Necrons do not make good player characters. The typical Necron is a mindless automaton, its sense of self and personal initiative ground away to nothing by countless millennia of self-repair and resurrection. Of the entire Necron race, only the once-human Pariahs and the Necron Lords retain enough sentience and potential for growth to truly be considered "characters;" of these, the Pariahs have had their minds fundamentally altered from the human norm by their horrific transformation, and the Necron Lords couple resurrection-induced insanity with minds that were never human in the first place. This, combined with the significant physical differences between Necrons and humans, and the immense difficulties a Necron would have interacting with Imperial society (or practically any non-Necron society, for that matter), makes for an extremely difficult character to incorporate into a typical group of Acolytes or Explorers. A GM should carefully consider the sort of game he wishes to run and the potential ramifications of such a choice before allowing a player to play a Necron character.
Rules for Necron Scarabs, Flayed Ones, Immortals, Warriors, and Tomb Stalkers can be found in the Black Crusade core rulebook, Chapter XI.
Skills: Awareness (Per), Climb (S), Intimidate +10 (S), Logic +20 (Int), Tech-Use +20 (Int).
Talents: Ambidextrous, Basic Weapons Training (Gauss), Iron Jaw, Melee Weapons Training (Necron).
Traits: Dark Sight, Fear 3, From Beyond, Machine 7, Phase Out*, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2), Unnatural Senses (15m), Untouchable*.
- Phase Out: Necrons do not take Critical Damage, and can never be reduced below zero Wounds by damage. Unlike most Necrons, Pariahs do not possess the Regeneration Trait, and will immediately teleport back to their tomb for self-repair if they are reduced to zero Wounds. Typically, a Necron that phases out will take its weapon and any other incidental equipment with it, but at the GM's discretion, characters may be able to keep the Necron's weapons or parts of its body if these are separated from the main body before it phases out.
- Untouchable: See The Inquisitor's Handbook or The Radical's Handbook for more details.
Weapons: Warscythe (Melee; 1d10+16 R; Pen Special; Power Field, Phase Weapon), with built-in Gauss Blaster (100m; S/4/-; 2d10 E; Pen 5; Clip unlimited; Rld N/A; Gauss).
Armor: Head 7, Arms 7, Body 7, Legs 7.
Threat Rating: Xenos Extremis.