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===TECHNOARCANA=== ====CHRONOMETRON==== One use per turn. A chronometron can be used to re-roll a single To Hit, To Wound or saving throw for the unit of the model carrying the Chronometron. ====CUBE OF DARKNESS==== 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. ====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. ====ETHER CRYSTAL==== 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. ====GAZE OF FLAME==== A gaze of flame counts as a flamer and defensive grenades. ====HARP OF DISSONANCE==== 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. ====LIGHTNING FIELD==== Lightning fields can only be used for Overwatch reactions. ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 24" | 8 | 5 | Assault 30 |- |}<br style="clear: both; height: 0px;" /> ====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 in which case he will inflict the hits upon 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, if there is a choice). If the victim is still alive, it returns to normal once all blows in that round of combat have been struck. If your Warlord is armed with mindshackle scarabs roll a D6 at the start of the game on a 2+ Adepta Sororitas, Adeptus Custodes, Adeptus Mechanicus, Aeronautica Imperialis, Chaos Space Marines without the Daemon, Mark of Khorne, Mark of Tzeentch, Mark of Nurgle and/or Mark of Slaanesh special rules, Grey Knights, Imperial Guard, Inquisition, Legion of the Damned, Officio Assasinorum, Orks, Sisters of Silence, Space Marines, Space Wolves, Tau Empire all change their level of alliance with all Necron models in your army to Allies of Convenience. On the roll of 1 nothing happens and the levels of alliance remain what they would normally be. ====NANOSCARAB REPAIR SWARM==== Models in the same unit as this model pass We'll Be Back- and It Will Not Die rolls on a 4+ rather than a 5+. ====NEBULOSCOPE==== A model armed with a Nebuloscope can fire at full ballistic skill the turn after it has Jinked. ====NIGHTMARE SHROUD==== 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. ====ORB OF IMMORTALITY==== 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. ====PARIAH PHALANX==== For each model armed with a pariah phalanx in your army a single Lychguard Phalanx armed with warscythes in your army may be upgraded to Pariahs. All Lychguard in the chosen unit gain the Adamantium Will and Fear special rules. ====RESURRECTION ORB==== Once per game the bearer of a Resurrection Orb can do one of the following things: ::*After the bearer's unit has made its We'll Be Back rolls, but before removing the unit's We'll Be Back counters, you may immediately re-roll the failed We'll Be Back rolls. ::*Before removing the last remaining model in the bearer's unit with We'll Be Back as a casualty you may make a We'll Be Back roll for each We'll Be Back counter the bearer's unit currently has, after doing this remove all We'll Be Back counters from the unit. *If the bearer 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. ====SEISMIC CRUCIBLE==== 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. ====SHADOWLOOM==== If a model armed with a Shadowloom does not fire any weapons or move Flat Out during your shooting phase it gains a 2+ cover save until the start of your next shooting phase. ====SHIELD VANES==== A model armed with shield vanes has a 3+ Armour Save. ====SOLAR PULSE==== 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. ====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 adds +1 to It Will Not Die rolls. A model armed with a Phylactery gains the Eternal Warrior special rule. ====VEIL OF DARKNESS==== A Cryptek and any unit they join have the Deep Strike special rule. When the Cryptek and his unit Deep Strikes, they do not scatter. During your opponent's end phase the Cryptek and its unit may, even if engaged in close combat, be removed from the table and moved into ongoing reserves. ====WHIP COILS==== A model equipped with whip coils adds +3 to its Initiative characteristic.
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