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- Imotekh
- +1 S in melee, MWBD twice a turn, gives an extra command point
- Zhandrekh
- unchanged
- Obyron
- -1 power cost, +1 attack, friendly units within 6" reroll 1's to wound, lost rerolling morale
- Szeras
- unchanged
- Orikan
- -2 power cost
- Anrakyr
- unchanged
- Trazyn
- -2 power cost
- Catacomb Command Barge
- -1 power cost, gauss cannon is heavy 3 now
- Overlord
- -1 power cost
- Lord
- units within 6 rerolls 1's to wound, no longer gives rerolling morale
- Cryptek
- -1 power cost, canoptek cloak
- Destroyer Lord
- -1 power cost
- Warriors
- Unchanged
- Immortals
- unchanged
- Lychguard
- Hyperphase Sword gives +1 S
- Deathmarks
- unchanged
- Flayed ones
- -1 power cost, -1 attack, morale debuff now applies if anyone dies isntead of if anyone is near flayed ones so if all flayed ones die it still applies,
- Triarch Praetorians
- +1 attack when using voidblade
- Triarch Stalker
- Heat ray dispersed is now 2d6 instead of d6, now explodes
- C'tan deciever/nightbringer
- can't be warlord anymore
- Wraiths
- +3 power points, Claws have an extra point of rend and damage, whip coils deal same damage as claws, can charge after falling back
- Scarabs
- hit on 4+ instead of 3+, gained fly
- Tomb Blades
- shots at them are -1 to hit
- Destroyers
- Gauss cannons have an extra shot, Heavy Destroyers are -1 Power cost
- Spyders
- gained fly
- Annihilation Barge
- +1 Power Point, Gauss Cannons have an extra shot
- Doomsday Ark
- Main gun is now d6 instead of d3, measure everything from hull instead of base
- Transcendent C'tan
- Gets to pick a special ability at the start of the game, writhing worldscape became one of those powers, can't be warlord
- Ghost Ark
- can't reroll reanimation for units that got a reroll from orb of eternity, can't transport destroyer lords
- Doom Scythe
- +1 Power Point
- Night Scythe
- unchanged
- Obelisk
- +1 Power Point
- Tesseract Vault
- +1 Power Point, 4+ invulnerable save
- Army Changes
- Battleforged gives objective secured. Dynastic codes (Mephrit is best), stratagems (stnadouts are 1cp to deny cover bonuses, 1cp to bring in units from reserve even if all night scythes and monloliths are destroyed, 1cp to bring back a non-c'tan non-trazyn necrons character on a 4+ with 1 wound, 2cp to give a unit of lychguard 3++ for a phase and any save of 6 deals a mortal wound to the offending unit, 1cp to buff quantum shielding on a vehicle for a phase, 1cp to make a canoptek scarab model explode on an enemy for d3 mortal wounds, 1cp to allow any character (including c'tans) to have their melee attacks deny invulnerable saves,1cp overlords can my will be done again, 1cp to give all shooting attacks for a mephrit unit an extra shot (not hit) on a roll of a 6 that depending on reading works with Tesla)
- Wargear
- Nightmare shroud that gives aura of -1 leadership and +1 to the models armour save, orb of eternity which lets you reroll reanimation at +1, gauntlet of the conflagrator 8" pistol once a game roll a d6 for every model in the unit targetted for every roll of 6 deal a mortal wound to the unit, voidreaper warscythe that always wounds on 2+ and deals 3 damage instead of 2, veil of darkness same as old version, lightning field gives a 4+ invul and at the start of every fight phase rolla d6 for every enemy unit within 1" on 4+ deal a mortal wound, nanoscarab casket character regens d3 wounds at the start of each player turn and if dead will come back with d6 wounds on a 4+, sempiternal weave increase wounds and toughness by 1, abyssal staff sautekh only staff of light that auto hit shooting wounds 3d6 against leadership if higher deals d3 mortal wounds, Timesplinter cloak Nihilakh only once per battle reroll a hit wound or damage roll and gives 5+ to ignore wounds, voltaic staff mephrit only staff of light with every shooting stat increased by 1, Blood Scythe Novokh only warscythe that gives d3 extra attacks, Solar staff Nephrekh only assault 6 for every hit you make on infantry units roll a d6 on a 4+ that unit is considered blinded until end of turn and can't overwatch as well as -1 to hit
- Warlord Traits
- Enduring Will -1 to wounds received min 1
- Eternal madness reroll to wound when charging or charged or when a heroic intervention happens
- Immortal Pride 6" autopass morale for friendlies and can deny one psychic power a turn as if he was a psyker
- Thrall of the silent king all abilities on the warlords sheet increase range by 3"
- Implacable conqueror reroll charge rolls 6" aura
- Honourable combatant d3 extra attacks if all your attacks
- Sautekh only once per battle reroll hit wound or damage and 5+ to keep command points after using them
- Mephrit only all assault weapons fired by your warlord have +6" range and can shoot characters
- Nihilakh only warlord always fights first unless charged in which case he fights second
- Novokh only on a hit roll of 6 in melee you can make an additional attack with the same weapon no infinite
- Points
- Nightbringer -20
- Stormlord -28
- Orikan -28
- Trazyn -39
- Vargard -11
- Cryptek -16
- Destroyer Lord -14
- Overlord -16
- Ghost Ark -10
- Doom Scythe -15
- Night Scythe -14
- Deathmarks -1
- Flayed ones -4
- Praetorians -3
- Wraiths +17
- Destroyers -13
- Tomb Blades -10
- Spyders -11
- Doomsday Ark -10
- Heavy Destroyers -13
- Transcendant C'tan -8
- Heavy Gauss Cannon -5
- Staff of Light -8
- Twin heavy Gauss Cannon -10
- Voidscythe (new) 20
- Dispersion Shield -3
- Chronometron +15
- Canoptek Cloak (new) 5
- Fabricator Claw -3
- Nebuloscope -1
- Phylactery +5
- Shieldvanes -3
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