Codex - Necrons Angry Robot Edition: Difference between revisions

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Wake your slumbering legions Necron commander, the time of the young races is at its end. Your ancient dynasty has finally reawoken after untold millenia, construct an army of the relentless and robotic Necrons and reconquer the stars!
==INTRODUCTION==
'''Wake your slumbering legions Necron commander, the time of the young races is at its end. Your ancient dynasty has finally reawoken after untold millenia, construct an army of the relentless and robotic Necrons and reconquer the stars Necron Warlord!'''


==Introduction==
'''DISCLAIMER'''
Angry codices are an attempt to improve internal and external balance. Check out [[Codex_-_Angry_Editions |the Angry Codex hub]] for the other angry codices.


The aim of this codex is to give the feeling of fielding a legion of remorseless robots marching relentlessly. This is not the Necron army which has been displayed in the official codices, but rather what has been displayed in the fluff. If you felt that it was stupid that your warriors tried to run from Initiative 6 opponents because they lost close combat by 4 and then get automatically destroyed, then this fandex might just be what you are looking for.  
Games Workshop in no way endorses any of the Angry Codices. No infringement is intended with the Angry Codices. The intent of the Angry Initiative is NOT to make Games Workshop go out of business, but rather to bring the game part of the hobby up to speed with the most detailed setting of any game and arguably also the best miniatures of any miniature wargame.


You can field small C´tan pokemon with personalized skillsets for what you require/think is cool.
'''THE ANGRY INITIATIVE'''


For reasons of different choices, and Q&A + suggestions; check the discussion page.
The Angry Initiative is about making more fair and fun codices. The core principle of the Angry Initiative is letting you play with the miniatures you own and love and punishing people as little as possible for making the "wrong" modelling and purchasing strategies. All fluff and pictures are left out, this makes room for all Forgeworld units and supplemental rules in the main codex, meaning you only need one book for each faction you play. The codices can be found [[The Angry Initiative|here]].


===Disclaimer===
'''BALANCING'''
Games Workshop in no way endorses this codex nor any of the other Angry Codices. No infringement is intended with this work, nor any other of the Angry Codices.  The intent of the angry codices is NOT to make GW go out of business, but rather to improve the quality of the hobby, which leads to a happier and larger player base.


===Editing===
The balancing system is based on 10 Space Marines with a Sergeant, the Objective Secured, 6+ Feel No Pain special rules and a single Tactical Doctrines available, as being worth 130 pts, a plasma gun for said Squad being worth 15 pts, a lascannon for said squad being worth 20 pts and a Rhino for said Squad being worth an additional 35 pts. Worth meaning that the amount of situations in which taking the option is better is not overwhelming compared to the amount of situations in which the options is worse. For example, 130 full Tactical Squads in Rhinos should be good in as many situations as 165 full Tactical Squads without Rhinos.  
Feel free to edit poor wording. Please do not add or change anything to this Page, exceptions being improving grammar and wording, instead write what you think should be changed in this page´s discussion page. The AngryPirate will either discuss the change or change it. If you don´t agree with an edit AngryPirate has made you can PM him or write in the talk page.


==Ally Matrix Changes==
Units and options are put into a points range between a point value where they counter all the things they should counter (light armoured anti-armour units should counter heavy armoured anti-armour units and medium armoured anti-armour units) and get countered by all the things they should be countered by (light armoured anti-armour units should get countered by light armoured anti-light units). They are moved around within this range based on results from playtesting and debates on the discussion pages of codices. Note that while calculations have been made for the proper point range for many units and options, others have been placed based on the notions of what units are being played by competitive players in 40k at the moment.
  - Chaos Space Marine models with the Daemon special rule or one of the four marks of Chaos are treated as Come the Apocalypse.  
 
- Armies of the Imperium and Orks are treated as Allies of Convenience if your Warlord is armed with Mindshackle Scarabs.  
The intent is not for the costs shown to be the final costs, but rather the start of a discussion which will eventually lead to the most balanced codices possible within the framework of a game where units are meant to counter and be countered by other units. The PDF codices are updated at most once each month to allow you to get a better feel for how good units are before they are changed. Clarification and errors in grammar and wording is changed as they are found on 1d4chan.
 
'''ABOUT'''
 
A changelist can be found [[Talk:Codex - Necrons Angry Robot Edition|here]]. This codex was made by the 1d4chan community and managed by the Angry Pirate. This codex was published by adding ?action=render at the end of the name of the codex' web page on 1d4chan and copy pasting the whole thing into Microsoft Word. Margins are at 0,5", the Georgia font is used for everything, except the front page which is Stencil. The logo was made in paint by writing on a coloured background and then using the "fill with colour" tool on the background. The art at the top of pages in the PDFs were extracted with the smallpdf website and edited in Microsoft paint.
 
'''FEEDBACK'''
 
Battle reports can be posted and read [[The Angry Initiative|here]]. General feedback of the Angry Codices can be made [[Talk:The Angry Initiative|here]]. Feedback on this codex can be made [[Talk:Codex - Necrons Angry Robot Edition|here]].
==FORCES OF THE NECRONS==
'''The following section details rules information that describe the forces used by the Necrons – their deathless warriors, their incomprehensively advanced vehicles and the macabre characters that lead them to battle. This section will enable you to forge your collection of Necrons miniatures into an army ready to fight battles in your games of Warhammer 40,000.'''
===CHOOSING AN ARMY===
When choosing an army to play a game of Warhammer 40,000, there are two main ways
of organising your collection. These are the Unbound method, which means taking
no Detachments with the exception of Formations, instead you may include any Datasheets and Formations you like, and the Battle-forged method, which requires all units to be part of a Detachment or Formation. Both are described fully in ''Warhammer 40,000: The Rules''.


==DETACHMENTS AND FORMATIONS==
The Decurion is a special type of Detachment. Unlike the Detachments shown in ''Warhammer 40,000: The Rules'', it has a Force Organisation Chart whose slots are a combination of specific Formations and Army List Entries instead of Battlefield Roles. When no army list entries are presented in an entry, the entry is a Formation, which can be found at the end of the Datasheets section. However, it still has compulsory and optional elements, as well as Restrictions and Command Benefits, just like any other Detachment.
====ARMIES OF THE MAYNARKH DYNASTY====
'''FORMATION:'''
*1-2 HQ
*2+ units of Flayed Ones
*0+ Troops
*0-3 Elites
*0-3 Fast Attack
*0-3 Heavy Support
*0-1 Lords of War
*0-1 Fortification


Although units cannot normally belong to more than one Detachment, units from a Formation that is part of a Decurion are an exception. They count as part of both their Formation and the Detachment, and have all associated Command Benefits and special rules. If your Warlord is part of a Formation or an Army List Entry that makes up part of a Decurion, that entire Decurion is your Primary Detachment.
====DECURION====
'''RESTRICTIONS:'''
'''RESTRICTIONS:'''
Only Necron units may be taken as part of this formation. No unique units except those presented in the Fall of Orpheus may be included in this detachment.


'''SPECIAL RULES'''
This Detachment must include at least one Core choice and one Command choice. It may any number of additional Core choices and up to one Auxiliary choice for each Core choice taken as part of this Detachment. All Command, Core and Auxiliary choices must be chosen from those presented below.
*'''Withered Legions:''' Immortals count as Elites choices in a Maynarkh Decurion formation.  
 
*'''Charnel Scarabs:''' All models from this formation have the Shred special rule. Models which already have the Shred special rule instead gain the Fleshbane special rule.  
'''COMMAND BENEFITS:'''
*'''Armies of the Flayer King:''' Flayed Ones in this detachment have the Objective Secured special rule.
*'''Phaeron:''' If your army contains three or more Decurions you may nominate one Lord of War choice chosen as part of the Command Choice from a Decurion. Friendly models in the same unit as the nominated model may Run even if they have the Godless Killing Machine special rule.
*'''Nemesor:''' If your Warlord is the Lord of War choice chosen as part of the Command Choice from this Detachment they may choose their Warlord Trait instead of randomly generating it.
*'''Redundancy Protocols:''' You may roll an additional D6 and remove one of the lowest results when rolling for the Reserve Commander Command Benefit and the Line Commander special rule for each remaining Lord in this Detachment taken as part of this Detachment's Command Choice.  
*'''Reserve Commander:''' Roll 3D6 at the start of each of your turns to determine the command range in inches of the Lord of War choice from this Detachment's Command Choice in this Detachment. Units in this Detachment count as being within the command range of a model from their Formation while within the command range of the Lord of War choice from this Detachment.
 
'''COMMAND CHOICES:'''
 
'''ROYAL COURT'''
*1 Catacomb Command Barge, Overlord, Anrakyr the Traveller, Imotekh the Stormlord or Zahndrekh
*0-5 Crypteks, Illuminor Szeras or Orikan the Diviner (in any combination)
*0-3 Lords
*0-3 Lychguard Phalanxes
*0-1 Shard of the Deceiver, Shard of the Nightbringer or up to three C'tan Shards
 
'''CORE CHOICES:'''
 
'''GARRISON LEGION'''
 
'''HARVEST LEGION'''
 
'''RECLAMATION LEGION'''
 
'''AUXILIARY CHOICES:'''
 
'''CANOPTEK COHORT'''
*0-2 Canoptek Acanthrite Harvests, Canoptek Centipedes, Canoptek Scarab Swarm Harvests, Canoptek Spyder Harvests and Canoptek Wraith Harvests
 
'''DEATHBRINGER COHORT'''
*0-2 Deathmark Phalanxes, Deathscythes and Doomscythes


====INFINITE LEGIONS====
'''ELDRITCH WARMACHINE COHORT
'''FORMATION:'''
*0-2 Annihilation Barges, Doomsday Arks, Monoliths and Tesseract Arks or 1 Obelisk
*1-2 HQ
*2+ Troops
*0-3 Elites
*0-3 Fast Attack
*0-3 Heavy Support
*0-1 Fortifications
*0-1 Lords of War


'''RESTRICTIONS:'''
'''JUDICATOR COHORT'''
Only Necron units may be taken as part of this formation.
*0-3 Triarch Stalker Phalanxes and Triarch Praetorian Phalanxes


'''SPECIAL RULES'''
'''DESTROYER COHORT'''
*'''Slumbering Legions:''' A maximum of half (rounding up) of your units with the Godless special rule from this formation may start on the table. All other units with the Godless special rule must start in Portal Reserves. Do not roll for Portal Reserves as normal, units within Portal Reserves can only arrive on the table by entering through an Eternity Gate. Non-vehicle units with Deep Strike may instead choose to arrive by Deep Strike from turn 1 onward, no need to roll for their reserve rolls.
*0-1 Destroyer Lord
*'''Endless Legions:''' Whenever a Troops choice unit with the Godless special rule from this detachment is removed from the table it immediately re-enters Portal Reserves. All units within Portal Reserves counts as destroyed at the end of the game.
*0-2 Destroyer Phalanxes
*'''Phase Out:''' Remove all models from this detachment, including vehicle wrecks, from the table once all models with the Godless special rule from this detachment have been removed from the table.


==THE IMMORTAL LEGIONS==
'''STAR-GOD COHORT'''
=== HQ ===
*1 Tesseract Vault or Transcendent C'tan
====NEMESOR ZAHNDREKH====
==DATASHEETS==
===HQ===
====CRYPTEK====
You may include up to Five Crypteks, Illuminor Szeras or Orikan the Diviner (in any combination) as a single HQ choice.
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 73: Line 99:
! Sv
! Sv
|-
|-
| Zahndrekh
| Arch Cryptek
| 5
| 4
| 5
| 4
| 5
| 4
| 5
| 4
| 3
| 2
| 3
| 2
| 3
| 2
| 10
| 3+
|-
| Harbinger of Despair
| 4
| 4
| 4
| 4
| 1
| 2
| 1
| 10
| 10
| 3+
| 3+
|}
|-
<br style="clear: both; height: 0px;" />
| Harbinger of Destruction
'''UNIT TYPE:'''
| 4
 
| 4
'''Infantry (Character)'''
| 4
 
'''UNIT COMPOSITION:'''
 
'''1 (Unique)''' ...''140 pts''
 
'''WARGEAR:'''
*'''Staff of light'''
*'''Resurrection orb'''
 
'''Warlord Trait:
*'''Insanity:''' The Warlord and any unit he joins has the Zealot and Rage special rules and lose the Godless special rule.
 
'''SPECIAL RULES'''
*'''Independent Character'''
*'''Feel No Pain'''
*'''It Will Not Die'''
*'''Fearless'''
*'''Adaptive Tactics:''' Whenever one of your opponents units arrives from reserve you may immediately bring one of your units out of reserve. This is treated exactly as if the unit arrived from reserves in your turn, however it may '''not''' fire weapons, including bombs.
*'''Legendary Tactician''' Whilst Nemesor Zahndrekh is within 24" of any enemy unit(s) with any of the following special rules: Counter-attack, Furious Charge, Hit & Run, Split Fire, Stealth, Tank Hunters - then Zahndrekh and his unit also have the same special rule(s).
*'''Mad Nemesor of Sautekh:''' If Nemesor Zahndrekh is your warlord he starts the game with the Insanity Necron Warlord trait. At the start of each following Turn you must replace his warlord trait with any trait from the Main or Necron Rulebook that he did not already use.
*'''Honour of the Necrontyr:''' You may not include Deathmarks in a formation with Nemesor Zahndrekh.
 
====VARGARD OBYRON====
If you include Vargard Obyron in the same detachment as Nemesor Zahndrekh he does not take up a Force Organisation slot, and does not qualify as a mandatory HQ selection.
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
|-
| Vargard Obyron
| 6
| 4
| 4
| 5
| 1
| 5
| 2
| 3
| 2
| 2
| 1
| 10
| 10
| 3+
| 3+
|-
|-
|}
| Harbinger of Emptiness
<br style="clear: both; height: 0px;" />
| 4
'''UNIT TYPE:'''
 
'''Infantry (Character)'''
 
'''UNIT COMPOSITION:'''
 
'''1 (Unique)''' ...''130 pts''
 
'''WARGEAR:'''
*Warscythe'''
*'''Ghostwalk Mantle'''
Vargard Obyron and his unit have the Deep Strike special rule. Once per game during your opponents end phase Vargard Obyron and his unit may, even if engaged in close combat, be removed from the table and moved into ongoing reserves. Vargard Obyron and his unit do not scatter if they attempt to Deep Strike within 6" of Nemesor Zahndrekh.
 
'''SPECIAL RULES'''
*'''Independent Character'''
*'''Feel No Pain'''
*'''It Will Not Die'''
*'''Fearless'''
*'''Zahndrekh's Vargard:''' While fighting in a challenge or on his own Vargard Obyron is hit on 5+ in close combat. Whenever a unit containing Nemesor Zahndrekh is assaulted Obyron must leave his unit and immediately pile up to 1337" into this combat, ignoring intervening terrain, models, or reserves.
*'''Cleaving Counterblow:''' After an opponent has attacked Vargard Obyron in a challenge, Vargard Obyron may immediately attack a number of times equal to the number of times his opponent missed, these attacks are carried out the same Initiative step as the opponents attacks and will occur even if Vargard Obyron was killed by the attacks. If Obyron is alone then he counts as being in a challenge with anyone he is fighting for the purpose of this rule, even if they are not characters.
 
====ILLUMINOR SZERAS====
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
|-
| Illuminor Szeras
| 4
| 4
| 4
| 4
| 4
| 4
| 4
| 1
| 2
| 2
| 2
| 1
| 10
| 3+
|-
| Harbinger of Eternity
| 4
| 4
| 4
| 4
| 4
| 1
| 2
| 1
| 10
| 3+
|-
| Harbinger of Storm
| 4
| 4
| 4
| 4
| 1
| 2
| 1
| 10
| 3+
|-
| Harbinger of Transmogrification
| 4
| 4
| 4
| 4
| 1
| 2
| 1
| 10
| 10
| 3+
| 3+
Line 190: Line 184:
'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 (Unique)''' ...''110 pts''
'''1 Harbinger of Emptiness'''...''25 pts''


'''WARGEAR:'''
'''WARGEAR:'''
*'''Eldritch Lance'''
*'''Abyssal staff''' (Harbinger of Despair only)
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*'''Aeonstave''' (Harbinger of Eternity only)
! Range
*'''Flamespear''' (Harbinger of Destruction only)
! S
*'''Nullstave''' (Harbinger of Emptiness only)
! AP
*'''Staff of light''' (Arch Cryptek)
! Type
*'''Tremorstave''' (Harbinger of Transmogrification only)
|-
*'''Voltaic staff''' (Harbinger of Storms only)
| 24
| 8
| 2
| Assault 1, Lance
|-
|}<br style="clear: both; height: 0px;" />
*'''Gaze of Flame'''
Illuminor Szeras is armed with defensive grenades and a flamer.


'''SPECIAL RULES'''
'''SPECIAL RULES:'''
*'''Independent Character'''
*'''Independent Character'''
*'''Relentless'''
*'''Feel No Pain'''
*'''Feel No Pain'''
*'''It Will Not Die'''
*'''Fearless'''
*'''Fearless'''
*'''Mechanical Augmentation''' At the start of the game, before forces have been deployed, nominate one unit of Necron Warriors or Necron Immortals. Roll a D6 the chosen unit receives the following upgrade:
: - 1-2 '''Hardened Carapace:''' The unit is Toughness +1 for the duration of the game.
: - 3-4 '''Improved Optics:''' The unit is Ballistic Skill +1 for the duration of the game.
: - 5-6 '''Enhanced Servomotors:''' The unit is Strength +2 for the duration of the game.'''


====ORIKAN THE DIVINER====
'''OPTIONS:'''
*May be upgraded to one of the following:
:: - Arch Cryptek...''15 pts''
:: - Harbinger of Despair...''15 pts''
:: - Harbinger of Destruction...''10 pts''
:: - Harbinger of Eternity...''free''
:: - Harbinger of Storms...''15 pts''
:: - Harbinger of Transmogrification...''10 pts''
*Arch Crypteks may take any of the following:
:: - Nanoscarab repair swarm...''35 pts''
:: - Orb of Immortality...''10 pts''
*Harbingers of Despair may take any of the following:
:: - Nightmare shroud...''35 pts/model''
:: - Veil of Darkness...''20 pts/model''
*Harbingers of Destruction may take any of the following:
:: - Gaze of flame...''5 pts/model''
:: - Solar pulse...''25 pts/model''
*Harbingers of Emptiness may take any of the following:
:: - Cube of Darkness...''30 pts/model''
:: - Pariah Phalanx...''10 pts/model''
*Harbingers of Eternity may take any of the following:
:: - Chronometron...''35 pts/model''
:: - Timesplinter cloak...''15 pts/model''
*Harbingers of Storms may take any of the following:
:: - Ether crystal...''10 pts/model''
:: - Lightning field...''25 pts/model''
*Harbingers of Transmogrification may take any of the following:
:: - Harp of dissonance...''50 pts/model''
:: - Seismic crucible...''25 pts/model''
====ILLUMINOR SZERAS====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 232: Line 243:
! Sv
! Sv
|-
|-
| Orikan
| Illuminor Szeras
| 4
| 4
| 4
| 4
Line 239: Line 250:
| 2
| 2
| 2
| 2
| 2
| 4
| 10
| 10
| 4+
| 3+
|-
|-
|}
|}
Line 251: Line 262:
'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 (Unique)''' ...''160 pts''
'''1 (Unique)'''...''110 pts''


'''WARGEAR:'''
'''WARGEAR:'''
*'''Staff of Tomorrow'''
*'''Eldritch Lance'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| -
| User
| 2
| Melee, Concussive, Master-crafted, Timewarp
|-
|}<br style="clear: both; height: 0px;" />
::''' 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.
*'''Transdimensional beamer'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! Range
Line 275: Line 272:
! Type
! Type
|-  
|-  
| 6"
| 24
| D
| 8
| 2
| 2
| Assault 1, Exile Ray (1), Destroyer
| Assault 1, Lance
|-
|-
|}<br style="clear: both; height: 0px;" />
|}<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.
*'''Gaze of flame'''


'''SPECIAL RULES'''
'''SPECIAL RULES'''
Line 288: Line 285:
*'''It Will Not Die'''
*'''It Will Not Die'''
*'''Fearless'''
*'''Fearless'''
*'''Move Through Cover'''
*'''Mechanical Augmentation''' At the start of the game, before forces have been deployed, nominate one unit of Necron Warriors or Necron Immortals. Roll a D6 the chosen unit receives the following upgrade:
*'''Lord of Time:''' If your army includes Orikan then you may choose which reserve rolls to fail and which to pass. In addition, a model with this special rule has a 3+ invulnerable save.  
: - 1-2 '''Hardened Carapace:''' The unit is Toughness +1 for the duration of the game.  
*'''The Stars Are Right:''' Roll a D6 at the start of each friendly turn until you roll below the current turn number, If you do Orikan gains +1 Weapon Skill, +1 Ballistic Skill, +2 Strength, +2 Toughness +2 Wounds, +2 Initiative, +2 Attacks, and + 1 Sv.  
: - 3-4 '''Improved Optics:''' The unit is Ballistic Skill +1 for the duration of the game.
*'''Temporal Snares:''' All enemy units count all terrain, including open ground, as difficult terrain on turn 1.
: - 5-6 '''Enhanced Servomotors:''' The unit is Strength +2 for the duration of the game.'''
 
====ORIKAN THE DIVINER====
====ANRAKYR THE TRAVELLER====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 306: Line 302:
! Sv
! Sv
|-
|-
| Anrakyr
| Orikan
| 5
| 4
| 5
| 4
| 5
| 4
| 5
| 4
| 3
| 2
| 3
| 2
| 3
| 2
| 10
| 10
| 3+
| 4+
|-
|-
|}
|}
Line 325: Line 321:
'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 (Unique)''' ...''160 pts''
'''1 (Unique)'''...''160 pts''


'''WARGEAR:'''
'''WARGEAR:'''
*'''Tachyon arrow'''
*'''Staff of Tomorrow'''
*'''Warscythe'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
 
! Range
'''SPECIAL RULES'''
! S
*'''Independent Character'''
! AP
*'''Feel No Pain'''
! Type
*'''It Will Not Die'''
|-
| -
| User
| 2
| Melee, Concussive, Master-crafted, Timewarp
|-
|}<br style="clear: both; height: 0px;" />
::''' 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.
*'''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.
 
'''SPECIAL RULES'''
*'''Independent Character'''
*'''Feel No Pain'''
*'''It Will Not Die'''
*'''Fearless'''
*'''Fearless'''
*'''Counter-attack'''
*'''Move Through Cover'''
*'''Furious Charge'''
*'''Lord of Time:''' If your army includes Orikan then you may choose which reserve rolls to fail and which to pass. In addition, a model with this special rule has a 3+ invulnerable save.
*'''Mind in the Machine''' At the start of your shooting phase, choose an enemy vehicle within 12" of Anrakyr the Traveller and take a roll 2d6. On a roll of 10 or less, randomly select one of that vehicle´s weapons (do not include Bombs, weapons with the One Use Only/One Shot Only special rule that have already fired, and weapons that are destroyed). You may then shoot with the selected weapon at another enemy unit. The weapon fires using Anrakyrs Ballistic Skill even if the vehicle is Crew Stunned or Shaken.
*'''The Stars Are Right:''' Roll a D6 at the start of each friendly turn until you roll below the current turn number, if you do Orikan gains +1 Weapon Skill, +1 Ballistic Skill, +2 Strength, +2 Toughness +2 Wounds, +2 Initiative, +2 Attacks, and + 1 Sv. A Chronometron's re-roll can be used on this special rule to re-roll the roll.  
*'''Pyrrhian Eternals:''' Before rolling for warlord traits, choose a unit of immortals. That unit gains Counter-attack and Furious Charge.
*'''Temporal Snares:''' All enemy units count all terrain, including open ground, as difficult terrain on turn 1.
 
====DESTROYER LORD====
====TRAZYN THE INFINITE====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 353: Line 374:
! Ld
! Ld
! Sv
! Sv
|-
|-  
| Trazyn
| Necron Destroyer Lord
| 5
| 5
| 5
| 5
| 5
| 5
| 5
| 6
| 3
| 3
| 3
| 3
Line 369: Line 390:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Infantry (Character)'''
'''Jump Jet Infantry (Character)'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 (Unique)''' ...''140 pts''
'''1 Destroyer Lord'''...''140 pts''


'''WARGEAR:'''
'''WARGEAR:'''
*'''Empathic Obliterator'''
*'''Staff of light'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| -
| User
| 2
| Melee, Concussive, Psionic Shockwave
|-
|}<br style="clear: both; height: 0px;" />
::''' Psionic Shockwave''' If Trazyn slays one or more models in close combat inflict a single S 3 AP - hit on every enemy model in combat with Trazyn that has the same Initiative as the models slain. The Shockwave is conducted at Iniative 3 after Trazyn has made all his attacks. If Trazyn slays models with multiple different Initiative values during a round of combat, all models which share Initiative value with one or more of the slain models take a single S 3 AP - hit.
*'''Two tesseract labyrinths'''


'''SPECIAL RULES'''
'''SPECIAL RULES'''
*'''Independent Character'''
*'''Independent Character'''
*'''Hammer of Wrath'''
*'''Preferred Enemy (Everything!)'''
*'''It Will Not Die'''
*'''Feel No Pain'''
*'''Feel No Pain'''
*'''It Will Not Die'''
*'''Fearless'''
*'''Fearless'''
*'''Objective Secured:''' Trazyn can claim objectives even if an enemy model is within 3" of the objective, unless the model(s) also has Objective Secured.
*'''Destruction Protocols:''' All Necron Destroyers in a unit with a Necron Destroyer Lord gain +1 WS and +1 BS. In addition while in a squad of Necron Destroyers a model with this special rule and all Necron Destroyers in the unit add 1 to their To Hit rolls in close combat.
*'''Surrogate Hosts''' If Trazyn would be removed as a casualty, roll a D6. On a 2+, choose another friendly Necron character (excluding Unique models). Remove the model as a casualty and place Trazyn in it´s place with as many wounds remaining as the removed model had remaining. If the character was locked in combat, Trazyn is now locked in combat with the same unit. If no such characters remains, or a 1 was rolled, remove Trazyn as a casualty.
 
'''OPTIONS:'''
*May exchange Staff of Light for any of the following:
:: - Warscythe...''20 pts''
:: - Particle Caster and Voidblade...''5 pts''
:: - Gauntlet of Fire with inbuilt flamer...''free''
*May take any of the following:
:: - Phylactery...''10 pts''
:: - Mindshackle Scarabs...''40 pts''
:: - Tachyon Arrow...''25 pts''
:: - Resurrection Orb...''25 pts''


====OVERLORD====
====LORD====
You may include up to three Lords or up to two Lords and Vargard Obyron as a single HQ choice.
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 413: Line 433:
! Sv
! Sv
|-
|-
| Overlord
| Necron Lord
| 5
| 4
| 5
| 4
| 5
| 5
| 5
| 5
| 2
| 3
| 3
| 3
| 2
| 3
| 10
| 10
| 3+
| 3+
Line 432: Line 452:
'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 Overlord''' ...''90 pts''
'''1 Lord'''...''50 pts''


'''WARGEAR:'''
'''WARGEAR:'''
Line 441: Line 461:
*'''Feel No Pain'''
*'''Feel No Pain'''
*'''It Will Not Die'''
*'''It Will Not Die'''
*'''Fearless'''
*'''Fearless'''  


'''OPTIONS:'''
'''OPTIONS:'''
*May take one of the following:
*Each of the following upgrades may be taken once per army:
:: - Phaeron ...''60 pts''  
:: - Vargard...''30 pts''
If this upgrade is chosen change this model's battlefield role from HQ to Lord of War. If a model with this upgrade is destroyed, your opponent gains 1 victory point. A model with this upgrade has a 2+ armour save, 4 wounds, and Strength 6. Immortals can fill the minimum required number of troops in a detachment including a model with this upgrade.
A Lord with this rule increases its WS to 6. In addition, attacks made against this Lord in challenges always hit on a 5+, regardless of the attacker's WS.
:: - Nemesor ...''20 pts''
*May exchange Staff of Light for any of the following:
If a model with this upgrade is your warlord you can choose your warlord trait(s) instead of rolling for it.
:: - Warscythe...''10 pts''
*May take one of the following:
:: - Particle caster and voidblade...''free''
:: - Carrier scarab swarm ...''30 pts''
:: - Hyperhpase sword and dispersion shield...''free''
The Overlord has four additional WS 2 S 1 attacks at his own I. These attacks cannot be used with the overlord’s weapon; instead, they have rending and entropic strike. The overlord becomes beast (C). The Overlord is bulky.
:: - Gauntlet of Fire with inbuilt flamer...''free''
:: - Spider body ...''35 pts''
*May take any of the following:
The Overlord has the furious charge and Rampage special rules. The Overlord becomes Cavalry (C).  The Overlord is very bulky.
:: - Phylactery...''10 pts''
:: - Centipede body ...''35 pts''
:: - Mindshackle Scarabs...''40 pts''
The Overlords Toughness becomes 6. The Overlord gains the Counter Attack special rule. The Overlord is Very Bulky.
:: - Tesseract Labyrinth...''25 pts''
:: - Wraith Body ...''60 pts''
:: - Tachyon Arrow...''25 pts''
The Overlord gains a 3+ invulnerable save. The Overlord gains Move Through Cover. The Overlord is Bulky. The Overlord becomes Jump Infantry (C).  
:: - Resurrection Orb...''25 pts''
:: - Catacomb Command Barge ...''50 pts''
====VARGARD OBYRON====
The Overlord is the rider of a Catacomb Command Barge. Read the Sempiternal Weave special rule for how the Catacomb Command Barge works differently than normal chariots and riders.
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
! WS
! BS
! BS
! FA
! S
! SA
! T
! RA
! W
! HP
! I
! Unit Type
! A
! Composition
! Ld
|-  
! Sv
| Catacomb Command Barge
|-
| Vargard Obyron
| 6
| 4
| 4
| 11(13)
| 5
| 11(13)
| 5
| 11
| 2
| 3
| 3
| Vehicle (Skimmer, Fast, Chariot)
| 2
| 1 Annihilation Barge
| 10
| 3+
|-
|-
|}
|}
<br style="clear: both; height: 0px;" />
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''
'''Infantry (Character)'''
'''UNIT COMPOSITION:'''
'''1 (Unique)'''...''130 pts''
'''WARGEAR:'''
'''WARGEAR:'''
*'''Gauss cannon'''
*'''Warscythe'''
*'''Quantum shielding'''
*'''Ghostwalk Mantle'''
Vargard Obyron and his unit have the Deep Strike special rule. Once per game during your opponents end phase Vargard Obyron and his unit may, even if engaged in close combat, be removed from the table and moved into ongoing reserves. Vargard Obyron and his unit do not scatter if they attempt to Deep Strike within 6" of Zahndrekh.


'''SPECIAL RULES'''
'''SPECIAL RULES'''
*'''Independent Character'''
*'''Feel No Pain'''
*'''It Will Not Die'''
*'''It Will Not Die'''
*'''Sempiternal Weave:''' All shooting and close combat attacks made against this model are automatically allocated against the Chariot instead of the Rider.
*'''Fearless'''
*'''Command Barge:''' If the rider is your Warlord he may generate an extra warlord trait in addition to his normal trait, this must be from the same Warlord Trait Table as the first one. If a Nemesor is the rider and your Warlord he may choose two warlord traits, they must be from the same Warlord Trait Table.
*'''Zahndrekh's Vargard:''' While fighting in a challenge or on his own Vargard Obyron is hit on 5+ in close combat. Whenever a unit containing Zahndrekh is assaulted Obyron must leave his unit and immediately pile up to 1337" into this combat, ignoring intervening terrain, models, or reserves.
*'''Sweep Attack:''' After moving over an enemy unit in the shooting phase you may select a single unit which was moved over by the Command Barge, the selected unit suffers D6 Strength 6 AP - hits resolved as a shooting attack resolved as coming from where the Command Barge ended its move. If the rider of the Command Barge is armed with a Warscythe the D6 hits are carried out at Strength 7 AP 2 and have the Armourbane and Shieldbreak special rules.
*'''Cleaving Counterblow:''' After an opponent has attacked Vargard Obyron in a challenge, Vargard Obyron may immediately attack a number of times equal to the number of times his opponent missed, these attacks are carried out the same Initiative step as the opponents attacks and will occur even if Vargard Obyron was killed by the attacks. If Obyron is alone then he counts as being in a challenge with anyone he is fighting for the purpose of this rule, even if they are not characters.
*May replace gauss cannon with tesla cannon ...''free''
===TROOPS===
*May exchange Staff of Light for one of the following:
====WARRIOR PHALANX====
:: - Warscythe ...''15 pts''
:: - Particle caster and voidblade ...''free''
:: - Hyperphase sword and dispersion shield ...''free''
:: - Gauntlet of fire with built-in flamer ...''free''
*May take any of the following:
:: - Phylactery ...''15 pts''
:: - Mindshackle scarabs ...''40 pts''
:: - Tesseract labyrinth ...''20 pts''
:: - Tachyon arrow ...''25 pts''
:: - Resurrection orb ...''25 pts''
 
====DESTROYER LORD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 516: Line 538:
! Sv
! Sv
|-  
|-  
| Necron Destroyer Lord
| Necron Warrior
| 5
| 2
| 5
| 5
| 6
| 3
| 3
| 3
| 3
| 3
| 3
| 1
| 1
| 1
| 10
| 10
| 3+
| 4+
|-
|-
|}
|}
Line 531: Line 553:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Jump Jet Infantry (Character)'''
'''Infantry'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 Destroyer Lord''' ...''140 pts''
'''10 Necron Warriors'''...''90 pts''


'''WARGEAR:'''
'''WARGEAR:'''
*'''Staff of light'''
*'''Quark flayer'''


'''SPECIAL RULES'''
'''SPECIAL RULES'''
*'''Independent Character'''
*'''Godless Killing Machine'''
*'''Hammer of Wrath'''
*'''We'll Be Back'''
*'''Preferred Enemy (Everything!)'''
*'''It Will Not Die'''
*'''Feel No Pain'''
*'''Feel No Pain'''
*'''Slow and Purposeful'''
*'''Fearless'''
*'''Fearless'''
*'''Destruction Protocols:''' All Necron Destroyers in a unit with a Necron Destroyer Lord gain +1 WS and +1 BS. In addition while in a squad of Necron Destroyers a model with this special rule and all Necron Destroyers in the unit add 1 to their To Hit rolls in close combat.


'''OPTIONS:'''
'''OPTIONS:'''
*May exchange Staff of Light for any of the following:
*May include up to ten additional Necron Warriors...''9 pts/model''
:: - Warscythe ...''20 pts''
*The unit may take a Ghost Ark or a Night Scythe as a Dedicated Transport. If the unit numbers 20 models they may instead take a Monolith as a Dedicated Transport.
:: - Particle Caster and Voidblade ...''5 pts''
====IMMORTAL PHALANX====
:: - Gauntlet of Fire with inbuilt flamer ...''free''
'''Cannot be included in a detachment/formation as a part of the minimum number of troops choices'''
*May take any of the following:
:: - Phylactery ...''10 pts''
:: - Mindshackle Scarabs ...''40 pts''
:: - Tachyon Arrow ...''25 pts''
:: - Resurrection Orb ...''25 pts''
 
====LORD====
The first three Necron Lords in a Necron detachment or formation including an Overlord, Imotekh the Stormlord, Nemesor Zahndrekh, Anrakyr the Traveller or Trazyn the Infinite do not take up a Force Organisation slot and do not qualify as a mandatory HQ selection.
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
!
! WS
! WS
Line 575: Line 584:
! Ld
! Ld
! Sv
! Sv
! Unit Type
|-
! Composition
| Immortal
|-
| 3
| Necron Lord
| 4
| 50 pts
| 4
| 4
| 4
| 4
| 5
| 1
| 5
| 2
| 3
| 2
| 2
| 1
| 10
| 10
| 3+
| 3+
| Infantry (C)
| 1 Necron Lord
|-
|-
|}
|}
Line 596: Line 600:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Infantry (Character)'''
'''Infantry'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 Lord''' ...''50 pts''
'''5 Immortals'''...''85 pts''


'''WARGEAR:'''
'''WARGEAR:'''
*'''Staff of light'''
*'''Gauss blaster'''


'''SPECIAL RULES'''
'''SPECIAL RULES'''
*'''Independent Character'''
*'''Godless Killing Machine'''
*'''We'll Be Back'''
*'''Feel No Pain'''
*'''Feel No Pain'''
*'''It Will Not Die'''
*'''Fearless'''
*'''Fearless'''  


'''OPTIONS:'''
'''OPTIONS:'''
*Each of the following upgrades may be taken once per army:
*May include up to five additional Necron Immortals...''17 pts/model''
:: - Vargard ...''30 pts''
*The entire unit may exchange Gauss Blasters for Tesla Blasters...''free''
A Lord with this rule increases its WS to 6. In addition, attacks made against this Lord in challenges always hit on a 5+, regardless of the attacker's WS.
*The unit may take a Night Scythe as a Dedicated Transport
*May exchange Staff of Light for any of the following:
====FLAYED ONE PACK====
:: - Warscythe ...''10 pts''
'''Cannot be included in a detachment/formation as a part of the minimum number of troops choices'''
:: - Particle caster and voidblade ...''free''
:: - Hyperhpase sword and dispersion shield ...''free''
:: - Gauntlet of Fire with inbuilt flamer ...''free''
*May take any of the following:
:: - Phylactery ...''10 pts''
:: - Mindshackle Scarabs ...''40 pts''
:: - Tesseract Labyrinth ...''25 pts''
:: - Tachyon Arrow ...''25 pts''
:: - Resurrection Orb ...''25 pts''
 
====ARCH CRYPTEK====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 639: Line 632:
! Ld
! Ld
! Sv
! Sv
|-
|-  
| Arch Cryptek
| Flayed One
| 4
| 3
| 4
| 4
| 4
| 2
| 2
| 2
| 3
| 3
| 1
| 1
| 2
| 2
| 10
| 10
| 3+
| 4+
|-
|-
|}
|}
Line 655: Line 648:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Infantry (Character)'''
'''Infantry'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 Arch Cryptek''' ...''40 pts''
'''10 Flayed Ones'''...''90 pts''


'''WARGEAR:'''
'''WARGEAR:'''
*'''Staff of light'''
*'''Two flayer claws'''


'''SPECIAL RULES'''
'''SPECIAL RULES'''
*'''Independent Character'''
*'''Godless Killing Machine'''
*'''Relentless'''
*'''We'll Be Back'''
*'''Reanimation Protocols:''' Models with this special rule ignore the Instant Death special rule for the purpose of making Feel No Pain rolls.
*'''Feel No Pain'''
*'''Feel No Pain'''
*'''Fear'''
*'''Fearless'''
*'''Fearless'''
*'''It Will Not Die'''
*'''Infiltrate'''
*'''Scout'''
*'''Deep Strike'''
*'''Scent of Blood:''' Flayed Ones do not scatter when attempting to Deep Strike within 6" of a unit which has suffered one or more wounds.


'''OPTIONS:'''
'''OPTIONS:'''
*May take any of the following:
*May include up to ten additional Flayed Ones...''9 pts/model''
:: - Nanoscarab repair swarm ...''35 pts''
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+.
:: - Orb of Immortality ...''10 pts''
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.


====CRYPTEK====
===ELITES===
You may include up to five Crypteks as a single HQ choice. The first five Crypteks in a Necron detachment or formation including an Arch Cryptek, Illuminor Szeras or Orikan the Diviner do not take up Force Organisation slots and cannot qualify as a mandatory HQ selection. 
====DEATHMARK PHALANX====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 692: Line 684:
! Ld
! Ld
! Sv
! Sv
|-
|-  
| Harbinger of Despair
| Deathmark
| 4
| 3
| 4
| 4
| 4
| 4
| 3
| 3
| 1
| 1
| 2
| 2
Line 704: Line 696:
| 3+
| 3+
|-
|-
| Harbinger of Destruction
|}
| 4
<br style="clear: both; height: 0px;" />
| 4
'''UNIT TYPE:'''
| 4
 
| 4
'''Infantry'''
| 1
 
| 2
'''UNIT COMPOSITION:'''
| 1
 
| 10
'''5 Deathmarks'''...''85 pts''
| 3+
 
|-
'''WARGEAR:'''
| Harbinger of Emptiness
*'''Synaptic disintegrator'''
| 4
 
| 4
'''SPECIAL RULES'''
| 4
*'''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
| 4
| 5
| 3
| 1
| 1
| 2
| 2
| 1
| 10
| 3+
|-
| Harbinger of Eternity
| 4
| 4
| 4
| 4
| 1
| 2
| 2
| 1
| 10
| 10
| 3+
| 2+
|-
|-
| Harbinger of Storm
|}
| 4
<br style="clear: both; height: 0px;" />
| 4
'''UNIT TYPE:'''
| 4
 
| 4
'''Infantry'''
| 1
| 2
| 1
| 10
| 3+
|-
| Harbinger of Transmogrification
| 4
| 4
| 4
| 4
| 1
| 2
| 1
| 10
| 3+
|-
|}
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''
 
'''Infantry (Character)'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 Harbinger of Emptiness''' ...''25 pts''
'''5 Lychguard'''...''150 pts''


'''WARGEAR:'''
'''WARGEAR:'''
*'''Abyssal staff''' (Harbinger of Despair only)
*'''Dispersion shield'''
*'''Flamespear''' (Harbinger of Destruction only)
*'''Hyperphase sword'''
*'''Nullstaff''' (Harbinger of Emptiness only)
*'''Aeonstave''' (Harbinger of Eternity only)
*'''Voltaic staff''' (Harbinger of Storms only)
*'''Tremorstave''' (Harbinger of Transmogrification only)


'''SPECIAL RULES:'''
'''SPECIAL RULES'''
*'''Independent Character'''
*'''Godless Killing Machine'''
*'''Relentless'''
*'''We'll Be Back'''
*'''Reanimation Protocols:''' Models with this special rule ignore the Instant Death special rule for the purpose of making Feel No Pain rolls.
*'''Feel No Pain'''
*'''Feel No Pain'''
*'''Fearless'''
*'''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:'''
'''OPTIONS:'''
*May be upgraded to one of the following:
*May include up to five additional Lychguard...''30 pts/model''
:: - Harbinger of Despair ...''15 pts''
*The entire unit may replace dispersion shields and hyperphase swords with warscythes...''free''  
:: - Harbinger of Destruction ...''10 pts''
*The unit may take a Night Scythe as a Dedicated Transport
:: - Harbinger of Eternity ...''0 pts''
:: - Harbinger of Storms ...''15 pts''
:: - Harbinger of Transmogrification ...''10 pts''
*must be upgraded to one of the following:
*Harbingers of Despair may take any of the following:
:: - Nightmare shroud ...''35 pts/model''
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.
:: - Veil of Darkness ...''20 pts/model''
A Cryptek and any unit he joins has 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.
*Harbingers of Destruction may take any of the following:
:: - Gaze of flame ...''5 pts/model''
The Cryptek is armed with a Flamer and defensive grenades.
:: - Solar pulse ...''25 pts/model''
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.
*Harbingers of Emptiness may take any of the following:
:: - Cube of Darkness ...''30 pts/model''
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.
:: - Void Scarabs ...''5 pts/model''
A single unit of Scarab Swarms may be upgraded Void Scarabs. All models in the chosen unit, including any added during the game by Canoptek Spyders, have the Adamantium Will and Mind Cloud special rules.
*Harbingers of Eternity may take any of the following:
:: - Chronometron ...''35 pts/model''
One use per turn. A chronometron can be used to re-roll a single dice concerning the model carrying the Chronometron. If the model is in a unit, the re-roll can instead be used by any of the models in the unit.
:: - Timesplinter cloak ...''15 pts/model''
The model and any unit it joins gain a 5+ invulnerable save. If two models with a timesplinter cloak are in the same unit the save is increased to a 4+. If 4 or more models, all equipped with timesplinter cloaks, are in the same unit, the save is increased to a 3+. If 10 or more models all equipped with timesplinter cloaks are in the same unit, the save is increased to a 2+.
*Harbingers of Storms may take any of the following:
:: - Ether crystal ...''10 pts/model''
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.
:: - Lightning field ...''25 pts/model''
The Cryptek can only use a lightning field as an overwatch reaction. The lightning field is shooting attack with Strength 8 AP 5 Assault 30.
*Harbingers of Transmogrification may take any of the following:
:: - Harp of dissonance ...''50 pts/model''
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.
:: - Seismic crucible ...''25 pts/model''
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.


===TROOPS===
====TRIARCH PRAETORIAN PHALANX====
====WARRIOR PHALANX====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 837: Line 787:
! Sv
! Sv
|-  
|-  
| Necron Warrior
| Triarch Preatorian
| 4
| 4
| 5
| 5
| 1
| 3
| 2
| 2
| 3
| 3
| 3
| 1
| 1
| 1
| 10
| 10
| 4+
| 3+
|-
|-
|}
|}
Line 852: Line 802:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Infantry'''
'''Jump Infantry'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''10 Necron Warriors''' ...''90 pts''
'''5 Triarch Praetorians'''...''140 pts''


'''WARGEAR:'''
'''WARGEAR:'''
*'''Quark flayer'''
*'''Voidblade'''
*'''Particle caster'''


'''SPECIAL RULES'''
'''SPECIAL RULES'''
*'''Godless'''
*'''Godless Killing Machine'''
*'''We´ll Be Back'''
*'''We'll Be Back'''
*'''Feel No Pain'''
*'''Feel No Pain'''
*'''Slow and Purposeful'''
*'''Fearless'''
*'''Fearless'''


'''OPTIONS:'''
*May include up to five additional Triarch Praetorians...''28 pts/model''
*May include up to ten additional Necron Warriors ...''9 pts/model''
*All models may replace particle casters and voidblades with rods of the covenant...''free''
*The unit may take a Ghost Ark or a Night Scythe as a Dedicated Transport. If the unit numbers 20 models they may instead take a Monolith as a Dedicated Transport.
====TRIARCH STALKER PHALANX====
 
{| border="1" cellspacing="0" cellpadding="5" align="left"
====IMMORTAL PHALANX====
!
'''Cannot be included in a detachment/formation as a part of the minimum number of troops choices'''
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! WS
! BS
! BS
! S
! S
! T
! FA
! W
! SA
! RA
! I
! I
! A
| A  
! Ld
! HP
! Sv
! Unit Type
! Composition
|-  
|-  
| Immortal
| Triarch Stalker
| 3
| 4
| 4
| 4
| 4
| 4
| 7
| 1
| 11(13)
| 2
| 11(13)
| 1
| 11
| 10
| 3
| 3+
| 3
| 3
|-
|-
|}
|}
Line 903: Line 848:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Infantry'''
'''Vehicle (Walker, Open-topped)'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''5 Immortals''' ...''85 pts''
'''1 Triarch Stalker'''...''150 pts''


'''WARGEAR:'''
'''WARGEAR:'''
*'''Gauss blaster'''
*'''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'''
'''SPECIAL RULES'''
*'''Godless'''
*'''It Will Not Die'''
*'''We´ll Be Back'''
*'''Move Through Cover'''
*'''Feel No Pain'''
*'''Night Fighting'''
*'''Slow and Purposeful'''
*'''Infiltrate'''
*'''Fearless'''
*'''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:'''
'''OPTIONS:'''
*May include up to five additional Necron Immortals ...''17 pts/model''
*May add up to two additional Triarch Stalkers...''150 pts/model''
*The entire unit may exchange Gauss Blasters for Tesla Blasters ...''1 pt/model''
*May exchange all of it's weaponry for a:
::{| border="1" cellspacing="0" cellpadding="5" align="left"
:: - Heavy particle cannon...''free''
! Range
:: - Twin-linked heavy gauss cannon...''free''
! S
! AP
! Type
|-  
| 30"
| 5
| -
| Assault 1, Tesla
|-
|}<br style="clear: both; height: 0px;" />
::'''Tesla:''' Any to hit roll of 6 causes two additional hits with the weapons profile.
*The unit may take a Night Scythe as a Dedicated Transport


====FLAYED ONE PHALANX====
====C'TAN SHARD====
'''Cannot be included in a detachment/formation as a part of the minimum number of troops choices'''
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 950: Line 886:
! Ld
! Ld
! Sv
! Sv
|-  
|-
| Flayed One
| C'tan Shard
| 5
| 4
| 6
| 6
| 4
| 3
| 3
| 2
| 4
| 3
| 3
| 1
| 1
| 2
| 10
| 10
| 4+
| 3+
|-
|-
|}
|}
Line 966: Line 902:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Infantry'''
'''Monstrous Creature (Character)'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''10 Flayed Ones''' ...''90 pts''
'''1 C'tan Shard'''...''115 pts''
 
'''WARGEAR:'''
*'''Two flayer claws'''


'''SPECIAL RULES'''
'''SPECIAL RULES'''
*'''Godless'''
*'''Fearless'''
*'''We´ll Be Back'''
*'''Feel No Pain'''
*'''Feel No Pain'''
*'''Slow and Purposeful'''
*'''Eternal Warrior'''
*'''Fear'''
*'''Move Through Cover'''
*'''Fearless'''
*'''Immune to Natural Law:''' A model with this special rule move like a Jump Monstrous Creature, but it can still only move 6".
*'''Infiltrate'''
*'''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).
*'''Scout'''
*'''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'''
*'''Deep Strike'''
*'''Scent of Blood:''' Flayed Ones do not scatter when attempting to Deep Strike within 6" of a unit which has suffered one or more wounds.


'''OPTIONS:'''
'''OPTIONS:'''
*May include up to ten additional Flayed Ones ...''9 pts/model''
*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.


===ELITES===
'''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.
====DEATHMARK PHALANX====
:: - Shard of the machine god...''70 pts''
{| border="1" cellspacing="0" cellpadding="5" align="left"
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''
! WS
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
! BS
! S
! S
Line 1,003: Line 999:
! Ld
! Ld
! Sv
! Sv
|-  
|-
| Deathmark
| Nightbringer
| 3
| 5
| 5
| 10
| 8
| 4
| 4
| 4
| 4
| 3
| 3
| 1
| 2
| 1
| 10
| 10
| 3+
| 3+
Line 1,019: Line 1,015:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Infantry'''
'''Monstrous Creature (Character)'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''5 Deathmarks''' ...''85 pts''
'''1 (Unique)'''...''250 pts''


'''WARGEAR:'''
'''WARGEAR:'''
*'''Synaptic disintegrator'''
*'''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'''
'''SPECIAL RULES'''
*'''Godless'''
*'''Eternal Warrior'''
*'''We´ll Be Back'''
*'''Fearless'''
*'''Fear'''
*'''Feel No Pain'''
*'''Feel No Pain'''
*'''Slow and Purposeful'''
*'''Move Through Cover'''
*'''Fearless'''
*'''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.
*'''Deep Strike'''
*'''Immune to Natural Law:''' The Nightbringer moves like a Jump Monstrous Creature, but it can still only move 6".
*'''Interceptor'''
*'''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.
*'''Patience of the Undying:''' At the start of your turn a unit with this special rule may choose not to roll their Reserve Roll.
*'''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).  
*'''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).
*'''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.
*'''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:'''
====SHARD OF THE DECEIVER====
*May include up to five additional Necron Deathmarks ...''17 pts/model''
 
====PARIAH PHALANX====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 1,056: Line 1,049:
! Ld
! Ld
! Sv
! Sv
|-  
|-
| Necron Pariah
| Deceiver
| 4
| 5
| 5
| 10
| 8
| 4
| 4
| 5
| 4
| 4
| 1
| 4
| 4
| 2
| 10
| 10
| 3+
| 3+
Line 1,072: Line 1,065:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Infantry'''
'''Monstrous Creature (Character)'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''5 Pariahs''' ...''110 pts''
'''1 (Unique)'''...''250 pts''


'''WARGEAR:'''
'''WARGEAR:'''
*'''Warscythe'''
*'''Powers of the C'tan'''
*'''Gauss blaster'''


'''SPECIAL RULES'''
'''SPECIAL RULES'''
*'''Godless'''
*'''Eternal Warrior'''
*'''Fearless'''
*'''Fearless'''
*'''Fear'''
*'''Feel No Pain'''
*'''Feel No Pain'''
*'''Fear'''
*'''Move Through Cover'''
*'''Relentless'''
*'''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.
*''' Soulless ''' Any unit within 12” of a model with this special rule treats its leadership as 7 unless it would normally be lower. Units containing one or more models with the Soulless special rule are unaffected.
*'''Immune to Natural Law:''' The Deceiver moves like a Jump Monstrous Creature, but it can still only move 6".  
*'''Nullsphere:''' Models with this rule cannot be targeted by and are never affected by psychic powers. When an enemy psyker or psychic brotherhood attempts to manifest a psychic power within 12” of a model with this rule, they need to roll one higher on their dice to harness warp charges. This usually means only 5s and 6s successfully generate warp charges, however a psyker that normally manifests on a 2+ or 3+ instead manifests warp charges on 3+ or 4+ while within 12” of a model with the '''Nullsphere''' rule.
*'''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.


'''OPTIONS:'''
====CANOPTEK CENTIPEDE====
*May include up to five additional Necron Pariahs ...''22 pts/model''
*The unit may take a Night Scythe as a Dedicated Transport
 
====LYCHGUARD PHALANX====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 1,108: Line 1,100:
! Sv
! Sv
|-  
|-  
| Lychguard
| Canoptek Centipede
| 4
| 3
| 4
| 3
| 5
| 5
| 6
| 3
| 3
| 1
| 2
| 2
| 2
| 3
| 10
| 10
| 2+
| 3+
|-
|-
|}
|}
Line 1,123: Line 1,115:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Infantry'''
'''Monstrous Creature'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''5 Lychguard''' ...''150 pts''
'''1 Canoptek Centipede'''...''150 pts''


'''WARGEAR:'''
'''WARGEAR:'''
*'''Hyperphase sword'''
*'''Gate of oblivion'''
*'''Dispersion shield'''
*'''Twin-linked quark flayer'''


'''SPECIAL RULES'''
'''SPECIAL RULES'''
*'''Godless'''
*'''We´ll Be Back'''
*'''Feel No Pain'''
*'''Feel No Pain'''
*'''Slow and Purposeful'''
*'''Fearless'''
*'''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.
*'''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.


*May include up to five additional Lychguard ...''30 pts/model''
===FAST ATTACK===
*The unit may take a Night Scythe as a Dedicated Transport
====DESTROYER PHALANX====
 
====TRIARCH PRAETORIANS====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 1,157: Line 1,148:
! Sv
! Sv
|-  
|-  
| Triarch Preatorian
| Necron Destroyer
| 4
| 4
| 4
| 4
| 5
| 5
| 5
| 5
| 1
| 2
| 3
| 2
| 2
| 2
| 10
| 10
Line 1,172: Line 1,163:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Jump Infantry'''
'''Jump Jet Infantry'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''5 Triarch Praetorians''' ...''140 pts''
'''3 Necron Destroyers'''...''135 pts''


'''WARGEAR:'''
'''WARGEAR:'''
*'''Voidblade'''
*'''Gauss cannon'''
*'''Particle caster'''


'''SPECIAL RULES'''
'''SPECIAL RULES'''
*'''Godless'''
*'''Godless Killing Machine'''
*'''We´ll Be Back'''
*'''Hammer of Wrath'''
*'''Preferred Enemy (Everything!)'''
*'''We'll Be Back'''
*'''It Will Not Die'''
*'''Feel No Pain'''
*'''Feel No Pain'''
*'''Slow and Purposeful'''
*'''Fearless'''
*'''Fearless'''


*May include up to five additional Triarch Praetorians ...''28 pts/model''
'''OPTIONS:'''
*All models may replace particle casters and voidblades with rods of the covenant ...''free''
*May include up to two additional Necron Destroyers...''45 pts/model''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*Up to three Necron Destroyers may exchange their Gauss Cannons for Heavy Gauss Cannons...''10 pts/model''
! Range
 
! S
====TOMB BLADE PHALANX====
! AP
! Type
|-
| 12"
| 5
| 2
| Assault 1
|-
| -
| User
| 2
| Melee, Two-handed
|-
|}<br style="clear: both; height: 0px;" />
 
====TRIARCH STALKER====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 1,215: Line 1,191:
! BS
! BS
! S
! S
! FA
! T
! SA
! W
! RA
! I
! I
| A  
! A
! HP
! Ld
! Sv
|-  
|-  
| Triarch Stalker
| Tomb Blade
| 4
| 2
| 4
| 7
| 11(13)
| 11(13)
| 11
| 3
| 3
| 3
| 3
| 3
| 4
| Vehicle (Walker, Open-topped)
| 1
| 1 Triarch Stalker
| 1
| 1
| 10
| 4+
|-
|-
|}
|}
Line 1,239: Line 1,213:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Vehicle (Walker, Open-topped)'''
'''Jetbike'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 Triarch Stalker''' ...''150 pts''
'''3 Tomb Blades'''...''51 pts''


'''WARGEAR:'''
'''WARGEAR:'''
*'''Two heavy flamers'''
*'''Twin-linked gauss blaster'''
*'''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'''
'''SPECIAL RULES'''
*'''It Will Not Die'''
*'''We'll Be Back'''
*'''Move Through Cover'''
*'''Feel No Pain'''
*'''Night Fighting'''
*'''Fearless'''
*'''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:'''
'''OPTIONS:'''
*May add up to two additional Triarch Stalkers ...''150 pts/model''
*May include up to seven additional Tomb Blades...''17 pts/model''
*May exchange all of it´s weaponry for a:
*Any Tomb Blade may exchange its twin-linked gauss blaster for a particle blaster...''3 pts/model''
:: - Heavy particle cannon ...''free''
*The unit may exchange twin-linked gauss blasters for twin-linked tesla blasters...''2 pts/model''
:: - Twin-linked heavy gauss cannon ...''free''
*Any Tomb Blade may take shield vanes...''3 pts/model''
*Any Tomb Blade may take one of the following:  
:: - Nebuloscope...''1 pt/model''  
:: - Shadowloom...''1 pt/model''


====C´TAN SHARD====
====GHOST ARK====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
! WS
! BS
! BS
! S
! FA
! T
! SA
! W
! RA
! I
! HP
! A
|-  
! Ld
| Ghost Ark
! Sv
|-
| C´tan Shard
| 5
| 4
| 4
| 6
| 10(12)
| 6
| 10(12)
| 4
| 10
| 3
| 4
| 4
| 10
| 3+
|-
|-
|}
|}
Line 1,293: Line 1,256:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Monstrous Creature (Character)'''
'''Vehicle (Skimmer, Open-topped, Transport)'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 C´tan Shard''' ...''115 pts''
'''1 Ghost Ark'''...''80 pts''
 
'''WARGEAR:'''
*'''Two Quark Harvesters'''
*'''Quantum Shielding'''


'''SPECIAL RULES'''
'''SPECIAL RULES'''
*'''Fearless'''
*'''It Will Not Die'''
*'''Feel No Pain'''
*'''Repair Barge:''' At the start of each Necron shooting phase, a Ghost Ark can nominate a unit of Necron Warriors within 6" (or embarked on a vehicle within 6") of the Ghost ark, add D3 models to the unit within unit coherency and within 6" of this model. If a model cannot be placed for any reason it is destroyed. This rule cannot bring a unit above it's starting number of models.
*'''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:'''
'''TRANSPORT:'''
*Must take 1-3 of the following upgrades:
*'''Transport Capacity:''' Zero models. This model cannot transport any models. No models may stay inside this vehicle, although it may still be taken as a dedicated transport.
:: - 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.
====CANOPTEK WRAITH HARVEST====
:: - Shard of the machine god ...''70 pts''
{| border="1" cellspacing="0" cellpadding="5" align="left"
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
! WS
! BS
! BS
Line 1,390: Line 1,285:
! Ld
! Ld
! Sv
! Sv
|-
|-  
| Nightbringer
| Canoptek Wraiths
| 5
| 3
| 3
| 6
| 5
| 5
| 10
| 1
| 8
| 2
| 4
| 3
| 4
| 4
| 10
| 10
| 3+
| 3+
Line 1,406: Line 1,301:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Monstrous Creature (Character)'''
'''Jump Infantry'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 (Unique)''' ...''250 pts''
'''3 Canoptek Wraiths'''...''105 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 and 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'''
'''SPECIAL RULES'''
*'''Eternal Warrior'''
*'''Shrouded'''
*'''Feel No Pain'''
*'''Fearless'''
*'''Fearless'''
*'''Fear'''
*'''Feel No Pain'''
*'''Move Through Cover'''
*'''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.
*'''Rending'''
*'''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.
'''OPTIONS:'''
*'''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).  
*May include up to three additional Canoptek Wraiths...''35 pts/model''
*'''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.
*The entire unit may be equipped with whip coils...''3 pts/model''
*Any model may be equipped with one of the following.
:: - Particle caster...''5 pts/model''
:: - Transdimensional beamer...''10 pts/model''


====SHARD OF THE DECEIVER====
====CANOPTEK ACANTHRITE HARVEST====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 1,440: Line 1,333:
! Ld
! Ld
! Sv
! Sv
|-
|-  
| Deceiver
| Canoptek Acanthrite
| 3
| 5
| 5
| 4
| 5
| 5
| 10
| 2
| 8
| 1
| 4
| 2
| 4
| 4
| 10
| 10
| 3+
| 3+
Line 1,456: Line 1,349:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Monstrous Creature (Character)'''
'''Jump Infantry'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 (Unique)''' ...''250 pts''
'''3 Canoptek Acanthrites'''...''150 pts''


'''WARGEAR:'''
'''WARGEAR:'''
*'''Powers of the C´tan'''
*'''Cutting beam'''
*'''Voidblade'''


'''SPECIAL RULES'''
'''SPECIAL RULES'''
*'''Eternal Warrior'''
*'''Stealth'''
*'''Feel No Pain'''
*'''Fearless'''
*'''Fearless'''
*'''Fear'''
*'''Relentless'''
*'''Feel No Pain'''
 
*'''Move Through Cover'''
'''OPTIONS:'''
*'''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.
*May include up to three additional Canoptek Acanthrites...''50 pts/model''
*'''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====
====CANOPTEK SCARAB SWARM HARVEST====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 1,491: Line 1,381:
! Sv
! Sv
|-  
|-  
| Canoptek Centipede
| Canoptek Scarab Swarm
| 3
| 2
| 3
| 5
| 6
| 3
| 2
| 2
| 3
| 1
| 2
| 4
| 1
| 4
| 10
| 10
| 3+
| -
|-
|-
|}
|}
Line 1,506: Line 1,396:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Monstrous Creature'''
'''Beasts'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 Canoptek Centipede''' ...''150 pts''
'''3 Canoptek Scarab Swarms'''...''45 pts''
 
'''WARGEAR:'''
*'''Gate of oblivion'''
*'''Twin-linked quark flayer'''


'''SPECIAL RULES'''
'''SPECIAL RULES'''
*'''Feel No Pain'''
*'''Feel No Pain'''
*'''Fearless'''
*'''Fearless'''
*'''Move Through Cover'''
*'''Eternal Warrior'''
*'''Deep Strike'''
*'''Rending'''
*'''Phase Tunneller:''' A model with this special rule has a 5+ invulnerable save.
*'''Skittering Swarm:''' If a model with this special rule suffers an unsaved Wound from a Blast (any size) or Template weapon, each unsaved Wound is multiplied to three unsaved Wounds, these additional Wounds can be ignored by Feel No Pain rolls if the initial weapon's strength was 3 or less. If, when allocating Wounds to a unit with the Swarms special rule, two or more models could be chosen as the closest enemy, the closest enemy is always the model with the least number of Wounds.
*'''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.
*'''Canoptek Harvest:''' A unit with this special rule has a Strength characteristic equal to the current number of models +2. A unit of 3 Canoptek Scarab Swarms would have a Strength characteristic = 5 (3+2).
*'''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.
 
'''OPTIONS:'''
*May include up to seven additional Canoptek Scarab Swarms...''15 pts/model''


===FAST ATTACK===
====NIGHT SCYTHE====
====DESTROYER PHALANX====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
! WS
! BS
! BS
! S
! FA
! T
! SA
! W
! RA
! I
! HP
! A
|-  
! Ld
| Night Scythe
! Sv
|-  
| Necron Destroyer
| 4
| 4
| 4
| 11
| 5
| 11
| 5
| 11
| 2
| 3
| 2
| 2
| 10
| 3+
|-
|-
|}
|}
Line 1,554: Line 1,433:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Jump Jet Infantry'''
'''Vehicle (Flyer, Fast, Hover)'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''3 Necron Destroyers''' ...''135 pts''
'''1 Night Scythe'''...''130 pts''


'''WARGEAR:'''
'''WARGEAR:'''
*'''Gauss cannon'''
*'''Twin-linked heavy tesla cannon'''
*'''Eternity gate'''
Once per turn during the movement phase you can do one of three things 1: a single non-vehicle and non-gargantuan unit in reserves may move out from the portal as if they were embarked upon the vehicle with the Eternity Gate, see the Transport section of the vehicle in question for access points. 2: Remove a single unengaged unit from the field and then that unit must immediately move out from the portal as if they were embarked upon the vehicle with the Eternity Gate, counting the gate as the only access point. 3: a single unit may move into the gate as if the vehicle with the Eternity Gate had transport capacity, instead of embarking upon the vehicle, treating the gate as the only access point, the models are moved from the table into ongoing reserves. Night Scythes must be hovering in order to make use of their Eternity Gate.
*'''Shadowloom'''
*'''Alien abduction'''


'''SPECIAL RULES'''
'''SPECIAL RULES'''
*'''Godless'''
*'''Hammer of Wrath'''
*'''Preferred Enemy (Everything!)'''
*'''We´ll Be Back'''
*'''It Will Not Die'''
*'''It Will Not Die'''
*'''Feel No Pain'''
*'''Vector Dancer'''
*'''Slow and Purposeful'''
*'''Sound of Madness:''' Whenever a model with this rule moves over an enemy unit, that unit must take a pinning test.
*'''Fearless'''


'''OPTIONS:'''
'''TRANSPORT:'''
*May include up to two additional Necron Destroyers ...''45 pts/model''
*Treat the entire base of the Night Scythe as it's access point for the purpose of it's Eternity Gate.  
*Up to three Necron Destroyers may exchange their Gauss Cannons for Heavy Gauss Cannons ...''10 pts/model''
*'''Transport Capacity:''' Zero models. This model cannot transport any models. No models may stay inside this vehicle, although it may still be taken as a dedicated transport.


====TOMB BLADE PHALANX====
====DEATH SCYTHE====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
! WS
! BS
! BS
! S
! FA
! T
! SA
! W
! RA
! I
! HP
! A
! Ld
! Sv
! Unit Type
! Composition
|-  
|-  
| Tomb Blade
| Death Scythe
| 2
| 4
| 3
| 12
| 3
| 12
| 11
| 4
| 4
| 1
| 1
| 1
| 10
| 4+
|-
|-
|}
|}
Line 1,607: Line 1,475:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Jetbike'''
'''Vehicle (Flyer, Fast, Hover)'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''3 Tomb Blades''' ...''51 pts''
'''1 Death Scythe'''...''190 pts''


'''WARGEAR:'''
'''WARGEAR:'''
*'''Twin-linked gauss blaster'''
*'''Twin-linked heavy tesla cannon'''
*'''Shadowloom'''
*'''Five death spheres'''


'''SPECIAL RULES'''
'''SPECIAL RULES'''
*'''We´ll Be Back'''
*'''It Will Not Die'''
*'''Feel No Pain'''
*'''Vector Dancer'''
*'''Fearless'''
*'''Sound of Madness:''' Whenever a model with this rule moves over an enemy unit, that unit must take a pinning test.


'''OPTIONS:'''
====DOOMSCYTHE====
*May include up to seven additional Tomb Blades ...''17 pts/model''
*Any Tomb Blade may exchange its twin-linked gauss blaster for a particle blaster ...''3 pts/model''
*The unit may exchange twin-linked gauss blasters for twin-linked tesla blasters ...''2 pts/model''
*Any Tomb Blade may take shield vanes ...''3 pts/model''
*Any Tomb Blade may take one of the following:
:: - Nebuloscope ...''1 pt/model''
:: - Shadowloom ...''1 pt/model''
 
====GHOST ARK====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 1,638: Line 1,499:
! RA
! RA
! HP
! HP
! Unit Type
! Composition
|-  
|-  
| Ghost Ark
| Doomscythe
| 4
| 10(12)
| 10(12)
| 10
| 4
| 4
| 11
| 11
| 11
| 3
|-
|-
|}
|}
Line 1,652: Line 1,511:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Vehicle (Skimmer, Open-topped, Transport)'''
'''Vehicle (Flyer, Fast, Hover)'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 Ghost Ark''' ...''80 pts''
'''1 Doom Scythe'''...''170 pts''


'''WARGEAR:'''
'''WARGEAR:'''
*'''Two Quark Harvesters'''
*'''Twin-linked heavy tesla cannon'''
*'''Quantum Shielding'''
*'''Shadowloom'''
*'''Death ray'''


'''SPECIAL RULES'''
'''SPECIAL RULES'''
*'''It Will Not Die'''
*'''It Will Not Die'''
*'''Repair Barge:''' At the start of each Necron shooting phase, a Ghost Ark can nominate a unit of Necron Warriors within 6" (or embarked on a vehicle within 6") of the Ghost ark, add D3 models to the unit within unit coherency and within 6" of this model. If a model cannot be placed for any reason it is destroyed. This rule cannot bring a unit above it´s starting number of models.
*'''Vector Dancer'''
*'''Sound of Madness:''' Whenever a model with this rule moves over an enemy unit, that unit must take a pinning test.


'''TRANSPORT:'''
===HEAVY SUPPORT===
*'''Transport Capacity:''' Zero models. This model cannot transport any models. No models may stay inside this vehicle, although it may still be taken as a dedicated transport.
====TESSERACT ARK====
 
====CANOPTEK WRAITH HARVEST====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
! WS
! BS
! BS
! S
! FA
! T
! SA
! W
! RA
! I
! HP
! A
! Ld
! Sv
|-  
|-  
| Canoptek Wraiths
| Tesseract Ark
| 3
| 4
| 3
| 12(14)
| 6
| 12(14)
| 5
| 12
| 1
| 4
| 2
| 3
| 10
| 3++
|-
|-
|}
|}
Line 1,697: Line 1,548:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Jump Infantry'''
'''Vehicle (Heavy, Open-topped, Skimmer, Tank)'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''3 Canoptek Wraiths''' ...''105 pts''
'''1 Tesseract Ark'''...''170 pts''
 
'''WARGEAR:'''
*'''Tesseract singularity chamber'''
*'''Two tesla cannons'''
*'''Quantum shielding'''


'''SPECIAL RULES'''
'''SPECIAL RULES'''
*'''Shrouded'''
*'''It Will Not Die'''
*'''Feel No Pain'''
*'''Gravitational Flux:''' Any model trying to assault or ram the Tesseract Ark must take a Dangerous Terrain test, and any unit charging the Tesseract Ark counts as making a Disordered Charge.
*'''Fearless'''
*'''Tesseract Implosion:''' When the Tesseract Ark is destroyed roll on the Catastrophic Damage table.
*'''Move Through Cover'''
*'''Rending'''


'''OPTIONS:'''
====MONOLITH====
*May include up to three additional Canoptek Wraiths ...''35 pts/model''
*The entire unit may be equipped with whip coils ...''3 pts/model''
*Any model may be equipped with one of the following.
:: - Particle caster ...''5 pts/model''
:: - Transdimensional beamer ...''10 pts/model''
 
====CANOPTEK ACANTHRITE HARVEST====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
! WS
! BS
! BS
! S
! FA
! T
! SA
! W
! RA
! I
! HP
! A
! Ld
! Sv
|-  
|-  
| Canoptek Acanthrite
| Necron Monolith
| 3
| 4
| 5
| 14
| 14
| 14
| 4
| 4
| 5
| 2
| 1
| 2
| 10
| 3+
| Jump Infantry
| 3 Canoptek Acanthrites
|-
|-
|}
|}
Line 1,747: Line 1,584:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Jump Infantry'''
'''Vehicle (Heavy, Skimmer)'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''3 Canoptek Acanthrites''' ...''150 pts''
'''1 Monolith'''...''180 pts''


'''WARGEAR:'''
'''Wargear:'''
*'''Cutting beam'''
*'''Gauss crystal'''
*'''Voidblade'''
*'''Four quark flux arcs'''
*'''Gate of oblivion
*'''Eternity gate'''
Once per turn during the movement phase you can do one of three things
* A single non-vehicle and non-gargantuan unit in reserves may move out from the portal as if they were embarked upon the vehicle with the Eternity Gate, see the Transport section of the vehicle in question for access points.
* Remove a single unengaged unit from the field and then that unit must immediately move out from the portal as if they were embarked upon the vehicle with the Eternity Gate, counting the gate as the only access point.
* A single unit may move into the gate as if the vehicle with the Eternity Gate had transport capacity, instead of embarking upon the vehicle, treating the gate as the only access point, the models are moved from the table into ongoing reserves. Night Scythes must be hovering in order to make use of their Eternity Gate.


'''SPECIAL RULES'''
'''SPECIAL RULES'''
*'''Stealth'''
*'''It Will Not Die'''
*'''Feel No Pain'''
*'''Deep Strike'''
*'''Fearless'''
*'''Living Metal'''
*'''Relentless'''
*'''Phase Jump:''' Once per game at the end of your opponents turn you may remove a model with this special rule and place it in Deep Strike reserve.
*'''Behemoth's Descent:''' If a unit with this special rule scatters on top of a model or a piece of impassable terrain while deep striking, reduce the amount it scatters until it is at least 1” from enemy models and it is no longer on top of impassable terrain or models.
*'''Immortal Machine:''' Even after this model is wrecked, as long as this model is on the field, keep rolling for '''It Will Not Die''', if it regains a hull point it comes back into play with that one hull point it now has. Similarly, models with a fabricator claw array can repair this model even while it has zero hull points. If this model is removed from the table by an effect like the "explodes" result on the vehicle damage table, you do not get to keep rolling for '''It Will Not Die'''.
*'''Move Through Cover:'''


'''OPTIONS:'''
'''TRANSPORT:'''
*May include up to three additional Canoptek Acanthrites ...''50 pts/model''
*Treat the end of the steps leading down from the Monolith's portal as it's access point for the purpose of it's Eternity Gate.  
*'''Transport Capacity:''' Zero models. This model cannot transport any models. No models may stay inside this vehicle, although it may still be taken as a dedicated transport.


====CANOPTEK SCARAB SWARM HARVEST====
====DOOMSDAY ARK====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
! WS
! BS
! BS
! S
! FA
! T
! SA
! W
! RA
! I
! HP
! A
|-  
! Ld
| Doomsday Ark
! Sv
|-  
| Canoptek Scarab Swarm
| 2
| 2
| 1
| 2
| 4
| 4
| 1
| 10(12)
| 10(12)
| 10
| 4
| 4
| 10
| -
|-
|-
|}
|}
Line 1,794: Line 1,633:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Beasts'''
'''Vehicle (Skimmer)'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''3 Canoptek Scarab Swarms''' ...''45 pts''
'''1 Doomsday Ark'''...''120 pts''
 
'''WARGEAR:'''
*'''Doomsday cannon'''
*'''Two quark harvesters'''
*'''Quantum shielding'''


'''SPECIAL RULES'''
'''SPECIAL RULES'''
*'''Feel No Pain'''
*'''It Will Not Die'''
*'''Fearless'''
*'''Eternal Warrior'''
*'''Rending'''
*'''Skittering Swarm:''' If a model with this special rule suffers an unsaved Wound from a Blast (any size) or Template weapon, each unsaved Wound is multiplied to three unsaved Wounds, these additional can be ignored by Feel No Pain rolls if the initial weapon´s strength was 3 or less. If, when allocating Wounds to a unit with the Swarms special rule, two or more models could be chosen as the closest enemy, the closest enemy is always the model with the least number of Wounds.
*'''Canoptek Harvest:''' A unit with this special rule has a Strength characteristic equal to the current number of models +2. A unit of 3 Canoptek Scarab Swarms would have a Strength characteristic = 5 (3+2).


'''OPTIONS:'''
====ANNIHILATION BARGE====
*May include up to seven additional Canoptek Scarab Swarms ...''15 pts/model''
 
====NIGHTSCYTHE====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 1,820: Line 1,656:
! HP
! HP
|-  
|-  
| Night Scythe
| Annihilation Barge
| 4
| 4
| 11
| 11(13)
| 11
| 11(13)
| 11
| 11
| 3
| 3
| Vehicle (Flyer, Fast, Hover)
| 1 Night Scythe
|-
|-
|}
|}
Line 1,833: Line 1,667:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Vehicle (Flyer, Fast, Hover)'''
'''Vehicle (Skimmer)'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 Night Scythe''' ...''130 pts''
'''1 Annihilation Barge'''...''130 pts''


'''WARGEAR:'''
'''Wargear:'''
*'''Twin-linked heavy tesla cannon'''
*'''Two heavy particle cannons'''
*'''Eternity gate'''
*'''Gauss cannon'''
Once per turn during the movement phase you can do one of three things 1: a single non-vehicle and non-gargantuan unit in reserves may move out from the portal as if they were embarked upon the vehicle with the Eternity Gate, see the Transport section of the vehicle in question for access points. 2: Remove a single unengaged unit from the field and then that unit must immediately move out from the portal as if they were embarked upon the vehicle with the Eternity Gate, counting the gate as the only access point. 3: a single unit may move into the gate as if the vehicle with the Eternity Gate had transport capacity, instead of embarking upon the vehicle, treating the gate as the only access point, the models are moved from the table into ongoing reserves. Night Scythes must be hovering in order to make use of their Eternity Gate.
*'''Quantum shielding'''
*'''Shadowloom'''
*'''Alien abduction'''
 
====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;" />


'''SPECIAL RULES'''
'''SPECIAL RULES'''
*'''It Will Not Die'''
*'''It Will Not Die'''
*'''Vector Dancer'''
*'''Sound of Madness:''' Whenever a model with this rule moves over an enemy unit, that unit must take a pinning test.


'''TRANSPORT:'''
'''OPTIONS:'''
*Treat the entire base of the Night Scythe as it´s access point for the purpose of it´s Eternity Gate.  
*May replace gauss cannon with tesla cannon...''free''
*'''Transport Capacity:''' Zero models. This model cannot transport any models. No models may stay inside this vehicle, although it may still be taken as a dedicated transport.


====DEATH SCYTHE====
====CANOPTEK SPYDER HARVEST====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
! WS
! BS
! BS
! FA
! S
! SA
! T
! RA
! W
! HP
! I
! A
! Ld
! Sv
|-  
|-  
| Death Scythe
| Canoptek Spyder
| 4
| 3
| 12
| 3
| 12
| 5
| 11
| 6
| 4
| 2
| 2
| 2
| 10
| 3+
|-
|-
|}
|}
Line 1,889: Line 1,712:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Vehicle (Flyer, Fast, Hover)'''
'''Monstrous Creature'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 Death Scythe''' ...''190 pts''
'''1 Canoptek Spyder'''...''60 pts''


'''WARGEAR:'''
'''SPECIAL RULES'''
*'''Twin-linked heavy tesla cannon'''
*'''Godless Killing Machine'''
*'''Shadowloom'''
*'''Feel No Pain'''
*'''Five death spheres'''
*'''Fearless'''
*'''Scarab Hive:''' Once per turn during the movement phase, each model with this rule may choose a Canoptek Scarab unit within 12”. Place a new model, with the same name as the chosen unit, within unit coherency. This can take the unit above its starting size. Ignore this rule if no eligible unit is within range.
 
'''Options'''
*May include up to two additional Canoptek Spyders...''60 pts/model''
*Any Spyder may take a Fabricator Claw Array...''10 pts/model''
Instead of running or shooting a model armed with a Fabricator Claw Array may repair a Necron vehicle within 3". Roll a d6, on a 4+ apply one of the following things to the vehicle; restore 1 hull point lost earlier in the battle OR restore one destroyed weapon OR remove a vehicle immobilized result from the vehicle.
*The entire unit may take a gloom prisms...''5 pts/model''
A model equipped with a gloom prism generate D3 warp charges in your opponents turn. A model equipped with a gloom prism has the Adamantium Will special rule.
*Any Spyder may take a twin-linked particle blaster...''10 pts/model''
===LORDS OF WAR===
====CATACOMB COMMAND BARGE====
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
|-
| Overlord
| 5
| 5
| 5
|
|
| 3
| 3
| 10
|
|-
|}<br style="clear: both; height: 0px;" />


'''SPECIAL RULES'''
*'''It Will Not Die'''
*'''Vector Dancer'''
*'''Sound of Madness:''' Whenever a model with this rule moves over an enemy unit, that unit must take a pinning test.


====DOOMSCYTHE====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 1,914: Line 1,767:
! HP
! HP
|-  
|-  
| Doomscythe
| Catacomb Command Barge
| 4
| 4
| 11
| 11(13)
| 11
| 11(13)
| 11
| 11
| 3
| 3
Line 1,925: Line 1,778:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Vehicle (Flyer, Fast, Hover)'''
'''Vehicle (Skimmer, Fast, Chariot)'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 Doom Scythe''' ...''170 pts''
'''1 Catacomb Command Barge'''...''140 pts''


'''WARGEAR:'''
'''WARGEAR:'''
*'''Twin-linked heavy tesla cannon'''
*'''Gauss cannon'''
*'''Shadowloom'''
*'''Quantum shielding'''
*'''Death ray'''


'''SPECIAL RULES'''
'''SPECIAL RULES'''
*'''It Will Not Die'''
*'''It Will Not Die'''
*'''Vector Dancer'''
*'''Sempiternal Weave:''' All shooting and close combat attacks made against this model are automatically allocated against the Chariot instead of the Rider.
*'''Sound of Madness:''' Whenever a model with this rule moves over an enemy unit, that unit must take a pinning test.
*'''Command Barge:''' If the rider is your Warlord they may generate an extra Warlord Trait in addition to their normal trait, this must be from the same Warlord Trait Table as the first one. If a Nemesor is the rider and your Warlord they may choose two warlord traits, they must be from the same Warlord Trait Table.
*'''Sweep Attack:''' After moving over an enemy unit in the shooting phase you may select a single unit which was moved over by the Command Barge, the selected unit suffers D6 Strength 6 AP - hits resolved as a shooting attack resolved as coming from where the Command Barge ended its move. If the rider of the Command Barge is armed with a Warscythe the D6 hits are carried out at Strength 7 AP 2 and have the Armourbane and Shieldbreak special rules.
*May replace gauss cannon with tesla cannon...''free''
 
'''OPTIONS:'''
*May exchange Staff of Light for one of the following:
:: - Warscythe...''15 pts''
:: - Particle caster and voidblade...''free''
:: - Hyperphase sword and dispersion shield...''free''
:: - Gauntlet of fire with built-in flamer...''free''
*May take any of the following:
:: - Phylactery...''5 pts''
:: - Mindshackle scarabs...''40 pts''
:: - Tesseract labyrinth...''20 pts''
:: - Tachyon arrow...''25 pts''
:: - Resurrection orb...''25 pts''


===HEAVY SUPPORT===
====OVERLORD====
====TESSERACT ARK====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
! WS
! BS
! BS
! FA
! S
! SA
! T
! RA
! W
! HP
! I
|-  
! A
| Tesseract Ark
! Ld
! Sv
|-
| Carrier Scarab Overlord
| 5
| 5
| 5
| 3
| 3
| 3
| 3
| 10
| 2+
|-
| Centipede Overlord
| 5
| 5
| 5
| 3
| 4
| 4
| 12(14)
| 3
| 12(14)
| 3
| 12
| 10
| 4
| 2+
| Vehicle (Tank, Skimmer, Heavy, Open-topped)
| 1 Tesseract Ark
|-
|-
|}
| Overlord
<br style="clear: both; height: 0px;" />
| 5
'''UNIT TYPE:'''
| 5
 
| 5
'''Vehicle (Tank, Skimmer, Heavy, Open-topped)'''
| 3
 
| 3
| 3
| 3
| 10
| 2+
|-
| Spider Overlord
| 5
| 5
| 5
| 3
| 3
| 3
| 3
| 10
| 2+
|-
| Wraith Overlord
| 5
| 5
| 5
| 3
| 3
| 3
| 3
| 10
| 2+
|-
|}
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''
 
'''Infantry (Character)'''
 
'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 Tesseract Ark''' ...''170 pts''
'''1 Overlord'''...''70 pts''


'''WARGEAR:'''
'''WARGEAR:'''
*'''Tesseract singularity chamber'''
*'''Staff of light'''
*'''Two tesla cannons'''
 
*'''Quantum shielding'''
 
'''SPECIAL RULES'''
'''SPECIAL RULES'''
*'''Bulky''' (Carrier Scarab Overlord only)
*'''Counter-attack''' (Centipede Overlord only)
*'''Fearless'''
*'''Feel No Pain'''
*'''Independent Character'''
*'''It Will Not Die'''
*'''It Will Not Die'''
*'''Gravitational Flux:''' Any model trying to assault or ram the Tesseract Ark must take a Dangerous Terrain test, and any unit charging the Tesseract Ark counts as making a Disordered Charge.  
*'''Move Through Cover''' (Wraith Overlord only)
*'''Tesseract Implosion:''' When the Tesseract Ark is destroyed roll on the Catastrophic Damage table.
*'''Very Bulky''' (Centipede Overlord and Spider Overlord only)
*'''Carrier Scarab Attacks:''' (Carrier Scarab Overlord only) The model has four additional Weapon Skill 2 Strength 1 attacks at the model's own Initiative. These attacks cannot be made using the model's weapon, these attacks have the Rending special rule.
 
'''OPTIONS:'''
*May take one of the following:
:: - Carrier scarab swarm...''30 pts''
:: - Spider body...''35 pts''
:: - Centipede body...''35 pts''
:: - Wraith Body...''60 pts''
*May exchange Staff of Light for one of the following:
:: - Warscythe...''15 pts''
:: - Particle caster and voidblade...''free''
:: - Hyperphase sword and dispersion shield...''free''
:: - Gauntlet of fire with built-in flamer...''free''
*May take any of the following:
:: - Phylactery...''45 pts''
:: - Mindshackle scarabs...''40 pts''
:: - Tesseract labyrinth...''20 pts''
:: - Tachyon arrow...''25 pts''
:: - Resurrection orb...''25 pts''


====MONOLITH====
====ANRAKYR THE TRAVELLER====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
! WS
! BS
! BS
! FA
! S
! SA
! T
! RA
! W
! HP
! I
|-  
! A
| Necron Monolith
! Ld
| 4
! Sv
| 14
|-
| 14
| Anrakyr
| 14
| 5
| 4
| 5
| 5
| 5
| 3
| 3
| 3
| 10
| 3+
|-
|-
|}
|}
Line 2,000: Line 1,946:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Vehicle (Heavy, Skimmer)'''
'''Infantry (Character)'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 Monolith''' ...''180 pts''
'''1 (Unique)'''...''160 pts''


'''Wargear:'''
'''WARGEAR:'''
*'''Gauss crystal'''
*'''Tachyon arrow'''
*'''Four quark flux arcs'''
*'''Warscythe'''
*'''Gate of oblivion
*'''Eternity gate'''
Once per turn during the movement phase you can do one of three things 1: a single non-vehicle and non-gargantuan unit in reserves may move out from the portal as if they were embarked upon the vehicle with the Eternity Gate, see the Transport section of the vehicle in question for access points. 2: Remove a single unengaged unit from the field and then that unit must immediately move out from the portal as if they were embarked upon the vehicle with the Eternity Gate, counting the gate as the only access point. 3: a single unit may move into the gate as if the vehicle with the Eternity Gate had transport capacity, instead of embarking upon the vehicle, treating the gate as the only access point, the models are moved from the table into ongoing reserves. Night Scythes must be hovering in order to make use of their Eternity Gate.


'''SPECIAL RULES'''
'''SPECIAL RULES'''
*'''Independent Character'''
*'''Feel No Pain'''
*'''It Will Not Die'''
*'''It Will Not Die'''
*'''Deep Strike'''
*'''Fearless'''
*'''Living Metal'''
*'''Counter-attack'''
*'''Phase Jump:''' Once per game at the end of your opponents turn you may remove a model with this special rule and place it in Deep Strike reserve.
*'''Furious Charge'''
*'''Behemoth´s Descent:''' If a unit with this special rule scatters on top of a model or a piece of impassable terrain while deep striking, reduce the amount it scatters until it is at least 1” from enemy models and it is no longer on top of impassable terrain or models.
*'''Mind in the Machine''' At the start of your shooting phase, choose an enemy vehicle within 12" of Anrakyr the Traveller and take a roll 2d6. On a roll of 10 or less, randomly select one of that vehicle's weapons (do not include Bombs, weapons with the One Use Only/One Shot Only special rule that have already fired, and weapons that are destroyed). You may then shoot with the selected weapon at another enemy unit. The weapon fires using Anrakyrs Ballistic Skill even if the vehicle is Crew Stunned or Shaken.
*'''Immortal Machine:''' Even after this model is wrecked, as long as this model is on the field, keep rolling for '''It Will Not Die''', if it regains a hull point it comes back into play with that one hull point it now has. Similarly, models with a fabricator claw array can repair this model even while it has zero hull points. If this model is removed from the table by an effect like the "explodes" result on the vehicle damage table, you do not get to keep rolling for '''It Will Not Die'''.
*'''Pyrrhian Eternals:''' Before rolling for Warlord Traits, choose an Immortal Phalanx. That unit gains Counter-attack and Furious Charge special rules.
*'''Move Through Cover:'''
====TRAZYN THE INFINITE====
 
{| border="1" cellspacing="0" cellpadding="5" align="left"
'''TRANSPORT:'''
!
*Treat the end of the steps leading down from the Monolith´s portal as it´s access point for the purpose of it´s Eternity Gate.  
! WS
*'''Transport Capacity:''' Zero models. This model cannot transport any models. No models may stay inside this vehicle, although it may still be taken as a dedicated transport.
 
====DOOMSDAY ARK====
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! BS
! BS
! FA
! S
! SA
! T
! RA
! W
! HP
! I
|-  
! A
| Doomsday Ark
! Ld
| 4
! Sv
| 10(12)
|-
| 10(12)
| Trazyn
| 5
| 5
| 5
| 5
| 3
| 3
| 3
| 10
| 10
| 4
| 3+
|-
|-
|}
|}
Line 2,046: Line 1,993:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Vehicle (Skimmer)'''
'''Infantry (Character)'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 Doomsday Ark''' ...''120 pts''
'''1 (Unique)'''...''140 pts''


'''WARGEAR:'''
'''WARGEAR:'''
*'''Doomsday cannon'''
*'''Empathic Obliterator'''
*'''Two quark harvesters'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*'''Quantum shielding'''
! Range
! S
! AP
! Type
|-
| -
| User
| 2
| Melee, Concussive, Psionic Shockwave
|-
|}<br style="clear: both; height: 0px;" />
::''' Psionic Shockwave''' If Trazyn slays one or more models in close combat inflict a single S 3 AP - hit on every enemy model in combat with Trazyn that has the same Initiative as the models slain. The Shockwave is conducted at Iniative 3 after Trazyn has made all his attacks. If Trazyn slays models with multiple different Initiative values during a round of combat, all models which share Initiative value with one or more of the slain models take a single S 3 AP - hit.
*'''Two tesseract labyrinths'''


'''SPECIAL RULES'''
'''SPECIAL RULES'''
*'''Independent Character'''
*'''Feel No Pain'''
*'''It Will Not Die'''
*'''It Will Not Die'''
 
*'''Fearless'''
====ANNIHILATION BARGE====
*'''Objective Secured:''' Trazyn can claim objectives even if an enemy model is within 3" of the objective, unless the model(s) also has Objective Secured.
*'''Surrogate Hosts''' If Trazyn would be removed as a casualty, roll a D6. On a 2+, choose another friendly Necron character (excluding Unique models). Remove the model as a casualty and place Trazyn in it's place with as many wounds remaining as the removed model had remaining. If the character was locked in combat, Trazyn is now locked in combat with the same unit. If no such characters remains, or a 1 was rolled, remove Trazyn as a casualty.
====IMOTEKH THE STORMLORD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
! WS
! BS
! BS
! FA
! S
! SA
! T
! RA
! W
! HP
! I
|-  
! A
| Annihilation Barge
! Ld
| 4
! Sv
| 11(13)
|-
| 11(13)
| Imotekh the Stormlord
| 11
| 5
| 5
| 5
| 5
| 3
| 3
| 3
| 3
| 10
| 2+
|-
|-
|}
|}
Line 2,080: Line 2,051:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Vehicle (Skimmer)'''
'''Infantry (Character)'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 Annihilation Barge''' ...''130 pts''
'''1 (Unique)'''...''150 pts''


'''Wargear:'''
'''WARGEAR:'''
*'''Two heavy particle cannons'''
*'''Gauntlet of flame'''
*'''Gauss cannon'''
*'''Staff of the Destroyer'''
*'''Quantum shielding'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
 
! Range
'''SPECIAL RULES'''
! S
*'''It Will Not Die'''
! AP
! Type
|-
| 1
| 6
| 2
| Assault 1, Ray, One Use Only
|-
|}<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.


'''OPTIONS:'''
'''Warlord Trait:'''
*May replace gauss cannon with tesla cannon ...''free''
*'''Megalomaniac:''' Your army gains 1 Victory/Kill Point for each enemy character slain by your Warlord in a challenge.


====CANOPTEK SPYDER HARVEST====
'''SPECIAL RULES'''
*'''Independent Character'''
*'''Feel No Pain'''
*'''It Will Not Die'''
*'''Fearless'''
*'''Fear'''
*'''Bloodswarm Nanoscarabs''' Flayed Ones do not scatter when Deep Striking within 6" of an enemy non-vehicle unit.
*'''Stormlord''' Night Fighting is always in effect during the first game turn if your army includes Imotekh, no need to roll. During the second turn you may roll a dice, which may be re-rolled with a chronometron, on a 3+ Night Fighting stays in effect on the second game turn. On the third game turn you may try to keep Night Fighting in effect on a 4+. Next turn it is a 5+, lastly a 6+. All friendly units have the Fear special rule while Night Fighting is in effect. Units which already have the Fear special rule gain the Terror special rule. Succesful Fear tests taken against a unit with the Terror special rule must be re-rolled.
*'''Thunderstrike:''' Once per turn at the start of your shooting phase, while Night Fighting is in effect, the Stormlord may fire a Thunderstrike, at an enemy unit within 48", instead of firing a ranged weapon. The target suffers D6 Strength 8 AP - hits with no cover saves allowed, vehicles are hit on their side armour.
====ZAHNDREKH====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 2,109: Line 2,098:
! Ld
! Ld
! Sv
! Sv
|-  
|-
| Canoptek Spyder
| Zahndrekh
| 5
| 5
| 5
| 5
| 3
| 3
| 3
| 3
| 3
| 5
| 6
| 2
| 2
| 2
| 10
| 10
| 3+
| 3+
|-
|}
|}
<br style="clear: both; height: 0px;" />
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Monstrous Creature'''
'''Infantry (Character)'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 Canoptek Spyder''' ...''60 pts''
'''1 (Unique)'''...''140 pts''
 
'''WARGEAR:'''
*'''Staff of light'''
*'''Resurrection orb'''
 
'''Warlord Trait:
*'''Insanity:''' The Warlord and any unit he joins has the Zealot and Rage special rules and lose the Godless Killing Machine special rule.


'''SPECIAL RULES'''
'''SPECIAL RULES'''
*'''Godless'''
*'''Independent Character'''
*'''Feel No Pain'''
*'''Feel No Pain'''
*'''It Will Not Die'''
*'''Fearless'''
*'''Fearless'''
*'''Scarab Hive:''' Once per turn during the movement phase, each model with this rule may choose a Canoptek Scarab unit within 12”. Place a new model, with the same name as the chosen unit, within unit coherency. This can take the unit above its starting size. Ignore this rule if no eligible unit is within range.
*'''Adaptive Tactics:''' Whenever one of your opponents units arrives from reserve you may immediately bring one of your units out of reserve. This is treated exactly as if the unit arrived from reserves in your turn, however it may '''not''' fire weapons, including bombs.
 
*'''Legendary Tactician''' Whilst Nemesor Zahndrekh is within 24" of any enemy unit(s) with any of the following special rules: Counter-attack, Furious Charge, Hit & Run, Split Fire, Stealth, Tank Hunters - then Zahndrekh and his unit also have the same special rule(s).
'''Options'''
*'''Mad Nemesor of Sautekh:''' If Nemesor Zahndrekh is your Warlord he starts the game with the Insanity Necron Warlord trait. At the start of each following Turn you must replace his warlord trait with any trait from ''Warhammer 40,000: The Rules'' that he did generate earlier in the battle.
*May include up to two additional Canoptek Spyders ...''60 pts/model''
*'''Honour of the Necrontyr:''' You may not include Deathmarks in a formation with Nemesor Zahndrekh.
*Any Spyder may take a Fabricator Claw Array ...''10 pts/model''
====OBELISK====
Instead of running or shooting a model armed with a Fabricator Claw Array may repair a Necron vehicle within 3". Roll a d6, on a 4+ apply one of the following things to the vehicle; restore 1 hull point lost earlier in the battle OR restore one destroyed weapon OR remove a vehicle immobilized result from the vehicle.
*Any Spyder may take a Gloom Prism ...''5 pts/model''
A model equipped with a gloom prism generate D3 warp charges in your opponents turn. A model equipped with a gloom prism has the Adamantium Will special rule.
*Any Spyder may take a twin-linked particle blaster ...''10 pts/model''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 24
| 6
| 5
| Heavy 1, Blast, Ignores Cover
|-
|}<br style="clear: both; height: 0px;" />
 
===LORDS OF WAR===
====IMOTEKH THE STORMLORD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
! WS
! BS
! BS
! S
! FA
! T
! SA
! W
! RA
! I
! HP
! A
|-
! Ld
| Necron Obelisk
! Sv
| 4
|-
| 14
| Imotekh the Stormlord
| 14
| 5
| 14
| 5
| 6
| 6
| 5
| 4
| 3
| 3
| 10
| 2+
|-
|-
|}
|}
Line 2,186: Line 2,155:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Infantry (Character)'''
'''Vehicle (Superheavy, Flyer)'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 (Unique)''' ...''200 pts''
'''1 Obelisk'''...''300 pts''


'''WARGEAR:'''
'''WARGEAR:'''
*'''Gauntlet of flame'''
*'''Four tesla spheres'''
*'''Staff of the Destroyer'''
 
::{| border="1" cellspacing="0" cellpadding="5" align="left"
'''SPECIAL RULES'''
! Range
! S
! AP
! Type
|-
| 1
| 6
| 2
| Assault 1, Ray, One Use Only
|-
|}<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.
 
'''Warlord Trait:'''
*'''Megalomaniac:''' Your army gains 1 Victory/Kill Point for each enemy character slain by your Warlord in a challenge.
 
'''SPECIAL RULES'''
*'''Independent Character'''
*'''Feel No Pain'''
*'''It Will Not Die'''
*'''It Will Not Die'''
*'''Fearless'''
*'''Deep Strike'''
*'''Fear'''
*'''Behemoth's Descent:''' If a unit with this special rule scatters on top of a model or a piece of impassable terrain while deep striking, reduce the amount it scatters until it is at least 1” from enemy models and it is no longer on top of impassable terrain or models.
*'''Phaeron of Sautekh:''' Immortals can fill the minimum required number of troops in a detachment including Imotekh. In addition he awards the opponent with a bonus victory point/kill point if killed.  
*'''Gravitational Destabilization Matrix:''' All enemy flyers, skimmers, jetbikes, jump- and jet units of all kinds within 24” treat all terrain as well as open ground as dangerous terrain, even flyers that normally ignore terrain.
*'''Bloodswarm Nanoscarabs''' Flayed Ones do not scatter when Deep Striking within 6" of an enemy non-vehicle unit.
*'''Ponderous:''' A model with this rule
*'''Stormlord''' Night Fighting is always in effect during the first game turn if your army includes Imotekh, no need to roll. During the second turn you may roll a dice, which may be re-rolled with a chronometron, on a 3+ Night Fighting stays in effect on the second game turn. On the third game turn you may try to keep Night Fighting in effect on a 4+. Next turn it is a 5+, lastly a 6+. All friendly units have the Fear special rule while Night Fighting is in effect. Units which already have the Fear special rule gain the Terror special rule. Succesful Fear tests taken against a unit with the Terror special rule must be re-rolled.  
:: - May start on the table at the start of the game even though it is a flyer
*'''Thunderstrike:''' Once per turn at the start of your shooting phase, while Night Fighting is in effect, the Stormlord may fire a Thunderstrike, at an enemy unit within 48", instead of firing a ranged weapon. The target suffers D6 Strength 8 AP - hits with no cover saves allowed, vehicles are hit on their side armour.
:: - Can only move 6” each movement phase and cannot move flat out.  
:: - Does not force any unit without '''Skyfire''' firing at it to fire Snap Shots.  
:: - Can be targeted and hit by Blast and Template weaponry like a Skimmer.  
*'''Sleeping Sentry:''' A model with this rule gains a 3+ invulnerable save until the start of your next shooting phase if it did not fire any weapons during your shooting phase. Until your first shooting phase this model has a 3+ invulnerable save.


====OBELISK====
====TRANSCENDENT C'TAN====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
! WS
! BS
! BS
! FA
! S
! SA
! T
! RA
! W
! HP
! I
|-  
! A
| Necron Obelisk
! Ld
! Sv
|-
| Transcendent C'tan
| 5
| 5
| 10
| 8
| 6
| 4
| 3
| 10
| 3+
|-
| Cryptek Controller
| 4
| 4
| 4
| 14
| 8
| 14
| 8
| 14
| 1
| 6
| 2
| 1
| 10
| 4+
|-
|-
|}
|}
Line 2,243: Line 2,215:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Vehicle (Superheavy, Flyer)'''
''Transcendent C'tan''


'''UNIT COMPOSITION:'''
'''Jump Gargantuan Monstrous Creature (Character)'''


'''1 Obelisk''' ...''300 pts''
''Cryptek Controller''
 
'''Infantry (Character)'''
 
'''UNIT COMPOSITION:'''
 
'''1 Transcendent C'tan'''...''400 pts''


'''WARGEAR:'''
'''WARGEAR:'''
*'''Four tesla spheres'''
 
''Transcendent C'tan''
*'''Two powers of the C'tan'''
 
''Cryptek Controller''
*'''Staff Of light'''


'''SPECIAL RULES'''
'''SPECIAL RULES'''
*'''It Will Not Die'''
*'''Fearless'''
*'''Deep Strike'''
*'''Deep Strike'''
*'''Behemoth´s Descent:''' If a unit with this special rule scatters on top of a model or a piece of impassable terrain while deep striking, reduce the amount it scatters until it is at least 1” from enemy models and it is no longer on top of impassable terrain or models.
*'''Transcendent Necrodermis:''' Before removing the C'tan resolve an explosion which works exactly like vehicle explosion, except that the explosion's radius is changed to D6+3", the Strength is increased to 5, and the AP is changed to 2.
*'''Gravitational Destabilization Matrix:''' All enemy  flyers, skimmers, jetbikes, jump- and jet units of all kinds within 24” treat all terrain as well as open ground as dangerous terrain, even flyers that normally ignore terrain.
*'''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.
*'''Ponderous:''' A model with this rule
*'''Gods of Realspace (C'tan only):''' 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).  
- May start on the table at the start of the game even though it is a flyer
*'''Knight Stomp:''' Replace the 6 result on the stomp table with the 2-5 result, except carried out at S D AP 2.
- Can only move 6” each movement phase and cannot move flat out.  
*'''Rampaging God:''' During each of your opponents shooting phases roll 1 D6, if the result is higher than this unit's current number of wounds your opponent controls this unit for the remainder of the shooting phase.  
- Does not force any unit without '''Skyfire''' firing at it to fire Snap Shots.  
 
- Can be targeted and hit by Blast and Template weaponry like a Skimmer.  
'''OPTIONS:'''
*'''Sleeping Sentry:''' A model with this rule gains a 3+ invulnerable save until the start of your next shooting phase if it did not fire any weapons during your shooting phase. Until your first shooting phase this model has a 3+ invulnerable save.
*May add two Cryptek Controllers...''100 pts''
*May exchange one of its powers of the C'tan with one of the following:
:: - Aspect of the Mag'ladroth...''20 pts''
The Aspect of Mag'ladroth has BS 10. Each shooting phase the Aspect of Mag'ladroth may choose any two vehicles within 24" and randomly select a weapon from each of those vehicles. The Aspect of Mag'ladroth counts as being armed with those weapons for the remainder of this shooting phase. If your opponent is controlling the Aspect of Mag'ladroth he may choose the vehicles for this special rule.
:: - Aspect of Nyadra'zatha...''25 pts''
Weapons have '''Gets Hot''' while shooting at the Aspect of Nyadra'zatha, no saves may be taken against wounds caused by Gets Hot while an Aspect of Nyadra'Zatha is alive. The Aspect of Nyadra'zatha carries two Flamestorm Cannons.
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| Template
| 6
| 3
| Heavy 1
|-
|}<br style="clear: both; height: 0px;" />


====TRANSCENDENT C´TAN====
====TESSERACT VAULT====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
! WS
! BS
! BS
! S
! FA
! T
! SA
! W
! RA
! I
! HP
! A
|-  
! Ld
| Tesseract Vault
! Sv
| 4
|-
| 14
| Transcendent C´tan
| 14
| 5
| 14
| 5
| 10
| 8
| 6
| 6
| 4
| 3
| 10
| 3+
|-
| Cryptek Controller
| 4
| 4
| 8
| 8
| 1
| 2
| 1
| 10
| 4+
|-
|-
|}
|}
Line 2,303: Line 2,284:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


''Transcendent C´tan''
''Tesseract Vault''


'''Jump Gargantuan Monstrous Creature (Character)'''
'''Vehicle (Superheavy, Flyer)'''
 
''Cryptek Controller''
 
'''Infantry (Character)'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 Transcendent C´tan''' ...''400 pts''
'''1 1 Tesseract Vault and 1 Transcendent C'tan'''...''650 pts''


'''WARGEAR:'''
'''WARGEAR:'''
*'''Four tesla spheres'''
'''SPECIAL RULES'''
*'''It Will Not Die''' 
*'''Deep Strike'''
*'''Behemoth's Descent:''' If a unit with this special rule scatters on top of a model or a piece of impassable terrain while deep striking, reduce the amount it scatters until it is at least 1” from enemy models and it is no longer on top of impassable terrain or models.
*'''Caged God:''' Inside the Tesseract Vault is a Transcendent C'tan. This C'tan can use ranged attacks, and can be targeted and destroyed independently of the Tesseract Vault. Likewise the Tesseract Vault may be targeted and destroyed independently. While the Tesseract Vault is still operational, ignore the Transcendent C'tan's Rampaging God special rule. If the Tesseract Vault is destroyed prior to the destruction of the C`tan, ignore the Somewhat Under Control special rule.
*'''Rage Against the Machine:''' At the start of every Enemy Shooting phase, while the Transcendent C'tan is alive, the Tesseract Vault (not the C'tan) takes a single S 10 AP - hit.
*'''Siphon Energy:''' This model cannot suffer Catastrophic Damage while its captive C'tan is alive, once the Captive C'tan is reduced to 0 wounds while the Tesseract Vault has 0 Hull Points or when the Tesseract Vault is reduced to 0 Hull Points while the Captive C'tan has 0 Wounds remaining, resolve the Catastrophic Damage. Even after the Tesseract Vault loses it's final Hull Point it may still roll for '''It Will Not Die''' as long as the Transcendent C'tan is alive, this does not allow the Transcendent C'tan to make It Will Not Die rolls after it has been reduced to 0 Wounds.
*'''Ponderous:''' A model with this rule
:: - May start on the table at the start of the game even though it is a flyer
:: - Can only move 6” each movement phase and cannot move flat out.
:: - Does not force any unit without '''Skyfire''' firing at it to fire Snap Shots.
:: - Can be targeted and hit by Blast and Template weaponry like a Skimmer.


''Transcendent C´tan''
===FORTIFICATIONS===
*'''Two powers of the C´tan'''
====DREAD NECROPOLIS====
Price per fortification


''Cryptek Controller''
'''Composition:''' Fortification Network consisting of:
*'''Staff Of light'''
*''' 2 City of the Dead Fortification Networks


'''SPECIAL RULES'''
'''SPECIAL RULES'''
*'''Fearless'''
*''' Realm of the Ever-living:''' Until all of the Dread Necropolis' Power Crucibles have been destroyed, keep all We'll Be Back markers for friendly units touching the Dread Necropolis on the table after rolling for them. Only when a unit is entirely destroyed does it lose its We'll Be Back markers. Any failed We'll Be Back rolls can be re-rolled.
*'''Deep Strike'''
 
*'''Transcendent Necrodermis:''' Before removing the C´tan resolve an explosion which works exactly like vehicle explosion, except that the explosion´s radius is changed to D6+3", the Strength is increased to 5, and the AP is changed to 2.
*''' Super Defense Field:''' The Power Crucibles' Energy Fields affects all units on the Dread Necropolis fortification instead of all units within 3".
*'''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.  
 
*'''Gods of Realspace (C´tan only):''' 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).
====CITY OF THE DEAD====
*'''Knight Stomp:''' Replace the 6 result on the stomp table with the 2-5 result, except carried out at S D AP 2.
Price per fortification
*'''Rampaging God:''' During each of your opponents shooting phases roll 1 D6, if the result is higher than this unit´s current number of wounds your opponent controls this unit for the remainder of the shooting phase.  


'''OPTIONS:'''
'''Composition:''' Fortification Network consisting of:
*May add two Cryptek Controllers ...''100 pts''
*''' 2 Tomb Citadel Fortification Networks
*May exchange one of its powers of the C´tan with one of the following:
:: - Aspect of the Mag´ladroth ...''20 pts''
The Aspect of Mag´ladroth has BS 10. Each shooting phase the Aspect of Mag´ladroth may choose any two vehicles within 24" and randomly select a weapon from each of those vehicles. The Aspect of Mag´ladroth counts as being armed with those weapons for the remainder of this shooting phase. If your opponent is controlling the Aspect of Mag´ladroth he may choose the vehicles for this special rule.
:: - Aspect of Nyadra´zatha ...''25 pts''
Weapons have '''Gets Hot''' while shooting at the Aspect of Nyadra´zatha, no saves may be taken against wounds caused by Gets Hot while an Aspect of Nyadra´Zatha is alive. The Aspect of Nyadra´zatha carries two Flamestorm Cannons.
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| Template
| 6
| 3
| Heavy 1
|-
|}<br style="clear: both; height: 0px;" />


====TESSERACT VAULT====
'''SPECIAL RULES'''
{| border="1" cellspacing="0" cellpadding="5" align="left"
*'''Dream Shield:''' The Power Crucible's Dream Barrier range is increased to 48", but only when connecting to other Power Crucible's.
!
*'''Unified Defence Field:''' The Power Crucibles' Energy Fields affects all units on the City of the Dead fortification instead of all units within 3".
! BS
! FA
! SA
! RA
! HP
|-
| Tesseract Vault
| 4
| 14
| 14
| 14
| 6
|-
|}
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''


''Tesseract Vault''
====TOMB CITADEL====
100 pts + cost Power Crucible cost + Ziggurat Cost


'''Vehicle (Superheavy, Flyer)'''
'''Composition:''' Fortification Network consisting of:
 
*''' 1 24" by 24" Tomb Citadel Piece'''
'''UNIT COMPOSITION:'''
*''' 1 Ziggurat:''' Must be placed in the corner of the Tomb Citadel piece.
*''' 1 Power Crucible:''' Must be placed in the opposite corner of the Ziggurat.
*''' 0-2 Sentry Pylons:''' Must be placed in one of the remaining corners.


'''1 1 Tesseract Vault and 1 Transcendent C´tan''' ...''650 pts''
'''Terrain Type'''  


'''WARGEAR:'''
'''Acces Points:''' None.
*'''Four tesla spheres'''
 
'''Weapons:''' None.


'''SPECIAL RULES'''
'''SPECIAL RULES'''
*'''It Will Not Die'''
*'''Defence Field:''' The Power Crucible's Energy Field affects all units on the Tomp Citadel Piece instead of all units within 3".
*'''Deep Strike'''
 
*'''Behemoth´s Descent:''' If a unit with this special rule scatters on top of a model or a piece of impassable terrain while deep striking, reduce the amount it scatters until it is at least 1” from enemy models and it is no longer on top of impassable terrain or models.
====POWER CRUCIBLE====
*'''Caged God:''' Inside the Tesseract Vault is a Transcendent C´tan. This C'tan can use ranged attacks, and can be targeted and destroyed independently of the Tesseract Vault. Likewise the Tesseract Vault may be targeted and destroyed independently. While the Tesseract Vault is still operational, ignore the Transcendent C'tan's Rampaging God special rule. If the Tesseract Vault is destroyed prior to the destruction of the C`tan, ignore the Somewhat Under Control special rule.  
100 pts
*'''Rage Against the Machine:''' At the start of every Enemy Shooting phase, while the Transcendent C´tan is alive, the Tesseract Vault (not the C´tan) takes a single S 10 AP - hit.
'''Composition:''' 1 Power Crucible.
*'''Siphon Energy:''' This model cannot suffer Catastrophic Damage while its captive C´tan is alive, once the Captive C´tan is reduced to 0 wounds while the Tesseract Vault has 0 Hull Points or when the Tesseract Vault is reduced to 0 Hull Points while the Captive C´tan has 0 Wounds remaining, resolve the Catastrophic Damage. Even after the Tesseract Vault loses it´s final Hull Point it may still roll for '''It Will Not Die''' as long as the Transcendent C´tan is alive, this does not allow the Transcendent C´tan to make It Will Not Die rolls after it has been reduced to 0 Wounds.  
 
*'''Ponderous:''' A model with this rule
'''Terrain Type:''' Impassable Medium Building (Armour Value 14, 1 Hull Point).
- May start on the table at the start of the game even though it is a flyer
 
- Can only move 6” each movement phase and cannot move flat out.
'''Access Points:''' None.
- Does not force any unit without '''Skyfire''' firing at it to fire Snap Shots.  
 
- Can be targeted and hit by Blast and Template weaponry like a Skimmer.
'''Weapons:''' None.
*'''Somewhat Under Control:''' While the Tesseract Vault is alive you can choose the powers of the C´tan fired instead of rolling for them.


===APOCALYPTIC RELICS===
'''Special Rules:'''  
The following units have not been playtested and most of the points costs where decided more or less on whim. Unfortunately I have been spending too much time writing codices and not enough time scratch-building super-heavies to play with them. Treat them as a fun read rather than balanced and well thought out unit. If you want to play with one of these write in the Discussion section, I will flesh out any unit which someone intends to play with, but otherwise I will leave them as is.
*''' Energy Shield:''' This model has a 3+ Invulnerable save.
====CANOPTEK TOMB STALKER====
Pictures, build guide and fluff
<div class="toccolours mw-collapsible mw-collapsed" style="width:800px">
http://jodrell.org/wp-content/uploads/2010/08/img_3976.jpg
Canoptek Tomb Stalkers are to Spyders, what Spyders are to Scarabs.
http://www.instructables.com/id/Build-a-Necron-Tomb-Stalker/
Spyders can build Tomb Stalkers, Tomb Stalkers then build Spyders, Wraiths, Acanthrites and Centipedes.</div>
1000 pts
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
! Unit Type
! Composition
|-
| Canoptek Tomb Stalker
| 3
| 3
| 10
| 7
| 10
| 1
| 10
| 10
| 2+
| Gargantuan Creature
| 1 Canoptek Tomb Stalker
|-
|}
<br style="clear: both; height: 0px;" />
'''WARGEAR:'''
*'''Artificers claw'''


'''SPECIAL RULES'''
*''' Energy Field:''' all friendly units within 3 inches of a model with this rule, excluding models with the Energy Field rule, receive a 5+ Invulnerable Save.
*'''Godless'''
*'''Feel No Pain'''
*'''It Will Not Die'''
*'''Fearless'''
*'''Spyder Hive:''' Once per turn during the movement phase, each model with this rule must choose a Canoptek Spyder unit, roll 1d6 on a 2+ place a new model, with the same name as the chosen unit, within unit coherency, if a 1 is rolled the model with this rule suffers a single wound with no saves allowed.
*'''Tomb Mother:''' Once per turn during your shooting phase if the Canoptek Tomb Stalker is not locked in combat, it may summon a new unit of 2d3 Canoptek models with the Jump Infantry type, or 1 Canoptek model with the Monster type. The new unit must be placed entirely within 12” of the Canoptek Tomb Stalker.
*'''Tomb Orb'''


====ACROPOLIS====
*''' Dream barrier:''' If two models with this rule are within 24 inches of each other, they create a barrier between the center points of their hulls. Any non-Necron weapon that traces its shot through the barrier loses one strength for that shot, this has no effect on strength D and Template weapons, thought it still affects Blast weapons.


The Acropolis´ base forms a rough 12" square (the size of 4 monoliths stuck together), with Tesla Crystals at each corner and Dimensional Gates at the midpoint of each side. Like Tesla Spheres, Tesla Crystals may fire at any angle. The Tachyon Crystal should be considered a turreted weapon capable of firing in any direction, and measures range from the center of the Acropolis (shortening its reach by roughly 6").
*''' Eternity field:''' If three or more models with this special rule can make a polygon in such a way that the length between no two of the centers of the models that are forming the polygon are more than 24 inches apart, they form an Eternity field. All Necron units within one or more Eternity fields can re-roll It Will Not Die and We'll Be Back rolls of 1.
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
! BS
! FA
! SA
! RA
! HP
! Unit Type
|-
| Acropolis
| 800 pts
| 4
| 14(15)
| 14(15)
| 14(15)
| 16
| Vehicle (Superheavy, Tank, Skimmer)
|-
|}
<br style="clear: both; height: 0px;" />


'''Wargear'''
'''OPTIONS:'''
*'''Tachyon crystal'''
*May take a Communications Relay......20 pts
::{| border="1" cellspacing="0" cellpadding="5" align="left"
::'''Communications Relay:''' A Necron player with an unengaged model within 2" of a Power Crucible with the Communications Relay upgrade can re-roll Reserves rolls.
! Range
! S
! AP
! Type
|-
| 240"
| 10
| 1
| Heavy 1, Large Blast
|-
|}<br style="clear: both; height: 0px;" />
*'''4 twin-linked tesla crystals'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 30"
| 8
| -
| Heavy 6, Tesla
|-
|}<br style="clear: both; height: 0px;" />
*'''Tachyon Shielding'''
Models with Tachyon Shielding have two armor values listed for some facings. Until the model has suffered an unsaved penetrating hit it uses the higher value for this facing, once it has suffered a penetrating hit it must instead use the lower value until the end of the current turn. An entire unit's attack is resolved simultaneously for this purpose.  For example, if a unit of Space Marine Devestators with 3 Las-cannons and one Multi-melta shoot at an Acropolis which has yet to suffer a penetrating hit this turn, the entire unit will count the vehicle as using the higher armor value even if you roll a penetrating hit with the Multi-melta before rolling for the Las-cannons.


*'''4 Dimensional Gates'''
====ZIGGURAT====
An Acropolis is armed with four Dimensional Gates, one in the middle of each facing. These gates may be attacked separately from the Acropolis. Treat each as a separate Superheavy Vehicle with armor value 11(13), 3 HP, It Will Not Die, and Quantum Shielding. If a template hits both the Acropolis and a Dimensional Gate resolve one hit against the Dimensional Gate and one hit against the Acropolis itself. Melee attacks may be made against the Dimensional Gates as if they were separate vehicles. The Quantum Shielding of all Dimensional Gates with at least one Hull Point is restored at the end of each of your turns.


While active, each Dimensional Gate may be used once each turn either as an Eternity Gate or as a Gate of Oblivion. Dimensional Gates which do not use their Gate of Oblivion may use their Eternity Gate. Unlike units which deploy from Eternity Gates, units that deploy from a Dimensional Gate may assault the same turn they are deployed.
150 pts


The Dimensional Gates may not be used while the Acropolis has 0 Hull Points. Note that the gates are also affected by the Immortal Machine and Sempiternal Machine special rules.
'''Composition:''' 1 Ziggurat.


'''SPECIAL RULES'''
'''Terrain Type:''' Impassable Medium Building (Armour Value 14, 3 Hull Points).
*'''Tremorwave'''
Whenever an Acropolis moves into base contact with a piece of terrain that piece of terrain is removed from the game along with any models (friendly or otherwise) in base contact with that terrain piece.  


*'''Earthshaking Advance:'''
'''Acces Points:''' None.
An Acropolis may not start in reserves, it must be deployed with its rear touching your table edge and it may not be re-deployed by any means. An Acropolis may never move more than 6" each turn.  


*'''Gigantic:'''
'''WARGEAR:'''
A model with this rule automatically fails cover saves.
*''' Eternity gate:'''


*'''Exotic Power Core'''
'''SPECIAL RULES'''
Whenever an Acropolis loses its last Hull Point roll a D6 and add the number of times it has reached 0 Hull Points, on a roll of 8 or more the Acropolis suffers catastrophic damage as usual, on the roll of 7 or lower the Acropolis is wrecked and does not suffer catastrophic damage.  
*''' Ziggurat Dock:''' When deploying you can deploy a single Monolith or Sentry Pylon in your army on top of the Ziggurat Dock, a vehicle deployed on the ziggurat dock is immobile, until the Ziggurat is destroyed, and all its Heavy 1 weapons become Heavy 2 and all its Primary Weapon 1 weapons become Primary Weapon 2.


*'''Immortal Machine:'''  
*''' Scarab Hive:'''
Even after this model is wrecked, as long as this model is on the field keep rolling for '''It Will Not Die'''. If it regains one or more hull points it comes back into play with that number of hull points. Similarly, models with a fabricator claw array can repair this model even while it has zero hull points. If this model is removed from the table by an effect like the "explodes" result on the vehicle damage table, you do not get to keep rolling for '''It Will Not Die'''.


*'''Sempiternal Machine'''
====PYLON NETWORK====
You may re-roll failed It Will Not Die rolls for both the Acropolis itself as well as all of its Dimensional Gates. In addition a successful It Will Not Die roll for the Acropolis or any of its Dimensional Gates restores not one but D3 Hull Points.
'''Composition:''' Fortification Network consisting of:
*'''0-1 Superheavy Pylon'''
*'''1-3 Sentry Pylons'''


====AEONIC ORB====
====SENTRY PYLON====
2500 pts
150 pts
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 2,538: Line 2,403:
! RA
! RA
! HP
! HP
! Unit Type
! Composition
|-  
|-  
| Aeonic Orb
| Sentry Pylon
| 4
| 4
| 12
| 12
| 12
| 12
| 12
| 12
| 30
| 3
| Vehicle (Superheavy, Heavy, Skimmer)
| 1 Aeonic Orb
|-
|-
|}
|}
<br style="clear: both; height: 0px;" />
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''
'''Vehicle (Immobile)'''
'''UNIT COMPOSITION:'''
'''1 Sentry Pylon'''
'''WARGEAR:'''
'''WARGEAR:'''
*'''Star heart'''
*'''Gauss exterminator'''


'''SPECIAL RULES'''
'''SPECIAL RULES'''
*'''It Will Not Die'''
*'''It Will Not Die'''
*'''Deep Strike'''
*'''Deep Strike'''
*'''Move Through Cover'''
*'''Phase Jump:''' Once per game at the end of your opponents turn you may remove a model with this special rule and place it in Deep Strike reserve.  
*'''Sunburn:''' An Aeonic Orb has stealth against any ranged attack coming from less than 24" away, it also has shrouded if the attack is coming from less than 12" away.
*''' Energy field:''' all friendly units within 3 inches of a model with this rule, including the model itself, receive a 5+ Invulnerable Save.
*'''Morning Sunshine:''' Nightfighting is never in effect while an Aeonic Orb is on the field, no matter what any special characters might think or say.
*'''Behemoth´s Descent:''' If a unit with this special rule scatters on top of a model or a piece of impassable terrain while deep striking, reduce the amount it scatters until it is at least 1” from enemy models and it is no longer on top of impassable terrain or models.
*'''Solar Powered:''' Before rolling for It Will Not Die for an Aeonic Orb, roll 4d6 and then roll for It Will Not Die that many times.


====ABATTOIR====
'''OPTIONS:'''
3000 pts
*May exchange Gauss Destroyer for one of the following weapons:
:: - Heat cannon...''40 pts''
:: - Focussed death ray...''25 pts''
====SUPERHEAVY PYLON====
400 pts
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 2,573: Line 2,443:
! RA
! RA
! HP
! HP
! Unit Type
! Composition
|-  
|-  
| Necron Obelisk
| Superheavy Pylon
| 4
| 4
| 14
| 14
| 14
| 14
| 14
| 14
| 50
| 6
| Vehicle (Superheavy, Skimmer)
| 1 Necron Obelisk
|-
|-
|}
|}
<br style="clear: both; height: 0px;" />
<br style="clear: both; height: 0px;" />
'''WARGEAR:'''
'''UNIT TYPE:'''
*'''Fifty six ghostly chains'''
 
'''Vehicle (Superheavy, Immobile, Tank)'''
 
'''UNIT COMPOSITION:'''
 
'''1 Superheavy Pylon'''


*'''Ghostly Chain'''
'''Wargear:'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*'''Gauss destroyer'''
! Range
! S
! AP
! Type
|-
| 12
| 6
| -
| Assault 3, Rending
|-
|}<br style="clear: both; height: 0px;" />
*'''Four heavenly chains'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 24
| D
| 1
| Assault 1, Destroyer
|-
|}<br style="clear: both; height: 0px;" />


'''SPECIAL RULES'''
'''SPECIAL RULES'''
*'''It Will Not Die'''
*'''It Will Not Die'''
*'''Move Through Cover'''
*'''Phase Jump:''' Once per game at the end of your opponents turn you may remove a model with this special rule and place it in Deep Strike reserve.  
*'''Soul Reaper:''' Whenever a model with this rule causes a wound place a soul counter on this model.  
*''' Energy field:''' All friendly units within 3 inches of a model with this rule, including the model itself, receive a 5+ Invulnerable Save.
*'''Soul Feast:''' At the start of each turn, you may remove any number of soul counters from this model to heal a single wound lost earlier for every 5 counters removed, on a single C´tan model within 6".


====MEGALITH====
===FORMATIONS===
Large monolith with transport capacity of 9 monoliths, maybe just 4. Maybe 8 transport and then a portal which can bring in more, or just the portal.
====GARRISON LEGION====
'''FORMATION:'''
*1 Lord
*2-8 Warrior Phalanxes
*1-4 Immortal Phalanxes
*0-3 Tomb Blade Phalanxes.
*0-1 Annihilation Barges, Canoptek Acanthrite Harvests, Canoptek Centipedes, Canoptek Scarab Swarm Harvests, Canoptek Spyder Harvests, Death Scythes, Deathmark Phalanxes, Destroyer Phalanxes, Doomsday Arks, Doomscythes, Flayed One Packs and Tesseract Arks.  
*0-1 Fortification


===FORTIFICATIONS===
'''RESTRICTIONS:'''
====DREAD NECROPOLIS====
Price per fortification


'''Composition:''' Fortification Network consisting of:
Only Necron units may be taken as part of this formation.
*''' 2 City of the Dead Fortification Networks


'''SPECIAL RULES'''
'''SPECIAL RULES:'''
*''' Realm of the Ever-living:''' Until all of the Dread Necropolis´ Power Crucibles have been destroyed, keep all Reanimation Protocol markers for friendly units touching the Dread Necropolis on the table after rolling for them. Only when a unit is entirely destroyed does it lose its Reanimation Protocol markers. Any failed Reanimation Protocol rolls can be re-rolled.
*'''Line Commander:''' Roll 3D6 at the start of each of your turns to determine the command range in inches of the Lord in this Formation.
*'''Protocols of War (Infinite Legions):''' All Flayed One Packs, Immortal Phalanxes and Warrior Phalanxes from this Formation with this special rule within the command range of a model from this Formation gain the Infinite Legions special rule. Whenever a unit with the Infinite Legions special rule is removed from the table a new identical unit immediately enters Portal Reserves. The new unit also counts as being part of this Formation. Units within Portal Reserves may only enter the game through an Eternity Gate.
====HARVEST LEGION====
'''FORMATION:'''
*1 Lord
*3-9 Flayed One Packs or Warrior Phalanxes (in any combination)
*0-3 Immortal Phalanxes
*0-3 Tomb Blade Phalanxes.
*0-1 Annihilation Barges, Canoptek Acanthrite Harvests, Canoptek Centipedes, Canoptek Scarab Swarm Harvests, Canoptek Spyder Harvests, Death Scythes, Deathmark Phalanxes, Destroyer Phalanxes, Doomsday Arks, Doomscythes, Flayed One Packs and Tesseract Arks.  
*0-1 Fortification


*''' Super Defense Field:''' The Power Crucibles´ Energy Fields affects all units on the Dread Necropolis fortification instead of all units within 3".
'''RESTRICTIONS:'''


====CITY OF THE DEAD====
Only Necron units may be taken as part of this formation.
Price per fortification


'''Composition:''' Fortification Network consisting of:
'''SPECIAL RULES:'''
*''' 2 Tomb Citadel Fortification Networks
*'''Line Commander:''' Roll 3D6 at the start of each of your turns to determine the command range in inches of the Lord in this Formation.
*'''Protocols of War (Charnel Scarabs):''' All Flayed One Packs, Immortal Phalanxes and Warrior Phalanxes from this Formation with this special rule within the command range of a model from this Formation have the Shred special rule. Models which already have the Shred special rule instead gain the Fleshbane special rule.
====RECLAMATION LEGION====
'''FORMATION:'''
*1 Lord
*2-8 Warrior Phalanxes
*1-4 Immortal Phalanxes
*0-3 Tomb Blade Phalanxes.
*0-1 Annihilation Barges, Canoptek Acanthrite Harvests, Canoptek Centipedes, Canoptek Scarab Swarm Harvests, Canoptek Spyder Harvests, Death Scythes, Deathmark Phalanxes, Destroyer Phalanxes, Doomsday Arks, Doomscythes, Flayed One Packs and Tesseract Arks.
*0-1 Fortification


'''SPECIAL RULES'''
'''RESTRICTIONS:'''
*'''Dream Shield:''' The Power Crucible´s Dream Barrier range is increased to 48", but only when connecting to other Power Crucible´s.
*'''Unified Defence Field:''' The Power Crucibles´ Energy Fields affects all units on the City of the Dead fortification instead of all units within 3".


====TOMB CITADEL====
Only Necron units may be taken as part of this formation.
100 pts + cost Power Crucible cost + Ziggurat Cost


'''Composition:''' Fortification Network consisting of:
'''SPECIAL RULES:'''
*''' 1 24" by 24" Tomb Citadel Piece'''
*'''Line Commander:''' Roll 3D6 at the start of each of your turns to determine the command range in inches of the Lord in this Formation.  
*''' 1 Ziggurat:''' Must be placed in the corner of the Tomb Citadel piece.
*'''Protocols of War (Objective Secured):''' All Flayed One Packs, Immortal Phalanxes and Warrior Phalanxes from this Formation with this special rule within the command range of a model from this Formation have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.
*''' 1 Power Crucible:''' Must be placed in the opposite corner of the Ziggurat.
==APPENDIX==
*''' 0-2 Sentry Pylons:''' Must be placed in one of the remaining corners.
'''This section of the book details many of the rules for using an army of the Necrons in your games of Warhammer 40,000.'''
===LEVELS OF ALLIANCE===
Models with the Dark Eldar faction treat Allies of Convenience as Battle Brothers for the purpose of Warlord traits.  


'''Terrain Type'''
Models with the Dark Eldar Faction have the following levels of alliance with other units from different Factions in the same army:


'''Acces Points:''' None.
'''Battle Brothers:''' Necrons.


'''Weapons:''' None.
'''Allies of Convenience:''' None. 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.


'''SPECIAL RULES'''
'''Desperate Allies:''' Chaos Space Marines without the Daemon, Mark of Khorne, Mark of Tzeentch, Mark of Nurgle, Mark of Slaanesh special rules, Orks, Tau Empire.
*'''Defence Field:''' The Power Crucible´s Energy Field affects all units on the Tomp Citadel Piece instead of all units within 3".


====POWER CRUCIBLE====
'''Come the Apocalypse:''' Adepta Sororitas, Adeptus Custodes, Adeptus Mechanicus, Aeronautica Imperialis, Chaos Daemons, Chaos Space Marines, Craftworld Eldar, Dark Eldar, Eldar Corsairs, Eldar Exodites, Genestealer Cults, Grey Knights, Harlequins, Imperial Guard, Inquisition, Legion of the Damned, Mutants and Heretics, Officio Assasinorum, Sisters of Silence, Space Marines, Space Wolves, Tyranids.
100 pts
'''Composition:''' 1 Power Crucible.


'''Terrain Type:''' Impassable Medium Building (Armour Value 14, 1 Hull Point).


'''Access Points:''' None.
- Chaos Space Marine models with the Daemon special rule or one of the four marks of Chaos are treated as Come the Apocalypse.
- Armies of the Imperium and Orks are treated as Allies of Convenience if your Warlord is armed with Mindshackle Scarabs.  


'''Weapons:''' None.
===SPECIAL RULES===
 
''A Necron army uses a number of special rules that are common to several of its units, which are collected here for your convenience. Special rules that are unique to particular units are presented in the relevant unit entry instead. Other, more common rules are simply listed by name – these are all described in full in the Special Rules section of ''Warhammer 40,000: The Rules''.
'''Special Rules:'''  
====WE'LL BE BACK====
*''' Energy Shield:''' This model has a 3+ Invulnerable save.
Whenever a Necron model with this rule is removed from the table, put a marker next to its unit (laying the model down beside its unit works nicely). At the start of each of your turns, go through your units one at a time, rolling 1d6 per We'll Be Back counter the unit has; for each 5+ rolled restore one of the models to (un)life with one wound remaining. Place the resurrected model within 2" of any model in the unit which was already there before the start of your turn. Finally remove all the models which were not restored to life. When the last model with We'll Be Back from a unit is removed, or if a unit loses We'll Be Back for any reason, remove all We'll Be Back counters from the unit.
====GODLESS KILLING MACHINE====
A model with this rule has the Relentless special rule, but automatically fails cover saves and cannot make Run moves.
====LIVING METAL====
A model with this rule ignores the effects of the "Crew Shaken" result of the vehicle damage table.
==ARMOURY OF THE ANCIENTS==
===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.


*''' Energy Field:''' all friendly units within 3 inches of a model with this rule, excluding models with the Energy Field rule, receive a 5+ Invulnerable Save.
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====
*''' Dream barrier:''' If two models with this rule are within 24 inches of each other, they create a barrier between the center points of their hulls. Any non-Necron weapon that traces its shot through the barrier loses one strength for that shot, this has no effect on strength D and Template weapons, thought it still affects Blast weapons.
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====
*''' Eternity field:''' If three or more models with this special rule can make a polygon in such a way that the length between no two of the centers of the models that are forming the polygon are more than 24 inches apart, they form an Eternity field. All Necron units within one or more Eternity fields can re-roll It Will Not Die and We'll Be Back rolls of 1.
A model armed with a Nebuloscope can fire at full ballistic skill the turn after it has Jinked.
 
====NIGHTMARE SHROUD====
'''OPTIONS:'''
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.
*May take a Communications Relay......20 pts
====ORB OF IMMORTALITY====
::'''Communications Relay:''' A Necron player with an unengaged model within 2" of a Power Crucible with the Communications Relay upgrade can re-roll Reserves rolls.
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.


====ZIGGURAT====
===VEHICLE WARGEAR===
====QUANTUM SHIELDING====
Models with Quantum Shielding have two armor values listed for some facings. Until the model has suffered an unsaved penetrating hit it uses the higher value for this facing, once it has suffered a penetrating hit it must instead use the lower value. An entire unit's attack is resolved simultaneously for this purpose.  For example, if a unit of Space Marine Devestators with 3 Las-cannons and one Multi-melta shoot at a ghost ark which has yet to suffer a penetrating hit, the entire unit will count the vehicle as using the higher armor value even if you roll a penetrating hit with the Multi-melta before rolling for the Las-cannons.


150 pts
===MELEE WEAPONS===
====FLAYER CLAW====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| -
| User
| 5
| Melee, Shred
|-
|}<br style="clear: both; height: 0px;" />


'''Composition:''' 1 Ziggurat.
====HYPERPHASE SWORD====
 
::{| border="1" cellspacing="0" cellpadding="5" align="left"
'''Terrain Type:''' Impassable Medium Building (Armour Value 14, 3 Hull Points).
!
! Range
! S
! AP
! Type
|-
| Slash
| -
| User
| 3
| Melee, Specialist Weapon, Multiple Melee Profiles
|-
| Cleave
| -
| +1
| 2
| Melee, Specialist Weapon, Unwieldy, Multiple Melee Profiles
|-
|}<br style="clear: both; height: 0px;" />


'''Acces Points:''' None.
::'''Multiple Melee Profiles:''' A model equipped with a weapon with this rule, can choose which of the weapons profiles to use at the start of each round of assault. If multiple models in a unit are armed with the same weapon with this rule, they must all choose the same profile.


'''WARGEAR:'''
====WARSCYTHE====
*''' Eternity gate:'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
 
! Range
'''SPECIAL RULES'''
! S
*''' Ziggurat Dock:''' When deploying you can deploy a single Monolith or Sentry Pylon in your army on top of the Ziggurat Dock, a vehicle deployed on the ziggurat dock is immobile, until the Ziggurat is destroyed, and all its Heavy 1 weapons become Heavy 2 and all its Primary Weapon 1 weapons become Primary Weapon 2.
! AP
 
! Type
*''' Scarab Hive:'''
|-
| -
| +2
| 2
| Melee, Armourbane, Shieldbreaker
|-
|}<br style="clear: both; height: 0px;" />
::'''Shieldbreaker:''' All succesful invulnerable saves made against wounds/hullpoints suffered by weapons with this rule, must be rerolled.


====PYLON NETWORK====
====VOIDBLADE====
'''Composition:''' Fortification Network consisting of:
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*'''0-1 Superheavy Pylon'''
! Range
*'''1-3 Sentry Pylons'''
! S
 
! AP
====SENTRY PYLON====
! Type
150 pts
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! BS
! FA
! SA
! RA
! HP
! Unit Type
! Composition
|-  
|-  
| Sentry Pylon
| -
| 4
| User
| 12
| 5
| 12
| Melee, Rending, Entropic strike
| 12
|-
| 3
|}<br style="clear: both; height: 0px;" />
| Vehicle (Immobile)
::'''Entropic strike:''' When a model or a weapon with this rule causes an unsaved wound against a model, that model permanently loses its armour save. When this model hits a vehicle, before armour penetration, roll one d6 per hit, for every 4+ rolled permanently reduce the armour value of all facings of that vehicle by one point, this cannot degrade an armour value below armour value 1.
| 1 Sentry Pylon
 
====GAUNTLET OF FIRE====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| -
| User
| -
| Melee, Shred, Flamestrike
|-
|-
|}
|}<br style="clear: both; height: 0px;" />
<br style="clear: both; height: 0px;" />
'''WARGEAR:'''
*'''Gauss exterminator'''


'''SPECIAL RULES'''
::''' Flamestrike:''' A model attacking with a Gauntlet of Fire can re-roll failed to-hit rolls.
*'''It Will Not Die'''
*'''Deep Strike'''
*'''Phase Jump:''' Once per game at the end of your opponents turn you may remove a model with this special rule and place it in Deep Strike reserve.
*''' Energy field:''' all friendly units within 3 inches of a model with this rule, including the model itself, receive a 5+ Invulnerable Save.


'''OPTIONS:'''
===RANGED WEAPONS===
*May exchange Gauss Destroyer for one of the following weapons:
====ALIEN ABDUCTION====
:: - Heat Cannon ...''40 pts''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! Range
Line 2,753: Line 2,706:
! Type
! Type
|-  
|-  
| 36"
| -
| 10
| 3
| 1
| 2
| Heavy 2, Blast, Melta
| Assault 1, Aaargh!, Gate, Bomb
|-
| 36"
| 10
| 1
| Heavy 2, Skyfire, Melta
|-
|-
|}<br style="clear: both; height: 0px;" />
|}<br style="clear: both; height: 0px;" />
:: - Focussed Death Ray ...''25 pts''
::'''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"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! Range
! S
! S
Line 2,771: Line 2,723:
! Type
! Type
|-  
|-  
| 24"
| Aeonstave
| 10
| -
| 1
| User
| Heavy 2, Ray
| 2
| Melee, Concussive, Timewarp
|-
|-
| 24"
| Abyssal staff
| 10
| Template
| 1
| 8
| Heavy 2, Skyfire, Twin-linked
| 2
|-
| Assault 1, Strangulating Terror
|}<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.
| Flamespear
 
| 36"
====SUPERHEAVY PYLON====
| 8
400 pts
| 2
{| border="1" cellspacing="0" cellpadding="5" align="left"
| Assault 1
!
|-
! BS
| Nullstave
! FA
|
! SA
|
! RA
|
! HP
|
! Unit Type
! Composition
|-  
|-  
| Superheavy Pylon
|
| 4
| 24"
| 14
| 5
| 14
| 3
| 14
| Assault 1, Null Wave, Mind Cloud
| 6
| Vehicle (Superheavy, Immobile, Tank)
| 1 Superheavy Pylon
|-
|-
|}
|
<br style="clear: both; height: 0px;" />
| -
'''Wargear:'''
| User
*'''Gauss destroyer'''
| 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.


'''SPECIAL RULES'''
====CUTTING BEAM====
*'''It Will Not Die'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*'''Phase Jump:''' Once per game at the end of your opponents turn you may remove a model with this special rule and place it in Deep Strike reserve.
! Range
*''' Energy field:''' All friendly units within 3 inches of a model with this rule, including the model itself, receive a 5+ Invulnerable Save.
! S
 
! AP
==SPECIAL RULES==
! Type
====WE'LL BE BACK====
|-
Whenever a Necron model with this rule is removed from the table, put a marker next to its unit (laying the model down beside its unit works nicely). At the start of each of your turns, go through your units one at a time, roll 1d6 per We´ll Be Back counter the unit has, for each 5+ rolled restore one of the models to (un)life with one wound remaining. Place the resurrected model within 2" of any model in the unit which was already there before the start of your turn. Finally remove all the models which were not restored to life. When the last model with We´ll Be Back from a unit is removed or if a unit loses We´ll Be Back for any reason; remove all We´ll Be Back counters from the unit.
| 12"
| 6
| 2
| Assault 1, Melta
|-
|}<br style="clear: both; height: 0px;" />


====GODLESS====
====DEATH RAY====
A model with this rule automatically fails cover saves.
::{| border="1" cellspacing="0" cellpadding="5" align="left"
 
! Range
====LIVING METAL====
! S
A model with this rule ignores the effects of the "Crew Shaken" result of the vehicle damage table.
! AP
 
! Type
==ARMOURY OF THE ANCIENTS==
|-
===TECHNOARCANA===
| 6"
====DISPERSION SHIELD====
| 10
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.
| 1
 
| Assault 1, Ray
====RESURRECTION ORB====
|-
Once per game the bearer of a Resurrection Orb can do one of the following things:
|}<br style="clear: both; height: 0px;" />
::*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.
::''' 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.
::*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.
====DEATH SPHERE====
*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.
::{| border="1" cellspacing="0" cellpadding="5" align="left"
 
====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 treat the following races as allies of convenience:
- Armies of the Imperium, Orks.
 
====NEBULOSCOPE====
A model armed with a Nebuloscope can fire at full ballistic skill the turn after it has Jinked.
 
====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.
 
====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.
 
====WHIP COILS====
A model equipped with whip coils adds +3 to its Initiative characteristic.
 
===VEHICLE WARGEAR===
====QUANTUM SHIELDING====
Models with Quantum Shielding have two armor values listed for some facings. Until the model has suffered an unsaved penetrating hit it uses the higher value for this facing, once it has suffered a penetrating hit it must instead use the lower value. An entire unit's attack is resolved simultaneously for this purpose.  For example, if a unit of Space Marine Devestators with 3 Las-cannons and one Multi-melta shoot at a ghost ark which has yet to suffer a penetrating hit, the entire unit will count the vehicle as using the higher armor value even if you roll a penetrating hit with the Multi-melta before rolling for the Las-cannons.
 
===MELEE WEAPONS===
====FLAYER CLAW====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! Range
! S
! S
Line 2,873: Line 2,816:
|-  
|-  
| -
| -
| User
| D
| 5
| 1
| Melee, Shred
| Assault 1, Blast, Bomb, Destroyer
|-
|-
|}<br style="clear: both; height: 0px;" />
|}<br style="clear: both; height: 0px;" />
 
====DOOMSDAY CANNON====
====HYPERPHASE SWORD====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! Range
! S
! S
Line 2,887: Line 2,828:
! Type
! Type
|-  
|-  
| Slash
| 120"
| -
| D
| User
| 1
| Heavy 1, Divert Power
|-
| 72"
| 8
| 3
| 3
| Melee, Specialist Weapon, Multiple Melee Profiles
| Heavy 1, Large Blast
|-
| Cleave
| -
| +1
| 2
| Melee, Specialist Weapon, Unwieldy, Multiple Melee Profiles
|-
|-
|}<br style="clear: both; height: 0px;" />
|}<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.


::'''Multiple Melee Profiles:''' A model equipped with a weapon with this rule, can choose which of the weapons profiles to use at the start of each round of assault. If multiple models in a unit are armed with the same weapon with this rule, they must all choose the same profile.
====FLAMER====
 
====WARSCYTHE====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! Range
Line 2,910: Line 2,848:
! Type
! Type
|-  
|-  
| -
| Template
| +2
| 4
| 2
| 5
| Melee, Armourbane, Shieldbreaker
| Assault 1
|-
|-
|}<br style="clear: both; height: 0px;" />
|}<br style="clear: both; height: 0px;" />
::'''Shieldbreaker:''' All succesful invulnerable saves made against wounds/hullpoints suffered by weapons with this rule, must be rerolled.
====FOCUSSED DEATH RAY====
 
====VOIDBLADE====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! Range
Line 2,925: Line 2,861:
! Type
! Type
|-  
|-  
| -
| 24"
| User
| 10
| 5
| 1
| Melee, Rending, Entropic strike
| Heavy 2, Ray
|-
| 24"
| 10
| 1
| Heavy 2, Skyfire, Twin-linked
|-
|-
|}<br style="clear: both; height: 0px;" />
|}<br style="clear: both; height: 0px;" />
::'''Entropic strike:''' When a model or a weapon with this rule causes an unsaved wound against a model, that model permanently loses its armour save. When this model hits a vehicle, before armour penetration, roll one d6 per hit, for every 4+ rolled permanently reduce the armour value of all facings of that vehicle by one point, this cannot degrade an armour value below armour value 1.
::''' 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====
====GAUNTLET OF FIRE====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! Range
Line 2,940: Line 2,880:
! Type
! Type
|-  
|-  
| -
| Template
| User
| x
| -
| 1
| Melee, Shred, Flamestrike
| Assault 1, Wormhole, Gate
|-
|-
|}<br style="clear: both; height: 0px;" />
|}<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.


::''' Flamestrike:''' A model attacking with a Gauntlet of Fire can re-roll failed to-hit rolls.
====GAUSS WEAPONS====
 
===RANGED WEAPONS===
====ALIEN ABDUCTION====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! Range
! S
! S
Line 2,957: Line 2,897:
! Type
! Type
|-  
|-  
| -
| Gauss Blaster
| x
| 30"
| 1
| 3
| Assault 1, Wormhole, Gate, Bomb
| 4
| Rapid Fire, Gauss
|-  
| Gauss Cannon
| 36"
| 6
| 3
| Rapid Fire, Gauss
|-
|-
|}<br style="clear: both; height: 0px;" />
| Heavy Gauss Cannon
::'''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 must pass a single strength test or be removed as a casualty with no saves of any kind allowed. Look Out Sir rolls may not be made against attacks made with a weapon with this special rule.
| 48"
::'''Gate:''' A model cannot use, both a weapon with this rule and one of the Eternity Gate options, in the same turn.
| 9
 
====CRYPTEK WEAPONS====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! S
! AP
! Type
|-
| Aeonstave
| -
| User
| 2
| 2
| Melee, Concussive, Timewarp
| Ordnance 1, Shred, Gauss
|-
|-
| Abyssal staff
| Gauss destroyer
| Template
|
| 8
| 2
| Assault 1, Strangulating Terror
|-
| Flamespear
| 36"
| 8
| 2
| Assault 1
|-
| Nullstave
|
|
|
|
|
|
|-
|
|
|-  
| 120"
| D
| 1
| Primary Weapon 3, Destroyer, Skyfire
|-
|
|
| 24
| Flamestorm Template
| 5
| 5
| 3
| 3
| Assault 1, Null Wave, Mind Cloud
| Primary Weapon 1, Gauss
|-
|-
|  
| Gauss exterminator
| -
|
| User
|
| 3
|
| Melee, Mind Cloud
|
|-
|-
| Tremorstave
|
| 24"
| 120"
| 8
| 2
| Heavy 2, Gauss, Interceptor, Skyfire
|-
|
| Template
| 4
| 4
| -
| -
| Assault 1, Large Blast, Barrage, Quake
| Heavy 1, Gauss, Torrent
|-
|-
| Voltaic staff
| Gauss crystal
| 12"
| 24"
| 5
| 6
| -
| -
| Assault 3, Thunderstrike, Tesla
| Primary Weapon 1, Large Blast, Lance, Gauss
|-
|-
|}<br style="clear: both; height: 0px;" />
|}<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.  
::'''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.
::'''Tesla:''' Any to hit roll of 6 causes two additional hits with the weapons profile.
====HEAT CANNON====
::'''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"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! Range
Line 3,037: Line 2,966:
! Type
! Type
|-  
|-  
| 12"
| 36"
| 6
| 10
| 2
| 1
| Assault 1, Melta
| Heavy 2, Blast, Melta
|-
| 36"
| 10
| 1
| Heavy 2, Skyfire, Melta
|-
|-
|}<br style="clear: both; height: 0px;" />
|}<br style="clear: both; height: 0px;" />
 
====PARTICLE WEAPONS====
====DEATH RAY====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! Range
! S
! S
Line 3,051: Line 2,985:
! Type
! Type
|-  
|-  
| 6"
| Particle Caster
| 10
| Template
| 1
| 5
| Assault 1, Ray
| 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;" />
|}<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.
====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.  
====DOOMSDAY CANNON====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! Range
! S
! S
Line 3,066: Line 3,013:
! Type
! Type
|-  
|-  
| 120
| '''1''' Antimatter Meteor
| D
| 24"
| 1
| Heavy 1, Divert Power
|-
| 72
| 8
| 8
| 3
| 3
| Heavy 1, Large Blast
| Assault 1, Large Blast, Powers of the C'tan
|-
|-
|}<br style="clear: both; height: 0px;" />
| '''2''' Cosmic Fire
::'''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.
| 24"
 
| 6
====FLAMER====
| 4
::{| border="1" cellspacing="0" cellpadding="5" align="left"
| Assault 1, Ignores Cover, Large Blast, Powers of the C'tan
! Range
|-
! S
| '''3''' Seismic Assault
! AP
| 24"
! Type
| 6
|-
| 4
| Template
| Assault 10, Strikedown, Powers of the C'tan
|-
| '''4''' Sky of Falling Stars
| 24"
| 7
| 4
| 4
| 5
| Assault 3, Large Blast, Barrage, Powers of the C'tan
| Assault 1
|-
| '''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;" />
|}<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.


====GATE OF OBLIVION====
====STAFF OF LIGHT====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! Range
Line 3,100: Line 3,059:
! Type
! Type
|-  
|-  
| Template
| 12
| x
| 5
| 1
| 3
| Assault 1, Wormhole, Gate
| Assault 3, Blind, Illuminate
|-
| -
| User
| 3
| Melee
|-
|-
|}<br style="clear: both; height: 0px;" />
|}<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 must pass a single strength test or be removed as a casualty with no saves of any kind allowed. Look Out Sir rolls may not be made against attacks made with a weapon with this special rule.
::''' 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).
::'''Gate:''' A model cannot use, both a weapon with this rule and one of the Eternity Gate options, in the same turn.


====GAUSS WEAPONS====
====SYNAPTIC DISINTEGRATOR====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! Range
! S
! S
Line 3,117: Line 3,079:
! Type
! Type
|-  
|-  
| Gauss Blaster
| 24
| 30
| x
| 3
| 5
| 4
| Rapid Fire, Sniper, Ignores Cover
| Rapid Fire, Gauss
|-
| Gauss Cannon
| 36
| 6
| 3
| Rapid Fire, Gauss
|-
|-
| Heavy Gauss Cannon
|}<br style="clear: both; height: 0px;" />
| 48
====TACHYON ARROW====
| 9
::{| border="1" cellspacing="0" cellpadding="5" align="left"
| 2
! Range
| Ordnance 1, Shred, Gauss
! S
|-
! AP
| Gauss destroyer
! Type
|
|-  
|
| 240"
|
| 10
|
|-
|
| 120"
| D
| 1
| 1
| Primary Weapon 3, Destroyer, Skyfire
| Assault 1, One Shot Only
|-
|-
|
|}<br style="clear: both; height: 0px;" />
| Flamestorm Template
 
| 5
====TESLA WEAPONS====
| 3
::{| border="1" cellspacing="0" cellpadding="5" align="left"
| Primary Weapon 1, Gauss
!
! Range
! S
! AP
! Type
|-
| Tesla cannon
| 30"
| 6
| -
| Heavy 2, Tesla
|-
|-
| Gauss exterminator
| Heavy tesla cannon
|
| 30"
|
| 7
|
|
|-
|
| 120"
| 8
| 2
| Heavy 2, Gauss, Interceptor, Skyfire
|-
|
| Template
| 4
| -
| -
| Heavy 1, Gauss, Torrent
| Heavy 3, Tesla
|-
|-
| Gauss crystal
| Tesla Sphere
| 24
| 30"
| 6
| 7
| -
| -
| Primary Weapon 1, Large Blast, Lance, Gauss
| Heavy 5, Tesla
|-
|-
|}<br style="clear: both; height: 0px;" />
|}<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.
::'''Tesla:''' Any to hit roll of 6 causes two additional hits with the weapons profile.


====PARTICLE WEAPONS====
====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"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! Range
! S
! S
Line 3,189: Line 3,137:
! Type
! Type
|-  
|-  
| Particle Caster
| 48"
| Template
| 5
| 5
| 5
| -
| Assault 1, Pistol, Ignores Cover
| Assault 3, Barrage, Large Blast, Pinning, Rending, Quake
|-
|-
| Particle Blaster
| 24"
| 24
| x
| 6
| -
| 5
| Heavy 10, Graviton, Pull, Pinning, Quake
| Heavy 1, Blast, Ignores Cover
|-
|-
| Heavy Particle Cannon
| 24"
| 30
| x
| 7
| 2
| 4
| Heavy 2, Large Blast, Graviton, Pinning, Quake
| Heavy 1, Large Blast, Ignores Cover
|-
|-
|}<br style="clear: both; height: 0px;" />
|}<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.


====POWERS OF THE C´TAN====
====TRANSDIMENSIONAL BEAMER====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! Range
! S
! S
Line 3,217: Line 3,163:
! Type
! Type
|-  
|-  
| '''1''' Antimatter Meteor
| 6"
| 24
| D
| 8
| 2
| 3
| Assault 1, Exile Ray (1), Destroyer
| 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;" />
|}<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.
::'''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====
====STAFF OF LIGHT====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! Range
Line 3,263: Line 3,177:
! Type
! Type
|-  
|-  
| 12
| 12"
| 5
| 5
| 3
| 2
| Assault 3, Blind, Illuminate
| Assault 1
|-
| -
| 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
|-
| Earthquake
| 48
| 5
| -
| Assault 3, Barrage, Large Blast, Pinning, Rending, Quake
|-
|-
| Seismic Pull
| 24
| x
| -
| -
| Heavy 10, Graviton, Pull, Pinning, Quake
| User
|-
| Singularity projection
| 24
| x
| 2
| 2
| Heavy 2, Large Blast, Graviton, Pinning, Quake
| Melee, Two-handed
|-
|-
|}<br style="clear: both; height: 0px;" />
|}<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 are moved 2d6" as if they were fleeing towards the weapon fired at them.
====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.
====QUARK WEAPONS====
====QUARK WEAPONS====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! Range
! S
! S

Latest revision as of 10:51, 20 June 2023

INTRODUCTION[edit]

Wake your slumbering legions Necron commander, the time of the young races is at its end. Your ancient dynasty has finally reawoken after untold millenia, construct an army of the relentless and robotic Necrons and reconquer the stars Necron Warlord!

DISCLAIMER

Games Workshop in no way endorses any of the Angry Codices. No infringement is intended with the Angry Codices. The intent of the Angry Initiative is NOT to make Games Workshop go out of business, but rather to bring the game part of the hobby up to speed with the most detailed setting of any game and arguably also the best miniatures of any miniature wargame.

THE ANGRY INITIATIVE

The Angry Initiative is about making more fair and fun codices. The core principle of the Angry Initiative is letting you play with the miniatures you own and love and punishing people as little as possible for making the "wrong" modelling and purchasing strategies. All fluff and pictures are left out, this makes room for all Forgeworld units and supplemental rules in the main codex, meaning you only need one book for each faction you play. The codices can be found here.

BALANCING

The balancing system is based on 10 Space Marines with a Sergeant, the Objective Secured, 6+ Feel No Pain special rules and a single Tactical Doctrines available, as being worth 130 pts, a plasma gun for said Squad being worth 15 pts, a lascannon for said squad being worth 20 pts and a Rhino for said Squad being worth an additional 35 pts. Worth meaning that the amount of situations in which taking the option is better is not overwhelming compared to the amount of situations in which the options is worse. For example, 130 full Tactical Squads in Rhinos should be good in as many situations as 165 full Tactical Squads without Rhinos.

Units and options are put into a points range between a point value where they counter all the things they should counter (light armoured anti-armour units should counter heavy armoured anti-armour units and medium armoured anti-armour units) and get countered by all the things they should be countered by (light armoured anti-armour units should get countered by light armoured anti-light units). They are moved around within this range based on results from playtesting and debates on the discussion pages of codices. Note that while calculations have been made for the proper point range for many units and options, others have been placed based on the notions of what units are being played by competitive players in 40k at the moment.

The intent is not for the costs shown to be the final costs, but rather the start of a discussion which will eventually lead to the most balanced codices possible within the framework of a game where units are meant to counter and be countered by other units. The PDF codices are updated at most once each month to allow you to get a better feel for how good units are before they are changed. Clarification and errors in grammar and wording is changed as they are found on 1d4chan.

ABOUT

A changelist can be found here. This codex was made by the 1d4chan community and managed by the Angry Pirate. This codex was published by adding ?action=render at the end of the name of the codex' web page on 1d4chan and copy pasting the whole thing into Microsoft Word. Margins are at 0,5", the Georgia font is used for everything, except the front page which is Stencil. The logo was made in paint by writing on a coloured background and then using the "fill with colour" tool on the background. The art at the top of pages in the PDFs were extracted with the smallpdf website and edited in Microsoft paint.

FEEDBACK

Battle reports can be posted and read here. General feedback of the Angry Codices can be made here. Feedback on this codex can be made here.

FORCES OF THE NECRONS[edit]

The following section details rules information that describe the forces used by the Necrons – their deathless warriors, their incomprehensively advanced vehicles and the macabre characters that lead them to battle. This section will enable you to forge your collection of Necrons miniatures into an army ready to fight battles in your games of Warhammer 40,000.

CHOOSING AN ARMY[edit]

When choosing an army to play a game of Warhammer 40,000, there are two main ways of organising your collection. These are the Unbound method, which means taking no Detachments with the exception of Formations, instead you may include any Datasheets and Formations you like, and the Battle-forged method, which requires all units to be part of a Detachment or Formation. Both are described fully in Warhammer 40,000: The Rules.

The Decurion is a special type of Detachment. Unlike the Detachments shown in Warhammer 40,000: The Rules, it has a Force Organisation Chart whose slots are a combination of specific Formations and Army List Entries instead of Battlefield Roles. When no army list entries are presented in an entry, the entry is a Formation, which can be found at the end of the Datasheets section. However, it still has compulsory and optional elements, as well as Restrictions and Command Benefits, just like any other Detachment.

Although units cannot normally belong to more than one Detachment, units from a Formation that is part of a Decurion are an exception. They count as part of both their Formation and the Detachment, and have all associated Command Benefits and special rules. If your Warlord is part of a Formation or an Army List Entry that makes up part of a Decurion, that entire Decurion is your Primary Detachment.

DECURION[edit]

RESTRICTIONS:

This Detachment must include at least one Core choice and one Command choice. It may any number of additional Core choices and up to one Auxiliary choice for each Core choice taken as part of this Detachment. All Command, Core and Auxiliary choices must be chosen from those presented below.

COMMAND BENEFITS:

  • Phaeron: If your army contains three or more Decurions you may nominate one Lord of War choice chosen as part of the Command Choice from a Decurion. Friendly models in the same unit as the nominated model may Run even if they have the Godless Killing Machine special rule.
  • Nemesor: If your Warlord is the Lord of War choice chosen as part of the Command Choice from this Detachment they may choose their Warlord Trait instead of randomly generating it.
  • Redundancy Protocols: You may roll an additional D6 and remove one of the lowest results when rolling for the Reserve Commander Command Benefit and the Line Commander special rule for each remaining Lord in this Detachment taken as part of this Detachment's Command Choice.
  • Reserve Commander: Roll 3D6 at the start of each of your turns to determine the command range in inches of the Lord of War choice from this Detachment's Command Choice in this Detachment. Units in this Detachment count as being within the command range of a model from their Formation while within the command range of the Lord of War choice from this Detachment.

COMMAND CHOICES:

ROYAL COURT

  • 1 Catacomb Command Barge, Overlord, Anrakyr the Traveller, Imotekh the Stormlord or Zahndrekh
  • 0-5 Crypteks, Illuminor Szeras or Orikan the Diviner (in any combination)
  • 0-3 Lords
  • 0-3 Lychguard Phalanxes
  • 0-1 Shard of the Deceiver, Shard of the Nightbringer or up to three C'tan Shards

CORE CHOICES:

GARRISON LEGION

HARVEST LEGION

RECLAMATION LEGION

AUXILIARY CHOICES:

CANOPTEK COHORT

  • 0-2 Canoptek Acanthrite Harvests, Canoptek Centipedes, Canoptek Scarab Swarm Harvests, Canoptek Spyder Harvests and Canoptek Wraith Harvests

DEATHBRINGER COHORT

  • 0-2 Deathmark Phalanxes, Deathscythes and Doomscythes

ELDRITCH WARMACHINE COHORT

  • 0-2 Annihilation Barges, Doomsday Arks, Monoliths and Tesseract Arks or 1 Obelisk

JUDICATOR COHORT

  • 0-3 Triarch Stalker Phalanxes and Triarch Praetorian Phalanxes

DESTROYER COHORT

  • 0-1 Destroyer Lord
  • 0-2 Destroyer Phalanxes

STAR-GOD COHORT

  • 1 Tesseract Vault or Transcendent C'tan

DATASHEETS[edit]

HQ[edit]

CRYPTEK[edit]

You may include up to Five Crypteks, Illuminor Szeras or Orikan the Diviner (in any combination) as a single HQ choice.

WS BS S T W I A Ld Sv
Arch Cryptek 4 4 4 4 2 2 2 10 3+
Harbinger of Despair 4 4 4 4 1 2 1 10 3+
Harbinger of Destruction 4 4 4 4 1 2 1 10 3+
Harbinger of Emptiness 4 4 4 4 1 2 1 10 3+
Harbinger of Eternity 4 4 4 4 1 2 1 10 3+
Harbinger of Storm 4 4 4 4 1 2 1 10 3+
Harbinger of Transmogrification 4 4 4 4 1 2 1 10 3+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 Harbinger of Emptiness...25 pts

WARGEAR:

  • Abyssal staff (Harbinger of Despair only)
  • Aeonstave (Harbinger of Eternity only)
  • Flamespear (Harbinger of Destruction only)
  • Nullstave (Harbinger of Emptiness only)
  • Staff of light (Arch Cryptek)
  • Tremorstave (Harbinger of Transmogrification only)
  • Voltaic staff (Harbinger of Storms only)

SPECIAL RULES:

  • Independent Character
  • Relentless
  • Feel No Pain
  • Fearless

OPTIONS:

  • May be upgraded to one of the following:
- Arch Cryptek...15 pts
- Harbinger of Despair...15 pts
- Harbinger of Destruction...10 pts
- Harbinger of Eternity...free
- Harbinger of Storms...15 pts
- Harbinger of Transmogrification...10 pts
  • Arch Crypteks may take any of the following:
- Nanoscarab repair swarm...35 pts
- Orb of Immortality...10 pts
  • Harbingers of Despair may take any of the following:
- Nightmare shroud...35 pts/model
- Veil of Darkness...20 pts/model
  • Harbingers of Destruction may take any of the following:
- Gaze of flame...5 pts/model
- Solar pulse...25 pts/model
  • Harbingers of Emptiness may take any of the following:
- Cube of Darkness...30 pts/model
- Pariah Phalanx...10 pts/model
  • Harbingers of Eternity may take any of the following:
- Chronometron...35 pts/model
- Timesplinter cloak...15 pts/model
  • Harbingers of Storms may take any of the following:
- Ether crystal...10 pts/model
- Lightning field...25 pts/model
  • Harbingers of Transmogrification may take any of the following:
- Harp of dissonance...50 pts/model
- Seismic crucible...25 pts/model

ILLUMINOR SZERAS[edit]

WS BS S T W I A Ld Sv
Illuminor Szeras 4 4 4 4 2 2 4 10 3+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...110 pts

WARGEAR:

  • Eldritch Lance
Range S AP Type
24 8 2 Assault 1, Lance

  • Gaze of flame

SPECIAL RULES

  • Independent Character
  • Feel No Pain
  • It Will Not Die
  • Fearless
  • Mechanical Augmentation At the start of the game, before forces have been deployed, nominate one unit of Necron Warriors or Necron Immortals. Roll a D6 the chosen unit receives the following upgrade:
- 1-2 Hardened Carapace: The unit is Toughness +1 for the duration of the game.
- 3-4 Improved Optics: The unit is Ballistic Skill +1 for the duration of the game.
- 5-6 Enhanced Servomotors: The unit is Strength +2 for the duration of the game.

ORIKAN THE DIVINER[edit]

WS BS S T W I A Ld Sv
Orikan 4 4 4 4 2 2 2 10 4+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...160 pts

WARGEAR:

  • Staff of Tomorrow
Range S AP Type
- User 2 Melee, Concussive, Master-crafted, Timewarp

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.
  • Transdimensional beamer
Range S AP Type
6" D 2 Assault 1, Exile Ray (1), Destroyer

Exile Ray: When rolling on the destroyer table with a weapon with this rule subtract the number in brackets from your roll.

SPECIAL RULES

  • Independent Character
  • Feel No Pain
  • It Will Not Die
  • Fearless
  • Move Through Cover
  • Lord of Time: If your army includes Orikan then you may choose which reserve rolls to fail and which to pass. In addition, a model with this special rule has a 3+ invulnerable save.
  • The Stars Are Right: Roll a D6 at the start of each friendly turn until you roll below the current turn number, if you do Orikan gains +1 Weapon Skill, +1 Ballistic Skill, +2 Strength, +2 Toughness +2 Wounds, +2 Initiative, +2 Attacks, and + 1 Sv. A Chronometron's re-roll can be used on this special rule to re-roll the roll.
  • Temporal Snares: All enemy units count all terrain, including open ground, as difficult terrain on turn 1.

DESTROYER LORD[edit]

WS BS S T W I A Ld Sv
Necron Destroyer Lord 5 5 5 6 3 3 3 10 3+


UNIT TYPE:

Jump Jet Infantry (Character)

UNIT COMPOSITION:

1 Destroyer Lord...140 pts

WARGEAR:

  • Staff of light

SPECIAL RULES

  • Independent Character
  • Hammer of Wrath
  • Preferred Enemy (Everything!)
  • It Will Not Die
  • Feel No Pain
  • Fearless
  • Destruction Protocols: All Necron Destroyers in a unit with a Necron Destroyer Lord gain +1 WS and +1 BS. In addition while in a squad of Necron Destroyers a model with this special rule and all Necron Destroyers in the unit add 1 to their To Hit rolls in close combat.

OPTIONS:

  • May exchange Staff of Light for any of the following:
- Warscythe...20 pts
- Particle Caster and Voidblade...5 pts
- Gauntlet of Fire with inbuilt flamer...free
  • May take any of the following:
- Phylactery...10 pts
- Mindshackle Scarabs...40 pts
- Tachyon Arrow...25 pts
- Resurrection Orb...25 pts

LORD[edit]

You may include up to three Lords or up to two Lords and Vargard Obyron as a single HQ choice.

WS BS S T W I A Ld Sv
Necron Lord 4 4 5 5 2 3 2 10 3+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 Lord...50 pts

WARGEAR:

  • Staff of light

SPECIAL RULES

  • Independent Character
  • Feel No Pain
  • It Will Not Die
  • Fearless

OPTIONS:

  • Each of the following upgrades may be taken once per army:
- Vargard...30 pts

A Lord with this rule increases its WS to 6. In addition, attacks made against this Lord in challenges always hit on a 5+, regardless of the attacker's WS.

  • May exchange Staff of Light for any of the following:
- Warscythe...10 pts
- Particle caster and voidblade...free
- Hyperhpase sword and dispersion shield...free
- Gauntlet of Fire with inbuilt flamer...free
  • May take any of the following:
- Phylactery...10 pts
- Mindshackle Scarabs...40 pts
- Tesseract Labyrinth...25 pts
- Tachyon Arrow...25 pts
- Resurrection Orb...25 pts

VARGARD OBYRON[edit]

WS BS S T W I A Ld Sv
Vargard Obyron 6 4 5 5 2 3 2 10 3+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...130 pts

WARGEAR:

  • Warscythe
  • Ghostwalk Mantle

Vargard Obyron and his unit have the Deep Strike special rule. Once per game during your opponents end phase Vargard Obyron and his unit may, even if engaged in close combat, be removed from the table and moved into ongoing reserves. Vargard Obyron and his unit do not scatter if they attempt to Deep Strike within 6" of Zahndrekh.

SPECIAL RULES

  • Independent Character
  • Feel No Pain
  • It Will Not Die
  • Fearless
  • Zahndrekh's Vargard: While fighting in a challenge or on his own Vargard Obyron is hit on 5+ in close combat. Whenever a unit containing Zahndrekh is assaulted Obyron must leave his unit and immediately pile up to 1337" into this combat, ignoring intervening terrain, models, or reserves.
  • Cleaving Counterblow: After an opponent has attacked Vargard Obyron in a challenge, Vargard Obyron may immediately attack a number of times equal to the number of times his opponent missed, these attacks are carried out the same Initiative step as the opponents attacks and will occur even if Vargard Obyron was killed by the attacks. If Obyron is alone then he counts as being in a challenge with anyone he is fighting for the purpose of this rule, even if they are not characters.

TROOPS[edit]

WARRIOR PHALANX[edit]

WS BS S T W I A Ld Sv
Necron Warrior 2 3 3 3 1 1 1 10 4+


UNIT TYPE:

Infantry

UNIT COMPOSITION:

10 Necron Warriors...90 pts

WARGEAR:

  • Quark flayer

SPECIAL RULES

  • Godless Killing Machine
  • We'll Be Back
  • Feel No Pain
  • Fearless

OPTIONS:

  • May include up to ten additional Necron Warriors...9 pts/model
  • The unit may take a Ghost Ark or a Night Scythe as a Dedicated Transport. If the unit numbers 20 models they may instead take a Monolith as a Dedicated Transport.

IMMORTAL PHALANX[edit]

Cannot be included in a detachment/formation as a part of the minimum number of troops choices

WS BS S T W I A Ld Sv
Immortal 3 4 4 4 1 2 1 10 3+


UNIT TYPE:

Infantry

UNIT COMPOSITION:

5 Immortals...85 pts

WARGEAR:

  • Gauss blaster

SPECIAL RULES

  • Godless Killing Machine
  • We'll Be Back
  • Feel No Pain
  • Fearless

OPTIONS:

  • May include up to five additional Necron Immortals...17 pts/model
  • The entire unit may exchange Gauss Blasters for Tesla Blasters...free
  • The unit may take a Night Scythe as a Dedicated Transport

FLAYED ONE PACK[edit]

Cannot be included in a detachment/formation as a part of the minimum number of troops choices

WS BS S T W I A Ld Sv
Flayed One 3 2 3 3 1 1 2 10 4+


UNIT TYPE:

Infantry

UNIT COMPOSITION:

10 Flayed Ones...90 pts

WARGEAR:

  • Two flayer claws

SPECIAL RULES

  • Godless Killing Machine
  • We'll Be Back
  • Feel No Pain
  • Fear
  • Fearless
  • Infiltrate
  • Scout
  • Deep Strike
  • Scent of Blood: Flayed Ones do not scatter when attempting to Deep Strike within 6" of a unit which has suffered one or more wounds.

OPTIONS:

  • May include up to ten additional Flayed Ones...9 pts/model

ELITES[edit]

DEATHMARK PHALANX[edit]

WS BS S T W I A Ld Sv
Deathmark 3 4 3 3 1 2 1 10 3+


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[edit]

WS BS S T W I A Ld Sv
Lychguard 4 4 5 3 1 2 2 10 2+


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[edit]

WS BS S T W I A Ld Sv
Triarch Preatorian 4 4 5 5 1 3 2 10 3+


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[edit]

WS BS S FA SA RA I A HP
Triarch Stalker 4 4 7 11(13) 11(13) 11 3 3 3


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[edit]

WS BS S T W I A Ld Sv
C'tan Shard 5 4 6 6 4 3 4 10 3+


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:

Range S AP Type
12 x 1 Assault 1, Blast, Graviton

- 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.

Range S AP Type
12 6 - Assault 2, Rending

- 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[edit]

WS BS S T W I A Ld Sv
Nightbringer 5 5 10 8 4 4 4 10 3+


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[edit]

WS BS S T W I A Ld Sv
Deceiver 5 5 10 8 4 4 4 10 3+


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[edit]

WS BS S T W I A Ld Sv
Canoptek Centipede 3 3 5 6 3 2 3 10 3+


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.

FAST ATTACK[edit]

DESTROYER PHALANX[edit]

WS BS S T W I A Ld Sv
Necron Destroyer 4 4 5 5 2 2 2 10 3+


UNIT TYPE:

Jump Jet Infantry

UNIT COMPOSITION:

3 Necron Destroyers...135 pts

WARGEAR:

  • Gauss cannon

SPECIAL RULES

  • Godless Killing Machine
  • Hammer of Wrath
  • Preferred Enemy (Everything!)
  • We'll Be Back
  • It Will Not Die
  • Feel No Pain
  • Fearless

OPTIONS:

  • May include up to two additional Necron Destroyers...45 pts/model
  • Up to three Necron Destroyers may exchange their Gauss Cannons for Heavy Gauss Cannons...10 pts/model

TOMB BLADE PHALANX[edit]

WS BS S T W I A Ld Sv
Tomb Blade 2 3 3 4 1 1 1 10 4+


UNIT TYPE:

Jetbike

UNIT COMPOSITION:

3 Tomb Blades...51 pts

WARGEAR:

  • Twin-linked gauss blaster

SPECIAL RULES

  • We'll Be Back
  • Feel No Pain
  • Fearless

OPTIONS:

  • May include up to seven additional Tomb Blades...17 pts/model
  • Any Tomb Blade may exchange its twin-linked gauss blaster for a particle blaster...3 pts/model
  • The unit may exchange twin-linked gauss blasters for twin-linked tesla blasters...2 pts/model
  • Any Tomb Blade may take shield vanes...3 pts/model
  • Any Tomb Blade may take one of the following:
- Nebuloscope...1 pt/model
- Shadowloom...1 pt/model

GHOST ARK[edit]

BS FA SA RA HP
Ghost Ark 4 10(12) 10(12) 10 4


UNIT TYPE:

Vehicle (Skimmer, Open-topped, Transport)

UNIT COMPOSITION:

1 Ghost Ark...80 pts

WARGEAR:

  • Two Quark Harvesters
  • Quantum Shielding

SPECIAL RULES

  • It Will Not Die
  • Repair Barge: At the start of each Necron shooting phase, a Ghost Ark can nominate a unit of Necron Warriors within 6" (or embarked on a vehicle within 6") of the Ghost ark, add D3 models to the unit within unit coherency and within 6" of this model. If a model cannot be placed for any reason it is destroyed. This rule cannot bring a unit above it's starting number of models.

TRANSPORT:

  • Transport Capacity: Zero models. This model cannot transport any models. No models may stay inside this vehicle, although it may still be taken as a dedicated transport.

CANOPTEK WRAITH HARVEST[edit]

WS BS S T W I A Ld Sv
Canoptek Wraiths 3 3 6 5 1 2 3 10 3+


UNIT TYPE:

Jump Infantry

UNIT COMPOSITION:

3 Canoptek Wraiths...105 pts

SPECIAL RULES

  • Shrouded
  • Feel No Pain
  • Fearless
  • Move Through Cover
  • Rending

OPTIONS:

  • May include up to three additional Canoptek Wraiths...35 pts/model
  • The entire unit may be equipped with whip coils...3 pts/model
  • Any model may be equipped with one of the following.
- Particle caster...5 pts/model
- Transdimensional beamer...10 pts/model

CANOPTEK ACANTHRITE HARVEST[edit]

WS BS S T W I A Ld Sv
Canoptek Acanthrite 3 5 4 5 2 1 2 10 3+


UNIT TYPE:

Jump Infantry

UNIT COMPOSITION:

3 Canoptek Acanthrites...150 pts

WARGEAR:

  • Cutting beam
  • Voidblade

SPECIAL RULES

  • Stealth
  • Feel No Pain
  • Fearless
  • Relentless

OPTIONS:

  • May include up to three additional Canoptek Acanthrites...50 pts/model

CANOPTEK SCARAB SWARM HARVEST[edit]

WS BS S T W I A Ld Sv
Canoptek Scarab Swarm 2 2 1 2 4 1 4 10 -


UNIT TYPE:

Beasts

UNIT COMPOSITION:

3 Canoptek Scarab Swarms...45 pts

SPECIAL RULES

  • Feel No Pain
  • Fearless
  • Eternal Warrior
  • Rending
  • Skittering Swarm: If a model with this special rule suffers an unsaved Wound from a Blast (any size) or Template weapon, each unsaved Wound is multiplied to three unsaved Wounds, these additional Wounds can be ignored by Feel No Pain rolls if the initial weapon's strength was 3 or less. If, when allocating Wounds to a unit with the Swarms special rule, two or more models could be chosen as the closest enemy, the closest enemy is always the model with the least number of Wounds.
  • Canoptek Harvest: A unit with this special rule has a Strength characteristic equal to the current number of models +2. A unit of 3 Canoptek Scarab Swarms would have a Strength characteristic = 5 (3+2).

OPTIONS:

  • May include up to seven additional Canoptek Scarab Swarms...15 pts/model

NIGHT SCYTHE[edit]

BS FA SA RA HP
Night Scythe 4 11 11 11 3


UNIT TYPE:

Vehicle (Flyer, Fast, Hover)

UNIT COMPOSITION:

1 Night Scythe...130 pts

WARGEAR:

  • Twin-linked heavy tesla cannon
  • Eternity gate

Once per turn during the movement phase you can do one of three things 1: a single non-vehicle and non-gargantuan unit in reserves may move out from the portal as if they were embarked upon the vehicle with the Eternity Gate, see the Transport section of the vehicle in question for access points. 2: Remove a single unengaged unit from the field and then that unit must immediately move out from the portal as if they were embarked upon the vehicle with the Eternity Gate, counting the gate as the only access point. 3: a single unit may move into the gate as if the vehicle with the Eternity Gate had transport capacity, instead of embarking upon the vehicle, treating the gate as the only access point, the models are moved from the table into ongoing reserves. Night Scythes must be hovering in order to make use of their Eternity Gate.

  • Shadowloom
  • Alien abduction

SPECIAL RULES

  • It Will Not Die
  • Vector Dancer
  • Sound of Madness: Whenever a model with this rule moves over an enemy unit, that unit must take a pinning test.

TRANSPORT:

  • Treat the entire base of the Night Scythe as it's access point for the purpose of it's Eternity Gate.
  • Transport Capacity: Zero models. This model cannot transport any models. No models may stay inside this vehicle, although it may still be taken as a dedicated transport.

DEATH SCYTHE[edit]

BS FA SA RA HP
Death Scythe 4 12 12 11 4


UNIT TYPE:

Vehicle (Flyer, Fast, Hover)

UNIT COMPOSITION:

1 Death Scythe...190 pts

WARGEAR:

  • Twin-linked heavy tesla cannon
  • Shadowloom
  • Five death spheres

SPECIAL RULES

  • It Will Not Die
  • Vector Dancer
  • Sound of Madness: Whenever a model with this rule moves over an enemy unit, that unit must take a pinning test.

DOOMSCYTHE[edit]

BS FA SA RA HP
Doomscythe 4 11 11 11 3


UNIT TYPE:

Vehicle (Flyer, Fast, Hover)

UNIT COMPOSITION:

1 Doom Scythe...170 pts

WARGEAR:

  • Twin-linked heavy tesla cannon
  • Shadowloom
  • Death ray

SPECIAL RULES

  • It Will Not Die
  • Vector Dancer
  • Sound of Madness: Whenever a model with this rule moves over an enemy unit, that unit must take a pinning test.

HEAVY SUPPORT[edit]

TESSERACT ARK[edit]

BS FA SA RA HP
Tesseract Ark 4 12(14) 12(14) 12 4


UNIT TYPE:

Vehicle (Heavy, Open-topped, Skimmer, Tank)

UNIT COMPOSITION:

1 Tesseract Ark...170 pts

WARGEAR:

  • Tesseract singularity chamber
  • Two tesla cannons
  • Quantum shielding

SPECIAL RULES

  • It Will Not Die
  • Gravitational Flux: Any model trying to assault or ram the Tesseract Ark must take a Dangerous Terrain test, and any unit charging the Tesseract Ark counts as making a Disordered Charge.
  • Tesseract Implosion: When the Tesseract Ark is destroyed roll on the Catastrophic Damage table.

MONOLITH[edit]

BS FA SA RA HP
Necron Monolith 4 14 14 14 4


UNIT TYPE:

Vehicle (Heavy, Skimmer)

UNIT COMPOSITION:

1 Monolith...180 pts

Wargear:

  • Gauss crystal
  • Four quark flux arcs
  • Gate of oblivion
  • Eternity gate

Once per turn during the movement phase you can do one of three things

  • A single non-vehicle and non-gargantuan unit in reserves may move out from the portal as if they were embarked upon the vehicle with the Eternity Gate, see the Transport section of the vehicle in question for access points.
  • Remove a single unengaged unit from the field and then that unit must immediately move out from the portal as if they were embarked upon the vehicle with the Eternity Gate, counting the gate as the only access point.
  • A single unit may move into the gate as if the vehicle with the Eternity Gate had transport capacity, instead of embarking upon the vehicle, treating the gate as the only access point, the models are moved from the table into ongoing reserves. Night Scythes must be hovering in order to make use of their Eternity Gate.

SPECIAL RULES

  • It Will Not Die
  • Deep Strike
  • Living Metal
  • Phase Jump: Once per game at the end of your opponents turn you may remove a model with this special rule and place it in Deep Strike reserve.
  • Behemoth's Descent: If a unit with this special rule scatters on top of a model or a piece of impassable terrain while deep striking, reduce the amount it scatters until it is at least 1” from enemy models and it is no longer on top of impassable terrain or models.
  • Immortal Machine: Even after this model is wrecked, as long as this model is on the field, keep rolling for It Will Not Die, if it regains a hull point it comes back into play with that one hull point it now has. Similarly, models with a fabricator claw array can repair this model even while it has zero hull points. If this model is removed from the table by an effect like the "explodes" result on the vehicle damage table, you do not get to keep rolling for It Will Not Die.
  • Move Through Cover:

TRANSPORT:

  • Treat the end of the steps leading down from the Monolith's portal as it's access point for the purpose of it's Eternity Gate.
  • Transport Capacity: Zero models. This model cannot transport any models. No models may stay inside this vehicle, although it may still be taken as a dedicated transport.

DOOMSDAY ARK[edit]

BS FA SA RA HP
Doomsday Ark 4 10(12) 10(12) 10 4


UNIT TYPE:

Vehicle (Skimmer)

UNIT COMPOSITION:

1 Doomsday Ark...120 pts

WARGEAR:

  • Doomsday cannon
  • Two quark harvesters
  • Quantum shielding

SPECIAL RULES

  • It Will Not Die

ANNIHILATION BARGE[edit]

BS FA SA RA HP
Annihilation Barge 4 11(13) 11(13) 11 3


UNIT TYPE:

Vehicle (Skimmer)

UNIT COMPOSITION:

1 Annihilation Barge...130 pts

Wargear:

  • Two heavy particle cannons
  • Gauss cannon
  • Quantum shielding

SPECIAL RULES

  • It Will Not Die

OPTIONS:

  • May replace gauss cannon with tesla cannon...free

CANOPTEK SPYDER HARVEST[edit]

WS BS S T W I A Ld Sv
Canoptek Spyder 3 3 5 6 2 2 2 10 3+


UNIT TYPE:

Monstrous Creature

UNIT COMPOSITION:

1 Canoptek Spyder...60 pts

SPECIAL RULES

  • Godless Killing Machine
  • Feel No Pain
  • Fearless
  • Scarab Hive: Once per turn during the movement phase, each model with this rule may choose a Canoptek Scarab unit within 12”. Place a new model, with the same name as the chosen unit, within unit coherency. This can take the unit above its starting size. Ignore this rule if no eligible unit is within range.

Options

  • May include up to two additional Canoptek Spyders...60 pts/model
  • Any Spyder may take a Fabricator Claw Array...10 pts/model

Instead of running or shooting a model armed with a Fabricator Claw Array may repair a Necron vehicle within 3". Roll a d6, on a 4+ apply one of the following things to the vehicle; restore 1 hull point lost earlier in the battle OR restore one destroyed weapon OR remove a vehicle immobilized result from the vehicle.

  • The entire unit may take a gloom prisms...5 pts/model

A model equipped with a gloom prism generate D3 warp charges in your opponents turn. A model equipped with a gloom prism has the Adamantium Will special rule.

  • Any Spyder may take a twin-linked particle blaster...10 pts/model

LORDS OF WAR[edit]

CATACOMB COMMAND BARGE[edit]

WS BS S T W I A Ld Sv
Overlord 5 5 5 3 3 10



BS FA SA RA HP
Catacomb Command Barge 4 11(13) 11(13) 11 3


UNIT TYPE:

Vehicle (Skimmer, Fast, Chariot)

UNIT COMPOSITION:

1 Catacomb Command Barge...140 pts

WARGEAR:

  • Gauss cannon
  • Quantum shielding

SPECIAL RULES

  • It Will Not Die
  • Sempiternal Weave: All shooting and close combat attacks made against this model are automatically allocated against the Chariot instead of the Rider.
  • Command Barge: If the rider is your Warlord they may generate an extra Warlord Trait in addition to their normal trait, this must be from the same Warlord Trait Table as the first one. If a Nemesor is the rider and your Warlord they may choose two warlord traits, they must be from the same Warlord Trait Table.
  • Sweep Attack: After moving over an enemy unit in the shooting phase you may select a single unit which was moved over by the Command Barge, the selected unit suffers D6 Strength 6 AP - hits resolved as a shooting attack resolved as coming from where the Command Barge ended its move. If the rider of the Command Barge is armed with a Warscythe the D6 hits are carried out at Strength 7 AP 2 and have the Armourbane and Shieldbreak special rules.
  • May replace gauss cannon with tesla cannon...free

OPTIONS:

  • May exchange Staff of Light for one of the following:
- Warscythe...15 pts
- Particle caster and voidblade...free
- Hyperphase sword and dispersion shield...free
- Gauntlet of fire with built-in flamer...free
  • May take any of the following:
- Phylactery...5 pts
- Mindshackle scarabs...40 pts
- Tesseract labyrinth...20 pts
- Tachyon arrow...25 pts
- Resurrection orb...25 pts

OVERLORD[edit]

WS BS S T W I A Ld Sv
Carrier Scarab Overlord 5 5 5 3 3 3 3 10 2+
Centipede Overlord 5 5 5 3 4 3 3 10 2+
Overlord 5 5 5 3 3 3 3 10 2+
Spider Overlord 5 5 5 3 3 3 3 10 2+
Wraith Overlord 5 5 5 3 3 3 3 10 2+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 Overlord...70 pts

WARGEAR:

  • Staff of light

SPECIAL RULES

  • Bulky (Carrier Scarab Overlord only)
  • Counter-attack (Centipede Overlord only)
  • Fearless
  • Feel No Pain
  • Independent Character
  • It Will Not Die
  • Move Through Cover (Wraith Overlord only)
  • Very Bulky (Centipede Overlord and Spider Overlord only)
  • Carrier Scarab Attacks: (Carrier Scarab Overlord only) The model has four additional Weapon Skill 2 Strength 1 attacks at the model's own Initiative. These attacks cannot be made using the model's weapon, these attacks have the Rending special rule.

OPTIONS:

  • May take one of the following:
- Carrier scarab swarm...30 pts
- Spider body...35 pts
- Centipede body...35 pts
- Wraith Body...60 pts
  • May exchange Staff of Light for one of the following:
- Warscythe...15 pts
- Particle caster and voidblade...free
- Hyperphase sword and dispersion shield...free
- Gauntlet of fire with built-in flamer...free
  • May take any of the following:
- Phylactery...45 pts
- Mindshackle scarabs...40 pts
- Tesseract labyrinth...20 pts
- Tachyon arrow...25 pts
- Resurrection orb...25 pts

ANRAKYR THE TRAVELLER[edit]

WS BS S T W I A Ld Sv
Anrakyr 5 5 5 5 3 3 3 10 3+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...160 pts

WARGEAR:

  • Tachyon arrow
  • Warscythe

SPECIAL RULES

  • Independent Character
  • Feel No Pain
  • It Will Not Die
  • Fearless
  • Counter-attack
  • Furious Charge
  • Mind in the Machine At the start of your shooting phase, choose an enemy vehicle within 12" of Anrakyr the Traveller and take a roll 2d6. On a roll of 10 or less, randomly select one of that vehicle's weapons (do not include Bombs, weapons with the One Use Only/One Shot Only special rule that have already fired, and weapons that are destroyed). You may then shoot with the selected weapon at another enemy unit. The weapon fires using Anrakyrs Ballistic Skill even if the vehicle is Crew Stunned or Shaken.
  • Pyrrhian Eternals: Before rolling for Warlord Traits, choose an Immortal Phalanx. That unit gains Counter-attack and Furious Charge special rules.

TRAZYN THE INFINITE[edit]

WS BS S T W I A Ld Sv
Trazyn 5 5 5 5 3 3 3 10 3+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...140 pts

WARGEAR:

  • Empathic Obliterator
Range S AP Type
- User 2 Melee, Concussive, Psionic Shockwave

Psionic Shockwave If Trazyn slays one or more models in close combat inflict a single S 3 AP - hit on every enemy model in combat with Trazyn that has the same Initiative as the models slain. The Shockwave is conducted at Iniative 3 after Trazyn has made all his attacks. If Trazyn slays models with multiple different Initiative values during a round of combat, all models which share Initiative value with one or more of the slain models take a single S 3 AP - hit.
  • Two tesseract labyrinths

SPECIAL RULES

  • Independent Character
  • Feel No Pain
  • It Will Not Die
  • Fearless
  • Objective Secured: Trazyn can claim objectives even if an enemy model is within 3" of the objective, unless the model(s) also has Objective Secured.
  • Surrogate Hosts If Trazyn would be removed as a casualty, roll a D6. On a 2+, choose another friendly Necron character (excluding Unique models). Remove the model as a casualty and place Trazyn in it's place with as many wounds remaining as the removed model had remaining. If the character was locked in combat, Trazyn is now locked in combat with the same unit. If no such characters remains, or a 1 was rolled, remove Trazyn as a casualty.

IMOTEKH THE STORMLORD[edit]

WS BS S T W I A Ld Sv
Imotekh the Stormlord 5 5 5 5 3 3 3 10 2+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...150 pts

WARGEAR:

  • Gauntlet of flame
  • Staff of the Destroyer
Range S AP Type
1 6 2 Assault 1, Ray, One Use Only

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.

Warlord Trait:

  • Megalomaniac: Your army gains 1 Victory/Kill Point for each enemy character slain by your Warlord in a challenge.

SPECIAL RULES

  • Independent Character
  • Feel No Pain
  • It Will Not Die
  • Fearless
  • Fear
  • Bloodswarm Nanoscarabs Flayed Ones do not scatter when Deep Striking within 6" of an enemy non-vehicle unit.
  • Stormlord Night Fighting is always in effect during the first game turn if your army includes Imotekh, no need to roll. During the second turn you may roll a dice, which may be re-rolled with a chronometron, on a 3+ Night Fighting stays in effect on the second game turn. On the third game turn you may try to keep Night Fighting in effect on a 4+. Next turn it is a 5+, lastly a 6+. All friendly units have the Fear special rule while Night Fighting is in effect. Units which already have the Fear special rule gain the Terror special rule. Succesful Fear tests taken against a unit with the Terror special rule must be re-rolled.
  • Thunderstrike: Once per turn at the start of your shooting phase, while Night Fighting is in effect, the Stormlord may fire a Thunderstrike, at an enemy unit within 48", instead of firing a ranged weapon. The target suffers D6 Strength 8 AP - hits with no cover saves allowed, vehicles are hit on their side armour.

ZAHNDREKH[edit]

WS BS S T W I A Ld Sv
Zahndrekh 5 5 5 5 3 3 3 10 3+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...140 pts

WARGEAR:

  • Staff of light
  • Resurrection orb

Warlord Trait:

  • Insanity: The Warlord and any unit he joins has the Zealot and Rage special rules and lose the Godless Killing Machine special rule.

SPECIAL RULES

  • Independent Character
  • Feel No Pain
  • It Will Not Die
  • Fearless
  • Adaptive Tactics: Whenever one of your opponents units arrives from reserve you may immediately bring one of your units out of reserve. This is treated exactly as if the unit arrived from reserves in your turn, however it may not fire weapons, including bombs.
  • Legendary Tactician Whilst Nemesor Zahndrekh is within 24" of any enemy unit(s) with any of the following special rules: Counter-attack, Furious Charge, Hit & Run, Split Fire, Stealth, Tank Hunters - then Zahndrekh and his unit also have the same special rule(s).
  • Mad Nemesor of Sautekh: If Nemesor Zahndrekh is your Warlord he starts the game with the Insanity Necron Warlord trait. At the start of each following Turn you must replace his warlord trait with any trait from Warhammer 40,000: The Rules that he did generate earlier in the battle.
  • Honour of the Necrontyr: You may not include Deathmarks in a formation with Nemesor Zahndrekh.

OBELISK[edit]

BS FA SA RA HP
Necron Obelisk 4 14 14 14 6


UNIT TYPE:

Vehicle (Superheavy, Flyer)

UNIT COMPOSITION:

1 Obelisk...300 pts

WARGEAR:

  • Four tesla spheres

SPECIAL RULES

  • It Will Not Die
  • Deep Strike
  • Behemoth's Descent: If a unit with this special rule scatters on top of a model or a piece of impassable terrain while deep striking, reduce the amount it scatters until it is at least 1” from enemy models and it is no longer on top of impassable terrain or models.
  • Gravitational Destabilization Matrix: All enemy flyers, skimmers, jetbikes, jump- and jet units of all kinds within 24” treat all terrain as well as open ground as dangerous terrain, even flyers that normally ignore terrain.
  • Ponderous: A model with this rule
- May start on the table at the start of the game even though it is a flyer
- Can only move 6” each movement phase and cannot move flat out.
- Does not force any unit without Skyfire firing at it to fire Snap Shots.
- Can be targeted and hit by Blast and Template weaponry like a Skimmer.
  • Sleeping Sentry: A model with this rule gains a 3+ invulnerable save until the start of your next shooting phase if it did not fire any weapons during your shooting phase. Until your first shooting phase this model has a 3+ invulnerable save.

TRANSCENDENT C'TAN[edit]

WS BS S T W I A Ld Sv
Transcendent C'tan 5 5 10 8 6 4 3 10 3+
Cryptek Controller 4 4 8 8 1 2 1 10 4+


UNIT TYPE:

Transcendent C'tan

Jump Gargantuan Monstrous Creature (Character)

Cryptek Controller

Infantry (Character)

UNIT COMPOSITION:

1 Transcendent C'tan...400 pts

WARGEAR:

Transcendent C'tan

  • Two powers of the C'tan

Cryptek Controller

  • Staff Of light

SPECIAL RULES

  • Fearless
  • Deep Strike
  • Transcendent Necrodermis: Before removing the C'tan resolve an explosion which works exactly like vehicle explosion, except that the explosion's radius is changed to D6+3", the Strength is increased to 5, and the AP is changed to 2.
  • 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.
  • Gods of Realspace (C'tan only): 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).
  • Knight Stomp: Replace the 6 result on the stomp table with the 2-5 result, except carried out at S D AP 2.
  • Rampaging God: During each of your opponents shooting phases roll 1 D6, if the result is higher than this unit's current number of wounds your opponent controls this unit for the remainder of the shooting phase.

OPTIONS:

  • May add two Cryptek Controllers...100 pts
  • May exchange one of its powers of the C'tan with one of the following:
- Aspect of the Mag'ladroth...20 pts

The Aspect of Mag'ladroth has BS 10. Each shooting phase the Aspect of Mag'ladroth may choose any two vehicles within 24" and randomly select a weapon from each of those vehicles. The Aspect of Mag'ladroth counts as being armed with those weapons for the remainder of this shooting phase. If your opponent is controlling the Aspect of Mag'ladroth he may choose the vehicles for this special rule.

- Aspect of Nyadra'zatha...25 pts

Weapons have Gets Hot while shooting at the Aspect of Nyadra'zatha, no saves may be taken against wounds caused by Gets Hot while an Aspect of Nyadra'Zatha is alive. The Aspect of Nyadra'zatha carries two Flamestorm Cannons.

Range S AP Type
Template 6 3 Heavy 1

TESSERACT VAULT[edit]

BS FA SA RA HP
Tesseract Vault 4 14 14 14 6


UNIT TYPE:

Tesseract Vault

Vehicle (Superheavy, Flyer)

UNIT COMPOSITION:

1 1 Tesseract Vault and 1 Transcendent C'tan...650 pts

WARGEAR:

  • Four tesla spheres

SPECIAL RULES

  • It Will Not Die
  • Deep Strike
  • Behemoth's Descent: If a unit with this special rule scatters on top of a model or a piece of impassable terrain while deep striking, reduce the amount it scatters until it is at least 1” from enemy models and it is no longer on top of impassable terrain or models.
  • Caged God: Inside the Tesseract Vault is a Transcendent C'tan. This C'tan can use ranged attacks, and can be targeted and destroyed independently of the Tesseract Vault. Likewise the Tesseract Vault may be targeted and destroyed independently. While the Tesseract Vault is still operational, ignore the Transcendent C'tan's Rampaging God special rule. If the Tesseract Vault is destroyed prior to the destruction of the C`tan, ignore the Somewhat Under Control special rule.
  • Rage Against the Machine: At the start of every Enemy Shooting phase, while the Transcendent C'tan is alive, the Tesseract Vault (not the C'tan) takes a single S 10 AP - hit.
  • Siphon Energy: This model cannot suffer Catastrophic Damage while its captive C'tan is alive, once the Captive C'tan is reduced to 0 wounds while the Tesseract Vault has 0 Hull Points or when the Tesseract Vault is reduced to 0 Hull Points while the Captive C'tan has 0 Wounds remaining, resolve the Catastrophic Damage. Even after the Tesseract Vault loses it's final Hull Point it may still roll for It Will Not Die as long as the Transcendent C'tan is alive, this does not allow the Transcendent C'tan to make It Will Not Die rolls after it has been reduced to 0 Wounds.
  • Ponderous: A model with this rule
- May start on the table at the start of the game even though it is a flyer
- Can only move 6” each movement phase and cannot move flat out.
- Does not force any unit without Skyfire firing at it to fire Snap Shots.
- Can be targeted and hit by Blast and Template weaponry like a Skimmer.

FORTIFICATIONS[edit]

DREAD NECROPOLIS[edit]

Price per fortification

Composition: Fortification Network consisting of:

  • 2 City of the Dead Fortification Networks

SPECIAL RULES

  • Realm of the Ever-living: Until all of the Dread Necropolis' Power Crucibles have been destroyed, keep all We'll Be Back markers for friendly units touching the Dread Necropolis on the table after rolling for them. Only when a unit is entirely destroyed does it lose its We'll Be Back markers. Any failed We'll Be Back rolls can be re-rolled.
  • Super Defense Field: The Power Crucibles' Energy Fields affects all units on the Dread Necropolis fortification instead of all units within 3".

CITY OF THE DEAD[edit]

Price per fortification

Composition: Fortification Network consisting of:

  • 2 Tomb Citadel Fortification Networks

SPECIAL RULES

  • Dream Shield: The Power Crucible's Dream Barrier range is increased to 48", but only when connecting to other Power Crucible's.
  • Unified Defence Field: The Power Crucibles' Energy Fields affects all units on the City of the Dead fortification instead of all units within 3".

TOMB CITADEL[edit]

100 pts + cost Power Crucible cost + Ziggurat Cost

Composition: Fortification Network consisting of:

  • 1 24" by 24" Tomb Citadel Piece
  • 1 Ziggurat: Must be placed in the corner of the Tomb Citadel piece.
  • 1 Power Crucible: Must be placed in the opposite corner of the Ziggurat.
  • 0-2 Sentry Pylons: Must be placed in one of the remaining corners.

Terrain Type

Acces Points: None.

Weapons: None.

SPECIAL RULES

  • Defence Field: The Power Crucible's Energy Field affects all units on the Tomp Citadel Piece instead of all units within 3".

POWER CRUCIBLE[edit]

100 pts Composition: 1 Power Crucible.

Terrain Type: Impassable Medium Building (Armour Value 14, 1 Hull Point).

Access Points: None.

Weapons: None.

Special Rules:

  • Energy Shield: This model has a 3+ Invulnerable save.
  • Energy Field: all friendly units within 3 inches of a model with this rule, excluding models with the Energy Field rule, receive a 5+ Invulnerable Save.
  • Dream barrier: If two models with this rule are within 24 inches of each other, they create a barrier between the center points of their hulls. Any non-Necron weapon that traces its shot through the barrier loses one strength for that shot, this has no effect on strength D and Template weapons, thought it still affects Blast weapons.
  • Eternity field: If three or more models with this special rule can make a polygon in such a way that the length between no two of the centers of the models that are forming the polygon are more than 24 inches apart, they form an Eternity field. All Necron units within one or more Eternity fields can re-roll It Will Not Die and We'll Be Back rolls of 1.

OPTIONS:

  • May take a Communications Relay......20 pts
Communications Relay: A Necron player with an unengaged model within 2" of a Power Crucible with the Communications Relay upgrade can re-roll Reserves rolls.

ZIGGURAT[edit]

150 pts

Composition: 1 Ziggurat.

Terrain Type: Impassable Medium Building (Armour Value 14, 3 Hull Points).

Acces Points: None.

WARGEAR:

  • Eternity gate:

SPECIAL RULES

  • Ziggurat Dock: When deploying you can deploy a single Monolith or Sentry Pylon in your army on top of the Ziggurat Dock, a vehicle deployed on the ziggurat dock is immobile, until the Ziggurat is destroyed, and all its Heavy 1 weapons become Heavy 2 and all its Primary Weapon 1 weapons become Primary Weapon 2.
  • Scarab Hive:

PYLON NETWORK[edit]

Composition: Fortification Network consisting of:

  • 0-1 Superheavy Pylon
  • 1-3 Sentry Pylons

SENTRY PYLON[edit]

150 pts

BS FA SA RA HP
Sentry Pylon 4 12 12 12 3


UNIT TYPE:

Vehicle (Immobile)

UNIT COMPOSITION:

1 Sentry Pylon

WARGEAR:

  • Gauss exterminator

SPECIAL RULES

  • It Will Not Die
  • Deep Strike
  • Phase Jump: Once per game at the end of your opponents turn you may remove a model with this special rule and place it in Deep Strike reserve.
  • Energy field: all friendly units within 3 inches of a model with this rule, including the model itself, receive a 5+ Invulnerable Save.

OPTIONS:

  • May exchange Gauss Destroyer for one of the following weapons:
- Heat cannon...40 pts
- Focussed death ray...25 pts

SUPERHEAVY PYLON[edit]

400 pts

BS FA SA RA HP
Superheavy Pylon 4 14 14 14 6


UNIT TYPE:

Vehicle (Superheavy, Immobile, Tank)

UNIT COMPOSITION:

1 Superheavy Pylon

Wargear:

  • Gauss destroyer

SPECIAL RULES

  • It Will Not Die
  • Phase Jump: Once per game at the end of your opponents turn you may remove a model with this special rule and place it in Deep Strike reserve.
  • Energy field: All friendly units within 3 inches of a model with this rule, including the model itself, receive a 5+ Invulnerable Save.

FORMATIONS[edit]

GARRISON LEGION[edit]

FORMATION:

  • 1 Lord
  • 2-8 Warrior Phalanxes
  • 1-4 Immortal Phalanxes
  • 0-3 Tomb Blade Phalanxes.
  • 0-1 Annihilation Barges, Canoptek Acanthrite Harvests, Canoptek Centipedes, Canoptek Scarab Swarm Harvests, Canoptek Spyder Harvests, Death Scythes, Deathmark Phalanxes, Destroyer Phalanxes, Doomsday Arks, Doomscythes, Flayed One Packs and Tesseract Arks.
  • 0-1 Fortification

RESTRICTIONS:

Only Necron units may be taken as part of this formation.

SPECIAL RULES:

  • Line Commander: Roll 3D6 at the start of each of your turns to determine the command range in inches of the Lord in this Formation.
  • Protocols of War (Infinite Legions): All Flayed One Packs, Immortal Phalanxes and Warrior Phalanxes from this Formation with this special rule within the command range of a model from this Formation gain the Infinite Legions special rule. Whenever a unit with the Infinite Legions special rule is removed from the table a new identical unit immediately enters Portal Reserves. The new unit also counts as being part of this Formation. Units within Portal Reserves may only enter the game through an Eternity Gate.

HARVEST LEGION[edit]

FORMATION:

  • 1 Lord
  • 3-9 Flayed One Packs or Warrior Phalanxes (in any combination)
  • 0-3 Immortal Phalanxes
  • 0-3 Tomb Blade Phalanxes.
  • 0-1 Annihilation Barges, Canoptek Acanthrite Harvests, Canoptek Centipedes, Canoptek Scarab Swarm Harvests, Canoptek Spyder Harvests, Death Scythes, Deathmark Phalanxes, Destroyer Phalanxes, Doomsday Arks, Doomscythes, Flayed One Packs and Tesseract Arks.
  • 0-1 Fortification

RESTRICTIONS:

Only Necron units may be taken as part of this formation.

SPECIAL RULES:

  • Line Commander: Roll 3D6 at the start of each of your turns to determine the command range in inches of the Lord in this Formation.
  • Protocols of War (Charnel Scarabs): All Flayed One Packs, Immortal Phalanxes and Warrior Phalanxes from this Formation with this special rule within the command range of a model from this Formation have the Shred special rule. Models which already have the Shred special rule instead gain the Fleshbane special rule.

RECLAMATION LEGION[edit]

FORMATION:

  • 1 Lord
  • 2-8 Warrior Phalanxes
  • 1-4 Immortal Phalanxes
  • 0-3 Tomb Blade Phalanxes.
  • 0-1 Annihilation Barges, Canoptek Acanthrite Harvests, Canoptek Centipedes, Canoptek Scarab Swarm Harvests, Canoptek Spyder Harvests, Death Scythes, Deathmark Phalanxes, Destroyer Phalanxes, Doomsday Arks, Doomscythes, Flayed One Packs and Tesseract Arks.
  • 0-1 Fortification

RESTRICTIONS:

Only Necron units may be taken as part of this formation.

SPECIAL RULES:

  • Line Commander: Roll 3D6 at the start of each of your turns to determine the command range in inches of the Lord in this Formation.
  • Protocols of War (Objective Secured): All Flayed One Packs, Immortal Phalanxes and Warrior Phalanxes from this Formation with this special rule within the command range of a model from this Formation have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.

APPENDIX[edit]

This section of the book details many of the rules for using an army of the Necrons in your games of Warhammer 40,000.

LEVELS OF ALLIANCE[edit]

Models with the Dark Eldar faction treat Allies of Convenience as Battle Brothers for the purpose of Warlord traits.

Models with the Dark Eldar Faction have the following levels of alliance with other units from different Factions in the same army:

Battle Brothers: Necrons.

Allies of Convenience: None. 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.

Desperate Allies: Chaos Space Marines without the Daemon, Mark of Khorne, Mark of Tzeentch, Mark of Nurgle, Mark of Slaanesh special rules, Orks, Tau Empire.

Come the Apocalypse: Adepta Sororitas, Adeptus Custodes, Adeptus Mechanicus, Aeronautica Imperialis, Chaos Daemons, Chaos Space Marines, Craftworld Eldar, Dark Eldar, Eldar Corsairs, Eldar Exodites, Genestealer Cults, Grey Knights, Harlequins, Imperial Guard, Inquisition, Legion of the Damned, Mutants and Heretics, Officio Assasinorum, Sisters of Silence, Space Marines, Space Wolves, Tyranids.


- Chaos Space Marine models with the Daemon special rule or one of the four marks of Chaos are treated as Come the Apocalypse. 
- Armies of the Imperium and Orks are treated as Allies of Convenience if your Warlord is armed with Mindshackle Scarabs. 

SPECIAL RULES[edit]

A Necron army uses a number of special rules that are common to several of its units, which are collected here for your convenience. Special rules that are unique to particular units are presented in the relevant unit entry instead. Other, more common rules are simply listed by name – these are all described in full in the Special Rules section of Warhammer 40,000: The Rules.

WE'LL BE BACK[edit]

Whenever a Necron model with this rule is removed from the table, put a marker next to its unit (laying the model down beside its unit works nicely). At the start of each of your turns, go through your units one at a time, rolling 1d6 per We'll Be Back counter the unit has; for each 5+ rolled restore one of the models to (un)life with one wound remaining. Place the resurrected model within 2" of any model in the unit which was already there before the start of your turn. Finally remove all the models which were not restored to life. When the last model with We'll Be Back from a unit is removed, or if a unit loses We'll Be Back for any reason, remove all We'll Be Back counters from the unit.

GODLESS KILLING MACHINE[edit]

A model with this rule has the Relentless special rule, but automatically fails cover saves and cannot make Run moves.

LIVING METAL[edit]

A model with this rule ignores the effects of the "Crew Shaken" result of the vehicle damage table.

ARMOURY OF THE ANCIENTS[edit]

TECHNOARCANA[edit]

CHRONOMETRON[edit]

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[edit]

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[edit]

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[edit]

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[edit]

A gaze of flame counts as a flamer and defensive grenades.

HARP OF DISSONANCE[edit]

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[edit]

Lightning fields can only be used for Overwatch reactions.

Range S AP Type
24" 8 5 Assault 30

MINDSHACKLE SCARABS[edit]

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[edit]

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[edit]

A model armed with a Nebuloscope can fire at full ballistic skill the turn after it has Jinked.

NIGHTMARE SHROUD[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

A model armed with shield vanes has a 3+ Armour Save.

SOLAR PULSE[edit]

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[edit]

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[edit]

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[edit]

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[edit]

A model equipped with whip coils adds +3 to its Initiative characteristic.

VEHICLE WARGEAR[edit]

QUANTUM SHIELDING[edit]

Models with Quantum Shielding have two armor values listed for some facings. Until the model has suffered an unsaved penetrating hit it uses the higher value for this facing, once it has suffered a penetrating hit it must instead use the lower value. An entire unit's attack is resolved simultaneously for this purpose. For example, if a unit of Space Marine Devestators with 3 Las-cannons and one Multi-melta shoot at a ghost ark which has yet to suffer a penetrating hit, the entire unit will count the vehicle as using the higher armor value even if you roll a penetrating hit with the Multi-melta before rolling for the Las-cannons.

MELEE WEAPONS[edit]

FLAYER CLAW[edit]

Range S AP Type
- User 5 Melee, Shred

HYPERPHASE SWORD[edit]

Range S AP Type
Slash - User 3 Melee, Specialist Weapon, Multiple Melee Profiles
Cleave - +1 2 Melee, Specialist Weapon, Unwieldy, Multiple Melee Profiles

Multiple Melee Profiles: A model equipped with a weapon with this rule, can choose which of the weapons profiles to use at the start of each round of assault. If multiple models in a unit are armed with the same weapon with this rule, they must all choose the same profile.

WARSCYTHE[edit]

Range S AP Type
- +2 2 Melee, Armourbane, Shieldbreaker

Shieldbreaker: All succesful invulnerable saves made against wounds/hullpoints suffered by weapons with this rule, must be rerolled.

VOIDBLADE[edit]

Range S AP Type
- User 5 Melee, Rending, Entropic strike

Entropic strike: When a model or a weapon with this rule causes an unsaved wound against a model, that model permanently loses its armour save. When this model hits a vehicle, before armour penetration, roll one d6 per hit, for every 4+ rolled permanently reduce the armour value of all facings of that vehicle by one point, this cannot degrade an armour value below armour value 1.

GAUNTLET OF FIRE[edit]

Range S AP Type
- User - Melee, Shred, Flamestrike

Flamestrike: A model attacking with a Gauntlet of Fire can re-roll failed to-hit rolls.

RANGED WEAPONS[edit]

ALIEN ABDUCTION[edit]

Range S AP Type
- 3 2 Assault 1, Aaargh!, Gate, Bomb

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[edit]

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

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[edit]

Range S AP Type
12" 6 2 Assault 1, Melta

DEATH RAY[edit]

Range S AP Type
6" 10 1 Assault 1, Ray

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[edit]

Range S AP Type
- D 1 Assault 1, Blast, Bomb, Destroyer

DOOMSDAY CANNON[edit]

Range S AP Type
120" D 1 Heavy 1, Divert Power
72" 8 3 Heavy 1, Large Blast

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[edit]

Range S AP Type
Template 4 5 Assault 1

FOCUSSED DEATH RAY[edit]

Range S AP Type
24" 10 1 Heavy 2, Ray
24" 10 1 Heavy 2, Skyfire, Twin-linked

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[edit]

Range S AP Type
Template x 1 Assault 1, Wormhole, Gate

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[edit]

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

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[edit]

Range S AP Type
36" 10 1 Heavy 2, Blast, Melta
36" 10 1 Heavy 2, Skyfire, Melta

PARTICLE WEAPONS[edit]

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

POWERS OF THE C'TAN[edit]

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.

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

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[edit]

Range S AP Type
12 5 3 Assault 3, Blind, Illuminate
- User 3 Melee

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[edit]

Range S AP Type
24 x 5 Rapid Fire, Sniper, Ignores Cover

TACHYON ARROW[edit]

Range S AP Type
240" 10 1 Assault 1, One Shot Only

TESLA WEAPONS[edit]

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

Tesla: Any to hit roll of 6 causes two additional hits with the weapons profile.

TESSERACT SINGULARITY CHAMBER[edit]

A Tesseract Singularity Chamber may be fired at any target in the firing model's front ark.

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

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.
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[edit]

Range S AP Type
6" D 2 Assault 1, Exile Ray (1), Destroyer

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[edit]

Range S AP Type
12" 5 2 Assault 1
- User 2 Melee, Two-handed

QUARK WEAPONS[edit]

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

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.

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