I'm slowly working out reasonable rules for a Necron Codex. If you have ideas that aren't way out there... give me a message at takhan_dekoy@hotmail.com.

Ideas so far:
Scarab launcher, similar to missile launcher.
Dreadnought.
More wargear for Necron Lord.
Making warriors become assault units so players will want to field warriors.
Ok, so tank building rules came out, woohoo!!! I'm trying to scratch build a spider-like dreadnought and that proves very challenging.

The Scarab launcher:
Against vehicles, work armor penetration as you would with a scarab, except the '5' replaces the '3'. So it would be 2D6 + 5 to work out penetration.
Description: This is one of the more devious weapons in the Necron armory, allowing scarabs to reach their target faster. The velocity the launcher uses to lanuch scarabs sends it slamming into the target, tearing the scarab apart and doing serious damage to the target.

Necron Lord (Revised):

Weapon Range Strength AP Notes
Scarab Launcher 48" 5 2 Heavy Blast 1
Points WS BS S T W I A Ld Sv
Lord 85 5 5 5 5 3 4 3 10 3+

A Necron lord may have up to 50 points of wargear.
50 points - teleporter - Veil of Darkness
15 points - power weapon - Scourge of Light
15 points - combat modifier - Gaze of Flame

These are some desired things so far. Please, send me your opinion. Anything not addressed stays the same.

Disclaimer: In no way does this page intend to violate copyright laws or be a threat to the status of Games Workshop. Necron@ is an appropriate trademark and the property of Games Workshop. Used without permission. This page shall be removed if need be.

Here's the codex as of White Dwarf

WD230, Wargear and Scarab rules changes from WD239:

The Necrons are a biologically dead race that was wiped out in a galaxy wide catastrophe approximately 60 million years ago. Faced with extinction the Necrons constructed metal bodies as repositories for their hyper-advanced minds. To weather the impending galactic bio-meltdown the Necrons constructed huge stasis chambers to shelter inside.  They have been there ever since, resting until such time that the galaxy was safe for them to emerge.

Special Rules

Necron Weapons

Necrons have four different kinds of Gauss weapon; the Gauss Gun carried by Necron Warriors, larger Gauss Blasters carried by Necron Immortals and the Heavy Gauss Cannon, mounted on Necron Destroyers. The fourth type of Gauss weapon is the Gauss Grenade.
  Unlike most other weapons, Gauss weapons have the ability to 'flay' chunks of metal from even the most heavily armoured vehicles and this gives them a certain amount of penetrating power beyond what might be expected. To represent this a hit on a vehicle will always score a Glancing Hit on the score of a 6, even if the target's armour value is greater than could normally be penetrated. Necron Lords carry a Staff of Light - a mysterious short ranged weapon. Gauss Grenades are used in assaults against vehicles. Any hit inflicted on the target by a unit equipped with Gauss Grenades will score a Glancing Hit on a D6 roll of a 6 regardless of the vehicle's armour value.  However, as with Krak Grenades and Melta Bombs, only 1 attack can be made per model. No bonus attacks are added from anything.

Morale

Necrons do have to take Morale Checks normally, but a broken Necron Squad that is assaulted will automatically regroup - the Necrons consider their withdrawl in the light of the immediate danger. This also applies if the enemy advances after the Necron Unit after breaking them in an assault - the broken Necrons regroup at the end of their Fall Back move, just like Space Marines. Note that Necrons can still be killed by Crossfire. They will not be actually destroyed, but will use their internal teleporters to remove themselves from the battlefield before they sustain serious damage.

25% Phase Out

Although Necrons are not affected by panic or disaffection, being for the most part mechanical, they can still recognise a hopeless situation. Once the number of functioning Necron models is down to 25% or less of the original size of the force, the remainder will automatically phase out using their internal teleporters. This is the only way to drive away a Necron force - destroy at least 75% of them!

We'll Be Back

If a Necron Warrior, Immortal or Character model should be killed, do not remove it from the tabletop, but lay the model down instead. The model is out of action but, being a Necron, may get a chance to come back. At the start of the Necron player's turn, roll a die for each out of action Warrior or Immortal that is within 6" of at least one other 'living' Necron model of the same type. If there are any out of action Warriors or Immortals that are not within 6", they will automatically phase out - remove them from the battlefield. The Necron player can also roll a die on behalf of a Lord that is out of action, regardless of whether there are other Necrons near him or not. Necron models hit by a weapon that autokills (weapons with a Strength that is twice the Necron's Toughness) are totally annihilated and are removed straight away - there is no chance of self-repair.

Score    Result

1-3        Necron is beyond repair.  Remove the model as a casualty.

4-6        Necron rises to its feet to carry on fighting. It will move immediatly to join the closest unit of the same type, if it is a Warrior or Immortal. Once the Necron has joined the unit (is within 2" of another unit member), the Necron moves and fights with it - any movement it may have already made is disregarded.

Necron Lord Wargear

A Necron Lord may only choose one piece of Wargear.

Gaze of Flame

15 points

Any models that charge a Necron Lord get no bonus to their attacks for charging. If a Necron lord with the Gaze of Flame is involved in an assault then all enemy models present suffer an additional -2 penalty to their Leadership in addition to other modifiers.

Scourge of Light

15 points

Attached to the Lord's Staff, the Scourge of Light acts as a Power Weapon

Veil of Darkness

50 points

Each turn, instead of moving, the Lord and up to one unit of Necrons within 6" of him may instantly be removed from the table and placed anywhere else, following the Deep Strike rules. This may even be used if the Lord is in contact with enemy models.

Necron Weapons Summary

Weapon Range Strength AP Notes
Gauss Gun 24" 4 5 Rapid Fire
Gauss Blaster 24" 5 4 Assault 2
Gauss Cannon 36" 6 4 Heavy 3
Staff of Light 12" 5 3 Assault 3

HQ

Necron Lord

It is unknown whether these powerful Necron Lords are the leaders of the Necron attacks or whether they exist for a more sinister purpose.

    Points WS BS S T W I A Ld Sv
Lord     85 4 4 5 5 3 4 3 10 3+

Weapons: Staff of Light

Special Rules: Independant Character

Elites

Necron Immortal

Necron Immortals are heavily armoured, extremely tough Necrons, who carry the terrifying Gauss Blaster weapon.

    Points WS BS S T W I A Ld Sv
Immortal 28 4 4 4 5 1 2 1 10 3+

Squad:  5-10 Necron Immortals

Weapons:  Gauss Blasters

Options: The entire squad can have Gauss Grenades at a cost of +2 points per model.

Troops

Necron Warriors

Necron Warriors are super tough robotic killing machines of unknown origin, armed with the deadly and equally mysterious Gauss Gun

    Points WS BS S T W I A Ld Sv
Warrior 18 4 4 4 4 1 2 1 10 3+

Squad: 5-10 Necron Warriors

Weapons: Gauss Guns

Options: The entire squad can have Gauss Grenades at a cost of +2 points per model.

 

Fast Attack

Necron Destroyer

Necron raiding forces are accompanied by swarms of aerial attack vehicles, or Destroyers.

    Points WS BS S T W I A Ld Sv
Destroyer  50 4 4 4 4(5) 1 2 1 10 3+

Squad: 3-5 Necron Destroyers

Weapons: Gauss Cannon

Options: Up to one Destroyer per squad may upgrade its Gauss Cannon to a Heavy Gauss Cannon at +10 points.  Range 36", S9, AP3, Heavy 1. All the normal Gauss rules apply.

Special Rules: Destroyers are the equivalent of Jet Bikes and follow all the normal rules. If a Destroyer goes out of action, it cannot return. However, its rider may make the roll, so long as he is within 6" of a Necron Warrior unit. Otherwise, follow the I'll Be Back Rules as normal.

Scarab

Necron Raids include large numbers of small bettle-like robots, dubbed Scarabs by the Imperial Guard.  These Scarabs latch themselves onto enemy machines before self destructing in spectacular explosions.

    Points WS BS S T W I A Ld Sv
Scarab  6 4 0 3 3 1 2 1 10 4+

Squad: 5-10 Scarabs

Special Rules: Scarabs move and fight in the same way as Jet Bikes, though they do not get a +1 Toughness bonus.  Instead of attacking in close combat, a Scarab can self destruct instead, with an effective Initiative of 10. This causes one automatic hit on each target in base contact at Strength 3 an AP2. Against vehicles this causes 3+2D6 Penetration. The Scarab is destroyed by this and cannot save or roll to repair.