Necrons

95GP

1. Prime Revenant*

ACT

3

ARM

4

HIT

5/5

Weapons
ATT
SKL
Darkstaff (CHR2)
3
4
Phase Cannon 4GP
3
5
Squad Specialty ?
Arise!
Skills ?
Leader
Imperative
Mindstab (1 TO)
Protect (1 TO)
Proxy

Leader: While this Unit is Standing, you may roll an additional 3 dice to determine Tactical Orders every turn.

Arise!: At the start of each Turn, roll 1D6. On a 1 or 2, this Unit recovers 1 lost HIT.

Proxy: Each time this Unit makes a Ranged attack, if a Secundus Squadmate is visible to this Unit, you can treat that Secundus as the active Unit for the purposes of determining Line Of Sight.

Mindstab (1TO): Select an enemy Unit in this Unit's Line of Sight. Until the end of the Turn, that selected enemy Unit cannot re-roll any of its dice (for Attacks, Armor Saves, etc). This can only be done once per Mission.

Protect (1TO): Select a Squadmate or this Unit. Until the end of the Turn, the selected Unit is always considered to be in Cover. Each time the selected Unit would lose a HIT, roll 1D6: on a 1 or 2, that HIT is not lost. This can only be done once per Mission.

Imperative: This Unit may target an enemy in Ranged Combat that is Adjacent to a Squadmate that is not the Prime Revenant.

Prime Revenant* 16+4GP

2. Secundus*

ACT

3

ARM

4

HIT

4/4

Weapons
ATT
SKL
Dagger (RND1)
2
3
Nanobot Swarm (LIM) 1GP
3
4
Rail Gun
2
4
Squad Specialty ?
Arise!
Skills ?
Imperative
Phased Edge1GP
Technician*

Imperative: This Unit may target an enemy in Ranged Combat that is Adjacent to a Squadmate that is not the Prime Revenant.

Arise!: At the start of each Turn, roll 1D6. On a 1 or 2, this Unit recovers 1 lost HIT.

Phased Edge: This Unit's Dagger gains RND1 - Rending: Up to 1 Critical Success count as 3 successful strikes instead of 2.

Technician: Each time this Unit performs a Mission action, it costs one less ACT. This means that the first time this Unit performs a Mission action in each of its Activations, it costs zero ACT.

Secundus* 10+2GP

3. Immortel

ACT

3

ARM

4

HIT

4/4

Weapons
ATT
SKL
Dagger (RND1)
2
3
Disintegrator (AUT1 HVY) 4GP
4
4
Squad Specialty ?
Arise!
Skills ?
Imperative
Phased Edge1GP

Imperative: This Unit may target an enemy in Ranged Combat that is Adjacent to a Squadmate that is not the Prime Revenant.

Arise!: At the start of each Turn, roll 1D6. On a 1 or 2, this Unit recovers 1 lost HIT.

Phased Edge: This Unit's Dagger gains RND1 - Rending: Up to 1 Critical Success count as 3 successful strikes instead of 2.

Assassin* 10+5GP

4. Sentinel

ACT

2

ARM

3

HIT

3/3

Weapons
ATT
SKL
Dagger
2
3
Carbine (AUT1) 5GP
3
4
Squad Specialty ?
Arise!
Skills ?
Imperative

Arise!: At the start of each Turn, roll 1D6. On a 1 or 2, this Unit recovers 1 lost HIT.

Imperative: This Unit may target an enemy in Ranged Combat that is Adjacent to a Squadmate that is not the Prime Revenant.

Sentinel 10+5GP

5. Sentinel

ACT

2

ARM

3

HIT

3/3

Weapons
ATT
SKL
Dagger
2
3
Carbine (AUT1) 5GP
3
4
Squad Specialty ?
Arise!
Skills ?
Imperative

Arise!: At the start of each Turn, roll 1D6. On a 1 or 2, this Unit recovers 1 lost HIT.

Imperative: This Unit may target an enemy in Ranged Combat that is Adjacent to a Squadmate that is not the Prime Revenant.

Sentinel 10+5GP

6. Necron CAC

ACT

2

ARM

3

HIT

3/3

Weapons
ATT
SKL
Flensing Blades (2MC RLT RND1)
3
4
Squad Specialty ?
Arise!
Skills ?
Imperative
Swift

Arise!: At the start of each Turn, roll 1D6. On a 1 or 2, this Unit recovers 1 lost HIT.

Imperative: This Unit may target an enemy in Ranged Combat that is Adjacent to a Squadmate that is not the Prime Revenant.

Swift: Each time this Unit performs the Dash action, it costs one less ACT. This means that the first time this Unit performs a Dash in each of its Activations, it costs zero ACT.

Waneborn 10GP

7. Robot de soutien

ACT

2

ARM

2

HIT

2/2

Weapons
ATT
SKL
Ram
1
2
Zap (RNG6")
1
3
Skills ?
No Equipment
Catalyse (1 ACT)
Imperative
Restore (1 ACT)
Small
Swift

No Equipment: This Unit cannot carry anything (e.g. Intel Markers), cannot take Spoils of War, never gets Injuries (treat it as "Recovered" each time you roll for Injuries), and cannot perform Mission Actions or Control Objectives.

Restore (1ACT): A Squadmate within 6" of this Unit immediately recovers 1D3 lost HIT. This Unit may not perform this Action in the same Turn in which it performed the Catalyse Action.

Catalyse (1ACT): A Squadmate within 6" of this Unit immediately performs one Free Basic or Mission Action of 1 ACT. This Unit may not perform this Action in the same Turn in which it performed the Restore Action.

Small: This Unit is always considered to be in Cover. This Unit may move through enemy Units, does not trigger Attacks of Opportunity for enemies, and cannot perform an Attack of Opportunity on enemies.

Imperative: This Unit may target an enemy in Ranged Combat that is Adjacent to a Squadmate that is not the Prime Revenant.

Swift: Each time this Unit performs the Dash action, it costs one less ACT. This means that the first time this Unit performs a Dash in each of its Activations, it costs zero ACT.

Aether Scribe* 8GP