GT 22 2K (Warhammer 40,000 9th Edition) [96 PL, 2,000pts, 10CP]

  • Battalion Detachment 0CP (Necrons) [96 PL, 2,000pts, 10CP]

    Rules: Dynastic Agents and Star Gods, The Royal Court

    • Configuration [12CP]

      • Battle Size [12CP]

        Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]

        Categories: Configuration

      • Detachment Command Cost

        Categories: Configuration

      • Dynasty Choice

        Selections: Circumstance of Awakening: Relentlessly Expansionist, Dynastic Tradition: Masters of the Martial, Dynasty: <Custom>

        Categories: Configuration

        Dynastic Code: Masters of the Martial, Relentlessly Expansionist


        Dynastic Code Description
        Masters of the Martial Each time a unit with this code is selected to shoot or fight, you can re-roll one hit roll when making that unit's attacks.
        Relentlessly Expansionist At the start of the first battle round, before the first turn begins, units with this code can make a Normal Move of up to 6".
    • HQ [14 PL, 280pts, -2CP]

      • Overlord [6 PL, 130pts]

        Selections: Relic: Voidreaper, Resurrection Orb [30pts], Warlord, Warlord Trait (Codex 2): Eternal Madness, Warscythe [5pts]

        Categories: Character, Faction: <Dynasty>, Faction: Necrons, Infantry, Overlord, Noble, HQ, Warlord

        Rules: Command Protocols, Living Metal

        Abilities: My Will Be Done, Phase Shifter, Relentless March (Aura), Resurrection Orb, Unit: Overlord, Warlord Trait: Eternal Madness, Weapon: Voidreaper, Warscythe


        Abilities Description
        My Will Be Done In your Command phase, you can select one friendly <DYNASTY> CORE unit within 9" of this unit. Until the start of your next Command phase, each time a model in that unit makes an attack, add 1 to that attack's hit roll. Each unit can only be selected for this ability once per phase.
        Phase Shifter This model has a 4+ invulnerable Save.
        Relentless March (Aura) While a friendly <DYNASTY> CORE unit is within 6" of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1" to the Move characteristic of models in that unit.
        Resurrection Orb Once per battle, in your Command phase, the bearer can use its resurrection orb. If it does, select one friendly <DYNASTY> unit within 6" of the bearer that is not at its Starting Strength and has not had its reanimation protocols enacted this phase. That unit's reanimation protocols are enacted, and every destroyed model in that unit begins to reassemble.
        Unit MWSBSSTWALdSave
        Overlord 6"2+2+5554103+
        Warlord Trait Description
        Eternal Madness Each time this WARLORD makes a melee attack, you can re-roll the wound roll.
        Weapon RangeTypeSAPDAbilities
        Voidreaper MeleeMelee+2-43Each time an attack is made with this weapon, rules that ignore wounds cannot be used. This Relic replaces a warscythe or voidscythe.
        Warscythe MeleeMelee+2-42-
      • Royal Warden [4 PL, 75pts, -1CP]

        Selections: Rarefied Nobility [-1CP], Relic Gauss Blaster, Warlord Trait (BRB): Inspiring Leader (Aura)

        Categories: Character, Faction: <Dynasty>, Faction: Necrons, Infantry, Royal Warden, HQ

        Rules: Command Protocols, Living Metal

        Abilities: Adaptive Strategy, Relentless March (Aura), Unit: Royal Warden, Warlord Trait: Inspiring Leader (Aura), Weapon: Relic Gauss Blaster


        Abilities Description
        Adaptive Strategy In your Command phase, you can select one friendly <DYNASTY> CORE unit within 9" of this model. Until the end of the turn, that unit is eligible to shoot and declare a charge with in a turn in which they Fell Back.
        Relentless March (Aura) While a friendly <DYNASTY> CORE unit is within 6" of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1" to the Move characteristic of models in that unit.
        Unit MWSBSSTWALdSave
        Royal Warden 6"3+3+5543103+
        Warlord Trait Description
        Inspiring Leader (Aura) Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
        Weapon RangeTypeSAPDAbilities
        Relic Gauss Blaster 30"Rapid Fire 25-22-
      • Royal Warden [4 PL, 75pts, -1CP]

        Selections: Rarefied Nobility [-1CP], Relic Gauss Blaster, Warlord Trait (Codex 3): Immortal Pride

        Categories: Character, Faction: <Dynasty>, Faction: Necrons, Infantry, Royal Warden, HQ

        Rules: Command Protocols, Living Metal

        Abilities: Adaptive Strategy, Relentless March (Aura), Unit: Royal Warden, Warlord Trait: Immortal Pride, Immortal Pride (Aura), Weapon: Relic Gauss Blaster


        Abilities Description
        Adaptive Strategy In your Command phase, you can select one friendly <DYNASTY> CORE unit within 9" of this model. Until the end of the turn, that unit is eligible to shoot and declare a charge with in a turn in which they Fell Back.
        Relentless March (Aura) While a friendly <DYNASTY> CORE unit is within 6" of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1" to the Move characteristic of models in that unit.
        Unit MWSBSSTWALdSave
        Royal Warden 6"3+3+5543103+
        Warlord Trait Description
        Immortal Pride Each time this WARLORD would lose a wound as a result of a mortal wound, roll one D6; on a 5+, that wound is not lost. This WARLORD has the following ability: "Immortal Pride (Aura)."
        Immortal Pride (Aura) While a friendly <DYNASTY> CORE unit is within 6" of this model, each time a Combat Attrition test is taken for that unit, ignore any or all modifiers.
        Weapon RangeTypeSAPDAbilities
        Relic Gauss Blaster 30"Rapid Fire 25-22-
    • Troops [36 PL, 780pts]

      • Necron Warriors [12 PL, 260pts]

        Categories: Faction: <Dynasty>, Faction: Necrons, Infantry, Core, Necron Warriors, Troops

        Rules: Command Protocols, Objective Secured, Reanimation Protocols

        Abilities: Their Number Is Legion

        • 20x Necron Warrior (Gauss Reaper) [260pts]

          Selections: 20x Gauss Reaper

          Unit: Necron Warrior, Weapon: Gauss Reaper


        Abilities Description
        Their Number Is Legion Re-roll Reanimation Protocol rolls of 1 made for this unit.
        Unit MWSBSSTWALdSave
        Necron Warrior 5"3+3+4411104+
        Weapon RangeTypeSAPDAbilities
        Gauss Reaper 12"Assault 25-21-
      • Necron Warriors [12 PL, 260pts]

        Categories: Faction: <Dynasty>, Faction: Necrons, Infantry, Core, Necron Warriors, Troops

        Rules: Command Protocols, Objective Secured, Reanimation Protocols

        Abilities: Their Number Is Legion

        • 20x Necron Warrior (Gauss Reaper) [260pts]

          Selections: 20x Gauss Reaper

          Unit: Necron Warrior, Weapon: Gauss Reaper


        Abilities Description
        Their Number Is Legion Re-roll Reanimation Protocol rolls of 1 made for this unit.
        Unit MWSBSSTWALdSave
        Necron Warrior 5"3+3+4411104+
        Weapon RangeTypeSAPDAbilities
        Gauss Reaper 12"Assault 25-21-
      • Necron Warriors [12 PL, 260pts]

        Categories: Faction: <Dynasty>, Faction: Necrons, Infantry, Core, Necron Warriors, Troops

        Rules: Command Protocols, Objective Secured, Reanimation Protocols

        Abilities: Their Number Is Legion

        • 20x Necron Warrior (Gauss Reaper) [260pts]

          Selections: 20x Gauss Reaper

          Unit: Necron Warrior, Weapon: Gauss Reaper


        Abilities Description
        Their Number Is Legion Re-roll Reanimation Protocol rolls of 1 made for this unit.
        Unit MWSBSSTWALdSave
        Necron Warrior 5"3+3+4411104+
        Weapon RangeTypeSAPDAbilities
        Gauss Reaper 12"Assault 25-21-
    • Elites [14 PL, 290pts]

      • Lychguard [7 PL, 140pts]

        Selections: 5x Lychguard [140pts]

        Categories: Faction: <Dynasty>, Faction: Necrons, Infantry, Lychguard, Core, Elites

        Rules: Command Protocols, Living Metal, Reanimation Protocols

        Abilities: Guardian Protocols, Unit: Lychguard

        • Hyperphase Sword and Dispersion Shield

          Selections: Dispersion Shield, Hyperphase Sword

          Abilities: Dispersion Shield, Weapon: Hyperphase Sword


        Abilities Description
        Dispersion Shield The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
        Guardian Protocols While a friendly <DYNASTY> INFANTRY NOBLE or DYNASTIC AGENT INFANTRY NOBLE unit is within 3" of this unit, enemy units cannot target that unit with ranged weapons.
        Unit MWSBSSTWALdSave
        Lychguard 5"3+3+5523103+
        Weapon RangeTypeSAPDAbilities
        Hyperphase Sword MeleeMelee+1-31-
      • Triarch Stalker [7 PL, 150pts]

        Selections: Stalker's Forelimbs, Twin Heavy Gauss Cannon [15pts]

        Categories: Faction: Necrons, Triarch Stalker, Vehicle, Dynastic Agent, Triarch, Quantum Shielding, Elites

        Rules: Command Protocols, Living Metal

        Abilities: Quantum Shielding, Targeting Relay, Explosion: Explodes (6/6/D3), Unit: Triarch Stalker [1] (7+ Wounds Remaining), Triarch Stalker [2] (4-6 Wounds Remaining), Triarch Stalker [3] (1-3 Wounds Remaining), Weapon: Stalker's Forelimbs, Twin Heavy Gauss Cannon


        Abilities Description
        Quantum Shielding This model has a 5+ invulnerable save. In addition, each time an attack is made against this model, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the attacker may have.
        Targeting Relay Each time this model makes a ranged attack against an enemy unit, if a hit is scored, until the end of the phase, each time another friendly NECRONS model makes a ranged attack against that enemy unit, re-roll a hit roll of 1.
        Explosion Dice RollDistanceMortal Wounds
        Explodes (6/6/D3) 66"D3
        Unit MWSBSSTWALdSave
        Triarch Stalker [1] (7+ Wounds Remaining) 10"3+3+76123103+
        Triarch Stalker [2] (4-6 Wounds Remaining) 8"4+4+76123103+
        Triarch Stalker [3] (1-3 Wounds Remaining) 6"5+5+76123103+
        Weapon RangeTypeSAPDAbilities
        Stalker's Forelimbs MeleeMeleeUser-23-
        Twin Heavy Gauss Cannon 30"Heavy 67-3D3-
    • Fast Attack [14 PL, 270pts]

      • Canoptek Scarab Swarms [2 PL, 45pts]

        Categories: Canoptek Scarab Swarms, Faction: Canoptek, Faction: <Dynasty>, Faction: Necrons, Fly, Swarm, Fast Attack

        Rules: Command Protocols, Living Metal, Reanimation Protocols

        • 3x Canoptek Scarab Swarm [45pts]

          Selections: 3x Feeder Mandibles

          Unit: Canoptek Scarab Swarm, Weapon: Feeder Mandibles


        Unit MWSBSSTWALdSave
        Canoptek Scarab Swarm 10"4+-3344106+
        Weapon RangeTypeSAPDAbilities
        Feeder Mandibles MeleeMeleeUser01Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.
      • Canoptek Wraiths [12 PL, 225pts]

        Categories: Beast, Canoptek Wraiths, Faction: <Dynasty>, Faction: Necrons, Faction: Canoptek, Core, Fast Attack

        Rules: Command Protocols, Living Metal, Reanimation Protocols

        Abilities: Slinking Strike, Wraith Form

        • 5x Canoptek Wraith (Claws/Transdimensional Beamer) [225pts]

          Selections: 5x Transdimensional Beamer [50pts], 5x Vicious Claws

          Unit: Canoptek Wraith, Weapon: Transdimensional Beamer, Vicious Claws


        Abilities Description
        Slinking Strike This unit is eligible to shoot and declare a charge with in a turn in which it Fell Back
        Wraith Form Models in this unit have a 4+ invulnerable save. In addition, each time this unit makes a Normal Move, Advances, Falls Back or it makes a charge move, until that move is finished, models in this unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base).
        Unit MWSBSSTWALdSave
        Canoptek Wraith 12"4+4+4534103+
        Weapon RangeTypeSAPDAbilities
        Transdimensional Beamer 12"Assault 14-33-
        Vicious Claws MeleeMelee+2-22-
    • Heavy Support [18 PL, 380pts]

      • Tesseract Ark [9 PL, 190pts]

        Selections: Tesseract Singularity Chamber

        Categories: Faction: Necrons, Faction: <Dynasty>, Fly, Tesseract Ark, Vehicle, Quantum Shielding, Heavy Support

        Rules: Command Protocols, Living Metal

        Abilities: Containment Field, Hovering, Quantum Shielding, Explosion: Explodes (4/6/D3), Unit: Tesseract Ark [1] (6+ Wounds Remaining), Tesseract Ark [2] (3-5 Wounds Remaining), Tesseract Ark [3] (1-2 Wounds Remaining), Weapon: Tesseract Singularity Chamber (Particle Hurricane), Tesseract Singularity Chamber (Seismic Lash), Tesseract Singularity Chamber (Solar Fire)

        • Two Tesla Cannons [20pts]

          Selections: 2x Tesla Cannon [20pts]

          Weapon: Tesla Cannon


        Abilities Description
        Containment Field This model has a 4+ invulnerable save.
        Hovering Distances are measured to and from either this model's hull or its base, whichever is the closest.
        Quantum Shielding This model has a 5+ invulnerable save. In addition, each time an attack is made against this model, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the attacker may have.
        Explosion Dice RollDistanceMortal Wounds
        Explodes (4/6/D3) 4+6"D3
        Unit MWSBSSTWALdSave
        Tesseract Ark [1] (6+ Wounds Remaining) 12"6+3+57103103+
        Tesseract Ark [2] (3-5 Wounds Remaining) 8"6+4+57N/AD3103+
        Tesseract Ark [3] (1-2 Wounds Remaining) 4"6+5+57N/A1103+
        Weapon RangeTypeSAPDAbilities
        Tesla Cannon 30"Heavy 3601Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
        Tesseract Singularity Chamber (Particle Hurricane) 12"Assault D64-31Each time an attack is made with this weapon, that attack automatically hits the target, and a wound roll of 2+ is always successful, unless the target is a VEHICLE, then a wound roll of 6 is always successful.
        Tesseract Singularity Chamber (Seismic Lash) 24"Assault D65-33-
        Tesseract Singularity Chamber (Solar Fire) 36"Heavy D68-3D6-
      • Tesseract Ark [9 PL, 190pts]

        Selections: Tesseract Singularity Chamber

        Categories: Faction: Necrons, Faction: <Dynasty>, Fly, Tesseract Ark, Vehicle, Quantum Shielding, Heavy Support

        Rules: Command Protocols, Living Metal

        Abilities: Containment Field, Hovering, Quantum Shielding, Explosion: Explodes (4/6/D3), Unit: Tesseract Ark [1] (6+ Wounds Remaining), Tesseract Ark [2] (3-5 Wounds Remaining), Tesseract Ark [3] (1-2 Wounds Remaining), Weapon: Tesseract Singularity Chamber (Particle Hurricane), Tesseract Singularity Chamber (Seismic Lash), Tesseract Singularity Chamber (Solar Fire)

        • Two Tesla Cannons [20pts]

          Selections: 2x Tesla Cannon [20pts]

          Weapon: Tesla Cannon


        Abilities Description
        Containment Field This model has a 4+ invulnerable save.
        Hovering Distances are measured to and from either this model's hull or its base, whichever is the closest.
        Quantum Shielding This model has a 5+ invulnerable save. In addition, each time an attack is made against this model, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the attacker may have.
        Explosion Dice RollDistanceMortal Wounds
        Explodes (4/6/D3) 4+6"D3
        Unit MWSBSSTWALdSave
        Tesseract Ark [1] (6+ Wounds Remaining) 12"6+3+57103103+
        Tesseract Ark [2] (3-5 Wounds Remaining) 8"6+4+57N/AD3103+
        Tesseract Ark [3] (1-2 Wounds Remaining) 4"6+5+57N/A1103+
        Weapon RangeTypeSAPDAbilities
        Tesla Cannon 30"Heavy 3601Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
        Tesseract Singularity Chamber (Particle Hurricane) 12"Assault D64-31Each time an attack is made with this weapon, that attack automatically hits the target, and a wound roll of 2+ is always successful, unless the target is a VEHICLE, then a wound roll of 6 is always successful.
        Tesseract Singularity Chamber (Seismic Lash) 24"Assault D65-33-
        Tesseract Singularity Chamber (Solar Fire) 36"Heavy D68-3D6-

Force Rules

Dynastic Agents and Star Gods: DYNASTIC AGENT and C'TAN SHARD units can be included in a NECRONS detachment without preventing other units in that Detachment from gaining a Dynastic Code. DYNASTIC AGENT and C'TAN SHARD units never gain a Dynastic Code. You can include a maximum of one C'TAN SHARD model in each NECRONS Detachment in your army.

The Royal Court: When mustering your army, if it contains THE SILENT KING model, that model must be selected as your WARLORD. Otherwise, if your army contains a PHAERON model, that model must be selected as your WARLORD. Otherwise, if your army contains an OVERLORD model, that model must be selected as your WARLORD. Otherwise, if your army contains a LORD model, that model must be selected as your WARLORD. If your army contains none of the listed models, select your WARLORD as normal.

Selection Rules

Command Protocols: If every unit from your army (excluding DYNASTIC AGENT, C'TAN SHARD and UNALIGNED units) is from the same dynasty, and you select a NOBLE model to be your WARLORD, this unit is eligible to benefit from this ability and the following rules apply.

After both sides have deployed, but before you have determined who will have the first turn, you must assign a different one of the command protocols to each of the first five battle rounds, and note this down secretly on your army roster.

At the start of each battle round, if any NOBLE units from your army are on the battlefield, the command protocol that you assigned to that battle round becomes active for your army until the end of that battle round. Each command protocol is made up of two directives. When a command protocol becomes active for your army, reveal it to your opponent and select one of its directives. Until the assigned command protocol stops being active, while a unit that is eligible to benefit from this ability is within 6" of a friendly NECRONS CHARACTER model (excluding C'TAN SHARD models), that unit benefits from the selected directive.

If the battle lasts for more than five battle rounds, then until the end of the battle, whichever command protocol was active in the fifth battle round remains active.

Living Metal: At the start of your Command phase, each model in this unit regains 1 lost wound.

Objective Secured: A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

Reanimation Protocols: Each time an enemy unit shoots or fights, after it makes its attacks, if any models in this unit were destroyed as a result of those attacks but this unit was not destroyed, this unit's reanimation protocols are enacted and those destroyed models begin to reassemble.

Each time a unit's reanimation protocols are enacted, make Reanimation Protocol rolls for that unit by rolling a number of D6 equal to the combined Wounds characteristics of all the reassembling models. Each Reanimation Protocol roll of 5+ is put into a pool. A Reanimation Protocol roll can never be modified by more than -1 or +1.

If the number of dice in that pool is greater than or equal to the Wounds characteristic of any of the reassembling models, select one of those models to be Reanimated. A Reanimated model:
-Is added back to its unit with its full wounds remaining.
-Can only set up within Engagement Range of enemy units that are already within Engagement Range of the Reanimated model's unit.
-Cannot, if it is your Charge phase, be set up closer to any enemy units that are targets of a charge declared by its unit this phase.
-No longer counts as having been destroyed for the purposes of Morale tests this turn.

You then reduce the number of dice in that pool by a number equal to the Wounds characteristic of the Reanimated model and repeat this process until either there are no more reassembling models, or the number of dice remaining in the pool is less than the Wounds characteristic of any of the reassembling models. Any models that did not Reanimate fail to reassemble, and any dice remaining in the pool are discarded.


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