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===RANGED WEAPONS=== ====ALIEN ABDUCTION==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | 3 | 2 | Assault 1, Aaargh!, Gate, Bomb |- |}<br style="clear: both; height: 0px;" /> ::'''Aaargh!:''' Instead of resolving hits like normal, choose one model at least partially underneath the final position of the template of a this weapon. The chosen model takes a S 3 AP2 hit with the Instant Death special rule with no saves allowed, the hit is resolved using the chosen model's Strength instead of Toughness. Look Out Sir rolls may not be made against attacks made with a weapon with this special rule. ::'''Gate:''' A model cannot use, both a weapon with this rule and one of the Eternity Gate options, in the same turn. ====CRYPTEK WEAPONS==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Aeonstave | - | User | 2 | Melee, Concussive, Timewarp |- | Abyssal staff | Template | 8 | 2 | Assault 1, Strangulating Terror |- | Flamespear | 36" | 8 | 2 | Assault 1 |- | Nullstave | | | | |- | | 24" | 5 | 3 | Assault 1, Null Wave, Mind Cloud |- | | - | User | 3 | Melee, Mind Cloud |- | Tremorstave | 24" | 4 | - | Assault 1, Large Blast, Barrage, Quake |- | Voltaic staff | 12" | 5 | - | Assault 3, Thunderstrike, Tesla |- |}<br style="clear: both; height: 0px;" /> ::''' 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. ::'''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. ::''' 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. ::'''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. ::'''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. ====CUTTING BEAM==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 12" | 6 | 2 | Assault 1, Melta |- |}<br style="clear: both; height: 0px;" /> ====DEATH RAY==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 6" | 10 | 1 | Assault 1, Ray |- |}<br style="clear: both; height: 0px;" /> ::''' Ray:''' Weapons with this type cannot be fired as snap shots. When firing a weapon with this rule pick a point within the weapons firing arc and within it's range, next pick a new point within the firing arc of the weapon and within 6" of the first point, draw 1 mm thick line between the two points, any model under the line takes a single hit with the profile of the weapon. 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 the vehicle firing this weapon is a Super-heavy vehicle or a Gargantuan Monstrous Creature. ====DEATH SPHERE==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | D | 1 | Assault 1, Blast, Bomb, Destroyer |- |}<br style="clear: both; height: 0px;" /> ====DOOMSDAY CANNON==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 120" | D | 1 | Heavy 1, Divert Power |- | 72" | 8 | 3 | Heavy 1, Large Blast |- |}<br style="clear: both; height: 0px;" /> ::'''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. ====FLAMER==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | Template | 4 | 5 | Assault 1 |- |}<br style="clear: both; height: 0px;" /> ====FOCUSSED DEATH RAY==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 24" | 10 | 1 | Heavy 2, Ray |- | 24" | 10 | 1 | Heavy 2, Skyfire, Twin-linked |- |}<br style="clear: both; height: 0px;" /> ::''' Ray:''' Weapons with this type cannot be fired as snap shots. When firing a weapon with this rule pick a point within the weapons firing arc and within it's range, next pick a new point within the firing arc of the weapon and within 6" of the first point, draw 1 mm thick line between the two points, any model under the line takes a single hit with the profile of the weapon. 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. ====GATE OF OBLIVION==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | Template | x | 1 | Assault 1, Wormhole, Gate |- |}<br style="clear: both; height: 0px;" /> ::'''Wormhole:''' Instead of resolving hits like normal, each model at least partially underneath the final position of the template of a weapon with this special rule takes a S 3 AP2 hit with the Instant Death special rule with no saves allowed, the hit is resolved using the chosen model's Strength instead of Toughness. Look Out Sir rolls may not be made against attacks made with a weapon with this special rule. ::'''Gate:''' A model cannot use, both a weapon with this rule and one of the Eternity Gate options, in the same turn. ====GAUSS WEAPONS==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Gauss Blaster | 30" | 3 | 4 | Rapid Fire, Gauss |- | Gauss Cannon | 36" | 6 | 3 | Rapid Fire, Gauss |- | Heavy Gauss Cannon | 48" | 9 | 2 | Ordnance 1, Shred, Gauss |- | Gauss destroyer | | | | |- | | 120" | D | 1 | Primary Weapon 3, Destroyer, Skyfire |- | | Flamestorm Template | 5 | 3 | Primary Weapon 1, Gauss |- | Gauss exterminator | | | | |- | | 120" | 8 | 2 | Heavy 2, Gauss, Interceptor, Skyfire |- | | Template | 4 | - | Heavy 1, Gauss, Torrent |- | Gauss crystal | 24" | 6 | - | Primary Weapon 1, Large Blast, Lance, Gauss |- |}<br style="clear: both; height: 0px;" /> ::'''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. ====HEAT CANNON==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 36" | 10 | 1 | Heavy 2, Blast, Melta |- | 36" | 10 | 1 | Heavy 2, Skyfire, Melta |- |}<br style="clear: both; height: 0px;" /> ====PARTICLE WEAPONS==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Particle Caster | Template | 5 | 5 | Assault 1, Pistol, Ignores Cover |- | Particle Blaster | 24" | 6 | 5 | Heavy 1, Blast, Ignores Cover |- | Heavy Particle Cannon | 30" | 7 | 4 | Heavy 1, Large Blast, Ignores Cover |- |}<br style="clear: both; height: 0px;" /> ====POWERS OF THE C'TAN==== Roll a D6 at the start of each of your Shooting phases for each power of the C'tan a model is armed with, the model may use the profile given in that Shooting phase. Powers of the C'tan may not be used to fire Overwatch. ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! 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 |- |}<br style="clear: both; height: 0px;" /> ::'''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==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 12 | 5 | 3 | Assault 3, Blind, Illuminate |- | - | User | 3 | Melee |- |}<br style="clear: both; height: 0px;" /> ::''' 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). ====SYNAPTIC DISINTEGRATOR==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 24 | x | 5 | Rapid Fire, Sniper, Ignores Cover |- |}<br style="clear: both; height: 0px;" /> ====TACHYON ARROW==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 240" | 10 | 1 | Assault 1, One Shot Only |- |}<br style="clear: both; height: 0px;" /> ====TESLA WEAPONS==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Tesla cannon | 30" | 6 | - | Heavy 2, Tesla |- | Heavy tesla cannon | 30" | 7 | - | Heavy 3, Tesla |- | Tesla Sphere | 30" | 7 | - | Heavy 5, Tesla |- |}<br style="clear: both; height: 0px;" /> ::'''Tesla:''' Any to hit roll of 6 causes two additional hits with the weapons profile. ====TESSERACT SINGULARITY CHAMBER==== A Tesseract Singularity Chamber may be fired at any target in the firing model's front ark. ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 48" | 5 | - | Assault 3, Barrage, Large Blast, Pinning, Rending, Quake |- | 24" | x | - | Heavy 10, Graviton, Pull, Pinning, Quake |- | 24" | x | 2 | Heavy 2, Large Blast, Graviton, Pinning, Quake |- |}<br style="clear: both; height: 0px;" /> '''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/immobilized unit which is hit by a weapon with the Quake type suffers D3 automatic Hull Points/wounds with no saves allowed. If the unit has any void shields, they are likewise ignored. Treat any damage caused by this special rule as coming from center of the Large Blast. Wounds or hull points caused by this special rule cannot be allocated to non-immobile/immobilized models and must instead be allocated to the closest available model in the unit hit. <br/> '''Pull:''' Any unit hit by a weapon with this type is moved 2D6" towards the firing model, moving the shortest way around terrain, but immediately stopping when coming into base contact with a friendly unit or within 1" of an enemy unit. ====TRANSDIMENSIONAL BEAMER==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 6" | D | 2 | Assault 1, Exile Ray (1), Destroyer |- |}<br style="clear: both; height: 0px;" /> ::'''Exile Ray:''' When rolling on the destroyer table with a weapon with this rule subtract the number in brackets from your roll. ====ROD OF THE COVENANT==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 12" | 5 | 2 | Assault 1 |- | - | User | 2 | Melee, Two-handed |- |}<br style="clear: both; height: 0px;" /> ====QUARK WEAPONS==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! 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 |- |}<br style="clear: both; height: 0px;" /> ::'''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 and/or Gate of Oblivion, although it may target the same target multiple times with different weapons. Announce the target of each weapon before rolling To Hit. |}<br style="clear: both; height: 0px;" /> [[Category: Angry Codices]]
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