Necron 2000
Necron 2000
Configuration
Battle Size
Selections: 2. Strike Force (2000 Point limit)
Categories: CONFIGURATION
Detachment Choice
Selections: Annihilation Legion
Categories: CONFIGURATION
Rules: Annihilation Protocol
Show/Hide Options
Selections: Legends are visible, Unaligned Forces are visible, Unaligned Fortifications are
visible
Categories: CONFIGURATION
Character [415pts]
Unit M T SV W LD OC Ref
Overlord with Translocation Shroud 5" 5 2+ 6 6+ 1
Overlord with Translocation Shroud [85pts]
Selections: Overlord's blade, Resurrection orb, Warlord
Categories: FACTION: NECRONS, INFANTRY, CHARACTER, NOBLE, OVERLORD, OVERLORD WITH
TRANSLOCATION SHROUD, WARLORD
Rules: Annihilation Protocol, Devastating Wounds, Leader, Reanimation Protocols
Abilities: Invulnerable Save, Leader, My Will Be Done, Resurrection orb, Translocation Shroud,
Melee Weapons: Overlord's blade, Unit: Overlord with Translocation Shroud
Unit M T SV W LD OC Ref
Overlord with Translocation Shroud 5" 5 2+ 6 6+ 1
Skorpekh Lord [125pts]
Selections: Enmitic annihilator, Eternal Madness [25pts], Flensing claw, Hyperphase harvester
Categories: FACTION: NECRONS, INFANTRY, CHARACTER, DESTROYER CULT, SKORPEKH LORD
Rules: Annihilation Protocol, Leader, Rapid Fire, Reanimation Protocols
Abilities: Crimson Harvest, Eternal Madness, Invulnerable Save, Leader, United In Destruction,
Melee Weapons: Flensing claw, Hyperphase harvester, Ranged Weapons: Enmitic
annihilator, Unit: Skorpekh Lord
Unit M T SV W LD OC Ref
Skorpekh Lord 8" 7 3+ 7 6+ 2
Technomancer [60pts]
Selections: Staff of light
Categories: FACTION: NECRONS, INFANTRY, CHARACTER, FLY, CRYPTEK, TECHNOMANCER
Rules: Annihilation Protocol, Leader, Reanimation Protocols
Abilities: Leader, Rites of Reanimation, Technomancer, Melee Weapons: Staff of light,
Ranged Weapons: Staff of light, Unit: Technomancer
Unit M T SV W LD OC Ref
Technomancer 10" 4 4+ 4 6+ 1
Technomancer [60pts]
Selections: Staff of light
Categories: FACTION: NECRONS, INFANTRY, CHARACTER, FLY, CRYPTEK, TECHNOMANCER
Rules: Annihilation Protocol, Leader, Reanimation Protocols
Abilities: Leader, Rites of Reanimation, Technomancer, Melee Weapons: Staff of light,
Ranged Weapons: Staff of light, Unit: Technomancer
Unit M T SV W LD OC Ref
Technomancer 10" 4 4+ 4 6+ 1
Battleline [540pts]
Immortals [140pts]
Categories: FACTION: NECRONS, INFANTRY, BATTLELINE, IMMORTALS
Rules: Annihilation Protocol, Reanimation Protocols
Abilities: Implacable Eradication, Unit: Immortals
10x Immortal
Selections: 10x Close combat weapon, 10x Gauss blaster
Rules: Lethal Hits
Melee Weapons: Close combat weapon, Ranged Weapons: Gauss blaster
Unit M T SV W LD OC Ref
Immortals 5" 5 3+ 1 7+ 2
Unit M T SV W LD OC Ref
Necron Warriors 5" 4 4+ 1 7+ 2
Necron Warriors [200pts]
Categories: FACTION: NECRONS, INFANTRY, BATTLELINE, NECRON WARRIORS
Rules: Annihilation Protocol, Reanimation Protocols
Abilities: Their Number is Legion, Unit: Necron Warriors
20x Warrior w/ gauss flayer
Selections: 20x Close combat weapon, 20x Gauss flayer
Rules: Lethal Hits, Rapid Fire
Melee Weapons: Close combat weapon, Ranged Weapons: Gauss flayer
Unit M T SV W LD OC Ref
Necron Warriors 5" 4 4+ 1 7+ 2
Infantry [200pts]
Unit M T SV W LD OC Ref
Skorpekh Destroyers 8" 6 3+ 3 7+ 2
Mounted [380pts]
Lokhust Destroyers [180pts]
Categories: FACTION: NECRONS, MOUNTED, FLY, DESTROYER CULT, LOKHUST DESTROYERS
Rules: Annihilation Protocol, Reanimation Protocols
Abilities: Hard-wired for Destruction, Unit: Lokhust Destroyers
6x Lokhust Destroyer
Selections: 6x Close combat weapon, 6x Gauss cannon
Rules: Lethal Hits
Melee Weapons: Close combat weapon, Ranged Weapons: Gauss cannon
Unit M T SV W LD OC Ref
Lokhust Destroyers 8" 6 3+ 3 7+ 2
Unit M T SV W LD OC Ref
Lokhust Heavy Destroyers 8" 6 3+ 4 7+ 2
Lokhust Heavy Destroyers [100pts]
Categories: FACTION: NECRONS, MOUNTED, FLY, DESTROYER CULT, LOKHUST HEAVY DESTROYERS
Rules: Annihilation Protocol, Reanimation Protocols
Abilities: Optimised for Slaughter, Unit: Lokhust Heavy Destroyers
2x Destroyer w/ gauss destructor [100pts]
Selections: 2x Close combat weapon, 2x Gauss destructor
Rules: Heavy, Lethal Hits
Melee Weapons: Close combat weapon, Ranged Weapons: Gauss destructor
Unit M T SV W LD OC Ref
Lokhust Heavy Destroyers 8" 6 3+ 4 7+ 2
Vehicle [475pts]
Monolith [350pts]
Selections: Particle whip, Portal of exile
Categories: FACTION: NECRONS, VEHICLE, TITANIC, FLY, TOWERING, MONOLITH
Rules: Annihilation Protocol, Blast, Deadly Demise D6, Deep Strike, Devastating Wounds,
Reanimation Protocols
Abilities: Damaged: 1-7 wounds remaining, Eternity Gate, Melee Weapons: Portal of exile,
Ranged Weapons: Particle whip, Unit: Monolith
Four death rays
Selections: 4x Death ray
Rules: Sustained Hits
Ranged Weapons: Death ray
Unit M T SV W LD OC Ref
Monolith 8" 13 2+ 22 7+ 8
Triarch Stalker [125pts]
Selections: Heavy gauss cannon array, Stalker's forelimbs
Categories: FACTION: NECRONS, VEHICLE, WALKER, TRIARCH STALKER
Rules: Annihilation Protocol, Deadly Demise D3, Lethal Hits, Reanimation Protocols, Scouts 8"
Abilities: Invulnerable Save, Targeting Relay, Melee Weapons: Stalker's forelimbs, Ranged
Weapons: Heavy gauss cannon array, Unit: Triarch Stalker
Unit M T SV W LD OC Ref
Triarch Stalker 8" 8 3+ 12 7+ 4
Selection Rules
Annihilation Protocol: Each time a DESTROYER CULT or FLAYED ONES unit from your army declares a
charge, you can re-roll the Charge roll. If one or more targets of that charge are Below Half-strength, add 1
to the charge roll as well. ()
Blast: Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number
of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for
every five models that were in the target unit when you selected it as the target (rounding down). Blast
weapons can never be used to make attacks against a unit that is within Engagement Range of one or more
units from the attacking model’s army (including its own unit). (10th Edition Core Rules p26)
Deadly Demise D3: Some models have 'Deadly Demise x' listed in their abilities. When such a model is
destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any
embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds
denoted by 'x' (if this is a random number, roll separately for each unit within 6"). (10th Edition Core Rules
p23)
Deadly Demise D6: Some models have 'Deadly Demise x' listed in their abilities. When such a model is
destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any
embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds
denoted by 'x' (if this is a random number, roll separately for each unit within 6"). (10th Edition Core Rules
p23)
Deep Strike: During the Declare Battle Formations step, if every model in a unit has this ability, you can set
it up in Reserves instead of setting it up on the battlefield. If you do, 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" horizontally
away from all enemy models. (10th Edition Core Rules p39)
Devastating Wounds: Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating
Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound,
no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such
attacks are only allocated to models after all other attacks made by the attacking unit have been allocated
and resolved (10th Edition Core Rules p28)
Heavy: Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made
with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit
roll. (10th Edition Core Rules p26)
Leader: While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception
of rules that are triggered when units are destroyed (pg 12), it is treated as a single unit for all rules
purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks,
you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit
has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that
attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or
more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in
an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can
then be allocated to Character models in that unit. (10th Edition Core Rules p39)
Lethal Hits: Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an
attack is made with such a weapon, a Critical Hit automatically wounds the target. (10th Edition Core Rules
p25)
Rapid Fire: Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time
such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is
increased by the amount denoted by ‘x’. (10th Edition Core Rules p25)
Reanimation Protocols: If your Army Faction is NECRONS, at the end of your Command phase, each unit
from your army with this ability that is on the battlefield activates its Reanimation Protocols and
reanimates D3 wounds. Each time such a unit reanimates a wound:
■ If that unit contains one or more models with fewer than their starting number of wounds remaining, select
one of those models; that model regains one lost wound.
■ If all models in that unit have their starting number of wounds, but that unit is not at its Starting
Strength, one destroyed model is returned to that unit with one wound remaining.
Once such a unit is at its Starting Strength and all of its models have their starting number of wounds,
nothing further happens. ()
Scouts 8": Some units have ‘Scouts x’ listed in their abilities. If every model in a unit has this ability, then at
the start of the first battle round, before the first turn begins, it can make a Normal move of up to x" as if it
were your Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle
embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT
model). A unit that moves using this ability must end that move more than 9\" horizontally away from all
enemy models. If both players have units that can do this, the player who is taking the first turn moves their
units first. (10th Edition Core Rules p39)
Sustained Hits: Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons.
Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of
additional hits on the target as denoted by ‘x’ (10th Edition Core Rules p28)