Anrakyr the Traveller
Orikan the Diviner
Trazyn the Infinite
Triarch PraetorianFast Attack:
Tomb BladeHeavy Support:
Catacomb Command Barge
Tessaract VaultLord of War
Imotekh the StormlordNecron Special Rules:
Renanimation Protocols – When a model with this rule suffers an unsaved wound, it can make a special reanimation roll to avoid being wounded. This is not a saving throw and can be used against attacks that state “no saves of any kind are allowed”. Reanimation protocols rolls may even be made against hits that cause Instant Death, but cannot be used against hits from Destroyer weapons, or an attack that states the model is removed from play.
Roll a D6 each time the model suffers an unsaved wound, subtracting 1 if the wound caused Instant Death. On a 5+, discount the unsaved wound. Modifiers to this dice roll can never be improved to better than 4+.
If a model has both reanimation and FNP, you can choose to use one or the other but not both.
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 heavy or super heavy vehicle 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 it regains a hull point.
Technoarcana is as follows:Chronometron – The model and his unit have 5+ invuln. against shooting attacks
Dispersion shield – Model has 3+ invuln., cannot claim Two Weapon bonus
Fabricator Claw Array - During shooting phase, instead of shooting, a model with the claw can repair a single friendly vehicle in base contact. D6 roll: on a 4+, restore a hull point or repair weapon destroyed or immobilised result, effective immediately.
Gloom Prism – Model and all units within 12″ have Adamantium Will.
Mindshackle Scarabs – During a challenge, model with the scarabs causes Fear. Ld. tests against the model are taken on 3D6.
Nebuloscope – model ignores cover when shooting
Phase Shifter – 4+ invuln. save, but only for the model and not any chariot it rides on
Phylactery – It Will Not Die, for both the model and any chariot it rides on
Resurrection Orb – Once per game, after an unsuccessful reanimation roll has been made for the model (or another model in the same unit), you can re-roll it and any other failed reanimation rolls (for the model and its unit) until end of phase.
Quantum Shielding - The vehicle has AV13 all around, but after the first penetrating hit, it falls back to the normal AV values.
Shadowloom – +1 cover save (6+ in the open)
Shield Vanes – 3+ armour save
Artefacts of the Aeons
Gauntlet of Conflagrator – Template, S7 AP2, Assault 1, One Use Only
Nightmare Shroud – 2+ armour save and fear. Once per game can force enemy unit within 18″ to take a morale check (Fearless and Know No Fear units are immune)
Orb of Eternity – See the Resurrection Orb above, except this also gives +1 to the reanimation rolls
Solar Staff – 12″, S5 AP3, Assault 3, Blind, Solar Pulse
Solar Pulse: Once per game, at the start of any turn, cancel night fighting for the turn. When activated, enemy units can only fire snap shots at the model and its unit until the staff bearer’s next turn.
Veil of Darkness – Deep strike. Once per game, can remove itself and its unit from the table and immediately deep strike somewhere else (even if locked in assault)
Voidreaper – S+2 AP2, Melee, Armourbane, Fleshbane, Master Crafted, Two Handed
MSS recebeu o nerf que toda a gente já estava a espera... pena que tenha sido um nerf que o torna inutil contra + de metade dos exercitos (Deamons i Marines).
Fora disso parece ser um codex bastante solido, até mesmo pra estes novos standards de 7th, andam a dizer pela net é que os Necron Warriors sofreram um mega buff porque pelo parece eles com as armas deles conseguem causar Ws contra qualquer Ts num 6+