| Unit Name | Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |||||||||||
| Necron Tomb Lord | 250 | 4 | 4 | 5 | 7 | 4 | 4 | 3 | 10 | 3+ |
Special Character: A Necron army may include one Tomb Lord. If selected it counts as an HQ choice on the Force Organization Chart.
Equipment: Pariah Warscythe (15), Claws, Phylactery (15), Resurrection Orb (40), Phase Shifter (30)
SPECIAL RULES
Necron: The Tomb Lord follows the Necron special rules as described on p. 13 of the Necron Codex.
Improved Resurrection: The Tomb Lord is more advanced than other Necrons. When it makes a We'll Be Back roll, it succeeds on a d6 roll of 3+, not 4+, like most other Necrons.
Monstrous Creature: Due to the Tomb Spyder aspect of the Tomb Lord, it is a monstrous creature. Its attacks ignore armour saves and it rolls 2d6 for armour penetration against vehicles.
Arificer: Each Necron turn, a Tomb Lord that is not in close combat can expend energy to create a Scarab Swarm. The Swarm is placed in contact with the Tomb Lord at the beginning of the assault phase. Roll D6 for each swarm produced. On a 1, a Swarm is still created, but the Tomb Lord take a Wound as it is drained by the expenditure. Each Swarm produced will form a unit with the Tomb Lordthat created it and must retain coherency with it for the rest of the game. Also, if the Tomb Lord is pulled through a Monolith, any Swarms he has must go through with him.
Hover: Just as a Tomb Spyder does, so to does the Tomb Lord move and assault like a ground troop (move 6", assault 6"), but it doesn't have to make difficult terrain tests.
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