Arsenal 1
Arsenal 1
                                                              Configuration
 Battle Size                          Strike Force (2000 Point limit)
Show/Hide Options Unaligned Fortifications are visible, Unaligned Forces are visible
                                      Rules: Reanimation Protocols, Deadly Demise D6+3 (Szarekh model only), Devastating Wounds, Indirect
                                      Fire, Lethal Hits
                                      Abilities: Invulnerable Save[1], Damaged: 1-6 wounds remaining, Voice of the Triarch, The Silent King (Aura),
                                      Triarchal Menhirs
                                      Triarch Abilities: Phaeron of the Stars (Aura), Phaeron of the Blades (Aura), Bringer of Unity (Aura)
                                      Unit: Szarekh, Triarchal Menhir (x2) (x2)
                                      Ranged Weapons: Sceptre of Eternal Glory, Staff of Stars, Annihilator beam
                                      Melee Weapons: Weapons of the Final Triarch, Armoured bulk[1]
Canoptek Doomstalker (1)       Rules: Reanimation Protocols, Deadly Demise D3, Blast, Heavy, Lethal Hits, Twin-linked, Rapid Fire
(145 pts)                      Unit: Canoptek Doomstalker (x2) (x2)
                               Abilities: Damaged: 1-4 wounds remaining, Sentinel Construct, Invulnerable Save[2]
                               Ranged Weapons: Doomsday blaster (x2) (x2), Twin gauss flayer (x2) (x2)
                               Melee Weapons: Doomstalker limbs (x2) (x2)
Doomsday Ark (1)               Rules: Deadly Demise D3, Reanimation Protocols, Blast, Heavy, Lethal Hits, Rapid Fire
(190 pts)                      Abilities: Invulnerable Save[2], Damaged: 1-5 wounds remaining, Overwhelming Obliteration
                               Unit: Doomsday Ark
                               Melee Weapons: Armoured bulk[2]
                               Ranged Weapons: Doomsday cannon, Gauss flayer array (x2) (x2)
 Relentless Onslaught    Each time a NECRONS model from your army makes an attack that targets a unit within range of one or more objective
                         markers, add 1 to the Hit roll. In addition, ranged weapons equipped by NECRONS VEHICLE and NECRONS MOUNTED
                         models (excluding TITANIC models) from your army have the [ASSAULT] ability.
 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.
 Deadly Demise D6+3      Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
 (Szarekh model only)    from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
                         model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").
 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.
 Indirect Fire           Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even
                         if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none
                         may have been visible to the attacking unit when you selected that target.
                         If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the
                         attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an
                         unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack. Weapons with the
                         [TORRENT] ability cannot be fired using the [INDIRECT FIRE] ability.
 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.
 Deep Strike             During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of
                         setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit
                         anywhere on the battlefield that is more than 9" horizontally away from all enemy models.
                         If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up
                         either using the rules for Strategic Reserves or using the Deep Strike ability.
 Lone Operative          Unless part of an Attached unit, this unit can only be selected as the target of a ranged attack if the attacking model is within
                         12".
 Pistol                  Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is
                         eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy
                         units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy
                         units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units
                         are within Engagement Range of the same enemy unit.
                         If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols
                         or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons
                         before selecting targets.
 Ignores Cover           Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with
                         such a weapon, the target cannot have the Benefit of Cover against that attack.
 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.
One Shot           The bearer can only shoot with this weapon once per battle.
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.
Scouts 9"          Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle
                   round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the
                   distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater
                   than x".
                   DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a
                   unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability
                   are embarked within that Dedicated Transport model), regardless of how that embarked unit gained this ability (e.g. listed in
                   their abilities, conferred by an Enhancement or by an attached Character, etc.).
                   A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players
                   have units that can do this, the player who is taking the first turn moves their units first.
Stealth If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.
Blast              Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time
                   you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the
                   target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a
                   unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).
Deadly Demise D3   Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
                   from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
                   model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").
Twin-linked        Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a
                   weapon, you can re-roll that attack’s Wound roll.
Feel No Pain 4+    Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this ability suffers damage and so would
                   lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number
                   denoted by 'x: that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one
                   of those abilities each time that model suffers damage and so would lose a wound.
Deadly Demise 1    Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
                   from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
                   model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").
Scouts 8"          Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle
                   round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the
                   distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater
                   than x".
                   DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a
                   unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability
                   are embarked within that Dedicated Transport model), regardless of how that embarked unit gained this ability (e.g. listed in
                   their abilities, conferred by an Enhancement or by an attached Character, etc.).
                   A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players
                   have units that can do this, the player who is taking the first turn moves their units first.
Melta              Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets
                   a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.
Torrent            Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon,
                   that attack automatically hits the target.
                                                                                Abilities
Invulnerable Save[1]
   While this unit’s Szarekh model has 1-6 wounds remaining, halve the Attacks characteristic of that model’s weapons, and each time this unit makes an
                                                           attack, subtract 1 from the Hit roll.
At the start of the battle round, select one Triarch ability. Until the start of the next battle round, this unit has that ability.
While a friendly NECRONS unit is within 6" of this unit's Szarekh model, improve that unit's Leadership characteristic by 1.
Triarchal Menhirs
If this unit’s Szarekh model is destroyed, all of this unit’s remaining Triarchal Menhir models are also destroyed.
Inescapable Death
      Once per turn, one unit from your army with this ability can be targeted with the Fire Overwatch Stratagem for 0CP, even if you have already used
 that Stratagem on a different unit this phase. In addition, each time you target this unit with the Fire Overwatch Stratagem, while resolving that Stratagem,
                                                          hits are scored on unmodified Hit rolls of 2+.
Multi-threat Eliminator
Once per turn, in your opponent's Shooting phase, when an enemy unit makes a ranged attack that targets a friendly NECRONS unit within 3" of a model with
this ability, after that enemy has shot, one model with this ability that is within 3" of that target can shoot as if it were your Shooting phase, but must target that
                                      enemy unit when doing so, and can only do so if that enemy unit is an eligible target.
Chrono-impedance Fields
 In your Command phase, select one friendly NECRONS VEHICLE or NECRONS MOUNTED unit (excluding Titanic units) within 6" of the bearer. Until the
     start of your next Command phase, each time an attack is allocated to a model in that unit, subtract 1 from the Damage characteristic of that attack.
Leader[1]
Invulnerable Save[2]
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]
Implacable Resilience
Each time an attack is allocated to this model, subtract 1 from that attack’s Damage characteristic.
My Will Be Done
Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use
                                                                   of that Stratagem by 1CP.
                                                                        Dread Majesty (Aura)
 While a friendly NECRONS unit (excluding TITANIC units) is within 6" of the bearer, each time a model in that unit makes an attack, re roll a Hit roll of 1 and
                                                                re roll a Wound roll of 1.
Leader[3]
United In Destruction
While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability.
Crimson Harvest
  Each time this model ends a Charge move, select one enemy unit within Engagement Range of this model and roll one D6: on a 2-5, that unit suffers D3
                                            mortal wounds; on a 6, that unit suffers D3+3 mortal wounds.
Minaturised Nebuloscope
Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability.
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.
Whirling Onslaught
Each time a model in this unit makes a melee attack, re-roll a Hit roll of 1. If this unit made a Charge move this turn, you can re-roll the Hit roll instead.
   Each time a model in this unit makes a ranged attack that targets the closest eligible enemy unit, re-roll a Hit roll of 1. If the target of that attack is within
                                   range of an objective marker your opponent controls, you can re-roll the Hit roll instead.
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.
Evasion Engrams
 In your Shooting phase, after this unit has shot, it can make a Normal Move of up to 6". If it does, until the end of the turn, this unit is not eligible to declare a
                                                                           charge.
Shieldvanes
Shadowloom
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
Sentinel Construct
Each time you target this unit with the Fire Overwatch Stratagem, while resolving that Stratagem, hits are scored on unmodified Hit rolls of 5+.
While a friendly NECRONS unit is within 3" of this model, each time that unit’s Reanimation Protocols activate, that unit reanimates an additional D3 wounds.
Canoptek Swarm
 In your Command phase, select one friendly CANOPTEK SCARAB SWARM unit within 6" of this unit. One destroyed model is returned to that CANOPTEK
                                              SCARAB SWARM unit for each SPYDER model in this unit.
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
                                                                    Overwhelming Obliteration
    In your Movement phase, if this model Remains Stationary, until the end of the turn, its doomsday cannon has the [DEVASTATING WOUNDS] ability.
Targeting Relay
In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, that unit cannot have
                                                                   the Benefit of Cover.
Triarch Abilities
  While a friendly NECRONS unit is within 6" of this unit’s Szarekh model, each time a model in that unit makes an attack, re-roll a Hit roll of 1 and re-roll a
                                                                      Wound roll of 1.
  While a friendly NECRONS unit is within 6" of this unit’s Szarekh model, you can re-roll Charge rolls made for that unit and each time a model in that unit
                                         makes a melee attack, add 1 to the Strength characteristic of that attack.
While a friendly NECRONS unit is within 6" of this unit’s Szarekh model, you can ignore any or all modifiers to the characteristics of models in that unit and to
                                    any roll or test made for models in that unit (excluding modifiers to saving throws).
Unit M T SV W LD OC
Szarekh 8" 10 2+ 16 6+ 6
Overlord 5" 5 2+ 6 6+ 1
Lychguard 5" 5 3+ 2 7+ 1
Devastating Wounds
Indirect Fire
One Shot
Rapid Fire 2
Lethal Hits
Blast, Heavy
Blast, Heavy
                                              Melta 4
       Melee Weapons            Range   A    WS   S    AP   D       Keywords