Meprhit Dinasty Supplement Codex Beta Test

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Mephrit Dinasty :

"These young races are but the dust that has gathered between the cracks in our creation, and
now we are here to sweep them away."

—Zarathusa the Ineffable


Zarathusa the Ineffable is Necron Overlord of the Mephrit Dynasty, and guardian of the Meprit's
vast solar harvesting network, known as the Starflame, in the Cryptus System. Also titled the
Firesworn, Zarathusa is the last in a long line of keepers of the vast solar mirror that captured
the light of the system’s twin suns and provided energy for dozens of Necrontyr systems and
worlds. Though Zarathusa saw himself as lord of the stars, and his role as one of the most
important in his dynasty, his peers considered him something of a caretaker.

History
When the War in Heaven threatened to destroy the Necrontyr, Zarathusa and his citizens
abandoned the inner worlds of the system they knew as Perdita, destroying the Starflame's vast
solar harvest network and leaving only the solar mirror core intact, ready for the time when
they would return. Before Zarathusa entered his crypt, he set traps for the unwary, and awaited
the time when he might return and reclaim the glory of his people. Machines built to last for
thousands of years were forced to endure millions, and one by one Zarathusa’s defences
decayed. By the time the Overlord awoke during the coming of the Tyranids Hive Fleet
Leviathan, the twin stars of Cryptus had grown old and swollen, their rotten atomic cores
pumping out endless streams of hard radiation. More worryingly, the worlds Zarathusa had so
carefully scoured clean of life, and laced with traps, were now overrun with humans. When he
gazed through the great oculus of Perdita, it was upon the filthy, crowded cities of the Imperium
that his mechanical eye fell. To add insult to injury, Mankind had subverted Zarathusa’s prized
solar mirror. Like simple-minded savages they crawled across its surface and poked at its
superlative inner workings, unaware of its true and glorious purpose. Though Zarathusa himself
had not escaped the long sleep unscathed, and his own delusions of grandeur had become
magnified, he set about reclaiming his system from savages and aliens alike, now titling himself
'the Ineffable'.

During the course of the Shield of Baal campaign, Zarathusa allied himself with fellow Necron
Overlord Anrakyr the Traveller and Dante of the Blood Angels Space Marine Chapter in order to
stop the consumption of the Cryptus system by Hive Fleet Leviathan. Zarathusa defended the
gas giant Aeros, commanding the Mephrit Dynasty's formidable air fleets to secure air
superiority and take control of its fuel hub whilst Anrakyr and Dante fought to secure the
Magnovitrium system-inwards in order to channel the sun energy captured by it. Together, the
Necrons and Imperial forces managed to pull off their daring plan and detonate Aeros like a
planetary bomb, annihilating most of the Tyranids in the system and severely weakening the
Cryptus tendril of Hive Fleet Leviathan. Zarathusa and his forces escaped the explosion
unscathed, the inertialess drives of the Necron's Tomb Ships easily outrunning the shockwave.
In the aftermath of the Exterminatus event, the Blood Angels departed to reinforce the defence
of their homeworld Baal against the remaining Tyranids, whilst Zarathusa most likely has begun
to reclaim the Cryptus system for the Mephrit Dynasty.

FORCES OF THE MEPHRIT DYNASTY:

The following section describes a new Detachment and a number of


Formations that can be used as part of a Necron army. You can add them to an existing
army, or use them to field a bespoke army from the Mephrit Dynasty. Certain units chosen
from the Mephrit Dynasty Detachment and Formations can also make use of the Relics and
Warlord Traits listed below.

The first think to know is the Mephrit Dinasty is a really particular Necron faction , they have
keeping a lot of power from they old time and a few relics of the war of the Heaven . They have a
really particular manner to do the war : so this is the first step for starting your Mephrit
collection or any particular Necron army !

Your entire army is part from the Necron Codex . In the term of the rules you are part of
the Necron faction . You can only select in the Codex Necron and only with the Mephrit
keyword .
NB: the only unit without the Keyword Mephrit you can take in your army is
Anrakyr the Traveller .

COMMAND BENEFITS:
Crownworld Reawakened:
You can re-roll rolls of 1 when making Reanimation Protocol rolls for Troops units from
a Mephrit Detachement .

Solar Fury:
This first capacity is the skill all your unit need to have if you want to play Mephrit , so the first
thing to do is giving your army this <Dinasty> rule , replace every Keyword about Dinasty by
this :
RELICS OF THE WAR IN HEAVEN:

The God Shackle... 10 points

The God Shackle is a relic discovered by Anrakyr in the depths of the Star Hallows that
allows him more exacting control of the C’tan shards in his possession. On Asphodex this
would even allow the Overlord and his Crypteks to boost the power of the Burning One,
rather than relying upon its innate rage alone. The only drawback of using such a device
is that the tighter the leash placed around a C’tan’s neck, the more likely the creature is to
rebel against it.

Cryptek only.

Before deployment, nominate a single friendly C’tan Shard in your army. As


long as the bearer of the God Shackle is alive and on the battlefield, the nominated C’tan
Shard adds 1 to its Strength and Toughness.

Edge of Eternity... 20 points

Zarathusa’s warscythe is an ancient weapon of the Mephrit Dynasty known as the Edge of
Eternity. The weapon employs complex phase technology so its blade can literally ghost in and
out of existence. This allows it to bypass almost all kinds of armour, vanishing just before it
strikes to reappear deep inside its foe. It also allows the wielder to target his blows at specific
foes, the weapon ghosting through bodyguards or other combatants to reappear at the throat of
the wielder’s preferred target.

Necron Overlord/Lord only.

This item replaces the model’s Warscythe.

Type S AP D Rules

melee +2 -2 3 Executioner

Executioner: The bearer of the Edge of Eternity make 1 mortal in addition of all the
others damage if the target is a Character .

Solar Thermasite... 25 points

The baleful energies of the twin suns saturate the Cryptus System, and even in the
Magnovitrium’s dormant state those that know how can call upon the device to exploit the
system’s solar bounty. As the builders of the Magnovitrium, the Necrons are masters of its
secrets, Zarathusa and his trusted allies privy to the workings of the ancient device.
The Solar Thermasite was created by Zarathusa’s Crypteks to harness the
Magnovitrium’s ambient energies, and its bearer can use the techno-mechanical device to create
a direct phase-link with the power of the twin suns. When affixed inside a weapon or the chest
cavity of a Necron, it vastly enhances both destructive and defensive field technologies.

Necron Overlord or Cryptek only.

Add +1 to the Strength value of the bearer’s ranged and Melee weapons. Furthermore,
the bearer re-rolls saving throws of 1.
MEPHRIT DYNASTY WARLORD TRAITS
When generating its Warlord Traits, a Warlord chosen from one of the Formations or
the Detachment in this section may choose to roll on the table here instead of those
found in Warhammer 40,000: The Rules or Codex: Necrons.
MEPHRIT DYNASTY STRATAGEM:
When choosing the Stratagems you use , you can take the one , as explain , in the Codex:
Necrons and in the Warhammer 40,000 Rulebook . In addition you can use the
stratagems below :
NB : All this stratagems only apply if your army as the Keyword Mephrit !

2CP THE BURNING ONE


At your deployement phase

Take one C'tan Shard from your army . This unit become Nyadra'Zatha , the
burning one add it he keyword Character and add this new rule for is Melee weapons
only :

Each time the bearer make a wound roll of 6 , the enemy model take 1 mortal wound .
For each enemy model at 2" of this unit launch a dice , on a 4+ , they take 1 mortal
wound to .

1CP FORBIDEN KNOWLEDGE


at the moove enemy phase

Take one Cryptek from your army at 6" of one of your C'tan Shard . At the end of this
phase your chosen C'tan shard can ignore 1 damge it suffer per enemy attack , to a
maximum of 1 .

2CP COMMAND PROTOCOL


at your mouvement phase

If your Warlord is remainning on the table , you can choose One unit of your army .
This unit gain one of the following rule of your choice :

1- add 1" for your charge roll and advance roll


2- add +1 attack to one of your unit
3- Your can re-roll all your hit roll if this unit target a Vehicule or Monster unit .
1CP GRAND STRATEGY
At the Start of one of the turn

Choose one of your HQ unit (it can be Anrakyr even if its not a Mephrit unit !) for all
the duration of this turn , the chosen HQ can prevent the Deep striking enemy unit at
12" instead of 9".

3CP REGENT OF MEPRHIT


just before your first turn . One use only

Choose one of your Overlord unit . This unit become Zarathusa , the Ineffable .
This Character is unique and can use 2 time per game the ability "My Will , shall be
done !". Add also to this character this following rule :
"This character can ignore the mortal wounds on a 6+"

3CP LOCUS OF RESSURECTION


At the start of friendly Movement phase

Choose one of your Monolith can repair fallen models . To do so, nominate a friendly
unitof Necron Warriors or Immortals that is within 6” of this
Monolith. If the nominated unit is a unit of Necron Warriors, roll a D6; if the
nominated unit is a unit of Immortals, roll a D3. Add a number of models to the unit
equal to the result – this cannot take the unit beyond its starting size. These models
must be placed within 6” of the Monolith. If a model cannot be placed for any reason,
it is destroyed. Necron models repaired in this manner can move and act normally this
turn.
Created by : Karaadas

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