Am Samstag ist ein 2vs2 Spiel.
Ich mit meinen Nec und ein Kollege mit grey knights gegen 2 andere wobei einer wohl white Scars spielt.
Kann ich meine Einheit so spielen?
Der Cryptek soll mit dem Overlord und der Lychguard rumrennen.
+++ 1500P GW (1494pts) +++
++ Necrons: Codex (2015) (Combined Arms Detachment) (1494pts) ++
+ HQ (200pts) +
Cryptek (65pts) [Staff of Light]
····Independent Character, Reanimation Protocols, Technomancer
····Profiles:
········Cryptek: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:2|I:2|A:1|Ld:10|Save:4+
········Staff of Light: Range:12"|Strength:5|AP:3|Type:Assault 3
Overlord (135pts) [Gauntlet of Fire (10pts), Phase Shifter (25pts), Warscythe (20pts)]
····Independent Character, Reanimation Protocols
····Profiles:
········Overlord (Phase Shifter): Unit Type:Infantry (Character)|WS:5|BS:5|S:5|T:5|W:3|I:2|A:3|Ld:10|Save:3+/4++|Codex: Necron
········Phase Shifter: Description:A phase shifter confers a 4+ invulnerable save. If the bearer is the rider of a Chariot, then only the rider benefits from this invulnerable save.
········Gauntlet of Fire: Range:Template|Strength:4|AP:5|Type:Assault 1
········Warscythe: Range:-|Strength:+ 2|AP:2|Type:Melee, Armourbane, Two-handed
+ Elites (275pts) +
Lychguard (150pts)
····5x Lychguard (150pts) [5x Hyperphase Sword & Dispersion Shield (25pts)]
········Reanimation Protocols
····Profiles:
········Lychguard: Unit Type:Infantry|WS:4|BS:4|S:5|T:5|W:1|I:2|A:2|Ld:10|Save:3+|Codex: Necron
········Dispersion Shield: Description:A model equipped with a dispersion shield has a 3+ invulnerable save. However, it can never claim the Two Weapons bonus in the Fight sub-phase.
········Hyperphase Sword: Range:-|Strength:User|AP:3|Type:Melee
Triarch Stalkers (125pts)
····Triarch Stalker (125pts) [Heat Ray, Quantum Shielding]
········Living Metal, Move Through Cover, Targeting Relay
····Profiles:
········Triarch Stalker: WS:4|BS:4|S:7|Front:11|Side:11|Rear:11|I:2|A:3|HP:3|Type:Vehicle (Walker, Open-topped)|Codex: Necron
········Quantum Shielding: Description:A vehicle equipped with active quantum shielding counts all of its Front and Side Armour Values as 13. A vehicle's quantum shielding is active until it suffers a penetrating hit, at which point it immediately deactivates. For the remainder of the battle after a vehicle's quantum shielding deactivates, all subsequent hits against that vehicle (including hits made from subsequent shooting attacks in the same phase - either from a different weapon or a different unit - or hits made at a lower Initiative step in close combat) are treated as though the vehicle was not equipped with quantum shielding.
········Heat Ray (Dispersed Beam): Range:Template|Strength:5|AP:4|Type:Heavy 1|Codex: Necron
········Heat Ray (Focused Beam): Range:24"|Strength:8|AP:1|Type:Heavy 2, Melta|Codex: Necron
+ Troops (555pts) +
Immortals (85pts)
····5x Immortal (85pts) [5x Gauss Blaster]
········Gauss, Reanimation Protocols
····Profiles:
········Necron Immortal: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:2|A:1|Ld:10|Save:3+|Codex: Necron
········Gauss Blaster: Range:24"|Strength:5|AP:4|Type:Rapid Fire, Gauss
Warriors (235pts)
····Ghost Ark (105pts) [2x Gauss Flayer Array, Quantum Shielding]
········Gauss, Independent Targeting, Living Metal, Repair Barge, Transport Capacity (Ghost Ark)
····10x Necron Warrior (130pts) [10x Gauss Flayer]
········Gauss, Reanimation Protocols
····Profiles:
········Necron Warrior: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:2|A:1|Ld:10|Save:4+|Codex: Necron
········Ghost Ark: BS:4|Front:11|Side:11|Rear:11|HP:4|Type:Vehicle (Skimmer, Open-topped, Transport)|Codex: Necron
········Quantum Shielding: Description:A vehicle equipped with active quantum shielding counts all of its Front and Side Armour Values as 13. A vehicle's quantum shielding is active until it suffers a penetrating hit, at which point it immediately deactivates. For the remainder of the battle after a vehicle's quantum shielding deactivates, all subsequent hits against that vehicle (including hits made from subsequent shooting attacks in the same phase - either from a different weapon or a different unit - or hits made at a lower Initiative step in close combat) are treated as though the vehicle was not equipped with quantum shielding.
········Gauss Flayer: Range:24"|Strength:4|AP:5|Type:Rapid Fire, Gauss
········Gauss Flayer Array: Range:24"|Strength:4|AP:5|Type:Salvo 5/10, Gauss, Independent Targeting|Codex: Necron
Warriors (235pts)
····Ghost Ark (105pts) [2x Gauss Flayer Array, Quantum Shielding]
········Gauss, Independent Targeting, Living Metal, Repair Barge, Transport Capacity (Ghost Ark)
····10x Necron Warrior (130pts) [10x Gauss Flayer]
········Gauss, Reanimation Protocols
····Profiles:
········Necron Warrior: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:2|A:1|Ld:10|Save:4+|Codex: Necron
········Ghost Ark: BS:4|Front:11|Side:11|Rear:11|HP:4|Type:Vehicle (Skimmer, Open-topped, Transport)|Codex: Necron
········Quantum Shielding: Description:A vehicle equipped with active quantum shielding counts all of its Front and Side Armour Values as 13. A vehicle's quantum shielding is active until it suffers a penetrating hit, at which point it immediately deactivates. For the remainder of the battle after a vehicle's quantum shielding deactivates, all subsequent hits against that vehicle (including hits made from subsequent shooting attacks in the same phase - either from a different weapon or a different unit - or hits made at a lower Initiative step in close combat) are treated as though the vehicle was not equipped with quantum shielding.
········Gauss Flayer: Range:24"|Strength:4|AP:5|Type:Rapid Fire, Gauss
········Gauss Flayer Array: Range:24"|Strength:4|AP:5|Type:Salvo 5/10, Gauss, Independent Targeting|Codex: Necron
+ Fast Attack (414pts) +
Canoptek Scarabs (60pts) [3x Canoptek Scarab (60pts)]
····Entropic Strike, Fearless, Swarms
····Profiles:
········Canoptek Scarab: Unit Type:Beasts|WS:2|BS:2|S:3|T:3|W:3|I:2|A:4|Ld:10|Save:6+|Codex: Necron
Canoptek Wraiths (258pts)
····Canoptek Wraith (43pts) [Whip Coils (3pts)]
········Fearless, Rending, Swiftstrike, Very Bulky, Wraith Flight, Wraith Form
····Canoptek Wraith (43pts) [Whip Coils (3pts)]
········Fearless, Rending, Swiftstrike, Very Bulky, Wraith Flight, Wraith Form
····Canoptek Wraith (43pts) [Whip Coils (3pts)]
········Fearless, Rending, Swiftstrike, Very Bulky, Wraith Flight, Wraith Form
····Canoptek Wraith (43pts) [Whip Coils (3pts)]
········Fearless, Rending, Swiftstrike, Very Bulky, Wraith Flight, Wraith Form
····Canoptek Wraith (43pts) [Whip Coils (3pts)]
········Fearless, Rending, Swiftstrike, Very Bulky, Wraith Flight, Wraith Form
····Canoptek Wraith (43pts) [Whip Coils (3pts)]
········Fearless, Rending, Swiftstrike, Very Bulky, Wraith Flight, Wraith Form
····Profiles:
········Canoptek Wraith: Unit Type:Beasts|WS:4|BS:4|S:6|T:5|W:2|I:2|A:3|Ld:10|Save:3+/3++|Codex: Necron
········Whip Coils: Range:-|Strength:User|AP:-|Type:Melee, Swiftstrike
Tomb Blades (96pts)
····Tomb Blade (24pts) [Nebuloscope (2pts), Particle Beamer (2pts), Shield Vanes (2pts)]
········Reanimation Protocols
····Tomb Blade (24pts) [Nebuloscope (2pts), Particle Beamer (2pts), Shield Vanes (2pts)]
········Reanimation Protocols
····Tomb Blade (24pts) [Nebuloscope (2pts), Particle Beamer (2pts), Shield Vanes (2pts)]
········Reanimation Protocols
····Tomb Blade (24pts) [Nebuloscope (2pts), Particle Beamer (2pts), Shield Vanes (2pts)]
········Reanimation Protocols
····Profiles:
········Tomb Blade (Shield Vanes): Unit Type:Jetbike|WS:4|BS:4|S:4|T:5|W:1|I:2|A:1|Ld:10|Save:3+|Codex: Necron
········Nebuloscope: Description:If a model is equipped with a nebuloscope, all of its ranged weapons have the Ignores Cover special rule.
········Shield Vanes: Description:Shield vanes confer a 3+ Armour Save.
········Particle Beamers: Range:24"|Strength:6|AP:5|Type:Heavy 1, Blast
+ Heavy Support (50pts) +
Canoptek Spyders (50pts) [Canoptek Spyder (50pts)]
····Fearless, Scarab Hive
····Profiles:
········Canoptek Spyder: Unit Type:Monstrous Creature|WS:3|BS:3|S:6|T:6|W:3|I:2|A:2|Ld:10|Save:3+|Codex: Necron
++ Selection Rules ++
Entropic Strike: If a model has this special rule, or is attacking with a Melee weapon that has this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target's Toughness. Against vehicles and buildings, an Armour Penetration roll of 6 that does not cause a penetrating hit automatically causes a glancing hit.
Fearless: The unit automatically passes Pinning, Fear, Regroup and Morale-checks but cannot Go to Ground or choose to fail a Moral Check.
Gauss: When firing a weapon with this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target's Toughness. Against vehicles and buildings, an Armour Penetration roll of a 6 that does not cause a penetrating hit automatically causes a glancing hit.
Independent Character
Independent Targeting: A weapon with this special rule can fire at a different target to the vehicle's other weapons, but cannot target a unit forced to disembark as a result of a prior shooting attack made by the same vehicle during the same Shooting phase.
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 of your Heavy or Super-heavy vehicles 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, that model regains a Hull Point lost earlier in the game.
Move Through Cover: Unit is not slowed when charging through Difficult Terrain and may roll an additional D6 when moving through it.
Automatically passes Dangerous Terrain-test.
Reanimation Protocols: When a model with this special rule suffers an unsaved Wound, it can make a special Reanimation Protocols roll to avoid being wounded. This is not a saving throw and so can be used against attacks that state ‘no saves of any kind are allowed'. Reanimation Protocols rolls may even be taken against hits with the Instant Death special rule, but cannot be used against hits from Destroyer weapons or any special rule or attack that states that the model is ‘removed from*play'.
Roll a D6 each time the model suffers an unsaved Wound, subtracting 1 from the result if the hit that inflicted the Wound had the Instant Death special rule. On a 5+, discount the unsaved Wound - treat it as having been saved. Certain special rules and wargear items can provide modifiers to this dice roll; these are cumulative, but the required dice roll can never be improved to be better than 4+.
If a unit has both the Reanimation Protocols and Feel No Pain special rules, you can choose to use one special rule or the other to attempt to avoid the Wound, but not both. Choose which of the two special rules you will use each time a model suffers an unsaved Wound.
Rending
Repair Barge: At the start of each friendly Movement phase, this model can repair fallen Necron Warriors. To do so, nominate a friendly unit of Necron Warriors that is either within 6" of this model or embarked upon it, and roll a D3. Add a number of Necron Warriors to the unit equal to the result - this cannot take the unit beyond its starting size nor, if it is currently embarked in the Ghost Ark, beyond the vehicle's Transport Capacity (any excess are destroyed). These Necron Warriors must be placed within 6" of the Ghost Ark, or if the unit is currently embarked in the Ghost Ark, within it. If a model cannot be placed for any reason, it is destroyed. Necron Warriors repaired in this manner can move and act normally this turn.
Scarab Hive: Once per friendly Movement phase, each Canoptek Spyder can use this special rule to create Canoptek Scarabs. To do so, nominate a friendly unit of Canoptek Scarabs that is within 6" of the Canoptek Spyder. Add a single Canoptek Scarab base to the unit - this can take the unit beyond its starting size, but must be placed within 6" of the Canoptek Spyder. If a model cannot be placed for any reason, it is destroyed. Canoptek Scarabs created in this manner can move and act normally this turn. Roll a D6 each time a Canoptek Spyder uses its Scarab Hive special rule, immediately after placing any Canoptek Scarabs that were created - on a roll of a 1 the Canoptek Spyder suffers a single Wound with no saves of any kind*allowed.
Swarms: When two models are tied for the closest model, always allocate to the model with the least amount of Wounds left.
For Blasts and Templates each unsaved Wound is doubled unless it would cause Instant Death.
A unit with only Swarms-models is not slowed by Difficult Terrain.
Swiftstrike: A model attacking with this weapon adds 3 to its Initiative during the Fight sub-phase.
Targeting Relay: All friendly non-vehicle units with the Necrons Faction within 6" of at least one Triarch Stalker add 1 to their Ballistic Skill, unless they are firing Snap Shots.
Technomancer: This model and all models with the Reanimation Protocols special rule in his unit receive a +1 bonus to Reanimation Protocols rolls.
Transport Capacity (Ghost Ark): Ten models. It can only carry Necron Warriors and Necron characters with the Infantry unit type.
Very Bulky
Wraith Flight: When moving, Canoptek Wraiths can move 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.
Wraith Form: Canoptek Wraiths have a 3+ invulnerable save.
Created with BattleScribe
Ich mit meinen Nec und ein Kollege mit grey knights gegen 2 andere wobei einer wohl white Scars spielt.
Kann ich meine Einheit so spielen?
Der Cryptek soll mit dem Overlord und der Lychguard rumrennen.
+++ 1500P GW (1494pts) +++
++ Necrons: Codex (2015) (Combined Arms Detachment) (1494pts) ++
+ HQ (200pts) +
Cryptek (65pts) [Staff of Light]
····Independent Character, Reanimation Protocols, Technomancer
····Profiles:
········Cryptek: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:2|I:2|A:1|Ld:10|Save:4+
········Staff of Light: Range:12"|Strength:5|AP:3|Type:Assault 3
Overlord (135pts) [Gauntlet of Fire (10pts), Phase Shifter (25pts), Warscythe (20pts)]
····Independent Character, Reanimation Protocols
····Profiles:
········Overlord (Phase Shifter): Unit Type:Infantry (Character)|WS:5|BS:5|S:5|T:5|W:3|I:2|A:3|Ld:10|Save:3+/4++|Codex: Necron
········Phase Shifter: Description:A phase shifter confers a 4+ invulnerable save. If the bearer is the rider of a Chariot, then only the rider benefits from this invulnerable save.
········Gauntlet of Fire: Range:Template|Strength:4|AP:5|Type:Assault 1
········Warscythe: Range:-|Strength:+ 2|AP:2|Type:Melee, Armourbane, Two-handed
+ Elites (275pts) +
Lychguard (150pts)
····5x Lychguard (150pts) [5x Hyperphase Sword & Dispersion Shield (25pts)]
········Reanimation Protocols
····Profiles:
········Lychguard: Unit Type:Infantry|WS:4|BS:4|S:5|T:5|W:1|I:2|A:2|Ld:10|Save:3+|Codex: Necron
········Dispersion Shield: Description:A model equipped with a dispersion shield has a 3+ invulnerable save. However, it can never claim the Two Weapons bonus in the Fight sub-phase.
········Hyperphase Sword: Range:-|Strength:User|AP:3|Type:Melee
Triarch Stalkers (125pts)
····Triarch Stalker (125pts) [Heat Ray, Quantum Shielding]
········Living Metal, Move Through Cover, Targeting Relay
····Profiles:
········Triarch Stalker: WS:4|BS:4|S:7|Front:11|Side:11|Rear:11|I:2|A:3|HP:3|Type:Vehicle (Walker, Open-topped)|Codex: Necron
········Quantum Shielding: Description:A vehicle equipped with active quantum shielding counts all of its Front and Side Armour Values as 13. A vehicle's quantum shielding is active until it suffers a penetrating hit, at which point it immediately deactivates. For the remainder of the battle after a vehicle's quantum shielding deactivates, all subsequent hits against that vehicle (including hits made from subsequent shooting attacks in the same phase - either from a different weapon or a different unit - or hits made at a lower Initiative step in close combat) are treated as though the vehicle was not equipped with quantum shielding.
········Heat Ray (Dispersed Beam): Range:Template|Strength:5|AP:4|Type:Heavy 1|Codex: Necron
········Heat Ray (Focused Beam): Range:24"|Strength:8|AP:1|Type:Heavy 2, Melta|Codex: Necron
+ Troops (555pts) +
Immortals (85pts)
····5x Immortal (85pts) [5x Gauss Blaster]
········Gauss, Reanimation Protocols
····Profiles:
········Necron Immortal: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:2|A:1|Ld:10|Save:3+|Codex: Necron
········Gauss Blaster: Range:24"|Strength:5|AP:4|Type:Rapid Fire, Gauss
Warriors (235pts)
····Ghost Ark (105pts) [2x Gauss Flayer Array, Quantum Shielding]
········Gauss, Independent Targeting, Living Metal, Repair Barge, Transport Capacity (Ghost Ark)
····10x Necron Warrior (130pts) [10x Gauss Flayer]
········Gauss, Reanimation Protocols
····Profiles:
········Necron Warrior: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:2|A:1|Ld:10|Save:4+|Codex: Necron
········Ghost Ark: BS:4|Front:11|Side:11|Rear:11|HP:4|Type:Vehicle (Skimmer, Open-topped, Transport)|Codex: Necron
········Quantum Shielding: Description:A vehicle equipped with active quantum shielding counts all of its Front and Side Armour Values as 13. A vehicle's quantum shielding is active until it suffers a penetrating hit, at which point it immediately deactivates. For the remainder of the battle after a vehicle's quantum shielding deactivates, all subsequent hits against that vehicle (including hits made from subsequent shooting attacks in the same phase - either from a different weapon or a different unit - or hits made at a lower Initiative step in close combat) are treated as though the vehicle was not equipped with quantum shielding.
········Gauss Flayer: Range:24"|Strength:4|AP:5|Type:Rapid Fire, Gauss
········Gauss Flayer Array: Range:24"|Strength:4|AP:5|Type:Salvo 5/10, Gauss, Independent Targeting|Codex: Necron
Warriors (235pts)
····Ghost Ark (105pts) [2x Gauss Flayer Array, Quantum Shielding]
········Gauss, Independent Targeting, Living Metal, Repair Barge, Transport Capacity (Ghost Ark)
····10x Necron Warrior (130pts) [10x Gauss Flayer]
········Gauss, Reanimation Protocols
····Profiles:
········Necron Warrior: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:2|A:1|Ld:10|Save:4+|Codex: Necron
········Ghost Ark: BS:4|Front:11|Side:11|Rear:11|HP:4|Type:Vehicle (Skimmer, Open-topped, Transport)|Codex: Necron
········Quantum Shielding: Description:A vehicle equipped with active quantum shielding counts all of its Front and Side Armour Values as 13. A vehicle's quantum shielding is active until it suffers a penetrating hit, at which point it immediately deactivates. For the remainder of the battle after a vehicle's quantum shielding deactivates, all subsequent hits against that vehicle (including hits made from subsequent shooting attacks in the same phase - either from a different weapon or a different unit - or hits made at a lower Initiative step in close combat) are treated as though the vehicle was not equipped with quantum shielding.
········Gauss Flayer: Range:24"|Strength:4|AP:5|Type:Rapid Fire, Gauss
········Gauss Flayer Array: Range:24"|Strength:4|AP:5|Type:Salvo 5/10, Gauss, Independent Targeting|Codex: Necron
+ Fast Attack (414pts) +
Canoptek Scarabs (60pts) [3x Canoptek Scarab (60pts)]
····Entropic Strike, Fearless, Swarms
····Profiles:
········Canoptek Scarab: Unit Type:Beasts|WS:2|BS:2|S:3|T:3|W:3|I:2|A:4|Ld:10|Save:6+|Codex: Necron
Canoptek Wraiths (258pts)
····Canoptek Wraith (43pts) [Whip Coils (3pts)]
········Fearless, Rending, Swiftstrike, Very Bulky, Wraith Flight, Wraith Form
····Canoptek Wraith (43pts) [Whip Coils (3pts)]
········Fearless, Rending, Swiftstrike, Very Bulky, Wraith Flight, Wraith Form
····Canoptek Wraith (43pts) [Whip Coils (3pts)]
········Fearless, Rending, Swiftstrike, Very Bulky, Wraith Flight, Wraith Form
····Canoptek Wraith (43pts) [Whip Coils (3pts)]
········Fearless, Rending, Swiftstrike, Very Bulky, Wraith Flight, Wraith Form
····Canoptek Wraith (43pts) [Whip Coils (3pts)]
········Fearless, Rending, Swiftstrike, Very Bulky, Wraith Flight, Wraith Form
····Canoptek Wraith (43pts) [Whip Coils (3pts)]
········Fearless, Rending, Swiftstrike, Very Bulky, Wraith Flight, Wraith Form
····Profiles:
········Canoptek Wraith: Unit Type:Beasts|WS:4|BS:4|S:6|T:5|W:2|I:2|A:3|Ld:10|Save:3+/3++|Codex: Necron
········Whip Coils: Range:-|Strength:User|AP:-|Type:Melee, Swiftstrike
Tomb Blades (96pts)
····Tomb Blade (24pts) [Nebuloscope (2pts), Particle Beamer (2pts), Shield Vanes (2pts)]
········Reanimation Protocols
····Tomb Blade (24pts) [Nebuloscope (2pts), Particle Beamer (2pts), Shield Vanes (2pts)]
········Reanimation Protocols
····Tomb Blade (24pts) [Nebuloscope (2pts), Particle Beamer (2pts), Shield Vanes (2pts)]
········Reanimation Protocols
····Tomb Blade (24pts) [Nebuloscope (2pts), Particle Beamer (2pts), Shield Vanes (2pts)]
········Reanimation Protocols
····Profiles:
········Tomb Blade (Shield Vanes): Unit Type:Jetbike|WS:4|BS:4|S:4|T:5|W:1|I:2|A:1|Ld:10|Save:3+|Codex: Necron
········Nebuloscope: Description:If a model is equipped with a nebuloscope, all of its ranged weapons have the Ignores Cover special rule.
········Shield Vanes: Description:Shield vanes confer a 3+ Armour Save.
········Particle Beamers: Range:24"|Strength:6|AP:5|Type:Heavy 1, Blast
+ Heavy Support (50pts) +
Canoptek Spyders (50pts) [Canoptek Spyder (50pts)]
····Fearless, Scarab Hive
····Profiles:
········Canoptek Spyder: Unit Type:Monstrous Creature|WS:3|BS:3|S:6|T:6|W:3|I:2|A:2|Ld:10|Save:3+|Codex: Necron
++ Selection Rules ++
Entropic Strike: If a model has this special rule, or is attacking with a Melee weapon that has this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target's Toughness. Against vehicles and buildings, an Armour Penetration roll of 6 that does not cause a penetrating hit automatically causes a glancing hit.
Fearless: The unit automatically passes Pinning, Fear, Regroup and Morale-checks but cannot Go to Ground or choose to fail a Moral Check.
Gauss: When firing a weapon with this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target's Toughness. Against vehicles and buildings, an Armour Penetration roll of a 6 that does not cause a penetrating hit automatically causes a glancing hit.
Independent Character
Independent Targeting: A weapon with this special rule can fire at a different target to the vehicle's other weapons, but cannot target a unit forced to disembark as a result of a prior shooting attack made by the same vehicle during the same Shooting phase.
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 of your Heavy or Super-heavy vehicles 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, that model regains a Hull Point lost earlier in the game.
Move Through Cover: Unit is not slowed when charging through Difficult Terrain and may roll an additional D6 when moving through it.
Automatically passes Dangerous Terrain-test.
Reanimation Protocols: When a model with this special rule suffers an unsaved Wound, it can make a special Reanimation Protocols roll to avoid being wounded. This is not a saving throw and so can be used against attacks that state ‘no saves of any kind are allowed'. Reanimation Protocols rolls may even be taken against hits with the Instant Death special rule, but cannot be used against hits from Destroyer weapons or any special rule or attack that states that the model is ‘removed from*play'.
Roll a D6 each time the model suffers an unsaved Wound, subtracting 1 from the result if the hit that inflicted the Wound had the Instant Death special rule. On a 5+, discount the unsaved Wound - treat it as having been saved. Certain special rules and wargear items can provide modifiers to this dice roll; these are cumulative, but the required dice roll can never be improved to be better than 4+.
If a unit has both the Reanimation Protocols and Feel No Pain special rules, you can choose to use one special rule or the other to attempt to avoid the Wound, but not both. Choose which of the two special rules you will use each time a model suffers an unsaved Wound.
Rending
Repair Barge: At the start of each friendly Movement phase, this model can repair fallen Necron Warriors. To do so, nominate a friendly unit of Necron Warriors that is either within 6" of this model or embarked upon it, and roll a D3. Add a number of Necron Warriors to the unit equal to the result - this cannot take the unit beyond its starting size nor, if it is currently embarked in the Ghost Ark, beyond the vehicle's Transport Capacity (any excess are destroyed). These Necron Warriors must be placed within 6" of the Ghost Ark, or if the unit is currently embarked in the Ghost Ark, within it. If a model cannot be placed for any reason, it is destroyed. Necron Warriors repaired in this manner can move and act normally this turn.
Scarab Hive: Once per friendly Movement phase, each Canoptek Spyder can use this special rule to create Canoptek Scarabs. To do so, nominate a friendly unit of Canoptek Scarabs that is within 6" of the Canoptek Spyder. Add a single Canoptek Scarab base to the unit - this can take the unit beyond its starting size, but must be placed within 6" of the Canoptek Spyder. If a model cannot be placed for any reason, it is destroyed. Canoptek Scarabs created in this manner can move and act normally this turn. Roll a D6 each time a Canoptek Spyder uses its Scarab Hive special rule, immediately after placing any Canoptek Scarabs that were created - on a roll of a 1 the Canoptek Spyder suffers a single Wound with no saves of any kind*allowed.
Swarms: When two models are tied for the closest model, always allocate to the model with the least amount of Wounds left.
For Blasts and Templates each unsaved Wound is doubled unless it would cause Instant Death.
A unit with only Swarms-models is not slowed by Difficult Terrain.
Swiftstrike: A model attacking with this weapon adds 3 to its Initiative during the Fight sub-phase.
Targeting Relay: All friendly non-vehicle units with the Necrons Faction within 6" of at least one Triarch Stalker add 1 to their Ballistic Skill, unless they are firing Snap Shots.
Technomancer: This model and all models with the Reanimation Protocols special rule in his unit receive a +1 bonus to Reanimation Protocols rolls.
Transport Capacity (Ghost Ark): Ten models. It can only carry Necron Warriors and Necron characters with the Infantry unit type.
Very Bulky
Wraith Flight: When moving, Canoptek Wraiths can move 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.
Wraith Form: Canoptek Wraiths have a 3+ invulnerable save.
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