both the Lychguard and its charge, such
non-Destroyer Necrons. as a weapon with the Blast trait, the Lychguard
takes the damage for both itself and its charge
Wargear: Heavy plating, Gauss Cannon,
separately. If the Lychguard loses wounds by
Grav-platform
taking damage for its charge, reduce any Codes of Combat: A Triarch gains +Rank bonus
wounds lost by the Lychguard by ½ Rank. dice to all Scholar tests to decide matters of
Necrontyr law. A Praetorian may choose a
Wargear: Heavy plating, Warscythe, Dynastic single non-Necron elite or adversary-tier
Crest (symbol of authority) threat and make a DN 4 Scholar test as an
action. If successful, the Triarch may declare
Triarch Praetorian that threat Honorable or Dishonorable. If it is
Honorable, all Necrons within 12m gain +½
Rank to Weapon Skill tests against that threat.
The Triarch were the three rulers of the If it is Dishonorable, all Necrons within 12m
Necrontyr in the days before the War in gain +½ Rank to Ballistic Skill tests against that
Heaven, led by the Silent King, who only spoke target, and certain tactics and cruelties may be
through the other two Phaerons that served permissible to use against it.
alongside him. The laws laid down by the
Triarch were enforced by their Praetorians, Wargear: Heavy plating, Rod of Covenant, Crest
lawgivers and executioners who had the of the Triarch (Symbol of Authority)
authority to judge even Lords, Overlords, or
Phaerons. While the Triarch was all but
destroyed, the Silent King being the only Lord
member left alive, the ancient codes created by
the Necrontyr Empire are enforced by the
Praetorians. They rarely engage in direct The least of the many nobles that make up a
combat, and often only judge the nature of the Necron Dynasty, the Necron Lords were minor
enemy as honorable or not. They often act as nobles in life, currying favor with the truly
emissaries to recently-awoken tomb worlds, to powerful in their society in order to advance
assist in bringing them into the fold of the their own positions. Now, they serve as leaders
Necron Empire, and ensuring any political on the battlefield, when an Overlord needs
disputes follow Necrontyr law. assistance in leading a force, or the force is too
small to require an Overlord’s presence.
Build Point Cost: 70 Regardless, a Necron Lord is one of the few
within the Necron Empire that retained its full
Prerequisites personality and memories, removing only the
burden of time on the plans and machinations
Tier: 4
of his political ventures.
Species: Necron
Build Point Cost: 80
Attribute: Strength 5, Agility 4, Toughness 5,
Prerequisites
Intelligence 4, Fellowship 3
Tier: 4
Skill: Weapon Skill (4), Ballistic Skill (4),
Scholar (5), Persuasion (3) Species: Necron

Benefits Attribute: Strength 5, Agility 4, Toughness 5,


Initiative 4, Fellowship 5
Keywords: Necron, Triarch
Skill: Weapon Skill (4), Ballistic Skill (4),
Influence Bonus: +2
Leadership (5), Persuasion (4)
Benefits Attribute: Strength 4, Agility 4, Toughness 4,
Intelligence 5
Keywords: Necron, <Dynasty>
Skill: Weapon Skill (4), Ballistic Skill (4), Tech
Influence Bonus: +3 (5), Scholar (4)

The Lord’s Will: A Lord may make a DN 4 Benefits


Leadership test and designate a specific threat
as a free action at the beginning of each of its Keywords: Necron, <Dynasty>
turns. If it is successful, all other <Dynasty>
Necrons within 12m that are not Lords or Influence Bonus: +2
Overlords may reroll up to Rank failed ED on
Technomancer: A Cryptek gains +½ Rank to
damage rolls against that threat.
Tech tests when working on any item with the
Wargear: Heavy plating, Staff of Light, Dynastic Necron keyword. All Necrons within 6m of a
Crest (symbol of authority) Cryptek gain +1 to Defiance tests.

Wargear: Staff of Light


Cryptek
Destroyer Lord
The wonders of Necrontyr technology amaze
and astound Imperial scholars, seeming to blur
Of those that fall victim to the path of the
the line between machinery and magic. Phasing
Destroyer, few are seemingly as insane as the
out of existence at will, interstellar travel in
Destroyer Lords. Combining the methodical
seconds, robotic servants that function
hatred and enhanced physiology of the
millions of years after being created, suns
Destroyers with the calculating leadership of a
compressed to the size of a large building, all of
Necron Lord, a Destroyer Lord is the only thing
it seems like the work of a god. However, to the
the Destroyers obey without question.
Necrons, such things are merely the product of
the Crypteks. Having dedicated their lives to Build Point Cost: 95
understanding and working with the many
technologies that keep a Necron tomb running Prerequisites
and its war machines functional, few are as
respected in the court of an Overlord or Tier: 5
Phaeron. As odd and offputting as many
Crypteks are, it would be absolutely impossible Species: Necron
for the Necrons to function without them, so
Attribute: Strength 5, Agility 4, Toughness 6,
their eccentricities are often ignored.
Initiative 4, Fellowship 5
Build Point Cost: 75
Skill: Weapon Skill (4), Ballistic Skill (4),
Prerequisites Leadership (5), Persuasion (4)

Tier: 4 Benefits

Species: Necron Keywords: Necron, <Dynasty>

Influence Bonus: +3
United in Hatred: A Destroyer Lord may issue
orders to Destroyers. The Destroyer Lord and
all Destroyers within 12m may reroll up to ½
Rank ED on damage rolls when attacking
organic targets.

Wargear: Heavy plating, Staff of Light, Dynastic


Crest (symbol of authority), Phase Shifter,
Grav-Platform
Vaults of the Tomb Lords

Note that rarities are assigned to all items, but damage after hitting with a Tesla weapon, up to
all Necron items are considered to be Unique to two other enemies within 4m of the original
other races, as they are rarely found intact target are also considered to be hit, so long as
outside of a Tomb. Only Necrons seeking to their defense is equal to or less than that of the
obtain items for themselves may make original target. If the original target was a mob,
influence checks as normal for Necron items. the mob is considered to have been hit three
times instead of only once. The weapon’s full
New Weapon Traits damage is dealt to all three targets, or three
times to a mob.
Tesla: These weapons are designed to fire arcs
of energy that seem to bounce between
targets, creating chains of death that can
reduce entire squads to smoking ash.
Whenever one or more 6s are shifted to

RANGED WEAPONS

Name Damage AP Range Salvo Traits Value Keywords

Gauss Weapons

Gauss Flayer 10+1ED -1 48m 2 Rapid Fire (2) 5 Gauss,


Uncommon Necron

Gauss Blaster 12+1ED -2 48m 2 Rapid Fire (2) 6 Rare Gauss,


Necron

Gauss Cannon 14+2ED -3 48m 3 Heavy 7 Rare Gauss,


Necron

Heavy Gauss Cannon 18+1ED -4 72m 1 Heavy 8 Rare Gauss,


Necron

Rod of Covenant (Shooting) 12+1ED -3 24m 1 Assault 7 Very Rare Gauss,


Necron

Rod of Covenant (Melee) 5+1ED -3 -- --

Staff of Light (Shooting) 12+1ED -2 24m 3 Assault 8 Very Rare Gauss,


Necron
Staff of Light (Melee) 5+1ED -2 -- --

Tesla Weapons

Tesla Carbine 12+1ED 0 48m 2 Assault, Tesla 5 Rare Tesla,


Necron

Particle Weapons

Particle Caster 14+1ED 0 24m 1 Pistol 6 Rare Particle,


Necron

Exotic Weapons

Synaptic Disintegrator 10+1ED 0 48m 1 Rapid Fire (1), 7 Rare Necron


Sniper (2)

Tachyon Arrow 20+3ED -5 240m -* Assault 9 Very Rare Necron

* A Tachyon Arrow must be reloaded after each use, taking 1 hour and a successful DN 4 Tech test to do
so.

MELEE WEAPONS

Name Damage AP Range Traits Value Keywords

Hyperphase Sword 6+1ED -3 Parry 7 Rare Necron

Voidblade 5+1ED -3 6 Rare Necron

Voidscythe 8+3ED -4 2m Unwieldy (2) 9 Very Rare Necron,


Two-Handed

Warscythe 7+2ED -4 8 Very Rare Necron,


Two-Handed

ARMOR

Name Armor Traits Value Keywords


Rating
Heavy Plating 5 7 Rare Necron

Scaled Cloak 6 8 Very Rare Necron

Phase Shifter *4 Force Shield 7 Very Rare Necron

Dispersion Shield *1 Force Shield, Shield 8 Very Rare Necron

WARGEAR

Name Value Keywords

Chronometron 8 Unique Necron

Canoptek Cloak 8 Very Rare Necron

Dimensional Oubliette Generator 7 Very Rare Necron

Grav-Platform 7 Very Rare Necron

Phylactery 8 Very Rare Necron

Resurrection Orb 9 Unique Necron

Chronometron Cryptek, a Necron with a Canoptek Cloak


Rarely carried by any but Crypteks who increases its Speed characteristic to 10, and
understand its arcane machinery, this device may fly like a vehicle with the Hover trait. In
allows the bearer to warp the temporal fabric addition, once per round as a free action, the
of reality, allowing those near the bearer to user may select a vehicle within 6m with the
move slightly out of sync with the galaxy’s Living Metal trait and make a DN 4 Tech test. It
normal flow. Necrons within 6m of a heals d6 wounds instead of d3 wounds that
Chronometron gain AV *3 with the Force Shield turn if successful.
trait, and gain +1 to Defense. Additionally, once
per combat, the bearer of a Chronometron may Dimensional Oubliette Generator
Seize the Initiative without spending glory. The possessor of this device can, at will,
generate a dimensional oubliette, an
Canoptek Cloak extradimensional space that can hold a single
A specialized platform designed to carry aloft a individual Necron and its wargear. The Necron
inside is undetectable by any means, but can that passively repair the bearer’s body, a
see out. It cannot affect the outside world Phylactery speeds up the natural healing of a
without fully exiting the oubliette. Only the Necron. A Necron with a Phylactery heals d3
character carrying the generator can enter the wounds rather than 1 wound from its Living
Oubliette, and only a Necron can survive inside Metal ability each turn.
the airless, hostile environment.
Resurrection Orb
An arcane relic, this device releases a pulse of
Grav-Platform energy that can return destroyed and damaged
Less a piece of wargear and more a permanent Necrons to functionality, but it requires quite a
modification, a Grav Platform replaces the long time to recharge. Once per session, the
user’s lower half. The bearer’s Speed is bearer of a Resurrection Orb may activate it as
increased to 10, and it may fly like a vehicle an action. When this occurs, all Necrons within
with the Hover trait. A Necron with a 6m that are at 0 wounds or are dead may make
Grav-Platform is always considered to be an immediate Defiance check. If successful,
braced for the purposes of firing heavy they return to consciousness with d6 Wounds
weapons. remaining, even if they were dead.

Phylactery
A small device that produces nano-scarabs

The Awakened Threat

Certain abilities are common to many Necron Soulless Machine


threats. A Necron is immune to fear, pinning, and
mind-affecting abilities and powers. A Necron
Reanimation Protocols never needs to pass Resolve tests in order to
When this threat is reduced to 0 wounds, keep fighting. A Necron’s Corruption is
except by Annihilation, roll a d6 at the permanently locked at 0. Necrons are immune
beginning of each following round until combat to disease and toxins, and never have to eat,
ends or reanimation occurs. On a die result of 5 sleep, or breathe. For the purposes of weapons
or 6, the threat returns to consciousness with and abilities that affect machines, a Necron is
1d6 times Tier wounds remaining. considered a machine.
For mobs with this ability, instead roll a d6 for
each member of the mob that has been lost,
and for each result of 5 or 6, restore it to the
mob. A mob that is reduced to 0 members does NECRONTYR
not roll for Reanimation Protocols.
As an action, a character may attack a Necron
at 0 wounds, spending enough time to blast its Necron Warrior
remains apart or chop it to pieces, killing it
When the Necrontyr gave up their mortality,
permanently (or at least for the remainder of
countless workers, shopkeepers, artisans, and
the combat). It may still be teleported away
farmers were among their number. After the
from the battlefield by its tomb.
entire race became soulless machines, these
menial workers became the basest of the new
Necron race: foot soldiers with only enough than two members due to Reanimation
intelligence to follow orders. These “Warriors” Protocols, the GM gains 1 Ruin.
are supremely unintelligent, following highly
predictable processes with extremely basic
programming, unless directed by an overseer.
Necron Immortal
However, predicting their actions is entirely
different from being able to stop them, and Formerly professional soldiers in the Necrontyr
even the basic Warrior is a near-immortal military, these warriors retained a spark of
combatant, with superhuman strength and their sentience, though they are still only
weaponry that baffles the Adeptus capable of slightly more than a Warrior. Often
Mechanicus. assigned as leaders of groups of Warriors,
Immortals carry much more powerful weapons
Threat Classification: Adversary for Tier 1, Elite
and are covered in enhanced plating that gives
for Tiers 2-3, Troop for Tier 4+
them their name. Even amongst the deathless
Necrons, the Immortals are particularly
Strength 5 Intellect 1 resilient.
Agility 4 Willpower 4
Threat Classification: Adversary for Tier 1-2,
Toughness 5 Fellowship 1 Elite for Tiers 3+

Initiative 4 Defense 3 Strength 5 Intellect 3

Speed 5 Wounds 8 Agility 4 Willpower 4

Shock 7 Soak 5 Toughness 6 Fellowship 2

Resolve - Conviction - Initiative 4 Defense 3

Passive Awareness 4 Speed 5 Wounds 9

Resilience 10 (Living Metal 4) Shock 7 Soak 6

Skills Ballistic Skill 8, Default 7 Resolve - Conviction -

Size Average Passive Awareness 4

Keywords Necron, <Dynasty> Resilience 12 (Heavy Plating 5)

Skills Ballistic Skill 9, Default 7


Attacks
Size Average
Gauss Flayer: Damage 10+1ED; AP -1; 48m;
Salvo 2; Rapid Fire (2) Keywords Necron, <Dynasty>

Special Abilities
Attacks
Reanimation Protocols, Soulless Machine
An Immortal may wield either a Gauss Blaster
(Mob) Undying Legions: Whenever a mob of or a Tesla Carbine.
Necron Warriors successfully regains more
Gauss Blaster: Damage 12+1ED; AP -2; 48m;
Resolve - Conviction -
Salvo 2; Rapid Fire (2)
Passive Awareness 5
Tesla Carbine: Damage 12+1ED; AP 0; 48m;
Salvo 2; Assault, Tesla Resilience 11 (Heavy Plating 5)

Special Abilities Skills Ballistic Skill 10,


Awareness 10, Default 7
Reanimation Protocols, Soulless Machine
Size Average
(Ruin) Champion: This threat may take Ruin
Actions. Keywords Necron, <Dynasty>

(Ruin) Immortal: An Immortal may spend a


Attacks
point of Ruin to negate any critical effects it
would suffer from a critical hit. Synaptic Disintegrator: Damage 10+1ED; AP 0;
48m; Salvo 1; Rapid Fire (1), Sniper (2)

Special Abilities

Necron Deathmark Reanimation Protocols, Soulless Machine

Patience and vigilance are some of the most (Ruin) Hunter’s Mark: The GM may spend a
important qualities for a sniper, and the point of Ruin in order to select a single
Deathmarks exemplify them. With no need for non-Necron character. All Deathmarks in the
sleep, food, or drink, nothing can distract these current combat gain a +2d bonus to Ballistic
assassins from their task, hiding in the spaces Skill tests when targeting that character for the
between dimensions as they watch for their rest of the combat. They may also track the
prey to draw near enough for them to attack. character without a test required.
So feared are the Deathmarks that ancient
laws forbid their use against fellow Necrons, (Wrath) Assassin: Whenever a Deathmark rolls
but against mortals there are no such a 6 on the Wrath die when attacking with its
restrictions, and with their unparalleled Synaptic Disintegrator, the target suffers a
tracking abilities, they never lose their mark Mortal Wound in addition to any critical effects.
once they have it.
Ethereal Interception: A Deathmark may hide
Threat Classification: Adversary for Tier 1-2, within an extradimensional space,
Elite for Tiers 3+ undetectable but unable to do more than watch
outside. When anyone enters the area it has
Strength 5 Intellect 4 hidden within, it may emerge instantly, making
a single attack with its Synaptic Disintegrator.
Agility 4 Willpower 4 This counts as an Ambush.

Toughness 5 Fellowship 2

Initiative 4 Defense 3 Necron Flayed One

Speed 5 Wounds 8 Infected by the ancient Flayer virus, the Flayed


Ones seem to have an unsettling fascination
Shock 7 Soak 5
with flesh, perhaps desiring to regain it,
perhaps simply playing with it like a toy. penalty to Resolve tests so long as the Flayed
Regardless, they have altered themselves for One is alive.
the purpose of obtaining more, with wicked
talons designed to strip away everything from Flesh Render: A Flayed One may reroll any
the bone, tearing asunder any mortal failed damage dice on its melee attacks. It may
unfortunate enough to encounter one. They ignore up to +2DN worth of penalties when
then wear these strips of flesh like clothing, making melee multi-attacks, and gains +2d to
draping them over their frame in a mess of its melee attack rolls when attacking mobs.
bloody gore.
Hunting Horrors: Flayed Ones usually hide
Threat Classification: Adversary for Tier 1-2, within a charnel pocket-dimension, emerging
Elite for Tiers 3-4, Troop for Tier 5 into reality when they detect somewhere
where new flesh can be harvested. A Flayed
One may claw its way into reality into any
Strength 5 Intellect 2
combat involving Necrons and non-Necrons at
Agility 4 Willpower 4 the beginning of any Round. This does not
count as an ambush.
Toughness 5 Fellowship 1

Initiative 5 Defense 4
Necron Triarch Praetorian
Speed 5 Wounds 8
Enforcers of ancient Necrontyr law, a
Shock 7 Soak 5 Praetorian’s task is not to fight on the front
lines, but to ensure that the codes of the
Resolve - Conviction -
Empire are being upheld in any given combat.
Passive Awareness 5 They are beholden to none but the Silent King
himself, but they may lend their blades should
Resilience 10 (Living Metal 4) a situation that threatens the Necron Empire
arise.
Skills Weapon Skill 10, Default 7
Threat Classification: Adversary for Tier 1-3,
Size Average
Elite for Tiers 4+
Keywords Necron, <Dynasty>
Strength 7 Intellect 6
Attacks Agility 5 Willpower 5
Flayer Claws: Damage 10+1ED; AP 0, Brutal Toughness 7 Fellowship 4

Special Abilities Initiative 5 Defense 4

Reanimation Protocols, Soulless Machine Speed 10 Wounds 12

(Ruin) Flesh Hunger: If a Flayed One kills its Shock 10 Soak 6


target, the GM may spend a Ruin. If so, the
Flayed One begins mutilating the corpse and Resolve - Conviction -
draping its flesh about itself. If it does this, all
Passive Awareness 6
those present in the combat that share a
keyword with the dead individual suffer a +2DN Resilience 12 (Praetorian Plate 5)
galaxy if it was within their power. In order to
Skills Weapon Skill 11, Ballistic
Skill 11, Scholar 12, Default make themselves better weapons of war, the
10 Destroyers mutilate themselves, removing
their legs and replacing them with anti-gravity
Size Average repulsors, amputating limbs and attaching
massive weapons to the stumps. A Destroyer
Keywords Necron, <Dynasty> serves no lord other than one of his own kind,
but they may assist an Overlord whose goals
Attacks temporarily align with their own.

A Triarch Praetorian may wield either a Rod of Threat Classification: Adversary for Tiers 1-3,
Covenant or a Voidblade and a Particle Caster. Elite for Tiers 4+

Rod of Covenant (Shooting): Damage 12+1ED;


Strength 5 Intellect 4
AP -3; 24m; Salvo 1; Assault
Agility 5 Willpower 5
Rod of Covenant (Melee): Damage 12+1ED; AP
-3 Toughness 7 Fellowship 1

Voidblade: Damage 12+1ED; AP -3 Initiative 5 Defense 4

Particle Caster: Damage 14+1ED; AP 0; 24m; Speed 10 Wounds 12


Salvo 1; Pistol
Shock 7 Soak 7
Special Abilities
Resolve - Conviction -
Reanimation Protocols, Soulless Machine
Passive Awareness 4
(Ruin) Champion: This threat may take Ruin
Resilience 13 (Heavy Plating 5)
Actions.
Skills Ballistic Skill 10, Default 8
(Ruin) Solemn Judgement: A Triarch Praetorian
may judge whether an enemy’s conduct in the Size Average
current combat is honorable or dishonorable
once per combat, if the GM spends a point of Keywords Necron, <Dynasty>
Ruin. If the enemy is honorable, all Necrons in
the combat (including the Praetorian) gain a +1d Attacks
bonus to Weapon Skill tests against that
enemy. If the enemy is dishonorable, they Gauss Cannon: Damage 14+2ED; AP -3; 48m;
instead gain a +1d bonus to Ballistic Skill tests Salvo 3; Heavy
against that enemy.
Special Abilities

Necron Destroyer Reanimation Protocols, Soulless Machine

Corrupted by glitches, viruses, and decay after Hardwired Hatred: When making attack rolls
aeons of slumber, the Destroyers are nihilistic, against anyone without the Necron keyword, a
even by the standards of the hateful Necrons. Destroyer may reroll unmodified die results of
Seeking nothing less than the end of all things, 1.
the Destroyers would gladly annihilate the
Repulsor Platform: A Destroyer ignores
penalties to movement due to difficult terrain,
and may fly. It is always considered to be
braced for the purposes of firing its weapons.

Variant: Heavy Destroyer

Equipped with a much more powerful gauss


weapon, these Destroyers are ideal for
annihilating vehicles and other hardened
targets.

Replace the Destroyer’s Gauss Cannon with the


following:

Heavy Gauss Cannon: Damage 18+1ED; AP -4;


72m; Salvo 1; Heavy

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