Frederik
- Tousand Sons
- Necrons
Frederik - Thousand Sons (Warhammer 40,000 9th Edition) [13 Cabal Points, 51 PL, 1CP, 1,000pts]
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Battalion Detachment 0CP (Chaos - Thousand Sons) [51 PL, 1CP, 13 Cabal Points, 1,000pts]
Rules: Armour of Contempt, Brotherhood of Sorcerers
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Configuration [3CP]
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Battle Size [3CP]
Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [3CP]
Categories: Configuration
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Cults of the Legion
Selections: Cult of Time
Categories: Configuration
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Detachment Command Cost
Categories: Configuration
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Gametype
Selections: 4. Chapter Approved: War Zone Nephilim
Categories: Configuration
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HQ [13 PL, -2CP, 6 Cabal Points, 250pts]
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Ahriman [8 PL, 3 Cabal Points, 160pts]
Selections: 11. Tzeentch's Firestorm, 12. Glamour of Tzeentch, 21. Presage, Black Staff of Ahriman, Frag & Krak grenades, Inferno Bolt Pistol, Smite
Categories: Faction: Heretic Astartes, Faction: Thousand Sons, Faction: Tzeentch, Character, HQ, Psyker, Ahriman, Faction: Chaos, Infantry, Faction: Arcana Astartes, Exalted Sorcerer
Rules: Cabbalistic Rituals
Abilities: Arch-Sorcerer of Tzeentch, Lord of the Thousand Sons (Aura) - Ahriman, Sigil of Corruption, Psychic Power: Glamour of Tzeentch, Presage, Smite, Tzeentch's Firestorm, Psyker: Ahriman, Unit: Ahriman, Weapon: Black Staff of Ahriman, Frag grenades, Inferno Bolt Pistol, Krak grenades
Abilities Description Ref Arch-Sorcerer of Tzeentch Each time a Psychic test is taken for this model, you can re-roll that test. Lord of the Thousand Sons (Aura) - Ahriman While a friendly THOUSAND SONS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1. Sigil of Corruption This model has a 4+ invulnerable save. Psychic Power Warp Charge Range Details Ref Glamour of Tzeentch 6 18" Blessing: If manifested, select one friendly THOUSAND SONS unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time an attack is made against that unit, subtract 1 from that attack's hit roll. Presage 7 18" Blessing: If manifested, select one friendly THOUSAND SONS unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes an attack, add 1 to that attack's hit roll. Smite 5 18" Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead. Tzeentch's Firestorm 6 18" Witchfire: If manifested, select one enemy unit within 18" and visible to this PSYKER and roll nine D6. For each roll of 6, that enemy unit suffers 1 mortal wound. If the result of the Psychic test was an unmodified 9+, that enemy unit suffers 1 mortal wound for each roll of 5+ instead. Psyker Cast Deny Powers Known Other Ref Ahriman 3 3 Smite and three powers from the Discipline of Change and/or Discipline of Vengeance. - Unit M WS BS S T W A Ld Save Ref Ahriman 6" 2+ 2+ 4 4 6 5 9 3+ Weapon Range Type S AP D Abilities Ref Black Staff of Ahriman Melee Melee +3 -1 3 - Frag grenades 6" Grenade D6 3 0 1 Blast. Inferno Bolt Pistol 12" Pistol 1 4 -2 1 - Krak grenades 6" Grenade 1 6 -1 D3 - -
Infernal Master [5 PL, -2CP, 3 Cabal Points, 90pts]
Selections: 12. Twist of Fate, 2. Fires of the Abyss, 2. Seeker After Shadows [1 Cabal Points], 6. Malefic Maelstrom, Force stave, Frag & Krak grenades, Inferno Bolt Pistol, Smite, Stratagem: Relic [-1CP], Stratagem: Warlord Trait [-1CP], Umbralefic Crystal, Warlord
Categories: HQ, Faction: Chaos, Faction: Tzeentch, Faction: Heretic Astartes, Faction: Arcana Astartes, Faction: Thousand Sons, Character, Infantry, Psyker, Infernal Master, Cult of Time, Cult of Time Warlord, Warlord
Rules: Cabbalistic Rituals
Abilities: Infernal Master, Seeker After Shadows, Stratagem: Relic, Stratagem: Warlord Trait, Umbralefic Crystal, Infernal Pacts: Fires of the Abyss, Malefic Maelstrom, Psychic Power: Smite, Time Flux, Twist of Fate, Psyker: Infernal Master, Unit: Infernal Master, Weapon: Force stave, Frag grenades, Inferno Bolt Pistol, Krak grenades
Abilities Description Ref Infernal Master This model knows two pacts from Infernal Pacts. In your Command phase, if this model is on the battlefield, it can attempt to make one pact it knows that has not already been attempted by a friendly model that battle round. Roll one D6, on a 3+, the pact is successful. Seeker After Shadows - Each time this WARLORD attempts to perform a Psychic action, roll one additional D6 and discard one D6 when taking that Psychic test.
- If your army is a Cabal of Sorcerers, each time you generate Cabal points, if this WARLORD is on the battlefield you generate 1 additional Cabal point.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 Umbralefic Crystal Once per battle, in your Command phase, you can select the bearer or one friendly THOUSAND SONS INFANTRY unit within 6" of the bearer and remove it from the battlefield, In the Reinforcement step of that turn's Movement phase, set up that unit anywhere on the battlefield that is more than 9" away from any enemy models. Infernal Pacts Ability Ref Fires of the Abyss If this pact is successful, the closest enemy unit within 15" of and visible to this INFERNAL MASTER suffers D3 mortal wounds. Malefic Maelstrom If this pact is successful, select one friendly THOUSAND SONS unit within 24" of and visible to this INFERNAL MASTER. Until the start of your next Command phase, each time a model in that unit makes a ranged attack, add 1 to the Strength characteristic of that attack. Psychic Power Warp Charge Range Details Ref Smite 5 18" Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead. Time Flux 6 6" Blessing: If manifested, select one friendly CULT OF TIME INFANTRY unit within 6" of this PSYKER. You can return one destroyed model from that unit to the battlefield with all its wounds remaining, placing it in unit coherency. Twist of Fate 8 12" Malediction: If manifested, select one enemy unit within 12" of this PSYKER. Until the start of your next Psychic phase, models in that unit cannot use any invulnerable saves. Psyker Cast Deny Powers Known Other Ref Infernal Master 1 1 Smite and one from the Discipline of Change or the Discipline of Vengeance. Unit M WS BS S T W A Ld Save Ref Infernal Master 6" 3+ 3+ 4 4 4 4 9 3+ Weapon Range Type S AP D Abilities Ref Force stave Melee Melee +3 -1 D3 - Frag grenades 6" Grenade D6 3 0 1 Blast. Inferno Bolt Pistol 12" Pistol 1 4 -2 1 - Krak grenades 6" Grenade 1 6 -1 D3 -
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Troops [18 PL, 6 Cabal Points, 320pts]
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Rubric Marines [6 PL, 2 Cabal Points, 110pts]
Selections: Icon of Flame [1 Cabal Points]
Categories: Psyker, Infantry, Faction: Heretic Astartes, Faction: Tzeentch, Troops, Faction: Thousand Sons, Rubric Marines, Faction: Chaos, Faction: Arcana Astartes, Core, Cult of Time
Rules: Cabbalistic Rituals, Malicious Volleys, Sorcerous Master
Abilities: All is Dust, Arcane Automata, Icon of Flame, Psychic Power: Time Flux, Unit: Rubric Marine
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Aspiring Sorcerer [1 Cabal Points, 21pts]
Selections: 13. Doombolt, Force stave, Plasma pistol, Smite
Psychic Power: Doombolt, Smite, Psyker: Aspiring Sorcerer, Unit: Aspiring Sorcerer, Weapon: Force stave, Plasma pistol, Standard, Plasma pistol, Supercharge
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3x Rubric Marine w/ inferno boltgun [63pts]
Selections: 3x Inferno boltgun
Weapon: Inferno boltgun
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Rubric Marine w/ soulreaper cannon [26pts]
Selections: Soulreaper cannon [5pts]
Weapon: Soulreaper cannon
Abilities Description Ref All is Dust Each time an attack with a damage characteristic of 1 is allocated to a model in this unit, add 1 to any armour saving throw made against that attack. In addition, 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. Arcane Automata Each time a Morale test is taken for this unit, it is automatically passed. Icon of Flame At the start of your Psychic phase, if your army is a Cabal of Sorcerers and the bearer is on the battlefield, you generate 1 additional Cabal point. Psychic Power Warp Charge Range Details Ref Doombolt 6 18" Witchfire: If manifested, the closest enemy unit within 18" of and visible to this PSYKER suffers 3 mortal wounds. Smite 5 18" Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead. Time Flux 6 6" Blessing: If manifested, select one friendly CULT OF TIME INFANTRY unit within 6" of this PSYKER. You can return one destroyed model from that unit to the battlefield with all its wounds remaining, placing it in unit coherency. Psyker Cast Deny Powers Known Other Ref Aspiring Sorcerer 1 1 Smite and one power from the Discipline of Change or the Discipline of Vengeance - Unit M WS BS S T W A Ld Save Ref Aspiring Sorcerer 6" 3+ 3+ 4 4 2 3 8 3+ Rubric Marine 6" 3+ 3+ 4 4 2 2 7 3+ Weapon Range Type S AP D Abilities Ref Force stave Melee Melee +3 -1 D3 - Inferno boltgun 24" Rapid Fire 1 4 -2 1 - Plasma pistol, Standard 12" Pistol 1 7 -3 1 - Plasma pistol, Supercharge 12" Pistol 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. Soulreaper cannon 24" Heavy 5 6 -3 1 - -
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Rubric Marines [6 PL, 2 Cabal Points, 105pts]
Selections: Icon of Flame [1 Cabal Points]
Categories: Psyker, Infantry, Faction: Heretic Astartes, Faction: Tzeentch, Troops, Faction: Thousand Sons, Rubric Marines, Faction: Chaos, Faction: Arcana Astartes, Core, Cult of Time
Rules: Cabbalistic Rituals, Malicious Volleys, Sorcerous Master
Abilities: All is Dust, Arcane Automata, Icon of Flame, Psychic Power: Time Flux, Unit: Rubric Marine
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Aspiring Sorcerer [1 Cabal Points, 21pts]
Selections: 31. Empyric Guidance, Force stave, Plasma pistol, Smite
Psychic Power: Empyric Guidance, Smite, Psyker: Aspiring Sorcerer, Unit: Aspiring Sorcerer, Weapon: Force stave, Plasma pistol, Standard, Plasma pistol, Supercharge
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4x Rubric Marine w/ inferno boltgun [84pts]
Selections: 4x Inferno boltgun
Weapon: Inferno boltgun
Abilities Description Ref All is Dust Each time an attack with a damage characteristic of 1 is allocated to a model in this unit, add 1 to any armour saving throw made against that attack. In addition, 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. Arcane Automata Each time a Morale test is taken for this unit, it is automatically passed. Icon of Flame At the start of your Psychic phase, if your army is a Cabal of Sorcerers and the bearer is on the battlefield, you generate 1 additional Cabal point. Psychic Power Warp Charge Range Details Ref Empyric Guidance 4 12" Blessing: If manifested, select one friendly THOUSAND SONS unit within 12" of this PSYKER. Until the start of your next Psychic phase, add 6" to the Range characteristic of Rapid Fire and Heavy weapons models in that unit are equipped with. Smite 5 18" Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead. Time Flux 6 6" Blessing: If manifested, select one friendly CULT OF TIME INFANTRY unit within 6" of this PSYKER. You can return one destroyed model from that unit to the battlefield with all its wounds remaining, placing it in unit coherency. Psyker Cast Deny Powers Known Other Ref Aspiring Sorcerer 1 1 Smite and one power from the Discipline of Change or the Discipline of Vengeance - Unit M WS BS S T W A Ld Save Ref Aspiring Sorcerer 6" 3+ 3+ 4 4 2 3 8 3+ Rubric Marine 6" 3+ 3+ 4 4 2 2 7 3+ Weapon Range Type S AP D Abilities Ref Force stave Melee Melee +3 -1 D3 - Inferno boltgun 24" Rapid Fire 1 4 -2 1 - Plasma pistol, Standard 12" Pistol 1 7 -3 1 - Plasma pistol, Supercharge 12" Pistol 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. -
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Rubric Marines [6 PL, 2 Cabal Points, 105pts]
Selections: Icon of Flame [1 Cabal Points]
Categories: Psyker, Infantry, Faction: Heretic Astartes, Faction: Tzeentch, Troops, Faction: Thousand Sons, Rubric Marines, Faction: Chaos, Faction: Arcana Astartes, Core, Cult of Time
Rules: Cabbalistic Rituals, Malicious Volleys, Sorcerous Master
Abilities: All is Dust, Arcane Automata, Icon of Flame, Psychic Power: Time Flux, Unit: Rubric Marine
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Aspiring Sorcerer [1 Cabal Points, 21pts]
Selections: 31. Empyric Guidance, Force stave, Plasma pistol, Smite
Psychic Power: Empyric Guidance, Smite, Psyker: Aspiring Sorcerer, Unit: Aspiring Sorcerer, Weapon: Force stave, Plasma pistol, Standard, Plasma pistol, Supercharge
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4x Rubric Marine w/ inferno boltgun [84pts]
Selections: 4x Inferno boltgun
Weapon: Inferno boltgun
Abilities Description Ref All is Dust Each time an attack with a damage characteristic of 1 is allocated to a model in this unit, add 1 to any armour saving throw made against that attack. In addition, 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. Arcane Automata Each time a Morale test is taken for this unit, it is automatically passed. Icon of Flame At the start of your Psychic phase, if your army is a Cabal of Sorcerers and the bearer is on the battlefield, you generate 1 additional Cabal point. Psychic Power Warp Charge Range Details Ref Empyric Guidance 4 12" Blessing: If manifested, select one friendly THOUSAND SONS unit within 12" of this PSYKER. Until the start of your next Psychic phase, add 6" to the Range characteristic of Rapid Fire and Heavy weapons models in that unit are equipped with. Smite 5 18" Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead. Time Flux 6 6" Blessing: If manifested, select one friendly CULT OF TIME INFANTRY unit within 6" of this PSYKER. You can return one destroyed model from that unit to the battlefield with all its wounds remaining, placing it in unit coherency. Psyker Cast Deny Powers Known Other Ref Aspiring Sorcerer 1 1 Smite and one power from the Discipline of Change or the Discipline of Vengeance - Unit M WS BS S T W A Ld Save Ref Aspiring Sorcerer 6" 3+ 3+ 4 4 2 3 8 3+ Rubric Marine 6" 3+ 3+ 4 4 2 2 7 3+ Weapon Range Type S AP D Abilities Ref Force stave Melee Melee +3 -1 D3 - Inferno boltgun 24" Rapid Fire 1 4 -2 1 - Plasma pistol, Standard 12" Pistol 1 7 -3 1 - Plasma pistol, Supercharge 12" Pistol 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. -
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Elites [20 PL, 1 Cabal Points, 430pts]
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Scarab Occult Terminators [20 PL, 1 Cabal Points, 430pts]
Selections: 2x Hellfyre missile rack [20pts]
Categories: Elites, Infantry, Faction: Heretic Astartes, Psyker, Terminator, Faction: Thousand Sons, Faction: Tzeentch, Scarab Occult Terminators, Faction: Chaos, Faction: Arcana Astartes, Core, Cult of Time
Rules: Cabbalistic Rituals, Malicious Volleys, Sorcerous Master, Teleport Strike
Abilities: All is Dust, Arcane Automata, Terminator Armour, Psychic Power: Time Flux, Unit: Scarab Occult Terminator, Weapon: Hellfyre missile rack
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Scarab Occult Sorcerer [1 Cabal Points, 40pts]
Selections: 23. Temporal Surge, Force stave, Inferno combi-bolter, Smite
Psychic Power: Smite, Temporal Surge, Psyker: Scarab Occult Sorcerer, Unit: Scarab Occult Sorcerer, Weapon: Force stave, Inferno combi-bolter
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7x Terminator [280pts]
Selections: 7x Inferno combi-bolter, 7x Prosperine khopesh
Weapon: Inferno combi-bolter, Prosperine khopesh
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Terminator w/ Heavy Weapon [45pts]
Selections: Prosperine khopesh, Soulreaper cannon [5pts]
Weapon: Prosperine khopesh, Soulreaper cannon
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Terminator w/ Heavy Weapon [45pts]
Selections: Prosperine khopesh, Soulreaper cannon [5pts]
Weapon: Prosperine khopesh, Soulreaper cannon
Abilities Description Ref All is Dust Each time an attack with a damage characteristic of 1 is allocated to a model in this unit, add 1 to any armour saving throw made against that attack. In addition, 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. Arcane Automata Each time a Morale test is taken for this unit, it is automatically passed. Terminator Armour This model has a 5+ invulnerable save. Psychic Power Warp Charge Range Details Ref Smite 5 18" Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead. Temporal Surge 7 6" Blessing: If manifested, select one THOUSAND SONS INFANTRY, THOUSAND SONS CAVALRY or THOUSAND SONS BEASTS unit within 6" of this PSYKER. That unit can make a Normal Move. Time Flux 6 6" Blessing: If manifested, select one friendly CULT OF TIME INFANTRY unit within 6" of this PSYKER. You can return one destroyed model from that unit to the battlefield with all its wounds remaining, placing it in unit coherency. Psyker Cast Deny Powers Known Other Ref Scarab Occult Sorcerer 1 1 Smite and one power from the Discipline of Change or Discipline of Vengeance. - Unit M WS BS S T W A Ld Save Ref Scarab Occult Sorcerer 5" 3+ 3+ 4 4 3 3 9 2+ Scarab Occult Terminator 5" 3+ 3+ 4 4 3 3 8 2+ Weapon Range Type S AP D Abilities Ref Force stave Melee Melee +3 -1 D3 - Hellfyre missile rack 36" Heavy 2 8 -2 D3 - Inferno combi-bolter 24" Rapid Fire 2 4 -2 1 - Prosperine khopesh Melee Melee +1 -3 2 - Soulreaper cannon 24" Heavy 5 6 -3 1 - -
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Force Rules
Armour of Contempt:
Each time an attack is allocated to an ASTRA MILITARUM VEHICLE, ADEPTUS ASTARTES, SANCTIC ASTARTES, HERETIC ASTARTES or ADEPTA SORORITAS model, worsen the Armour Penetration characteristic of that attack by 1.
This rule does not apply to any of the following:
• Models equipped with a storm shield, a relic shield or a combat shield (or a Relic that replaces one of these shields).
• Models with either the Sacresant Shield or Force Shielding ability (Celestian Sacresant and Nemesis Dreadknight units).
• Models that are under the effects of any other rule that worsens or reduces the Armour Penetration characteristic of an attack.
(The Balance Dataslate p1)
Brotherhood of Sorcerers:
If your army is Battle-forged, THOUSAND SONS units in THOUSAND SONS Detachments gain the following abilities
- Add 1 to Psychic tests taken for this unit.
- If this unit is ARCANA ASTARTES or TZAANGOR, each model in this unit has a 5+ invulnerable save.
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Selection Rules
Cabbalistic Rituals:
If every unit from your army (excluding UNALIGNED units) has the THOUSAND SONS keyword, your army becomes a Cabal of Sorcerers. At the start of your Psychic phase, generate Cabal points for your army for each mode with this ability that is on the battlefield.
In your Psychic phase, you can spend any Cabal points you have to use Cabbalistic Rituals. Each time you do, reduce the total amount of Cabal points you have by the amount shown. At the end of your Psychic phase, any unspent Cabal points are lost.
In your Psychic phase, unless otherwise specified, you can use each Cabbalistic Ritual once, and each unit from your army can only benefit from one Cabbalistic Ritual. A unit can only benefit from a Cabbalistic Ritual if it has that ability.
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Malicious Volleys:
Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire weapons make double the number of attacks if any of the following apply:
- The shooting model's unit is within half the weapon's range.
- The shooting model is INFANTRY and its unit Remained Stationary in your previous Movement phase.
- The shooting model is a TERMINATOR.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type.
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Sorcerous Master: Each time a psychic power is manifested by this unit, each time this unit would attempt to perform a psychic action, and each time this unit would Deny the Wtich, measure distances and draw line of sight from this unit's Aspiring Sorcerer or Scarab Occult Sorcerer model. If enemy units have any abilities that require measuring distance or drawing line of sight to PSYKER units, do so to this unit's Aspiring Sorcerer or Scarab Occult Sorcerer model. ()
Teleport Strike: During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases the model can use a teleport strike to arrive on the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models. ()
Created with BattleScribe
Frederik - Necrons (Warhammer 40,000 9th Edition) [54 PL, 5CP, 1,000pts]
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Patrol Detachment -2CP (Necrons) [33 PL, 1CP, 600pts]
Rules: Dynastic Agents and Star Gods, The Royal Court
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Configuration [1CP]
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[Reference] Command Protocols (All)
Categories: Configuration
Rules: Command Protocols - Protocol of the Conquering Tyrant, Command Protocols - Protocol of the Eternal Guardian, Command Protocols - Protocol of the Hungry Void, Command Protocols - Protocol of the Sudden Storm, Command Protocols - Protocol of the Undying Legions, Command Protocols - Protocol of the Vengeful Stars
Reference: Command Protocols
Reference Description Ref Command Protocols Command Protocols are shown in summary at the bottom of the list output. Codex: Necrons p81 -
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: Metalodermal Tesla Weave [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, Metalodermal Tesla Weave, 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 Metalodermal Tesla Weave At the end of the Charges step of your opponent's Charge phase, you can select one enemy unit that finished a charge move within 6" of the bearer this phase. Roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds. 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: 5x Immortal [80pts], Tesla Carbine
Categories: Faction: <Dynasty>, Faction: Necrons, Immortals, Infantry, Core, Troops
Rules: Command Protocols, Objective Secured, Reanimation Protocols
Unit: Immortal, Weapon: Tesla Carbine
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 Tesla Carbine 24" Assault 2 5 0 1 Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits. Codex: Necrons p113
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Elites [8 PL, 150pts]
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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
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Skorpekh Destroyer (Reap-Blade) [30pts]
Selections: Hyperphase Reap-Blade
Unit: Skorpekh Destroyer, Weapon: Hyperphase Reap-Blade
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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 M WS BS S T W A Ld Save Ref Skorpekh Destroyer 8" 3+ 3+ 5 5 3 3 10 3+ Codex: Necrons p96 Weapon Range Type S AP D Abilities Ref Hyperphase Reap-Blade Melee Melee +2 -4 3 - Codex: Necrons p114 Hyperphase Threshers Melee Melee User -3 2 Each time the bearer fights, it makes 1 additional attack with this weapon. Codex: Necrons p114 -
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Heavy Support [15 PL, 285pts]
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Lokhust Destroyers [15 PL, 285pts]
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
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6x Lokhust Destroyer [12 PL, 240pts]
Selections: 6x Gauss Cannon
Unit: Lokhust Destroyer, Weapon: Gauss Cannon
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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 M WS BS S T W A Ld Save Ref Lokhust Destroyer 8" 3+ 3+ 4 5 3 2 10 3+ Codex: Necrons p105 Lokhust Heavy Destroyer 8" 3+ 3+ 4 5 4 2 10 3+ Codex: Necrons p105 Weapon Range Type S AP D Abilities Ref Gauss Cannon 24" Heavy 3 6 -3 D3 - Codex: Necrons p112 Gauss Destructor 36" Heavy 1 10 -4 3D3 - Codex: Necrons p112 -
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Supreme Command Detachment +2CP (Necrons) [21 PL, 4CP, 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, 2CP, 400pts]
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The Silent King [21 PL, 2CP, 400pts]
Selections: Stratagem: Warlord Trait [-1CP], Warlord, Warlord Trait (Szarekhan): The Triarch's Will
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), Stratagem: Warlord Trait, The Silent King, Transtemporal Force Field (Silent King), Triarchal Menhir, Voice of the Triarch, Explosion: Vengeance of the Enchained, Warlord Trait: The Triarch's Will
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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 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 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 Warlord Trait Description Ref The Triarch's Will If your WARLORD has this Warlord Trait, then when assigning command protocols for the battle, you can select four command protocols instead of five, and then one of those command protocols can be assigned to two battle rounds instead of one. Codex: Necrons p65 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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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)
Command Protocols - Protocol of the Conquering Tyrant:
Directive 1: Add 3" to the range of this unit's aura abilities (to a maximum of 12") and increase the range of the following abilities this unit has by 3" (to a maximum of 12"): Lord's Will, My Will Be Done, Rites of Reanimation.
Directive 2: This unit is eligible to shoot in a turn in which it Fell Back, but if it does, then until the end of the turn, each time a model in this unit makes a ranged attack, subtract 1 from that attack's hit roll.
(Codex: Necrons p81)
Command Protocols - Protocol of the Eternal Guardian:
Directive 1: Each time an attack is made against this unit, if it did not make a Normal Move, Advance or Fall Back this battle round, this unit receives the benefit of Light cover, as described in the Warhammer 40,000 Core Book.
Directive 2: Each time an enemy unit declares a charge against this unit, if this unit is not within Engagement Range of any enemy units, it can either Hold Steady or Set to Defend.
-If it Holds Steady, then until the end of the phase, any Overwatch attacks made by models in that unit score hits on unmodified rolls of 5+ instead of 6.
-If it Sets to Defend, then until the end of the phase, it cannot fire Overwatch, but until the end of the next Fight phase, each time a model in that unit makes a melee attack, add 1 to that attack's hit roll.
(Codex: Necrons p81)
Command Protocols - Protocol of the Hungry Void:
Directive 1: Each time a model in this unit makes a melee attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1
Directive 2: Each time a model in this unit makes a melee attack, if this unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attack's Strength characteristic.
(Codex: Necrons p81)
Command Protocols - Protocol of the Sudden Storm:
Directive 1: Add 1" to the Move characteristic of models in this unit.
Directive 2: If this unit is performing an action, it can still make attacks with ranged weapons without that action failing.
(Codex: Necrons p81)
Command Protocols - Protocol of the Undying Legions:
Directive 1: Each time this unit uses its Living Metal ability, each model in this unit regains 1 additional lost wound.
Directive 2: Each time you make Reanimation Protocol rolls for this unit, you can re-roll one of the dice.
(Codex: Necrons p81)
Command Protocols - Protocol of the Vengeful Stars:
Directive 1: Each time a model in this unit makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
Directive 2: Each time a model in this unit makes a ranged attack that targets a unit within half range, the target does not receive the benefits of cover to its saving throw against that attack.
(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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