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Codex - Necrons Angry Robot Edition
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==DATASHEETS== ===HQ=== ====CRYPTEK==== You may include up to Five Crypteks, Illuminor Szeras or Orikan the Diviner (in any combination) as a single HQ choice. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Arch Cryptek | 4 | 4 | 4 | 4 | 2 | 2 | 2 | 10 | 3+ |- | Harbinger of Despair | 4 | 4 | 4 | 4 | 1 | 2 | 1 | 10 | 3+ |- | Harbinger of Destruction | 4 | 4 | 4 | 4 | 1 | 2 | 1 | 10 | 3+ |- | Harbinger of Emptiness | 4 | 4 | 4 | 4 | 1 | 2 | 1 | 10 | 3+ |- | Harbinger of Eternity | 4 | 4 | 4 | 4 | 1 | 2 | 1 | 10 | 3+ |- | Harbinger of Storm | 4 | 4 | 4 | 4 | 1 | 2 | 1 | 10 | 3+ |- | Harbinger of Transmogrification | 4 | 4 | 4 | 4 | 1 | 2 | 1 | 10 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry (Character)''' '''UNIT COMPOSITION:''' '''1 Harbinger of Emptiness'''...''25 pts'' '''WARGEAR:''' *'''Abyssal staff''' (Harbinger of Despair only) *'''Aeonstave''' (Harbinger of Eternity only) *'''Flamespear''' (Harbinger of Destruction only) *'''Nullstave''' (Harbinger of Emptiness only) *'''Staff of light''' (Arch Cryptek) *'''Tremorstave''' (Harbinger of Transmogrification only) *'''Voltaic staff''' (Harbinger of Storms only) '''SPECIAL RULES:''' *'''Independent Character''' *'''Relentless''' *'''Feel No Pain''' *'''Fearless''' '''OPTIONS:''' *May be upgraded to one of the following: :: - Arch Cryptek...''15 pts'' :: - Harbinger of Despair...''15 pts'' :: - Harbinger of Destruction...''10 pts'' :: - Harbinger of Eternity...''free'' :: - Harbinger of Storms...''15 pts'' :: - Harbinger of Transmogrification...''10 pts'' *Arch Crypteks may take any of the following: :: - Nanoscarab repair swarm...''35 pts'' :: - Orb of Immortality...''10 pts'' *Harbingers of Despair may take any of the following: :: - Nightmare shroud...''35 pts/model'' :: - Veil of Darkness...''20 pts/model'' *Harbingers of Destruction may take any of the following: :: - Gaze of flame...''5 pts/model'' :: - Solar pulse...''25 pts/model'' *Harbingers of Emptiness may take any of the following: :: - Cube of Darkness...''30 pts/model'' :: - Pariah Phalanx...''10 pts/model'' *Harbingers of Eternity may take any of the following: :: - Chronometron...''35 pts/model'' :: - Timesplinter cloak...''15 pts/model'' *Harbingers of Storms may take any of the following: :: - Ether crystal...''10 pts/model'' :: - Lightning field...''25 pts/model'' *Harbingers of Transmogrification may take any of the following: :: - Harp of dissonance...''50 pts/model'' :: - Seismic crucible...''25 pts/model'' ====ILLUMINOR SZERAS==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Illuminor Szeras | 4 | 4 | 4 | 4 | 2 | 2 | 4 | 10 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry (Character)''' '''UNIT COMPOSITION:''' '''1 (Unique)'''...''110 pts'' '''WARGEAR:''' *'''Eldritch Lance''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 24 | 8 | 2 | Assault 1, Lance |- |}<br style="clear: both; height: 0px;" /> *'''Gaze of flame''' '''SPECIAL RULES''' *'''Independent Character''' *'''Feel No Pain''' *'''It Will Not Die''' *'''Fearless''' *'''Mechanical Augmentation''' At the start of the game, before forces have been deployed, nominate one unit of Necron Warriors or Necron Immortals. Roll a D6 the chosen unit receives the following upgrade: : - 1-2 '''Hardened Carapace:''' The unit is Toughness +1 for the duration of the game. : - 3-4 '''Improved Optics:''' The unit is Ballistic Skill +1 for the duration of the game. : - 5-6 '''Enhanced Servomotors:''' The unit is Strength +2 for the duration of the game.''' ====ORIKAN THE DIVINER==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Orikan | 4 | 4 | 4 | 4 | 2 | 2 | 2 | 10 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry (Character)''' '''UNIT COMPOSITION:''' '''1 (Unique)'''...''160 pts'' '''WARGEAR:''' *'''Staff of Tomorrow''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | User | 2 | Melee, Concussive, Master-crafted, Timewarp |- |}<br style="clear: both; height: 0px;" /> ::''' Timewarp:''' Increase the Initiative, of all models in a unit including a model armed with a weapon with this special rule, to 10 whenever they assault a unit or get assaulted by a unit while they are not already engaged in close combat. *'''Transdimensional beamer''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 6" | D | 2 | Assault 1, Exile Ray (1), Destroyer |- |}<br style="clear: both; height: 0px;" /> ::'''Exile Ray:''' When rolling on the destroyer table with a weapon with this rule subtract the number in brackets from your roll. '''SPECIAL RULES''' *'''Independent Character''' *'''Feel No Pain''' *'''It Will Not Die''' *'''Fearless''' *'''Move Through Cover''' *'''Lord of Time:''' If your army includes Orikan then you may choose which reserve rolls to fail and which to pass. In addition, a model with this special rule has a 3+ invulnerable save. *'''The Stars Are Right:''' Roll a D6 at the start of each friendly turn until you roll below the current turn number, if you do Orikan gains +1 Weapon Skill, +1 Ballistic Skill, +2 Strength, +2 Toughness +2 Wounds, +2 Initiative, +2 Attacks, and + 1 Sv. A Chronometron's re-roll can be used on this special rule to re-roll the roll. *'''Temporal Snares:''' All enemy units count all terrain, including open ground, as difficult terrain on turn 1. ====DESTROYER LORD==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Necron Destroyer Lord | 5 | 5 | 5 | 6 | 3 | 3 | 3 | 10 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Jump Jet Infantry (Character)''' '''UNIT COMPOSITION:''' '''1 Destroyer Lord'''...''140 pts'' '''WARGEAR:''' *'''Staff of light''' '''SPECIAL RULES''' *'''Independent Character''' *'''Hammer of Wrath''' *'''Preferred Enemy (Everything!)''' *'''It Will Not Die''' *'''Feel No Pain''' *'''Fearless''' *'''Destruction Protocols:''' All Necron Destroyers in a unit with a Necron Destroyer Lord gain +1 WS and +1 BS. In addition while in a squad of Necron Destroyers a model with this special rule and all Necron Destroyers in the unit add 1 to their To Hit rolls in close combat. '''OPTIONS:''' *May exchange Staff of Light for any of the following: :: - Warscythe...''20 pts'' :: - Particle Caster and Voidblade...''5 pts'' :: - Gauntlet of Fire with inbuilt flamer...''free'' *May take any of the following: :: - Phylactery...''10 pts'' :: - Mindshackle Scarabs...''40 pts'' :: - Tachyon Arrow...''25 pts'' :: - Resurrection Orb...''25 pts'' ====LORD==== You may include up to three Lords or up to two Lords and Vargard Obyron as a single HQ choice. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Necron Lord | 4 | 4 | 5 | 5 | 2 | 3 | 2 | 10 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry (Character)''' '''UNIT COMPOSITION:''' '''1 Lord'''...''50 pts'' '''WARGEAR:''' *'''Staff of light''' '''SPECIAL RULES''' *'''Independent Character''' *'''Feel No Pain''' *'''It Will Not Die''' *'''Fearless''' '''OPTIONS:''' *Each of the following upgrades may be taken once per army: :: - Vargard...''30 pts'' A Lord with this rule increases its WS to 6. In addition, attacks made against this Lord in challenges always hit on a 5+, regardless of the attacker's WS. *May exchange Staff of Light for any of the following: :: - Warscythe...''10 pts'' :: - Particle caster and voidblade...''free'' :: - Hyperhpase sword and dispersion shield...''free'' :: - Gauntlet of Fire with inbuilt flamer...''free'' *May take any of the following: :: - Phylactery...''10 pts'' :: - Mindshackle Scarabs...''40 pts'' :: - Tesseract Labyrinth...''25 pts'' :: - Tachyon Arrow...''25 pts'' :: - Resurrection Orb...''25 pts'' ====VARGARD OBYRON==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Vargard Obyron | 6 | 4 | 5 | 5 | 2 | 3 | 2 | 10 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry (Character)''' '''UNIT COMPOSITION:''' '''1 (Unique)'''...''130 pts'' '''WARGEAR:''' *'''Warscythe''' *'''Ghostwalk Mantle''' Vargard Obyron and his unit have the Deep Strike special rule. Once per game during your opponents end phase Vargard Obyron and his unit may, even if engaged in close combat, be removed from the table and moved into ongoing reserves. Vargard Obyron and his unit do not scatter if they attempt to Deep Strike within 6" of Zahndrekh. '''SPECIAL RULES''' *'''Independent Character''' *'''Feel No Pain''' *'''It Will Not Die''' *'''Fearless''' *'''Zahndrekh's Vargard:''' While fighting in a challenge or on his own Vargard Obyron is hit on 5+ in close combat. Whenever a unit containing Zahndrekh is assaulted Obyron must leave his unit and immediately pile up to 1337" into this combat, ignoring intervening terrain, models, or reserves. *'''Cleaving Counterblow:''' After an opponent has attacked Vargard Obyron in a challenge, Vargard Obyron may immediately attack a number of times equal to the number of times his opponent missed, these attacks are carried out the same Initiative step as the opponents attacks and will occur even if Vargard Obyron was killed by the attacks. If Obyron is alone then he counts as being in a challenge with anyone he is fighting for the purpose of this rule, even if they are not characters. ===TROOPS=== ====WARRIOR PHALANX==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Necron Warrior | 2 | 3 | 3 | 3 | 1 | 1 | 1 | 10 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry''' '''UNIT COMPOSITION:''' '''10 Necron Warriors'''...''90 pts'' '''WARGEAR:''' *'''Quark flayer''' '''SPECIAL RULES''' *'''Godless Killing Machine''' *'''We'll Be Back''' *'''Feel No Pain''' *'''Fearless''' '''OPTIONS:''' *May include up to ten additional Necron Warriors...''9 pts/model'' *The unit may take a Ghost Ark or a Night Scythe as a Dedicated Transport. If the unit numbers 20 models they may instead take a Monolith as a Dedicated Transport. ====IMMORTAL PHALANX==== '''Cannot be included in a detachment/formation as a part of the minimum number of troops choices''' {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Immortal | 3 | 4 | 4 | 4 | 1 | 2 | 1 | 10 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry''' '''UNIT COMPOSITION:''' '''5 Immortals'''...''85 pts'' '''WARGEAR:''' *'''Gauss blaster''' '''SPECIAL RULES''' *'''Godless Killing Machine''' *'''We'll Be Back''' *'''Feel No Pain''' *'''Fearless''' '''OPTIONS:''' *May include up to five additional Necron Immortals...''17 pts/model'' *The entire unit may exchange Gauss Blasters for Tesla Blasters...''free'' *The unit may take a Night Scythe as a Dedicated Transport ====FLAYED ONE PACK==== '''Cannot be included in a detachment/formation as a part of the minimum number of troops choices''' {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Flayed One | 3 | 2 | 3 | 3 | 1 | 1 | 2 | 10 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry''' '''UNIT COMPOSITION:''' '''10 Flayed Ones'''...''90 pts'' '''WARGEAR:''' *'''Two flayer claws''' '''SPECIAL RULES''' *'''Godless Killing Machine''' *'''We'll Be Back''' *'''Feel No Pain''' *'''Fear''' *'''Fearless''' *'''Infiltrate''' *'''Scout''' *'''Deep Strike''' *'''Scent of Blood:''' Flayed Ones do not scatter when attempting to Deep Strike within 6" of a unit which has suffered one or more wounds. '''OPTIONS:''' *May include up to ten additional Flayed Ones...''9 pts/model'' ===ELITES=== ====DEATHMARK PHALANX==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Deathmark | 3 | 4 | 3 | 3 | 1 | 2 | 1 | 10 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry''' '''UNIT COMPOSITION:''' '''5 Deathmarks'''...''85 pts'' '''WARGEAR:''' *'''Synaptic disintegrator''' '''SPECIAL RULES''' *'''Godless Killing Machine''' *'''We'll Be Back''' *'''Feel No Pain''' *'''Fearless''' *'''Deep Strike''' *'''Interceptor''' *'''Patience of the Undying:''' At the start of your turn a unit with this special rule may choose not to roll their Reserve Roll. *'''Ethereal Interception:''' If an enemy unit arrives from Reserves while this unit is in Deep Strike Reserve this unit may Deep Strike immediately after the enemy unit arrives (no Reserve Roll is needed for the Deathmarks to arrive in this way). *'''Hunters from Hyperspace:''' Units consisting entirely of models with this special rule do not scatter when arriving from Deep Strike Reserve. *'''Marked for Death:''' Look out, Sir rolls may not be made against wounds inflicted by models with this special rule. During the turn in which this unit arrives from Deep Strike Reserve, every hit inflicted by a model with this special rule is treated as a βPrecision Shotβ. '''OPTIONS:''' *May include up to five additional Necron Deathmarks...''17 pts/model'' ====LYCHGUARD PHALANX==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Lychguard | 4 | 4 | 5 | 3 | 1 | 2 | 2 | 10 | 2+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry''' '''UNIT COMPOSITION:''' '''5 Lychguard'''...''150 pts'' '''WARGEAR:''' *'''Dispersion shield''' *'''Hyperphase sword''' '''SPECIAL RULES''' *'''Godless Killing Machine''' *'''We'll Be Back''' *'''Feel No Pain''' *'''Fearless''' *'''Eternal Guardians:''' A unit with one or more models with this rule can re-roll failed Look Out Sir rolls for any models in the unit. '''OPTIONS:''' *May include up to five additional Lychguard...''30 pts/model'' *The entire unit may replace dispersion shields and hyperphase swords with warscythes...''free'' *The unit may take a Night Scythe as a Dedicated Transport ====TRIARCH PRAETORIAN PHALANX==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Triarch Preatorian | 4 | 4 | 5 | 5 | 1 | 3 | 2 | 10 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Jump Infantry''' '''UNIT COMPOSITION:''' '''5 Triarch Praetorians'''...''140 pts'' '''WARGEAR:''' *'''Voidblade''' *'''Particle caster''' '''SPECIAL RULES''' *'''Godless Killing Machine''' *'''We'll Be Back''' *'''Feel No Pain''' *'''Fearless''' *May include up to five additional Triarch Praetorians...''28 pts/model'' *All models may replace particle casters and voidblades with rods of the covenant...''free'' ====TRIARCH STALKER PHALANX==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! FA ! SA ! RA ! I | A ! HP |- | Triarch Stalker | 4 | 4 | 7 | 11(13) | 11(13) | 11 | 3 | 3 | 3 |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Vehicle (Walker, Open-topped)''' '''UNIT COMPOSITION:''' '''1 Triarch Stalker'''...''150 pts'' '''WARGEAR:''' *'''Two heavy flamers''' *'''Two multi-meltas''' *'''Layered quantum shielding''' Models with Layered Quantum Shielding have an armour value in brackets, until the model has suffered two penetrating hits it uses the value in brackets, once it has taken two penetrating hits it must instead use the lower value. If a unit of Space Marine Devastators with 2 Las-cannons and two Multi-meltas shoot at a Triarch Stalker which has yet to suffer two penetrating hits, the entire unit will roll for armour penetration against the higher value, even if you roll two penetrating hits with the Multi-meltas before rolling for the Las-cannons. '''SPECIAL RULES''' *'''It Will Not Die''' *'''Move Through Cover''' *'''Night Fighting''' *'''Infiltrate''' *'''Skitter:''' Triarch Stalkers may both shoot and run or run and shoot in the shooting phase. *'''Synchronized Targeting:''' All Necron Infantry, Jump Infantry, and Jump Jet Infantry units gain +1 BS and '''Night Fighting''' while shooting at a unit which has been shot by a model with this special rule during the current shooting phase. '''OPTIONS:''' *May add up to two additional Triarch Stalkers...''150 pts/model'' *May exchange all of it's weaponry for a: :: - Heavy particle cannon...''free'' :: - Twin-linked heavy gauss cannon...''free'' ====C'TAN SHARD==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | C'tan Shard | 5 | 4 | 6 | 6 | 4 | 3 | 4 | 10 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Monstrous Creature (Character)''' '''UNIT COMPOSITION:''' '''1 C'tan Shard'''...''115 pts'' '''SPECIAL RULES''' *'''Fearless''' *'''Feel No Pain''' *'''Eternal Warrior''' *'''Move Through Cover''' *'''Immune to Natural Law:''' A model with this special rule move like a Jump Monstrous Creature, but it can still only move 6". *'''Gods of Realspace:''' Any shooting or close combat attack done by a psyker (or a member of a brotherhood of psykers) uses the preferred enemy rule while shooting at/attacking a C'tan Shard. All psykers have the hatred (C'tan shards). *'''No C'tan upgrade can be take more than once in any army. You cannot have more than 3 C'tan upgrades in an army, this means if you take a C'tan with 3 upgrades you cannot include any further C'tan in any detachments or formations. You could take one C'tan with one power and one with two powers or three C'tan with one power''' '''OPTIONS:''' *Must take 1-3 of the following upgrades: :: - Barrage of Destruction...''35 pts'' The C'tan is armed with a Heavy Gauss Cannon. In addition to this, the C'tan has +1 BS and Night Vision. :: - Illusion...''20 pts'' During deployment you may nominate up to 3 units in your army, the chosen units gain the Infiltrate special rule. :: - Uncontrollable Power...''25 pts'' The C'tan has the Uncontrollable special rule and is armed with two powers of the C'tan. '''Uncontrollable:''' During each of your opponents shooting phases roll 1 D3, if the result is higher than this model's current number of wounds you opponent controls this unit for the remainder of the shooting phase. :: - Shard of the machine god...''70 pts'' Once per shooting phase the C'tan can choose a single non-Super-heavy vehicle (friendly or otherwise) within 3β of the shard, for the rest of this turn the shard counts as being armed with all of that vehicles weapons. The C'tan is also armed with a pair of Voidblades whose Entropic Strike special rule triggers on 2+ rather than 4+. :: - Avatar of Death...''35 pts'' The C'tan is armed with a master crafted war scythe and has +2 S. The C'tan has WS 7. :: - Writhing Worldscape...''20 pts'' While the C'tan shard is on the battlefield the following effects are in place: whenever a unit moves through difficult terrain it must take a dangerous terrain test, units moving through dangerous terrain fail dangerous terrain tests on both 1s and 2s, no saves are allowed against wounds caused by dangerous terrain. :: - Terror incarnate...''30 pts'' The C'tan has the fear special rule. All units (friend and foe) loose any special rule that lets them pass leadership based (Morale) tests automatically. Units without a leadership score (like vehicles), Gargantuan Monstrous creatures and units with C'tan in their name are not affected by this rule The shard can also choose to make a special shooting attack during the shooting phase: all enemy units within 12β take a morale test, and all enemy units between 12β and 24β make a pinning test. In addition, all weapons used by the shard gain the pinning rule. :: - Event horizon...''20 pts'' All enemies in combat with the shard reduce their number of attacks by 1 to a minimum of 1 and their Initiative to 1. All enemies in close combat with the shard become fearless, they stay fearless even if the shard also has the Terror incarnate upgrade. Instead of attacking normally the shard can make a special attack, if it does, then at the shards initiative step all enemies in base contact with the shard must take a strength test or take a wound with no saves of any kind allowed. Units in close combat with the shard may not attempt to make hit and run moves. :: - Essence of Fire...''30 pts'' The C'tan is armed with a gauntlet of fire with Fleshbane and a Flamer with Fleshbane. Any weapon firing at the C'tan shard has the gets hot special for that phase. Armour saves cannot be taken against wounds caused by gets hot while shooting at the C'tan. :: - Swarm of spirit dust...''15 pts'' The C'tan gains the stealth special rule and is armed with both assault and defensive grenades. :: - Soul eater...''25 pts'' The C'tan shard gains the It will not die special rule and regains a single wound at the end of each fight sub-phase during which it inflicts an unsaved wound. :: - Rampaging Monstrosity...''20 pts'' The Shard has the Rampage, Fleet, Concussive and Counter-attack special rules. :: - Gravitational Overlord...''25 pts'' All jump infantry, jump monstrous creatures, flying monstrous creatures, skimmers and fliers count all terrain as dangerous terrain while within 12β of the shard. The shard has the following shooting attack: ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 12 | x | 1 | Assault 1, Blast, Graviton |- |}<br style="clear: both; height: 0px;" /> :: - Ghost flight...''50 pts'' The C'tan becomes a jump monstrous creature and gains the hit and run special rule, the C'tan also ignores both difficult and dangerous terrain for all purposes. The C'tan has a 5+ Invulnerable save. :: - Traveler of the heavens...''50 pts'' The C'tan is a flying monstrous creature. :: - Temporal banishment...''20 pts'' At the start of the close combat phase, the shard can nominate one model in base contact: unless that model passes an initiative test it is removed from play. The C'tan cannot attack normally during a turn in which it used this ability. :: - Haunting echo...''45 pts'' When the shard is destroyed immediately place d3 Canoptek wraiths entirely within 6β of the shard before removing it. If for any reason the models cannot be placed ignore this rule. All wraiths must be placed at least 1β away from enemy models. :: - Nightmare tentacles...''35 pts'' The shard is armed with whip Coils. This C'tan shard also gains two Nightmare tentacles, each of which follows the following profile. ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 12 | 6 | - | Assault 2, Rending |- |}<br style="clear: both; height: 0px;" /> :: - Lord of mortals...''25 pts'' The C'tan seethes with innumerable mindshackle scarabs. At the start of a round of close combat, a C'tan can choose to forego its attacks to make a special Mind Master attack. When a C'tan makes a Mind Master attack the enemy unit must take a single leadership test on 3d6, if failed each model in the enemy unit inflicts d3 hits upon its own unit. These hits may be made with any available weapon, chosen by the C'tan's controller. ====SHARD OF THE NIGHTBRINGER==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Nightbringer | 5 | 5 | 10 | 8 | 4 | 4 | 4 | 10 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Monstrous Creature (Character)''' '''UNIT COMPOSITION:''' '''1 (Unique)'''...''250 pts'' '''WARGEAR:''' *'''Powers of the C'tan''' *'''Gaze of Death:''' In its Shooting phase, in addition to using powers of the C'tan, this model can target one non-Vehicle, non-Flying Monstrous Creature enemy unit within 12" to which the Nightbringer has line of sight. The unit suffers a number of Wounds equal to 3D6 minus its Leadership, resolved at AP2 with the Ignores Cover special rule. If at least one unsaved Wound is inflicted, the Cβtan Shard of the Nightbringer immediately regains one Wound lost earlier in the battle. '''SPECIAL RULES''' *'''Eternal Warrior''' *'''Fearless''' *'''Fear''' *'''Feel No Pain''' *'''Move Through Cover''' *'''Shattered Shackles:''' Before removing a model with this special rule your opponent may immediately resolve a shooting phase for the C'tan, unless the C'tan was killed in close combat. *'''Immune to Natural Law:''' The Nightbringer moves like a Jump Monstrous Creature, but it can still only move 6". *'''Necrodermis:''' Snipers only wound this model on 6s. Poisoned weaponry suffer a -1 To Wound penalty.Before removing the C'tan resolve an explosion which works exactly like vehicle explosion, the explosion's radius is D6 as normal, however the Strength is increased to 4 and the AP is changed to 2. *'''Gods of Realspace:''' Any shooting or close combat attack done by a psyker (or a member of a brotherhood of psykers) uses the preferred enemy rule while shooting at/attacking a Transcendent C'tan. All psykers have the hatred (Transcendent C'tan). *'''Uncontrollable:''' During each of your opponents shooting phases roll 1 D3, if the result is higher than this model's current number of wounds you opponent controls this unit for the remainder of the shooting phase. ====SHARD OF THE DECEIVER==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Deceiver | 5 | 5 | 10 | 8 | 4 | 4 | 4 | 10 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Monstrous Creature (Character)''' '''UNIT COMPOSITION:''' '''1 (Unique)'''...''250 pts'' '''WARGEAR:''' *'''Powers of the C'tan''' '''SPECIAL RULES''' *'''Eternal Warrior''' *'''Fearless''' *'''Fear''' *'''Feel No Pain''' *'''Move Through Cover''' *'''Shattered Shackles:''' Before removing a model with this special rule your opponent may immediately resolve a shooting phase for the C'tan, unless the C'tan was killed in close combat. *'''Immune to Natural Law:''' The Deceiver moves like a Jump Monstrous Creature, but it can still only move 6". *'''Grand Illusion:''' All friendly units with the Necrons faction gain the Infiltrate special rule, you may re-roll failed attempts to Seize the Initiative. *'''Necrodermis:''' Snipers only wound this model on 6s. Poisoned weaponry suffer a -1 To Wound penalty.Before removing the C'tan resolve an explosion which works exactly like vehicle explosion, the explosion's radius is D6 as normal, however the Strength is increased to 4 and the AP is changed to 2. *'''Gods of Realspace:''' Any shooting or close combat attack done by a psyker (or a member of a brotherhood of psykers) uses the preferred enemy rule while shooting at/attacking a Transcendent C'tan. All psykers have the hatred (C'tan Shard of the Deceiver). *'''Uncontrollable:''' During each of your opponents shooting phases roll 1 D3, if the result is higher than this model's current number of wounds you opponent controls this unit for the remainder of the shooting phase. ====CANOPTEK CENTIPEDE==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Canoptek Centipede | 3 | 3 | 5 | 6 | 3 | 2 | 3 | 10 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Monstrous Creature''' '''UNIT COMPOSITION:''' '''1 Canoptek Centipede'''...''150 pts'' '''WARGEAR:''' *'''Gate of oblivion''' *'''Twin-linked quark flayer''' '''SPECIAL RULES''' *'''Feel No Pain''' *'''Fearless''' *'''Move Through Cover''' *'''Deep Strike''' *'''Phase Tunneller:''' A model with this special rule has a 5+ invulnerable save. *'''Burrow:''' A Canoptek Centipede can be in either burrowed or unburrowed mode. While unburrowed it moves and counts as a normal monstrous creature. While burrowed it's toughness is increased to 8, but otherwise it is still a Monstrous Creature. All weapons lose any rule that makes them wound on a set value, like snipers or poison weapons, when shooting at a burrowed Canoptek Centipede. A burrowed Canoptek Centipede cannot use any shooting weapons but it can still run. A Canoptek Centipede cannot assault or be assaulted, and it cannot burrow during an assault. When it deep strikes you can choose whether it starts in burrowed or unburrowed mode. *'''Tremor:''' Once per turn, whenever a Canoptek Centipede moves you can choose to either burrow or unburrow. Whenever a Canoptek Centipede unburrows; all enemy units within 12" must take a pinning test. ===FAST ATTACK=== ====DESTROYER PHALANX==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Necron Destroyer | 4 | 4 | 5 | 5 | 2 | 2 | 2 | 10 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Jump Jet Infantry''' '''UNIT COMPOSITION:''' '''3 Necron Destroyers'''...''135 pts'' '''WARGEAR:''' *'''Gauss cannon''' '''SPECIAL RULES''' *'''Godless Killing Machine''' *'''Hammer of Wrath''' *'''Preferred Enemy (Everything!)''' *'''We'll Be Back''' *'''It Will Not Die''' *'''Feel No Pain''' *'''Fearless''' '''OPTIONS:''' *May include up to two additional Necron Destroyers...''45 pts/model'' *Up to three Necron Destroyers may exchange their Gauss Cannons for Heavy Gauss Cannons...''10 pts/model'' ====TOMB BLADE PHALANX==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Tomb Blade | 2 | 3 | 3 | 4 | 1 | 1 | 1 | 10 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Jetbike''' '''UNIT COMPOSITION:''' '''3 Tomb Blades'''...''51 pts'' '''WARGEAR:''' *'''Twin-linked gauss blaster''' '''SPECIAL RULES''' *'''We'll Be Back''' *'''Feel No Pain''' *'''Fearless''' '''OPTIONS:''' *May include up to seven additional Tomb Blades...''17 pts/model'' *Any Tomb Blade may exchange its twin-linked gauss blaster for a particle blaster...''3 pts/model'' *The unit may exchange twin-linked gauss blasters for twin-linked tesla blasters...''2 pts/model'' *Any Tomb Blade may take shield vanes...''3 pts/model'' *Any Tomb Blade may take one of the following: :: - Nebuloscope...''1 pt/model'' :: - Shadowloom...''1 pt/model'' ====GHOST ARK==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! BS ! FA ! SA ! RA ! HP |- | Ghost Ark | 4 | 10(12) | 10(12) | 10 | 4 |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Vehicle (Skimmer, Open-topped, Transport)''' '''UNIT COMPOSITION:''' '''1 Ghost Ark'''...''80 pts'' '''WARGEAR:''' *'''Two Quark Harvesters''' *'''Quantum Shielding''' '''SPECIAL RULES''' *'''It Will Not Die''' *'''Repair Barge:''' At the start of each Necron shooting phase, a Ghost Ark can nominate a unit of Necron Warriors within 6" (or embarked on a vehicle within 6") of the Ghost ark, add D3 models to the unit within unit coherency and within 6" of this model. If a model cannot be placed for any reason it is destroyed. This rule cannot bring a unit above it's starting number of models. '''TRANSPORT:''' *'''Transport Capacity:''' Zero models. This model cannot transport any models. No models may stay inside this vehicle, although it may still be taken as a dedicated transport. ====CANOPTEK WRAITH HARVEST==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Canoptek Wraiths | 3 | 3 | 6 | 5 | 1 | 2 | 3 | 10 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Jump Infantry''' '''UNIT COMPOSITION:''' '''3 Canoptek Wraiths'''...''105 pts'' '''SPECIAL RULES''' *'''Shrouded''' *'''Feel No Pain''' *'''Fearless''' *'''Move Through Cover''' *'''Rending''' '''OPTIONS:''' *May include up to three additional Canoptek Wraiths...''35 pts/model'' *The entire unit may be equipped with whip coils...''3 pts/model'' *Any model may be equipped with one of the following. :: - Particle caster...''5 pts/model'' :: - Transdimensional beamer...''10 pts/model'' ====CANOPTEK ACANTHRITE HARVEST==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Canoptek Acanthrite | 3 | 5 | 4 | 5 | 2 | 1 | 2 | 10 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Jump Infantry''' '''UNIT COMPOSITION:''' '''3 Canoptek Acanthrites'''...''150 pts'' '''WARGEAR:''' *'''Cutting beam''' *'''Voidblade''' '''SPECIAL RULES''' *'''Stealth''' *'''Feel No Pain''' *'''Fearless''' *'''Relentless''' '''OPTIONS:''' *May include up to three additional Canoptek Acanthrites...''50 pts/model'' ====CANOPTEK SCARAB SWARM HARVEST==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Canoptek Scarab Swarm | 2 | 2 | 1 | 2 | 4 | 1 | 4 | 10 | - |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Beasts''' '''UNIT COMPOSITION:''' '''3 Canoptek Scarab Swarms'''...''45 pts'' '''SPECIAL RULES''' *'''Feel No Pain''' *'''Fearless''' *'''Eternal Warrior''' *'''Rending''' *'''Skittering Swarm:''' If a model with this special rule suffers an unsaved Wound from a Blast (any size) or Template weapon, each unsaved Wound is multiplied to three unsaved Wounds, these additional Wounds can be ignored by Feel No Pain rolls if the initial weapon's strength was 3 or less. If, when allocating Wounds to a unit with the Swarms special rule, two or more models could be chosen as the closest enemy, the closest enemy is always the model with the least number of Wounds. *'''Canoptek Harvest:''' A unit with this special rule has a Strength characteristic equal to the current number of models +2. A unit of 3 Canoptek Scarab Swarms would have a Strength characteristic = 5 (3+2). '''OPTIONS:''' *May include up to seven additional Canoptek Scarab Swarms...''15 pts/model'' ====NIGHT SCYTHE==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! BS ! FA ! SA ! RA ! HP |- | Night Scythe | 4 | 11 | 11 | 11 | 3 |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Vehicle (Flyer, Fast, Hover)''' '''UNIT COMPOSITION:''' '''1 Night Scythe'''...''130 pts'' '''WARGEAR:''' *'''Twin-linked heavy tesla cannon''' *'''Eternity gate''' Once per turn during the movement phase you can do one of three things 1: a single non-vehicle and non-gargantuan unit in reserves may move out from the portal as if they were embarked upon the vehicle with the Eternity Gate, see the Transport section of the vehicle in question for access points. 2: Remove a single unengaged unit from the field and then that unit must immediately move out from the portal as if they were embarked upon the vehicle with the Eternity Gate, counting the gate as the only access point. 3: a single unit may move into the gate as if the vehicle with the Eternity Gate had transport capacity, instead of embarking upon the vehicle, treating the gate as the only access point, the models are moved from the table into ongoing reserves. Night Scythes must be hovering in order to make use of their Eternity Gate. *'''Shadowloom''' *'''Alien abduction''' '''SPECIAL RULES''' *'''It Will Not Die''' *'''Vector Dancer''' *'''Sound of Madness:''' Whenever a model with this rule moves over an enemy unit, that unit must take a pinning test. '''TRANSPORT:''' *Treat the entire base of the Night Scythe as it's access point for the purpose of it's Eternity Gate. *'''Transport Capacity:''' Zero models. This model cannot transport any models. No models may stay inside this vehicle, although it may still be taken as a dedicated transport. ====DEATH SCYTHE==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! BS ! FA ! SA ! RA ! HP |- | Death Scythe | 4 | 12 | 12 | 11 | 4 |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Vehicle (Flyer, Fast, Hover)''' '''UNIT COMPOSITION:''' '''1 Death Scythe'''...''190 pts'' '''WARGEAR:''' *'''Twin-linked heavy tesla cannon''' *'''Shadowloom''' *'''Five death spheres''' '''SPECIAL RULES''' *'''It Will Not Die''' *'''Vector Dancer''' *'''Sound of Madness:''' Whenever a model with this rule moves over an enemy unit, that unit must take a pinning test. ====DOOMSCYTHE==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! BS ! FA ! SA ! RA ! HP |- | Doomscythe | 4 | 11 | 11 | 11 | 3 |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Vehicle (Flyer, Fast, Hover)''' '''UNIT COMPOSITION:''' '''1 Doom Scythe'''...''170 pts'' '''WARGEAR:''' *'''Twin-linked heavy tesla cannon''' *'''Shadowloom''' *'''Death ray''' '''SPECIAL RULES''' *'''It Will Not Die''' *'''Vector Dancer''' *'''Sound of Madness:''' Whenever a model with this rule moves over an enemy unit, that unit must take a pinning test. ===HEAVY SUPPORT=== ====TESSERACT ARK==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! BS ! FA ! SA ! RA ! HP |- | Tesseract Ark | 4 | 12(14) | 12(14) | 12 | 4 |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Vehicle (Heavy, Open-topped, Skimmer, Tank)''' '''UNIT COMPOSITION:''' '''1 Tesseract Ark'''...''170 pts'' '''WARGEAR:''' *'''Tesseract singularity chamber''' *'''Two tesla cannons''' *'''Quantum shielding''' '''SPECIAL RULES''' *'''It Will Not Die''' *'''Gravitational Flux:''' Any model trying to assault or ram the Tesseract Ark must take a Dangerous Terrain test, and any unit charging the Tesseract Ark counts as making a Disordered Charge. *'''Tesseract Implosion:''' When the Tesseract Ark is destroyed roll on the Catastrophic Damage table. ====MONOLITH==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! BS ! FA ! SA ! RA ! HP |- | Necron Monolith | 4 | 14 | 14 | 14 | 4 |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Vehicle (Heavy, Skimmer)''' '''UNIT COMPOSITION:''' '''1 Monolith'''...''180 pts'' '''Wargear:''' *'''Gauss crystal''' *'''Four quark flux arcs''' *'''Gate of oblivion *'''Eternity gate''' Once per turn during the movement phase you can do one of three things * A single non-vehicle and non-gargantuan unit in reserves may move out from the portal as if they were embarked upon the vehicle with the Eternity Gate, see the Transport section of the vehicle in question for access points. * Remove a single unengaged unit from the field and then that unit must immediately move out from the portal as if they were embarked upon the vehicle with the Eternity Gate, counting the gate as the only access point. * A single unit may move into the gate as if the vehicle with the Eternity Gate had transport capacity, instead of embarking upon the vehicle, treating the gate as the only access point, the models are moved from the table into ongoing reserves. Night Scythes must be hovering in order to make use of their Eternity Gate. '''SPECIAL RULES''' *'''It Will Not Die''' *'''Deep Strike''' *'''Living Metal''' *'''Phase Jump:''' Once per game at the end of your opponents turn you may remove a model with this special rule and place it in Deep Strike reserve. *'''Behemoth's Descent:''' If a unit with this special rule scatters on top of a model or a piece of impassable terrain while deep striking, reduce the amount it scatters until it is at least 1β from enemy models and it is no longer on top of impassable terrain or models. *'''Immortal Machine:''' Even after this model is wrecked, as long as this model is on the field, keep rolling for '''It Will Not Die''', if it regains a hull point it comes back into play with that one hull point it now has. Similarly, models with a fabricator claw array can repair this model even while it has zero hull points. If this model is removed from the table by an effect like the "explodes" result on the vehicle damage table, you do not get to keep rolling for '''It Will Not Die'''. *'''Move Through Cover:''' '''TRANSPORT:''' *Treat the end of the steps leading down from the Monolith's portal as it's access point for the purpose of it's Eternity Gate. *'''Transport Capacity:''' Zero models. This model cannot transport any models. No models may stay inside this vehicle, although it may still be taken as a dedicated transport. ====DOOMSDAY ARK==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! BS ! FA ! SA ! RA ! HP |- | Doomsday Ark | 4 | 10(12) | 10(12) | 10 | 4 |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Vehicle (Skimmer)''' '''UNIT COMPOSITION:''' '''1 Doomsday Ark'''...''120 pts'' '''WARGEAR:''' *'''Doomsday cannon''' *'''Two quark harvesters''' *'''Quantum shielding''' '''SPECIAL RULES''' *'''It Will Not Die''' ====ANNIHILATION BARGE==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! BS ! FA ! SA ! RA ! HP |- | Annihilation Barge | 4 | 11(13) | 11(13) | 11 | 3 |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Vehicle (Skimmer)''' '''UNIT COMPOSITION:''' '''1 Annihilation Barge'''...''130 pts'' '''Wargear:''' *'''Two heavy particle cannons''' *'''Gauss cannon''' *'''Quantum shielding''' '''SPECIAL RULES''' *'''It Will Not Die''' '''OPTIONS:''' *May replace gauss cannon with tesla cannon...''free'' ====CANOPTEK SPYDER HARVEST==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Canoptek Spyder | 3 | 3 | 5 | 6 | 2 | 2 | 2 | 10 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Monstrous Creature''' '''UNIT COMPOSITION:''' '''1 Canoptek Spyder'''...''60 pts'' '''SPECIAL RULES''' *'''Godless Killing Machine''' *'''Feel No Pain''' *'''Fearless''' *'''Scarab Hive:''' Once per turn during the movement phase, each model with this rule may choose a Canoptek Scarab unit within 12β. Place a new model, with the same name as the chosen unit, within unit coherency. This can take the unit above its starting size. Ignore this rule if no eligible unit is within range. '''Options''' *May include up to two additional Canoptek Spyders...''60 pts/model'' *Any Spyder may take a Fabricator Claw Array...''10 pts/model'' Instead of running or shooting a model armed with a Fabricator Claw Array may repair a Necron vehicle within 3". Roll a d6, on a 4+ apply one of the following things to the vehicle; restore 1 hull point lost earlier in the battle OR restore one destroyed weapon OR remove a vehicle immobilized result from the vehicle. *The entire unit may take a gloom prisms...''5 pts/model'' A model equipped with a gloom prism generate D3 warp charges in your opponents turn. A model equipped with a gloom prism has the Adamantium Will special rule. *Any Spyder may take a twin-linked particle blaster...''10 pts/model'' ===LORDS OF WAR=== ====CATACOMB COMMAND BARGE==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Overlord | 5 | 5 | 5 | | | 3 | 3 | 10 | |- |}<br style="clear: both; height: 0px;" /> {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! BS ! FA ! SA ! RA ! HP |- | Catacomb Command Barge | 4 | 11(13) | 11(13) | 11 | 3 |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Vehicle (Skimmer, Fast, Chariot)''' '''UNIT COMPOSITION:''' '''1 Catacomb Command Barge'''...''140 pts'' '''WARGEAR:''' *'''Gauss cannon''' *'''Quantum shielding''' '''SPECIAL RULES''' *'''It Will Not Die''' *'''Sempiternal Weave:''' All shooting and close combat attacks made against this model are automatically allocated against the Chariot instead of the Rider. *'''Command Barge:''' If the rider is your Warlord they may generate an extra Warlord Trait in addition to their normal trait, this must be from the same Warlord Trait Table as the first one. If a Nemesor is the rider and your Warlord they may choose two warlord traits, they must be from the same Warlord Trait Table. *'''Sweep Attack:''' After moving over an enemy unit in the shooting phase you may select a single unit which was moved over by the Command Barge, the selected unit suffers D6 Strength 6 AP - hits resolved as a shooting attack resolved as coming from where the Command Barge ended its move. If the rider of the Command Barge is armed with a Warscythe the D6 hits are carried out at Strength 7 AP 2 and have the Armourbane and Shieldbreak special rules. *May replace gauss cannon with tesla cannon...''free'' '''OPTIONS:''' *May exchange Staff of Light for one of the following: :: - Warscythe...''15 pts'' :: - Particle caster and voidblade...''free'' :: - Hyperphase sword and dispersion shield...''free'' :: - Gauntlet of fire with built-in flamer...''free'' *May take any of the following: :: - Phylactery...''5 pts'' :: - Mindshackle scarabs...''40 pts'' :: - Tesseract labyrinth...''20 pts'' :: - Tachyon arrow...''25 pts'' :: - Resurrection orb...''25 pts'' ====OVERLORD==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Carrier Scarab Overlord | 5 | 5 | 5 | 3 | 3 | 3 | 3 | 10 | 2+ |- | Centipede Overlord | 5 | 5 | 5 | 3 | 4 | 3 | 3 | 10 | 2+ |- | Overlord | 5 | 5 | 5 | 3 | 3 | 3 | 3 | 10 | 2+ |- | Spider Overlord | 5 | 5 | 5 | 3 | 3 | 3 | 3 | 10 | 2+ |- | Wraith Overlord | 5 | 5 | 5 | 3 | 3 | 3 | 3 | 10 | 2+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry (Character)''' '''UNIT COMPOSITION:''' '''1 Overlord'''...''70 pts'' '''WARGEAR:''' *'''Staff of light''' '''SPECIAL RULES''' *'''Bulky''' (Carrier Scarab Overlord only) *'''Counter-attack''' (Centipede Overlord only) *'''Fearless''' *'''Feel No Pain''' *'''Independent Character''' *'''It Will Not Die''' *'''Move Through Cover''' (Wraith Overlord only) *'''Very Bulky''' (Centipede Overlord and Spider Overlord only) *'''Carrier Scarab Attacks:''' (Carrier Scarab Overlord only) The model has four additional Weapon Skill 2 Strength 1 attacks at the model's own Initiative. These attacks cannot be made using the model's weapon, these attacks have the Rending special rule. '''OPTIONS:''' *May take one of the following: :: - Carrier scarab swarm...''30 pts'' :: - Spider body...''35 pts'' :: - Centipede body...''35 pts'' :: - Wraith Body...''60 pts'' *May exchange Staff of Light for one of the following: :: - Warscythe...''15 pts'' :: - Particle caster and voidblade...''free'' :: - Hyperphase sword and dispersion shield...''free'' :: - Gauntlet of fire with built-in flamer...''free'' *May take any of the following: :: - Phylactery...''45 pts'' :: - Mindshackle scarabs...''40 pts'' :: - Tesseract labyrinth...''20 pts'' :: - Tachyon arrow...''25 pts'' :: - Resurrection orb...''25 pts'' ====ANRAKYR THE TRAVELLER==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Anrakyr | 5 | 5 | 5 | 5 | 3 | 3 | 3 | 10 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry (Character)''' '''UNIT COMPOSITION:''' '''1 (Unique)'''...''160 pts'' '''WARGEAR:''' *'''Tachyon arrow''' *'''Warscythe''' '''SPECIAL RULES''' *'''Independent Character''' *'''Feel No Pain''' *'''It Will Not Die''' *'''Fearless''' *'''Counter-attack''' *'''Furious Charge''' *'''Mind in the Machine''' At the start of your shooting phase, choose an enemy vehicle within 12" of Anrakyr the Traveller and take a roll 2d6. On a roll of 10 or less, randomly select one of that vehicle's weapons (do not include Bombs, weapons with the One Use Only/One Shot Only special rule that have already fired, and weapons that are destroyed). You may then shoot with the selected weapon at another enemy unit. The weapon fires using Anrakyrs Ballistic Skill even if the vehicle is Crew Stunned or Shaken. *'''Pyrrhian Eternals:''' Before rolling for Warlord Traits, choose an Immortal Phalanx. That unit gains Counter-attack and Furious Charge special rules. ====TRAZYN THE INFINITE==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Trazyn | 5 | 5 | 5 | 5 | 3 | 3 | 3 | 10 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry (Character)''' '''UNIT COMPOSITION:''' '''1 (Unique)'''...''140 pts'' '''WARGEAR:''' *'''Empathic Obliterator''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | User | 2 | Melee, Concussive, Psionic Shockwave |- |}<br style="clear: both; height: 0px;" /> ::''' Psionic Shockwave''' If Trazyn slays one or more models in close combat inflict a single S 3 AP - hit on every enemy model in combat with Trazyn that has the same Initiative as the models slain. The Shockwave is conducted at Iniative 3 after Trazyn has made all his attacks. If Trazyn slays models with multiple different Initiative values during a round of combat, all models which share Initiative value with one or more of the slain models take a single S 3 AP - hit. *'''Two tesseract labyrinths''' '''SPECIAL RULES''' *'''Independent Character''' *'''Feel No Pain''' *'''It Will Not Die''' *'''Fearless''' *'''Objective Secured:''' Trazyn can claim objectives even if an enemy model is within 3" of the objective, unless the model(s) also has Objective Secured. *'''Surrogate Hosts''' If Trazyn would be removed as a casualty, roll a D6. On a 2+, choose another friendly Necron character (excluding Unique models). Remove the model as a casualty and place Trazyn in it's place with as many wounds remaining as the removed model had remaining. If the character was locked in combat, Trazyn is now locked in combat with the same unit. If no such characters remains, or a 1 was rolled, remove Trazyn as a casualty. ====IMOTEKH THE STORMLORD==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Imotekh the Stormlord | 5 | 5 | 5 | 5 | 3 | 3 | 3 | 10 | 2+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry (Character)''' '''UNIT COMPOSITION:''' '''1 (Unique)'''...''150 pts'' '''WARGEAR:''' *'''Gauntlet of flame''' *'''Staff of the Destroyer''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 1 | 6 | 2 | Assault 1, Ray, One Use Only |- |}<br style="clear: both; height: 0px;" /> ::''' Ray:''' Weapons with this type cannot be fired as snap shots. When firing a weapon with this rule pick a point within the weapons firing arc and within it's range, next pick a new point within the firing arc of the weapon and within 6" of the first point, draw 1 mm thick line between the two points, any model under the line takes a single hit with the profile of the weapon. '''Warlord Trait:''' *'''Megalomaniac:''' Your army gains 1 Victory/Kill Point for each enemy character slain by your Warlord in a challenge. '''SPECIAL RULES''' *'''Independent Character''' *'''Feel No Pain''' *'''It Will Not Die''' *'''Fearless''' *'''Fear''' *'''Bloodswarm Nanoscarabs''' Flayed Ones do not scatter when Deep Striking within 6" of an enemy non-vehicle unit. *'''Stormlord''' Night Fighting is always in effect during the first game turn if your army includes Imotekh, no need to roll. During the second turn you may roll a dice, which may be re-rolled with a chronometron, on a 3+ Night Fighting stays in effect on the second game turn. On the third game turn you may try to keep Night Fighting in effect on a 4+. Next turn it is a 5+, lastly a 6+. All friendly units have the Fear special rule while Night Fighting is in effect. Units which already have the Fear special rule gain the Terror special rule. Succesful Fear tests taken against a unit with the Terror special rule must be re-rolled. *'''Thunderstrike:''' Once per turn at the start of your shooting phase, while Night Fighting is in effect, the Stormlord may fire a Thunderstrike, at an enemy unit within 48", instead of firing a ranged weapon. The target suffers D6 Strength 8 AP - hits with no cover saves allowed, vehicles are hit on their side armour. ====ZAHNDREKH==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Zahndrekh | 5 | 5 | 5 | 5 | 3 | 3 | 3 | 10 | 3+ |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry (Character)''' '''UNIT COMPOSITION:''' '''1 (Unique)'''...''140 pts'' '''WARGEAR:''' *'''Staff of light''' *'''Resurrection orb''' '''Warlord Trait: *'''Insanity:''' The Warlord and any unit he joins has the Zealot and Rage special rules and lose the Godless Killing Machine special rule. '''SPECIAL RULES''' *'''Independent Character''' *'''Feel No Pain''' *'''It Will Not Die''' *'''Fearless''' *'''Adaptive Tactics:''' Whenever one of your opponents units arrives from reserve you may immediately bring one of your units out of reserve. This is treated exactly as if the unit arrived from reserves in your turn, however it may '''not''' fire weapons, including bombs. *'''Legendary Tactician''' Whilst Nemesor Zahndrekh is within 24" of any enemy unit(s) with any of the following special rules: Counter-attack, Furious Charge, Hit & Run, Split Fire, Stealth, Tank Hunters - then Zahndrekh and his unit also have the same special rule(s). *'''Mad Nemesor of Sautekh:''' If Nemesor Zahndrekh is your Warlord he starts the game with the Insanity Necron Warlord trait. At the start of each following Turn you must replace his warlord trait with any trait from ''Warhammer 40,000: The Rules'' that he did generate earlier in the battle. *'''Honour of the Necrontyr:''' You may not include Deathmarks in a formation with Nemesor Zahndrekh. ====OBELISK==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! BS ! FA ! SA ! RA ! HP |- | Necron Obelisk | 4 | 14 | 14 | 14 | 6 |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Vehicle (Superheavy, Flyer)''' '''UNIT COMPOSITION:''' '''1 Obelisk'''...''300 pts'' '''WARGEAR:''' *'''Four tesla spheres''' '''SPECIAL RULES''' *'''It Will Not Die''' *'''Deep Strike''' *'''Behemoth's Descent:''' If a unit with this special rule scatters on top of a model or a piece of impassable terrain while deep striking, reduce the amount it scatters until it is at least 1β from enemy models and it is no longer on top of impassable terrain or models. *'''Gravitational Destabilization Matrix:''' All enemy flyers, skimmers, jetbikes, jump- and jet units of all kinds within 24β treat all terrain as well as open ground as dangerous terrain, even flyers that normally ignore terrain. *'''Ponderous:''' A model with this rule :: - May start on the table at the start of the game even though it is a flyer :: - Can only move 6β each movement phase and cannot move flat out. :: - Does not force any unit without '''Skyfire''' firing at it to fire Snap Shots. :: - Can be targeted and hit by Blast and Template weaponry like a Skimmer. *'''Sleeping Sentry:''' A model with this rule gains a 3+ invulnerable save until the start of your next shooting phase if it did not fire any weapons during your shooting phase. Until your first shooting phase this model has a 3+ invulnerable save. ====TRANSCENDENT C'TAN==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Transcendent C'tan | 5 | 5 | 10 | 8 | 6 | 4 | 3 | 10 | 3+ |- | Cryptek Controller | 4 | 4 | 8 | 8 | 1 | 2 | 1 | 10 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' ''Transcendent C'tan'' '''Jump Gargantuan Monstrous Creature (Character)''' ''Cryptek Controller'' '''Infantry (Character)''' '''UNIT COMPOSITION:''' '''1 Transcendent C'tan'''...''400 pts'' '''WARGEAR:''' ''Transcendent C'tan'' *'''Two powers of the C'tan''' ''Cryptek Controller'' *'''Staff Of light''' '''SPECIAL RULES''' *'''Fearless''' *'''Deep Strike''' *'''Transcendent Necrodermis:''' Before removing the C'tan resolve an explosion which works exactly like vehicle explosion, except that the explosion's radius is changed to D6+3", the Strength is increased to 5, and the AP is changed to 2. *'''Shattered Shackles:''' Before removing a model with this special rule your opponent may immediately resolve a shooting phase for the C'tan, unless the C'tan was killed in close combat. *'''Gods of Realspace (C'tan only):''' Any shooting or close combat attack done by a psyker (or a member of a brotherhood of psykers) uses the preferred enemy rule while shooting at/attacking a Transcendent C'tan. All psykers have the hatred (Transcendent C'tan). *'''Knight Stomp:''' Replace the 6 result on the stomp table with the 2-5 result, except carried out at S D AP 2. *'''Rampaging God:''' During each of your opponents shooting phases roll 1 D6, if the result is higher than this unit's current number of wounds your opponent controls this unit for the remainder of the shooting phase. '''OPTIONS:''' *May add two Cryptek Controllers...''100 pts'' *May exchange one of its powers of the C'tan with one of the following: :: - Aspect of the Mag'ladroth...''20 pts'' The Aspect of Mag'ladroth has BS 10. Each shooting phase the Aspect of Mag'ladroth may choose any two vehicles within 24" and randomly select a weapon from each of those vehicles. The Aspect of Mag'ladroth counts as being armed with those weapons for the remainder of this shooting phase. If your opponent is controlling the Aspect of Mag'ladroth he may choose the vehicles for this special rule. :: - Aspect of Nyadra'zatha...''25 pts'' Weapons have '''Gets Hot''' while shooting at the Aspect of Nyadra'zatha, no saves may be taken against wounds caused by Gets Hot while an Aspect of Nyadra'Zatha is alive. The Aspect of Nyadra'zatha carries two Flamestorm Cannons. ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | Template | 6 | 3 | Heavy 1 |- |}<br style="clear: both; height: 0px;" /> ====TESSERACT VAULT==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! BS ! FA ! SA ! RA ! HP |- | Tesseract Vault | 4 | 14 | 14 | 14 | 6 |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' ''Tesseract Vault'' '''Vehicle (Superheavy, Flyer)''' '''UNIT COMPOSITION:''' '''1 1 Tesseract Vault and 1 Transcendent C'tan'''...''650 pts'' '''WARGEAR:''' *'''Four tesla spheres''' '''SPECIAL RULES''' *'''It Will Not Die''' *'''Deep Strike''' *'''Behemoth's Descent:''' If a unit with this special rule scatters on top of a model or a piece of impassable terrain while deep striking, reduce the amount it scatters until it is at least 1β from enemy models and it is no longer on top of impassable terrain or models. *'''Caged God:''' Inside the Tesseract Vault is a Transcendent C'tan. This C'tan can use ranged attacks, and can be targeted and destroyed independently of the Tesseract Vault. Likewise the Tesseract Vault may be targeted and destroyed independently. While the Tesseract Vault is still operational, ignore the Transcendent C'tan's Rampaging God special rule. If the Tesseract Vault is destroyed prior to the destruction of the C`tan, ignore the Somewhat Under Control special rule. *'''Rage Against the Machine:''' At the start of every Enemy Shooting phase, while the Transcendent C'tan is alive, the Tesseract Vault (not the C'tan) takes a single S 10 AP - hit. *'''Siphon Energy:''' This model cannot suffer Catastrophic Damage while its captive C'tan is alive, once the Captive C'tan is reduced to 0 wounds while the Tesseract Vault has 0 Hull Points or when the Tesseract Vault is reduced to 0 Hull Points while the Captive C'tan has 0 Wounds remaining, resolve the Catastrophic Damage. Even after the Tesseract Vault loses it's final Hull Point it may still roll for '''It Will Not Die''' as long as the Transcendent C'tan is alive, this does not allow the Transcendent C'tan to make It Will Not Die rolls after it has been reduced to 0 Wounds. *'''Ponderous:''' A model with this rule :: - May start on the table at the start of the game even though it is a flyer :: - Can only move 6β each movement phase and cannot move flat out. :: - Does not force any unit without '''Skyfire''' firing at it to fire Snap Shots. :: - Can be targeted and hit by Blast and Template weaponry like a Skimmer. ===FORTIFICATIONS=== ====DREAD NECROPOLIS==== Price per fortification '''Composition:''' Fortification Network consisting of: *''' 2 City of the Dead Fortification Networks '''SPECIAL RULES''' *''' Realm of the Ever-living:''' Until all of the Dread Necropolis' Power Crucibles have been destroyed, keep all We'll Be Back markers for friendly units touching the Dread Necropolis on the table after rolling for them. Only when a unit is entirely destroyed does it lose its We'll Be Back markers. Any failed We'll Be Back rolls can be re-rolled. *''' Super Defense Field:''' The Power Crucibles' Energy Fields affects all units on the Dread Necropolis fortification instead of all units within 3". ====CITY OF THE DEAD==== Price per fortification '''Composition:''' Fortification Network consisting of: *''' 2 Tomb Citadel Fortification Networks '''SPECIAL RULES''' *'''Dream Shield:''' The Power Crucible's Dream Barrier range is increased to 48", but only when connecting to other Power Crucible's. *'''Unified Defence Field:''' The Power Crucibles' Energy Fields affects all units on the City of the Dead fortification instead of all units within 3". ====TOMB CITADEL==== 100 pts + cost Power Crucible cost + Ziggurat Cost '''Composition:''' Fortification Network consisting of: *''' 1 24" by 24" Tomb Citadel Piece''' *''' 1 Ziggurat:''' Must be placed in the corner of the Tomb Citadel piece. *''' 1 Power Crucible:''' Must be placed in the opposite corner of the Ziggurat. *''' 0-2 Sentry Pylons:''' Must be placed in one of the remaining corners. '''Terrain Type''' '''Acces Points:''' None. '''Weapons:''' None. '''SPECIAL RULES''' *'''Defence Field:''' The Power Crucible's Energy Field affects all units on the Tomp Citadel Piece instead of all units within 3". ====POWER CRUCIBLE==== 100 pts '''Composition:''' 1 Power Crucible. '''Terrain Type:''' Impassable Medium Building (Armour Value 14, 1 Hull Point). '''Access Points:''' None. '''Weapons:''' None. '''Special Rules:''' *''' Energy Shield:''' This model has a 3+ Invulnerable save. *''' Energy Field:''' all friendly units within 3 inches of a model with this rule, excluding models with the Energy Field rule, receive a 5+ Invulnerable Save. *''' Dream barrier:''' If two models with this rule are within 24 inches of each other, they create a barrier between the center points of their hulls. Any non-Necron weapon that traces its shot through the barrier loses one strength for that shot, this has no effect on strength D and Template weapons, thought it still affects Blast weapons. *''' Eternity field:''' If three or more models with this special rule can make a polygon in such a way that the length between no two of the centers of the models that are forming the polygon are more than 24 inches apart, they form an Eternity field. All Necron units within one or more Eternity fields can re-roll It Will Not Die and We'll Be Back rolls of 1. '''OPTIONS:''' *May take a Communications Relay......20 pts ::'''Communications Relay:''' A Necron player with an unengaged model within 2" of a Power Crucible with the Communications Relay upgrade can re-roll Reserves rolls. ====ZIGGURAT==== 150 pts '''Composition:''' 1 Ziggurat. '''Terrain Type:''' Impassable Medium Building (Armour Value 14, 3 Hull Points). '''Acces Points:''' None. '''WARGEAR:''' *''' Eternity gate:''' '''SPECIAL RULES''' *''' Ziggurat Dock:''' When deploying you can deploy a single Monolith or Sentry Pylon in your army on top of the Ziggurat Dock, a vehicle deployed on the ziggurat dock is immobile, until the Ziggurat is destroyed, and all its Heavy 1 weapons become Heavy 2 and all its Primary Weapon 1 weapons become Primary Weapon 2. *''' Scarab Hive:''' ====PYLON NETWORK==== '''Composition:''' Fortification Network consisting of: *'''0-1 Superheavy Pylon''' *'''1-3 Sentry Pylons''' ====SENTRY PYLON==== 150 pts {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! BS ! FA ! SA ! RA ! HP |- | Sentry Pylon | 4 | 12 | 12 | 12 | 3 |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Vehicle (Immobile)''' '''UNIT COMPOSITION:''' '''1 Sentry Pylon''' '''WARGEAR:''' *'''Gauss exterminator''' '''SPECIAL RULES''' *'''It Will Not Die''' *'''Deep Strike''' *'''Phase Jump:''' Once per game at the end of your opponents turn you may remove a model with this special rule and place it in Deep Strike reserve. *''' Energy field:''' all friendly units within 3 inches of a model with this rule, including the model itself, receive a 5+ Invulnerable Save. '''OPTIONS:''' *May exchange Gauss Destroyer for one of the following weapons: :: - Heat cannon...''40 pts'' :: - Focussed death ray...''25 pts'' ====SUPERHEAVY PYLON==== 400 pts {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! BS ! FA ! SA ! RA ! HP |- | Superheavy Pylon | 4 | 14 | 14 | 14 | 6 |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Vehicle (Superheavy, Immobile, Tank)''' '''UNIT COMPOSITION:''' '''1 Superheavy Pylon''' '''Wargear:''' *'''Gauss destroyer''' '''SPECIAL RULES''' *'''It Will Not Die''' *'''Phase Jump:''' Once per game at the end of your opponents turn you may remove a model with this special rule and place it in Deep Strike reserve. *''' Energy field:''' All friendly units within 3 inches of a model with this rule, including the model itself, receive a 5+ Invulnerable Save. ===FORMATIONS=== ====GARRISON LEGION==== '''FORMATION:''' *1 Lord *2-8 Warrior Phalanxes *1-4 Immortal Phalanxes *0-3 Tomb Blade Phalanxes. *0-1 Annihilation Barges, Canoptek Acanthrite Harvests, Canoptek Centipedes, Canoptek Scarab Swarm Harvests, Canoptek Spyder Harvests, Death Scythes, Deathmark Phalanxes, Destroyer Phalanxes, Doomsday Arks, Doomscythes, Flayed One Packs and Tesseract Arks. *0-1 Fortification '''RESTRICTIONS:''' Only Necron units may be taken as part of this formation. '''SPECIAL RULES:''' *'''Line Commander:''' Roll 3D6 at the start of each of your turns to determine the command range in inches of the Lord in this Formation. *'''Protocols of War (Infinite Legions):''' All Flayed One Packs, Immortal Phalanxes and Warrior Phalanxes from this Formation with this special rule within the command range of a model from this Formation gain the Infinite Legions special rule. Whenever a unit with the Infinite Legions special rule is removed from the table a new identical unit immediately enters Portal Reserves. The new unit also counts as being part of this Formation. Units within Portal Reserves may only enter the game through an Eternity Gate. ====HARVEST LEGION==== '''FORMATION:''' *1 Lord *3-9 Flayed One Packs or Warrior Phalanxes (in any combination) *0-3 Immortal Phalanxes *0-3 Tomb Blade Phalanxes. *0-1 Annihilation Barges, Canoptek Acanthrite Harvests, Canoptek Centipedes, Canoptek Scarab Swarm Harvests, Canoptek Spyder Harvests, Death Scythes, Deathmark Phalanxes, Destroyer Phalanxes, Doomsday Arks, Doomscythes, Flayed One Packs and Tesseract Arks. *0-1 Fortification '''RESTRICTIONS:''' Only Necron units may be taken as part of this formation. '''SPECIAL RULES:''' *'''Line Commander:''' Roll 3D6 at the start of each of your turns to determine the command range in inches of the Lord in this Formation. *'''Protocols of War (Charnel Scarabs):''' All Flayed One Packs, Immortal Phalanxes and Warrior Phalanxes from this Formation with this special rule within the command range of a model from this Formation have the Shred special rule. Models which already have the Shred special rule instead gain the Fleshbane special rule. ====RECLAMATION LEGION==== '''FORMATION:''' *1 Lord *2-8 Warrior Phalanxes *1-4 Immortal Phalanxes *0-3 Tomb Blade Phalanxes. *0-1 Annihilation Barges, Canoptek Acanthrite Harvests, Canoptek Centipedes, Canoptek Scarab Swarm Harvests, Canoptek Spyder Harvests, Death Scythes, Deathmark Phalanxes, Destroyer Phalanxes, Doomsday Arks, Doomscythes, Flayed One Packs and Tesseract Arks. *0-1 Fortification '''RESTRICTIONS:''' Only Necron units may be taken as part of this formation. '''SPECIAL RULES:''' *'''Line Commander:''' Roll 3D6 at the start of each of your turns to determine the command range in inches of the Lord in this Formation. *'''Protocols of War (Objective Secured):''' All Flayed One Packs, Immortal Phalanxes and Warrior Phalanxes from this Formation with this special rule within the command range of a model from this Formation have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.
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