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Post by contraa17 on Jan 27, 2015 23:37:22 GMT
I have created a basic sum up of all of jackedup post for people to refer to
"If you are using the Unbound method, simply use the datasheets later in this section that correspond to the Necron models in your collection. If you are using the Battle-forged method, you will instead need to organise the Necron models in your collection into Detachments. This is a fun process in its own right. The most common of these are the Combined Arms and Allied detachments. Note that you can also include any of the formations presented in this section as part of a battle-forged army.
Furthermore, the Necron Decurion Deachment is a special type of detachment that can be included in any battle-forged army. Unlike the detachments shown in Warhammer 40,000: The Rules, it has a force organisation chart whose slots are combination of specific formations and army list entries instead of battlefield roles. However, it still has compulsory and optional elements, as well as restrictions and command benefits, just like any other detachment.
Although units cannot normally belong to more than one detachment, units from a formation that is part of a Necrn Decurion Detachment are an exception. They count as part of both their formation and the detachment, and have all associated command benefits and special rules. If your warlord is part of a formation or an army list entry that makes up part of a decurion detachment, that entire decurion detachment is your primary detachment."
Okay, about the formations. Once again peeps, there is NO Force Org Chart. The way they want you to build this army, apparently, is to clump a bunch of these formations together. This time I am also posting the Formation special rules.
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.
Necron Warlord Traits
1 Enduring Wrath - Warlord has Eternal Warrior
2 Eternal Madness - Zealot special rule
3 Immortal Hubris - Warlord and friendly units within 12" re-roll failed morale, pinning, and fear tests
4 Hyperlogical strategist - Add or subtract 1 from reserve rolls and seize the initiative
5 Implacable Conqueror - Warlord and all friendlies within 12" have Relentless and Crusader
6 Honorable Combatant - Must issue or accept challenges. Re-roll all failed to hit rolls in a challenge. No friendly character other than Vargard Obytron can attempt glorious intervention. If enemy refuses challenge, warlord gains hatred for rest of game.
Gauss auto wounds on a 6, and auto glances on a 6. Tesla Codex specifically states: "Snap Shots never cause additional hits as a result of this special rule".
HQ
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.
Cryptek 65 points, HQ, Infantry (character)
WS4 BS4 S4 T4 W2 Iw A1 Ld10 Sv.4+
Staff of Light, may take a chronometron (25 points), may take items from Technoarcana or Artefacts of the Aeons
Reanimation Protocols
Technomancer: This model and all models with the Reanimation Protocols rule in his unit receive +1 to Reanimation Protocol rolls (posted the rules for RP earlier in the thread) 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
Lord 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. 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. Orikan Empowered Overlord 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. 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
Destroyer Lord: 110 points, WS4 BS4 S5 T6 W3 I2 A3 Ld10 Sv.3+, Staff of Light, IC, RP, Preferred Enemy, and he can take the same upgrades regular Cron lords can.
Troops: Necron Warrior 10 minimum 13 points each Immortal 17 points each
Elites: 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.
Flayed One
65 Points for 5 guys
WS4 BS4 S4 T4 W1 I2 A3 Ld10 Sv4+
May include up to 15 other Fllayed nes at 13 pts per model
Deep Strike, Fear, Infiltrate, Reanimation Protocols
Two Flayer Claws: AP 5, Shred
Lychguard Lychguard are 125 points for a squad of 5.
WS 4 BS 4 S 5 T 5 W 1 I 2 A 2 Ld 10 Sv 3+
Warscythe, Reanimation protocols. May select a night scythe as a dedicated trasnport.
Hyperphase sword + shield are 5 pts per model for the Lychguard
C'Tan Shards. What they have in common are Eternal Warrior, the powers of the C'Tan shooting, Necrodermis (4+ invuln and inflict a S4 AP1 hit for everyone within D6" when it dies) Fearless, and immunity to natural law (treat all terrain as open ground). Other than that:
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.
Triarch Praetorian are 140 points for a squad of 5. Their Rod of Covenant has a 12"range
Fast Attack: Canoptek Wraith - 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
Canoptek Scarab WS2 BS2 S3 T3 W3 I2 A4 Ld10 Sv6+
May include up to six bases at 20 pts per base
Entropic Strike: To wound rolls of 6 wound automatically and cause glancing hits if they wouldn't penetrate
Fearless, Swarm
Destroyer (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
Gauss Cannon: 24", S5 AP3, Heavy 2, Gauss Heavy Gauss Cannon: 36", S9, AP2, Heavy 1, Gauss
Tomb Blade (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)
Heavy Support: Canoptek Spyder The Spyder can add a single Canoptek Scarab base to a scarab unit within 6", at the start of the movement phase, even if it raises it past the starting amount. Roll a D6 after that, and it takes a wound on a 1.
Heavy Destroyer 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
Vehicles: Annihilation Barge - Heavy Support, 120 points
BS4, AV 11 all around, HP3
Gauss cannon (can switch to Tesla), Twin linked tesla destructor, Quantum shielding, Living Metal Tesla Destructor is 24", S7 AP-, Heavy 4
Catacomb Command Barge - HQ, 135 points
This is taken in place of your Overlord (he sits inside the thing) WS5 BS5 S5 T5 W3 I2 A3 Ld10 Sv.3+
Catacomb Command Barge BS4, 11AV all around, HP3
Overlord has his usual stuff (staff of light, Reanimation, can buy extra wargear, etc.)
Catacomb Command Barge has a Gauss Cannon (can switch to Tesla Cannon), Quantum Shielding, and Living Metal.
Command Wave: All Necron friendlies within 12" re-roll failed morale, pinning, and fear tests. If the warlord in the barge has the Immortal Hubris trait (see earlier in thread), command wave range extends to 18".
Doom Scythe Deathray - 24", Str 10, AP 1, Heavy, Blast, Lance Doomsday Ark Doomsday Cannon:
Low Power 24", S8 AP3, Heavy, Blast
High Power 72" S10 AP1, Primary Weapon 1, Large Blast, Divert Power (must be stationary)
Ghost Ark Monolith 200 points, 14 AV all around, BS4, 4HP. Four gauss flayer arcs, Particle Whip, Eternity Gate, Deep Strike, Living Metal.
Night Scythe 130 points. They still have invasion beams. Obelisk 300 points, 14AV all around, BS4, 4HP. Four Tesla Spheres, and all enemy flyer, skimmer, jetbike, and FMCs 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+ invuln, but cannot move or shoot. Deep striking obelisks are always powered up. Once powered up, it cannot power down again.
Triarch Stalker Tessaract Vault
Lord of War 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
Technoarcana is as follows: Gauntlet of Fire: Template, S4 AP5, Assault 1
Void Blade: User Strength, AP4, Entropic Strike, Rending
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 10pts - 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 25pts - 4+ invuln. save, but only for the model and not any chariot it rides on
Phylactery 15pts - It Will Not Die, for both the model and any chariot it rides on
Resurrection Orb 25pts- 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.
Shadowloom - +1 cover save (6+ in the open)
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- See the Resurrection Orb above, except this also gives +1 to the reanimation rolls
Solar Staff 15pts- 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 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
Okay, Powers of the C'Tan...here goes:
Models with Powers of the C'Tan can use them as a ranged weapon in the shooting phase. They cannot use them to fire on overwatch. Each time a model uses this, choose a target then roll a D6 to see what happens. For Nightbringer, Deceiver, and Transcendent, use the Transcendent effect. For Tessaract cube, use Coalescent effect.
1. Antimatter Meteor -
Transcendent: 24", S8 AP3, Assault 1, Large Blast Coalescent: 48", S8, AP3, Assault 1, Apocalyptic Blast
2. Cosmic Fire - Transcendent: 24", S6 AP4, Assault 1, Large Blast, Ignores Cover Coalescent: 48", S6 AP4, Assault 1, Apocalyptic Blast, Ignores Cover
3. Seismic Assault- Transcendent: 24", S6 AP4, Assault 10, Strikedown Coalescent: 48". S6 AP4, Assault 20, Strikedown
4. Sky of Falling Stars Transcendent: 24", S7 AP4, Assault 3, Large Blast Coalescent: 48", S7, AP4, Assault 6, Apocalyptic Barrage
5. Time's Arrow Transcendent: 24", SD AP1, Assault 1, Precision Shots Coalescent: 48", SD, AP1, Assault 2, Precision Shots
6. Transdimensional Thunderbolt Transcendent: 24", S9 AP1, Assault 1, Tesla Coalescent: 48", S9 AP1, Assault 2, Tesla
Tesla: To Hit roll of 6 causes 2 additional hits on the target. Snap shots never cause additional hits due to Tesla.
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