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  1. +++ Necrpn - Decurion (1992pts) +++
  2.  
  3. ++ Necrons: Codex (2015) (Decurion Detachment) (1787pts) ++
  4.  
  5. + (No Category) +
  6.  
  7. Relics and Warlord Traits
  8. ··Codex: Necrons [Warlord Traits]
  9.  
  10. + Core (965pts) +
  11.  
  12. Reclamation Legion (965pts)
  13. ··Rules: Enhanced Reanimation Protocols, Move Through Cover, Relentless
  14. ··Immortals (85pts)
  15. ····5x Immortal (85pts) [5x Gauss Blaster]
  16. ······Rules: Gauss, Reanimation Protocols
  17. ··Lychguard (200pts)
  18. ····8x Lychguard (200pts) [8x Warscythe]
  19. ······Rules: Reanimation Protocols
  20. ··Nemesor Zahndrekh (150pts) [Phase Shifter, Staff of Light, Warlord Trait: Eternal Madness]
  21. ····Rules: Adaptive Tactics, Counter Tactics, Independent Character, Reanimation Protocols
  22. ··Tomb Blades (60pts)
  23. ····Tomb Blade (20pts) [Nebuloscope (2pts), Twin-linked Gauss Blaster]
  24. ······Rules: Gauss, Reanimation Protocols
  25. ····Tomb Blade (20pts) [Nebuloscope (2pts), Twin-linked Gauss Blaster]
  26. ······Rules: Gauss, Reanimation Protocols
  27. ····Tomb Blade (20pts) [Nebuloscope (2pts), Twin-linked Gauss Blaster]
  28. ······Rules: Gauss, Reanimation Protocols
  29. ··Warriors (235pts)
  30. ····Ghost Ark (105pts) [2x Gauss Flayer Array, Quantum Shielding]
  31. ······Rules: Gauss, Independent Targeting, Living Metal, Repair Barge, Transport Capacity (Ghost Ark)
  32. ····10x Necron Warrior (130pts) [10x Gauss Flayer]
  33. ······Rules: Gauss, Reanimation Protocols
  34. ··Warriors (235pts)
  35. ····Ghost Ark (105pts) [2x Gauss Flayer Array, Quantum Shielding]
  36. ······Rules: Gauss, Independent Targeting, Living Metal, Repair Barge, Transport Capacity (Ghost Ark)
  37. ····10x Necron Warrior (130pts) [10x Gauss Flayer]
  38. ······Rules: Gauss, Reanimation Protocols
  39. ··Profiles:
  40. ····Lychguard: Unit Type:Infantry|WS:4|BS:4|S:5|T:5|W:1|I:2|A:2|Ld:10|Save:3+|Codex: Necron
  41. ····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
  42. ····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
  43. ····Nemesor Zahndrekh: Unit Type:Infantry (Character)|WS:5|BS:5|S:5|T:5|W:3|I:2|A:3|Ld:10|Save:2+/4++|Codex: Necron
  44. ····Tomb Blade: Unit Type:Jetbike|WS:4|BS:4|S:4|T:5|W:1|I:2|A:1|Ld:10|Save:4+|Codex: Necron
  45. ····Ghost Ark: BS:4|Front:11|Side:11|Rear:11|HP:4|Type:Vehicle (Skimmer, Open-topped, Transport)|Codex: Necron
  46. ····Nebuloscope: Description:If a model is equipped with a nebuloscope, all of its ranged weapons have the Ignores Cover special rule.
  47. ····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.
  48. ····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.
  49. ····Warlord Trait: Eternal Madness: Description:Your Warlord has the Zealot special rule.
  50. ····Gauss Blaster: Range:24"|Strength:5|AP:4|Type:Rapid Fire, Gauss
  51. ····Gauss Flayer: Range:24"|Strength:4|AP:5|Type:Rapid Fire, Gauss
  52. ····Gauss Flayer Array: Range:24"|Strength:4|AP:5|Type:Salvo 5/10, Gauss, Independent Targeting|Codex: Necron
  53. ····Staff of Light: Range:12"|Strength:5|AP:3|Type:Assault 3
  54. ····Twin-linked Gauss Blasters: Range:24"|Strength:5|AP:4|Type:Rapid Fire, Gauss|Codex: Necron
  55. ····Warscythe: Range:-|Strength:+ 2|AP:2|Type:Melee, Armourbane, Two-handed
  56.  
  57. + Auxiliary (822pts) +
  58.  
  59. Canoptek Harvest (302pts)
  60. ··Rules: Adaptive Subroutines, Move Through Cover, Relentless
  61. ··Canoptek Scarabs (80pts) [4x Canoptek Scarab (80pts)]
  62. ····Rules: Entropic Strike, Fearless, Swarms
  63. ··Canoptek Spyders (50pts) [Canoptek Spyder (50pts)]
  64. ····Rules: Fearless, Scarab Hive
  65. ··Canoptek Wraiths (172pts)
  66. ····Canoptek Wraith (43pts) [Whip Coils (3pts)]
  67. ······Rules: Fearless, Rending, Swiftstrike, Very Bulky, Wraith Flight, Wraith Form
  68. ····Canoptek Wraith (43pts) [Whip Coils (3pts)]
  69. ······Rules: Fearless, Rending, Swiftstrike, Very Bulky, Wraith Flight, Wraith Form
  70. ····Canoptek Wraith (43pts) [Whip Coils (3pts)]
  71. ······Rules: Fearless, Rending, Swiftstrike, Very Bulky, Wraith Flight, Wraith Form
  72. ····Canoptek Wraith (43pts) [Whip Coils (3pts)]
  73. ······Rules: Fearless, Rending, Swiftstrike, Very Bulky, Wraith Flight, Wraith Form
  74. ··Profiles:
  75. ····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
  76. ····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
  77. ····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
  78. ····Whip Coils: Range:-|Strength:User|AP:-|Type:Melee, Swiftstrike
  79.  
  80. Destroyer Cult (520pts)
  81. ··Rules: Extermination Protocols, Fearsome Ruler, Move Through Cover
  82. ··Destroyer Lord (160pts) [Resurrection Orb (25pts), Staff of Light, The Veil of Darkness (25pts)]
  83. ····Rules: Independent Character, Preferred Enemy, Reanimation Protocols
  84. ··Destroyers (120pts)
  85. ····Rules: Preferred Enemy, Reanimation Protocols, Very Bulky
  86. ····3x Destroyer (120pts) [3x Gauss Cannon]
  87. ······Rules: Gauss
  88. ··Destroyers (120pts)
  89. ····Rules: Preferred Enemy, Reanimation Protocols, Very Bulky
  90. ····3x Destroyer (120pts) [3x Gauss Cannon]
  91. ······Rules: Gauss
  92. ··Destroyers (120pts)
  93. ····Rules: Preferred Enemy, Reanimation Protocols, Very Bulky
  94. ····3x Destroyer (120pts) [3x Gauss Cannon]
  95. ······Rules: Gauss
  96. ··Profiles:
  97. ····Destroyer Lord: Unit Type:Jet Pack Infantry (Character)|WS:4|BS:4|S:5|T:6|W:3|I:2|A:3|Ld:10|Save:3+|Codex: Necron
  98. ····Necron Destroyer: Unit Type:Jet Pack Infantry|WS:4|BS:4|S:4|T:5|W:2|I:2|A:1|Ld:10|Save:3+|Codex: Necron
  99. ····Resurrection Orb: Description:A resurrection orb can be activated once per game, immediately after an unsuccessful Reanimation Protocols roll has been made for the bearer of the resurrection orb or another model in the same unit. You can re-roll the failed Reanimation Protocols roll, and any further failed Reanimation Protocols rolls made for the bearer or any other model in the same unit, until the end of the phase.
  100. ····The Veil of Darkness: Description:The bearer of the Veil of Darkness has the Deep Strike special rule. In addition, once per game, at the start of any friendly Movement phase, the bearer can use the Veil of Darkness to remove himself and his unit from the table, even if they are locked in combat. They then immediately arrive anywhere on the board using the rules for Deep Strike.
  101. ····Gauss Cannon: Range:24"|Strength:5|AP:3|Type:Heavy 2, Gauss
  102. ····Staff of Light: Range:12"|Strength:5|AP:3|Type:Assault 3
  103.  
  104. ++ Necrons: Codex (2015) (Allied Detachment) (205pts) ++
  105.  
  106. + HQ (120pts) +
  107.  
  108. Orikan the Diviner (120pts) [Phase Shifter, Staff of Tomorrow, Warlord Trait: Enduring Will]
  109. ··Rules: Chronoblade, Independent Character, Master Chronomancer, Reanimation Protocols, The Stars Are Right
  110. ··Profiles:
  111. ····Orikan Empowered: Unit Type:Infantry (Character)|WS:5|BS:5|S:7|T:7|W:4|I:4|A:4|Ld:10|Save:4+/4++|Codex: Necron
  112. ····Orikan the Diviner: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:2|I:2|A:2|Ld:10|Save:4+/4++|Codex: Necron
  113. ····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.
  114. ····Warlord Trait: Enduring Will: Description:Your Warlord has the Eternal Warrior special rule.
  115. ····Staff of Tomorrow: Range:-|Strength:User|AP:2|Type:Melee, Chronoblade|Codex: Necron
  116.  
  117. + Troops (85pts) +
  118.  
  119. Immortals (85pts)
  120. ··5x Immortal (85pts) [5x Gauss Blaster]
  121. ····Rules: Gauss, Reanimation Protocols
  122. ··Profiles:
  123. ····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
  124. ····Gauss Blaster: Range:24"|Strength:5|AP:4|Type:Rapid Fire, Gauss
  125.  
  126. ++ Selection Rules ++
  127.  
  128. Adaptive Subroutines: At the start of each of the controlling player's Movement phases, choose one of the following special rules: Fleet, Reanimation Protocols, Shred. The Canoptek Spyder from this Formation, and all units from this Formation within 12" of the Canoptek Spyder from this Formation, benefit from the effects of the chosen special rule until the start of the controlling player's next Movement phase.
  129. Adaptive Tactics: If Nemesor Zahndrekh is your Warlord, you may select a different Warlord Trait for him (no D6 roll is necessary) at the start of each friendly turn after the first - this replaces his existing Warlord Trait. This can be from the table in the Appendix, or any of the Warlord Traits tables in Warhammer 40,000: The Rules. Zahndrekh cannot choose the same Warlord Trait more than once per game.
  130. Chronoblade: The bearer of this weapon re-rolls all failed To Hit rolls in close combat.
  131. Counter Tactics: Whilst Nemesor Zahndrekh is within 24" of any enemy unit(s) with any of the following special rules - Counter-attack, Furious Charge, Hit & Run, Split Fire, Stealth, Tank Hunters - then Zahndrekh and his unit also have the same special rule(s).
  132. Enhanced Reanimation Protocols: You can re-roll Reanimation Protocols rolls of 1 for the Overlord from this Formation (or the model taken in place of the Overlord) and units from this Formation that are within 12" of him.
  133. 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.
  134. Extermination Protocols: All units in this Formation re-roll failed To Wound rolls and Armour Penetration rolls in the Shooting phase.
  135. Fearless: The unit automatically passes Pinning, Fear, Regroup and Morale-checks but cannot Go to Ground or choose to fail a Moral Check.
  136. Fearsome Ruler: If this Formation is chosen as your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex: Necrons.
  137. 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.
  138. Independent Character
  139. 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.
  140. 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.
  141. Master Chronomancer: Orikan and all models with the Reanimation Protocols special rule in his unit receive a +1 bonus to Reanimation Protocols rolls and can re-roll saving throws of a 1.
  142. Move Through Cover: Unit is not slowed when charging through Difficult Terrain and may roll an additional D6 when moving through it.
  143. Automatically passes Dangerous Terrain-test.
  144. Preferred Enemy: Reroll to-hit and to-wound rolls of 1.
  145. 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'.
  146.  
  147. 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+.
  148.  
  149. 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.
  150. Relentless: May fire Heavy, Salvo or Ordnance after moving.
  151. May charge after firing Heavy, Ordnance, Rapid Fire or Salvo.
  152. Rending
  153. 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.
  154. 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.
  155. Swarms: When two models are tied for the closest model, always allocate to the model with the least amount of Wounds left.
  156. For Blasts and Templates each unsaved Wound is doubled unless it would cause Instant Death.
  157. A unit with only Swarms-models is not slowed by Difficult Terrain.
  158. Swiftstrike: A model attacking with this weapon adds 3 to its Initiative during the Fight sub-phase.
  159. The Stars Are Right: Roll a D6 at the start of each friendly turn. If the result is less than the current turn number, Orikan uses the Orikan Empowered profile for the rest of the game. If Orikan suffered an unsaved Wound before becoming empowered, he will have 3 Wounds instead of 4.
  160. Transport Capacity (Ghost Ark): Ten models. It can only carry Necron Warriors and Necron characters with the Infantry unit type.
  161. Very Bulky
  162. 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.
  163. Wraith Form: Canoptek Wraiths have a 3+ invulnerable save.
  164.  
  165. Created with BattleScribe (http://www.battlescribe.net)
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