Selections: Resurrection Orb, Staff of Light
Rules: Living Metal
Abilities: Resurrection Orb, The Lord's Will, Unit: Lord, Weapon: Staff of Light (Melee), Staff of Light (Shooting)
Abilities | Description | Ref |
---|---|---|
Resurrection Orb | If this model has a resurrection orb, once per battle, immediately after you have made your Reanimation Protocols rolls at the beginning of the turn, you can make Reanimation Protocols rolls for models from a friendly <DYNASTY> INFANTRY unit within 3" of this model. | Codex: Necrons |
The Lord's Will | Re-roll wound rolls of 1 for friendly <DYNASTY> INFANTRY units that are within 6" of this model. | Codex: Necrons |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Lord | 5" | 3+ | 3+ | 5 | 5 | 4 | 3 | 10 | 3+ | Codex: Necrons |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Staff of Light (Melee) | Melee | Melee | User | -2 | 1 | - | Codex: Necrons |
Staff of Light (Shooting) | 12" | Assault 3 | 5 | -2 | 1 | - | Codex: Necrons |
Selections: 10x Necron Warrior
Rules: Reanimation Protocols, Their Number is Legion, Their Name is Death
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Necron Warrior | 5" | 3+ | 3+ | 4 | 4 | 1 | 1 | 10 | 4+ | Codex: Necrons |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Gauss Flayer | 24" | Rapid Fire 1 | 4 | -1 | 1 | - | Codex: Necrons |
Selections: 6x Flayed One
Rules: Reanimation Protocols
Abilities: Flesh Hunger, Haunting Horrors
Abilities | Description | Ref |
---|---|---|
Flesh Hunger | If any Flayed Ones slay any models in a unit, that unit subtracts 1 from its Leadership characteristic until the end of the turn. | Codex: Necrons |
Haunting Horrors | During deployment, you can set up this unit in a charnel pocket-dimension instead of placing it on the battlefield. At the end of any of your Movement phases the Flayed Ones can crawl out into reality - set them up anywhere on the battlefield that is more than 9" away from enemy models. | Codex: Necrons |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Flayed One | 5" | 3+ | 6+ | 4 | 4 | 1 | 3 | 10 | 4+ | Codex: Necrons |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Flayer Claws | Melee | Melee | User | 0 | 1 | You can re-roll failed wound rolls for this weapon. | Codex: Necrons |
Selections: None (Mixed Detachment)
Selections: 2x Death Spinner, Forceshield, Mandiblasters, Star Glaive
Abilities: Ancient Doom, Battle Focus, Forceshield, Mandiblasters, The Path of Command, Unit: Autarch, Weapon: Death Spinner, Plasma Grenade, Star Glaive
Abilities | Description | Ref |
---|---|---|
Ancient Doom | You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units. | |
Battle Focus | If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary. | |
Forceshield | This model has a 4+ invulnerable save. | |
Mandiblasters | At the beginning of each Fight phase, you can pick a single enemy INFANTRY unit within 1" of this unit. Roll a D6 for each model in this unit; for each roll of a 6, the enemy unit suffers a mortal wound. | |
The Path of Command | You can re-roll hit rolls of 1 for friendly <CRAFTWORLD> units within 6" of this model. In addition, if your army is Battle-forged and this model is your Warlord and on the battlefield, roll a D6 for each Command Point spent when using Stratagems; on a 6 that Command Point is immediately refunded. Note that for Prince Yriel, the first effect of this ability applies specifically to IYANDEN units. |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Autarch | 7" | 2+ | 2+ | 3 | 3 | 5 | 4 | 9 | 3+ |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Death Spinner | 12" | Assault 2 | 6 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4 instead of 0. | |
Plasma Grenade | 6" | Grenade D6 | 4 | -1 | 1 | - | |
Star Glaive | Melee | Melee | x2 | -3 | D3 | When attacking with this weapon, you must subtract 1 from the hit roll. |
Selections: 20x Guardian Defender
Abilities: Ancient Doom, Battle Focus
Selections: Scatter Laser
Abilities: Crewed Weapon, Keywords: Heavy Weapon Platform - Keywords, Unit: Guardian Heavy Weapons Platform, Weapon: Scatter Laser
Abilities | Description | Ref |
---|---|---|
Ancient Doom | You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units. | |
Battle Focus | If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary. | |
Crewed Weapon | A Heavy Weapon Platform can only fire its ranged weapon if a Guardian from this unit is within 3" and 'fires' it instead of shooting any of their own weapons. A single Guardian cannot operate multiple Heavy Weapon Platforms in this way in a single turn. |
Keywords | Keywords (Faction) | Keywords (Basic) | Ref |
---|---|---|---|
Heavy Weapon Platform - Keywords | Aeldari, Asuryani, Warhost, <CRAFTWORLD> | Infantry, Artillery, Guardian, Heavy Weapons Platform |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Guardian Defender | 7" | 3+ | 3+ | 3 | 3 | 1 | 1 | 7 | 5+ | |
Guardian Heavy Weapons Platform | 7" | 6+ | 3+ | 3 | 3 | 2 | 1 | 7 | 3+ |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Plasma Grenade | 6" | Grenade D6 | 4 | -1 | 1 | - | |
Scatter Laser | 36" | Heavy 4 | 6 | 0 | 1 | - | |
Shuriken Catapult | 12" | Assault 2 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. |
Abilities: Acrobatic, Ancient Doom, Banshee Mask, Battle Focus
Selections: 4x Power Sword
Unit: Howling Banshee, Weapon: Power sword, Shuriken Pistol
Selections: Shuriken Pistol & Executioner
Abilities: War Shout, Unit: Howling Banshee Exarch, Weapon: Executioner, Shuriken Pistol
Abilities | Description | Ref |
---|---|---|
Acrobatic | This unit can Advance and charge in the same turn. In a turn in which it Advanced, you can declare a charge move for this unit if there are any enemy units within 15" of it, and you can add 3 to the resulting charge roll. | |
Ancient Doom | You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units. | |
Banshee Mask | Enemy units cannot fire Overwatch at this unit. | |
Battle Focus | If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary. | |
War Shout | Your opponent must subtract 1 from hit rolls in the Fight phase for attacks that target a unit that includes a Howling Banshee Exarch or Jain Zar. |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Howling Banshee | 8" | 3+ | 3+ | 3 | 3 | 1 | 2 | 8 | 4+ | |
Howling Banshee Exarch | 8" | 3+ | 3+ | 3 | 3 | 2 | 3 | 8 | 4+ |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Executioner | Melee | Melee | +1 | -3 | D3 | - | |
Power sword | Melee | Melee | User | -3 | 1 | - | |
Shuriken Pistol | 12" | Pistol 1 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. |
Living Metal: At the beginning of your turn, this unit regains 1 lost wound. (Codex: Necrons)
Reanimation Protocols: Roll a D6 for each slain model from this unit (unless the whole unit has been completely destroyed) at the beginning of your turn. Do not roll for models that have fled the unit. On a 5+, the model's reanimation protocols activate and it is returned to this unit with its full compliment of wounds, otherwise it remains inactive (although you can roll again at the start of each of your subsequent turns). When a model’s reanimation protocols activate, set it up in unit coherency with any model from this unit that has not returned to the unit as a result of reanimation protocols this turn, and more than 1" from enemy models. If you cannot do this because there is no room to place the model, do not set it up (you can make Reanimation Protocols rolls for this model again in subsequent turns). (Codex: Necrons)
Their Number is Legion, Their Name is Death: If your army is Battle-Forged, all Troops units in NECRONS Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal. (Codex: Necrons)
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