1
                                      
  SUPPLEMENT
2
CODEX NECRONTYR
Foreword
This is the second edition of OGC’s CODEX Necrons and it intends to bring all of the new
Necron rules across to the more mature system of 2nd edition as well as adding in new rules and
weapons that compliment the history of the Necrontyr. In fact, the rules are also easily convertible to
Rogue Trader to those who still play the complex but satisfying system. After 3-4 years of play testing
since the last book, there are some noticeable changes with how the Necrons now work. Gone are the
psychic powers and in come a range of deadly new units. The Necrons are now in the universe proper
and so fight more like most other armies than they used to. No more raiders style warfare. The most
interesting addition to the book I think is the removal of the Overlord as a Special Character and
instead giving a whole new army list with its own exclusive units, to tie in with the mighty new
C’TAN. The Necrons are very much the Elite force, very few in number but also very powerful, they
really require a very unique style of warfare, as they cannot go up against mass firepower. That said, in
close assaults any enemy firepower is nullified anyway. The Necrons are a difficult army to master, but
very hard to stop when its mechanics get, as one Necron player put, “rolling”. Anyway, enjoy this
compilation, it’s taken about 5 years to produce and test fully, (since the beginning of OGC actually),
so enjoy!
Contents
3
A Brief History of the Necrontyr
4
Necron Armoury
5
Artifacts of War
6
The Necron Army List
7
Necron Forces
13
       The C’TAN
15
Necron Gallery
16
Armies of the Overlord
Notes on modifications
8/05 – Scarabs to Hero choice (approved from extensive playtesting)
8/05 – Pariahs –11 points
By Mike Brandon
Original Book by Mike Brandon and Michael Pang 2001
                                   Thanks to James Brown and Luke Greensmith
                                          Produced by OGC 2004
This book/work is property of OGC and should not be used in any way from commercial purposes.
All the material within this book/work is property and copyright of Games Workshop, including
artwork and reference to background even, that which is original material. Several references and
parts of text are taken directly from GW and appear in the publication to enhance it. Codex, Eldar,
Games Workshop, Games Workshop logo,  Necron, and the Warhammer 40,000 universe are
either ®, TM and/or © Games Workshop Ltd 2000-2003, variably registered in the UK and other
countries around the world. All Rights Reserved. Most of the images and some of the reference in
the Armies of the Overlord section are property of Microsoft. This document was edited entirely
using Microsoft Word. 
This product has NO commercial value.
3
A brief history of the Necrontyr
“Today we can but begin what must surely be a long and arduous task - to assess and describe the Steel
Daemons, to confront them and ultimately to bring them to battle. We can but add guesses to our too
scant knowledge, to reconstruct their weaponry, their fighting methods, their strengths and
vulnerabilities. All this we must do, and quickly, lest we perish without ever recognising our peril"
- Inquisitor Hoth
The C’TAN
The C’TAN, the old ones, ancient gods of the known universe. In the times when mankind was but a cell
in the minute pool of life on Terra these mighty star gods ruled the stars. They enslaved the technically advanced
Necrontyr and warred with each other using these peoples as tools. How the Necrontyr came to be enslaved is
simple and cruel, they were promised immortality, the one thing which technology itself could not truly grant, but
this was a misconception. The Necrons became entombed in metal casings, their very own technology, trapped in
spirit stones; their life essence powered the shell that became little more than automatons. However the C’TAN’s
rule was to be short lived, and the warp was to become the greatest weapon in battling the ancient C’TAN. The
only survivor of those who fought back and beat the C’TAN were the Eldar, and they too ruled the galaxy before
falling to self indulgence. The C’TAN were banished by magick’s that technology could not resist, the other reaces
also optimising their weapons in their battle. (Ever wondered why Shuriken Catapult’s have such an evil save
modifier?). And it was to be, the Necrontyr were entombed and all knowledge of them soon became forgotten.
Origins of The Necrons
The ruins of their tomb-temples had been discovered on many worlds as the last apparent remains of a
highly advanced race that had become extinct tens of millions of years before. Such scattered clues as could be
found about the Necrontyr revealed little about them, and the explorations of their dead worlds had been filed
away in the immense data stores and repositories of the Adepts of Terra and Mars and forgotten. Only when the
depredations of skeletal raiders at the fringes of Imperial space came to light was the connection made to an alien
race that should be, by all rights, long dead.
Reawakening
It is not known quite why or how the Necrons came to rise from their tombs. Perhaps it was some
unwitting traveller or merchant who chanced upon a tomb, the Imperium does not charter all space travel. It
began slowly at first but then gained momentum, it was only at the massacre at Sanctuary 101 that the full horror
of the Necrons was realised. But it was still to come, slowly the C’TAN to woke, and now they have come to
reclaim their old Empire. Perhaps they smiled when their oldest of foes, the Eldar had lost their superiority, but
there were new powers now, ready to resist the coming of the star gods once more. It is perhaps then that the full
force of the Necrontyr emerged, too powerful and terrible to believe, and then the galaxy knew it was lost. 
- visions of the future from the nightmares of the Astropath Lubold 
The coming of the old gods
As if the attacks by the Necrons themselves were not bad enough the re-emergence of the C’TAN, was
something truly terrible. They rule once more over their Necron pawns, and launch assaults into the Imperium in
an attempt to regain the worlds they once occupied. Little much has changed in the C’TAN’s minds over the
millennia. They still make war upon one another and they have never forgotten the devastation that the warp can
bring. They seem hell bent on smashing apart everything in the known galaxy. The Imperium for controlling what
they perceive as theirs, the Orks for being such blight on their beautiful galaxies, the Squats for their existence in
every protected galaxy hovel, the Tau for their wishing to obtain what is the C’TAN’s to take, the Tyranid’s for the
devastation they will bring and Chaos for being the manifestation of their ancient enemy, psychic energy. But most
of all they relish the destruction of the Eldar, that oldest of foes, which needs the nail on the head of its collapsed
civilisation. These genocides and purges are known as the Red Harvest, and the aim of wiping out entire planets is
often the goal of the C’TAN’s twisted games. 
Necrons Today
The Necrons are still the most advanced race in the known universe as they have always been, but they
no longer control themselves and are mere pawns of the mighty C’TAN. While some of the greater Necrontyr have
resisted complete assimilation, there minds are so broken that they use their passive intelligence to further the
C’TAN’s military aims. They are a powerful army, elite in their small numbers, but deadly in their rapid
deployment and advanced weaponry.
For more detailed background, see other Games Workshop publications
4
Necrontyr armoury
The weapons of the Necrons
Weapon
Short
Range
Long
Range
To Hit
Short
To Hit
Short
Strength
Damage
Save
Modifier
Armour
Penetration
Special
Gauss Flayer
Gun
6
24
+1
-
4
1
-2
D6+4
Metal Flayer
Gauss Blaster
6
24
+1
-
5
D3
-2
D6+D4+5
Metal Flayer
Gauss
Hyperblaster
6
24
+1
-
5
D3
-2
D6+D4+5
Metal Flayer, 1SD,
ignores jams
Gauss Cannon
12
36
+1
-
6
D6
-3
2D6+6
Metal Flayer
Heavy Gauss
Cannon
12
36
+1
-
8
2D6
-5
3D6+8
Metal Flayer
Warscythe
CC only
CC only
-
-
6
D3
-3
3D6+6
+1 Attack
Staff of Light
6
18
+1
-
5
D3
-2
D6+D3+5
Close Combat
Particle Whip
12
24
-
-
9
2D6
-6
2D6+6
1½” template
Gauss Projectors
12
36
-
-
6
1
-2
D6+6
Metal Flayer, 6
shots
Metal Flayer: If a 6 is rolled on a D6 when penetrating a vehicle, a further D6 may be rolled. If this
dice rolls a 6, another D6 may be rolled and so on.
Descriptions
Gauss Flayer Gun
The standard weapon of the Necrons. Its is designed for accurate precision, low scale fire
fights and works by breaking down a targets individual atoms and simply removes them from
the contemporary atmosphere. It is known as the flayer due to the visible effect of a struck
target, which is stripped layer by layer.
Gauss Blaster
The heavier version of the flayer, and carried by the Immortals. It is again designed for small-
scale fire fights only this time against more heavily armoured opponents. Its most frightening
aspect is its suitability from mobile combat.
Hyperbla
ster
Seemingly developed as an answer to mass infantry blocks, although it does its job well it is
scarcely deployed and as a result is more useful for sustained fire against heavier targets.
Gauss Cannon
The Gauss cannon is designed as precision artillery. Both it and its heavier cousin are perfectly
capable of destroying heavily armoured targets although struggle to defeat lighter armoured
targets.
Warscythe
A cruel weapon utilised by the Pariah’s. The tough form of the Necron allows for more
dedicated close quarter weapons to be utilised effectively. It is often combined with a Gauss
Flayer to allow for mobile warfare while attempting closing with an enemy. Warscythes are
made from the same living metal as the hulls of Necron ships and the C’Tan
Necrodermis.
Staff of Light
The Necron equivalent of an officers weapon. It works principally be solidifying light and
causing a freezing effect on its victims. Capable of ranged and close quarter fighting.
Particle Whip
The particle whip works by bonding atoms within a given area. This has the effect of forming
a solid mass, crushing an target, or worse still, causing a terrific reaction to which armour itself
acts as a catalyst.
Gauss Projectors
Gauss Flux projectors function via a collection of several Gauss flayer which combine to form
a deadly arc like spray which flays targets with an increased intensity. Although not fit for fast
and light deployment due to the generators needed for it to function, it is never the less a
powerful anti-infantry weapon.
5
Artifacts of War
Ancient and powerful relics of an age long past, Necrontyr Artifacts are occasionally seen wielded on
the battlefield by only the most prestigious of Necrons.
A Necron Lord may take up to 25 points of options from this list, and a General up to
50. If a model is ‘downed’ and then repairs, any artefacts are lost.
Chronometron: The Chronometron allows the Necron Lord to act outside of normal time and
seemingly warp across the battlefield at will.
As opposed to normal movement, the Lord may instead move in any direction up to 18” as
long as it does not place the Lord within 8” of an enemy unit.
10 points
Lightning Field: The body of the Lord is charged sending out shocks at would be attackers.
Whenever the Necron is struck in combat, the attacker suffers a Strength 3 hit.
10 points
Gaze of Flame: The metal death mask of the Lord emits cruel flickering witch fires that chill the very
heart of those who look upon it.
The Necron Lord causes fear.15 points
Phylactery: This tiny charm is filled with tiny spiders that swam over a fallen warrior in an attempt to
restore it.
Instead of rolling on the standard repair table, instead use the following, 1-3 - the Lord
vanishes, 4 - the Lord stands on 1 wound, 5 - 2 wounds, 6 – 3 wounds. Is not destroyed when Lord or
General is downed.
15 points
Ankh of War: A relic of the conflict with the Old Ones, the Ankh of War is able to suppress psychic
based attacks.
The Ankh of War adds +1 to nullify rolls made by the Necrons. This cannot have a cumulative
affect.
20 points
Phase Shields: As weapons impact upon the Lord, the Lords body responds by temporarily breaking
up its form, negating the attack.
The Lord may ignore the first wound suffered each turn.
20 points
Alloy Plating: Only the most powerful of whatever remains of the Necrontyr hierarchy are upgraded
to be as large as Immortals.
Alloy plating gives its wearer +1 T and an additional +1 to its armour save.
30 points
Nightmare Shroud: Things born from the very pits of nightmares are thrust into the minds of those
nearby the Necron. Only the most courageous dare to remain in the vicinity of the Necron, through fear
of the visions they may see.
The Necron causes terror. 30 points
Hyper Disruptor: Even technologies that could normally resist the Necron disruptor are knocked
down by this deadly cacophony of metal fury.
All targeters, searchlights, bionics, range finders, scanners and other such devices cease to
function if the Necron is within 18” of them.
40 points
Resurrection Orb: Shaped like a small gem, the orb can be shattered releasing thousands of
crystalline scarabs that repair fallen nearby warriors.
Once per battle in the movement phase, all fallen Necrons within 6” that could make a repair
roll are immediately returned to the battle with a single wound.
40 points
6
THE NECRON ARMY LIST
The Necrons are different to standard armies in that they don’t have a set equipment list for which to
choose from and models can only be equipped with weapons indicated in the lists. Some models also
have restrictions, for example, you may only take 2 scarabs per 5 Necron Warriors, and 1 repair scarab
per 2 normal scarabs etc. Particular care should be taken when choosing an army as not to break the
rules limits. Necrons are still subject to the character and vehicle restrictions outlined in the OGC
edition of Warhammer 40,000.
Strategy Rating
Necrons are no longer simply teleporting to the field and as such, with their expansion into known
space, it is becoming increasingly common to find situations where they are actually dug in to an area.
To represent this Necrons now have a deployment strategy rating of 6. Note that Necrons often still
‘warp’ into combat, whence the high strategy rating.
Mission Cards
Through extensive play testing it came about that Necrons work better with their own mission cards
and that it is more in character to find Necron forces with specific objectives. Necrons however will not
be found aiming to achieve the objectives of certain missions, and as a consequence only draw from the
following mission cards; Assassins, Dawn Raid, Engage & Destroy, Grab the Relic*, Take &
Hold, Witch Hunt.
Note also that Necrons can only attack in the Bunker Assault mission.
*Grab the Relic is a new mission and depicts a Necron force attempting to seize a lost piece
of technology that is unwittingly in the hands of the enemy.
At the start of the battle nominate one enemy model and note it down secretly, placing the
noted piece somewhere on the battlefield. Now if this model dies then place the model on its side, if a
Necron on foot (not a Tomb Swarm or Wraith) moves onto the location of the model then the relic is
retrieved, the model should then have a counter placed next to it to represent that it has the relic. The
enemy can also retrieve the relic by moving over it in their turn (foot models only, not terminators,
wraith guard, daemons, squats in exo-armour, or mega-armoured orks). The relic can never be placed
on a vehicle.
   Relic Denied to enemy at end of game +2 points, or Relic Retrieved at end of game +5 points
Strategy Cards
Necrons do not receive strategy cards.
Necron Special Rules
Almost all Necrons are subject to the following rules;
Repair At the beginning of a Necron turn, roll a D6 for each downed Necron (in the case of vehicles
roll for each downed crewman). On a roll of a 1 they disappear and are removed from the table. On the
roll of a 6 they stand back up again.
Assurance of number Necron models of the same type cannot fire or charge if more than 2” from
a Necron of the same type. This represents a warrior primarily seeking its own kind if alone to counter
possible capture of Necron technology, and also for Necrons to be part of the same control circuit. This
does not apply for vehicle crews and characters and only usually occurs should a Necron be downed
and the fighting moves away from the area.
Leadership Necrons are not free thinkers, and although the Lords and Generals have some
semblance of free thought, it is not overly present. As such, Necrons are immune to psychology and
will never break. They can be forced to take LD from things such as smite however, this is more of an
attack against the spirit stone than an actual brain.
Defeat – Although Necrons will not flee from the battlefield; they can be forced to ‘retreat’. If at the
start of a Necron players turn, the Necron army has been reduced to less than 25% of the starting
number of models, the entire army disappears, giving their opponents victory by wipeout.
Disruptor Devices, which employ electrical or magnetic fields are liable to be affected by the energy
scrambling resonance field surrounding the Necrons. This can cause havoc for highly mechanised forces, and even
the Tyranid’s bio-weaponry which employs electro-magnetic fields to operate struggle to function correctly. This
is represented for conventional firearms, by them receiving –1 to hit for each Necron within 6”. Also pistols and
close combat weapons such as chainswords and power fists cease to function in combat with the Necrons. Force
weapons and more mundane weapons such, as an Axe of Khorne, are unaffected. Also force fields will not work in
combat and have there save reduced by 1 for each Necron close by. Armour is also unaffected but is clumsier
when fighting Necrons but this has no noticeable affect on the game. They remain slightly protected the disruptor
does not affect some of the armours movement functions. Bionics such as Bionic arm have their affects nullified.
If a vehicle of Dreadnought is within 6” of a Necron at the start of its turn must roll a D6 to move, if successful
they may only move at half speed. Skimmers anti-grav fields are not affected.
7
Necron Forces
Characters
You cannot spend more than 50% of the army total points value on characters and can only
choose characters according to the guidelines given in WH40k OGC edition.
Necron General
96 points
The General is a beacon to which the Necron army are controlled proper. Their bodies are mere vessels acting as
windows for the C’TAN. While they were once mighty leaders in the ancient Necrontyr armies, this form is but a
mockery of their former stature. A General counts as a Commander choice.
M
WS
BS
S
T
W
I
A
LD
Save
General
4
4
4
5
5
3
5
3
10
2+
WEAPONS
Staff of Light
ARMOUR
Constructed from a super hard hyper-alloy that confers a 2+ save
WARGEAR
A General may replace his staff of light with a Gauss Flayer Gun free of charge. A General
may be mounted in a Destroyer for +20 points (the destroyer is not equipped with a Gauss
Cannon. A General may take up to 50 points worth of artefacts of war.
STRATEGY
A General has a strategy rating of 7.
SPECIAL
A
General is subject to the Necron rules as detailed above with the exception of Assurance of
number
Necron Lord
84 points
The Lords appear to be reincarnations of ancient warrior priests. Now they are a common sight, seemingly leading
small groups of Necrons. The Lord serves a purpose much like a general, and whilst maintaining a semblance of
intelligence, its automated mind gives a more sinister cunning. A General counts as a Hero choice.
M
WS
BS
S
T
W
I
A
LD
Save
Lord
4
4
4
5
5
3
4
3
10
2+
WEAPONS
Staff of Light
ARMOUR
Constructed from a super hard hyper-alloy that confers a 2+ save
WARGEAR
A Lord may replace his staff of light with a Gauss Flayer Gun free of charge. A Lord may be
mounted in a Destroyer for +20 points (the destroyer is not equipped with a Gauss Cannon.) A
Lord may take up to 25 points worth of artefacts of war.
STRATEGY
A Lord has a strategy rating of 6.
SPECIAL
A
General is subject to the Necron rules as detailed above with the exception of Assurance of
number
Scarabs
30 points per model
The Necron Scarab is a small insect like droid and is able to fly and scuttle at remarkable speeds. Its main function
is to pulp down enemy armour allowing form weapons to destroy vehicles with greater ease. Scarabs are
particularly valuable to the Necrons and losing them in combat is not desirable although is often unavoidable. A
scarab counts as a Hero choice. 
M
WS
BS
S
T
W
I
A
LD
Save
Scarab
8/16
1
0
3
8
1
2
1
10
2+
SQUAD
Scarabs work alone
WEAPONS
Scarabs bear no weaponry and cannot charge into combat
ARMOUR
Constructed from a super hard hyper-alloy that confers a 2+ 
SPECIAL
Wraiths are subject to the Necron rules as detailed above
Metal Eater Scarabs can latch onto vehicles with ease, and do not need to take and I test to
do so. Scarabs pulp up metal using their powerful mandibles and as a result, a vehicle suffers –
3 to its armour values for each scarab latched on.
Fly The 16 on the Move profile represents the scarabs move profile ability to fly, this is done
in the same way as a Jump Pack and when buzzing over certain targets it can be more
beneficial to scuttle 8”.
8
Squads
You must spend at least 25% of the army total points value on squads. Note the guidelines
required for some squads.
Necron Warriors
44 points per model
The core of the Necron army, and vital for the Necron war effort. These are relentless, near indestructible
automatons, and were the first Necrons to be encountered by mankind. Now they are the first sign of the terror that
is the Necrons.
M
WS
BS
S
T
W
I
A
LD
Save
Warrior
4
4
4
4
5
1
2
1
10
2+
SQUAD
Consists of between 3 and 10 Necron Warriors
WEAPONS
Gauss Flayer Gun
ARMOUR
Constructed from a super hard hyper-alloy that confers a 2+ save
SPECIAL
A
General is subject to the Necron rules as detailed above
IMMORTALS
74 pts per model
Necron Immortals are heavily armoured, extremely tough Necrons, who carry the terrifying gauss blaster weapon.
You must have at least 2 Necron Warriors for every Immortal model in your army. 
M
WS
BS
S
T
W
I
A
LD
Save
Immortal
4
4
4
5
6
1
2
1
10
1+
SQUAD
The Squad consists of between 3 and 10 Necron Immortals
WEAPONS
Necron Immortals are armed with Gauss Blasters
ARMOUR
Constructed from a super hard hyper-alloy that confers a 1+ save
SPECIAL
Immortals are subject to the Necron rules as detailed above
0-1 PARIAHS
54 pts per model
Pariahs are the C’TAN’s vision of perfection; brutal and nigh on invincible combat warriors. They are not a
common sight and only one may be fielded in a Necron army. You must have at least 3 Necron Warriors for every
Pariah model in your army. 
M
WS
BS
S
T
W
I
A
LD
Save
Pariah
4
4
4
4
5
1
3
1
10
2+
SQUAD
Squad consists of between 3 and 10 Pariahs
WEAPONS 
Warscythe with built in Gauss Flayer
ARMOUR   
Constructed from a super hard hyper-alloy that confers a 2+ save
SPECIAL
Pariahs are subject to the Necron rules as detailed above with the exception of assurance of number
Soulless: Enemy units within 12” of a Pariah suffer 1 LD
Psychic Abomination: Psykers fear Pariahs
FLAYED ONES
49 pts per model
Lighter than average Necrons, Flayed Ones act as brutal scouts, wearing the carcasses of their enemies upon their
metallic bodies. You must have at least 1 Necron Warrior for every Flayed One model in your army. 
M
WS
BS
S
T
W
I
A
LD
Save
Flayed One
4
4
4
5
4
1
4
2
10
3+
SQUAD
The squad consists of between 3 and 5 Flayed Ones
WEAPONS
Claws
ARMOUR   
Constructed from a hard alloy that confers a 3+ save
SPECIAL
Flayed Ones are subject to the Necron rules as detailed above with the following exceptions,
their disruption range is reduced to 3” and if killed by a Str. 6 attack or higher they cannot
repair on so are removed from the table. Assurance of number does not apply to them
Infiltrators: Flayed Ones are often teleported into specific positions or can work their way
quickly up the battlefield and so may use the infiltrate special deployment rules
Move through Cover: Flayed Ones ignore penalties for moving over difficult terrain, and
their move is only reduced by 25% when moving over very difficult terrain, and when hidden
it requires double the initiative value to detect them
Terrifying Visage: Wearing the skins of their enemies, Flayed Ones cause fear
9
WRAITHS
64 pts per model
Serpent like floating killers, Wraiths phase in and out as they descend upon their opponents, difficult to hit, and
impossible to resist. You must have at least 4 Necron Warriors for every Wraith model in your army. 
M
WS
BS
S
T
W
I
A
LD
Save
Wraith
6
4
4
6
4
1
6
3
10
3+
SQUAD
Squad contains between 1 and 3 models
WEAPONS
Claws and barbed tail
ARMOUR
Constructed from a hard alloy that confers a 3+ save
SPECIAL
Wraiths are subject to the Necron rules as detailed above with the
following exceptions, their disruption range is reduced to 3” and if killed by a Str. 6 attack or
higher they cannot repair on so are removed from the table. Assurance of number does not apply to them
Phase Shift: Because they can phase in and out as they move, models shooting at a Wraith
suffer a –1 to hit penalty
Wraithflight: Wraiths float over the battlefield and ignore all penalties for difficult ground,
they can also move through walls less than 2” thick but at least one model in the squad must be
able to see the enemy before charging out of a building.
TOMB SPYDERS
65 pts per model
This arachnoid type creature skims the battlefield repairing damaged Necron technologies. You may take one
Tomb Spyder for every 3 Scarabs in your army.
M
WS
BS
S
T
W
I
A
LD
Save
Tomb
Spyder
8
2
2
6
6
2
2
3
10
2+
SQUAD
Tomb Spyders operate as independent units
WEAPONS
Claws, may replace its repairing limbs to add particle projectors which give +2 Attacks. The
Artificer ability however is lost.
ARMOUR
Constructed from a super hard hyper-alloy that confers a 2+ save
SPECIAL
Tomb Spyders are subject to the Necron rules as detailed above with the exception of assurance of number
Artificer: Downed Necrons within 6” of the Tomb Spyder add +1 to their repair rolls, but will
still disappear on the roll of a 1. Note that if the Tomb Spyder is ‘down’ then this ability does
not apply
Hover: The Tomb Spyder avoids penalties for difficult ground. Note that Tomb Spyders
cannot make a run move and it does not double its movement for charging.
Monstrous Form: The Tomb Spyder is a monstrous target.
SCARAB SWARMS
16 pts per base
Tiny beetle constructs, they repair and maintain tombs but are sometimes seen darkening the skies above an
advancing Necron army. You may take one Scarab Swarm base for every Necron Warrior in your army.
M
WS
BS
S
T
W
I
A
LD
Save
Scarab
Swarm
8
2
2
3
3
3
2
3
10
5+
SQUAD
The squad consists of between 3 and 10 Scarab Swarm bases.
WEAPONS
None.
ARMOUR
Tiny metal body inferring a 5+ save.
SPECIAL
Scarab Swarms are immune to psychology.
Scarab Swarms count as small targets.
Scarab Swarms hover and so ignore small terrain penalties, note that their charge move is not
doubled.
10
VEHICLES
You cannot spend more than 50% of the army total points value on support and can only
choose support vehicles according to the guidelines given in WH40k OGC edition which are
basically, one vehicle or vehicle squadron per squad in the army.
DESTROYER 
75 pts per model
The destroyer is the Necron equivalent of conventional mortar crews. Their ability for rapid deployment allows
them to accurately pinpoint areas where their heavy firepower is needed. They hover through the air using an anti
gravity motive of unknown origin.
SQUAD
Destroyers must be bought in vehicle squadrons of 3-5 models and maintain the vehicle
coherency rules as outlined in the OGC rulebook or Dark Millenium.
CREW
1 Necron Warrior as a pilot with the same stats, rules, and armament as above
WEAPONS
Gauss Cannon. In addition up to two models in the squad may be upgraded to be fitted with a
Heavy Gauss Cannon at a cost of +20 pts each. Note that you must have at least 4 models in
the squadron to upgrade 2 to heavy status.
RAM VALUE
Strength 5, D4 damage, -5 save.
SPEEDS; SLOW
8”
COMBAT
20”
FAST
30”
TYPE
Skimmer
HIT LOCATIONS
D6 1-2
Necron Warrior
No armour see below
3-6
Destroyer
Front armour: 12
Side/rear: 12
REAVER
165 pts per model
The Reaver is a heavier version of the Destroyer and is used to hold airspace to protect ground assaults. Quite how
such a weighty vehicle remains aloft remains a mystery that the Necrons are not prepared to be let known. In many
ways it is similar in appearance to the Mk III Land Speeder, although is more heavily armoured and bulkier in
appearance. Reavers are bought as single vehicles and you may have one per Destroyer squad in the army.
CREW
1 Necron Warrior as a pilot and another as a gunner with the same stats and armament as above
WEAPONS
Twin Gauss Flayer Guns fired by driver and a single heavy Gauss Cannon fired by the gunner.
The Gauss Flayer Guns can be upgraded to twin hyperblasters (2SD) for + 20 points. The
heavy Gauss Cannon can be replaced by a Particle Whip for +20 points.
RAM VALUE
Strength 6, D6 damage, -5 save.
SPEEDS; SLOW
8”
COMBAT
14”
FAST
22”
TYPE
Skimmer
HIT LOCATIONS
D6 1-2
Necron Warrior
No armour see below
3-6
Reaver
Front armour: 14
Side/rear: 16
Warrior
Necron hit as normal for a crewman. Note that he can repair and retake control of his vehicle
and repair and fight on if the vehicle is destroyed
Destroyer
D6 1
Gauss Cannon destroyed
2
Motive power damaged, vehicle can move at slow speed only
3
Controls damaged. Roll D6 at start of turn, 1-3 goes out of control, 4-6 may act normally
4
Moves out of control and then crashes. Anything under impact takes D3, Strength 6 hits with a
–2 saving throw
5
Plummets straight to the ground. Anything underneath takes D3, Strength 6 hits with a –2
saving throw
6
Moves out of control and then explodes. Anything under impact takes D6, Strength 6 hits with
a –4 saving throw
Warrior
Necrons hit as normal for a crewmen. Note that they can repair and retake control of their
vehicle operations and repair and fight on if the vehicle is destroyed
Destroyer
D6 1
Twin Gauss Flayers or replacement are destroyed
2
Heavy Gauss Cannon or replacement is destroyed
3
Controls damaged. Roll D6 at start of turn, 1-3 goes out of control, 4-6 may act normally
4
Moves out of control and then crashes. Anything under impact takes D3, Strength 6 hits with a
–2 saving throw. The crew survive but suffer D3, Strength 4 hits with a –1 saving throw.
5
Explodes killing the crew and flies 2d6” in a random direction. Anything underneath takes D3,
Strength 6 hits with a –4 saving throw
6
Explodes killing the crew and flies 2d6” in a random direction. Anything underneath takes D3,
Strength 8 hits with a –6 saving throw
11
STALKER
90 pts per model
The Stalker is utilised for one primary function, infantry support. Its quick movement can allow it to quickly
penetrate enemy held cover and utilise its deadly weapons to annihilate any infantry. Its presence is bizarre, being
something like a huge walking chicken; the fear evoked by witnessing one of the metal constructions striding
towards you is not so recognisable.
CREW
1 Necron Warrior as a pilot with the same stats and armament as above. However the Stalker
grants Movement 6, Strength 5 and 2 attacks.
WEAPONS
Gauss Hyperblaster. This may upgraded to carry more sustained amounts of fire. It cost +15
points to upgrade it to twin Hyperblasters (2SD) and a further +15 points to add coolant and
feed chambers (3SD). Note if 3 jams are rolled the stalker explodes killing the crewman.
RAM VALUE
Strength 6, D6 damage, -3 save.
SPEEDS; ALL
6”
TYPE
Walker / counts as a monstrous target
HIT LOCATIONS
D6 1-2
Legs
Front armour: 16
Side/rear: 16
3
Gauss Hyperblaster
Front armour: 16
Side/rear: 16
4-5
Body
Front armour: 18
Side/rear: 18
6
Necron Warrior
No armour see below
Warrior
Necrons hit as normal for a crewmen. Note that they can repair and retake control of their vehicle
operations and repair and fight on if the vehicle is destroyed
Legs
D6 1
Legs hold but are temporarily pinned. May not move next turn.
2
Knocked sprawling D3” in a random direction colliding with anything it moves into
3-4
Legs seriously damaged, may now limp only D3” a turn. If this result is rolled again treat as 5-6
5-6
Legs are blown off and the Stalker is destroyed. The warrior is unharmed.
HyperBlaster
1
Partially damaged and may only be fired first on a D6 roll of 4+. If rolled again treat as 2-5.
2-5
Hyperblaster is destroyed. Once this occurs you cannot hit the weapon again unless it is repaired
6
Explodes, destroying the weapon and killing the warrior. Stands dormant and may be targeted again.
Body
1
Controls are damaged and may only move first on a D6 roll of 4+. If rolled again treat as 2-3
2-3
The shot penetrates the body and hits the Warrior as normal. 
4-6
The Stalker explodes, killing the warrior, and causing D3 strengths 6 hits with a –4 saving throw
modifier to all models within 2”
12
MONOLITH
185 pts per model
The mobile fortress that is the Monolith stands as a bewilderment to all other races. A
masterpiece of warfare design some might say, it is not the most practical of battlefield
units. However it forms as a beacon and power base for all Necron forces in the area,
and a commander could be deemed brave or foolish for attacking an area held by one
of these monstrosities. Note that we would strongly discourage using this in battle,
and instead to model it into a piece of terrain, it appears to be more of a toy than a
collectible model.
CREW
None, assumed to have BS 4. The Monolith does not disrupt (it needs one weakness!)
WEAPONS
Gauss Flux Arc Projectors with a 360-degree field of fire. Power matrix which counts as a
particle whip with a 360-degree field of fire.
RAM VALUE
Strength 8, D12 damage, -5 save.
SPEEDS; ALL
6”, can move in any direction
TYPE
Heavy Skimmer
TRANSPORT
At the beginning of the Necron movement phase, the Necron player may declare that a single
squad of Warriors, Immortals, Pariah’s, Wraith’s, or Flayed Ones will teleport away. Instead
they move from the Monolith’s portal in the movement phases. This should be declared before
charges so in effect, this can be used to redistribute a charge. This is far safer than standard
teleportation and so there is no risk of being sucked into the warp.
HIT LOCATIONS
D6 1-4
Monolith Structure
Front armour: 22
Side/rear: 22
5-6
Crystal Core
Front armour: 20
Side/rear: 20
The monolith deducts D6 from all penetrating scores
Structure
D6 1
The Power that allows the monolith to move is hit reducing its total move by 1. If this ever reaches 0,
the monolith crashes and is destroyed.
2
The number of shots made by the projectors is reduced by 1. If this reaches 0 and is rolled again treat
as a 3.
3
The structure is severely damaged, debris collapse in front of the portal making it unusable. If this is
rolled again treat as a 4.
4
The crystal core is ruptured. Roll a D3 on the Core table as well as applying all of the above Structure
results to the Monolith.
5
The Monolith is destroyed and collapses in on itself into the ground.
6
The Monolith is annihilated, Necrons within 3” are sucked away as the matrix malfunctions
Core
1
The core is damaged and cannot be used to transport Necrons. If this is rolled again treat as a 2.
2
The core is damaged and the particle whip cannot be used. If this is rolled again treat as a 3.
3
The core shatters, apply both of the above results. Also roll on the structure table and add 2. If this is
rolled again treat as a 4.
4
The core explodes, shredding the Monolith and causing it to collapse to the ground.
5
The core malfunctions sucking Necrons within D3” into the warp. The Monolith is destroyed.
6
The core shatters in an explosive manner, the Monolith is destroyed and all models except vehicles
within D6” are sucked away into the warp.
13
The C’TAN
If a C’TAN is included in a Necron Army, it is automatically the Commander. The C’TAN are
ancient and diabolical gods and have no rival on the battlefields of the 41st Millennium. They count as
a Commander choice and due to the cannibalisation of each other in ages past; you can only ever field
a single C’TAN in your army. 
C’TAN special rules
Monstrous Creature: for purposes of Choosing a Target
Terror: C’TAN are horrifying to behold and cause Terror
Immune to Natural Law: Can ignore all terrain and simply pass through it for no penalty! But they
cannot end their move ‘inside’ terrain.
Necrodermis: Has a 4+ invulnerable save. This save does not apply if struck by a weapon of psychic
origin. If a C’TAN is killed, all models within D6” takes a strength 6 hit with no saves possible. If a
C’TAN is attacked by a C’TAN phase knife or sword then it instantly absorbs the weapon, disarming
the attacker and adding 1 wound to the C’TAN, which can go above its starting total.
Phase Attack: The C’TAN can shift their form at will, in and out of reality. Attacks made by a C’TAN
in close combat cannot be saved by armour or energy fields (with the exception of Psychic Shield,
Waaagh!, and Daemonic Aura). A C’TAN also penetrates vehicle and building armour automatically
in Close Combat.
Drain Life: Any wounds inflicted by a C’TAN in close combat are added to its wounds total. Note that
this may not take a C’TAN above its starting wounds value.
Above All Others: A C’TAN may never join another unit or be transported by any means.
Fearless: C’TAN are immune to psychology
Other Immunities: As the C’TAN are of a warp bound nature they have the same vulnerabilities and
immunities as Daemons.
Ancient Envy: The C’TAN hate psykers or those with psychic powers and all daemons.
THE NIGHTBRINGER
The Nightbringer is the visage of Death, the reaper, and the sum of all fears. You
may include the Nightbringer in your army as a Commander choice.
Nightbringer
330 points
M
WS
BS
S
T
W
I
A
LD
Save
Nightbringer
6
6
4
10
8
5
4
5
10
4+
Weapons: The Nightbringer carries a scythe, but this is purely for show and has no affect in combat.
Armour: 4+ Unmodified Save
Special: The Nightbringer follows all the rules for being a C’TAN.
Lightning Arc: In the shooting phase the Nightbringer can fire an Arc of Lightning, this has a
range of 24” fired using the Nightbringer’s Ballistic Skill, and will cause a Str.6 hit with –3
save to the first model it hits. If it is slain then do this again for the nearest model within 2”
even if it is a friendly model. If shooting into a combat, both targets are struck. If there are no
models then the attack dissipates. Up to 2D6 models can be killed in this way.  
Gaze of Death: In Close Combat the Nightbringer can forgo using any attacks to unleash a
Gaze of Death. Each model in base contact must take a LD at 2 or are killed instantly. This
does not affect models that are Immune to Psychology
Etheric Tempest: In an opponents Close Combat phase, the Nightbringer may forgo using
any attacks and instead use the Etheric Tempest, each enemy model within 2” must pass a
Strength test or be blown back D6” causing a Strength 3 hit to anything it collides with and
itself.
14
THE DECEIVER
A manipulator of ancient times, its mere presence spells its enemies doom. You
may include the Deceiver in your army as a Commander choice.
Deceiver
330 points
M
WS
BS
S
T
W
I
A
LD
Save
Deciever
6
5
3
9
8
5
5
4
10
4+
Weapons: The Deceiver carries no weapons.
Armour: 4+ Unmodified Save
Special: The Deceiver follows all the rules for being a C’TAN.
Deceive: In the shooting phase, the Deceiver can visit the enemy with visions of their
destruction, realistic enough to shake the will of even the bravest. Choose a target in the
normal way within 24”; they must take an immediate break test as if they had taken 25%
casualties.
Grand Illusion: Battling an army commanded by the Deceiver is not always as it seems. A
Necron army commanded by a Deceiver may ask their opponent to reveal their strategy cards
at the beginning of the battle, after deployment and force them to redraw them. The Deceiver
may also force their opponents to redraw their mission card, again made after deployment.
Dread: Any Necrons which charged into combat within 12” of the Deceiver count as causing
fear, so an enemy failing this test can only strike back on a roll of a 6.
Misdirect: During the enemy close combat phase the Deceiver may make a follow up move
before any blows are struck if it is engaged in combat. This can take the Deceiver into safety
or into combat with a different opponent. If the enemy can pass an Initiative test at –3 then
they may follow up into the Deceiver so that the combat still takes place.
THE TARN – The Traitor
      330 points
This C’TAN loathed the Eldar to the point that it imitated the form of the Avatar and went to battle
against an Eldar world. So distraught that their warrior god was attacking them that the Eldar were
brutally crushed under Tarn’s assault. He usually appears as the saviour of a race but is in reality, their
far from it.
M
WS
BS
S
T
W
I
A
LD
Save
Tarn
7
7
3
7
8
5
6
5
10
4+
Weapons: Tarn carries a Necron Warscythe that adds to Tarns strength. This is already
incorporated in the profile.
Armour: 4+ Unmodified Save
Special: The Tarn follows all the rules for being a C’TAN.
Winged Mockery: The Tarn has crude wings, which are not very practical within a
Necrodermis. They are not completely without advantage however and allow the Tarn to
move across small obstacles without penalty.
Unwilling Traitor: In the shooting phase, provided the Tarn did not run and is not in combat
the Tarn may elect a single enemy model within 16”. That model must pass a LD test with
half LD. If failed then the enemy discards one random strategy cards, if this is directed against
a Psyker then it loses one psychic power.
Grand Insurrection: In the shooting phase, provided the Tarn did not run and is not in
combat then it may select a single enemy model within 12”. Both the Necron player and the
enemy roll two dice and add the LD score, if the Tarn wins then that model comes under the
control of the Necron player in all sense of purposes. At the start of each of the opposing
players turns, the model will regain its sense by passing an LD test on half its LD value. This
cannot be used against enemy characters, crewmen or models carrying special or heavy
weapons.
Eldritch Enmity: The Tarn hates all Eldar models, it will stop at nothing to demolish their race.
15
NECRON GALLERY
A Necron
Warrior advances across the
desert
^
< Two ancient enemies across
an ancient Necrontyr World
< An Imperial Guard position 
crumbles against the
ferocity of a Stalker
led assault
A Reaver finds its
prey, ready to unleash
a deadly fusillade >
< A helpless Leman
Russ covered by
Scarabs, is
surrounded by the
brutal Flayed Ones
Necron Warriors
assault an
Ultramarine position>
< A Necron Lord accompanied
by the deadly Pariahs
16
  
Necrontyr: The Armies
of the Overlord
During the time of the great betrayal, when the
Necrontyr where entombed in the bodies they now host today,
not all became mindless automatons. The strongest willed of the
Necrontyr, maintained their minds and when they re-awoke they
swore to destroy the C’TAN. These fallen leaders are known as
the Overlords, commanding legions of Necron troops in their
crusade of vengeance, lashing out against all races in frustration
and hate. While lacking some of the newer technologies that the
C’TAN Necrons wield, the Necrontyr of the Overlord armies
seek to restore a forgotten way of life, reviving ancient gods
through worship and sacrifice. While the C’TAN seek to enslave
all others, they overlooked this great threat to themselves,
ancient gods are reborn and the armies of the Overlord march!
This army list provides a colourful and interesting alternative to a standard Necron force. The
list is valid under the OGC edition of 40k, 2003.
Army special rules – The Necrontyr of the Overlord are small in comparison to their
C’TAN automated brethren and as such they are still raiders that deploy last and always get the
first turn. They cannot have strategy cards and can only have the Witch Hunt, Assassins, Take
and Hold, Engage and Destroy and Dawn Raid missions.
1 Overlord
104 points
An Overlord must lead your army. An ancient leader of the Necrontyr, while being
doomed to his metallic body, he is still sound of mind and wields an affectionate hatred for his
C’TAN led kin. The Overlord is the hub for the worship of one of the ancient gods of the
Necrontyr and that gods blessings are reflected in army selection. The Overlord is a
commander choice.
M
WS
BS
S
T
W
I
A
LD
Overlord
4
6
6
4
5
5
4
4
10
Weapons Chosen from the Overlord section of the armoury
Armour The normal titanium alloy, the armour is not as clumsy as first appears which
is reflected in the Overlords increased stats, other Necrons suffer low I as they are
mindless automatons. (2+ save)
God The Overlord must worship one of the three ancient major Necrontyr Gods. This
must be decided upon when selecting the army. If the Overlord worships Rath, then you
gain access to more destroyer technologies. If the Overlord worships Isin you may
upgrade your units using the Isin worship table. If the Overlord worships Sel you will be
able to utilise improved weapons.
Special The usual disrupt and repair rules apply
As with all Necrons the Overlord is Immune to Psychology, the only exception
is that the Overlord hates all Necrons in a C’TAN army
Priest 
98 points 
  The priests are lesser Necrontyr who have also maintained their conscience. They are
the key figures of frontline leadership. A priest is a hero choice.
M
WS
BS
S
T
W
I
A
LD
Priest
4
5
5
4
5
3
3
3
10
Weapons Staff of Light
Armour The normal titanium alloy (2+ save)
Special The usual disrupt and repair rules apply
As with all Necrons the Priest is Immune to Psychology
In the repair phase, downed Necrons within 3” of a priest repair on a 5+
17
Avenger
70 points per model
These mighty champions of the Overlords were found in the front of the fighting in
ages past. The same truth remains.    Avengers can lead Warriors or Immortals, or be
used as a single character on foot. Only the Overlord may ever join the Sun Guard. An
Avenger is a hero choice.
M
WS
BS
S
T
W
I
A
LD
Avenger
5
5
2
5
5
3
5
3
10
Weapons Ancient blades
Armour The normal titanium alloy (2+ save)
Special The usual disrupt and repair rules apply
As with all Necrons the Avenger is Immune to Psychology
0-1 Sun guard
64 points per model
The sun guard are ancient champions who maintained some of their conscience. If chosen they
must accompany the Overlord at all time. Only the Overlord may ever join the Sun Guard.
M
WS
BS
S
T
W
I
A
LD
Sun
Guard
4
5
5
4
5
1
3
2
10
Squad – 3 10 Sun Guard
Weapons Gauss Flayer Guns
Armour The normal titanium alloy (2+ save)
Greatest of Fifty The Sun Guard cause fear, always hit in combat on a 3+ and may re-
roll the to wound dice when hitting characters both with ranged weapons and in close
combat
Special The usual disrupt and repair rules apply
As with all Necrons the Sun Guard are Immune to Psychology
If the Overlord is killed and disappears then the Sun Guard will hate the unit
that slew him
Other squads (as from normal list with normal restrictions)
Necron Warriors
Immortals
Scarabs
Scarab Swarms
Support
Destroyers
0-1 Son of Osiro
110 points
A huge and mighty bipedal war machine, a representation of a long fallen
Necrontyr hero who slew was said to have    slain a C’TAN
M
WS
BS
S
W
I
A
LD
Son of
Osiro
6
7
0
8
8
2
4
10
Special – The Son of Osiro has an armour vale of 14. If this is penetrated, regardless of
the weapon, it loses one wound. Once all of its wounds have been used up, the Son of
Osiro is destroyed and removed from the table.
18
 
Phoenix
85 points
A mighty flying engine of destruction, its body is made of a liquefied ceramite
substance, and as such this mighty reincarnation of ancient Necrontyr belief appears as a mighty
flaming bird.
M
WS
BS
S
W
I
A
LD
Phoenix
5
5
3
5
4
3
3
10
Special – The Pheonix has an armour value of 12. If this is penetrated roll the weapons
damage for wounds as normal. If the wounds total of the Phoenix is reduced to 0 then it
is removed from play. The Phoenix is immune to all heat based weaponry such as
plasma guns, flamers and multi-melta’s. Web guns cannot ensnare it.
The Phoenix can fly, and this is represented by its ability to traverse any
scenery without penalty. It can also make a run move even if an enemy is within 8”. 
The phoenix can use a breath attack that counts as a heavy flamer but also
causes D3 wounds. In addition in close combat its attacks count as flaming and can
ignite the enemy.
 
Netsukos
50 points
These ancient war engines have been redefined for the Overlord armies,
legendary crocodilian war machines, said to spit the very stuff of the sun 
M
WS
BS
S
W
I
A
LD
Netsukos
4
1
4
4
5
1
1
10
Special – The Netsukos has an armour value of 14. If this is penetrated roll the weapons
damage for wounds as normal. If the wounds total of the Netsukos is reduced to 0 then it
is removed from play. 
The Netsukos is an ancient war engine, it may only ever move up to 4”. Its crocodile
model allows it to make clumsy attacks in close combat. Its main function is that it may
fire like a plasma gun only with a 2” template and an 18” range. It does not need to
recharge.
Overlord Armoury
Your Overlord may be equipped with any combination of the following:
Axe of Vengeance Strength 6, D6 wounds, -4 save, 4D6 +6
penetration Vs buildings (15 points)
Spear on the Horizon Strength 7, 8” range, -3 save, CC. (14 points)
Atef Crown Additional 1 to hit Overlord in CC (6 points)
Book of Thoth Overlord has one 4+ nullify roll every psychic phase
(40 points)
Blessings of the Gods
Rath – You may upgrade any of your destroyers with the following;
Heavy Plating - +2 to all armour values (15 points)
Engine of Geb - +1 slow, +3 combat, +5 fast speeds (10 points)
Wings of the Roc – The destroyer can make 4 turns on combat speed
and 2 on fast, it also pops up   and additional 4” (20 points)
Weapons of Foresight – The destroyers weapons gets an additional +1
to hit (10 points)
Tusks of Apedamak – Gives Destroyer a ram value of Strength 10 –6
save D10 damage (25 points)
Under Rath you may also take Reavers and Heavy Destroyers.
Isin – The following units can have the following upgrades;
Warriors – Feet of the Jackal - +1 M (5 pts per warrior)
Serpent spears – In CC, all Necron attacks wounds mortals on
a 2+ (6 pts per warrior)
Adze of Wapwawet – Necrons automatically destroy
vegetation if they hit (+2 pts per warrior)
Scalloped Axe - +1 Str. In CC (+4 pts per warrior)
Electrum flayer – Gauss flayer does D3 damage and +1
penetration (+4 pts per warrior)
19
Medjay – Warrior has a 6+ unmodified save (+5 pts per
warrior)
Bone shaft - +6” flayer range (+6 points per warrior)
Flayer of Red - +D6 penetration versus buildings (+3 points
per warrior)
All warriors in a unit must take the same upgrades
Immortals – Feet of the Jackal, (+6 pts)
Adze of Wapwawet (+2 pts)
Medjay (+8 pts)
Flayer of Red (+3 pts) upgrades blaster
All Immortals in a unit must take the same upgrades
Characters – Funeral Rites - +1 Wound (+10 points)
Spirit of Maat – Character repairs on 5+ (+10points)
Sel – Sel can improve weapons at the following costs; (Each upgrade must be 
bought for an entire squad)
Flayer - +1 strength – (5 pts per flayer)
+6 range (6 pts per falyer)
D3 damage (3 pts per flayer)
+D6 penetration (4 pts per flayer)
Blaster - +1 strength – (7 pts per blaster)
+6 range (8 pts per blaster)
D6 damage (4 pts per blaster)
+D6 penetration (6 pts per blaster)
Cannon - +1 strength – (8 pts per cannon)
+6 range (5 pts per cannon)
D10 damage (6 pts per cannon)
+D6 penetration (8 pts per cannon) 
Only standard Gauss cannons can be upgraded, not heavy ones
Under Sel you can also choose heavy destroyers
Editor’s notes by Mike Brandon
The C’TAN Necrons is one of the only interesting and contextual advances in the 40k
storyline since 1999. This list is not to rival recent Games Workshop work but more to
enhance. This list returns to the more ‘Egyptian’ theme that the Necrons began with, and aims
to be very different from the other Necron list. This is not to say it is better, only it is different.
I hope you enjoy the presence of the Overlord’s in the 41st millennium, and I’d like to say a
big thank you to all who helped play test the production of this list. OGC 40k continues to
strive to maintain the integrity of the 41st millennium whilst taking onboard the new ideas that
GW are producing. The Necrons and C’TAN, as mentioned earlier is a good example of this,
it is not silly and fits in with the 40k background. Happy gaming and all!