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NECRONS
Total Points 1000
HQs Units
Unit Add-ons Points Qty Total WS BS S T W I A Ld Sv
Nightbringer Number/Squad: 1. May only 360 0 Nightbringer 6 4 10 8 5 4 5 10 4+*
The Deceiver choose one in an Army 300 0 Deceiver 5 3 9 8 5 5 4 10 4+*
Necron Lord 4 4 5 5 3 4 3 10 3+
Necron Lord Number/Squad: 1 100 1 100 Necron Destroyer Lord 4 4 5 6 3 4 3 10 3+
Replace Staff of Light Warscythe 10 0 Pariahs 4 4 5 5 1 3 1 10 3+
Chromotron 10 0 Necron Immortals 4 4 4 5 1 2 1 10 3+
Disruption Field 5 0 Necron Flayed Ones 4 4 4 4 1 4 2 10 3+
Destroyer Body 30 1 30 Necron Warriors 4 4 4 4 1 2 1 10 3+
Gaze of Flame 15 0 Necron Wraiths 4 4 6 4 1 6 3 10 3+*
Lightning Field 25 0 Necron Destroyers 4 4 4 5 1 2 1 10 3+
A Necron Lord may take up to
100 points of wargear. Nightmare Shroud 30 0 Scarab Swarm 2 0 3 3 3 2 3 10 5+
Phase Shifter 30 0 Tomb Spyders 2 2 6 6 2 2 3 10 3+
Phylactery 15 0
Resurrection Orb 40 1 40 Vehicles Armour
Solar Pulse 20 0 Front Side Rear BS
Veil of Darkness 60 0 Monolith 14 14 14 4
Wargear total: 70
Necron Lord Number/Squad: 1 100 0 Weapon
Replace Staff of Light Warscythe 10 0 Range S AP Type
Chromotron 10 0 Lightning arc 24" 9 2 Assault 1 (Nightbringer)
Disruption Field 5 0 Staff of Light 12" 5 3 Assault 3, Guass
Destroyer Body 30 0 Guass flayer 24" 4 5 Rapid Fire, Guass
Gaze of Flame 15 0 Guass blaster 24" 5 4 Assault 2, Guass
Lightning Field 25 0 Guass cannon 36" 6 4 Heavy 3, Guass
A Necron Lord may take up to
100 points of wargear. Nightmare Shroud 30 0 Heavy Guass cannon 36" 9 2 Heavy 1, Guass
Phase Shifter 30 0 Guass flux arc 12" 5 4 Heavy, D6 per unit w/in 12",
Phylactery 15 0 Guass
Elites Guass weapons are horrifying devises that can strip a target down molecule
by molecule and reduce it to its constituent atoms in a matter of seconds.
Unit Add-ons Points Qty Total Against troops, any roll to wound of 6 automatically causes a wound
Pariahs Number/Squad: 4-10 36 0 regardless of toughness. Any vehicle that a hit from a Guass weapon will
suufer a glancing hit on a D6 roll of a 6 on the Armour Penetration roll, even if
the target's Armour value is greater than could normally be penetrated.
Immortals Number/Squad: 5-10 28 0
Entire squad may upgrade Disruption Fields 2 0
We'll Be Back
Flayed Ones Number/Squad: 4-10 18 0
Entire squad may upgrade Disruption Fields 3 0 At the start of every Necron turn, damaged Necrons may self-repair. Roll a D6
Elites Total 0 for every Necron capable of self-repair. On a 1-3, remove the model as
normal. On a 4-6, the Necron is repaired and stands back up with 1 wound
remaining. A Necron cannot self-repair if it was destroyed by a close combat
Troops weapon that aloows no armour save or any weapon whose Strength is twice
the Toughness of the Necron concerned. This can be over-ridden by the
Unit Add-ons Points Qty Total Resurrection Orb. Additionally, the self-repair ability only works if the wound
Warriors Number/Squad: 10-20 18 20 360 Necron is within 6" of another model of the same type, although not
neccessarily the same unit.
Entire squad may upgrade Disruption Fields 2 0
Troops Total 360
NECRONS
APOCALYPSE
NECRONS
Total Points 997
HQs Units
Unit Add-ons Points Qty Total WS BS S T W I A Ld Sv
Nightbringer Number/Squad: 1. May only 360 0 Nightbringer 6 4 10 8 5 4 5 10 4+*
The Deceiver choose one in an Army 300 0 Deceiver 5 3 9 8 5 5 4 10 4+*
Necron Lord 4 4 5 5 3 4 3 10 3+
Necron Lord Number/Squad: 1 100 1 100 Necron Destroyer Lord 4 4 5 6 3 4 3 10 3+
Replace Staff of Light Warscythe 10 0 Pariahs 4 4 5 5 1 3 1 10 3+
Chromotron 10 0 Necron Immortals 4 4 4 5 1 2 1 10 3+
Disruption Field 5 1 5 Necron Flayed Ones 4 4 4 4 1 4 2 10 3+
Destroyer Body 30 0 Necron Warriors 4 4 4 4 1 2 1 10 3+
Gaze of Flame 15 1 15 Necron Wraiths 4 4 6 4 1 6 3 10 3+*
Lightning Field 25 0 Necron Destroyers 4 4 4 5 1 2 1 10 3+
A Necron Lord may take up to
100 points of wargear. Nightmare Shroud 30 0 Scarab Swarm 2 0 3 3 3 2 3 10 5+
Phase Shifter 30 1 30 Tomb Spyders 2 2 6 6 2 2 3 10 3+
Phylactery 15 0
Resurrection Orb 40 1 40 Vehicles Armour
Solar Pulse 20 0 Front Side Rear BS
Veil of Darkness 60 0 Monolith 14 14 14 4
Wargear total: 90
Necron Lord Number/Squad: 1 100 0 Weapon
Replace Staff of Light Warscythe 10 0 Range S AP Type
Chromotron 10 0 Lightning arc 24" 9 2 Assault 1 (Nightbringer)
Disruption Field 5 0 Staff of Light 12" 5 3 Assault 3, Guass
Destroyer Body 30 0 Guass flayer 24" 4 5 Rapid Fire, Guass
Gaze of Flame 15 0 Guass blaster 24" 5 4 Assault 2, Guass
Lightning Field 25 0 Guass cannon 36" 6 4 Heavy 3, Guass
A Necron Lord may take up to
100 points of wargear. Nightmare Shroud 30 0 Heavy Guass cannon 36" 9 2 Heavy 1, Guass
Phase Shifter 30 0 Guass flux arc 12" 5 4 Heavy, D6 per unit w/in 12",
Phylactery 15 0 Guass
Elites Guass weapons are horrifying devises that can strip a target down molecule
by molecule and reduce it to its constituent atoms in a matter of seconds.
Unit Add-ons Points Qty Total Against troops, any roll to wound of 6 automatically causes a wound
Pariahs Number/Squad: 4-10 36 0 regardless of toughness. Any vehicle that a hit from a Guass weapon will
suufer a glancing hit on a D6 roll of a 6 on the Armour Penetration roll, even if
the target's Armour value is greater than could normally be penetrated.
Immortals Number/Squad: 5-10 28 5 140
Entire squad may upgrade Disruption Fields 2 0
We'll Be Back
Flayed Ones Number/Squad: 4-10 18 4 72
Entire squad may upgrade Disruption Fields 3 0 At the start of every Necron turn, damaged Necrons may self-repair. Roll a D6
Elites Total 212 for every Necron capable of self-repair. On a 1-3, remove the model as
normal. On a 4-6, the Necron is repaired and stands back up with 1 wound
remaining. A Necron cannot self-repair if it was destroyed by a close combat
Troops weapon that aloows no armour save or any weapon whose Strength is twice
the Toughness of the Necron concerned. This can be over-ridden by the
Unit Add-ons Points Qty Total Resurrection Orb. Additionally, the self-repair ability only works if the wound
Warriors Number/Squad: 10-20 18 20 360 Necron is within 6" of another model of the same type, although not
neccessarily the same unit.
Entire squad may upgrade Disruption Fields 2 0
Troops Total 360
NECRONS
APOCALYPSE
NECRONS
Total Points 991
HQs Units
Unit Add-ons Points Qty Total WS BS S T W I A Ld Sv
Nightbringer Number/Squad: 1. May only 360 0 Nightbringer 6 4 10 8 5 4 5 10 4+*
The Deceiver choose one in an Army 300 0 Deceiver 5 3 9 8 5 5 4 10 4+*
Necron Lord 4 4 5 5 3 4 3 10 3+
Necron Lord Number/Squad: 1 100 1 100 Necron Destroyer Lord 4 4 5 6 3 4 3 10 3+
Replace Staff of Light Warscythe 10 1 10 Pariahs 4 4 5 5 1 3 1 10 3+
Chromotron 10 0 Necron Immortals 4 4 4 5 1 2 1 10 3+
Disruption Field 5 0 Necron Flayed Ones 4 4 4 4 1 4 2 10 3+
Destroyer Body 30 1 30 Necron Warriors 4 4 4 4 1 2 1 10 3+
Gaze of Flame 15 0 Necron Wraiths 4 4 6 4 1 6 3 10 3+*
Lightning Field 25 0 Necron Destroyers 4 4 4 5 1 2 1 10 3+
A Necron Lord may take up to
100 points of wargear. Nightmare Shroud 30 0 Scarab Swarm 2 0 3 3 3 2 3 10 5+
Phase Shifter 30 0 Tomb Spyders 2 2 6 6 2 2 3 10 3+
Phylactery 15 0
Resurrection Orb 40 1 40 Vehicles Armour
Solar Pulse 20 0 Front Side Rear BS
Veil of Darkness 60 0 Monolith 14 14 14 4
Wargear total: 70
Necron Lord Number/Squad: 1 100 0 Weapon
Replace Staff of Light Warscythe 10 0 Range S AP Type
Chromotron 10 0 Lightning arc 24" 9 2 Assault 1 (Nightbringer)
Disruption Field 5 0 Staff of Light 12" 5 3 Assault 3, Guass
Destroyer Body 30 0 Guass flayer 24" 4 5 Rapid Fire, Guass
Gaze of Flame 15 0 Guass blaster 24" 5 4 Assault 2, Guass
Lightning Field 25 0 Guass cannon 36" 6 4 Heavy 3, Guass
A Necron Lord may take up to
100 points of wargear. Nightmare Shroud 30 0 Heavy Guass cannon 36" 9 2 Heavy 1, Guass
Phase Shifter 30 0 Guass flux arc 12" 5 4 Heavy, D6 per unit w/in 12",
Phylactery 15 0 Guass
Elites Guass weapons are horrifying devises that can strip a target down molecule
by molecule and reduce it to its constituent atoms in a matter of seconds.
Unit Add-ons Points Qty Total Against troops, any roll to wound of 6 automatically causes a wound
Pariahs Number/Squad: 4-10 36 0 regardless of toughness. Any vehicle that a hit from a Guass weapon will
suufer a glancing hit on a D6 roll of a 6 on the Armour Penetration roll, even if
the target's Armour value is greater than could normally be penetrated.
Immortals Number/Squad: 5-10 28 0
Entire squad may upgrade Disruption Fields 2 0
We'll Be Back
Flayed Ones Number/Squad: 4-10 18 0
Entire squad may upgrade Disruption Fields 3 0 At the start of every Necron turn, damaged Necrons may self-repair. Roll a D6
Elites Total 0 for every Necron capable of self-repair. On a 1-3, remove the model as
normal. On a 4-6, the Necron is repaired and stands back up with 1 wound
remaining. A Necron cannot self-repair if it was destroyed by a close combat
Troops weapon that aloows no armour save or any weapon whose Strength is twice
the Toughness of the Necron concerned. This can be over-ridden by the
Unit Add-ons Points Qty Total Resurrection Orb. Additionally, the self-repair ability only works if the wound
Warriors Number/Squad: 10-20 18 30 540 Necron is within 6" of another model of the same type, although not
neccessarily the same unit.
Entire squad may upgrade Disruption Fields 2 0
Troops Total 540
NECRONS
NECRONS
Total Points 3997
HQs
Unit Add-ons Points Qty Total
Nightbringer Number/Squad: 1. May only 360 0
The Deceiver choose one in an Army 300 0
Elites
Unit Add-ons Points Qty Total
Pariahs Number/Squad: 4-10 36 6 216
Fast Attack
Unit Add-ons Points Qty Total
Wraiths Number/Squad: 1-3 41 6 246
Heavy Support
Unit Add-ons Points Qty Total
Tomb Spyders Number: 1-3, Independent 55 1 55
1 claw may be replaced w/;
reduce # of Attacks by 1 Particle Projector 0 0
NECRONS
RONS
Units
WS BS S T W I A Ld Sv
Nightbringer 6 4 10 8 5 4 5 10 4+*
Deceiver 5 3 9 8 5 5 4 10 4+*
Necron Lord 4 4 5 5 3 4 3 10 3+
Necron Destroyer Lord 4 4 5 6 3 4 3 10 3+
Pariahs 4 4 5 5 1 3 1 10 3+
Necron Immortals 4 4 4 5 1 2 1 10 3+
Necron Flayed Ones 4 4 4 4 1 4 2 10 3+
Necron Warriors 4 4 4 4 1 2 1 10 3+
Necron Wraiths 4 4 6 4 1 6 3 10 3+*
Necron Destroyers 4 4 4 5 1 2 1 10 3+
Scarab Swarm 2 0 3 3 3 2 3 10 5+
Tomb Spyders 2 2 6 6 2 2 3 10 3+
Vehicles Armour
Front Side Rear BS
Monolith 14 14 14 4
Weapon
Range S AP Type
Lightning arc 24" 9 2 Assault 1 (Nightbringer)
Staff of Light 12" 5 3 Assault 3, Guass
Guass flayer 24" 4 5 Rapid Fire, Guass
Guass blaster 24" 5 4 Assault 2, Guass
Guass cannon 36" 6 4 Heavy 3, Guass
Heavy Guass cannon 36" 9 2 Heavy 1, Guass
Guass flux arc 12" 5 4 Heavy, D6 per unit w/in 12",
Guass
Particle Whip 24" 9 3 Ordanance 1, Large Blast,
AP 1 at center
Guass Weapons
Guass weapons are horrifying devises that can strip a target down molecule
by molecule and reduce it to its constituent atoms in a matter of seconds.
Against troops, any roll to wound of 6 automatically causes a wound
regardless of toughness. Any vehicle that a hit from a Guass weapon will
suufer a glancing hit on a D6 roll of a 6 on the Armour Penetration roll, even if
the target's Armour value is greater than could normally be penetrated.
We'll Be Back
At the start of every Necron turn, damaged Necrons may self-repair. Roll a D6
for every Necron capable of self-repair. On a 1-3, remove the model as
normal. On a 4-6, the Necron is repaired and stands back up with 1 wound
remaining. A Necron cannot self-repair if it was destroyed by a close combat
weapon that aloows no armour save or any weapon whose Strength is twice
the Toughness of the Necron concerned. This can be over-ridden by the
Resurrection Orb. Additionally, the self-repair ability only works if the wound
Necron is within 6" of another model of the same type, although not
neccessarily the same unit.
At the start of every Necron turn, damaged Necrons may self-repair. Roll a D6
for every Necron capable of self-repair. On a 1-3, remove the model as
normal. On a 4-6, the Necron is repaired and stands back up with 1 wound
remaining. A Necron cannot self-repair if it was destroyed by a close combat
weapon that aloows no armour save or any weapon whose Strength is twice
the Toughness of the Necron concerned. This can be over-ridden by the
Resurrection Orb. Additionally, the self-repair ability only works if the wound
Necron is within 6" of another model of the same type, although not
neccessarily the same unit.
Tomb Spyders
If a Necron cannot self-repair because no model of the same type is within 6",
it may still self-repair if there is both a Tomb Spyder within 12' and another
model of the same type on the battlefield.
Phase Out
If a Necron Army is reduced to 25% or less of its original number of models, it
will dissappear in an eerie fashion leaving behind nothing in its presence. This
gives an automatic victory to the enemy. Remember that you only count
models with the Necron special ability, so C'tan, Pariahs, Scarab Swarms,
Monoliths and Tomb Spyders do not contribute to the total number of Necrons
in the Army or to the current number of casualties. However, when Phase Out
occurs the whole Necron army, including models without the Necron ability,
phases out. Phase Out is calculated at the beginning of the Necron turn after
all We'll Be Back rolls have been taken.
Total # of Necrons 80
Phase Out # 20
CRONS
Adrian's Necron Team
HQs
Unit Add-ons Points Qty
Nightbringer Number/Squad: 1. May only choose one in 360
The Deceiver an Army 300
Elites
Unit Add-ons Points Qty
Pariahs Number/Squad: 4-10 36
Adrian's Necron Team
Troops
Unit Add-ons Points Qty
Warriors Number/Squad: 10-20 18 24
Entire squad may upgrade Disruption Fields 2
Troops Total
Fast Attack
Unit Add-ons Points Qty
Wraiths Number/Squad: 1-3 41 3
Heavy Support
Unit Add-ons Points Qty
Tomb Spyders Number: 1-3, Independent 55
1 claw may be replaced w/; reduce # of Attacks by 1 Particle Projector 0
Monolith 235 1
Heavy Support Total
#REF!
NECRON Army Total
Adrian's Necron Team
Total
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
75
0
0
30
0
12
0
20
0
0
0
0
15
0
0
0
0
0
0
0
0
0
0
152
Total
0
Adrian's Necron Team
0
0
0
0
0
Total
432
0
432
Total
123
500
0
0
623
Total
0
0
235
235