No | NAME | M | WS | BS | S | T | W | A | Ld | Sv | Base |
Tomb Ziggurat (base: Use model) | |||||||||||
1 | Tomb Ziggurat | - | - | 3+ | 9 | 9 | 20 | - | 10 | 3+ | Use model |
Power Crucible (base: Use model) | |||||||||||
1 | Power Crucible | - | - | 3+ | 9 | 9 | 20 | - | 10 | 3+ | Use model |
Gun Emplacement Mount (base: Use model) | |||||||||||
2 | Gun Emplacement Mount | - | - | 3+ | 9 | 9 | 14 | - | 10 | 3+ | Use model |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
+25 Gauss exterminator | ||||||
+25 Gauss exterminator | 48" | Heavy 2 | 9 | -3 | 2D3 | - |
+10 Tesla destructor | ||||||
+10 Tesla destructor | 36" | Heavy 5 | 7 | 0 | 1 | Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits. |
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits. |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• This model’s Gun Emplacement Mounts can each be equipped with one of the following: 1 gauss exterminator; 1 tesla destructor.
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ABILITIES | |
ABILITIES |
Living Metal Eternity Gate: In your Movement phase, if this model Remains Stationary, then in the Reinforcement step of that phase it can summon a unit. If it does, select one CORE INFANTRY unit from your army that is in Strategic Reserves: set up that unit anywhere on the battlefield that it is wholly within 3" of this model and not within Engagement Range of any enemy models. Models in units that are set up using this ability count as having moved a distance in inches equal to their Move characteristic in the Movement phase. Tomb Citadel: After this unit is set up:
Ziggurat Dock: During deployment, you can set up one MONOLITH or SENTRY PYLON model from your army on top of this unit’s Tomb Ziggurat model. If you do, until that Monolith or Sentry Pylon unit moves, add 1 to the Strength characteristic of weapons that model is equipped with. Defence Field (Aura): While a friendly unit is within 6" of this unit’s Power Crucible model, models in that unit have a 5+ invulnerable save. Resurrection Amplifier (Aura): While a friendly CORE unit is within 6" of this unit’s Power Crucible model, add 1 to Reanimation Protocol rolls made for that unit. Wrecked: Each time a model in this unit is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 9" suffers D6 mortal wounds. On any other result that model is wrecked; though the model counts as destroyed for all rules purposes do not remove it from the battlefield. Instead, for the remainder of the battle it is treated as an Obstacle terrain feature with the following terrain traits:
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FACTION KEYWORDS: NECRONS, | |
KEYWORDS (Tomb Ziggurat): TERRAIN, OBSTACLES, BUILDING, TOMB CITADEL, TOMB ZIGGURAT | |
KEYWORDS (Power Crucible): TERRAIN, BUILDING, TOMB CITADEL, POWER CRUCIBLE | |
KEYWORDS (Gun Emplacement Mount): TERRAIN, BUILDING, TOMB CITADEL, GUN EMPLACEMENT MOUNT |
Anointed in the spurting blood of the foe, the movements of the Novokh legions become ever more swift, purposeful and deadly.
The Sautekh Dynasty excel in systematic killing, marking each target then concentrating their fury upon it until it is completely obliterated.
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.
The Mephrit seek not merely to defeat their foes, but to entirely expunge them from the face of the galaxy.
Masters of teleportation technology, the Nephrekh ride into battle upon blinding beams of light from deep within their armoured tomb complexes.
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.
Molecular disintegration emitters activate within these Necrons’ weapons, flaying away additional layers of enemy armour.
Molecular disintegration emitters activate within these Necrons' weapons even as they open fire, flaying away additional layers of enemy armour in explosive eruptions of glowing dust.
Leaping and coiling about its target with malicious pseudo-sentience, the living lightning of these tesla weapons coils outward like a slavers whip to lash at yet more nearby victims.
Many Necron weapons contain pulsing orbs, within which is bound the awesome power of a solar flare.
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.
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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 NECRONS keyword is used in the following Necrons datasheets:
The keyword is used in the following Necrons datasheets:
The Necrons are unparalleled masters of technological lore, and can even bend the dimensions of space to suit their whims.
During deployment, you can set up this unit in a hyperspace dimension instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.This datasheet has Fortifications Battlefield Role. Full list of Necrons units sharing same Battlefield Role follows:
The BUILDING keyword is used in the following Necrons datasheets: