Codex - Necrons Angry Robot Edition: Difference between revisions

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  - Illusion - 20 pts.
  - Illusion - 20 pts.
During deployment you may nominate up to 3 units in your army, the chosen units gain the '''Infiltrate''' special rule.   
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 a '''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.
  - Shard of the machine god - 70 pts.
Once per shooting phase the C´tan can choose a single friendly vehicle within 3” 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+.
Once per shooting phase the C´tan can choose a single friendly vehicle within 3” 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+.

Revision as of 13:51, 8 December 2015

Introduction

Angry codices are an attempt to improve internal and external balance. Check out the Angry Codex hub for the other angry codices.

The aim of this codex is to give the feeling of fielding a legion of remorseless robots marching relentlessly. This is not the Necron army which has been displayed in the official codices, but rather what has been displayed in the fluff. If you felt that it was stupid that your warriors tried to run from Initiative 6 opponents because they lost close combat by 4 and then get automatically destroyed, then this fandex might just be what you are looking for.

You can field small C´tan pokemon with personalized skillsets for what you require/think is cool. The plan is to also make rules for the true C´tan (Nightbringer and the Deceiver for example), these will be superheavy creatures which should display their actual godlike power.

For reasons of different choices, and Q&A + suggestions; check the discussion page.

Disclaimer

Games Workshop in no way endorses this codex nor any of the other Angry Codices. No infringement is intended with this work, nor any other of the Angry Codices. The intent of the angry codices is NOT to make GW go out of business, but rather to improve the quality of the hobby, which leads to a happier and larger player base.

Editing

Feel free to edit poor wording. Please do not add or change anything to this Page, exceptions being improving grammar and wording, instead write what you think should be changed in this page´s discussion page. The AngryPirate will either discuss the change or change it. If you don´t agree with an edit AngryPirate has made you can PM him or write in the talk page.

Necron special rules

We´ll Be Back

Whenever a Necron model with this rule is removed from the table, put a marker next to its unit (laying the model down beside its unit works nicely). At the start of each of your turns, go through your units one at a time, roll 1d6 per We´ll Be Back counter the unit has, for each 5+ rolled restore one of the models to (un)life with one wound remaining. Place the resurrected model within 2" of a model, which was already there before the start of your turn. Finally remove all models that were not restored to life. When the last model with We´ll Be Back from a unit is removed or if a unit loses We´ll Be Back for any reason; remove all We´ll Be Back counters.

Godless

A model with this rule automatically fails cover saves.

Living Metal

A model with this rule ignores the effects of the "Crew Shaken" result of the vehicle damage table.

Warlord traits

  • 1 - Megalomaniac:

Only when standing above a defeated enemy can the Warlord feel a flicker of emotion.

Your army gains 1 Victory/Kill Point for each enemy character slain by your Warlord in a challenge.

  • 2 - Unbending Will:

The Warlord is possessed of the indomitable willpower and iron resolve that has allowed the Necrons to endure eternity, and no mere mortal force will dissuade them from their goals.

All units in your army may re-roll failed We'll be back rolls, while one or more members of the unit is within 3” of an objective.

  • 3 - Phase In:

The Warlord has engineered the teleporters, meant to teleport Necrons to a tomb world when they are badly damaged, to instead allow him and his warriors to teleport directly onto the battlefield.

All units with the Godless special rule and all Independent Characters gain the Deep Strike special rule.

  • 4 - Override Protocols:

The Warlord is able to impress his will upon the crude vehicles of mortals, crippling their fragile inner workings with bursts of harmful data that defy logic.

All of the Warlords Melee attacks gain the Haywire special rule.

  • 5 - Insanity:

The Warlord is convinced he is a creature of flesh rather than living metal.

The Warlord and any unit he joins has the Zealot and Rage special rules and lose the Godless special rule.

  • 6 - Domination Protocols:

An ancient protocol dictates that all of the galaxy must be under Necron rule before the Warlord may rest.

At the start of the game, before adding tactical objectives, add the domination tactical objective from your tactical objective deck to your active tactical objectives. This does not count towards the number of Active Tactical Objectives you currently have in play. You cannot draw the domination objective again as it is permanently added. If you are playing a game without tactical objectives: Your warlord and his unit gains Pinning on all their shooting weapons.

Detachments and Formations

Units from this codex may only be included in the Maynarkh Dynasty Formation, Infinite Legions Formation, Combined Arms Detachment and Allied Detachment.

Maynarkh Dynasty Formation

Formation:

  • 1-2 HQ
  • 2+ units of Flayed Ones
  • 0+ Troops
  • 0-3 Elites
  • 0-3 Fast Attack
  • 0-3 Heavy Support
  • 0-1 Lords of War
  • 0-1 Fortification

Restrictions: Only Necron units may be taken as part of this formation. No unique units except those presented in the Fall of Orpheus may be included in this detachment.

Special Rules:

  • Withered Legions: Immortals count as Elites choices in a Maynarkh Decurion formation.
  • Charnel Scarabs: All models from this formation have the Shred special rule. Models which already have the Shred special rule instead gain the Fleshbane special rule.
  • Army of Lepers: Flayed Ones in this detachment have the Objective Secured special rule.

Infinite Legions Formation

Formation:

  • 1-2 HQ
  • 2+ Troops
  • 0-3 Elites
  • 0-3 Fast Attack
  • 0-3 Heavy Support
  • 0-1 Fortifications
  • 0-1 Lords of War

Restrictions: Only Necron units may be taken as part of this formation.

Special Rules:

  • Slumbering Legions: A maximum of half (rounding up) of your units with the Godless special rule from this formation may start on the table. All other units with the Godless special rule must start in Portal Reserves. Do not roll for Portal Reserves as normal, units within Portal Reserves can only arrive on the table by entering through an Eternity Gate. Non-vehicle units with Deep Strike may instead choose to arrive by Deep Strike from turn 1 onward, no need to roll for their reserve rolls.
  • Endless Legions: Whenever a Troops choice unit with the Godless special rule from this detachment is removed from the table it immediately re-enters Portal Reserves. All units within Portal Reserves counts as destroyed at the end of the game.
  • Phase Out: Remove all models from this detachment, including vehicle wrecks, from the table once all models with the Godless special rule from this detachment have been removed from the table.

Armoury of the Ancients

Technoarcana

Dispersion Shield

A model armed with a Dispersion Shield has a 4+ invulnerable save. Any time a model with this rule succesfully makes an armour or invulnerable save against a ranged attack, choose one enemy unit within 6" that unit immedietly suffers one hit using the profile of the weapon fired at the model carrying the Dispersion Shield. The hit counts as coming from the model with the shield, for the purposes of cover saves etc.

Resurrection Orb

Once per game the bearer of a Resurrection Orb can do one of the following things:

- After the Overlord´s unit has made its Reanimation Protocol rolls you can re-roll any failed rolls for his unit.
- When the last model with We´ll Be Back in his unit would be removed from the table, roll for We´ll Be Back as if it were the beginning of your turn.
  • If the Overlord is embarked upon a Catacomb Command Barge he can use either ability upon any friendly unit within 6", although the Resurrection Orb can still only be used once.

Shadowloom

If a model armed with a Shadowloom does not shoot or flat out it becomes Shrouded.

Whip Coils

A model equipped with whip coils increase its Initiative by 3.

Mindshackle Scarabs

At the start of the Assault phase, after assault moves have been made, but before any blows are struck, randomly select an enemy model in base contact with the bearer of the mindshackle scarabs. That model must immediately take a Leadership test on 3D6. If the test is passed, the mindshackle scarabs have no effect. If the test is failed, the victim strikes out at his allies. Instead of attacking normally, he inflicts D3 hits on his own unit when it is his turn to attack. Unless there are no other models in his unit he will not hit himself. If the target is in a challenge the target must hit itself. These hits are resolved at the victim´s strength, and benefit from any abilities and penalties from his close combat weapons (the controller of the mindshackle scarabs chooses which, there is a choice). If he is still alive, the victim returns to normal once all blows in that round of combat have been struck.

Tesseract Labyrinth

Once per game a model armed with a Tesseract Labyrinth can exchange all of his attacks for a special Tesseract Labyrinth attack at Initiative 1. No roll to hit is made, choose an enemy model in base contact with the wielder, roll a D6 if the result is higher than the models current number of wounds it is removed from the table with no saves of any kind allowed.

Phylactery

A model armed with a phylactery regains wounds with It Will Not Die on a 4+ instead of a 5+. A model armed with a Phylactery gains Eternal Warrior.

Melee Weapons

Hyperphase Sword

Range S AP Type
Cleave - User 3 Melee, Specialist Weapon, Multiple Melee Profiles
Slash - +1 2 Melee, Specialist Weapon, Unwieldy, Multiple Melee Profiles

Multiple Melee Profiles: A model equipped with a weapon with this rule, can choose which of the weapons profiles to use at the start of each round of assault. If multiple models in a unit are armed with the same weapon with this rule, they must all choose the same profile.

Warscythe

Range S AP Type
- +2 2 Melee, Armourbane, Shielbreaker

Shieldbreaker: All succesful invulnerable saves made against wounds/hullpoints suffered by weapons with this rule, must be rerolled.

Voidblade

Range S AP Type
- User 5 Melee, Rending, Entropic strike

Entropic strike: When a model or a weapon with this rule causes an unsaved wound against a model, that model permanently loses its armour save. When this model hits a vehicle, before armour penetration, roll one d6 per hit, for every 4+ rolled permanently reduce the armour value of all facings of that vehicle by one point, this cannot degrade an armour value below armour value 1.

Gauntlet of Fire

Range S AP Type
- User - Melee, Shred, Flamestrike

Flamestrike: A model attacking with a Gauntlet of Fire can re-roll failed to-hit rolls.

Ranged Weapons

Death Sphere

Range S AP Type
- D 1 Assault 1, Blast, Bomb, Destroyer

Death ray

Range S AP Type
6 10 1 Assault 1, Ray

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. The weapon counts as targeting all models hit. A vehicle armed with a weapon with this type must target shoot this weapon first and may only fire following weapons at a taget hit by this weapon, unless it is a Super Heavy.

Transdimensional Beamer

Range S AP Type
6" D 2 Assault 1, Exile Ray (1), Destroyer

Exile Ray: When rolling on the destroyer table with a weapon with this rule subtract the number in brackets from your roll.

Flamer

Range S AP Type
Template 4 5 Assault 1

Multi melta

Range S AP Type
24 8 1 Heavy 1, Melta

Gauss and Quark Weapons

Range S AP Type
Quark Flayer 24 3 - Rapid Fire, Rending, Lance
Quark Flux Arc 24 3 - Heavy 6, Rending, Lance, Independent Targeting
Quark Harvester 24 3 - Heavy 10, Rending, Lance, Independent Targeting
Gauss Blaster 30 4 4 Rapid Fire, Gauss
Gauss Cannon 36 6 3 Rapid Fire, Gauss
Heavy Gauss Cannon 48 9 2 Ordnance 1, Shred, Gauss
Gauss crystal 24 6 - Primary Weapon 1, Large Blast, Lance, Gauss

Gauss: Any to wound roll of 6 causes an additional automatic wound with ap 2, even if the weapon would not normally be able to wound. Any armour penetration roll of 6 causes the target to loose a single hull point, in addition to any other damage caused, regardless of the strength of the weapon fired and the armour value of the vehicle.
Independent Targeting: Weapons with this special rule may each target a separate unit. Monoliths may target up to 5 units with its shooting attacks, 1 unit with each weapon with this rule and 1 separate unit with its Gauss Crystal, although it may target the same target multiple times with different weapons. Announce all targets before rolling to hit.

Particle Weapons

Range S AP Type
Particle Caster 12 5 5 Assault 1, Pistol
Particle Blaster 24 6 5 Heavy 1, Blast, Ignores Cover
Heavy Particle Cannon 30 7 4 Heavy 1, Large Blast

Powers of the C´tan

Range S AP Type
1 Antimatter Meteor 24 8 3 Assault 1, Large Blast, Powers of the C´tan
2 Cosmic Fire 24 6 4 Assault 1, Ignores Cover, Large Blast, Powers of the C´tan
3 Seismic Assault 24 6 4 Assault 10, Strikedown, Powers of the C´tan
4 Sky of Falling Stars 24 7 4 Assault 3, Large Blast, Barrage, Powers of the C´tan
5 Time´s Arrow 24 D 1 Assault 1, Precision Shots, Powers of the C´tan
6 Transdimensional Thunderbolt 24 9 1 Assault 1, Tesla, Powers of the C´tan

Powers of the C´tan: Once per turn Powers of the C´tan can be used as a shooting weapon, first roll a d6 and consult the table above then choose an enemy unit within range and fire the weapon with the profile.

Staff of Light

Range S AP Type
12 5 3 Assault 3, Blind, Illuminate
- User 3 Melee

Illuminate: A unit hit by a weapon with this type loses the Stealth special rule for the remainder of the turn (if they have it).

Tachyon Arrow

Range S AP Type
240 10 1 Assault 1, One Shot Only

Tesla Weapons

Range S AP Type
Tesla blaster 30 5 - Assault 1, Tesla
Tesla cannon 30 6 - Heavy 2, Tesla
Heavy tesla cannon 30 7 - Heavy 3, Tesla
Tesla Sphere 30 7 - Heavy 5, Tesla

Tesla: Any to hit roll of 6 causes two additional hits with the weapons profile.

Tesseract Singularity Chamber

Range S AP Type
Earthquake 48 3 - Assault 6, Large Blast, Pinning, Groundshake, Rending, Quake
Seismic Pull 24 x - Heavy 10, Graviton, Pull, Pinning, Quake
Singularity projection 24 x 2 Heavy 2, Large Blast, Graviton, Pinning, Quake

Groundshake: Any building hit by this weapon takes d6 strength 10 ap - hits per hit suffered.
Quake: All enemy units hit by a weapon with the Quake type treat open ground as difficult terrain during their next Movement phase.
Pull: Any unit hit by a weapon with this type are moved 2d6" as if they were fleeing towards the weapon fired at them.

Vehicle Wargear

Eternity Gate:

Once per turn during the movement phase you can do one of three things 1: a single unit in reserves may 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. 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.

Quantum Shielding:

Models with Quantum Shielding two armor values listed for some facings. Until the model has suffered an unsaved penetrating hit it uses the higher value for this facing, once it has it must instead use the lower value. An entire unit's attack is resolved simultaneously for this purpose. For example, if a unit of havocs with 3 las-cannons and one meltagun shoot at a ghost ark which has yet to suffer a penetrating hit, the entire unit will count the vehicle as using the higher armor value even if you roll a penetrating hit with the multi-melta before rolling for the las-cannons.

Units

HQ

Nemesor Zahndrekh

140 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Zahndrekh 5 5 5 5 3 3 3 10 3+ Infantry (C) 1 Nemesor Zahndrekh


Wargear:

  • Staff of Light
  • Resurrection Orb

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 not your warlord ignore this rule. Nemesor Zahndrekh starts the game with the Insanity Necron Warlord trait. At the start of each of your turns after the first you must choose any warlord trait from among the Warlord trait tables in the main rulebook or one of the Necron Warlord traits, this warlord trait replaces Nemesor Zahndrekh´s current warlord trait. Nemesor Zahndrekh cannot select a warlord trait that he had previously.
  • Honour of the Necrontyr: You may not include Deathmarks in a formation including Nemesor Zahndrekh.

Vargard Obyron

130 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Vargard Obyron 6 4 5 5 2 3 2 10 3+ Infantry (C) 1 Vargard Obyron


Wargear:

  • Warscythe
  • Ghostwalk Mantle

Vargard Obyron and his unit has the Deep Strike special rule. Once per game during your opponents end phase Vargard Obyron and his unit may, unless engaged in close combat, be removed from the table and moved into ongoing reserves. Vargard Obyron and his unit does not scatter if they attempt to Deep Strike within 6" of Nemesor Zahndrekh.

Special rules:

  • Independent Character
  • Feel No Pain
  • Everliving
  • Fearless
  • Zahndrekhs Vargard: While fighting in a challenge or on his own Vargard Obyron is hit on 5+ in close combat. Whenever a unit containing Nemesor Zahndrekh is assaulted Obyron must leave his unit and immediately pile into this combat, ignoring intervening terrain, models, or reserves.
  • Cleaving Counterblow: After an opponent has attacked Vargard Obyron in a challenge, Vargard Obyron may immediatley 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.

Illuminor Szeras

110 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Szeras 4 4 4 4 2 2 4 10 3+ Infantry (C) 1 Illuminor Szeras


Wargear:

  • Eldritch Lance
Range S AP Type
24 8 2 Assault 1, Lance

  • Gaze of Flame

Illuminor Szeras is armed with defensive grenades and a Flamer.

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 4 for the duration of the game. 
- 3-4 Improved Optics: The unit is Balistic 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

160 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Orikan 4 4 4 4 2 2 2 10 4+/3++ Infantry (C) 1 Orikan the Diviner


Wargear:

  • Staff of Tomorrow
Range S AP Type
- User 2 Melee, Concussive, Master-crafted, Timewarp

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
Range S AP Type
6" D 2 Assault 1, Exile Ray (1), Destroyer

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.
  • 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.
  • Temporal Snares: All enemy units count all terrain, including open ground, as difficult terrain on turn 1.

Anrakyr the Traveller

160 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Anrakyr 5 5 5 5 3 3 3 10 3+ Infantry (C) 1 Anrakyr the Traveller


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 a unit of immortals. That unit gain´s Counter-attack and Furious Charge.

Trazyn the Infinite

140 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Trazyn 5 5 5 5 3 3 3 10 3+ Infantry (C) 1 Trazyn the Infinite


Wargear:

  • Empathic Obliterator
Range S AP Type
- User 2 Melee, Concussive, Psionic Shockwave

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.
  • Tesseract Labyrinth

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. 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.

Necron Overlord

90 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Necron Overlord 5 5 5 5 3 3 3 10 3+ Infantry (C) 1 Necron Overlord


Wargear:

  • Staff of Light
Range S AP Type
12 5 3 Assault 3, Blind, Power Sword, Illuminate
- User 3 Melee

Illuminate: A unit hit by a weapon with this type loses the Stealth special rule for the remainder of the turn (if they have it).

Special rules:

  • Independent Character
  • Feel No Pain
  • It Will Not Die
  • Fearless

Options:

  • May take one of the following:
- Phaeron - 60 pts. 

If this upgrade is chosen change this models battlefield role from HQ to Lord of War. If a model with this upgrade is destroyed, your opponent gains 1 victory point. A model with this upgrade has a 2+ armour save, 4 wounds, and Strength 6. Immortals can fill the minimum required number of troops in a deatchment including a model with this upgrade.

- Nemesor - 20 pts.

If a model with this upgrade is your warlord you can choose your warlord trait(s) instead of rolling for it.

  • May take one of the following:
- Carrier scarab swarm - 30 pts.

The Overlord has four additional WS 2 S 1 attacks at his own I. These attacks cannot be used with the overlord’s weapon; instead, they have rending and entropic strike. The overlord becomes beast (C). The Overlord is bulky.

- Spider body - 35 pts.

The Overlord has the furious charge and Rampage special rules. The Overlord becomes Cavalry (C). The Overlord is very bulky.

- Centipede body - 35 pts.

The Overlords Toughness becomes 6. The Overlord gains the Counter Attack special rule. The Overlord is Very Bulky.

- Wraith Body - 60 pts.

The Overlord gains a 3+ invulnerable save. The Overlord gains Move Through Cover. The Overlord is Bulky. The Overlord becomes Jump Infantry (C).

- Catacomb Command Barge - 50 pts.

The Overlord is the rider of a Catacomb Command Barge. Read the Sempiternal Weave special rule for how the Catacomb Command Barge works differently than normal chariots and riders.

BS FA SA RA HP Unit Type Composition
Catacomb Command Barge 4 11/13) 11(13) 11 3 Vehicle (Skimmer, Fast, Chariot) 1 Annihilation Barge


Wargear:

  • gauss cannon or tesla 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 he may generate an extra warlord trait in addition to his normal trait, this must be from the same Warlord Trait Table as the first one. If a Nemesor is the rider and your Warlord he 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 1 and have the Armourbane and Shieldbreak special rules.
  • May exchange Staff of Light for one of the following:
- Warscythe - 15 pts.
- Particle Caster and Voidblade - 0 pts.
- Hyperhpase Sword and Dispersion Shield - 0 pts.
- Gauntlet of Fire with inbuilt flamer - 0 pts.
  • May take any of the following:
- Phylactery - 15 pts
- Mindshackle Scarabs - 55 pts
- Tesseract Labyrinth - 20 pts
- Tachyon Arrow - 25 pts
- Resurrection Orb - 25 pts

Necron Destroyer Lord

140 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Necron Destroyer Lord 5 5 5 6 3 3 3 10 3+ Jump Jet Infantry (C) 1 Necron Destroyer Lord


Wargear:

  • Staff of Light

Special Rules:

  • Independent Character
  • Hammer of Wrath
  • Preferred Enemy
  • It Will Not Die
  • Feel No Pain
  • Slow and Purposeful
  • 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 - 0 pts.
  • May any of the following:
- Phylactery - 10 pts
- Mindshackle Scarabs - 55 pts
- Tachyon Arrow - 25 pts
- Resurrection Orb - 25 pts

Necron Lord

50 pts. The first three Necron Lords in any detachments which include a Necron Overlord, Imotekh the Stormlord, Nemesor Zahndrekh, Anrakyr the Traveller or Trazyn the Infinite do not count for HQ choices for your detatchment.

WS BS S T W I A Ld Sv Unit Type Composition
Necron Lord 4 4 5 5 2 3 2 10 3+ Infantry (C) 1 Necron Lord


Wargear:

  • Staff of Light
Range S AP Type
12 5 3 Assault 3, Blind, Illuminate
- User 3 Melee

Illuminate: A unit hit by a weapon with this type loses the Stealth special rule for the remainder of the turn (if they have it).

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 - 0 pts.
- Hyperhpase Sword and Dispersion Shield - 0 pts.
- Gauntlet of Fire with inbuilt flamer - 0 pts.
  • May any of the following:
- Phylactery - 10 pts
- Mindshackle Scarabs - 55 pts
- Tesseract Labyrinth - 25 pts
- Tachyon Arrow - 25 pts
- Resurrection Orb - 25 pts

Cryptek Faculty

25 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Necron Cryptek 4 4 4 4 1 2 1 10 3+ Infantry (C) 1-5 Necron Crypteks
Arch Cryptek 4 4 4 4 2 2 2 10 3+ Infantry (C)


Wargear:

  • Relevant harbinger weapon

Special rules:

  • Independent Character
  • Relentless
  • Reanimation Protocols: Models with this special rule can make Feel No Pain rolls against wounds with the Instant Death special rule. They can also make Feel No Pain rolls against wounds caused by Destroyer weapons, although the result of Feel No Pain rolls is reduced by 1.
  • Feel No Pain
  • Fearless
  • It Will Not Die
  • Arch Cryptek If you do not include multiple Crypteks in this unit then the lone Cryptek must be upgraded to an Arch Cryptek.

Options:

  • May add up to four additional Crypteks - 25 pts/model
  • All Crypteks must be upgraded to one of the following:
- Arch Cryptek - 15 pts/model

Arch Crypteks are armed with a staff of light and may take any of the following wargear:

- Nanoscarab repair swarm - 35 pts/model

Models in the same unit as this model pass We´ll Be Back on a 4+ rather than a 5+.

- Orb of Immortality - 10 pts

A unit containing an Orb of Immortality can make Feel No Pain rolls against wounds with the Instant Death special rule. This does not allow them to make Feel No Pain rolls against wounds caused by Destroyer weapons.

- Harbinger of Despair - 15 pts/model

Harbingers of Despair are armed with an abyssal staff and may take any of the following wargear:

Range S AP Type
Template 8 2 Assault 1, Strangulating Terror

Strangulating Terror: To Wound rolls from the abyssal staff´s shooting attacks are made against the target´s leadership rather than toughness. The abyssal staff´s shooting attack has no effect against models with no leadership characteristic, such as vehicles. Wounds caused by an abyssal staff can never cause instant death.
- Nightmare shroud - 35 pts/model

One use only. A nightmare shroud can be used during the shooting phase instead of firing a shooting weapon. Choose one unengaged enemy unit within 18" of the model using the nightmare shroud. That unit must take a Morale test or fall back immediately. If the unit passes this morale test its LD is permanently reduced by one. A unit may have its leadership reduced repeatedly in this way by multiple nightmare shrouds.

- Veil of Darkness - 20 pts/model

A Cryptek and any unit he joins has the Deep Strike special rule. When the Cryptek and his unit Deep Strikes, they do not scatter. During your end phase if the Crypteks unit is unengaged they may immediately be removed from the board and enter ongoing reserves.

- Harbinger of Destruction - 10 pts/model

Harbingers of Destruction are armed with a Flamespear and may take any of the following wargear:

Range S AP Type
36" 8 2 Assault 1

- Gaze of flame - 5 pts/model

The Cryptek is armed with a Flamer and defensive grenades.

- Solar pulse - 25 pts/model

One use only. The holder of a Solar Pulse may choose to activate it at the start of any game turn. If night fighting is in effect it ceases to be in effect for the remainder of the game turn. If night fighting is not in effect, it comes into effect for the rest of the game turn.

- Harbinger of Emptiness - 0 pts/model

Harbingers of Emptiness are armed with a nullstaff and may take any of the following wargear:

Range S AP Type
24 5 3 Assault 1, Null Wave, Mind Cloud
- User 3 Melee, Mind Cloud

Mind Cloud: A psyker or brotherhood of psykers which has been hit by a weapon with this special rule cannot manifest psychic powers until the end of the model´s following psychic phase.
Null Wave: Wounds caused by a weapon with this special rule can only be allocated to models with the Psyker special rule or the Brotherhood of Psykers special rule. Ignore any models in the target unit, which does not have one of the former special rules, for the purposes of which model is closest to the firing model. If there are no such models these wounds are allocated normally.
- Cube of Darkness - 30 pts/model 

One Use Only. A Cube of Darkness may be used after an enemy has successfully manifested a psychic power, instead of rolling for Deny the Witch, roll a D6 on the roll of a 2+ the psychic power is denied, otherwise resolve the psychic power as normal. After a Cube of Darkness has been resolved roll a D6 for each psychic power in effect, on a 2+ the psychic power ceases to have effect. Roll a D6 for each unit of summoned Daemons, on a 6+ the unit is immediately destroyed.

- Void Scarabs - 5 pts/model

A single unit of Scarab Swarms may be upgraded Void Scarabs. All models in the chosen unit, including any added during the game by Canoptek Spyders, have the Adamantium Will and Mind Cloud special rules.

- Harbinger of Eternity - 0 pts/model

Harbingers of Eternity are armed with an aeonstave and may take any of the following wargear:

Range S AP Type
- User 2 Melee, Concussive, Timewarp

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.
- Chronometron - 35 pts/model

One use per turn. A chronometron can be used to re-roll a single dice concerning the model carrying the Chronometron. If the model is in a unit, the re-roll can instead be used by any of the models in the unit.

- Timesplinter cloak - 15 pts/model

The model and any unit it joins gain a 5+ invulnerable save. If two models with a timesplinter cloak are in the same unit the save is increased to a 4+. If 4 or more models, all equipped with timesplinter cloaks, are in the same unit, the save is increased to a 3+. If 10 or more models all equipped with timesplinter cloaks are in the same unit, the save is increased to a 2+.

- Harbinger of the Storm - 15 pts/model

Harbingers of the Storm are armed with a voltaic staff and may take any of the following wargear:

Range S AP Type
12" 5 - Assault 3, Thunderstrike, Tesla

Tesla: Any to hit roll of 6 causes two additional hits with the weapons profile.
Thunderstrike: All to hit rolls of 6 made against vehicles count as having the haywire type including the additional hits created by the Tesla rule.
- Ether crystal - 10 pts/model 

Any unit arriving by Deep Strike within 18" of the bearer suffers d6 Strength 8 AP 5 hits with no cover saves allowed, this is cumulative meaning if a unit Deep Strikes within the range of 4 Ether Crystals they suffer 4d6 S 8 AP 5 hits with no cover saves allowed.

- Lightning field - 25 pts/model 

The Cryptek can only use a lightning field as an overwatch reaction. The lightning field is shooting attack with Strength 8 AP 5 Assault 30.

- Harbinger of Transmogrification - 10 pts/model

Harbingers of Transmogrification are armed with an tremorstave and may take any of the following wargear:

Range S AP Type
24" 4 - Assault 1, Large Blast, Barrage, Quake

Quake: All enemy units hit by a weapon with the Quake type treat all terrain including open ground as difficult- and dangerous terrain during their next Movement phase. A building or immobile/immobilised unit which is hit by a weapon with the Quake type suffers D3 automatic Hull Points/wounds, which ignore the unit´s void shields and saves, if it has any. Treat any damage caused by this special rule as coming from center of the Large Blast. Wounds caused by this special rule cannot be allocated to non-immobile/immobilised models and must instead be allocated to the closest available model in the unit hit.
- Harp of dissonance - 50 pts/model

One use only. At the start of your shooting phase, choose one enemy vehicle within 12" and line of sight, with six or less Hull Points remaining. A vehicle which has been targeted by a harp of dissonance reduces its Front-,Side-, and Rear Armour by 2 points, to a minimum of armour value 9 in any one side, this effect lasts until the start of your opponents turn.

- Seismic crucible - 25 pts/model

Any unit assaulting the Cryptek or his unit count as moving through difficult- and dangerous terrain while assaulting, no saves are allowed against wounds caused by the dangerous terrain tests inflicted by a seismic crucible. This reduces the units Initiative to 1 in the assault phase unless the unit has assault grenades.

Troops

Necron Warriors

90 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Necron Warrior 2 3 3 3 1 1 1 10 4+ Infantry 10 Necron Warriors


Wargear:

  • Quark Flayer
Range S AP Type
24 3 - Rapid Fire, Rending Lance

Special Rules:

  • Godless
  • We´ll Be Back
  • Feel No Pain
  • Slow and Purposeful
  • 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.

Necron Immortals

85 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Necron Immortal 3 4 4 3 1 2 1 10 3+ Infantry 5 Necron Immortals


  • Cannot be included in a detachment/formation as a part of the minimum number of troops choices

Wargear:

  • The entire squad may be armed with one of the following:
- Gauss Blaster
Range S AP Type
30 4 4 Rapid Fire, Gauss

Gauss: Any to wound roll of 6 causes an additional automatic wound with ap 2, even if the weapon would not normally be able to wound. Any armour penetration roll of 6 causes the target to loose a single hull point, in addition to any other damage caused, regardless of the strength of the weapon fired and the armour value of the vehicle.
- Tesla Blaster
Range S AP Type
30 5 - Assault 1, Tesla

Tesla: Any to hit roll of 6 causes two additional hits with the weapons profile.

Special Rules:

  • Godless
  • We´ll Be Back
  • Feel No Pain
  • Slow and Purposeful
  • Fearless

Options:

  • May include up to five additional Necron Immortals - 17 pts./model
  • The unit may take a Night Scythe as a Dedicated Transport

Flayed Ones

90 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Flayed One 3 2 3 3 1 1 2 10 4+ Infantry 10 Flayed Ones


  • Cannot be included in a detachment/formation as a part of the minimum number of troops choices

Wargear:

  • A pair of Flayer Claws
Range S AP Type
- User 5 Melee, Shred

Special Rules:

  • Godless
  • We´ll Be Back
  • Feel No Pain
  • Slow and Purposeful
  • 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

Necron Deathmarks

95 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Necron Deathmark 3 4 3 3 1 2 1 10 3+ Infantry 5 Necron Deathmarks


Wargear:

  • Synaptic Disintegrator
Range S AP Type
24 x 5 Rapid Fire, Sniper, Ignores Cover

Special Rules:

  • Godless
  • We´ll Be Back
  • Feel No Pain
  • Slow and Purposeful
  • Fearless
  • Deep Strike
  • 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 unless the target has Gone to Ground.
  • Patience of the Undying: During the shooting phase immediately after this unit arrives from Deep Strike reserve every hit inflicted by a model with this special rule is treated as a ‘Precision Shot’.

Options:

  • May include up to five additional Necron Deathmarks - 19 pts./model

Necron Pariahs

110 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Necron Pariah 4 4 5 4 1 4 2 10 3+ Infantry 5 Necron Pariahs


Wargear:

  • Warscythe
  • Gauss Blaster

Special Rules:

  • Godless
  • Fearless
  • Feel No Pain
  • Fear
  • Soulless Any unit with one or more models within 12” of a model with this special rule treats its leadership as 7 unless it would normally be lower.
  • Nullsphere: Models with this rule cannot be targeted by, and are never affected by psychic powers. When an enemy psyker or psychic brotherhood attempts to manifest a psychic power within 12” of a model with this rule, they need to roll one higher on their dice to manifest psychic powers. This normally means only 5s and 6s successfully generate warp charges, however if a psyker normally manifests on a 2+, that psyker instead manifests warp charges on 3+ while within 12” of a model with the Nullsphere rule.

Options:

  • May include up to five additional Necron Pariahs - 22 pts./model
  • The unit may take a Night Scythe as a Dedicated Transport

Lychguard

150 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Lychguard 4 4 5 3 1 2 2 10 2+ Infantry 5 Lychguard


Wargear:

  • Hyperphase Sword
  • Dispersion Shield

Special Rules:

  • Godless
  • We´ll Be Back
  • Feel No Pain
  • Slow and Purposeful
  • Fearless
  • Bodyguard: A unit with one or more models with this rule can reroll failed look out sir rolls for any models in said unit.
  • May include up to five additional Lychguard - 30 pts./model
  • The unit may take a Night Scythe as a Dedicated Transport

Triarch Praetorians

140 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Triarch Preatorian 4 4 5 5 1 2 2 10 3+ Jump Infantry 5 Triarch Preatorians


Wargear:

  • Must be armed with one of the following:
- Voidblade and particle caster
- Rod of the covenant
Range S AP Type
12" 5 2 Assault 1
- User 2 Melee, Two-handed

Special Rules:

  • Godless
  • We´ll Be Back
  • Feel No Pain
  • Slow and Purposeful
  • Fearless
  • May include up to five additional Triarch Praetorians - 28 pts./model

Triarch Stalker

150 pts.

WS BS S FA SA RA I A HP Unit Type Composition
Triarch Stalker 4 4 7 11 (13) 11 (13) 11 2 3 3 Vehicle (Walker, Open-topped) 1 Triarch Stalker


Wargear:

  • Two Heavy Flamers
Range S AP Type
Template 5 4 Assault 1

  • Two Multi-meltas
Range S AP Type
24 8 1 Heavy 1, Melta

  • 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 it must instead use the lower value. If a unit of havocs with 2 las cannons and two meltaguns shoot at a Triarch Stalker which has yet to suffer two penetrating hit, the entire unit will count the vehicle as not having suffered a penetrating hit 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 - 130 pts/model
  • May exchange all of it´s weaponry for a:
- Heavy Particle Cannon - 0 pts
- Twin-linked Heavy Gauss Cannon - 0 pts

C´tan Shard

120 pts.

WS BS S T W I A Ld Sv Unit Type Composition
C´tan Shard 7 4 6 6 4 3 4 10 3+ Monstrous Creature (C) 1 C´tan Shard


Wargear:

  • Close Combat Weapon

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:
- Gauss Slinger - 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 a 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 friendly vehicle within 3” 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+.

- Eternal champion - 35 pts.

The C´tan is armed with a master crafted war scythe and has +2 S. The C´tan has WS 10.

- Writhing Worldscape - 20 pts.

Whilst 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) except Gargantuan Monstrous creatures or units with C´tan in their name lose any ability that makes the unit automatically pass leadership based tests including the fearless special rule, as well as the stubborn special rule, while the Shard is on the board. This ability has no effect on vehicles. The shard can also choose to make a special shooting attack during the shooting phase: all enemy units within 12” take a morale test, and all enemy units within 24” but outside 12" instead 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.

- Phoenix Spawn - 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 is armed with both assault and defensive grenades in addition it has the stealth special rule.

- Soul eater - 25 pts.

The C´tan shard has the It will not die special rule and each time it causes a wound(s) in close combat it regains a single wound lost earlier in the game.

- Relentless Foe - 20 pts.

The Shard has rampage, fleet, concussive and counter-attack.

- Gravitational Overlord - 25 pts.

All jump infantry, jump monstrous creatures, flying monstrous creatures, skimmers and fliers count all terrain as dangerous terrain while within 12” of the shard. The shard has the following shooting attack:

Range S AP Type
12 x 1 Assault 1, Blast, Graviton

- 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.

- Traveller 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 6” of where the shard before removing it, if for any reason the models cannot be placed ignore this rule. All wraiths must be placed at least 1” away from enemy models.

- Nightmare tentacles - 35 pts.

The shard is armed with whip Coils. This C'tan shard also gains two Nightmare tentacles.

Range S AP Type
12 6 - Assault 2, Rending

- Lord of mortals - 25 pts.

The C´tan is armed with innumerable mindshackle scarabs. At the start of a round of close combat, a C´tan can choose to forego it´s attacks during a round of close combat 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

250 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Nightbringer 5 5 10 8 4 4 4 10 3+ Monstrous Creature (C) 1 Unique


Wargear:

  • Godhood (One Powers of the C´tan and the following close combat weapon)
Range S AP Type
- D 1 Melee, Destroyer

  • Gaze of Death

The Nightbringer may use a Gaze of Death instead of it´s normal attacks, if it does it inflicts a single S 8 AP 2 hit to each enemy unit, in close combat with the Nighrbringer, per non-vehicle model in the unit. These hits cannot inflict Instant Death and they the target´s leadership is treated as it´s toughness for the purpose of this attack.

Special rules:

  • Eternal Warrior
  • Fearless
  • Fear
  • Feel No Pain
  • Move Through Cover
  • Immune to Natural Law: The Nightbringer moves like a Jump Monstrous Creature, but it can still only move 6".
  • In the Presence of a God: All non-vehicle units (friend and foe) within 12" of the Nighbringer lose the Stubborn, Fearless, and And They Shall Know No Fear special rules while within 12" of the Nightbringer.
  • Necrodermis: Snipers only wound this model on 6s. Poisoned weaponry suffer a -1 To Wound penalty.
  • 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

250 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Deceiver 5 5 10 8 4 4 4 10 3+ Monstrous Creature (C) 1 Unique


Wargear:

  • Godhood (One Powers of the C´tan and the following close combat weapon)
Range S AP Type
- D 1 Melee, Destroyer

  • Promise of Power

The Deceiver may use a Promise of Power instead of it´s normal attacks, if it does all enemy non-vehicle models in a single unit in close combat with the Deceiver must pass a Morale test on 3D6 or make a single attack against their own unit using one of their weapons chosen by the Deceiver´s controller, all of these attacks are carried out at Initiative 10 regardless of the enemy´s Initiative and if their weapons have Unwieldy or any other rule that changes their Initiative. Enemy models may not attack normally during a turn in which they are affected by a Promise of Power.

Special rules:

  • Eternal Warrior
  • Fearless
  • Fear
  • Feel No Pain
  • Move Through Cover
  • Immune to Natural Law: The Deceiver moves like a Jump Monstrous Creature, but it can still only move 6".
  • Grand Illusion: After armies have been deployed, but before infiltration, you can take a total of 3 actions consisting of one or more of the following actions: Redeploy a friendly unit and give it scout and infiltrate, receive a +1 to seize the initiative roll, force your opponent to put one of their units on the board into reserves (opponents choice).
  • Necrodermis: Snipers only wound this model on 6s. Poisoned weaponry suffer a -1 To Wound penalty.
  • 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

150 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Canoptek Centipede 3 3 5 6 3 2 3 10 3+/5++ Monstrous Creature 1 Canoptek Centipede


Wargear:

  • Gate of Oblivion
Range S AP Type
Template x 1 Assault 1, Wormhole, Gate

Wormhole: A unit hit by a weapon with this rule must take one strength test for the model closest to the weapon that caused the hit, if the test is successful nothing happens, if the test is failed remove that model from play with no saves of any kind allowed and then move on to the next closest model, continue this until the unit has taken a number of strength tests equal to the number of hits suffered from the weapon with this rule. Models with no strength value instead suffer a single glancing hit.
Gate: A model cannot use, both a weapon with this rule and one of the Eternity Gate options, in the same turn.
  • Twin-linked Quark Flayer

Special Rules:

  • Feel No Pain
  • Fearless
  • Move Through Cover
  • Deep Strike
  • 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 loose any rule that makes 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

Necron Destroyers

120 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Necron Destroyer 4 4 5 5 2 2 2 10 3+ Jump Jet Infantry 3 Necron Destroyers


Wargear:

  • Gauss Cannon

Special Rules:

  • Godless
  • Hammer of Wrath
  • Preferred Enemy (Everything!)
  • We´ll Be Back
  • It Will Not Die
  • Feel No Pain
  • Slow and Purposeful
  • Fearless

Options:

  • May include up to two additional Necron Destroyers - 40 pts./model
  • Up to three Necron Destroyers may exchange their Gauss Cannons for Heavy Gauss Cannons - 10 pts/model

Tomb Blades

51 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Tomb Blade 2 3 3 4 1 1 1 10 4+ Jetbike 3 Tomb Blades


Wargear:

  • Twin-linked Gauss- or Tesla Blaster
  • Shadowloom

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/Tesla Blaster for Particle Blaster - 3 pts/model
Range S AP Type
24 6 5 Heavy 1, Blast, Ignores Cover

  • Any Tomb Blade may take shield vanes - 3 pts/model

Shield vanes confer a 3+ Armour Save.

Ghost Ark

80 pts.

BS FA SA RA HP Unit Type Composition
Ghost Ark 4 10 (12) 10 (12) 10 4 Vehicle (Skimmer, Open-topped, Transport) 1 Ghost Ark


Wargear:

  • Two Quark Harvesters
  • Quantum Shielding

Special Rules:

  • It Will Not Die
  • Living Metal
  • 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 Wraiths

105 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Canoptek Wraiths 3 3 6 5 1 2 3 10 3++ Jump Infantry 3 Canoptek Wraiths


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 
Range S AP Type
6" D 2 Assault 1, Exile Ray (1), Destroyer

Exile Ray: When rolling on the destroyer table with a weapon with this rule subtract the number in brackets from your roll.

Canoptek Acanthrites/Dragonflies

120 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Canoptek Acanthrite/Dragonfly 3 3 4 5 1 1 1 10 2+ Jump Infantry 3 Canoptek Acanthrites/Dragonflies


Wargear:

  • Canoptek Iridium Drills (Chainfist)
  • Close Combat Weapon
  • Acanthrite Burners (Meltaguns)
  • Phaseshifter

Special Rules:

  • Shrouded
  • Feel No Pain
  • Fearless
  • Move Through Cover
  • Relentless

Options:

  • May include up to three additional Canoptek Acanthrites/Dragonflies - 40 pts./model

Canoptek Scarab Swarms

45 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Canoptek Scarab Swarm 2 2 1 2 4 1 4 10 - Beast 3 Canoptek Scarab Swarms


Special Rules:

  • Feel No Pain
  • Fearless
  • Eternal Warrior
  • Rending
  • Entropic strike: When a model or a weapon with this rule causes an unsaved wound against a model, that model permanently loses its armour save. When this model hits a vehicle, before roling for armour penetration, roll one d6 per hit, for every 4+ rolled permanently reduce the armour value of all facings of that vehicle by one point, this cannot degrade an armour value below armour value 1.

Options:

  • May include up to seven additional Canoptek Scarab Swarms - 15 pts./model

Nightscythe

130 pts.

BS FA SA RA HP Unit Type Composition
Night Scythe 4 11 11 11 3 Vehicle (Flyer, Fast, Hover) 1 Night Scythe


Wargear:

  • Heavy Tesla Cannon
  • Eternity Gate
  • 1 Alien Abduction
Range S AP Type
- x 1 Assault 1, Wormhole, Gate, Bomb

Wormhole A unit hit by a weapon with this rule must take one strength test for the model closest to the weapon that caused the hit, if the test is succesful nothing happens, if the test is failed remove that model from play with no saves of any kind allowed and then move on to the next closest model, continue this untill the unit has taken a number of strength tests equal to the number of hits suffered from the weapon with this rule. Models with no strength value instead suffer a single glancing hit.
Gate: A model cannot use, both a weapon with this rule and one of the Eternity Gate options, in the same turn.

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

190 pts

BS FA SA RA HP Unit Type Composition
Death Scythe 4 12 12 11 4 Vehicle (Flyer, Fast, Hover) 1 Death Scythe


Wargear:

  • Twin-linked Heavy Tesla Cannon
  • Five Death Spheres

Special Rules:

  • It Will Not Die
  • Living Metal
  • Vector Dancer
  • Sound of Madness: Whenever a model with this rule moves over an enemy unit, that unit must take a pinning test.

Doomscythe

170 pts.

BS FA SA RA HP Unit Type Composition
Night Scythe 4 11 11 11 3 Vehicle (Flyer, Fast, Hover) 1 Night Scythe


Wargear:

  • Twin-linked Heavy Tesla Cannon
  • Death Ray

Special Rules:

  • It Will Not Die
  • Living Metal
  • 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

160 pts.

BS FA SA RA HP Unit Type Composition
Tesseract Ark 4 12(14) 12(14) 12 4 Vehicle (Tank, Skimmer, Heavy, Open-topped) 1 Tesseract Ark


Wargear:

  • Tesseract Singularity Chamber
  • Two Tesla Cannons
  • Quantum Shielding

Special Rules:

  • It Will Not Die
  • Living Metal

Necron Monolith

180 pts.

BS FA SA RA HP Unit Type Composition
Necron Monolith 4 14 14 14 4 Vehicle (Heavy, Skimmer) 1 Necron Monolith


Wargear:

  • Gauss Crystal
Range S AP Type
Gauss crystal 24 6 - Primary Weapon 1, Large Blast, Lance, Gauss

Gauss: Any to wound roll of 6 causes an additional automatic wound with ap 2, even if the weapon would not normally be able to wound. Any armour penetration roll of 6 causes the target to loose a single hull point, in addition to any other damage caused, regardless of the strength of the weapon fired and the armour value of the vehicle.
  • Four Quark Flux Arcs
  • Gate of Oblivion
Range S AP Type
Template x 1 Assault 1, Wormhole, Gate

Wormhole: A unit hit by a weapon with this rule must take one strength test for the model closest to the weapon that caused the hit, if the test is successful nothing happens, if the test is failed remove that model from play with no saves of any kind allowed and then move on to the next closest model, continue this until the unit has taken a number of strength tests equal to the number of hits suffered from the weapon with this rule. Models with no strength value instead suffer a single glancing hit.
Gate: A model cannot use, both a weapon with this rule and one of the Eternity Gate options, in the same turn.
  • 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 Decent: If the monolith 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 1” 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

120 pts.

BS FA SA RA HP Unit Type Composition
Doomsday Ark 4 10/12) 10(12) 10 4 Vehicle (Skimmer) 1 Doomsday Ark


Wargear:

  • Doomsday Cannon
Range S AP Type
120 D 1 Heavy 1, Divert Power
72 8 3 Heavy 1, Large Blast

Divert Power: This profile cannot be used if the vehicle using the weapon with this type has moved in the previous movement phase. Ignore the Relentless special rule for the purpose of this special rule.
  • Two Quark Harvesters
  • Quantum Shielding

Special Rules:

  • It Will Not Die
  • Living Metal

Annihilation Barge

130 pts.

BS FA SA RA HP Unit Type Composition
Annihilation Barge 4 11 (13) 11 (13) 11 3 Vehicle (Skimmer) 1 Annihilation Barge


Wargear:

  • Two heavy Particle Cannons
  • Gauss Cannon or Tesla Cannon
  • Quantum Shielding

Special Rules:

  • It Will Not Die

Canoptek Spyders

60 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Canoptek Spyder 3 3 5 6 2 2 2 10 3+ Monstrous Creature 1 Canoptek Spyder


Wargear:

  • Close Combat Weapon

Special Rules:

  • Godless
  • 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 12”. Place a new model, with the same name as the chosen unit, within unit coherency. 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.

  • Any Spyder may take a Gloom Prism - 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 - 15 pts./model

Lords of War

Imotekh the Stormlord

200 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Necron Overlord 5 5 6 5 4 3 3 10 2+ Infantry (C) 1 Necron Overlord


Wargear:

  • Gauntlet of flame
  • Staff of the Destroyer
Range S AP Type
1 6 2 Assault 1, Ray, One Use Only

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

Special rules:

  • Independent Character
  • Feel No Pain
  • It Will Not Die
  • Fearless
  • Phaeron of Sautekh: Immortals can fill the minimum required number of troops in a detachment including Imotekh. In addition he awards the opponent with a bonus victory point/kill point if killed.
  • 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 game 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.

Necron Obelisk

300 pts.

BS FA SA RA HP Unit Type Composition
Necron Obelisk 4 14 14 14 6 Vehicle (Superheavy, Flyer) 1 Necron Obelisk


Wargear:

  • Four Tesla Spheres

Special Rules:

  • It Will Not Die
  • Deep Strike
  • Behemoth´s Decent: If the monolith scatters on top of a model or a piece of terrain while deep striking, reduce the amount it scatters until it is at least 1” from enemy models and it is no longer on top of terrain or friendly models.
  • Gravitational Destabilization Matrix: All enemy flyers, skimmers, jetbikes, jump- and jet units of all kinds within 24” treat all terrain as well as open ground as dangerous terrain, even flyers that normally ignore terrain.
  • Ponderous: A model with this rule can only move 6” each movement phase and cannot move flat out. Models without skyfire do not need to fire snap shots at models with this rule, in addition template and blast weapons still affect models with this rule.
  • 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

400 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Transcendent C´tan 5 5 10 8 6 4 4 10 3+ Gargantuan Jump Monstrous Creature (C) 1 Transcendent C´tan
Cryptek Controller 4 4 8 8 1 2 1 10 4+ Infantry (C)


Wargear (Transcendent C´tan):

  • Godhood (two Powers of the C´tan and the following close combat weapon)
Range S AP Type
- D 1 Melee, Destroyer

Wargear (Cryptek Controllers):

  • Staff Of Light

Special rules:

  • Fearless
  • Deep Strike
  • 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 you opponent controls this unit for the remainder of the shooting phase.

Options:

  • May add two Cryptek Controllers - 100 pts
  • May exchange both it´s powers of the C´tan with one of the following:
- Aspect of the Mag´ladroth - 0 pts

The Aspect of Mag´ladroth has BS 10. Each shooting phase the Aspect of Mag´ladroth may choose any two vehicles within 24" randomly select a weapon for 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 - 0 pts

Weapons have Get´s Hot while shooting at the Aspect of Nyadra´zatha. The Aspect of Nyadra´zatha carries two Flamestorm Cannons.

Range S AP Type
Template 6 3 Heavy 1

Tesseract Vault

650 pts.

BS FA SA RA HP Unit Type Composition
Necron Obelisk 4 14 14 14 6 Vehicle (Superheavy, Flyer) 1 Necron Obelisk + 1 Trapped Transcendent C´tan


Wargear:

  • Four Tesla Spheres

Special Rules:

  • It Will Not Die
  • Deep Strike
  • Behemoth´s Decent: If this model scatters on top of a model or a piece of terrain while deep striking, reduce the amount it scatters until it is at least 1” from enemy models and it is no longer on top of terrain or friendly models.
  • Caged God: Inside the Tesseract Vault is a Transcendent C´tan, this C´tan can be targeted and destroyed independently of the Tesseract Vault, likewise the Tesseract Vault can be targeted and destroyed independently. If the Tesseract Vault is destroyed prior to the destruction of the C`tan, ignore the Somewhat Under Control special rule. If the
  • 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: 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.
  • Ponderous: A model with this rule can only move 6” each movement phase and cannot move flat out. Models without skyfire do not need to fire snap shots at models with this rule, in addition template and blast weapons still affect models with this rule.
  • Somewhat Under Control: While the Tesseract Vault is alive you can choose the powers of the C´tan fired instead of rolling for them.

Apocalyptic Relics

The following units have not been playtested and most of the points costs where decided more or less on whim. Unfortunately I have been spending too much time writing codices and not enough time scratch-building super-heavies to play with them. Treat them as a fun read rather than balanced and well thought out unit.

Canoptek Tomb Stalker

Pictures, build guide and fluff

http://jodrell.org/wp-content/uploads/2010/08/img_3976.jpg Canoptek Tomb Stalkers are to Spyders, what Spyders are to Scarabs. http://www.instructables.com/id/Build-a-Necron-Tomb-Stalker/

Spyders can make a Tomb Stalker, not in the game though. Tomb Stalkers can then make all of the Canoptek units.

1000 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Canoptek Tomb Stalker 3 3 10 7 10 1 10 10 2+ Gargantuan Creature 1 Canoptek Tomb Stalker


Wargear:

  • Artificers Claw

Special Rules:

  • Godless
  • Feel No Pain
  • It Will Not Die
  • Fearless
  • Spyder Hive: Once per turn during the movement phase, each model with this rule must choose a Canoptek Spyder unit, roll 1d6 on a 2+ place a new model, with the same name as the chosen unit, within unit coherency, if a 1 is rolled the model with this rule suffers a single wound with no saves allowed.
  • Tomb Mother: Once per turn during your shooting phase if the Canoptek Tomb Stalker is not locked in combat, it may summon a new unit of 2d3 Canoptek models with the Jump Infantry type, or 1 Canoptek model with the Monster type. The new unit must be placed entirely within 12” of the Canoptek Tomb Stalker.
  • Tomb Orb

Aeonic Orb

2500 pts.

BS FA SA RA HP Unit Type Composition
Aeonic Orb 4 12 12 12 30 Vehicle (Superheavy, Heavy, Skimmer) 1 Aeonic Orb


Wargear:

  • Star heart

Special Rules:

  • It Will Not Die
  • Deep Strike
  • Move Through Cover
  • Sunburn: An Aeonic Orb has stealth against any ranged attack coming from less than 24" away, it also has shrouded if the attack is coming from less than 12" away.
  • Morning Sunshine: Nightfighting is never in effect while an Aeonic Orb is on the field, no matter what any special characters might think or say.
  • Behemoth´s Decent: If the monolith scatters on top of a model or a piece of terrain while deep striking, reduce the amount it scatters until it is at least 1” from enemy models and it is no longer on top of terrain or friendly models.
  • Solar Powered: Before rolling for It Will Not Die for an Aeonic Orb, roll 4d6 and then roll for It Will Not Die that many times.

Abattoir

3000 pts.

BS FA SA RA HP Unit Type Composition
Necron Obelisk 4 14 14 14 50 Vehicle (Superheavy, Skimmer) 1 Necron Obelisk


Wargear:

  • Fifty six Ghostly Chains

Ghostly Chain

Range S AP Type
12 6 - Assault 3, Rending

  • Four Heavenly Chains

Heavenly Chain

Range S AP Type
24 D 1 Assault 1, Destroyer

Special Rules:

  • It Will Not Die
  • Move Through Cover
  • Soul Reaper: Whenever a model with this rule causes a wound place a soul counter on this model.
  • Soul Feast: At the start of each turn, you may remove any number of soul counters from this model to heal a single wound lost earlier for every 5 counters removed, on a single C´tan model within 6".

Megalith

Large monolith with transport capacity of 9 monoliths, maybe just 4. Maybe 8 transport and then a portal which can bring in more, or just the portal.

Fortifications

Dread Necropolis

Price per fortification

Composition: Fortification Network consisting of:

  • 2 City of the Dead Fortification Networks

Special Rules:

  • Realm of the everliving: While at least one of the Power Crucibles from this piece are undestroyed: keep all Reanimation Protocol markers for units on the Dread Necropolis on the table after rolling for them. Only when a unit is entirely destroyed does it loose it´s Reanimation Protocol markers. All failed Reanimation Protocol rolls can be re-rolled.
  • Super Defence 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 Reanimation Protocol 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.

BS FA SA RA HP Unit Type Composition
Sentry Pylon 4 12 12 12 3 Vehicle (Immobile) 1 Sentry Pylon


Wargear:

  • Gauss Exterminator
Range S AP Type
120 8 2 Heavy 2, Gauss, Interceptor, Skyfire
Template 4 - Heavy 1, Gauss, Torrent

Gauss: Any to wound roll of 6 causes an additional automatic wound with ap 2, even if the weapon would not normally be able to wound. Any armour penetration roll of 6 causes the target to lose a single hull point in addition to any other damage caused, regardless of the strength of the weapon fired and the armour value of the vehicle.

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
Range S AP Type
36" 10 1 Heavy 2, Blast, Melta
36" 10 1 Heavy 2, Skyfire, Melta

- Focussed Death Ray - 25 pts
Range S AP Type
24" 10 1 Heavy 2, Ray
24" 10 1 Heavy 2, Skyfire, Twin-linked

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. The weapon counts as targeting all models hit. A vehicle armed with a weapon with this type must target shoot this weapon first and may only fire following weapons at a target hit by this weapon, unless it is a Super Heavy.

Superheavy Pylon

400 pts.

BS FA SA RA HP Unit Type Composition
Superheavy Pylon 4 14 14 14 6 Vehicle (Superheavy, Immobile, Tank) 1 Superheavy Pylon


Wargear:

  • Gauss Destroyer
Range S AP Type
120 D 1 Primary Weapon 3, Destroyer, Skyfire
Flamestorm Template 5 3 Primary Weapon 1, Gauss

Gauss: Any to wound roll of 6 causes an additional automatic wound with ap 2, even if the weapon would not normally be able to wound. Any armour penetration roll of 6 causes the target to loose a single hull point, in addition to any other damage caused, regardless of the strength of the weapon fired and the armour value of the vehicle.

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.