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Crusade

The document outlines a 1490-point Necron army roster for a Warhammer 40,000 game, detailing various units, their configurations, and abilities. Key characters include multiple Overlords and Plasmaners, supported by infantry units like Immortals and Necron Warriors. The rules section elaborates on special abilities such as Command Protocols, Reanimation Protocols, and various weapon characteristics that enhance gameplay strategy.

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0% found this document useful (0 votes)
20 views6 pages

Crusade

The document outlines a 1490-point Necron army roster for a Warhammer 40,000 game, detailing various units, their configurations, and abilities. Key characters include multiple Overlords and Plasmaners, supported by infantry units like Immortals and Necron Warriors. The rules section elaborates on special abilities such as Command Protocols, Reanimation Protocols, and various weapon characteristics that enhance gameplay strategy.

Uploaded by

zeelot
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Xenos - Necrons - Crusade?

- (1490 pts)

Army Roster (Xenos - Necrons) (1490 pts)

Configuration
Battle Size Incursion (1000 Point limit)

Detachment Choice Awakened Dynasty

Rules: Command Protocols

Show/Hide Options Unaligned Fortifications are visible, Unaligned Forces are visible, Legends are visible

Character (590 pts)


Lokhust Lord (1) Lord's blade, Resurrection orb
(80 pts)
Rules: Command Protocols, Leader, Reanimation Protocols, Devastating Wounds
Abilities: Leader[1], Invulnerable Save, Destroyer Cult, Driven by Hatred, Resurrection orb
Unit: Lokhust Lord
Melee Weapons: Lord's blade

Overlord (1) Veil of Darkness, Voidscythe, Resurrection orb


(105 pts)
Rules: Command Protocols, Leader, Reanimation Protocols, Devastating Wounds
Abilities: Leader[2], My Will Be Done, Implacable Resilience, Invulnerable Save, Resurrection orb, Veil of
Darkness
Unit: Overlord (x2) (x2)
Melee Weapons: Voidscythe (x2) (x2)

Overlord (1) Voidscythe, Resurrection orb


(85 pts)
Rules: Command Protocols, Leader, Reanimation Protocols, Devastating Wounds
Abilities: Leader[2], My Will Be Done, Implacable Resilience, Invulnerable Save, Resurrection orb
Unit: Overlord (x2) (x2)
Melee Weapons: Voidscythe (x2) (x2)

Overlord with Translocation Shroud (1) Nether-realm Casket, Warlord


(105 pts)
Rules: Command Protocols, Leader, Reanimation Protocols, Devastating Wounds
Abilities: Leader[2], My Will Be Done, Translocation Shroud, Invulnerable Save, Resurrection orb,
Nether-realm Casket
Unit: Overlord with Translocation Shroud
Melee Weapons: Overlord's blade

Plasmancer (1) Rules: Command Protocols, Leader, Reanimation Protocols


(65 pts) Abilities: Leader[3], Harbinger of Destruction, Living Lightning
Unit: Plasmancer (x2) (x2)
Ranged Weapons: Plasmic lance (x2) (x2)
Melee Weapons: Plasmic lance (x2) (x2)

Plasmancer (1) Rules: Command Protocols, Leader, Reanimation Protocols


(65 pts) Abilities: Leader[3], Harbinger of Destruction, Living Lightning
Unit: Plasmancer (x2) (x2)
Ranged Weapons: Plasmic lance (x2) (x2)
Melee Weapons: Plasmic lance (x2) (x2)

Technomancer (1) Rules: Command Protocols, Leader, Reanimation Protocols


(85 pts) Abilities: Leader[4], Rites of Reanimation, Technomancer
Unit: Technomancer
Ranged Weapons: Staff of light
Melee Weapons: Staff of light

Battleline (500 pts)


Immortals (10) • 10x Immortal: Gauss blaster
(150 pts)
Rules: Command Protocols, Reanimation Protocols, Lethal Hits
Unit: Immortals (x2) (x2)
Abilities: Implacable Eradication
Melee Weapons: Close combat weapon (x4) (x4)
Ranged Weapons: Gauss blaster

Immortals (10) • 10x Immortal: Tesla carbine


(150 pts)
Rules: Command Protocols, Reanimation Protocols, Assault, Sustained Hits
Unit: Immortals (x2) (x2)
Abilities: Implacable Eradication
Melee Weapons: Close combat weapon (x4) (x4)
Ranged Weapons: Tesla carbine
Necron Warriors (10) • 10x Warrior w/ gauss flayer
(100 pts)
Rules: Command Protocols, Reanimation Protocols, Lethal Hits, Rapid Fire
Unit: Necron Warriors (x2) (x2)
Abilities: Their Number is Legion
Ranged Weapons: Gauss flayer (x2) (x2)
Melee Weapons: Close combat weapon (x2) (x2)

Necron Warriors (10) • 10x Warrior w/ gauss flayer


(100 pts)
Rules: Command Protocols, Reanimation Protocols, Lethal Hits, Rapid Fire
Unit: Necron Warriors (x2) (x2)
Abilities: Their Number is Legion
Ranged Weapons: Gauss flayer (x2) (x2)
Melee Weapons: Close combat weapon (x2) (x2)

Infantry (170 pts)


Lychguard (10) • 10x Lychguard: Warscythe
(170 pts)
Rules: Command Protocols, Reanimation Protocols, Devastating Wounds
Unit: Lychguard
Abilities: Guardian Protocols
Melee Weapons: Warscythe

Swarm (80 pts)


Canoptek Scarab Swarms (6) • 6x Canoptek Scarab Swarm
(80 pts)
Rules: Command Protocols, Reanimation Protocols, Lethal Hits
Unit: Canoptek Scarab Swarms
Abilities: Self-destruction, Chittering Swarm
Melee Weapons: Feeder mandibles

Mounted (150 pts)


Lokhust Heavy Destroyers (3) • Destroyer w/ enmitic exterminator
(150 pts) • 2x Destroyer w/ gauss destructor

Rules: Command Protocols, Reanimation Protocols, Heavy, Sustained Hits, Rapid Fire, Lethal Hits
Unit: Lokhust Heavy Destroyers
Abilities: Optimised for Slaughter
Ranged Weapons: Enmitic exterminator, Gauss destructor
Melee Weapons: Close combat weapon (x4) (x8)
Rules:

Command Protocols While a NECRONS CHARACTER model is leading this unit, each time a model in this unit makes an attack, add 1 to the Hit
roll.

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 successfully 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.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit becomes
a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after
the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another
CHARACTER unit attached, that Attached unit’s Bodyguard unit becomes a separate unit, with its original Starting Strength. If
this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up
that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered
when that unit is destroyed.

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.

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. After that attack is allocated and after any modifiers are applied, it inflicts a number of
mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

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.

Assault Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models
equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot,
you can only resolve attacks using Assault weapons its models are equipped with.

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’

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’.

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.
Abilities

Leader[1]

This model can be attached to the following units:


% LOKHUST DESTROYERS
% LOKHUST HEAVY DESTROYERS

Invulnerable Save

This model has a 4+ invulnerable save.

Destroyer Cult

While this model is leading a unit, each time a model in that unit makes a ranged attack, a successful unmodifed Hit roll of 5+ scores a Critical Hit.

Driven by Hatred

Each time this model makes an attack that targets an enemy unit that is Below Half-strength, you can re-roll the Hit roll and you can re-roll the Wound roll.

Resurrection orb

Once per battle, while the bearer is leading a unit, at the end of any phase, it can resurrect that unit if it is on the battlefield. When you do, that
unit’s Reanimation Protocols are activated reanimating D6 wounds instead of D3 when doing so. You cannot resurrect more than one unit per turn.

Leader[2]

This model can be attached to the following units:


% IMMORTALS
% LYCHGUARD
% NECRON WARRIORS

My Will Be Done

Once per battle round, one unit from your army with this ability can be targeted with a Stratagem for 0CP, even if you have already targeted a different unit
with that Stratagem this phase.

Implacable Resilience

Each time an attack is allocated to this model, subtract 1 from that attack’s Damage characteristic.

Veil of Darkness

NECRONS model only. Once per battle, at the end of your opponent’s turn, if the bearer’s unit is not within Engagement Range of one or more enemy units,
the bearer can use this Enhancement. If it does, remove that unit from the battlefield. Then, in the Reinforcements step of your next Movement phase, set up
that unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

Translocation Shroud

Each time this model's unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in
that unit. In addition, each time a model in that unit makes a Normal, Advance or Fall Back move, until that move is finished, it can move horizontally through
models and terrain features (it cannot finish a move on top of another model or its base).

Nether-realm Casket

NECRONS model only. While the bearer is leading a unit, models in that unit have the Stealth ability.

Leader[3]

This model can be attached to the following units:


% IMMORTALS
% NECRON WARRIORS
You can attach this model to one of the above units even if one ROYAL WARDEN or NOBLE model has already been attached to it. If you do, and that
Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.

Harbinger of Destruction

While this model is leading a unit, each time a model in that unit makes a ranged attack, a successful unmodifed Hit roll of 5+ scores a Critical Hit.

Living Lightning

In your Shooting phase, select one enemy unit within 18" of and visible to this model and roll four D6: for each 4+, that enemy unit suffers 1 mortal wound.

Leader[4]
This model can be attached to the following units:
% CANOPTEK WRAITHS
% IMMORTALS
% NECRON WARRIORS
You can attach this model to one of the above units even if one ROYAL WARDEN or NOBLE model has already been attached to it. If you do, and that
Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.

Rites of Reanimation

While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.

Technomancer

At the end of your Movement phase, select one friendly NECRONS model within 6" of the bearer. That model regains up to D3 lost wounds. Each model
can only be selected for this ability once per turn.

Implacable Eradication

Each time a model in this unit makes an attack, re-roll a Wound roll of 1. If the target of that attack is an enemy unit within range of an objective marker, you
can re-roll the Wound roll instead.

Their Number is Legion

Each time this unit’s Reanimation Protocols activate, you can re-roll the dice to see how many wounds are regenerated.

Guardian Protocols

While a NOBLE model is leading this unit, each time an attack targets this unit, if the Strength characteristic of that attack is greater than the Toughness
characteristic of this unit, subtract 1 from the Wound roll.

Self-destruction

At the start of the Fight phase, if this unit is within Engagement Range of one or more enemy units, you can select one model in this unit to destroy. If you do,
select one enemy unit within Engagement Range of that model and roll one D6, adding 1 to the result if that unit is a VEHICLE. On a 2-5, that unit suffers D3
mortal wounds; on a 6+, that unit suffers 3 mortal wounds.

Chittering Swarm

While an enemy unit is within Engagement Range of this unit, subtract 1 from the Objective Control characteristic of models in that enemy unit (to a
minimum of 1). While this unit is within 6" of one or more friendly CRYPTEK models, the Objective Control characteristic of models in this unit is 1.

Optimised for Slaughter

Each time a model in this unit makes an attack with an enmitic exterminator that targets a unit (excluding MONSTERS and VEHICLES), re-roll a Wound roll of
1. Each time a model in this unit makes an attack with a gauss destructor against a MONSTER or VEHICLE unit, re-roll a Wound roll of 1.

Unit M T SV W LD OC

Lokhust Lord 8" 6 3+ 6 6+ 2

Overlord (x2) (x2) 5" 5 2+ 6 6+ 1

Overlord with Translocation Shroud 5" 5 2+ 6 6+ 1

Plasmancer (x2) (x2) 5" 4 4+ 4 6+ 1

Technomancer 10" 4 4+ 4 6+ 1

Immortals (x2) (x2) 5" 5 3+ 1 7+ 2

Necron Warriors (x2) (x2) 5" 4 4+ 1 7+ 2

Lychguard 5" 5 3+ 2 7+ 1

Canoptek Scarab Swarms 10" 2 6+ 4 8+ 0

Lokhust Heavy Destroyers 8" 6 3+ 4 7+ 2


Melee Weapons Range A WS S AP D Keywords

Lord's blade Melee 4 2+ 8 -3 2 Devastating Wounds

Voidscythe (x2) (x2) Melee 3 3+ 12 -3 3 Devastating Wounds

Overlord's blade Melee 4 2+ 8 -3 2 Devastating Wounds

Plasmic lance (x2) (x2) Melee 2 4+ 7 -3 2 -

Staff of light Melee 2 4+ 5 -2 1 -

Close combat weapon (x4) (x4) Melee 2 3+ 4 0 1 -

Close combat weapon (x2) (x2) Melee 1 4+ 4 0 1 -

Warscythe Melee 2 3+ 8 -3 2 Devastating Wounds

Feeder mandibles Melee 6 5+ 2 0 1 Lethal Hits

Ranged Weapons Range A BS S AP D Keywords

Plasmic lance (x2) (x2) 18" 3 4+ 7 -3 2 -

Staff of light 18" 3 4+ 5 -2 1 -

Gauss blaster 24" 2 3+ 5 -1 1 Lethal Hits

Tesla carbine 24" 2 3+ 5 0 1 Assault, Sustained Hits 2

Gauss flayer (x2) (x2) 24" 1 4+ 4 0 1 Lethal Hits, Rapid Fire 1

Enmitic exterminator 36" 6 3+ 6 -1 1 Heavy, Rapid Fire 6, Sustained Hits 1

Gauss destructor 48" 1 3+ 14 -4 6 Heavy, Lethal Hits

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