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===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 ‘Precision Shot’. '''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 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+. :: - 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 12” take a morale test, and all enemy units between 12” and 24” 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 12” 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 6” 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 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, 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 C’tan 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.
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