Triarchal Overseer [Crucible]
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| Abyssal lance | 18" | 1 | 4+ | 6 | -3 | 3 |
| Chronomancer's stave | 18" | D6 | 4+ | 5 | -1 | 1 |
| Enmitic annihilator | 18" | 2 | 2+ | 6 | -1 | 1 |
| Enmitic exterminator | 36" | 6 | 2+ | 6 | -1 | 1 |
| Gauss cannon | 24" | 3 | 2+ | 5 | -2 | 2 |
| Gauss destructor | 48" | 1 | 2+ | 14 | -4 | 6 |
| Heat ray - dispersed | 12" | 2D6 | N/A | 5 | -1 | 1 |
| Heat ray - focused | 18" | 2 | 2+ | 9 | -4 | D6 |
| Heavy gauss cannon array | 24" | 6 | 2+ | 8 | -2 | 2 |
| Particle caster | 12" | 3 | 2+ | 5 | 0 | 1 |
| Particle shredder | 18" | D6+6 | 2+ | 7 | 0 | 1 |
| Plasmic lance | 18" | 3 | 4+ | 7 | -3 | 2 |
| Relic gauss blaster | 24" | 2 | 2+ | 5 | -1 | 2 |
| Rod of covenant | 12" | 1 | 2+ | 5 | -2 | 2 |
| Staff of light | 18" | 3 | 2+ | 5 | -2 | 1 |
| Tachyon arrow | 72" | 1 | 2+ | 16 | -5 | D6+2 |
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Abyssal lance | Melee | 1 | 4+ | 6 | -3 | 3 |
| Chronomancer's stave | Melee | 3 | 4+ | 5 | -1 | 1 |
| Hyperphase sword | Melee | 3 | 3+ | 6 | -2 | 1 |
| Flayer claws | Melee | 4 | 3+ | 4 | -1 | 1 |
| Flensing claw | Melee | 8 | 2+ | 6 | -1 | 1 |
| Hyperphase harvester | Melee | 4 | 2+ | 10 | -3 | 3 |
| Close combat weapon | Melee | 4 | 3+ | 5 | 0 | 1 |
| Lord's blade | Melee | 4 | 2+ | 8 | -3 | 2 |
| Skorpekh hyperphase weapons | Melee | 4 | 3+ | 7 | -2 | 2 |
| Plasmic lance | Melee | 2 | 4+ | 7 | -3 | 2 |
| Rod of covenant | Melee | 3 | 3+ | 5 | -2 | 2 |
| Ophydian hyperphase weapons | Melee | 5 | 3+ | 4 | -2 | 2 |
| Staff of light | Melee | 4 | 2+ | 5 | -2 | 1 |
| Stalker's forelimbs | Melee | 4 | 3+ | 7 | -1 | 3 |
| Voidblade | Melee | 4 | 3+ | 5 | -2 | 1 |
| Warscythe | Melee | 2 | 3+ | 8 | -3 | 2 |
| Voidscythe | Melee | 3 | 3+ | 12 | -3 | 3 |
Abilities
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.
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.
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.
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.