Nekrosor Ammentar
Composition & Wargear
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| Enmitic disintegrators | 18" | 4 | 2+ | 6 | -2 | 1 |
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Blade tail and whip coils | Melee | 6 | 2+ | 6 | -1 | 1 |
| Unmaker gauntlet | Melee | 6 | 2+ | 10 | -3 | 3 |
Abilities
While this model is within 3" of one or more other friendly Destroyer Cult units, this model has the Lone Operative ability.
While a friendly Necrons unit (excluding Monster and Titanic units) is within 6" of this model, each time a model in that unit makes an attack, if that model has the Destroyer Cult keyword or that enemy unit is the closest eligible target, that attack has the [SUSTAINED HITS 1] ability.
Each time this model destroys an enemy unit, select one other friendly Destroyer Cult unit within 9" of it. Until the end of the phase, each time a model in that unit makes an attack, re‑roll a Wound roll of 1.
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.
Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.
While every model in a unit has this ability, that unit is a Fights First unit. See the Resolve Fights First Combats step in the Fight phase (12.04).
This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select: - All of that model’s [EXTRA ATTACKS] weapons. - One of that model’s other melee weapons, if possible.
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes.
Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06). When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with: - One or more of its [CLOSE-QUARTERS] weapons. - One or more of its other ranged weapons.
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X. Example: An attack made with a *[SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
While a friendly Necrons unit is within 6" of the bearer, models in that unit have the Feel No Pain 5+ ability against mortal wounds and Psychic Attacks.