Codex - Necrons: /tg/'s 8th Edition: Difference between revisions
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1d4chan>Chaledy |
1d4chan>Chaledy |
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'''Options:''' | '''Options:''' | ||
*May exchange its Gauss Cannon for a Tesla Cannon - 13 pts. | *May exchange its Gauss Cannon for a Tesla Cannon - 13 pts. | ||
*May take | *may Exchange its Staff of Light for one of the following: | ||
::-Hyperphase Sword - 3 pts. | |||
::-Voidblade - 6 pts. | |||
::-Voidscythe - 15 pts. | |||
::-Warscythe - 9 pts. | |||
*May take one of the following: | |||
::-Phylactery - 20 pts. | |||
::-Resurrection Orb - 35 pts. | |||
*May take one of the following: | |||
::-Gauntlet of Fire - 10 pts. | |||
::-Tachyon Arrow - 40 pts. | |||
'''Keywords''': | '''Keywords''': | ||
*Faction:{{W40kKeyword|<Dynasty>}}, {{W40kKeyword|Necrons}} | *Faction:{{W40kKeyword|<Dynasty>}}, {{W40kKeyword|Necrons}} | ||
*{{W40kKeyword|HQ}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Character}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Overlord}}, {{W40kKeyword|Catacomb Command Barge}}, | *{{W40kKeyword|HQ}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Character}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Overlord}}, {{W40kKeyword|Catacomb Command Barge}}, | ||
===Troops=== | |||
====Immortals==== | |||
This unit contains 5 Immortals ('''Power Rating 4'''). It can include up to 5 more Immortals ('''Power Rating +8'''). | |||
{| class=wikitable | |||
|- valign=top | |||
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv | |||
|- | |||
| Immortal || 5" || 3+ || 3+ || 4 || 4 || 1 || 2 || 10 || 3+ | |||
|} | |||
'''Wargear:''' | |||
*Gauss Blaster | |||
'''Options:''' | |||
*The entire unit may exchange their Gauss Blasters for Tesla Carabines - 7 pts. | |||
'''Keywords''': | |||
*Faction:{{W40kKeyword|<Dynasty>}}, {{W40kKeyword|Necrons}} | |||
*{{W40kKeyword|Troops}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Immortals}} | |||
====Necron Warriors==== | |||
This unit contains 10 Necron Warriors ('''Power Rating 6'''). It can include up to 5 more Necron Warriors ('''Power Rating +3''') or up to 10 more Necron Warriors ('''Power Rating +6'''). | |||
{| class=wikitable | |||
|- valign=top | |||
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv | |||
|- | |||
| Necron Warrior || 5" || 3+ || 3+ || 4 || 4 || 1 || 1 || 10 || 4+ | |||
|} | |||
'''Wargear:''' | |||
*Gauss Flayer | |||
'''Keywords''': | |||
*Faction:{{W40kKeyword|<Dynasty>}}, {{W40kKeyword|Necrons}} | |||
*{{W40kKeyword|Troops}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Warriors}} | |||
[[Category:Warhammer 40,000]] | [[Category:Warhammer 40,000]] |
Revision as of 18:44, 14 December 2018
Expansions:
Dynastic Codes
- MEPHRIT - Solar Fury
- NEPHREKH - Translocation Beams
- NIHILAKH - Aggressively Territorial
- NOVOKH - Awakened by Murder
- SAUTEKH - Relentless Advance
Stratagems
Universal
- Adaptive Subroutines (1 CP)
- Amalgamated Targeting Data (1 CP)
- Cosmic Powers (1 CP)
- Damage Control Overrides (1 CP)
- Dimensional Corridor (1 CP)
- Dispersion Field Amplification (2 CP): Use this Stratagem when an enemy unit targets with shooting weapons a unit of Lychguard from your army equipped with Dispersion Shields. Until the beginning of your next turn, each time you roll an unmodified result of 5+ for this unit's invulnerable saving throw, the unit that made that attack suffers a mortal wound after it has finished making all of its shooting attacks.
- Disruption Fields (1 CP)
- Dynastic Heirlooms (1/3 CP)
- Emergency Invasion Beam (1 CP)
- Enhanced Invasion Beam (1 CP)
- Enhanced Reanimation Protocols (2 CP)
- Entropic Strike (1 CP)
- Extermination Protocols (1 CP)
- Gravitic Singularity (1 CP)
- Judgment of the Triarch (1 CP)
- Phaeron's Will (1 CP)
- Quantum Deflection (1 CP)
- Repair Subroutines (2 CP)
- Resurrection Protocols (1 CP)
- Self Destruction (1 CP)
- Solar Pulse (1 CP)
- Wrath of the C'Tan (2 CP)
Dynasty-Specific
- MEPHRIT - Talent For Annihilation (1 CP)
- NEPHREKH - Translocation Crypt (1 CP)
- NIHILAKH - Reclaim a Lost Empire (2 CP)
- NOVOKH - Blood Rites (3 CP)
- SAUTEKH - Methodological Destruction (2 CP)
Warlord Traits
Universal
- 1: Enduring Will
- 2: Eternal Madness
- 3: Immortal Pride
- 4: Thrall of the Silent King
- 5: Implacable Conqueror
- 6: Honorable Combatant
Dynasty-Specific
- MEPHRIT - Merciless Tyrant
- NEPHREKH - Skin of Living Gold
- NIHILAKH - Precognitive Strike
- NOVOKH - Crimson Haze
- SAUTEKH - Hyperlogical Strategist
Powers of the C'tan
- Antimatter Meteor
- Time's Arrow
- Sky of Falling Stars
- Cosmic Fire
- Seismic Assault
- Transdimensional Thunderbolt
Wargear
Melee Weapons
- Aeonstave:
Weapon Range Type S AP D Abilities Aeonstave Melee Melee User -1 2 A unit that suffers an unsaved wound from this weapon may not Advance until the end of its next turn.
- Automaton Claws:
Weapon Range Type S AP D Abilities Automaton Claws Melee Melee User -2 D3 -
- Crackling Tendrils:
Weapon Range Type S AP D Abilities Crackling Tendrils Melee Melee User -4 D6 -
- Eldritch Lance:
Weapon Range Type S AP D Abilities Eldritch Lance Melee Melee User -2 1 -
- Empathic Obliterator:
Weapon Range Type S AP D Abilities Empathic Obliterator Melee Melee +2 -1 D3 If a CHARACTER is slain by an attack from this weapon, each enemy unit within 6" of the slain character suffers D3 mortal wounds.
- Feeder Mandibles:
Weapon Range Type S AP D Abilities Feeder Mandibles Melee Melee User 0 1 If the target's Toughness is higher than this attack's Strength, this weapon always wounds the target on a wound roll of 5+.
- Flayer Claws:
Weapon Range Type S AP D Abilities Flayer Claws Melee Melee User -1 1 You can re-roll failed wound rolls for this weapon.
- Hyperphase Sword:
Weapon Range Type S AP D Abilities Hyperphase Sword Melee Melee +1 -3 1 -
- Massive Forelimbs:
Weapon Range Type S AP D Abilities Massive Forelimbs Melee Melee User -1 D3 -
- Rod of Covenant:
Weapon Range Type S AP D Abilities Rod of Covenant Melee Melee User -3 1 -
- Scythe of the Nightbringer:
Weapon Range Type S AP D Abilities Scythe of the Nightbringer Melee Melee * -4 D6 This weapon wounds on a 2+, unless it is targeting a VEHICLE, in which case it has a Strength characteristic of 7.
- Staff of Light:
Weapon Range Type S AP D Abilities Staff of Light Melee Melee User -2 1 -
- Staff of the Destroyer:
Weapon Range Type S AP D Abilities Staff of the Destroyer Melee Melee +1 -3 2 -
- Staff of Tomorrow:
Weapon Range Type S AP D Abilities Staff of Tomorrow Melee Melee User -3 D3 You can re-roll failed hit rolls for this weapon.
- Star-God Fists:
Weapon Range Type S AP D Abilities Star-God Fists Melee Melee User -4 3 -
- The Obsidax:
Weapon Range Type S AP D Abilities The Obsidax Melee Melee User -3 D3 -
- Titanic Forelimbs:
Weapon Range Type S AP D Abilities Impaling Strike Melee Melee x2 -4 6 - Reaping Sweep Melee Melee User -2 D3 Make 3 hit rolls for each attack made with this weapon.
- Vicious Claws:
Weapon Range Type S AP D Abilities Vicious Claws Melee Melee User -2 2 -
- Voidblade:
Weapon Range Type S AP D Abilities Voidblade Melee Melee User -3 1 Each time the bearer fights, it can make 1 additional attack with this weapon.
- Voidscythe:
Weapon Range Type S AP D Abilities Voidscythe Melee Melee x2 -4 3 When attacking with this weapon, subract 1 from the hit roll.
- Warscythe:
Weapon Range Type S AP D Abilities Warscythe Melee Melee +2 -4 2 -
- Whipcoils:
Weapon Range Type S AP D Abilities Whipcoils Melee Melee User -3 6 Each time you make a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. Successful invulnerable save against wounds caused by this weapon must be re-rolled.
Ranged Weapons
- Death Rays:
Weapon Range Type S AP D Abilities Death Ray 24" Heavy D3 10 -4 D6 Treat damage rolls of 1 or 2 made by this weapon as 3 instead. Focused Death Ray 24" Heavy 1 12 -4 D6 Treat damage rolls of 1 or 2 made by this weapon as 3 instead.
- Doomsday Cannon:
Weapon Range Type S AP D Abilities Doomsday Cannon (Low Power) 36" Heavy D6 8 -2 D3 - Doomsday Cannon (High Power) 72" Heavy D6 10 -5 D6 A model can only fire the doomsday cannon at high power if it remained stationary in its preceding Movement phase. Treat damage rolls of 1, 2 or 3 made by this weapon as 4 instead.
- Eldritch Lance:
Weapon Range Type S AP D Abilities Eldritch Lance 36" Assault 1 8 -4 D6 -
- Gauntlet of Fire:
Weapon Range Type S AP D Abilities Gauntlet of Fire 8" Assault D6 5 -1 1 This weapon automatically hits its target.
- Gauss Weaponry:
Weapon Range Type S AP D Abilities Gauss Flayer 24" Rapid Fire 1 4 -1 1 Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. Gauss Flayer Array 24" Rapid Fire 5 4 -1 1 Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. Twin Gauss Slicer 24" Rapid Fire D3 5 -1 1 Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. Gauss Blaster 24" Rapid Fire 1 5 -2 1 Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage. Gauss Flux Arc 24" Heavy 3 5 -2 1 Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage. Gauss Cannon 24" Heavy 3 6 -3 D3 Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage. Heavy Gauss Cannon 36" Heavy 1 9 -4 D6 Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage. Gauss Exterminator 48" Heavy 2 12 -4 D6 Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets. Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage. Gauss Annihilator (Flux Arc) 18" Heavy 2D6 6 -2 1 Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage. Gauss Annihilator (Focussed Beam) 120" Macro D6 16 -4 D3+6 Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets. Each time you roll a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to any other damage.
- Gaze of Death:
Weapon Range Type S AP D Abilities Gaze of Death 12" Assault D6 * -4 D3 This weapon wounds on a 2+, unless it is targeting a VEHICLE, in which case it wounds on a 6+.
- Heat Weaponry:
Weapon Range Type S AP D Abilities Cutting Beam 12" Assault 1 7 -4 D6 If this target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. Heat Ray (Dispersed) 8" Heavy 2D6 5 -1 1 When you use this profile, this weapon automatically hits its target. Heat Ray (Focused) 24" Heavy 2 8 -4 D6 When you use this profile, if the target is within half range, roll two dice when inflicting damage with it and discard the lowest result. Heat Cannon 36" Heavy D6 8 -4 D6 If this target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
- Particle Weaponry:
Weapon Range Type S AP D Abilities Particle Caster 12" Pistol 1 6 0 1 - Particle Beamer 24" Assault 3 6 0 1 - Particle Shredder 24" Heavy 6 7 -1 D3 - Partcile Whip 24" Heavy 6 8 -2 D3 -
- Rod of Covenant:
Weapon Range Type S AP D Abilities Rod of Covenant 12" Assault 1 5 -3 1 -
- Singularity Weaponry:
Weapon Range Type S AP D Abilities Singularity Chamber (Particle Hurricane) 8" Assault 2D6 * -2 1 This weapon automatically hits its target and wounds onf a 2+, unless it is targeting a VEHICLE, in which case it wounds on a 6+. Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage. Singularity Chamber (Seismic Lash) 24" Assault D6 5 -4 3 Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage. Singularity Chamber (Solar Fire) 36" Heavy D6 8 -3 D6 Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage. Singularity Generator 36" Heavy 3D3 8 -3 D6 Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.
- Staff of Light:
Weapon Range Type S AP D Abilities Staff of Light 12" Assault 3 5 -2 1 -
- Staff of the Destroyer:
Weapon Range Type S AP D Abilities Staff of the Destroyer 18" Assault 3 6 -3 2 -
- Synaptic Weaponry:
Weapon Range Type S AP D Abilities Synaptic Disintegrator 24" Rapid Fire 1 4 0 1 This weapon may target a CHARACTER even if it is not the closest enemy unit. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. Synaptic Obliterator 72" Heavy D3 16 -4 6 Each time you roll a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to any other damage.
- Tachyon Arrow:
Weapon Range Type S AP D Abilities Tachyon Arrow 120" Assault 1 * * * This weapon can only be used once per battle. Select a visible enemy unit within 120" of the firing model. Draw an imaginary straight line between the model and the model in that unit that is closer to the firer; if this weapon hits, roll a die for each enemy unit that this line passes over or through; on a 1 the unit escapes unharmed, on a 2-3 it suffers D3 mortal wounds, on a 4-5 it suffers D3+3 mortal wounds, and on a 6 it suffers 6 mortal wounds. On a hit roll of 1, the bearer suffers D3 mortal wounds after this weapon's shot has been resolved.
- Tesla Weaponry:
Weapon Range Type S AP D Abilities Tesla Arc 3" Pistol X 4 0 1 The number of shots fired by this weapon is determined by the number in the model's Damage Table. Each hit roll of 6+ with this weapon causes 3 hits instead of 1. Tesla Carbine 24" Assault 2 5 0 1 Each hit roll of 6+ with this weapon causes 3 hits instead of 1. Tesla Cannon 24" Assault 3 6 0 1 Each hit roll of 6+ with this weapon causes 3 hits instead of 1. Tesla Destructor 24" Assault 4 7 0 1 Each hit roll of 6+ with this weapon causes 3 hits instead of 1. Tesla Sphere 24" Assault 5 8 0 1 Each hit roll of 6+ with this weapon causes 3 hits instead of 1.
- Transdimensional Weaponry:
Weapon Range Type S AP D Abilities Transdimensional Beamer 12" Heavy D3 4 -3 1 Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. Transdimensional Projector 24" Heavy D6 6 -3 D3 Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage. Exile Cannon 12" Heavy D6 10 -4 3 Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.
Artefacts
Universal
- Funeral Mask: Enemy units cannot fire Overwatch at a model with the Funeral Mask. In addition, enemy units within 6" of this model must subtract 1 from their leadership characteristic.
- Gauntlet of the Conflagrator: Model with Gauntlet of Fire only. The Gauntlet of the Conflagrator replaces the model's Gauntlet of Fire.
Weapon Range Type S AP D Abilities Gauntlet of the Conflagrator 18" Assault 2D6 * -4 2 This weapon can only be fired once per battle. This weapon automatically hits its target. This weapon wounds on a 2+, unless it is targeting a VEHICLE unit, in which case it has a Strength of 7.
- Lightning Field: The bearer of the Lightning Field has a 4+ invulnerable save. In addition, roll a D6 for each enemy unit that is within 1" of the bearer at the start of the Fight phase. On a 4+ that unit suffers a mortal wound.
- Nanoscarab Casket: The Nanoscarab Casket replaces the bearer's Phylactery. The bearer of the Nanoscarab Casket regains D3 lost wounds at the beginning of your turn, rather than 1, from their Living Metal ability. In addition, the bearer also regains D3 lost wounds at the beginning of your opponent's turn. The first time the bearer is slain, roll a D6. On a 4+ set the bearer up again at the end of the phase, as close as possible to its previous position, and more than 1" from any enemy models, with D6 wounds remaining.
- Nightmare Shroud: The bearer's Save characteristic is improved by 1 (i.e. a Save characteristic of 4+ becomes 3+, a Save characteristic of 3+ becomes 2+ etc.) In addition, enemy units subtract 1 from their Leadership characteristic whilst they are within 6" of the bearer of the Nightmare Shroud.
- Orb of Eternity: The Orb of Eternity replaces the bearer's resurrection orb. If a model has the Orb of Eternity, once per battle, immediately after you have made your Reanimation Protocols rolls, you can make Reanimation Protocols rolls for models from a friendly <DYNASTY> INFANTRY unit within 3" of the bearer; when making these rolls add 1 to the result of each roll.
- Sempiternal Weave: Increase the Toughness and Wounds characteristics of the bearer by 1.
- Veil of Darkness: Once per battle, at the end of any of your Movement phases, the bearer can use the Veil of Darkness. When they do, the bearer, and up to one friendly <DYNASTY> INFANTRY unit within 3" of the bearer, are removed from the battlefield. Then, set up the bearer (and the second unit you chose, if any) anywhere on the battlefield that is more than 9" from any enemy models (the second unit must be set up wholly within 6" of the bearer).
- Voidreaper: Model with Warscythe only. The Voidreaper replaces the model's Warscythe.
Weapon Range Type S AP D Abilities The Voidreaper Melee Melee * -4 3 This weapon wounds on a 2+, unless it is targeting a VEHICLE unit, in which case it has a Strength of 7.
Dynasty Specific
- MEPHRIT - The Voltaic Staff: Model with Staff of Light only. The Voltaic Staff replaces the model's Staff of Light.
Weapon Range Type S AP D Abilities The Voltaic Staff (Melee) Melee Melee User -3 1 - The Voltaic Staff (Shooting) 12" Assault 3 6 -3 2 Each time you make a wound roll of 6+ for this weapon the target suffers a mortal wound in addition to any other damage.
- NEPHREKH - The Solar Staff: Model with Staff of Light only. The Solar Staff replaces the model's Staff of Light.
Weapon Range Type S AP D Abilities The Solar Staff (Melee) Melee Melee User -2 1 - The Solar Staff (Shooting) 12" Assault 6 5 -3 1 Each time an enemy INFANTRY unit is hit by this weapon in the Shooting phase, roll a D6; on a 4+ the enemy unit is blinded until the end of the turn - it cannot fire Overwatch and your opponent must subtract 2 from any hit rolls made for the unit.
- NIHILAKH - Timesplinter Cloak: Once per turn, you can re-roll a single hit roll, wound roll, or damage roll made for the bearer of the Timesplinter Cloak. In addition, roll a dice each time the bearer loses a wound; on a 5+, the model does not lose that wound.
- NOVOKH - The Blood Scythe: Model with Warscythe only. The Blood Scythe replaces the model's Warscythe.
Weapon Range Type S AP D Abilities The Blood Scythe Melee Melee +2 -4 2 Each time the bearer fights, it can make D3 additional attacks with this weapon. You can re-roll failed wound rolls for this weapon.
- SAUTEKH - The Abyssal Staff: Model with Staff of Light only. The Abyssal Staff replaces the model's Staff of Light.
Weapon Range Type S AP D Abilities The Abyssal Staff (Melee) Melee Melee User -2 1 This weapon automatically hits its target. The Abyssal Staff (Shooting) 12" Assault 3 * * * This weapon automatically hits its target. Roll 3D6 if a unit is hit by this weapon in the Shooting phase; if the result is equal to or greater than the target unit's highest Leadership characteristic, then it suffers D3 mortal wounds.
Other Wargear
- Canoptek Cloak: A model equipped with a Canoptek Cloak has a Move characteristic of 10" and gains the Fly keyword. In addition, at the start of your turn, you can select one friendly <DYNASTY> model that has the Living Metal ability and that is within 3" of this model. That model regains D3 lost wounds, rather than 1, from its Living Metal ability.
- Chronometron: <DYNASTY> Infantry units within 3" of a friendly <DYNASTY> model with a Chronometron have a 5+ invulnerable save against ranged weapons.
- Dispersion Shield: A model equipped with a Dispersion Shield has a 3+ invulnerable save. Each time you roll an unmodified 6 for this model's invulnerable saving throw, the unit that made that attack suffers a mortal wound after it has finished making all of its shooting attacks.
- Fabricator Claw Array: At the end of your Movement phase a model equipped with a fabricator claw array can repair a single <DYNASTY> Vehicle within 1". That model regains D3 wounds lost earlier in the battle. A model can only be repaired once per turn.
- Gloom Prism: A model equipped with a Gloom Prism can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER.
- Nebuloscope: Models do not receive the bonus to their save for being in cover against attacks made by a model with a Nebuloscope.
- Phylactery: A model with a Phylactery regains D3 lost wounds at the beginning of your turn, rather than 1, from their Living Metal ability.
- Resurrection Orb: If this model has a Resurrection Orb, once per battle, immediately after you have made your Reanimation Protocols rolls at the beginning of the turn, you can make Reanimation Protocols rolls for models from a friendly <DYNASTY> Infantry unit within 3" of this model.
- Shadowloom: A model with a Shadowloom has a 6+ invulnerable save. In addition, your opponent must subtract 1 from hit rolls that target this model.
- Shieldvanes: A model with Shieldvanes has a save characteristic of 3+.
- Teletrasportation Matrix: If this unit has the Teleportation ability, during deployment you can set this unit up in orbit instead of placing it on the battlefield. At the end of your Movement phases, this unit may teleport into battle. Set it up anywhere on the battlefield that is more than 9" away from enemy models.
Units
HQ
Catacomb Command Barge
This unit contains 1 Catacomb Command Barge (Power Rating 9).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Catacomb Command Barge | 12" | 2+ | 2+ | 5 | 6 | 8 | 3 | 10 | 3+ |
Wargear:
- Staff of Light
- Gauss Cannon
Special rules:
- Explodes (Barge)
- Hovering (Ark/Barge)
- Living Metal
- Quantum Shielding
- Wave of Command
Options:
- May exchange its Gauss Cannon for a Tesla Cannon - 13 pts.
- may Exchange its Staff of Light for one of the following:
- -Hyperphase Sword - 3 pts.
- -Voidblade - 6 pts.
- -Voidscythe - 15 pts.
- -Warscythe - 9 pts.
- May take one of the following:
- -Phylactery - 20 pts.
- -Resurrection Orb - 35 pts.
- May take one of the following:
- -Gauntlet of Fire - 10 pts.
- -Tachyon Arrow - 40 pts.
Keywords:
- Faction:<Dynasty>, Necrons
- HQ, Vehicle, Character, Fly, Overlord, Catacomb Command Barge,
Troops
Immortals
This unit contains 5 Immortals (Power Rating 4). It can include up to 5 more Immortals (Power Rating +8).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Immortal | 5" | 3+ | 3+ | 4 | 4 | 1 | 2 | 10 | 3+ |
Wargear:
- Gauss Blaster
Options:
- The entire unit may exchange their Gauss Blasters for Tesla Carabines - 7 pts.
Keywords:
- Faction:<Dynasty>, Necrons
- Troops, Infantry, Immortals
Necron Warriors
This unit contains 10 Necron Warriors (Power Rating 6). It can include up to 5 more Necron Warriors (Power Rating +3) or up to 10 more Necron Warriors (Power Rating +6).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Necron Warrior | 5" | 3+ | 3+ | 4 | 4 | 1 | 1 | 10 | 4+ |
Wargear:
- Gauss Flayer
Keywords:
- Faction:<Dynasty>, Necrons
- Troops, Infantry, Warriors