Necrons2 (1)
Necrons2 (1)
Configuration (3 CP)
Battle Size Combat Patrol (50 Total PL / 0-500 Points)
(3 CP)
Dynastic Agents and Star DYNASTIC AGENT and C'TAN SHARD units can be included in a NECRONS detachment without preventing other units in
Gods that Detachment from gaining a Dynastic Code. DYNASTIC AGENT and C'TAN SHARD units never gain a Dynastic Code.
You can include a maximum of one C'TAN SHARD model in each NECRONS Detachment in your army.
The Royal Court When mustering your army, if it contains THE SILENT KING model, that model must be selected as your WARLORD.
Otherwise, if your army contains a PHAERON model, that model must be selected as your WARLORD. Otherwise, if your
army contains an OVERLORD model, that model must be selected as your WARLORD. Otherwise, if your army contains a
LORD model, that model must be selected as your WARLORD. If your army contains none of the listed models, select your
WARLORD as normal.
Living Metal At the start of your Command phase, each model in this unit regains 1 lost wound.
Command Protocols If every unit from your army (excluding DYNASTIC AGENT, C'TAN SHARD and UNALIGNED units) is from the same dynasty,
and you select a NECRONS CHARACTER model to be your WARLORD, this unit is eligible to benefit from this ability and the
following rules apply.
After both sides have deployed, but before you have determined who will have the first turn, you must assign a different one of
the command protocols to each of the first five battle rounds, and note this down secretly on your army roster.
At the start of each battle round, if any NECRONS CHARACTER units from your army are on the battlefield, the command
protocol that you assigned to that battle round becomes active for your army until the end of that battle round. Each command
protocol is made up of two directives. When a command protocol becomes active for your army, reveal it to your opponent and
select one of its directives. Until the assigned command protocol stops being active, while a unit that is eligible to benefit from
this ability is on the battlefield, that unit benefits from the selected directive.
In addition, if all units from your army are from the same dynasty (excluding DYNASTIC AGENT, C'TAN SHARD and
UNALIGNED units), select one command protocol that has not been assigned to a battle round (there will typically only be
one). That command protocol is active in every battle round in addition to the one assigned to that battle round – select which
directive your units will benefit from at the start of each battle round. Note that if this additional command protocol is the one
described in your dynasty’s code, this means both of its directives apply to all units with this ability in your army in every battle
round, in addition to the protocol assigned to that battle round.
Reanimation Protocols 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.
Each time a unit's reanimation protocols are enacted, make Reanimation Protocol rolls for that unit by rolling a number of D6
equal to the combined Wounds characteristics of all the reassembling models. Each Reanimation Protocol roll of 5+ is put into
a pool. A Reanimation Protocol roll can never be modified by more than -1 or +1.
If the number of dice in that pool is greater than or equal to the Wounds characteristic of any of the reassembling models,
select one of those models to be Reanimated. A Reanimated model:
-Is added back to its unit with its full wounds remaining.
-Can only set up within Engagement Range of enemy units that are already within Engagement Range of the Reanimated
model's unit.
-Cannot, if it is your Charge phase, be set up closer to any enemy units that are targets of a charge declared by its unit this
phase.
-No longer counts as having been destroyed for the purposes of Morale tests this turn.
You then reduce the number of dice in that pool by a number equal to the Wounds characteristic of the Reanimated model and
repeat this process until either there are no more reassembling models, or the number of dice remaining in the pool is less
than the Wounds characteristic of any of the reassembling models. Any models that did not Reanimate fail to reassemble, and
any dice remaining in the pool are discarded.
Objective Secured A player controls an objective marker if they have any models with this ability within range of that objective marker, even if
there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker
also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within
range of that objective marker as normal.
Abilities
Living Lightning
At the start of the Fight phase, roll one D6 for each enemy unit within 6" of this model; on a 4+, that unit suffers 1 mortal wound.
Harbinger of Destruction
At the end of your Movement phase, if this model did not Fall Back that phase, roll three D6s; for each 4+, the closest enemy unit within 24" of and visible to
this model suffers 1 mortal wound.
Dynastic Advisors
If your army is Battle-forged, then for each CRYPTEK unit (excluding DYNASTIC AGENTS units) included in a Detachment that also contains at least one
NOBLE unit, a second CRYPTEK unit (excluding DYNASTIC AGENTS units) can be included in that Detachment without taking up an additional Battlefield
Role slot. [These are located in the Cryptek Selection under Dynastic Advisor]
Nanoscarab Casket
Each time the bearer uses its Living Metal ability, it regains 1 additional lost wound.
Scarab Hive
In your Command phase, one destroyed model from each friendly <DYNASTY> CANOPTEK SCARAB SWARM unit within 6" of this unit is Reanimated. Each
unit can only be affected by this ability once per phase.
Repulsor Platform
Models in this unit do not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved.
Unit M WS BS S T W A Ld Save
Plasmancer 5" 3+ 3+ 4 4 4 1 10 4+
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.