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HQ [6 PL, 104pts]
Name Description
Friendly <DYNASTY> INFANTRY units within 3" of this unit have a 5+ invulnerable save against ranged
Chronometron
weapons.
Add 1 to all Reanimation Protocol rolls for models from friendly <DYNASTY> units within 3" of any friendly
Technomancer
<DYNASTY> CRYPTEKS.
Name M WS BS S T W A Ld Save
Cryptek 5" 3+ 3+ 4 4 4 1 10 4+
Staff of Light
12" Assault 3 5 -2 1 -
(Shooting)
Name M WS BS S T W A Ld Save
Necron
5" 3+ 3+ 4 4 1 1 10 4+
Warrior
Gauss
24" Rapid Fire 1 4 -1 1 -
Flayer
Name M WS BS S T W A Ld Save
Necron
5" 3+ 3+ 4 4 1 1 10 4+
Warrior
Gauss
24" Rapid Fire 1 4 -1 1 -
Flayer
Name Description
Wraith Models in this unit have a 3+ invulnerable save, and can move across models and terrain as if they were not
Form there.
Name M WS BS S T W A Ld Save
Canoptek
12" 3+ 3+ 6 5 3 3 10 4+
Wraith
Vicious
Melee Melee User -1 1 -
Claws
Name Description
Explodes If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes,
(Barge) and each unit within 3" suffers a mortal wound.
Quantum Each time this model suffers damage from an unsaved wound, roll a D6. If the result is less than the
Shielding damage inflicted by the attack, the damage is ignored.
Name M WS BS S T W A Ld Save
Annihilation
12" 6+ 3+ 5 6 8 3 10 4+
Barge
Tesla Cannon 24" Assault 3 6 0 1 Each hit roll of 6+ with this weapon causes 3 hits instead of 1.
Twin Tesla
24" Assault 8 7 0 1 Each hit roll of 6+ with this weapon causes 3 hits instead of 1.
Destructor
Name Description
Explodes If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any units
(Ark) disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Hovering Distance and ranges are always measured to and from this model's hull, even though it has a base.
Quantum Each time this model suffers damage from an unsaved wound, roll a D6. If the result is less than the damage
Shielding inflicted by the attack, the damage is ignored.
You can make Reanimation Protocol rolls for any slain models from units embarked on a Ghost Ark, even
though those units are not on the battlefield. Any models returned to the unit this way are added to the number of
Repair models embarked on the Ghost Ark - if any models cannot be returned because there is no more room on the
Barge Ghost Ark, they are not returned this turn. In addition, at the end of each of your Movement phases, you can
make Reanimation Protocol rolls for any slain models from a single <DYNASTY> Warriors unit within 3" of the
Ghost Ark. You cannot use this ability on a unit that has been targeted with a resurrection orb this turn.
Name Capacity
Transport Capacity (Ghost A Ghost Ark can transport 10 (Dynasty) INFANTRY models, which must be Warriors or
Ark) (Characters).
Name M WS BS S T W A Ld Save
Ghost
* 6+ * 6 6 14 * 10 4+
Ark
Gauss Flayer
24" Rapid Fire 5 4 -1 1 -
Array
Force Rules
Warlord Traits: If your Warlord is a CHARACTER, it can use a Warlord Trait. Immediately before either player starts to deploy their army, you
can roll a D3 on the Warlord Trait table here to determine what Warlord Trait your Warlord has. Alternatively, choose the trait that most suits
your Warlord's temperament or style of war.<br/> <br/> 1) Legendary Fighter: If this Warlord charges in the Charge phase, add 1 to their
Attacks characteristic until the end of the ensuing Fight phase.<br/> 2) Inspiring Leader: Friendly units within 6" of this Warlord can add 1 to
their Leadership characteristic.<br/> 3) Tenacious Survivor: Roll a dice each time this Warlord loses a wound. On a 6, the Warlord shrugs off
the damage and does not lose the wound.
Selection Rules
Living Metal: At the beginning of your turn, this unit recovers 1 wound lost earlier in the battle.
Reanimation Protocols: Rolls a D6 for each slain model from this unit (unless the whole unit has been completely destroyed) at the beginning
of your turn. On a 5+, the model's reanimation protocols activate and it is returned to this unit, otherwise they remain inactive (although you can
roll again at the start of each of your subsequent turns). When a model's reanimation protocols activate, set it up in unit coherency with any
model from this unit that has not returned to the unit as a result of reanimation protocols this turn, and more than 1" away from enemy models.
If you cannot do this because there is no room to place the model, do not set it up.