Codex - Necrons: /tg/'s 8th Edition: Difference between revisions

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====Dynasty Specific====
====Dynasty Specific====
===Other Wargear===
===Other Wargear===
*'''Canoptek Cloak:''' A model equipped with a Canoptek Cloak has a Move characteristic of 10" and gains the {{W40kKeyword|Fly}} keyword. In addition, at the start of your turn, you can select one friendly {{W40kKeyword|<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:''' {{W40kKeyword|<DYNASTY>}} {{W40kKeyword|Infantry}} units within 3" of a friendly {{W40kKeyword|<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.
*'''Fabricator Claw Array:''' At the end of your Movement phase a model equipped with a fabricator claw array can repair a single {{W40kKeyword|<DYNASTY>}} {{W40kKeyword|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 {{W40kKeyword|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 {{W40kKeyword|<DYNASTY>}} {{W40kKeyword|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.


[[Category:Warhammer 40,000]]
[[Category:Warhammer 40,000]]

Revision as of 16:27, 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)
  • 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

Dynasty Specific

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.
  • 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.