No | NAME | M | WS | BS | S | T | W! | A | Ld | Sv | Base |
Szarekh (base: 100mm) | |||||||||||
1 | Szarekh | 8" | 2+ | 2+ | 5 | 7 | 9-16 | 6 | 10 | 3+ | 100mm |
6" | 2+ | 2+ | 5 | 7 | 5-8 | 4 | 10 | 3+ | |||
4" | 2+ | 2+ | 5 | 7 | 1-4 | 2 | 10 | 3+ | |||
Triarchal Menhir (base: 50mm) | |||||||||||
2 | Triarchal Menhir | 8" | 6+ | 2+ | 5 | 7 | 5 | 1 | 10 | 3+ | 50mm |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Annihilator beam | ||||||
Annihilator beam | 36" | Heavy 1 | 12 | -4 | 6 | - |
Sceptre of Eternal Glory (shooting) | ||||||
Sceptre of Eternal Glory (shooting) | 24" | Assault 3 | 8 | -3 | 2 | - |
Staff of Stars (shooting) | ||||||
Staff of Stars (shooting) | 24" | Assault 9 | 6 | -2 | 1 | - |
Sceptre of Eternal Glory (melee) | ||||||
Sceptre of Eternal Glory (melee) | Melee | Melee | +4 | -3 | 2 | - |
Scythe of Dust | ||||||
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. |
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. | ||||||
Staff of Stars (melee) | ||||||
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. |
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. |
ABILITIES | |
ABILITIES |
Living Metal, Command Protocols Noctilith Beacons: In your opponent's Psychic phase, Szarekh can attempt to deny one psychic power as if he were a PSYKER. Obeisance Generators: At the start of the Fight phase, if there 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. 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. 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. Relentless March (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. My Will Be Done: 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. Phaeron: This model can use its My Will Be Done ability one additional time per turn. 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. 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. 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. Transtemporal Force Field: Models in this unit have a 4+ invulnerable save. 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. Vengeance of the Enchained: When Szarekh is destroyed, roll one D6 before removing it from play. On a 4+ it explodes, and each unit within 2D6" suffers D6 mortal wounds. |
WARLORD TRAIT! | |
WARLORD TRAIT! |
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. |
FACTION KEYWORDS: NECRONS, SZAREKHAN | |
KEYWORDS (Szarekh): VEHICLE, CHARACTER, FLY, SUPREME COMMANDER, PHAERON, NOBLE, DYNASTIC AGENT, THE SILENT KING | |
KEYWORDS (Triarchal Menhirs): VEHICLE, FLY, DYNASTIC AGENT, THE SILENT KING, TRIARCHAL MENHIRS |
Guided by the painstaking predictions of a conclave of astromancers, this shot strikes inescapably true.
The Necrons have access to dark and terrible technologies that they can fold into their warriors weapons with horrifying ease, enabling them to overcome the most sophisticated enemy defences.
Necron rulers possess sophisticated self-repair systems that can reknit their corporeal forms after even the most grievous wounds.
The Necrons possess swarms of minute nanoscarabs that feed off code and electrical power and rapidly reproducing.
Mindshackle scarabs are one of the Necrons’ chief methods of controlling alien races.
Driven by Cryptek manipulation, a key Necron war engine activates backup systems in order to fulfil its crucial pre-aligned role in the wider battle plan.
Necron nobles are jealously protective of their armoury - should foes destroy such a jewel of the dynastic hoard, they risk triggering vengeance protocols intended to demonstrate the Necrons' displeasure in an explosive fashion.
Many Szarekhan bear finely worked noctilith chest-ankhs that create an ambient counter-empyric field that deadens the abilities of even the most powerful psykers.
The thrumming aura of negative energy known as a disruption field warps and dissolves both armour and flesh.
Many Necron weapons contain pulsing orbs, within which is bound the awesome power of a solar flare.
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The Necrons' semi-sentient metal skin lets them heal mid-battle.
At the start of your Command phase, each model in this unit regains 1 lost wound.The DYNASTIC AGENT keyword is used in the following Necrons datasheets:
The C’TAN SHARD keyword is used in the following Necrons datasheets:
The NECRONS and CHARACTER keywords are used in the following Necrons datasheets:
The datasheets using UNALIGNED keyword can be found in the following Factions:
Unaligned: Unaligned.The UNALIGNED keyword is used in the following datasheets:
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Should a Necron be slain, its body becomes wreathed in an eerie glow. Crawling limbs reattach. Sundered torsos and smashed skulls reform amidst emerald sparks. Witchlights flare back to life within dead eye-lenses and the Necron rises again, shambling back into their battle line. Those Necrons too catastrophically damaged to reform vanish instead, teleported away to their tombs for repair.
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.The Necron nobility make war in a codified and relentless fashion. Their command protocols crackle out across multi-dimensional spectra from carrier-wave projectors, compelling their semi-sentient soldiery into battle one overriding directive at a time.
1. Protocol of the Eternal Guardian Temporary dimensional shielding flickers into being around the Necrons as they stand tall upon the battlefield like graven statues.
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2. Protocol of the Sudden Storm Arcing energies leap from one Necron unit to the next, lending speed to their limbs and causing their eye lenses to blaze.
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3. Protocol of the Vengeful Stars Criss-cross fire leaps from the Necron ranks, forming a blazing corona of deadly energy from which there can be no escape.
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4. Protocol of the Hungry Void The Necrons strike with data-augmented accuracy, their murderous attacks as inescapable as the killing cold of space.
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5. Protocol of the Undying Legions At a hissing static signal, nanoscarabs are released in boiling black clouds that whirl about the legions and effect constant repairs.
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6. Protocol of the Conquering Tyrant The legions employ the strategies of their masters in perfect synchronicity, laying down hails of mechanically coordinated fire.
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The NECRONS keyword is used in the following Necrons datasheets:
The CHARACTER keyword is used in the following Necrons datasheets:
The PHAERON keyword is used in the following Necrons datasheets:
The NOBLE keyword is used in the following Necrons datasheets:
The DESTROYER CULT keyword is used in the following Necrons datasheets:
The DYNASTIC AGENT keyword is used in the following Necrons datasheets:
The NECRONS and CORE keywords are used in the following Necrons datasheets:
The VEHICLE keyword is used in the following Necrons datasheets:
The FLY keyword is used in the following Necrons datasheets:
The NECRONS and VEHICLE keywords are used in the following Necrons datasheets:
This datasheet has Lords of War Battlefield Role. Full list of Necrons units sharing same Battlefield Role follows:
The THE SILENT KING keyword is used in the following Necrons datasheets:
The TRIARCH PRAETORIANS keyword is used in the following Necrons datasheets:
The SZAREKHAN keyword is used in the following Necrons datasheets: