Dariush
- Necrons
Dariush - Necrons (Warhammer 40,000 9th Edition) [56 PL, 6CP, 1,000pts]
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Supreme Command Detachment +2CP (Necrons) [21 PL, 5CP, 400pts]
Rules: Dynastic Agents and Star Gods, The Royal Court
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Configuration [2CP]
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Detachment Command Cost [2CP]
Categories: Configuration
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Dynasty Choice
Selections: Dynasty: Szarekhan
Categories: Configuration
Dynastic Code: Uncanny Artificers
Dynastic Code Description Ref Uncanny Artificers Each time a model with this code would lose a wound as the result of a mortal wound, roll one D6; on a 5+ that wound is not lost. Each time a unit with this code is selected to shoot or fight, you can re-roll one wound roll when making that unit's attacks. When the Protocol of the Undying Legions 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 p53
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Primarch | Daemon Primarch | Supreme Commander [21 PL, 3CP, 400pts]
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The Silent King [21 PL, 3CP, 400pts]
Selections: Warlord
Categories: Faction: Necrons, Faction: Szarekhan, Primarch | Daemon Primarch | Supreme Commander, Warlord
Rules: Command Protocols, Living Metal
Abilities: My Will Be Done (Silent King), Noctilith Beacons, Obeisance Generators, Phaeron, Phaeron of the Blades (Aura), Phaeron of the Stars (Aura), Preservative Auto-Torpor, Relentless March (Silent King) (Aura), The Silent King, Transtemporal Force Field (Silent King), Triarchal Menhir, Voice of the Triarch, Explosion: Vengeance of the Enchained
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Szarekh
Selections: Sceptre of Eternal Glory, Scythe of Dust, Staff of Stars
Categories: Vehicle, Character, Fly, Supreme Commander, Phaeron, Noble, Dynastic Agent, The Silent King, Szarekh, Core
Unit: Szarekh [1] (9+ Wounds Remaining), Szarekh [2] (5-8 Wounds Remaining), Szarekh [3] (1-4 Wounds Remaining), Weapon: Sceptre of Eternal Glory (Melee), Sceptre of Eternal Glory (Shooting), Scythe of Dust, Staff of Stars (Melee), Staff of Stars (Shooting)
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2x Triarchal Menhir
Selections: 2x Annihilator Beam
Categories: The Silent King, Vehicle, Fly, Dynastic Agent, Triarchal Menhirs, Core
Unit: Triarchal Menhir, Weapon: Annihilator Beam
Abilities Description Ref My Will Be Done (Silent King) In your Command phase, you can select one friendly NECRONS CORE or TRIARCH PRAETORIANS unit within 9" of Szarekh. 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 p110 Noctilith Beacons In your opponent's Psychic phase, Szarekh can attempt to deny one psychic power as if he were a PSYKER. Codex: Necrons p110 Obeisance Generators At the start of the Fight phase, if there are any enemy units within Engagement Range of Szarekh, then until the end of the phase, those units cannot fight until after all other eligible units from your army have done so. Codex: Necrons p110 Phaeron This model can use its My Will Be Done one additional time per turn. Codex: Necrons p82 Phaeron of the Blades (Aura) While a friendly NECRONS CORE unit or TRIARCH PRAETORIANS unit is within 6" of Szarekh, each time a melee attack is made by a model in that unit, you can re-roll the wound roll. Codex: Necrons p110 Phaeron of the Stars (Aura) While a friendly NECRONS CORE unit or TRIARCH PRAETORIANS unit is within 6" of Szarekh, each time a ranged attack is made by a model in that unit, you can re-roll the hit roll. Codex: Necrons p110 Preservative Auto-Torpor If Szarekh has 8 or fewer wounds remaining, it cannot make attacks with its Staff of Stars and loses the Phaeron of the Stars ability. If Szarekh has 4 or fewer wounds remaining, it cannot make attacks with its Scythe of Dust and loses the Phaeron of the Blades ability. Codex: Necrons p110 Relentless March (Silent King) (Aura) While a friendly NECRONS CORE or TRIARCH PRAETORIANS unit is within 6" of Szarekh, 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 p110 The Silent King If your army is Battle-forged, Szarekh must be your army's WARLORD. You receive 3 additional Command points if Szarekh is your WARLORD. Codex: Necrons p110 Transtemporal Force Field (Silent King) Models in this unit have a 4+ invulnerable save. Codex: Necrons p108 Triarchal Menhir While this unit contains any Triarchal Menhirs models, it does not count as a CHARACTER for the purposes of the Look Out, Sir rule and each time an attack successfully wounds this unit, that attack must be allocated to one of those models. The destruction of Triarchal Menhirs is ignored for the purposes of Morale tests. If Szarekh is ever destroyed, any remaining Triarchal Menhirs in this unit are also destroyed. Codex: Necrons p110 Voice of the Triarch Once per battle, at the start of any battle round, if Szarekh is on the battlefield he can alter your command protocols. If he does, one command protocol that you did not assign to any battle rounds before the battle becomes active for your army for that battle round, instead of the one that you assigned to it. Codex: Necrons p110(e) Explosion Dice Roll Distance Mortal Wounds Ref Vengeance of the Enchained 4+ 2D6" D6 Codex: Necrons p108 Unit M WS BS S T W A Ld Save Ref Szarekh [1] (9+ Wounds Remaining) 8" 2+ 2+ 5 7 16 6 10 3+ Codex: Necrons p110 Szarekh [2] (5-8 Wounds Remaining) 6" 2+ 2+ 5 7 N/A 4 10 3+ Codex: Necrons p110 Szarekh [3] (1-4 Wounds Remaining) 4" 2+ 2+ 5 7 N/A 2 10 3+ Codex: Necrons p110 Triarchal Menhir 8" 6+ 2+ 5 7 5 1 10 3+ Codex: Necrons p110 Weapon Range Type S AP D Abilities Ref Annihilator Beam 36" Heavy 1 12 -4 6 - Codex: Necrons p112 Sceptre of Eternal Glory (Melee) Melee Melee +4 -3 2 - Codex: Necrons p115 Sceptre of Eternal Glory (Shooting) 24" Assault 3 8 -3 2 - Codex: Necrons p112 Scythe of Dust Melee Melee +3 -4 3 Each time the bearer fights, it makes 4 additional attacks with this weapon and no more than 4 attacks can be made with this weapon. Codex: Necrons p115 Staff of Stars (Melee) Melee Melee User -2 1 Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon. Codex: Necrons p115 Staff of Stars (Shooting) 24" Assault 9 6 -2 1 - Codex: Necrons p113 -
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Patrol Detachment -2CP (Necrons) [35 PL, 1CP, 600pts]
Rules: Dynastic Agents and Star Gods, The Royal Court
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Configuration [1CP]
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Battle Size [3CP]
Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [3CP]
Categories: Configuration
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Detachment Command Cost [-2CP]
Categories: Configuration
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Dynasty Choice
Selections: Dynasty: Szarekhan
Categories: Configuration
Dynastic Code: Uncanny Artificers
Dynastic Code Description Ref Uncanny Artificers Each time a model with this code would lose a wound as the result of a mortal wound, roll one D6; on a 5+ that wound is not lost. Each time a unit with this code is selected to shoot or fight, you can re-roll one wound roll when making that unit's attacks. When the Protocol of the Undying Legions 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 p53 -
Gametype
Selections: 4. Chapter Approved: War Zone Nephilim
Categories: Configuration
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HQ [6 PL, 85pts]
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Technomancer [6 PL, 85pts]
Selections: Arkana: Prismatic Obfuscatron [1 PL, 15pts], Canoptek Cloak, Staff of Light
Categories: Character, Cryptek, Faction: <Dynasty>, Faction: Necrons, Infantry, Technomancer, HQ, Fly
Rules: Command Protocols, Living Metal
Abilities: Canoptek Cloak, Dynastic Advisors, Prismatic Obfuscatron, Rites of Reanimation, Unit: Technomancer, Weapon: Staff of Light (Melee), Staff of Light (Shooting)
Abilities Description Ref Canoptek Cloak The bearer has a Move characteristic of 10" and the FLY keyword. In addition, at the end of your Movement phase, you can repair one friendly <DYNASTY> model within 3" of this model. That model regains up to D3 lost wounds. Each model can only be repaired once per turn. Codex: Necrons p90 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 Prismatic Obfuscatron Unless the bearer is the closest eligible target, enemy models cannot target it with ranged attacks. Codex: Necrons p63 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 Unit M WS BS S T W A Ld Save Ref Technomancer 5" 3+ 3+ 4 4 4 1 10 4+ Codex: Necrons p90 Weapon Range Type S AP D Abilities Ref Staff of Light (Melee) Melee Melee User -2 1 - Codex: Necrons p115 Staff of Light (Shooting) 18" Assault 3 5 -2 1 - Codex: Necrons p113
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Troops [4 PL, 80pts]
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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 M WS BS S T W A Ld Save Ref Immortal 5" 3+ 3+ 4 5 1 2 10 3+ Codex: Necrons p92 Weapon Range Type S AP D Abilities Ref Gauss Blaster 30" Rapid Fire 1 5 -2 1 - Codex: Necrons p112
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Elites [14 PL, 240pts]
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Triarch Stalker [7 PL, 120pts]
Selections: Particle Shredder, Stalker's Forelimbs
Categories: Faction: Necrons, Triarch Stalker, Vehicle, Dynastic Agent, Triarch, Quantum Shielding, Core, 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: Particle Shredder, Stalker's Forelimbs
Abilities Description Ref 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 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. Codex: Necrons p97 Explosion Dice Roll Distance Mortal Wounds Ref Explodes (6/6/D3) 6 6" D3 Codex: Necrons p97 Unit M WS BS S T W A Ld Save Ref Triarch Stalker [1] (7+ Wounds Remaining) 10" 3+ 3+ 7 6 12 3 10 3+ Codex: Necrons p97 Triarch Stalker [2] (4-6 Wounds Remaining) 8" 4+ 4+ 7 6 12 3 10 3+ Codex: Necrons p97 Triarch Stalker [3] (1-3 Wounds Remaining) 6" 5+ 5+ 7 6 12 3 10 3+ Codex: Necrons p97 Weapon Range Type S AP D Abilities Ref Particle Shredder 24" Heavy 8 6 -1 2 - Codex: Necrons p112 Stalker's Forelimbs Melee Melee User -2 3 - Codex: Necrons p115 -
Triarch Stalker [7 PL, 120pts]
Selections: Particle Shredder, Stalker's Forelimbs
Categories: Faction: Necrons, Triarch Stalker, Vehicle, Dynastic Agent, Triarch, Quantum Shielding, Core, 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: Particle Shredder, Stalker's Forelimbs
Abilities Description Ref 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 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. Codex: Necrons p97 Explosion Dice Roll Distance Mortal Wounds Ref Explodes (6/6/D3) 6 6" D3 Codex: Necrons p97 Unit M WS BS S T W A Ld Save Ref Triarch Stalker [1] (7+ Wounds Remaining) 10" 3+ 3+ 7 6 12 3 10 3+ Codex: Necrons p97 Triarch Stalker [2] (4-6 Wounds Remaining) 8" 4+ 4+ 7 6 12 3 10 3+ Codex: Necrons p97 Triarch Stalker [3] (1-3 Wounds Remaining) 6" 5+ 5+ 7 6 12 3 10 3+ Codex: Necrons p97 Weapon Range Type S AP D Abilities Ref Particle Shredder 24" Heavy 8 6 -1 2 - Codex: Necrons p112 Stalker's Forelimbs Melee Melee User -2 3 - Codex: Necrons p115
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Fast Attack [2 PL, 45pts]
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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
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3x Canoptek Scarab Swarm [45pts]
Selections: 3x Feeder Mandibles
Unit: Canoptek Scarab Swarm, Weapon: Feeder Mandibles
Unit M WS BS S T W A Ld Save Ref Canoptek Scarab Swarm 10" 4+ - 3 3 4 4 10 6+ Codex: Necrons p101 Weapon Range Type S AP D Abilities Ref Feeder Mandibles Melee Melee User 0 1 Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target. Codex: Necrons p114 -
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Heavy Support [9 PL, 150pts]
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Lokhust Heavy Destroyers [9 PL, 150pts]
Categories: Faction: <Dynasty>, Faction: Necrons, Fly, Lokhust Heavy Destroyers, Infantry, Faction: Destroyer Cult, Core, Heavy Support
Rules: Command Protocols, Living Metal, Reanimation Protocols
Abilities: Hardwired for Destruction, Repulsor Platform
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3x Lokhust Heavy Destroyer (Gauss Destructor) [9 PL, 150pts]
Selections: 3x 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 M WS BS S T W A Ld Save Ref Lokhust Heavy Destroyer 8" 3+ 3+ 4 5 4 2 10 3+ Codex: Necrons p105 Weapon Range Type S AP D Abilities Ref Gauss Destructor 36" Heavy 1 10 -4 3D3 - Codex: Necrons p112 -
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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)
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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