Amonkeph Dynasty
Amonkeph Dynasty
Configuration
Battle Size Strike Force (2000 Point limit)
Show/Hide Options Unaligned Fortifications are visible, Unaligned Forces are visible, Legends are visible
Royal Warden (1) Rules: Command Protocols, Leader, Reanimation Protocols, Lethal Hits, Rapid Fire
(50 pts) Abilities: Leader[2], Adaptive Strategy, Engrammatic Logic
Unit: Royal Warden (x2) (x2)
Melee Weapons: Close combat weapon (x2) (x2)
Ranged Weapons: Relic gauss blaster (x2) (x2)
Royal Warden (1) Rules: Command Protocols, Leader, Reanimation Protocols, Lethal Hits, Rapid Fire
(50 pts) Abilities: Leader[2], Adaptive Strategy, Engrammatic Logic
Unit: Royal Warden (x2) (x2)
Melee Weapons: Close combat weapon (x2) (x2)
Ranged Weapons: Relic gauss blaster (x2) (x2)
Skorpekh Lord (1) Rules: Command Protocols, Leader, Reanimation Protocols, Rapid Fire
(80 pts) Abilities: Leader[3], United In Destruction, Crimson Harvest, Invulnerable Save[1]
Unit: Skorpekh Lord
Ranged Weapons: Enmitic annihilator
Melee Weapons: Flensing claw, Hyperphase harvester
Transcendant C'tan (1) Rules: Command Protocols, Reanimation Protocols, Deadly Demise D6, Deep Strike, Feel No Pain 5+,
(295 pts) Sustained Hits, Assault
Unit: Transcendant C'tan
Abilities: Invulnerable Save[1], Transdimensional Displacement, C'tan Shard, Necrodermis, Enslaved Star God
Melee Weapons: Crackling tendrils
Ranged Weapons: Seismic assault
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.
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’.
Deadly Demise D6 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").
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.
Feel No Pain 5+ 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.
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’
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.
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.
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).
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.
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.
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.
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").
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.
Abilities
Leader[1]
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).
Invulnerable Save[1]
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.
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.
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.
Leader[2]
Adaptive Strategy
This model's unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
Engrammatic Logic
Once per battle, at the start of any phase, you can select one friendly NECRONS unit that is Battle-shocked and within 12" of this model. That unit is
no longer Battle-shocked.
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.
Leader[4]
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.
Nether-realm Casket
NECRONS model only. While the bearer is leading a unit, models in that unit have the Stealth ability.
NECRONS model only. While a friendly NECRONS unit (excluding CHARACTER units) is within 6" of the bearer, each time a model in that unit makes an
attack, add 1 to the hit roll.
Transdimensional Displacement
Each time this model is selected to Advance, you can remove it from the battlefield and set it up again anywhere on the battlefield that is more than 9"
horizontally away from all enemy models.
C'tan Shard
Necrodermis
Each time an attack is allocated to this model, halve the Damage characteristic of that attack.
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.
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.
Dispersion Shield
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.
Plasmacyte
Once per battle for each Plasmacyte this unit has, when this unit is selected to fight, you can use this ability. If you do, until the end of the phase,
melee weapons equipped by models in this unit have the [DEVASTATING WOUNDS] ability.
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.
Nebuloscope
Ranged weapons equipped by the bearer have the [IGNORES COVER] ability.
Shadowloom
Wraith Form
Each time this unit ends a Normal move, you can select one enemy unit it moved over during that move and roll one D6 for each model in this unit: for each
4+, that enemy unit suffers 1 mortal wound.
Invulnerable Save[2]
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.
Repair Barge
Once per turn, just after an enemy unit finishes making its attacks, if one or more friendly NECRON WARRIORS units within 3" of this model lost one or
more wounds as a result of those attacks, this model can use this ability. If it does, select one of those NECRON WARRIORS units; that unit’s Reanimation
Protocols activate. The same NECRON WARRIORS unit cannot be selected for this ability more than once per turn.
Unit M T SV W LD OC
Immortals 5" 5 3+ 1 7+ 2
Lychguard 5" 5 3+ 2 7+ 1
Relic gauss blaster (x2) (x2) 24" 2 3+ 5 -1 2 Lethal Hits, Rapid Fire 2
Gauss flayer array (x2) (x2) 24" 5 3+ 4 0 1 Lethal Hits, Rapid Fire 5
Transport
Ghost Ark
This model has a transport capacity of 10 NECRON WARRIOR models and 1 NECRONS INFANTRY CHARACTER model.