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The Necrons are a race of ancient android warriors. Millions of years ago they descended into stasis crypts to slumber through the aeons, and now they are waking to find the galaxy much changed. Determined to reclaim their empire of old, the Necrons purge all other sentient beings from the stars without mercy.

Books

BookKindEditionVersionLast update
  Warhammer 40,000 Kill TeamRulebook81.0August 2019
  Kill Team: CommandersExpansion81.0August 2019
  Kill Team: ElitesExpansion81.0August 2019
  Kill Team Annual 2019Expansion81.0December 2019

FAQ

Rulebook: Warhammer 40,000 Kill Team

 Q: When I use a weapon with a Damage characteristic of more than 1, do I have to use the highest roll for the Injury roll (which might be a 6, triggering a Necron’s Reanimation Protocols)?
 A
Yes. Higher damage weapons are more likely to trigger a Necron’s Reanimation Protocols, which is something to consider when choosing your kill team.
 Q: Can I use the Mindshackle Scarabs Tactic to shoot with an enemy model that couldn’t normally shoot (because it had made a charge attempt in that battle round, for example)?
 A
No.

Necron Kill Teams

If every model in your kill team has the NECRONS Faction keyword, you can use Necrons Tactics.

PRIME REANIMATION PROTOCOLS
Necrons Tactic
Use this Tactic when an Injury roll is made for a model from your kill team. Roll an additional dice and apply the lowest result.
2 COMMAND POINTS
TARGETING ROUTINES
Necrons Tactic
Use this Tactic when you choose a model in your kill team to shoot in the Shooting phase. Add 1 to hit rolls for that model against targets which are obscured.
1 COMMAND POINT
FLENSING FURY
Necrons Tactic
Use this Tactic when you choose a FLAYED ONE in your kill team to fight in the Fight phase. Until the end of the phase, each time you make a wound of 6+ for that model’s flayer claws, add 1 to the Damage characteristic of the weapon for that attack.
1 COMMAND POINT
DISRUPTION FIELDS
Necrons Tactic
Use this Tactic when you choose a model in your kill team to fight in the Fight phase. Increase the Strength characteristic of that model by 1 until the end of the phase.
1 COMMAND POINT
MINDSHACKLE SCARABS
Necrons Tactic
Use this Tactic at the start of the Shooting phase. Pick an enemy model within 6" of a model from your kill team and roll 2D6. If the result is higher than the enemy model’s Leadership characteristic, you can immediately make a shooting attack with one of that model’s ranged weapons, as if it were a model from your kill team.
2 COMMAND POINTS
OVERCHARGED DISINTEGRATION
Necrons Tactic
Use this Tactic in the Shooting phase when you choose a model in your kill team to shoot with a gauss flayer or gauss blaster. Improve the Armour Penetration characteristic of that weapon by 1 until the end of the phase (e.g. AP -1 becomes AP -2, AP -2 becomes AP -3).
2 COMMAND POINTS
RESURRECTION ORB
Necrons Tactic
Overlord Tactic
Use this Tactic at the end of the Morale phase, if an OVERLORD from your kill team is on the battlefield and not shaken. Pick a friendly model that is out of action and roll a D6; on a 2+ set up that model with 1 wound remaining and no flesh wounds anywhere within 3" of the OVERLORD that is more than 1" from enemy models. This Tactic can only be used once per battle.
3 COMMAND POINTS
HUNTERS FROM HYPERSPACE
Necrons Tactic
Use this Tactic at the end of the Movement phase. Choose up to three DEATHMARK models from your kill team that were set up in Reserve, and set them up anywhere on the battlefield that is more than 5" away from any enemy models.
1 COMMAND POINT
RESURRECTION PROTOCOLS
Necrons Tactic
Use this Tactic when your Leader is taken out of action. Instead of removing the model, place it on its side. At the end of the phase, roll a D6. On a 4+ the model is no longer considered out of action: stand the model up again as close as possible to its previous position, but more than 1" away from enemy models with 1 wound remaining. If a model is still on the battlefield at the end of the battle, after having been resurrected in this way, it is not considered to have been taken out of action for victory points purposes. You can only use this Tactic once per battle.
2 COMMAND POINTS
TIRELESS ADVANCE
Necrons Tactic
Use this Tactic at the start of the Shooting phase. One model of your choice from your kill team becomes Readied (even if it moved in the previous Movement phase) and may shoot in this phase as if they had not moved in the Movement phase. This Tactic may not be used on a model that is within 1" of an enemy model.
1 COMMAND POINT
HAUNTING HORRORS
Necrons Tactic
Use this Tactic at the end of the Movement phase. Choose up to three FLAYED ONE models from your kill team that were set up in Reserve and set them up anywhere on the battlefield that is more than 5" away from any enemy models.
1 COMMAND POINT
ENTROPIC STRIKE
Necrons Tactic
Use this Tactic when you choose a model in your kill team to fight in the Fight phase. Until the end of the phase, if that model’s attacks reduce a target to 0 wounds, add 1 to the Injury roll you make for the target.
1 COMMAND POINT
ASSURED DISINTEGRATION
Necrons Tactic
Use this tactic before a DEATHMARK shoots. Until the end of the phase you may re-roll the dice to hit with that model.
1 COMMAND POINT
DEATHLESS IRE
Necrons Tactic
Use this Tactic when a model from your kill team suffers a flesh wound as the result of an Injury roll. It is shaken instead.
2`
ENDURING WILL
Necrons Tactic
Use this Tactic at the start of the battle round if your kill team includes a COMMANDER, as long as that model is not shaken. Until the end of the battle round, reduce the damage that model suffers from each attack by 1, to a minimum of 1.
2 COMMAND POINTS
GRISLY TROPHIES
Necrons Tactic
Wall of Martyrs Tactic
Use this Tactic at the beginning of the Morale phase, if models from your kill team are the only models on an Imperial Defence Line model. Your opponent(s) must add 1 to any Nerve tests they take for enemy models within 4" of that Imperial Defence Line.
2 COMMAND POINTS
SUPERIOR INHERITANCE
Necrons Tactic
Use this Tactic after a model from your kill team shoots with a gauss flayer or gauss blaster. That model can immediately shoot again with the same weapon.
1 COMMAND POINT
VENDETTA
Necrons Tactic
Overlord Tactic
When you first add an OVERLORD to your kill team or command roster, pick a Faction keyword. Use this Tactic when you pick an OVERLORD to fight in the Fight phase. Re-roll hit and wound rolls of 1 for that model’s attacks when targeting enemy models with the Faction keyword you chose for that OVERLORD.
1 COMMAND POINT

Aura Tactics

MY WILL BE DONE
Necrons Tactic
Overlord Aura Tactic
Use this Tactic at the start of the battle round, if your kill team includes an OVERLORD. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can add 1 to Advance, charge and hit rolls for friendly models within 6" of this model.
2 COMMAND POINTS
CHRONOMETRON
Necrons Tactic
Cryptek Aura Tactic
Use this Tactic at the start of the battle round if your kill team includes a CRYPTEK. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, friendly models within 3" of this model have a 5+ invulnerable save.
1 COMMAND POINT
TECHNOMANCER
Necrons Tactic
Cryptek Aura Tactic
Use this Tactic at the start of the battle round, if your kill team includes a CRYPTEK. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can ignore the penalty to hit rolls for one flesh wound suffered by friendly models within 6" of this model.
1 COMMAND POINT

Dynastic Codes

The Sub-factions for models with the NECRONS Faction keyword are called dynasties, and their Sub-faction abilities are called Dynastic Codes. If your kill team is Battle-forged and all models in your kill team are drawn from the same dynasty, models in the kill team gain the Dynastic Code described below, and you can use that dynasty’s Tactics.

DYNASTIC AGENTS
Triarch Praetorians cannot be drawn from a dynasty, but can be included in a Necrons kill team without preventing other models in that kill team from gaining a Dynastic Code. Note, however, that Triarch Praetorians can never themselves benefit from a Dynastic Code.

SAUTEKH: RELENTLESS ADVANCE

Nothing can halt the inexorable march of the Sautekh. These disdainful conquerors will stop at nothing to retake their ancient domain, obliterating any who dare defy them in a storm of death and destruction.

Models in your kill team can shoot ranged weapons as if they were Assault weapons in the Shooting phase of a battle round in which they Advanced (e.g. a Rapid Fire 1 weapon would be used as if it were an Assault 1 weapon).

MEPHRIT: SOLAR FURY

The Mephrit have harnessed the power of captive suns to power their weapons. This raging solar energy can sear through even the thickest armour with ease.

If a model in your kill team targets an enemy model that is within range and not at long range when making a shooting attack, improve the Armour Penetration characteristic of that weapon’s attack by 1 (i.e. an Armour Penetration characteristic of ‘0’ becomes ‘-1’, an Armour Penetration characteristic of ‘-1’ becomes ‘-2’, etc.).

NOVOKH: AWAKENED BY MURDER

The crimson hosts of Novokh remember well the sacred rites of blooding performed by their warriors in the ancient times. The dynasty’s proud martial heritage awakens a spark of violent pride within its legions, lending power and ferocity to their attacks.

You can re-roll failed hit rolls in the Fight phase for attacks made by a model in your kill team if it charged, was charged or made a pile-in move granted by the Heroic Intervention Commander Tactic in that battle round.

NIHILAKH: AGGRESSIVELY TERRITORIAL

Regal and arrogant, the warriors of this proud dynasty will not give a single inch to their foes. They stand their ground defiantly, unleashing a formidably accurate hail of fire that cleanses the stain of the lesser races from their rightful lands.

Re-roll unmodified hit rolls of 1 in the Shooting phase for models in your kill team if they have not moved in this battle round.

NEPHREKH: TRANSLOCATION BEAMS

The bodies of the Nephrekh are crafted from metagold. This rare and wondrous alloy allows them to transform into beams of pure light in order to teleport across open ground and even phase through solid matter.

If a model in your kill team Advances, you can re-roll the D6 to determine the increase to that model’s Move characteristic. In addition, if a model in your kill team Advances, it can move across models and terrain as if they were not there.


Datasheets


Deathmark

NAME M WS BS S T W A Ld Sv Max
Deathmark 5" 3+ 3+ 4 4 1 1 10 3+ -
This model is armed with a synaptic disintegrator.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Synaptic disintegrator
24"
Rapid Fire 1
4
0
1
A model firing a synaptic disintegrator does not suffer the penalty to hit rolls for the target being at long range. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
ABILITIES
Reanimation Protocols: When an Injury roll is made for this model, on an unmodified roll of 6 the model is not taken out of action and does not suffer a flesh wound. Instead it is restored to 1 wound remaining with no flesh wounds.
SPECIALISTS
Leader, Comms, Scout, Sniper, Veteran
FACTION KEYWORDS
NECRONS
KEYWORDS
IMMORTAL, DEATHMARK


Flayed One

NAME M WS BS S T W A Ld Sv Max
Flayed One 5" 3+ 6+ 4 4 1 3 10 4+ -
This model is armed with flayer claws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Flayer claws
Melee
Melee
User
0
1
Re-roll failed wound rolls for this weapon.
ABILITIES
Reanimation Protocols: When an Injury roll is made for this model, on an unmodified roll of 6 the model is not taken out of action and does not suffer a flesh wound. Instead it is restored to 1 wound remaining with no flesh wounds.
SPECIALISTS
Leader, Combat, Veteran, Zealot
FACTION KEYWORDS
NECRONS
KEYWORDS
INFANTRY, FLAYED ONE


Immortal

NAME M WS BS S T W A Ld Sv Max
Immortal 5" 3+ 3+ 4 4 1 1 10 3+ -
This model is armed with a gauss blaster.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Gauss blaster
24"
Rapid Fire 1
5
-2
1
-
0
Tesla carbine
24"
Assault 2
5
0
1
Each unmodified hit roll of 6 with this weapon causes 3 hits.
WARGEAR OPTIONS
 • This model may replace its gauss blaster with a tesla carbine.
ABILITIES
Reanimation Protocols: When an Injury roll is made for this model, on an unmodified roll of 6 the model is not taken out of action and does not suffer a flesh wound. Instead it is restored to 1 wound remaining with no flesh wounds.
SPECIALISTS
Leader, Comms, Veteran, Zealot
FACTION KEYWORDS
NECRONS
KEYWORDS
INFANTRY, IMMORTAL


Necron Warrior

NAME M WS BS S T W A Ld Sv Max
Necron Warrior 5" 3+ 3+ 4 4 1 1 10 4+ -
This model is armed with a gauss flayer.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Gauss flayer
24"
Rapid Fire 1
4
-1
1
-
ABILITIES
Reanimation Protocols: When an Injury roll is made for this model, on an unmodified roll of 6 the model is not taken out of action and does not suffer a flesh wound. Instead it is restored to 1 wound remaining with no flesh wounds.
SPECIALISTS
Leader, Comms, Veteran
FACTION KEYWORDS
NECRONS
KEYWORDS
INFANTRY, NECRON WARRIOR


Lychguard

NAME M WS BS S T W A Ld Sv Max
Lychguard 5" 3+ 3+ 5 5 2 2 10 3+ -
This model is armed with a warscythe.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Hyperphase sword
Melee
Melee
+1
-3
1
-
0
Warscythe
Melee
Melee
+2
-4
2
-
WARGEAR OPTIONS
 • This model may replace its warscythe with a hyperphase sword and dispersion shield.
ABILITIES
Reanimation Protocols: When an Injury roll is made for this model, on an unmodified roll of 6 the model is not taken out of action and does not suffer a flesh wound. Instead it is restored to 1 wound remaining with no flesh wounds.

Dispersion Shield:
5
A model with a dispersion shield has a 4+ invulnerable save.

Guardian Protocols: Roll a D6 each time a COMMANDER loses a wound whilst they are within 3" of any friendly models with this ability; on a 2+ choose one of those models to intercept that hit – the COMMANDER does not lose a wound but the model you chose suffers a mortal wound.
SPECIALISTS
Leader, Combat, Comms, Veteran, Zealot
FACTION KEYWORDS
NECRONS
KEYWORDS
INFANTRY, LYCHGUARD


Triarch Praetorian

NAME M WS BS S T W A Ld Sv Max
Triarch Praetorian 10" 3+ 3+ 5 5 2 2 10 3+ -
This model is armed with a rod of covenant.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Particle caster
12"
Pistol 1
6
0
1
-
0
Rod of covenant
This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.
 - Ranged
12"
Assault 1
5
-3
1
-
 - Melee
Melee
Melee
User
-3
1
-
1
Voidblade
Melee
Melee
User
-3
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
WARGEAR OPTIONS
 • This model may replace its rod of covenant with a voidblade and particle caster.
ABILITIES
Reanimation Protocols: When an Injury roll is made for this model, on an unmodified roll of 6 the model is not taken out of action and does not suffer a flesh wound. Instead it is restored to 1 wound remaining with no flesh wounds.

A Purpose Unshakeable: This model automatically passes Nerve tests.
SPECIALISTS
Leader, Combat, Comms, Veteran, Zealot
FACTION KEYWORDS
NECRONS
KEYWORDS
INFANTRY, FLY, TRIARCH PRAETORIAN


Commanders


Cryptek

NAME M WS BS S T W A Ld Sv Max
Cryptek 5" 3+ 3+ 4 4 4 1 10 4+ 1
This model is armed with a staff of light.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Staff of light
This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.
 - Ranged
12"
Assault 3
5
-2
1
-
 - Melee
Melee
Melee
User
-2
1
-
WARGEAR OPTIONS
 • This model may take a Canoptek cloak. If it does, its Move characteristic is increased to 10" and it gains the FLY keyword.
10
ABILITIES
Living Metal: At the beginning of each battle round, this model recovers 1 wound lost earlier in the battle.
SPECIALISTS
Fortitude, Logistics, Melee, Shooting, Strategist, Strength
TACTICS
Chronometron, Technomancer
FACTION KEYWORDS
NECRONS
KEYWORDS
COMMANDER, INFANTRY, CRYPTEK


Overlord

NAME M WS BS S T W A Ld Sv Max
Overlord 5" 2+ 2+ 5 5 5 3 10 3+ 1
This model is armed with a voidscythe.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Staff of light
This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.
 - Ranged
12"
Assault 3
5
-2
1
-
 - Melee
Melee
Melee
User
-2
1
-
0
Voidscythe
Melee
Melee
x2
-4
3
When attacking with this weapon, subtract 1 from the hit roll.
0
Warscythe
Melee
Melee
+2
-4
2
-
WARGEAR OPTIONS
 • This model may replace its voidscythe with a staff of light or warscythe.
ABILITIES
Living Metal: At the beginning of each battle round, this model recovers 1 wound lost earlier in the battle.

Phase Shifter: This model has a 4+ invulnerable save.
SPECIALISTS
Fortitude, Leadership, Logistics, Melee, Shooting, Strategist, Strength
TACTICS
My Will Be Done, Resurrection Orb, Vendetta
FACTION KEYWORDS
NECRONS
KEYWORDS
COMMANDER, INFANTRY, OVERLORD

Wargear

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Gauss blaster
24"
Rapid Fire 1
5
-2
1
-
0
Gauss flayer
24"
Rapid Fire 1
4
-1
1
-
0
Particle caster
12"
Pistol 1
6
0
1
-
0
Rod of covenant
This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.
 - Ranged
12"
Assault 1
5
-3
1
-
 - Melee
Melee
Melee
User
-3
1
-
0
Staff of light
This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.
 - Ranged
12"
Assault 3
5
-2
1
-
 - Melee
Melee
Melee
User
-2
1
-
0
Synaptic disintegrator
24"
Rapid Fire 1
4
0
1
A model firing a synaptic disintegrator does not suffer the penalty to hit rolls for the target being at long range. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
0
Tesla carbine
24"
Assault 2
5
0
1
Each unmodified hit roll of 6 with this weapon causes 3 hits.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Flayer claws
Melee
Melee
User
0
1
Re-roll failed wound rolls for this weapon.
0
Hyperphase sword
Melee
Melee
+1
-3
1
-
1
Voidblade
Melee
Melee
User
-3
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Voidscythe
Melee
Melee
x2
-4
3
When attacking with this weapon, subtract 1 from the hit roll.
0
Warscythe
Melee
Melee
+2
-4
2
-

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
5
Dispersion Shield
A model with a dispersion shield has a 4+ invulnerable save.
MINDSHACKLE SCARABS
Necrons Tactic
Use this Tactic at the start of the Shooting phase. Pick an enemy model within 6" of a model from your kill team and roll 2D6. If the result is higher than the enemy model’s Leadership characteristic, you can immediately make a shooting attack with one of that model’s ranged weapons, as if it were a model from your kill team.
2 COMMAND POINTS
Charge Move
After all Reactions have been resolved, make a charge roll by rolling 2D6. The charging model can move up to this number of inches – this is their charge distance this turn. To make a successful charge roll, the model must finish its move within 1" of at least one of the target models. A model that does so is said to have charged, and the enemy models that are within 1" of it at the end of its move are said to have been charged. It cannot move within 1" of an enemy model that was not a target of its charge.

If the model cannot finish its move while following these restrictions, the charge fails and the model is not said to have charged – however, the model can move up to its charge distance, as long as that move takes it as close as possible to at least one of the targets of its charge, and not within 1" of any enemy models. A model can only make one charge attempt in each Movement phase, and once it has done so it cannot shoot later in the battle round. If you have Kill Team tokens, place a Charge token next to the model as a reminder.

The NECRONS keyword is used in following Necrons datasheets:

Datasheet
Commander
• Cryptek
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.

The FLAYED ONE keyword is used in following Necrons datasheets:

Datasheet

The OVERLORD keyword is used in following Necrons datasheets:

Commander
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.

The DEATHMARK keyword is used in following Necrons datasheets:

Datasheet
Setting Up In Reserve
During deployment, instead of setting up a model on the battlefield as described by the mission, you can set that model up in Reserve. You can do this with up to half of the models in your kill team, but if you are using a Battle-forged kill team, the total points cost of any models you set up in Reserve can be no greater than half of your kill team’s Force.
Readying
When you pick a model to move, instead of making a normal move (including pivoting the model) you can Ready them, unless they are within 1" of an enemy model. A model that is Readied in the Movement phase has an advantage in the subsequent Shooting phase (see Ready, Fire!). If you have Kill Team tokens, place a Ready token next to the model as a reminder. If the model moves for any reason, it is no longer Readied – remove this token.

The COMMANDER keyword is used in following Necrons datasheets:

Commander
• Cryptek
Wound Roll
If an attack scores a hit, you will then need to roll another dice to see if the attack wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+


If the roll is equal to or greater than the required number, the attack succeeds and the attack sequence continues. If the roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 is always successful.
Advancing
When you pick a model to move, instead of making a normal move with that model you can declare that it will Advance, unless it is within 1" of an enemy model. If you do so, make an Advance roll by rolling a D6. Add the result to the model’s Move characteristic for that Movement phase. You can then move that model a distance equal to or less than its Move characteristic. A model that Advances cannot charge, React or shoot later that battle round. If you have Kill Team tokens, place an Advance token next to the model as a reminder.

The CRYPTEK keyword is used in following Necrons datasheets:

Commander
• Cryptek
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
RAPID FIRE

Rapid Fire weapons are capable of single aimed shots at long range and controlled bursts at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.
Pile In
You may move the model up to 3" – the model must end the move closer to the nearest enemy model.
Falling Back
When you pick a model to move, if that model started the Movement phase within 1" of an enemy model, it cannot make a normal move. Instead, it can either remain stationary or Fall Back. A model cannot Fall Back if an enemy model finished a charge move within 1" of it in the same phase. If you choose to Fall Back, the model can move a distance equal to or less than its Move characteristic, but must end its move more than 1" away from all enemy models. If a model Falls Back, it cannot Advance, charge, React or be Readied in that phase. A model that Falls Back also cannot shoot later that battle round unless it can FLY. If you have Kill Team tokens, place a Fall Back token next to the model as a reminder.
Retreat
A target model cannot Retreat if it has already made a move of any kind (or attempted to charge) in this phase. A model can Retreat if it has already fired Overwatch in this phase. When a model Retreats, it can be moved up to 3" by the controlling player. This move must end with the model further away from the charging model, and more than 1" from any other enemy models. A model that Retreats cannot React later in the battle round, and cannot shoot later in the battle round (unless it can FLY). If you have Kill Team tokens, place a Fall Back token next to the model as a reminder.
HEROIC INTERVENTION
Commander Tactic
Use this Tactic at the end of the Movement phase if there are any enemy models within 3" of your Commander and your Commander did not Advance, Fall Back, Retreat or make a charge attempt this phase. Your Commander can immediately make a pile-in move as described in the Fight phase.
1 COMMAND POINT
Does not include wargear
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.

The NECRONS keyword is used in following Necrons datasheets:

Datasheet
Commander
• Cryptek

The IMMORTAL keyword is used in following Necrons datasheets:

Datasheet
Melee
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is armed with are listed on its datasheet. In addition to the melee weapons listed on their datasheets, all models are also assumed to be able to fight with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

The INFANTRY keyword is used in following Necrons datasheets:

Datasheet
Commander
• Cryptek

Warscythe used in following datasheets:

Datasheet
• Lychguard
0
Commander
• Overlord
0
PISTOL
Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range.
You can choose to shoot with a model with a Pistol weapon even if there are enemy models within 1", but it must target the closest enemy model (you can choose which if two or more are equidistant) and can only shoot with its Pistol weapon(s). In such circumstances, the model can shoot its Pistol even if other friendly models are within 1" of the same enemy model. It cannot fire a Pistol if it was charged in this battle round.

Each time a model armed with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) is chosen to shoot, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
Overwatch
Overwatch is a special type of shooting attack, made by a model that is the target of a charge and resolved in the Movement phase. It uses all the normal rules for shooting (e.g. the target must be in range and visible when they declare the charge), except that any attacks made must target the model attempting to charge, and a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
LevelPoints per model*
144
259
374
499
* Does not include wargear

Staff of light used in following datasheets:

Commander
• Cryptek
0
• Overlord
0
Fly
If the datasheet for a model says it can FLY (i.e. it has the FLY keyword), it can move across models and terrain – other than impassable terrain – as if they were not there, though it must end its move on a surface it can stand on, other than another model or another model’s base. Do not measure vertical distance when moving a model that can FLY.
CHRONOMETRON
Necrons Tactic
Cryptek Aura Tactic
Use this Tactic at the start of the battle round if your kill team includes a CRYPTEK. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, friendly models within 3" of this model have a 5+ invulnerable save.
1 COMMAND POINT
TECHNOMANCER
Necrons Tactic
Cryptek Aura Tactic
Use this Tactic at the start of the battle round, if your kill team includes a CRYPTEK. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can ignore the penalty to hit rolls for one flesh wound suffered by friendly models within 6" of this model.
1 COMMAND POINT

The COMMANDER keyword is used in following Necrons datasheets:

Commander
• Cryptek
LevelPoints per model*
186
2106
3126
4151
* Does not include wargear
MY WILL BE DONE
Necrons Tactic
Overlord Aura Tactic
Use this Tactic at the start of the battle round, if your kill team includes an OVERLORD. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can add 1 to Advance, charge and hit rolls for friendly models within 6" of this model.
2 COMMAND POINTS
RESURRECTION ORB
Necrons Tactic
Overlord Tactic
Use this Tactic at the end of the Morale phase, if an OVERLORD from your kill team is on the battlefield and not shaken. Pick a friendly model that is out of action and roll a D6; on a 2+ set up that model with 1 wound remaining and no flesh wounds anywhere within 3" of the OVERLORD that is more than 1" from enemy models. This Tactic can only be used once per battle.
3 COMMAND POINTS
VENDETTA
Necrons Tactic
Overlord Tactic
When you first add an OVERLORD to your kill team or command roster, pick a Faction keyword. Use this Tactic when you pick an OVERLORD to fight in the Fight phase. Re-roll hit and wound rolls of 1 for that model’s attacks when targeting enemy models with the Faction keyword you chose for that OVERLORD.
1 COMMAND POINT

Gauss blaster used in following datasheets:

Datasheet
• Immortal
0

Gauss flayer used in following datasheets:

Datasheet

Particle caster used in following datasheets:

Datasheet

Rod of covenant used in following datasheets:

Datasheet

Synaptic disintegrator used in following datasheets:

Datasheet
• Deathmark
0

Tesla carbine used in following datasheets:

Datasheet
• Immortal
0

Flayer claws used in following datasheets:

Datasheet

Hyperphase sword used in following datasheets:

Datasheet
• Lychguard
0

Voidblade used in following datasheets:

Datasheet

Voidscythe used in following datasheets:

Commander
• Overlord
0

Dispersion Shield used in following datasheets:

Datasheet
• Lychguard
5
© Vyacheslav Maltsev 2013-2020