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Necron Warrior
WS BS S T W I A Ld Sv Type
4 4 4 4 1 2 1 10 4+ Infantry

Weapon Range S AP Type

Gauss flayer 24" 4 5 Rapid Fire, Gauss

Tomb Blades
WS BS S T W I A Ld Sv Type
4 4 4 5 1 2 1 10 4+ Jetbike

Weapon Range S AP Type

T-W Gauss Blaster 24" 5 4 Rapid Fire, Gauss
T-W Tesla Carbines 24" 5 - Assault 1, Tesla
Particle Beamer 24" 6 5 Heavy 1, Blast

A model equipped with a shadowloom has +1 cover save. If it does not already have a cover
save, it instead gains a 6+ cover save.

If a model is equipped with a nebuloscope, all of its ranged weapons have the Ignores Cover
special rule.

Shield vanes
Shield vanes confer a 3+ Armour Save.

Turbo-Boost: Can Turbo-Boost 24" is the shooting phase, instead of shooting, you cannot assault
after Turbo-Boosting.

Very Bulky: Counts as three models for the purposes of Transport Capacity.
Special Rules
Armoured Steed (Tomb Blades)
Cannot Go to Ground, and cannot be Pinned.

When firing a weapon with this special rule, a To Wound roll of a 6 wounds automatically,
regardless of the targets Toughness. Against vehicles and buildings, an Armour Penetration roll
of a 6 that does not cause a penetrating hit automatically causes a glancing hit.

Hammer of Wrath (Tomb Blades)
If a model with this special rule ends its charge move in base or hull contact with an enemy
model, it makes one additional Attack that hits automatically and is resolved at the models
unmodified Strength with AP-. This Attack does not benefit from any of the models special
rules (such as Furious Charge, Rending etc.). This Attack is resolved during the Fight sub phase at
the Initiative 10 step, but does not grant the model an additional Pile In move.

If a model with this special rule charges a building or vehicle, the hit is resolved against the
Armour Value of the facing the charging model is touching. If a model with this special rule
charges a building or vehicle that is a Transport or a Chariot, the hit is resolved against the
building or vehicle, not the occupants or the rider.

Jink (Tomb Blades)

When a unit with any models with the Jink special rule is selected as a target for a shooting
attack, you may declare that it will Jink. The decision must be made before any To Hit rolls have
been made. If the unit Jinks, all models in the unit with this special rule gain a 4+ cover save
until the start of their next Movement phase, but they can only fire Snap Shots until the end of
their next turn.

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.

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+.

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.

Relentless (Tomb Blades)

Relentless models can shoot with Heavy, Salvo or Ordnance weapons, counting as stationary,
even if they moved in the previous Movement phase. They are also allowed to charge in the
same turn they fire Heavy, Ordnance, Rapid Fire or Salvo weapons.

When firing a weapon with this special rule, a To Hit roll of a 6 causes 2 additional hits on the
target. Snap Shots never cause additional hits as a result of this special rule.