Monolith
| Points | Front Armour | Side Armour | Rear Armour | BS | |
|---|---|---|---|---|---|
| Monolith | 235 | 14 | 14 | 14 | 4 |
Type: Tank, Skimmer.
Crew: None.
Weapons: Gauss flux arc (see below).
Transport: Special.
Special Rules
Living Metal: The Monolith is made of living Necron metal which is not only self-repairing but is capable of adapting its structure to resist incoming attacks. Attacks which count the target's Armour Value as being less than it really is (such as bright lances and blasters) do not do so against the Monolith. Similarly, weapons that get additional Armour Penetration dice (such as chainfists, monstrous creatures or melta weapons) do not get the extra dice against the Monolith. Ordnance weapons still roll 2D6 for Armour Penetration and select the highest score.
Ponderous: The Monolith is a skimmer which can move up to 6" a turn and can if it wishes remain totally stationary. It will not drift if stunned or shaken and if immobilised will not crash like other skimmers, but will sink slowly to the ground and continue to fight from there.
Deep Strike: A Necron attack is often started by Monoliths teleporting to the surface to act as bridges for the invading forces. A Monolith may therefore be deployed by Deep Strike if the special rules for the mission being played include it. Because of the sheer mass of the Monolith, it is not destroyed if there are enemy within 1" when it arrives. Instead, move any models that are in the way the minimum distance necessary to make space for the Monolith.
Gauss Flux Arc Projectors: The Flux Arc projectors will fire D6 shots at every enemy unit with a model within 12" of the Monolith. Each 'weapon destroyed' result inflicted on the Monolith reduces the number of shots at each target by -1.
Power Matrix: The Necron Monolith is capable of focusing incredible, unearthly energies. The power matrix cannot be disabled by a 'weapon destroyed' result and may be used even if the Monolith moves, or is shaken or stunned.
The Monolith may use its matrix in one of the following ways each Necron turn:
- In the Shooting phase it may discharge the matrix's energy as a particle whip.
or
- In the Movement phase it may use its portal to allow entire Necron units (specifically Warriors, Immortals, Flayed Ones, Destroyers, Heavy Destroyers or Wraiths) and any Necron Lord that has joined such a unit to phase out (even if in close combat) and re-enter play by emerging from the Monolith portal as if they were disembarking from an access point on a stationary transport vehicle (even if the Monolith moved). The access point is the portal at the front of the model.
The Portal is used in the Necron Movement phase as follows:
If a unit of Necron Warriors is eligible to enter play from reserve (see the Necron Warriors entry) then they must emerge from the portal even if you would prefer to fire the particle whip. Only one unit of Warriors can enter play from each Monolith in a single turn. The Necron player can decide which.
If there are no eligible reserves, and a Necron unit (specifically Warriors, Immortals, Flayed Ones, Destroyers, Heavy Destroyers or Wraiths) and any Necron Lord that has joined such a unit is at least partially within 18" of the Monolith, they may phase out and re-emerge from the portal. Any models in the unit that, although eligible to self-repair, failed their 'We'll be back' roll at the start of the turn and were removed, may re-roll once as they emerge from the portal. If you intend to use the portal in this way during a turn then leave models that failed to self-repair on their sides until the end of the Movement phase.
Errata — Chapter Approved: Codex: Necrons Q&A (v2.0): The Gauss Flux Arc Projectors can only engage targets the Monolith would normally be able to fire at — they cannot fire into close combat, and a line of sight is required. If a unit emerging from the portal has already made its move for the turn (eg it moved 12" towards the Monolith earlier that phase), it may only be deployed within 2" of the portal, since the emergence counts as the unit's move for the turn; if it hasn't moved yet, it may emerge within 2" and then make a normal move afterwards. The Monolith requires 6s to hit in close combat, since it's a skimmer — but once immobilised, it sinks to the ground and becomes a stationary vehicle, so it will be hit automatically in close combat instead. The Monolith may move up to 6" and still fire its particle whip in the same turn, exactly as its profile allows — but the particle whip is an Ordnance weapon, so the Gauss Flux Arc Projectors may not also be fired in the same turn. No bonus Armour Penetration of any sort — extra dice or doubled scores alike — counts against the Monolith's Living Metal rule; this rules out bonuses from multiple monstrous-creature attacks, tank-hunter skills, and Ork stikkbombz/tankbusta bombz doubling alike. The one exception is the Vindicare Assassin's turbo-penetrator round, since its bonus isn't "extra dice" or "doubling" as such. If Necron Warrior squads held in Reserve need a Monolith's portal to enter play and all available Monoliths are destroyed first, those Warrior units count as destroyed, and so can trigger the army's Phase Out. When rolling for Reserves in a turn that could bring on both a Monolith and Warrior squads requiring its portal: roll for Reserves as normal; if the Monolith is available it enters play normally, and if any Warrior squads also became available, one of them must then be deployed via that Monolith's portal.