Obelisk (300 points, Superheavy vehicle, skimmer)
BS4, AV14 all around, HP6
Four Tesla Spheres: 24", S7 AP-, Heavy 5
Terrain within 18" is dangerous terrain, even for FMCs and Flyers that don't usually take DT tests.
An Obelisk can come into play as "powered down", in which case it has 3++, and cannot move or shoot. During the movement phase it can power up, and once powered up it cannot power down again.
An Obelisk entering from deep strike is always powered up.Anrakyr the Traveller:
160 points, Character, HQ
WS5 BS5 S5 T5 W3 I2 A3 Ld10 Sv.3+
Tachyon arrow and Warscythe
Warlord Trait is Implacable Conqueror (see earlier post in thread)
Counter-attack, Furious Charge, IC, Reanimation
Mind in the Machine: At start of shooting phase, choose an enemy vehicle within 12". On a 4+, randomly select one of that vehicle's weapons (no choosing one use weapons that have already been fired off though, or destroyed weapons) and shoot the weapon at another enemy unit. Use the vehicle's BS, unless it is stunned or shaken (then snap shots only). Tyranids laugh at this.
Pyrrhian Eternals - At start of game, before deployment, nominate one friendly unit of immortals. They have Furious charge and counter-attack.
Nightbringer (240 points, Elite)
WS6 BS4 S7 T7 W4 I4 A4 Ld10. Sv4+
Fleshbane, Gaze of Death: In addition to shooting Powers of the C'tan, can target one non-vehicle enemy within 12" and in LOS. Unit takes wounds of 3D6 - Ld, resolved at AP2 and Ignores Cover. Nightbringer restores one wound if a wound is inflicted.
Deceiver (240 points, Elite)
(Stats same as Nightbringer, but -1 WS and +1 BS)
Hit & Run, Dread (enemy within 12" has -2 Ld.), Grand Illusion: After deployment and scout moves, remove Deceiver and up to D3 friendly units with 12" of it. Either immediately redploy them, or place them in reserve.
Transcendent C'Tan (250 points, Heavy Support)
(Stats same as Nightbringer, but -1 WS, +1 BS, +1 Strength, +1 wound)
Deep Strike, Writhing Worldscape: All enemy units within 6" treat open ground as difficult terrain
Caoptek Wraiths have no Sempiternal Weave, whatever that is :P, but they still have their 3+ invuln if that's what you're asking
Wraiths are Beasts.
Deathmarks are 18 points each, Elite infantry. Stats same as before. Deep strike and RP. They also have:
Hunters from Hyperspace: During the turn they arrive from Deep Strike, their shooting attacks wound on a 2+ regardless of toughness.
Ethereal Interception: If they are in Deep Strike Reserve when an enemy unit arrives using Deep Strike, they can immediately also arrive using the rules for Deep Strike, and it may immediately fire at any enemy unit that emerged from reserves that turn. If it does so, it cannot fire during your shooting phase next turn.
Tesla Destructor is 24", S7 AP-, Heavy 4
No Haywire that I see
Wraiths are T5 and 3+ Invuln
Canoptek Wraiths - 120 points (unit of 3)
WS4 BS4 S6 T5 W2 I2 A3 Ld10 Sv.3+
Fearless, Rending, Very Bulky
Wraith Form: Canptek Wraiths have 3+ Invuln. Save
Wraithflight: When moving, Canoptek Wraiths can mve over all other models and terrain as if they were open ground. However, they cannot end their move on top of other models and can only end their move on top of impassable terrain if it is possible to actually place the models on top of it.
May include up to three additional Canoptek Wraiths (40 points per model)
Any model may take one of the following:
Whip Coils - 3 pts per model
Particle caster - 5pts per model
Transdimensional beamer - 10pts per model
Destroyers (40 points, Fast Attack, Unit of 1)
Destroyer WS4 BS4 S4 T5 W2 I2 A1 Ld10 Sv.3+
Weapons: Gauss Cannon for Destroyer, Heavy Gauss Cannon for Heavy Destroyer
Preferred Enemy, Reanimation Protocols, Very Bulky
May include up to five additional destroyers for 40 points each
May upgrade ONE destroyer to a heavy destroyer for 10 points
Ranged Weapons:
Gauntlet of Fire
Tachyon Arrow
Melee Weapons:
Hyperhpase Sword
Voidblade
Warscythe
Technoarcana:
Mindshackle Scarabs
Phylactery
Ressurection Orb
Phase Shifter
25 pts for phase shifter, 15 pts for phylactery.
Artefacts:
Solar Staff
Veil of Darkness
Gauntlet of the Conflagrator
Voidreaper
Nightmare Shroud
Orb of Eternity
Gauss Cannon: 24", S5 AP3, Heavy 2, Gauss
Heavy Gauss Cannon: 36", S9, AP2, Heavy 1, Gauss
- Hyperphase Sword profile?
- Rod of the Covenant profile?
- Do Ghost Arks have the Fast Attack logo in the to right corner (around the points)?
- Same for Night Scythes?
- Is the teseract vault a lord of war or if not what slot and point cost?
- Is the trancendant C'tan a guarguantaun creature or just a monsterous creature?
- User strength, AP3
- 12", S5 AP2, Assault 1
- Yes it's Fast Attack
- Fast Attack
- Superheavy Vehicle, 550 pts
- MC
Reclamation Legion (1+)
1 Overlord
0-2 Lychguard
1-4 Immortals
2-8 Necron Warriors
1-3 Tomb Blades
0-3 Monoloiths
Special Rules: Moves Through Cover, Relentless
You can re-roll reanimation rolls of 1 for the overlord, or units within 12" of him
1-10 choices of the following per reclamation legion:
(0 to 1) Royal Court=
1 Overlord
1-3 Lords
1-3 Crypteks
Special Rules: Move through cover, relentless
If overlord for this formation is your warlord, you can re-roll warlord traits when using Codex Cron warlord traits table.
Judicator Battatlion=
1 unit of Triach Stalkers
2 units of Triarch Praetorians
Special Rules: Move Through Cover
At start of shooting phase, pick an enemy within LOS of Triarch Stalker. Re-roll failed to hit, to wound, and armour penetration rolls against the target until end of turn.
Destroyer Cult=
1 Destroyer Lord
3 units of destroyers
0-1 units of heavy destroyers
Special Rules: Move through cover
If this formation is your primary detachment, can re-roll for Warlord Traits
Units in this formation re-roll failed to wound and armour penetration rolls
Canoptek Harvest=
1 Canoptek Spyder
1 unit of Canoptek Wraiths
1 unit of Canoptek Scarabs
Special Rules: Move Through Cover, Relentless
At start of Movement phase, can gain Fleet, Reanimation Protocols, or Shred. Spyder and all formation units within 12" gain those special rules until your next movement phase.
Star God=
1 C'Tan Shard f the Deceiver, Shard of the Nightbringer, Transcendent C'Tan or Tessaract Vault
Annihalation Nexus=
2 Annihilation Barges
1 Domsday Ark
Special Rules:
If Doomsday Ark from this formation loses it's quantum shielding, choose an annihilation barge within 6". The barge loses its quantum shielding, and the Doomsday ark gets Quantum shielding instead.
Flayed Ones=
1 unit of Flayed Ones
Living Tomb=
1 Obelisk
0-2 Monoloths
Special Rules: Formation must be placed in Deep Strike reserve. Do not make reserve rlls fr the Obelisk, it automatically arrives on your turn 2. Monoliths do not scatter when deep striking if placed within 12" of the Obelisk.
Immediately after a Monoloths arrives frm this formation, choose one friendly Cron unit nthat is entirely infantry or jump infantry that is in reserve. Place it as though disembarking from the Monolith's eternity gate.
Deathmarks=
1 unit of Deathmarks
Deathbringer Flight
2-4 Doomscythes
Special Rules:
When Doom Scythe from this formation fires a death ray, add 2 to BS for each other Doom Scythe from this formation that shot at the enemy this turn.
All enemy units within 12" of at least two Doom Scythes from this formation have -1 Ld.
The Necron Characters -
Nemesor Zahndrekh (150 pts)
WS5 BS5 S5 T5 W3 I2 A3 Ld10 Sv.2+
Staff of Light, Phase shifter
IC, Reanimation Protocols (RP), Eternal Madness Trait
Adaptive Tacticcs: May select a different Warlord Trait for him (no D6 roll needed) at start of each friendly turn after the first. May also select traits from the BRB. He cannot choose the same trait more than once per game.
Counter Tactics: When within 24" of enemy units with the following special rules: Counter attack, furious charge, hit & run, split fire, stealth, tank hunters - then Zahndrekh and his unit have the same special rules.
Vargard Obyron (120 points)
WS6 BS4 S5 T5 W2 I2 A3 Ld10 Sv.2+
Warscythe
IC, RP
Vargard's Duty: Auto passes Init. test for glorious intervention
Cleaving Counterblow: When in a challenge, gains a bonus attack for each attack made by enemy character that fails to hit. Attacks are made at Init 1 step and does not grant additional pile in move
Illuminor Szeras (110 points)
WS4 BS4 S4 T4 W2 I2 A4 Ld10 Sv3+
Fear, IC, RP, Immortal Hubris Trait
Eldritch Lance: 36", S8 AP2, Assault 1, Lance
Mechanical Augmentation: At start of game, before deployment, choose one unit of warriors or immortals. Nominated unit receives an upgrade for remainder of game. Roll D6-
1-2: +1 Toughness
3-4: BS set to 5
5-6: Strength set to 5
Lord of Technomancy: This model and all friendly models with RP within 6" get +1 to RP rolls
Orikan the Diviner (120 points)
WS4 BS4 S4 T4 W2 I2 A2 Ld10 Sv.4+
(Orikan Empowered) WS5 BS5 S7 T7 W4 I4 A4 Ld10 Sv.4+
Phase Shifter, Staff of Tomorrow: S:User, AP2, Melee, Chronoblade (re-roll to hit rolls in assault)
Master Chronomancer: Model and all models in same unti get +1 to RP rolls, and re-roll armour saves of 1
The Stars are Right: Roll D6 at start of each friendly turn. If result is less than current turn number, Orikan uses his Empowered profile for rest of game. If he suffers a wound before becoming empowered, he has 3 wounds instead of 4 when empowered.
(For Anrakyr, see earlier in the thread)
Trazyn the Infinite (130 points)
WS5 BS5 S5 T5 W3 I2 A3 Ld10 Sv.3+
Empathic Obliteration: S+2, AP4, Melee, Concussive, Psionic Shockwave: if a character is slain in a challenge by this weapon, all models within 6" of the character with the same faction (friend or foe) suffers a S4, AP- hit.
IC, RP, Enduring Will Trait
Surrogate Hosts: If Trazyn is removed as a casualty, roll a D6. On a 2+, choose another friendly, non unique Cron infantry character to be removed instead. Trazyn takes its place with D3 wounds remaining. If it was locked in assault, Teazyn is as well. If there are no available targets or a 1 is rolled, Trazyn is removed as a casualty.
Imotekh the Stormlord (190 points, LORD OF WAR)
WS5 BS5 S5 T5 W3 I2 A3 Ld10 Sv.2+
Gauntlet of Fire, Phase Shifter, Staff of the Destroyer: 18", S6 AP2, Assault 3
IC, RP, It will not die, Hyperlogical Strategist trait
Lord of the Swarm: Night fighting is always in effect during first game turn. Once per game, at start of friendly shooting phase, roll a D6 for each enemy unit within 48" of Imootekh. On a 5+, that unit suffers D6 Strength 6 AP- hits, randomly allocated.
Bloodswarm Nanoscarabs: Flayed Ones can re-roll scatter dice when deep striking
HQ
Anrakyr the Traveller
Cryptek
Illumninor Szeras
Lord
Nemesor Zahndrekh
Orikan the Diviner
Orikan Empowered
Overlord
Trazyn the Infinite
Vargard ObyronTroops:
Necron Warrior
Immortal
Elites:
Deathmark
Flayed One
Lychguard
C’tan Deceiver
C’Tan Nightbringer
Triarch Praetorian
Fast Attack:
Canoptek Wraith
Canoptek Scarab
Destroyer
Heavy Destroyer
Tomb Blade
Heavy Support:
Canoptek Spyder
Heavy Destroyer
Transcendent C’Tan
Vehicles:
Annihilation Barge
Catacomb Command Barge
Doom Scythe
Doomsday Ark
Ghost Ark
Monolith
Night Scythe
Obelisk
Triarch Stalker
Tessaract Vault
Lord of War
Imotekh the Stormlord
Necron Special Rules:
Renanimation Protocols – When a model with this rule suffers an unsaved wound, it can make a special reanimation roll to avoid being wounded. This is not a saving throw and can be used against attacks that state “no saves of any kind are allowed”. Reanimation protocols rolls may even be made against hits that cause Instant Death, but cannot be used against hits from Destroyer weapons, or an attack that states the model is removed from play.
Roll a D6 each time the model suffers an unsaved wound, subtracting 1 if the wound caused Instant Death. On a 5+, discount the unsaved wound. Modifiers to this dice roll can never be improved to better than 4+.
If a model has both reanimation and FNP, you can choose to use one or the other but not both.
Living Metal – A model with this special rule ignores the effects of crew shaken, but still loses a hull point. At the end of each of your turns, roll a D6 for each heavy or super heavy vehicle with this special rule that has less than its starting number of hull points, but has not been destroyed. On a roll of a 6 it regains a hull point.
Technoarcana is as follows:Chronometron – The model and his unit have 5+ invuln. against shooting attacks
Dispersion shield – Model has 3+ invuln., cannot claim Two Weapon bonus
Fabricator Claw Array - During shooting phase, instead of shooting, a model with the claw can repair a single friendly vehicle in base contact. D6 roll: on a 4+, restore a hull point or repair weapon destroyed or immobilised result, effective immediately.
Gloom Prism – Model and all units within 12″ have Adamantium Will.
Mindshackle Scarabs – During a challenge, model with the scarabs causes Fear. Ld. tests against the model are taken on 3D6.
Nebuloscope – model ignores cover when shooting
Phase Shifter – 4+ invuln. save, but only for the model and not any chariot it rides on
Phylactery – It Will Not Die, for both the model and any chariot it rides on
Resurrection Orb – Once per game, after an unsuccessful reanimation roll has been made for the model (or another model in the same unit), you can re-roll it and any other failed reanimation rolls (for the model and its unit) until end of phase.
Quantum Shielding - The vehicle has AV13 all around, but after the first penetrating hit, it falls back to the normal AV values.
Shadowloom – +1 cover save (6+ in the open)
Shield Vanes – 3+ armour save
Artefacts of the Aeons
Gauntlet of Conflagrator – Template, S7 AP2, Assault 1, One Use Only
Nightmare Shroud – 2+ armour save and fear. Once per game can force enemy unit within 18″ to take a morale check (Fearless and Know No Fear units are immune)
Orb of Eternity – See the Resurrection Orb above, except this also gives +1 to the reanimation rolls
Solar Staff – 12″, S5 AP3, Assault 3, Blind, Solar Pulse
Solar Pulse: Once per game, at the start of any turn, cancel night fighting for the turn. When activated, enemy units can only fire snap shots at the model and its unit until the staff bearer’s next turn.
Veil of Darkness – Deep strike. Once per game, can remove itself and its unit from the table and immediately deep strike somewhere else (even if locked in assault)
Voidreaper – S+2 AP2, Melee, Armourbane, Fleshbane, Master Crafted, Two Handed
Warlord Traits
1. Warlord has Eternal Warrior
2. Warlord has Zealot
3. Warlord and Necron Units within 12" re-roll failed morale, pinning and fear
4. While warlord is alive, add or subtract 1 to reserve rolls and seize the initiative after the roll is made
5. Warlord and Necron Units within 12" have relentless and crusader
6. Warlord must accept challenges and re-rolls all failed to hit rolls in challenges. If an enemy refuses a challenge the Warlord gains hatred for rest of game.
Reanimation Protocols
Necrons suffering any unsaved wound even "no saves of any kind" can Reanimate. It also works against instant death weapons, but not destroyer or removed from play attacks. Happens immediately after a failed save. Standard is a 5+ and caps at 4+. Feel no Pain and Reanimation Protocols models must choose which one to use, not both.
Living Metal
Ignores shaken results, still loses hull point. It Will Not Die on 6+.
The Decurion Detachment
Special type of detachment that can be included in any battle-forged army. Units cannot normally belong to more than one detachment, units from a formation that is part of a Decurion Detachment are an exeption and are both part of their formation and the detachment with both command benefits and special rules. If the Warlord is a part of a Decurion Detachment, that entire Decurion Detachment is your primary detachment. You can take Combined Arms and Allied Detachments and/or Decurion Detachments for Battle-Forged Armies.
The Force Org
Reclamation Deatchment (1+) =
1 Overlord
0-2 Lychguard
1-4 Immortals
2-8 Necron Warriors
1-3 Tomb Blades
0-3 Monoloiths
1-10 choices f the following per reclamation legion:
Judicator Battatlion=
1 unit of Triach Stalkers
2 units of Triarch Praetorians
Destroyer Cult=
1 Destroyer Lord
3 units of destroyers
0-1 units of heavy destroyers
Canoptek Harvest=
1 Canoptek Spyder
1 unit of Canoptek Wraiths
1 unit of Canoptek Scarabs
Star God=
1 C'Tan Shard f the Deceiver, Shard of the Nightbringer, Transcendent C'Tan or Tessaract Vault
Annihalation Nexus=
2 Annihilation Barges
1 Domsday Ark
Flayed Ones=
1 unit of Flayed Ones
Living Tomb=
1 Obelisk
0-2 Monoloths
Deathmarks=
1 unit of Deathmarks
Deathbringer Flight
2-4 Doomscythes
Entropic Strike: To wound rolls of 6 wound automatically and cause glancing hits.
Units
HQ:
Nemesor Zandrekh: 150 pts WS5 BS5, Adaptive Tactics - Must pick a new Warlord Trait at the beginning of every turn. He cannot choose the same trait more than once per game.
Counter Tactics: When within 24" of enemy units with the following special rules: Counter attack, furious charge, hit & run, split fire, stealth, tank hunters - then Zahndrekh and his unit have the same special rules.
Vargard Obyron: 120 pts WS5 BS5
Vargard's Duty: Auto passes Init. test for glorious intervention
Cleaving Counterblow: When in a challenge, gains a bonus attack for each attack made by enemy character that fails to hit. Attacks are made at Init 1 step and does not grant additional pile in move
Illuminor Szeras: 110 pts
Lord of Technomancy: This model and all friendly models with RP within 6" get +1 to RP rolls
Orikan: 120 pts Orikan once Empowered stays empowered
Master Chronomancer: Model and all models in same unit get +1 to RP rolls, and re-roll armour saves of 1
Anrakyr: 160 pts WS5 BS5, Mind in the Machine: At start of shooting phase, choose an enemy vehicle within 12". On a 4+, randomly select one of that vehicle's weapons Use the vehicle's BS.
Trazyn: 130 pts WS5 BS5
Empathic Obliteration: S+2, AP4, Melee, Concussive, Psionic Shockwave: if a character is slain in a challenge by this weapon, all models within 6" of the character with the same faction (friend or foe) suffers a S4, AP- hit.
Overlord: 80pts WS5 BS5
Destroyer Lord: 110 pts WS5 BS5
Necron Lord: 2 Wounds
Cryptek: 65 pts 2 Wounds. Technomancer: This model and any model joined to this unit receives +1 to reanimation protocols
Catacomb Command Barge: 135 pts, Command Wave - All Necron units within 12" re-roll failed morale, pinning, and fear tests
Elites:
Deathmarks: 18 pts, Hunters from Hyperspace: During the turn they arrive from Deep Strike, their shooting attacks wound on a 2+ regardless of toughness.
Ethereal Interception: If they are in Deep Strike Reserve when an enemy unit arrives using Deep Strike, they can immediately also arrive using the rules for Deep Strike, and it may immediately fire at any enemy unit that emerged from reserves that turn. If it does so, it cannot fire during your shooting phase next turn.
Lychguard: 25 pts each. 3+ Invulnerable Save
Flayed Ones: 4 Attacks, Shred, AP5, Fear
Triarch Stalker: Targeting Relay - +1 BS to a single Necron unit within 12" inches
Triarch Praetorians: 28 pts each, 2 Base Attacks, Rod of the Convnent 12" range
C'Tan Shard Nightbringer: 240 pts, Eternal warrior, Fleshbane, Gaze of Death - 12" AP2 Roll 3D6 and subtract the target’s Leadership; the target unit suffers a number of Wounds equal to the result.
C'Tan Shard Deceiver: Eternal warrior, Hit and run, Dread - All Enemy Units within 12" Inches -2 LD. Grand Illusion - After Scout moves, but before Seize Initiative roll Redeploy D3 units within 12"and the C'Tan Shard Deceiver or put in reserves
Troops:
Warriors: 13 pts each
Immortals: 17 pts each
Fast Attack:
Night Scythe: 130 pts
Ghost Ark:
Canoptek Wraiths: 40 pts T5 Whipcoils 3 pts model gains Switftstrike +3 I, Beasts
Canoptek Scarabs: 15 pts each
Tomb Blades: 16 pts each, Particle Beamers 2 pts per model
Destroyers: 40 pts each. Heavy Destroyers + 10 pts, 2 Wounds, Jet Pack
Heavy Support:
Doom Scythe: Death Ray - 24" S10 AP1, Heavy 1, Blast, Lance
Doomsday Ark: 170 pts Doomsday Cannon - Stationary 72" S10 AP1, Heavy 1 Large Blast. Combat Speed 24" S8 AP3 Blast
Annihilation Barge: 120 pts
Transcendent C'Tan: 280pts, 5 Wounds, Deepstrike, Writhing Worldscape: Within 6" of Transcendent C'Tan consider all open terrain as difficult and difficult as Dangerous Terrain.
Monolith: 200 pts No change
Canoptek Spyders:
Obelisk: 300 pts AV 14, 14, 14, Four Tesla Spheres, and all enemy flyer, skimmers, jetbikes, and Flying Monstrous Creatures treat terrain within 18" of the Obelisk as dangerous terrain. Zooming flyers and FMCs must also take a dangerous terrain test. The Obelisk can be "powered down" and gain 3+ invulnerable, but cannot move or shoot. Deep striking obelisks are always powered up. Once powered up, it cannot power down again.
Lords of War:
Imotekh the Stormlord: 190 pts WS5 BS5, It will not die
Lord of the Swarm: Night fighting is always in effect during first game turn. Once per game, at start of friendly shooting phase, roll a D6 for each enemy unit within 48" of Imootekh. On a 5+, that unit suffers D6 Strength 6 AP- hits, randomly allocated.
Tesseract Vault: Uses Random Weapon Table.
48" Antimatter Meteor -S8 AP3 Apocalyptic Blast
48" Cosmic Fire - S6 AP4 Apocalyptic Blast Ignores cover
48" Seismic Assault S6 AP4 Assault 20 strikedown
48" Sky of Falling Stars - S7 AP4 Assault 6 Apocalyptic Blast Barrage
48" Time's Arrow - SD AP1 Assault 2 Precision shot
48" Transdimensional Thunderbolt - S9 AP1 Assault 2 Tesla
Wargear
Tesla: Doesn't work when Snap-Firing
Chronometron: 25 pts The model and his unit have 5+ invuln. against shooting attacks
Dispersion shield: 10pts Model has 3+ invulnerable., cannot claim Two Weapon bonus
Fabricator Claw Array: During shooting phase, instead of shooting, a model with the claw can repair a single friendly vehicle in base contact. D6 roll: on a 4+, restore a hull point or repair weapon destroyed or immobilized result, effective immediately.
Gloom Prism: Model and all units within 12" have Adamantium Will.
Mindshackle Scarabs: 10pts During a challenge, model with the scarabs causes Fear tests take on 3d6.
Nebuloscope: Grants Ignores Cover
Phase Shifter: 25pts, 4+ invulnerable save, Vehicles are not granted bonus.
Phylactery: 15pts,It Will Not Die, Vehicles get bonus
Shadowloom: +1 cover save
Shield Vanes: 3+ armour save
Artefacts of the Aeons:
Gauntlet of Conflagrator: 30pts, Template, S7 AP2, Assault 1, One Use Only
Nightmare Shroud: 35pts, 2+ armour save and fear. Once per game can force enemy unit within 18" to take a morale check (Fearless and Know No Fear units are immune)
Orb of Eternity 40pts, One use only, Resurrection Orb with +1 to Reanimation Protocols
Solar Staff: 15pts, 12", S5 AP3, Assault 3, Blind, Solar Pulse - Once per game, at the start of any turn, cancel night fighting for the turn. When activated, enemy units can only fire snap shots at the model and its unit until the staff bearer's next turn.
Veil of Darkness: 25pts, Deep strike. Once per game, can remove itself and its unit from the table and immediately deep strike somewhere else (even if locked in assault)
Voidreaper: 30pts, S+2 AP2, Melee, Armourbane, Fleshbane, Master Crafted, Two Handed
Resurrection Orb: 25 pts, One use only. Re-roll all Reanimation Protocols for one Phase
Quantum Shielding: No Change
8 New Formations
C'Tan Powers: Pick a Target then roll 1D6 for power
24" Antimatter Meteor -S8 AP3 Large Blast
24" Cosmic Fire - S6 AP4 Large Blast Ignores cover
24" Seismic Assault S6 AP4 Assault 10 Strikedown
24" Sky of Falling Stars - S7 AP4 Assault 3 Blast Barrage
24" Time's Arrow - SD AP1 Assault 1 Precision shot
24" Transdimensional Thunderbolt - S9 AP1 Assault 1 Tesla
- See more at: http://bloodofkittens.com/blog/2015/01/24/rumor-it-necron-leaked-rules-rumors-compendium/#sthash.c4lt9j2e.dpuf
Tomb Blades (54 points, Fast Attack, unit of 3)
WS4 BS4 S4 T5 W1 I2 A1 Ld10 Sv.4+
Twin linked gauss blasters
Reanimation Protocols
May include up to sevena dditional tomb blades (18 pts per model)
Any model may exchange twin linked gauss blasters fr twin linked tesla carbines(free) or particle beamers (2 pts per model)
Any model may take shieldvanes (2 pts per model)
Any model may take one of the following: Shadowloom (1pt per model), Nebulosocope (2 pts per model)
Warriors and Immortals can use Night Scythes as a dedicated transport.
The fluff in the Codex seems okay to me, if a bit simplistic (evil tomb kings in space) but I did not read the 5th Ed one.
Gauntlet of Fire: Template, S4 AP5, Assault 1
Void Blade: User Strength, AP4, Entropic Strike, Rending
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