Scarab Conflict Necron Army List
Forces
The Scarab Conflict Necron Army List uses the datasheets from the Necron Forces section.
Using The Army List
Scarab Conflict Necron formations come in three types, the first two are phalanxes and support formations. Each phalanx you include in the army allows you to field any three support formations. Although you can only take a support formation if you first take a phalanx, they are treated as separate independent formations during a battle and do not have to move around together. The third type of formation are Harvestor formations. A maximum of up to a third of the points available to the army may be spent on these formations.
Finally, Necron Individuals includes special characters, formations and objective options. Each individual may only be taken once by the army. The rules for using each individual are listed in the Notes
column.
The army list includes the following information:
- Formation
- The name of the formation.
- Units
- The core units that make up the formation.
- Extras
- A Necron formation may include any of the extra units listed in the
Extras
column. You may include any number of extra units in a formation unless it is specifically noted otherwise. All of the core and extra units in a formation count as being part of one formation. The different units may not move off on their own. - Cost
- The points value of the formation.
Special Rules
The Implacable Advance rule applies to all Necron formations (see Implacable Advance) and the Phase Out rule applies to certain formations (see Phase Out). Additionally, certain units and weapons have special abilities described in Necron Technology (see Necron Technology).
Scarab Conflict Necron Army Epic Tournament Special Rules
- Necron Reserves
- Any Necron formation may be held back
in reserve
(with the exception of the Aeonic Orb and Abattoir) if you are playing the Epic Tournament scenario. Note that formations that do not have teleport will only be able to enter play through portals. Any Necron formation in the reserves for any reason (either because it has not yet entered play or it is broken) is considered destroyed for the purpose of tiebreak, or theBreak Their Spirit
goal. - Garrisons
- The Necron typically act in an offensive manner and as such, their formations may not garrison in the Epic Tournament scenario unless fielding a Tomb Complex. To represent that a tomb may contain active Necron, the player may choose to garrison up to two Infantry Phalanx formations at the Tomb Complex.
Scarab Conflict Necron Army List
Scarab Conflict Necron armies have a strategy rating of 2. All other formations have an initiative rating of 1+, but receive modifiers depending on the action chosen when taking an action test (see Implacable Advance).
(Up to one of each type of individual may be taken per army.) | ||
Type | Notes | Cost |
---|---|---|
0–1 Tomb Complex | The first objective the Necron player places on their own table edge functions both as a Portal and as an objective for the rules purposes. It may not be destroyed. Formations using the Portal should measure from the edge of the board as the formation’s starting point. | +75 points |
0–1 Necron Overlord | If a C’tan is not fielded then a Necron Overlord may be added to one Warbarque or unit with a Necron Lord in the army. | +50 points |
Formation | Units | Extras | Cost |
---|---|---|---|
Infantry Phalanx | Six Necron Warriors and one Necron Lord character |
|
225 points |
(Each phalanx you include in the army allows you to field any three support formations.) | |||
Formation | Units | Extras | Cost |
---|---|---|---|
Armoued Phalanx | Six Obelisks | None | 300 points |
Eques Maniple | Any six of the following units: Destroyers, Heavy Destroyers, Wraiths |
|
300 points |
Monolith Maniple | One Monolith and two Obelisks |
|
200 points |
Monolith Phalanx | Three Monoliths | Add up to three Obelisks for +50 points each | 275 points |
Venator Maniple | Six Flayed Ones |
|
200 points |
(Up to a third of the points available may be spent on these formations.) | |||
Formation | Units | Cost | |
---|---|---|---|
0–1 C’tan | One of the following units: The Deceiver, The Nightbringer | 300 points | |
Harvester Engine | One of the following units: Abattoir, Æonic Orb | 600 points | |
0–1 Spacecraft | One Scythe Class Harvester | 350 points | |
Pylon | One Pylon | 200 points | |
Warbarque | One Warbarque | 300 points |
Necron Forces
- EA(+1)
- EA(+1)
- MW
- Invulnerable Save
- Leader
- Supreme Commander
- Mounted
- Necron
- Skimmer
- Infiltrator
- Necron
- Scout
- Teleport
- Mounted
- Necron
- Skimmer
- Necron
- Necron
- EA(+1)
- MW
- Inspiring
- EA(+1)
- First Strike
- Invulnerable Save
- Jump Packs
- Necron
- EA(+2)
- Fearless
- Living Metal
- Portal
- Skimmer
- Teleport
- Thick Rear Armour
- Fearless
- Reinforced Armour
- Skimmer
- Teleport
- Thick Rear Armour
- IC
- EA(+1)
- IC
- EA(+1)
- IC
- MW
- Fearless
- Leader
- Skimmer
- Walker
- IC
- EA(+1)
- IC
- EA(+1)
- IC
- EA(+2)
- TK
- Damage Capacity 8
- Fearless
- Infiltrator
- Living Metal
- Portal
- Skimmer
- Thick Rear Armour
Critical Hit Effect: The unit and all units within 5cm of the unit suffer a titan killer hit on a roll of 4+.
- MW
- TK(D6)
- Damage Capacity 6
- Fearless
- Living Metal
- Skimmer
- Thick Rear Armour
Critical Hit Effect: Center the barrage template that is 12cm across on the unit and resolve the effect as if it were a 3BP macro-weapon barrage.
- TK(D3)
- TK
- EA(+2)
- Damage Capacity 2
- Fearless
- Living Metal
- Teleport
- Thick Rear Armour
Critical Hit Effect: The unit is destroyed. All units within 5cm suffer a hit on a roll of 4+.
- D
- EA(+2)
- TK
- Damage Capacity 3
- Fearless
- Inspiring
- Living Metal
- Skimmer
- Supreme Commander
- Teleport
- Walker
Critical Hit Effect: The unit is destroyed. All units within 5cm suffer a macro-weapon hit on a roll of 4+.
- MW
- EA(+2)
- MW
- EA(+2)
- TK(D3)
- Damage Capacity 3
- Fearless
- Inspiring
- Living Metal
- Skimmer
- Supreme Commander
- Teleport
- Walker
Critical Hit Effect: The unit is destroyed. All units within 5cm suffer a macro-weapon hit on a roll of 4+.
- EA(+2)
- Commander
- Damage Capacity 3
- Fearless
- Living Metal
- Portal
- Skimmer
- Teleport
- Thick Rear Armour
Critical Hit Effect: The unit looses Portal. Subsequent critical hits destroy the unit.
- MW
- TK(D3)
Necron Technology
- Necron
- Necron technology allows many of its units to repair themselves at an accelerated rate. This is reflected as the Necron ability in a unit’s datasheet.
- Units with Necron that have been destroyed can regenerate. Formations can return one previously destroyed Necron unit in the end phase of each turn either on or off the board. In addition, if a formation regroups on board it can use the dice rolls to either return units with the Necron ability to play or to remove blast markers or both (e.g., if you rolled a
2
you could return 2 units to play, remove 2 blast markers, or return 1 unit and remove 1 blast marker). Formations off board are restricted to using their regroup function to remove blast markers only. - Portal
- Necron Portals are the primary means by which the Necron forces are transported across the galaxy. Any formation that is in the reserves, either because it has not entered play or has left the board for any reason, may enter play via a portal as part of any activation that allows movement. Measure their movement using the portal as the starting point. Additionally, formations may leave the board by entering a portal, taking them into the reserves. Note that once in the reserves they can either re-enter play immediately via another portal, provided they have movement, or remain in the reserves.
- Necron Portals can only be used by armoured vehicles with walker, infantry, or light vehicles units. Each portal can be used only once per turn for either entering or exiting the battlefield, not for both. Thus a formation may enter one portal with part of their movement, and exit from a second, unused portal, continuing their movement from that portal.
- If, at the end of the movement, a unit is out of formation it is destroyed (see Formations). Example: if you moved a formation of four units through one portal and out another and two units were unable to make the full movement (i.e. get through the second portal), the Necron player would have to choose which units were to be destroyed, the two that moved through the portal or the two that didn’t.
- Living Metal
- Units made of living metal receive a second save. This save functions exactly like an invulnerable save except that it is a 4+ save rather than a 6+.
Implacable Advance
The Necron are an offensive army, always on the advance, stopping only to eliminate enemy positions before moving on to harvest others. While subject to disruption from losses and enemy fire, the mechanical nature of the Necron permits them to easily reorganize to maintain the offensive momentum. Necron formations receive a +1 bonus to Marshal actions. Due to their steady, deliberate, nature Necron formations cannot take a March action.
Phase Out
When a Necron formation becomes broken, it does not just fall back, but also vanishes from the battlefield without leaving any proof of its existence.
In the end phase of the turn, remove the formation from the board into the reserves, but keep it away from any destroyed units. The formation will roll to rally in the end phase, handling blast markers as per the core rules. It may re-enter by teleporting, or through a portal. If there are not enough portals to deal with all the off-table formations, then the formation must remain off the table until a portal is available for it to use. If the rally roll fails, the formation must remain in the reserves until it rallies. Note that with the exception of the C’tan, no Necron War Engines may phase out.