VOXROSTER
CodexFactionsNecronsTriarchal Overseer [Crucible]

Triarchal Overseer [Crucible]

M8"
T8
SV3+
W12
LD7+
OC4

Ranged Weapons

WeaponRangeABSSAPD
Abyssal lance 18"14+ 6-33
Chronomancer's stave 18"D64+ 5-11
Enmitic annihilator 18"22+ 6-11
Enmitic exterminator 36"62+ 6-11
Gauss cannon 24"32+ 5-22
Gauss destructor 48"12+ 14-46
Heat ray - dispersed 12"2D6N/A 5-11
Heat ray - focused 18"22+ 9-4D6
Heavy gauss cannon array 24"62+ 8-22
Particle caster 12"32+ 501
Particle shredder 18"D6+62+ 701
Plasmic lance 18"34+ 7-32
Relic gauss blaster 24"22+ 5-12
Rod of covenant 12"12+ 5-22
Staff of light 18"32+ 5-21
Tachyon arrow 72"12+ 16-5D6+2

Melee Weapons

WeaponRangeAWSSAPD
Abyssal lance Melee14+ 6-33
Chronomancer's stave Melee34+ 5-11
Hyperphase sword Melee33+ 6-21
Flayer claws Melee43+ 4-11
Flensing claw Melee82+ 6-11
Hyperphase harvester Melee42+ 10-33
Close combat weapon Melee43+ 501
Lord's blade Melee42+ 8-32
Skorpekh hyperphase weapons Melee43+ 7-22
Plasmic lance Melee24+ 7-32
Rod of covenant Melee33+ 5-22
Ophydian hyperphase weapons Melee53+ 4-22
Staff of light Melee42+ 5-21
Stalker's forelimbs Melee43+ 7-13
Voidblade Melee43+ 5-21
Warscythe Melee23+ 8-32
Voidscythe Melee33+ 12-33

Abilities

Targeting Relay Datasheet

In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, that unit cannot have the Benefit of Cover.

Reanimation Protocols Core

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.

Deadly Demise Core

This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; each unit within 6" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6").  Example:* An Impulsor with a unit of Intercessors embarked within it is destroyed by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an emergency disembark move. Then the roll is made for the Deadly Demise* ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield.

Scouts Core

This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following:  - If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone.  - If that unit is wholly within your deployment zone, it can make a scout move (see below).  - If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.