Marc

  • Necrons 1
  • Necrons 2

Marc - Necrons 1 (Warhammer 40,000 9th Edition) [51 PL, 1,000pts]

  • Patrol Detachment 0CP (Necrons) [51 PL, , 1,000pts]

    Rules: Dynastic Agents and Star Gods, The Royal Court

    • Configuration [3CP]

      • Battle Size [3CP]

        Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [3CP]

        Categories: Configuration

      • Detachment Command Cost

        Categories: Configuration

      • Dynasty Choice

        Selections: Dynasty: Nihilakh

        Categories: Configuration

        Rules: Objective Secured

        Dynastic Code: Aggressively Territorial


        Dynastic Code Description Ref
        Aggressively Territorial Units with this code have the Objective Secured ability. If a model in such a unit already has this ability, that model counts as one additional model when determining control of an objective marker. Each time an attack with an Armour Penetration characteristic of -1 is allocated to a model with this code, if that model's unit is wholly within its controller's deployment zone, that attack has an Armour Penetration characteristic of 0 instead. When the Protocol of the Eternal Guardian becomes active for your army, if every unit in your army (excluding DYNASTIC AGENT and C'TAN SHARD units) has this code, you can select both of that command protocol's directives instead of just one. Codex: Necrons p52
      • Gametype

        Selections: 4. Chapter Approved: War Zone Nephilim

        Categories: Configuration

    • No Force Org Slot [1 PL, 15pts]

      • Viral Construct [1 PL, 15pts]

        Categories: No Force Org Slot

        • Canoptek Plasmacyte [1 PL, 15pts]

          Selections: Monomolecular Proboscis

          Categories: Canoptek Plasmacyte, Beast, Fly, Faction: Necrons, Faction: Canoptek, Faction: <Dynasty>

          Rules: Command Protocols, Dimensional Translocation

          Abilities: Evasion Protocol, Infused Madness, Recall Protocol, Viral Construct, Unit: Canoptek Plasmacyte, Weapon: Monomolecular Proboscis


        Abilities Description Ref
        Evasion Protocol While this model is within 3" of a friendly <DYNASTY> DESTROYER CULT unit, enemy models cannot target this model with ranged weapons unless it is the closest eligible target. In addition, this unit cannot perform actions. Codex: Necrons p96
        Infused Madness Once per turn, at the start of either your Charge phase or the Fight phase, you can select one friendly <DYNASTY> DESTROYER CULT unit within 3" of this model. If you do, roll one D6: on a 1, one model in that unit is destroyed. Regardless of the result, until the end of the turn, add 1 to the Strength and Attacks characteristics of models in that unit. Each unit can only be selected for this ability once per turn. Codex: Necrons p96
        Recall Protocol In the Unit Coherency Checks step of the Morale phase, if this model is not within 6" of any friendly <DYNASTY> DESTROYER CULT units, this model is destroyed. Codex: Necrons p96
        Viral Construct If your army is Battle-forged, then for each <DYNASTY> DESTROYER CULT unit included in a Detachment, one <DYNASTY> CANOPTEK PLASMACYTE unit can be included in that Detachment without taking up a Battlefield Role slot. You cannot include more <DYNASTY> CANOPTEK PLASMACYTE units in a Detachment than there are <DYNASTY> DESTROYER CULT units in that Detachment. Codex: Necrons p96
        Unit MWSBSSTWALdSave Ref
        Canoptek Plasmacyte 8"4+4+4511104+ Codex: Necrons p96
        Weapon RangeTypeSAPDAbilities Ref
        Monomolecular Proboscis MeleeMeleeUser-11- Codex: Necrons p114
    • HQ [15 PL, -3CP, 280pts]

      • Catacomb Command Barge [9 PL, -2CP, 150pts]

        Selections: Gauss Cannon [5pts], Relic: Voltaic Staff, Staff of Light, Stratagem: Relic [-1CP], Stratagem: Warlord Trait [-1CP], Warlord, Warlord Trait (Codex 1): Enduring Will

        Categories: Faction: <Dynasty>, Faction: Necrons, Catacomb Command Barge, Fly, Overlord, Vehicle, Character, Quantum Shielding, Noble, Core, HQ, Warlord

        Rules: Command Protocols, Living Metal

        Abilities: Hovering, My Will Be Done, Quantum Shielding, Relentless March (Aura), Stratagem: Relic, Stratagem: Warlord Trait, Explosion: Explodes (6/3/1), Unit: Catacomb Command Barge, Warlord Trait: Enduring Will, Weapon: Gauss Cannon, Staff of Light (Melee), Staff of Light (Shooting), Voltaic Staff (Melee), Voltaic Staff (Shooting)


        Abilities Description Ref
        Hovering Distances are measured to and from either this model's hull or its base, whichever is the closest. Codex: Necrons p88
        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. Codex: Necrons p88
        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. Codex: Necrons p88
        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. Codex: Necrons p86
        Stratagem: Relic Use this Stratagem before the battle, when you are mustering your army, after selecting your WARLORD. Select one CHARACTER model from your army that is not a named character; give that model one Relic (this must be a Relic they could have). You can only use this Stratagem once. War Zone Nephilim: Grand Tournament
        Stratagem: Warlord Trait Use this Stratagem before the battle, when you are mustering your army, after selecting your WARLORD. If your WARLORD is a CHARACTER model, determine a Warlord Trait for them (this must be a Warlord Trait they could have). You can only use this Stratagem once. War Zone Nephilim: Grand Tournament
        Explosion Dice RollDistanceMortal Wounds Ref
        Explodes (6/3/1) 63"1 Codex: Necrons p88
        Unit MWSBSSTWALdSave Ref
        Catacomb Command Barge 12"2+2+5694103+ Codex: Necrons p88
        Warlord Trait Description Ref
        Enduring Will Each time an attack is allocated to this WARLORD, subtract 1 from the Damage characteristic of that attack (to a minimum of 1). Codex: Necrons p64
        Weapon RangeTypeSAPDAbilities Ref
        Gauss Cannon 24"Heavy 36-3D3- Codex: Necrons p112
        Staff of Light (Melee) MeleeMeleeUser-21- Codex: Necrons p115
        Staff of Light (Shooting) 18"Assault 35-21- Codex: Necrons p113
        Voltaic Staff (Melee) MeleeMelee+1-22This Relic replaces a staff of light. Codex: Necrons p66
        Voltaic Staff (Shooting) 18"Assault 46-22Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits. This Relic replaces a staff of light. Codex: Necrons p66
      • Lokhust Lord [6 PL, -1CP, 130pts]

        Selections: Dynastic Heirlooms [-1CP], Relic: Voidreaper, Resurrection Orb [30pts], Warscythe

        Categories: Character, Lokhust Lord, Faction: <Dynasty>, Faction: Necrons, Fly, Infantry, Faction: Destroyer Cult, HQ

        Rules: Command Protocols, Living Metal

        Abilities: Hardwired for Destruction, Phase Shifter, Resurrection Orb, United in Destruction (Aura), Unit: Lokhust Lord, Weapon: Voidreaper, Warscythe


        Abilities Description Ref
        Hardwired for Destruction Each time this model makes an attack, re-roll a hit roll of 1. Codex: Necrons p86
        Phase Shifter This model has a 4+ invulnerable Save. Codex: Necrons p82
        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. Codex: Necrons p87
        United in Destruction (Aura) While a friendly <DYNASTY> DESTROYER CULT unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1. Codex: Necrons p86
        Unit MWSBSSTWALdSave Ref
        Lokhust Lord 8"3+3+5664103+ Codex: Necrons p87
        Weapon RangeTypeSAPDAbilities Ref
        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. Codex: Necrons p66
        Warscythe MeleeMelee+2-42- Codex: Necrons p115
    • Troops [4 PL, 80pts]

      • Immortals [4 PL, 80pts]

        Selections: Gauss Blaster, 5x Immortal [80pts]

        Categories: Faction: <Dynasty>, Faction: Necrons, Immortals, Infantry, Core, Troops

        Rules: Command Protocols, Objective Secured, Reanimation Protocols

        Unit: Immortal, Weapon: Gauss Blaster


        Unit MWSBSSTWALdSave Ref
        Immortal 5"3+3+4512103+ Codex: Necrons p92
        Weapon RangeTypeSAPDAbilities Ref
        Gauss Blaster 30"Rapid Fire 15-21- Codex: Necrons p112
    • Elites [12 PL, 260pts]

      • Canoptek Spyders [4 PL, 80pts]

        Categories: Faction: <Dynasty>, Faction: Canoptek, Faction: Necrons, Canoptek Spyders, Monster, Fly, Core, Elites

        Rules: Command Protocols, Living Metal, Reanimation Protocols

        Abilities: Scarab Hive, Explosion: Explodes (6/3/1)

        • Canoptek Spyder [4 PL, 80pts]

          Selections: Automaton Claws, Fabricator Claw Array [5pts], Gloom Prism [5pts]

          Abilities: Fabricator Claw Array, Gloom Prism, Unit: Canoptek Spyder, Weapon: Automaton Claws

          • Two Particle Beamers [10pts]

            Selections: 2x Particle Beamer

            Weapon: Particle Beamer


        Abilities Description Ref
        Fabricator Claw Array At the end of your Movement phase, the bearer can repair one friendly <DYNASTY> VEHICLE model within 3" of it. That model regains up to D3 lost wounds. Each model can only be repaired once per turn. Codex: Necrons p101
        Gloom Prism In your opponent's Psychic phase, the bearer's unit can attempt to deny one psychic power as if it were a PSYKER. Codex: Necrons p101
        Scarab Hive In your Command phase, one destroyed model from each friendly <DYNASTY> CANOPTEK SCARAB SWARM unit within 6" of this unit is Reanimated. Each unit can only be affected by this ability once per phase. Codex: Necrons p101
        Explosion Dice RollDistanceMortal Wounds Ref
        Explodes (6/3/1) 63"1 Codex: Necrons p88
        Unit MWSBSSTWALdSave Ref
        Canoptek Spyder 6"4+4+6665103+ Codex: Necrons p101
        Weapon RangeTypeSAPDAbilities Ref
        Automaton Claws MeleeMelee+2-32- Codex: Necrons p113
        Particle Beamer 18"Assault 6501- Codex: Necrons p112
      • Skorpekh Destroyers [8 PL, 180pts]

        Categories: Faction: <Dynasty>, Faction: Necrons, Faction: Destroyer Cult, Infantry, Skorpekh Destroyers, Core, Elites

        Rules: Command Protocols, Living Metal, Reanimation Protocols

        Abilities: Hardwired for Destruction

        • 2x Skorpekh Destroyer (Reap-Blade) [60pts]

          Selections: 2x Hyperphase Reap-Blade

          Unit: Skorpekh Destroyer, Weapon: Hyperphase Reap-Blade

        • 4x Skorpekh Destroyer (Thresher) [120pts]

          Selections: 4x Hyperphase Threshers

          Unit: Skorpekh Destroyer, Weapon: Hyperphase Threshers


        Abilities Description Ref
        Hardwired for Destruction Each time this model makes an attack, re-roll a hit roll of 1. Codex: Necrons p86
        Unit MWSBSSTWALdSave Ref
        Skorpekh Destroyer 8"3+3+5533103+ Codex: Necrons p96
        Weapon RangeTypeSAPDAbilities Ref
        Hyperphase Reap-Blade MeleeMelee+2-43- Codex: Necrons p114
        Hyperphase Threshers MeleeMeleeUser-32Each time the bearer fights, it makes 1 additional attack with this weapon. Codex: Necrons p114
    • Fast Attack [6 PL, 120pts]

      • Canoptek Scarab Swarms [6 PL, 120pts]

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

        Rules: Command Protocols, Living Metal, Reanimation Protocols

        • 8x Canoptek Scarab Swarm [120pts]

          Selections: 8x Feeder Mandibles

          Unit: Canoptek Scarab Swarm, Weapon: Feeder Mandibles


        Unit MWSBSSTWALdSave Ref
        Canoptek Scarab Swarm 10"4+-3344106+ Codex: Necrons p101
        Weapon RangeTypeSAPDAbilities Ref
        Feeder Mandibles MeleeMeleeUser01Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target. Codex: Necrons p114
    • Heavy Support [13 PL, 245pts]

      • Lokhust Destroyers [13 PL, 245pts]

        Categories: Lokhust Destroyers, Faction: <Dynasty>, Faction: Necrons, Fly, Infantry, Faction: Destroyer Cult, Core, Heavy Support

        Rules: Command Protocols, Living Metal, Reanimation Protocols

        Abilities: Hardwired for Destruction, Repulsor Platform

        • 5x Lokhust Destroyer [10 PL, 200pts]

          Selections: 5x Gauss Cannon

          Unit: Lokhust Destroyer, Weapon: Gauss Cannon

        • Lokhust Heavy Destroyer (Gauss Destructor) [3 PL, 45pts]

          Selections: Gauss Destructor

          Categories: Lokhust Heavy Destroyers

          Unit: Lokhust Heavy Destroyer, Weapon: Gauss Destructor


        Abilities Description Ref
        Hardwired for Destruction Each time this model makes an attack, re-roll a hit roll of 1. Codex: Necrons p86
        Repulsor Platform Models in this unit do not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved. Codex: Necrons p105
        Unit MWSBSSTWALdSave Ref
        Lokhust Destroyer 8"3+3+4532103+ Codex: Necrons p105
        Lokhust Heavy Destroyer 8"3+3+4542103+ Codex: Necrons p105
        Weapon RangeTypeSAPDAbilities Ref
        Gauss Cannon 24"Heavy 36-3D3- Codex: Necrons p112
        Gauss Destructor 36"Heavy 110-43D3- Codex: Necrons p112

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. (Codex: Necrons p51)

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. (Codex: Necrons p51)

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 NECRONS CHARACTER 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 NECRONS CHARACTER 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 on the battlefield, that unit benefits from the selected directive.

In addition, if all units from your army are from the same dynasty (excluding DYNASTIC AGENT, C'TAN SHARD and UNALIGNED units), select one command protocol that has not been assigned to a battle round (there will typically only be one). That command protocol is active in every battle round in addition to the one assigned to that battle round – select which directive your units will benefit from at the start of each battle round. Note that if this additional command protocol is the one described in your dynasty’s code, this means both of its directives apply to all units with this ability in your army in every battle round, in addition to the protocol assigned to that battle round. (Codex: Necrons p81)

Dimensional Translocation: During deployment, you can set up this unit in a hyperspace dimension instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models. (Codex: Necrons p80)

Living Metal: At the start of your Command phase, each model in this unit regains 1 lost wound. (Codex: Necrons p80)

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. (Warhammer 40,000 Core Book p237)

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. (Codex: Necrons p80)


Created with BattleScribe

Marc - Necrons 2 (Warhammer 40,000 9th Edition) [58 PL, 1,000pts]

  • Patrol Detachment 0CP (Necrons) [58 PL, , 1,000pts]

    Rules: Dynastic Agents and Star Gods, The Royal Court

    • Configuration [3CP]

      • Battle Size [3CP]

        Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [3CP]

        Categories: Configuration

      • Detachment Command Cost

        Categories: Configuration

      • Dynasty Choice

        Selections: Circumstance of Awakening: Relentlessly Expansionist, Dynastic Tradition: Eternal Conquerors, Dynasty: <Custom>

        Categories: Configuration

        Rules: Objective Secured

        Dynastic Code: Eternal Conquerors, Relentlessly Expansionist


        Dynastic Code Description Ref
        Eternal Conquerors Units with this code have the Objective Secured ability. If a model in such a unit already has this ability, that model counts as one additional model when determining control of an objective marker. Codex: Necrons p54
        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". Codex: Necrons p55
      • Gametype

        Selections: 4. Chapter Approved: War Zone Nephilim

        Categories: Configuration

    • HQ [11 PL, -3CP, 185pts]

      • Overlord [6 PL, -2CP, 115pts]

        Selections: Relic: Voltaic Staff, Resurrection Orb [25pts], Staff of Light, Stratagem: Relic [-1CP], Stratagem: Warlord Trait [-1CP], Warlord, Warlord Trait (Codex 5): Implacable Conqueror (Aura)

        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, Stratagem: Relic, Stratagem: Warlord Trait, Unit: Overlord, Warlord Trait: Implacable Conqueror (Aura), Weapon: Staff of Light (Melee), Staff of Light (Shooting), Voltaic Staff (Melee), Voltaic Staff (Shooting)


        Abilities Description Ref
        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. Codex: Necrons p88
        Phase Shifter This model has a 4+ invulnerable Save. Codex: Necrons p82
        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. Codex: Necrons p86
        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. Codex: Necrons p87
        Stratagem: Relic Use this Stratagem before the battle, when you are mustering your army, after selecting your WARLORD. Select one CHARACTER model from your army that is not a named character; give that model one Relic (this must be a Relic they could have). You can only use this Stratagem once. War Zone Nephilim: Grand Tournament
        Stratagem: Warlord Trait Use this Stratagem before the battle, when you are mustering your army, after selecting your WARLORD. If your WARLORD is a CHARACTER model, determine a Warlord Trait for them (this must be a Warlord Trait they could have). You can only use this Stratagem once. War Zone Nephilim: Grand Tournament
        Unit MWSBSSTWALdSave Ref
        Overlord 6"2+2+5554103+ Codex: Necrons p89
        Warlord Trait Description Ref
        Implacable Conqueror (Aura) While a friendly <DYNASTY> CORE unit is within 6" of this WARLORD, you can re-roll charge rolls made for that unit. Codex: Necrons p64
        Weapon RangeTypeSAPDAbilities Ref
        Staff of Light (Melee) MeleeMeleeUser-21- Codex: Necrons p115
        Staff of Light (Shooting) 18"Assault 35-21- Codex: Necrons p113
        Voltaic Staff (Melee) MeleeMelee+1-22This Relic replaces a staff of light. Codex: Necrons p66
        Voltaic Staff (Shooting) 18"Assault 46-22Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits. This Relic replaces a staff of light. Codex: Necrons p66
      • Technomancer [5 PL, -1CP, 70pts]

        Selections: Dynastic Heirlooms [-1CP], Relic: Veil of Darkness, Staff of Light

        Categories: Character, Cryptek, Faction: <Dynasty>, Faction: Necrons, Infantry, Technomancer, HQ

        Rules: Command Protocols, Living Metal

        Abilities: Dynastic Advisors, Rites of Reanimation, Veil of Darkness, Unit: Technomancer, Weapon: Staff of Light (Melee), Staff of Light (Shooting)


        Abilities Description Ref
        Dynastic Advisors If your army is Battle-forged, then for each CRYPTEK unit (excluding DYNASTIC AGENTS units) included in a Detachment that also contains at least one NOBLE unit, a second CRYPTEK unit (excluding DYNASTIC AGENTS units) can be included in that Detachment without taking up an additional Battlefield Role slot. [These are located in the Cryptek Selection under Dynastic Advisor] Codex: Necrons p90
        Rites of Reanimation In your Command phase, you can select one friendly <DYNASTY> CORE unit within 6" of this model. One destroyed model from that unit is Reanimated. If the selected unit is a NECRON WARRIORS unit, D3 destroyed models from that unit are Reanimated instead. Each unit can only be selected for this ability once per phase. Codex: Necrons p84
        Veil of Darkness Once per battle, in your Movement phase, the bearer can use this Relic. If it does, the bearer's unit and up to one friendly <DYNASTY> CORE unit within 3" of the bearer can be removed from the battlefield and set back up anywhere on the battlefield that is more than 9" away from any enemy models. If two units are set back up on the battlefield using this Relic, both units must be placed wholly within 6" of each other. Codex: Necrons p66
        Unit MWSBSSTWALdSave Ref
        Technomancer 5"3+3+4441104+ Codex: Necrons p90
        Weapon RangeTypeSAPDAbilities Ref
        Staff of Light (Melee) MeleeMeleeUser-21- Codex: Necrons p115
        Staff of Light (Shooting) 18"Assault 35-21- Codex: Necrons p113
    • Troops [4 PL, 80pts]

      • Immortals [4 PL, 80pts]

        Selections: Gauss Blaster, 5x Immortal [80pts]

        Categories: Faction: <Dynasty>, Faction: Necrons, Immortals, Infantry, Core, Troops

        Rules: Command Protocols, Objective Secured, Reanimation Protocols

        Unit: Immortal, Weapon: Gauss Blaster


        Unit MWSBSSTWALdSave Ref
        Immortal 5"3+3+4512103+ Codex: Necrons p92
        Weapon RangeTypeSAPDAbilities Ref
        Gauss Blaster 30"Rapid Fire 15-21- Codex: Necrons p112
    • Elites [27 PL, 470pts]

      • C'tan Shard of the Nightbringer [19 PL, 320pts]

        Selections: Power of the C'tan: Antimatter Meteor, Power of the C'tan: Gaze of Death, Scythe of the Nightbringer

        Categories: C'tan Shard, Faction: Necrons, Character, Fly, Monster, C'tan Shard of the Nightbringer, Elites

        Rules: Living Metal, Powers of the C'tan (Instructions)

        Abilities: Drain Life, Enslaved Star God, Necrodermis, Powers of the C'tan (Nightbringer), Explosion: Reality Unravels, Power of the C'tan: Antimatter Meteor, Gaze of Death, Unit: C'tan Shard of the Nightbringer, Weapon: Scythe of the Nightbringer (Entropic Blow), Scythe of the Nightbringer (Reaping Sweep)


        Abilities Description Ref
        Drain Life Each time this model makes a melee attack that is allocated to an enemy model, that enemy model cannot use any rules to ignore the wounds it loses. Codex: Necrons p98
        Enslaved Star God This model can never have a Relic or a Warlord Trait. In addition, enemy models can ignore the Look Out, Sir rule when selecting this model as the target of a ranged attack. Codex: Necrons p98
        Necrodermis This model has a 4+ invulnerable save. In addition, this model cannot lose more than 3 wounds in the same phase. Any wounds that would be lost after that point are not lost. Codex: Necrons p98
        Powers of the C'tan (Nightbringer) This model knows the Gaze of Death C'tan Power and one other C'tan Power from the Powers of the C'tan. At the end of your Movement phase, if this model did not Advance or Fall Back that phase, it can use two of the C'tan Powers it knows. It cannot use the same C'tan Power more than once per turn. Codex: Necrons p98
        Explosion Dice RollDistanceMortal Wounds Ref
        Reality Unravels 4+6"D3 Codex: Necrons p98
        Power of the C'tan Description Ref
        Antimatter Meteor Roll one D6, adding 1 to the roll if this C'TAN SHARD is a TESSERACT VAULT; on a 3-5, the closest enemy unit that is within 24" of and visible to this C'TAN SHARD suffers 3 mortal wounds; on a 6+, that enemy unit suffers D3+3 mortal wounds. Codex: Necrons p68
        Gaze of Death Select one enemy unit within 9" of and visible to this C'TAN SHARD. Roll three D6s; for each 4+, that unit suffers D3 mortal wounds. Codex: Necrons p68
        Unit MWSBSSTWALdSave Ref
        C'tan Shard of the Nightbringer 8"2+2+7796104+ Codex: Necrons p98
        Weapon RangeTypeSAPDAbilities Ref
        Scythe of the Nightbringer (Entropic Blow) MeleeMeleex2-4D6Each time an attack is made with this weapon profile, invulnerable saving throws cannot be made against that attack. Codex: Necrons p115
        Scythe of the Nightbringer (Reaping Sweep) MeleeMeleeUser-31Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1. Codex: Necrons p115
      • Skorpekh Destroyers [8 PL, 150pts]

        Categories: Faction: <Dynasty>, Faction: Necrons, Faction: Destroyer Cult, Infantry, Skorpekh Destroyers, Core, Elites

        Rules: Command Protocols, Living Metal, Reanimation Protocols

        Abilities: Hardwired for Destruction

        • Skorpekh Destroyer (Reap-Blade) [30pts]

          Selections: Hyperphase Reap-Blade

          Unit: Skorpekh Destroyer, Weapon: Hyperphase Reap-Blade

        • 4x Skorpekh Destroyer (Thresher) [120pts]

          Selections: 4x Hyperphase Threshers

          Unit: Skorpekh Destroyer, Weapon: Hyperphase Threshers


        Abilities Description Ref
        Hardwired for Destruction Each time this model makes an attack, re-roll a hit roll of 1. Codex: Necrons p86
        Unit MWSBSSTWALdSave Ref
        Skorpekh Destroyer 8"3+3+5533103+ Codex: Necrons p96
        Weapon RangeTypeSAPDAbilities Ref
        Hyperphase Reap-Blade MeleeMelee+2-43- Codex: Necrons p114
        Hyperphase Threshers MeleeMeleeUser-32Each time the bearer fights, it makes 1 additional attack with this weapon. Codex: Necrons p114
    • Fast Attack [16 PL, 265pts]

      • Canoptek Scarab Swarms [4 PL, 90pts]

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

        Rules: Command Protocols, Living Metal, Reanimation Protocols

        • 6x Canoptek Scarab Swarm [90pts]

          Selections: 6x Feeder Mandibles

          Unit: Canoptek Scarab Swarm, Weapon: Feeder Mandibles


        Unit MWSBSSTWALdSave Ref
        Canoptek Scarab Swarm 10"4+-3344106+ Codex: Necrons p101
        Weapon RangeTypeSAPDAbilities Ref
        Feeder Mandibles MeleeMeleeUser01Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target. Codex: Necrons p114
      • Canoptek Wraiths [12 PL, 175pts]

        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) [175pts]

          Selections: 5x Vicious Claws

          Unit: Canoptek Wraith, Weapon: Vicious Claws


        Abilities Description Ref
        Slinking Strike This unit is eligible to shoot and declare a charge with in a turn in which it Fell Back Codex: Necrons p103
        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). Codex: Necrons p103
        Unit MWSBSSTWALdSave Ref
        Canoptek Wraith 12"4+4+4534103+ Codex: Necrons p103
        Weapon RangeTypeSAPDAbilities Ref
        Vicious Claws MeleeMelee+2-22- Codex: Necrons p115

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. (Codex: Necrons p51)

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. (Codex: Necrons p51)

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 NECRONS CHARACTER 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 NECRONS CHARACTER 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 on the battlefield, that unit benefits from the selected directive.

In addition, if all units from your army are from the same dynasty (excluding DYNASTIC AGENT, C'TAN SHARD and UNALIGNED units), select one command protocol that has not been assigned to a battle round (there will typically only be one). That command protocol is active in every battle round in addition to the one assigned to that battle round – select which directive your units will benefit from at the start of each battle round. Note that if this additional command protocol is the one described in your dynasty’s code, this means both of its directives apply to all units with this ability in your army in every battle round, in addition to the protocol assigned to that battle round. (Codex: Necrons p81)

Living Metal: At the start of your Command phase, each model in this unit regains 1 lost wound. (Codex: Necrons p80)

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. (Warhammer 40,000 Core Book p237)

Powers of the C'tan (Instructions): Before the battle, generate the Powers of the C'tan for C'TAN SHARD units from your army using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers each unit knows. If selecting powers, a power cannot be selected for a second time until all other powers have been selected at least once by units in your army, and no unit can know the same power more than once. Write down any Powers of the C'tan your units know on your army roster.

1) Antimatter Meteor
2) Time's Arrow
3) Sky of Falling Stars
4) Cosmic Fire
5) Seismic Assault
6) Transdimensional Thunderbolt (Codex: Necrons p68)

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. (Codex: Necrons p80)


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