Codex - Necrons Angry Robot Edition

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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!

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.

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 one 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 calcuations 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 competetive 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

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' webpage 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. After some final minor revisions, the Word document was saved as a PDF.

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.

THE IMMORTAL LEGIONS

HQ

CRYPTEK

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 Emptiness..."free"
- 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

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

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

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

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

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

WARRIOR PHALANX

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

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 PHALANX

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

DEATHMARK PHALANX

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

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:

  • Hyperphase sword
  • Dispersion shield

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.
  • May include up to five additional Lychguard...30 pts/model
  • The unit may take a Night Scythe as a Dedicated Transport

TRIARCH PRAETORIAN PHALANX

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

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

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

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

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

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

DESTROYER PHALANX

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

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

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

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

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

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 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

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

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

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

TESSERACT ARK

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

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 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

  • 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

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

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

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.

  • 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

LORDS OF WAR

CATACOMB COMMAND BARGE

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

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

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

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

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

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

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

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

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

DREAD NECROPOLIS

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

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

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

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

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

Composition: Fortification Network consisting of:

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

SENTRY PYLON

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

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

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

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

  • 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.
  • Armies of the Flayer King: Flayed Ones in this detachment have the Objective Secured special rule.

INFINITE LEGIONS

FORMATION:

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

SPECIAL RULES

  • Slumbering Legions: A maximum of half (rounding up) of your units with the Godless Killing Machien special rule from this formation may start on the table. All other units with the Godless Killing Machien 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.
  • Endless Legions: Whenever a Troops choice unit with the Godless Killing Machien 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.
  • Phase Out: Remove all models from this detachment, including vehicle wrecks, from the table once all models with the Godless Killing Machien special rule from this detachment have been removed from the table.

APPENDIX

Ally Matrix Changes

- 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

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.

GODLESS KILLING MACHINE

A model with this rule automatically fails cover saves and cannot make Run moves. However, it can shoot with Heavy, Salvo and Ordnance weapons, counting as stationary even if it moved in the previous Movement phase. It is also allowed to charge in the same turn it fires a Heavy, Ordnance, Rapid Fire or Salvo weapon.

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.

Range S AP Type
24" 8 5 Assault 30

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.

NANOSCARAB REPAIR SWARM

Models in the same unit as this model pass We'll Be Back- and It Will Not Die rolls on a 4+ rather than a 5+.

NEBULOSCOPE

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

NIGHTMARE SHROUD

One use only. A nightmare shroud can be used during the shooting phase instead of firing a shooting weapon. Choose one unengaged enemy unit within 18" of the model using the nightmare shroud. That unit must take a Morale test or fall back immediately. If the unit passes this morale test its LD is permanently reduced by one. A unit may have its leadership reduced repeatedly in this way by multiple nightmare shrouds.

ORB OF IMMORTALITY

A unit containing an Orb of Immortality can make Feel No Pain rolls against wounds with the Instant Death special rule. This does not allow them to make Feel No Pain rolls against wounds caused by Destroyer weapons.

PARIAH PHALANX

For each model armed with a pariah phalanx in your army a single Lychguard Phalanx armed with warscythes in your army may be upgraded to Pariahs. All Lychguard in the chosen unit gain the Adamantium Will and Fear special rules.

RESURRECTION ORB

Once per game the bearer of a Resurrection Orb can do one of the following things:

  • After the bearer's unit has made its We'll Be Back rolls, but before removing the unit's We'll Be Back counters, you may immediately re-roll the failed We'll Be Back rolls.
  • Before removing the last remaining model in the bearer's unit with We'll Be Back as a casualty you may make a We'll Be Back roll for each We'll Be Back counter the bearer's unit currently has, after doing this remove all We'll Be Back counters from the unit.
  • If the bearer is embarked upon a Catacomb Command Barge he can use either ability upon any friendly unit within 6", although the Resurrection Orb can still only be used once.

SEISMIC CRUCIBLE

Any unit assaulting the Cryptek or his unit count as moving through difficult- and dangerous terrain while assaulting, no saves are allowed against wounds caused by the dangerous terrain tests inflicted by a seismic crucible. This reduces the units Initiative to 1 in the assault phase unless the unit has assault grenades.

SHADOWLOOM

If a model armed with a Shadowloom does not fire any weapons or move Flat Out during your shooting phase it gains a 2+ cover save until the start of your next shooting phase.

SHIELD VANES

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

SOLAR PULSE

One use only. The holder of a Solar Pulse may choose to activate it at the start of any game turn. If night fighting is in effect it ceases to be in effect for the remainder of the game turn. If night fighting is not in effect, it comes into effect for the rest of the game turn.

TESSERACT LABYRINTH

Once per game a model armed with a Tesseract Labyrinth can exchange all of his attacks for a special Tesseract Labyrinth attack at Initiative 1. No roll to hit is made, choose an enemy model in base contact with the wielder, roll a D6 if the result is higher than the models current number of wounds it is removed from the table with no saves of any kind allowed.

PHYLACTERY

A model armed with a phylactery adds +1 to It Will Not Die rolls. A model armed with a Phylactery gains the Eternal Warrior special rule.

VEIL OF DARKNESS

A Cryptek and any unit they join have the Deep Strike special rule. When the Cryptek and his unit Deep Strikes, they do not scatter. During your opponent's end phase the Cryptek and its unit may, even if engaged in close combat, be removed from the table and moved into ongoing reserves.

WHIP COILS

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

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

Range S AP Type
- User 5 Melee, Shred

HYPERPHASE SWORD

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

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

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

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

ALIEN ABDUCTION

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

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

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

DEATH RAY

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

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

DOOMSDAY CANNON

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

Range S AP Type
Template 4 5 Assault 1

FOCUSSED DEATH RAY

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

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

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

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

PARTICLE WEAPONS

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

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

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

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

TACHYON ARROW

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

TESLA WEAPONS

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

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

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

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

QUARK WEAPONS

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.