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Advancing in inexorable lockstep come the deathless legions of the Necrons. Eldritch energy weapons crackle and howl, erasing swathes of the enemy. Godlike beings twist reality to their will. The living fall to dust, swept away by ancient powers beyond comprehension. The Necrons have risen to reclaim the stars, and none shall stand in their way.

This section contains all of the datasheets that you will need in order to fight battles with your Necron miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Necron units – these are described below and are referenced on the datasheets.

Books

BookKindEditionVersionLast update
► Xenos 2Index81.4September 2018
  Imperial Armour: XenosIndex81.4April 2019
  NecronsCodex81.2April 2019
  Chapter Approved 2018 EditionExpansion81.1May 2019
  Forge World: Seraptek Heavy ConstructDataslate8November 2018

Index: Imperial Armour: Xenos

 Q: What datasheets should I use for Grot Bomb Launchas, Attack Fightas, Fighta-Bommers, Dethrolla Battle Fortresses, Kill Krushas, Raven Strike Fighters, Knarloc Riders, Great Knarlocs and Firestorms?
 A
It is an unfortunate truth that we can’t continue indefinitely to sell and support every model we’ve ever made. As we make new models, and new books to explore their background and rules, we have to stop producing and featuring some older models. But just like many of you, we still treasure our collections of older miniatures, and we still want to be able to use them in games and forge glorious narratives on the tabletop! As such, the datasheets for these classic models can be found below, but they are intended for use in open play or narrative play games; they are not designed or approved for use in matched play games (as they won’t, for example, have any points values).

Note that the Ork datasheets have been updated to have the Dakka! Dakka! Dakka! ability from Codex: Orks.

Codex: Necrons

 Q: Can C’TAN SHARDS use a Power of the C’tan while within 1" of an enemy model?
 A
Yes.
 Q: Can a Triarch Stalker use its Targeting Relay ability to re-roll hit rolls of 1 for its own attacks after the first?
 A
No.
 Q: Can the Quantum Deflection Stratagem allow a unit with the Quantum Shielding ability to ignore attacks with a Damage characteristic of 1?
 A
Yes.
 Q: When Deathmarks use the Ethereal Interception ability to attack an enemy unit that has just been set up, does every Deathmark model have to target that unit, or only at least one?
 A
Every model in the Deathmarks unit must target the unit that has just been set up.
 Q: Are units that are set up on their tomb world using the Invasion Beams and Eternity Gate abilities considered to be on the battlefield for the purposes of the Tactical Reserves matched play rule?
 A
No, they do not count as being set up on the battlefield and are considered to be reinforcements for the purposes of the Tactical Reserves rule.

Keywords

Throughout this section you will come across a keyword that is within angular brackets, specifically <DYNASTY>. This is shorthand for a keyword of your own choosing, as described below.

<DYNASTY>

Most Necrons belong to a dynasty. Some datasheets specify what dynasty a Necron unit is drawn from (e.g. Imotekh the Stormlord is from the Sautekh Dynasty, and so has the SAUTEKH keyword). If a Necron datasheet has the <DYNASTY> keyword, you must nominate which dynasty that unit is from. There are many different dynasties to choose from; you can use any of the dynasties described in our books, or make up your own if you prefer. You then simply replace the <DYNASTY> keyword in every instance on that unit’s datasheet with the name of your chosen dynasty.

For example, if you were to include a Lord in your army, and you decided it was from the Nihilakh Dynasty, then its <DYNASTY> keyword is changed to NIHILAKH, and its The Lord’s Will ability would say ‘Re-roll wound rolls of 1 for friendly NIHILAKH INFANTRY units that are within 6" of this model.’

Abilities

The following abilities are common to several Necron units:

Reanimation Protocols

The moment a Necron is laid low, its metal body enacts complex self-repair routines, reattaching severed limbs and fusing together shattered armour plating.

Roll a D6 for each slain model from this unit (unless the whole unit has been completely destroyed) at the beginning of your turn. Do not roll for models that have fled the unit. On a 5+, the model’s reanimation protocols activate and it is returned to this unit with its full complement of wounds, otherwise it remains inactive (although you can roll again at the start of each of your subsequent turns). When a model’s reanimation protocols activate, set it up in unit coherency with any model from this unit that has not returned to the unit as a result of reanimation protocols this turn, and more than 1" from enemy models. If you cannot do this because there is no room to place the model, do not set it up (you can make Reanimation Protocols rolls for this model again in subsequent turns).

Living Metal

The composite metals that comprise a Necron’s skeletal form are all but impervious to destruction, and ensure that only the most grievous wounds can lay these ancient creatures low.

At the beginning of your turn, this unit regains 1 lost wound.

Detachment Rules

In this section you’ll find rules for Battle-forged armies that include NECRONS Detachments – that is, any Detachment which includes only NECRONS units.


Abilities

All NECRONS Detachments (excluding Super-heavy Auxiliary Detachments) gain the following abilities:

Their Number is Legion, their Name is Death

The Necron dynasties are assured in their supremacy, for the galaxy was once theirs and will be again. All shall kneel before the might of the phaerons or be destroyed.

If your army is Battle-forged, all Troops units in NECRONS Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

Dynastic Codes

The scattered dynasties of the Necrontyr pursue many different paths to dominance, embracing their own traditions, arcane technologies and martial doctrines.

If your army is Battle-forged, units with the appropriate keyword will receive the corresponding Dynastic Code, so long as every other unit in their Detachment is from the same dynasty (with the exception of those listed below). If you have chosen a dynasty that does not feature on this list, you can choose the Dynastic Code that best suits the fighting style and battlefield strategies of the warriors that hail from it.

Dynastic Agents and Star Gods

The units listed below can be included in a NECRONS Detachment without preventing other units in that Detachment from gaining a Dynastic Code. Note, however, that the units listed below can never themselves benefit from a Dynastic Code.

Dynastic Codes

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.

Each time a model with this code shoots an enemy unit that is within half range of its weapon’s maximum range, the Armour Penetration characteristic of that weapon’s attack is improved by 1 (i.e. an Armour Penetration characteristic of ‘0’ becomes ‘-1’, an Armour Penetration characteristic of ‘-1’ becomes ‘-2’, etc.).

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 unit with this code Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice (if the unit is being affected by the My Will Be Done or Wave of Command ability, add 7" to its Move characteristic instead). In addition, if a unit with this code Advances, its models can move across models and terrain as if they were not there.

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 hit rolls of 1 for units with this code whenever they shoot, including when firing Overwatch, as long as they did not move in the preceding Movement phase and they have not disembarked from a TRANSPORT during this turn.

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 units with this code if they charged, were charged, or performed a Heroic Intervention this turn.

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.

If a unit with this code Advances, it treats all ranged weapons it is equipped with as Assault weapons until the end of the turn (e.g. a Rapid Fire 1 weapon is treated as an Assault 1 weapon, and a Heavy D6 weapon is treated as an Assault D6 weapon etc.). In addition, unless it has Advanced this turn, a unit with this code does not suffer the penalty to hit rolls for moving and firing a Heavy weapon.

Stratagems

If your army is Battle-forged and includes any NECRONS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, meaning you can spend Command Points to activate them. These help to reflect the unique strategies used by the Necrons on the battlefield.

2CP

ENHANCED REANIMATION PROTOCOLS

Necrons Stratagem

The Necrons are a deathless foe that can recover from obliteration time and again.

Use this Stratagem before making Reanimation Protocols rolls for a unit from your army. You can re-roll Reanimation Protocols rolls of 1 for that unit this turn.
2CP

WRATH OF THE C’TAN

Necrons Stratagem

The C’tan’s ever-burning rage at their enslavement is turned upon the enemy with cataclysmic results.

Use this Stratagem after a C’TAN SHARD from your army has resolved a Power of the C’tan. Roll a D6 to randomly select a Power of the C’tan. The C’tan Shard immediately uses the power rolled, even if it has already used that power this phase.
1CP

EMERGENCY INVASION BEAM

Necrons Stratagem

Before it is destroyed, the Necron construct shifts all power to its dimensional gateway, beaming in warriors to take its place.

Use this Stratagem when the last <DYNASTY> Night Scythe and/or Monolith from your army is destroyed. Before removing the model from the battlefield, you can immediately set up a friendly <DYNASTY> unit still on their tomb world wholly within 3" of the Night Scythe/Monolith and more than 1" from any enemy models. Units set up with this Stratagem can be set up during the first battle round even if you are using the Tactical Reserves matched play rule.
1CP

AMALGAMATED TARGETING DATA

Necrons Stratagem

Synchronised targeting optics are fed to the Doom Scythe squadron, and they release a devastating pinpoint barrage.

Use this Stratagem in your Shooting phase if a <DYNASTY> Doom Scythe from your army is within 6" of 2 other friendly <DYNASTY> Doom Scythes. The Doom Scythes cannot fire their death rays this phase – instead, select a point on the battlefield within 24" of all three vehicles that is visible to all of them. Roll a D6 for each unit within 3" of that point. Add 1 to the result if the unit being rolled for has 5 or more models, but subtract 1 if the unit being rolled for is a CHARACTER. On a 4+, that unit suffers 3D3 mortal wounds.
1CP/3CP

DYNASTIC HEIRLOOMS

Necrons Stratagem

In times of need, the phaerons will order the relic-vaults emptied, their priceless contents distributed amongst the legions.

Use this Stratagem before the battle. Your army can have one extra Artefact of the Aeons for 1 CP, or two extra Artefacts of the Aeons for 3 CPs. All of the Artefacts of the Aeons that you include must be different and be given to different NECRONS CHARACTERS. This Stratagem can only be used once per battle.
1CP

ENHANCED INVASION BEAM

Necrons Stratagem

A shimmering dimensional portal yawns wide for a few moments, spilling yet more fleshless warriors into the fray.

Use this Stratagem before you set up a unit from a tomb world using the Invasion Beams ability of a Night Scythe from your army, or the Eternity Gate ability of a Monolith from your army. You can set up two units from a tomb world instead of one.
1CP

SOLAR PULSE

Necrons Stratagem

Many Necron weapons contain pulsing orbs within which is bound the awesome power of a solar flare.

Use this Stratagem after a NECRONS unit from your army has declared its targets in the Shooting phase, but before any hit rolls are made. Pick one of the enemy units that your unit is targeting. The enemy unit does not receive the benefit of cover against your unit’s weapons this phase.
1CP

RESURRECTION PROTOCOLS

Necrons Stratagem

Necron rulers possess sophisticated self-repair systems that can knit together even the most grievous wounds.

Use this Stratagem when a NECRONS CHARACTER from your army (excluding Trazyn the Infinite and C’TAN SHARDS) is slain. At the end of that phase, roll a D6. On a 4+ set the character up again, as close as possible to his previous position, and more than 1" from any enemy models, with 1 wound remaining. This Stratagem cannot be used to resurrect the same model more than once per battle.
1CP

DAMAGE CONTROL OVERRIDE

Necrons Stratagem

Its self-repair routines overridden, the vehicle briefly operates at peak efficiency despite being critically damaged.

Use this Stratagem at the start of any turn. Pick a NECRONS VEHICLE from your army. Until the end of this turn, use the top row of that vehicle’s damage table, regardless of how many wounds it has left. This ends immediately if the model is reduced to 0 wounds.
2CP

REPAIR SUBROUTINES

Necrons Stratagem

When engaged in a battle of attrition, Canoptek constructs react by enabling a series of repairing adaptive subroutines.

Use this Stratagem at the start of your turn, before making any Reanimation Protocols rolls. Select a CANOPTEK unit from your army that is on the battlefield. That unit gains the Reanimation Protocols ability until the end of your turn.
1CP

SELF-DESTRUCTION

Necrons Stratagem

The self-destruct protocols of Canoptek Scarabs cause them to explode in a hail of razor-sharp armour fragments.

Use this Stratagem after a unit of Canoptek Scarabs from your army piles in, but before they make their close combat attacks. Select a Canoptek Scarab Swarm model in your unit and then pick an enemy unit within 1" of it. Your Canoptek Scarab Swarm model is destroyed. Remove it from the battlefield and roll a D6; on a 2+ the enemy unit you picked suffers D3 mortal wounds.
1CP

DISRUPTION FIELDS

Necrons Stratagem

The thrumming aura of negative energy known as a disruption field warps and dissolves both armour and flesh.

Use this Stratagem before a NECRONS INFANTRY unit from your army fights in the Fight phase. Increase the Strength characteristic of all models in that unit by 1 until the end of the phase.
1CP

ENTROPIC STRIKE

Necrons Stratagem

The disruption field emanating from this warrior’s weapon is so powerful that it entirely obliterates matter from existence.

Use this Stratagem in the Fight phase before a NECRONS CHARACTER from your army fights. Invulnerable saves cannot be taken against the first close combat attack made by this character this phase.
2CP

DISPERSION FIELD AMPLIFICATION

Necrons Stratagem

Lychguard can overcharge the fields of their dispersion shields.

Use this Stratagem in the Shooting phase when an enemy unit targets a unit of Lychguard from your army equipped with dispersion shields. Your unit’s invulnerable save is improved to 3+ until the end of the phase. In addition, until the end of the phase, each time you roll an unmodified 6 for this unit’s invulnerable saving throw, the unit that made that attack suffers a mortal wound after it has finished making all of its shooting attacks.
1CP

QUANTUM DEFLECTION

Necrons Stratagem

Necron quantum shielding is a true marvel of techno-arcana, phasing into existence only at the moment of impact.

Use this Stratagem when an enemy unit targets a VEHICLE in your army that has the Quantum Shielding ability, but before any hit rolls are made. Until the end of the phase, subtract 1 from rolls made for your vehicle’s Quantum Shielding ability to see if damage is ignored for SELF-DESTRUCTION each unsaved wound.
1CP

EXTERMINATION PROTOCOLS

Necrons Stratagem

Destroyers have sacrificed every last ember of their souls in order to pursue the obliteration of all mortal life.

Use this Stratagem in your Shooting phase before shooting with a Destroyer Lord, a unit of Destroyers or a unit of Heavy Destroyers from your army. Re-roll failed hit and wound rolls for that unit until the end of the phase.
1CP

THE PHAERON’S WILL

Necrons Stratagem

The generals of the Necron Empire are peerless strategists who have overseen the obliteration of countless civilisations.

Use this Stratagem after an OVERLORD from your army has used their My Will Be Done or Wave of Command ability. That model can immediately use that ability for a second time this turn.
1CP

ADAPTIVE SUBROUTINES

Necrons Stratagem

The Crypteks have invested their mechanical constructs with complex hunter-killer algorithms.

Use this Stratagem after a CANOPTEK unit from your army has Advanced. That unit can still shoot and/or charge this turn.
1CP

DIMENSIONAL CORRIDOR

Necrons Stratagem

Necron Monoliths can redirect a tomb world’s forces by projecting a series of short-ranged dimensional portals.

Use this Stratagem at the start of your Movement phase. Select a <DYNASTY> INFANTRY unit from your army that is more than 1" from any enemy models and remove it from the battlefield. Then, set the unit up again so that it is wholly within 3" of a <DYNASTY> Monolith from your army and more than 1" from any enemy models. That unit counts as having disembarked from the Monolith this turn and can move normally.
1CP

JUDGEMENT OF THE TRIARCH

Necrons Stratagem

Those who defy the will of the Triarch are subject to swift and merciless retribution.

Use this Stratagem before a unit of Triarch Praetorians from your army shoots in the Shooting phase or fights in the Fight phase. Add 1 to hit rolls made for this unit until the end of the phase.
1CP

GRAVITIC SINGULARITY

Necrons Stratagem

A pulsing gravitic anomaly appears in the sky over the Obelisk, dragging enemy aircraft into its crushing embrace.

Use this Stratagem at the start of your Shooting phase. Select an Obelisk from your army. When resolving this model’s Gravity Pulse ability this phase, each enemy unit within range that can FLY suffers D3 mortal wounds on a roll of 4+, instead of a roll of 6.
1CP

COSMIC POWERS

Necrons Stratagem

The powers of the C’tan are myriad and terrifying. To battle a fragment of these shackled star gods is to find reality unbound.

Use this Stratagem at the start of your Movement phase. Select a C’TAN SHARD from your army. That model can replace one of its Powers of the C’tan with a different Power of the C’tan of your choice.
2CP

METHODICAL DESTRUCTION

Sautekh Stratagem

The Sautekh Dynasty excel in systematic killing, marking each target until it is completely obliterated.

Use this Stratagem after a SAUTEKH unit from your army has attacked an enemy unit and the attack resulted in the enemy unit losing one or more wounds. Add 1 to hit rolls for attacks made by other SAUTEKH units from your army that target the same enemy unit this phase.
2CP

RECLAIM A LOST EMPIRE

Nihilakh Stratagem

The Nihilakh seek to rule the galaxy, and once they have claimed a domain it is almost impossible to drive them from it.

Use this Stratagem at the end of your turn. Select a NIHILAKH unit from your army. If the unit is within 3" of an objective marker, or if it did not move for any reason during its turn, then until the start of your next turn you can add 1 to saving throws made for that unit and increase the Attacks characteristic of models in that unit by 1.
1CP

TRANSLOCATION CRYPT

Nephrekh Stratagem

Masters of teleportation technology, the Nephrekh ride into battle upon blinding beams of light.

Use this Stratagem during deployment. You can set up a NEPHREKH INFANTRY or NEPHREKH SWARM unit from your army in a translocation crypt instead of placing it on the battlefield. At the end of any of your Movement phases this unit can translocate into battle – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
3CP

BLOOD RITES

Novokh Stratagem

Novokh’s warriors have mastered the arts of martial warfare, and their deathless bodies allow them to fight on tirelessly.

Use this Stratagem at the end of the Fight phase. Select a NOVOKH unit from your army – that unit can immediately fight for a second time.
1CP

TALENT FOR ANNIHILATION

Mephrit Stratagem

The Mephrit seek not merely to defeat their foes, but to entirely expunge them from the face of the galaxy.

Use this Stratagem before a MEPHRIT unit from your army attacks in the Shooting phase. Each time you make an unmodified hit roll of 6 for a model in that unit, you can make one additional hit roll for that model with the same weapon against the same target. These additional hit rolls cannot themselves generate any further hit rolls.

Powers of the C’tan

To the shards of the C’tan, reality is merely another weapon to be turned against their foes. It is within the prodigious powers of the god-fragments to summon forth storms of annihilating negative matter, shatter the foundation of a planet, or cast their enemies out of existence with but a thought.

Before the battle, generate Powers of the C’tan for each C’TAN SHARD unit using the table below. Roll a D6 to generate their powers randomly (re-rolling any duplicate results). Before the battle, you can instead choose the powers each of these units have, but if you do this you cannot choose a power for a second time until all six have been chosen once each (similarly, you cannot choose a power for a third time until all six have been chosen twice each, and so on).
D6PSYCHIC POWER
1

ANTIMATTER METEOR

The C’tan Shard gathers an orb of roiling antimatter, before hurling the crackling projectile into the midst of the foe.

Roll a D6. On a 2+ the closest visible enemy unit within 24" of the C’tan Shard suffers D3 mortal wounds. On a 6, it suffers D6 mortal wounds instead. If the C’tan Shard using this power is a Tesseract Vault, the unit suffers D6 mortal wounds on the roll of a 5+ instead.

2

TIME’S ARROW

Mutating the flow of causality and remoulding the temporal streams, the C’tan Shard erases its foe’s very existence from space and time.

Pick a visible enemy unit within 18" of the C’tan Shard and roll a D6, adding 1 to the result if the C’tan Shard using this power is a Tesseract Vault. If the result exceeds the highest Wounds characteristic in the unit, one model from that unit, chosen by the controlling player, is slain. An unmodified roll of 1 will always fail.

3

SKY OF FALLING STARS

Savagely beautiful orbs of coruscating light plummet from the cold depths of space, growing to roaring bale-stars as they approach.

Pick up to three different enemy units that are within 18" of the C’tan Shard. Roll a D6 for each, subtracting 1 from the result if the C’tan Shard using this power is a Tesseract Vault. If the result is less than the number of models in that unit, the unit suffers D3 mortal wounds. An unmodified roll of 6 will always fail.

4

COSMIC FIRE

At the C’tan Shard’s gestured command, a pillar of black fire streaks down from the heavens to consume the foe.

Roll a D6 for each enemy unit within 9" of the C’tan Shard. Add 1 to the roll if the C’tan Shard using this power is a Tesseract Vault. On a 4+ the unit being rolled for suffers D3 mortal wounds.

5

SEISMIC ASSAULT

Stone fractures and ores melt as the C’tan Shard drags up tides of magma from deep below.

Pick a visible enemy unit within 24" of the C’tan Shard and roll a D6 for each model in that unit. Add 1 to the roll if the C’tan Shard using this power is a Tesseract Vault. For each result of 6+ that unit suffers a mortal wound.

6

TRANSDIMENSIONAL THUNDERBOLT

The C’tan Shard projects a crackling bolt of energy from its outstretched palm, blasting its foe into oblivion.

Pick a visible enemy unit within 24" of the C’tan Shard and roll a D6 (you can only pick a CHARACTER if it has 10 or more Wounds and/or it is the closest enemy model to the C’tan Shard). Add 1 to the result if the C’tan Shard using this power is a Tesseract Vault. On a 4+ the chosen unit suffers D3 mortal wounds. Then, roll a D6 for every other enemy unit that is within 3" of the chosen enemy unit. On a 4+ the unit being rolled for suffers a mortal wound.


Warlord Traits

The rulers of the Necron Empire have waged war across the stars for millennia, bending stellar domains and proud kingdoms to their will, shattering armies and crushing all who would oppose them. These formidable strategists share an unquenchable desire for conquest and domination, though the great lords of each dynasty adhere to their own martial traditions and warrior codes.

If a NECRONS CHARACTER is your Warlord, he can generate a Warlord Trait from the following table instead of the one in the Warhammer 40,000 rulebook. You can either roll on the table below to randomly generate a Warlord Trait, or you can select the one that best suits his temperament and preferred style of waging war.

D6WARLORD TRAIT
1

ENDURING WILL

This Warlord is possessed of iron resolve, and no mortal weaponry will prevent him from achieving his goals.

Reduce any damage inflicted on your Warlord by 1 (to a minimum of 1). For example, if your Warlord fails a saving throw against an attack that inflicts 3 damage, they will only lose 2 wounds.

2

ETERNAL MADNESS

This Warlord’s sanity suffered during the Great Sleep, and now he is driven by a wrathful zeal.

You can re-roll failed wound rolls for your Warlord in the Fight phase if he charged, was charged, or performed a Heroic Intervention this turn.

3

IMMORTAL PRIDE

This Warlord possesses an arrogance that has been honed over aeons, refusing to allow his warriors a single step backwards even in the face of intense psychic onslaught.

Friendly <DYNASTY> units automatically pass Morale tests whilst they are within 6" of your Warlord. In addition, your Warlord can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER.

4

THRALL OF THE SILENT KING

This Warlord pursues the veiled agenda of the Silent King, and so commands his legions with unparalleled authority.

Increase the range of all abilities on your Warlord’s datasheet by 3". If a Catacomb Command Barge has this Warlord Trait, this does not apply to its Explodes ability. If a Cryptek has this Warlord Trait, only increase the range of that model’s Technomancer ability, not that of all other CRYPTEKS in your army. If a Cryptek with a Canoptek cloak has this Warlord Trait, this does not affect the distance the cloak allows the model to move in the Movement phase.

5

IMPLACABLE CONQUEROR

This Warlord is a conqueror of worlds who strides at the head of his legions and sweeps away all before him.

You can re-roll failed charge rolls for friendly <DYNASTY> units whilst they are within 6" of your Warlord.

6

HONOURABLE COMBATANT

The Warlord is a strict adherent to the ancient codes of honour and sees a fight through to the end.

If your Warlord targets the same enemy CHARACTER with all their close combat attacks, add D3 to your Warlord’s Attacks characteristic until the end of the phase.


Dynasty Warlord Traits

If you wish, you can pick a Dynasty Warlord Trait from the list below instead of using the Necrons Warlord Traits table, but only if your Warlord is from the relevant dynasty.

Named Characters and Warlord Traits

If a named character is your Warlord, they must be given the associated Warlord Trait of their dynasty. For example, if Imotekh the Stormlord is your Warlord, he must have the Hyperlogical Strategist Warlord Trait, below. If Illuminor Szeras is your Warlord, he must have the Immortal Pride Warlord Trait, and if Anrakyr the Traveller is your Warlord, he must have the Implacable Conqueror Warlord Trait. If either Illuminor Szeras or Anrakyr the Traveller is your Warlord, then replace the <DYNASTY> keyword in their Warlord Trait with NECRON.

DYNASTYTRAIT
SautekhHyperlogical Strategist: Sautekh Warlords can apply a filter of infallible logic to develop unbeatable strategies.
Once per battle, you can re-roll a single hit roll, wound roll or damage roll made for your Warlord. In addition, if your army is Battle-forged and your Warlord is on the battlefield, roll a D6 each time you spend a Command Point to use a Stratagem; on a 5+ that Command Point is immediately refunded. 
MephritMerciless Tyrant: Warlords of Mephrit will suffer no threats to their rule, annihilating utterly any who dare to oppose them.
Add 6" to the maximum range of all Assault weapons fired by your Warlord. In addition, your Warlord can shoot Assault weapons at enemy CHARACTERS even if they are not the closest enemy model. 
NihilakhPrecognitive Strike: This Warlord of Nihilakh has foreseen his moment of glorious victory.
Your Warlord always fights first in the Fight phase, even if he didn’t charge. If your opponent has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place. 
NephrekhSkin of Living Gold: This Nephrekh Warlord has ascended to become one with the stars themselves; those that gaze upon him are blinded by his radiant glory.
Your opponent must subtract 1 from hit rolls that target your Warlord
NovokhCrimson Haze: This Warlord leads his warriors in the bloody rituals of the Novokh.
Each time you roll an unmodified hit roll of 6 in the Fight phase for a model in a friendly NOVOKH unit that is within 6" of your Warlord, you can make one additional hit roll for that model with the same weapon against the same target. These additional hit rolls cannot themselves generate any further hit rolls. 

Tactical Objectives

D66Result
11Endless Legions 
12Dust and Ashes 
13Reclaim and Recapture 
14Age of the Machine 
15Slaughter the Living 
16Code of Combat 

The ultimate goal of the Necrons is the total domination of the galaxy, and the subjugation or slaughter of the primitive races who dare to trespass upon their domain. The phaerons are utterly assured of their triumph, for their technology and martial strength have proven enough to enslave even gods to their will.

If your army is led by a NECRONS Warlord, these Tactical Objectives replace the Capture and Control Tactical Objectives (numbers 11-16) in the Warhammer 40,000 rulebook. If a mission uses Tactical Objectives, players use the normal rules for using Tactical Objectives with the following exception: when a Necrons player generates a Capture and Control objective (numbers 11-16), they instead generate the corresponding Necrons Tactical Objective, as shown below. Other Tactical Objectives (numbers 21-66) are generated normally.
11
ENDLESS LEGIONS
Necrons

The enemy cannot hope to win a war of attrition against you; watch the foe’s joy at slaying your minions turn to dismay as the warriors of your legions reanimate before their eyes to continue the fight.

Whilst this Tactical Objective is active, keep a tally of the total number of successful Reanimation Protocols rolls you make. Score 1 victory point if the tally reaches 10.

12
DUST AND ASHES
Necrons

The Necrons have seen civilisations rise and fall and the stars burn themselves black. Some enemies only need to be outlived to be ultimately defeated.

When this Tactical Objective is generated, nominate a NECRONS CHARACTER from your army. Score 1 victory point at the end of the game if this character is alive and on the battlefield.

13
RECLAIM AND RECAPTURE
Necrons

Using hyperbinaric logic, key strategic targets have been identified. Your legions must reclaim them at all costs.

Roll a D6 when this Tactical Objective is generated. If the result is an odd number, score D3 victory points if you control all 3 odd-numbered Objective Markers at the end of this turn. If the result is an even number, score D3 victory points if you control all 3 even-numbered Objective Markers at the end of this turn.

14
AGE OF THE MACHINE
Necrons

The crude war machines of the lesser races are an affront to the technological supremacy of the Necrons. Exterminate them.

Score 1 victory point if at least one enemy VEHICLE model was destroyed during this turn. If at least 3 enemy VEHICLE models were destroyed during this turn, score D3 victory points instead. If any of the destroyed vehicles was TITANIC, score an additional 3 victory points.

15
SLAUGHTER THE LIVING
Necrons

The young races cling to their primitive bodies of flesh and blood. Slaughter them like the animals they are, and reduce their corpses to their constituent atoms.

Score 1 victory point if at least one enemy unit was completely destroyed during this turn.

16
CODE OF COMBAT
Necrons

Though the civilisations of today are little more than barbarians, the ancient codes of honourable combat must still be upheld.

Score 1 victory point if a NECRONS CHARACTER killed an enemy CHARACTER during the Fight phase of this turn.


Artefacts of the Aeons

The vaults of the Necron Dynasties contain all manner of esoteric artefact, forged long before many of the lesser races even existed. These relics possess star-shattering power, and are granted only to the greatest lords of the empire, who turn them towards the complete obliteration of their enemies.

If your army is led by a NECRONS Warlord, then before the battle you may give one of the following Artefacts of the Aeons to a NECRONS CHARACTER (excluding C’TAN SHARDS). Named characters such as Imotekh the Stormlord already have one or more artefacts and cannot be given any of the following artefacts.

Note that some weapons replace one of the character’s existing weapons or items of wargear. Where this is the case, if you are playing a matched play game or are otherwise using points values, you must still pay the cost of the weapon or item of wargear that is being replaced. Write down any Artefacts of the Aeons your characters have on your army roster.

BLOOD SCYTHE

It is said that Ultep the Divider fought ten thousand duels, and was never once defeated. He is amongst the greatest heroes of the Novokh, venerated to this day by the dynasty’s warrior cults. Only the untrammelled power of a rampaging C’tan finally scattered Ultep’s metal body to atoms, though his crimson war scythe survived his destruction. Forged from sanguiphagic starmetal alloys, a single cut from this blade can siphon a torrent of blood from an opponent.

NOVOKH model with warscythe or voidscythe only. The Blood Scythe replaces the bearer’s warscythe or voidscythe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Blood Scythe
Melee
Melee
+2
-4
2
Abilities: Each time the bearer fights, it can make D3 additional attacks with this weapon.

GAUNTLET OF THE CONFLAGRATOR

Crafted by the Cryptek Harri’apt the Conflagrator, this gauntlet uses interdimensional energy-exchangers to open a microscopic conduit to the raging heart of a star. The superheated plasmic flame that erupts through this hole is forced down a cone of hyperdense gravitons that spew the energy forth in a blazing cloud of unstoppable fury.

The Gauntlet of the Conflagrator has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Gauntlet of the Conflagrator
8"
Pistol 1
-
-
-
Abilities: This weapon can only be fired once per battle. This weapon automatically hits its target; roll one D6 for each model in the target unit that is within 8" of the firer – that unit suffers a mortal wound for each roll of 6.

LIGHTNING FIELD

This formidable adaptation of tesla weapon technology is a defensive shield that surrounds the bearer with a web of emerald lightning. Any foe that attempts to draw close is engulfed in this living electricity, and swiftly transformed into a blackened, smoking skeleton.

The bearer of the Lightning Field has a 4+ invulnerable save. In addition, roll a D6 for each enemy unit that is within 1" of the bearer at the start of the Fight phase. On a 4+ that unit suffers a mortal wound.

SEMPITERNAL WEAVE

Only the finest Cryptek artificers know the secret of crafting a Sempiternal Weave. These gossamer-thin plates are formed from phase-hardened amarathine and threads of adamantium. They are then layered over the bearer’s carapace of living metal, and when struck they stiffen and contract, turning aside energy blades, bolt shells and even the searing heat of a plasma burst.

INFANTRY model only. Increase the Toughness and Wounds characteristics of the bearer by 1.

THE ABYSSAL STAFF

To succumb to the swirling ebon mist called forth from an abyssal staff is to be swallowed by impenetrable madness. Legend has it that Sautekh Crypteks have embedded each of these artefacts with a tiny sliver from the necrodermis of the Deceiver, allowing the bearer to summon wisps of shadow imbued with the star god’s anarchic insanity. These emanations drive victims to tear at their flesh and gouge out their eyes, gibber uncontrollably, or open fire on their allies.

SAUTEKH model with staff of light only. The Abyssal Staff replaces the bearer’s staff of light and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Abyssal Staff (shooting)
12"
Assault 1
*
*
*
The Abyssal Staff (melee)
Melee
Melee
User
-2
1
Abilities: This weapon automatically hits its target. Roll 3D6 if a unit is hit by this weapon in the Shooting phase; if the result is equal to or greater than the target unit’s highest Leadership characteristic, then it suffers D3 mortal wounds.

THE NANOSCARAB CASKET

Invented by the Cryptek scientist known as the Onyx Swarm, this unassuming vial of black crystal is filled with thousands of tiny writhing Canoptek automatons. Once released, the swarm of miniaturised constructs envelops the bearer’s necrodermis, repairing grievous wounds and flooding their body with synthetic stimuli.

Model with phylactery only. The Nanoscarab Casket replaces the bearer’s phylactery. The bearer of the Nanoscarab Casket regains D3 lost wounds at the beginning of your turn, rather than 1, from their Living Metal ability. In addition, the bearer also regains D3 lost wounds at the beginning of your opponent’s turn. The first time the bearer is slain, roll a D6. On a 4+ set the bearer up again at the end of the phase, as close as possible to its previous position, and more than 1" from any enemy models, with D6 wounds remaining.

THE NIGHTMARE SHROUD

This heavy cloak of living-metal scales was forged by Ut-Hekneth the Unsleeping during his million-year madness. The cloak itself is virtually indestructible, each scale formed from quantum-folded layers of void-hardened adamantium bonded with a hyper-flexible energy weave. This is a by-product of its primary design however, which is to project the worst excesses of Ut-Hekneth’s madness, assailing nearby enemies with phantasms of dread as potent as any mortal danger.

The bearer’s Save characteristic is improved by 1 (i.e. a Save characteristic of 4+ becomes 3+, a Save characteristic of 3+ becomes 2+ etc.). In addition, enemy units subtract 1 from their Leadership characteristic whilst they are within 6" of the bearer of the Nightmare Shroud.

THE ORB OF ETERNITY

The Orb of Eternity is thought to be the first resurrection orb ever created. For millennia, it rested in a primitive fane on the world of Ormandus, where the indigenous populace marvelled at its seemingly divine ability to effect repairs upon their technologies. Ever since this state of affairs was righted by a host of Triarch Praetorians, the orb is imparted as a boon to those nobles who are deemed worthy.

Model with resurrection orb only. The Orb of Eternity replaces the bearer’s resurrection orb. If a model has the Orb of Eternity, once per battle, immediately after you have made your Reanimation Protocols rolls, you can make Reanimation Protocols rolls for models from a friendly <DYNASTY> INFANTRY unit within 3" of the bearer; when making these rolls add 1 to the result of each roll.

THE SOLAR STAFF

Forged within the Heliaconvarium of Aryand, the Solar Staff burns with the light of truth and honour. Set loose, the staff’s energies blaze outward in a mighty flare, as though a new sun was born. The darkness is driven back by this false dawn, and the foe reels as their eyes are blinded and their deceptions are laid bare.

NEPHREKH model with staff of light only. The Solar Staff replaces the bearer’s staff of light and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Solar Staff (shooting)
12"
Assault 6
5
-3
1
The Solar Staff (melee)
Melee
Melee
User
-2
1
Abilities: Each time an enemy INFANTRY unit is hit by this weapon in the Shooting phase, roll a D6; on a 4+ the enemy unit is blinded until the end of the turn – it cannot fire Overwatch and your opponent must subtract 1 from any hit rolls made for the unit.

THE VEIL OF DARKNESS

This device was fashioned from transpositanium, a substance so rare that it can only be found in a handful of places in the galaxy. It is highly sought after by the Necrons, and wars have been waged to secure it. Activated with a thought, the veil causes space and time to warp around its user and those near them, enfolding them in a swirling darkness. As the darkness fades, the user and their comrades appear elsewhere on the battlefield, transported through a miracle of arcane science.

Once per battle, at the end of any of your Movement phases, the bearer can use the Veil of Darkness. When they do, the bearer, and up to one friendly <DYNASTY> INFANTRY unit within 3" of the bearer, are removed from the battlefield. Then, set up the bearer (and the second unit you chose, if any) anywhere on the battlefield that is more than 9" from any enemy models (the second unit must be set up wholly within 6" of the bearer).

THE VOLTAIC STAFF

The Mephrit are masters of the art of aethermancy, and the greatest of their creations is the Voltaic Staff. Blazing arcs of lightning continuously ripple down the shaft of this onyx stave, and the bearer can send these electrostatic beams hurtling towards his enemies with fearsome rapidity. Living targets are enveloped in a searing halo of bone-charring voltage, while vehicles find their guidance systems burned out and their hulls peeled open.

MEPHRIT model with staff of light only. The Voltaic Staff replaces the bearer’s staff of light and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Voltaic Staff (shooting)
12"
Assault 3
6
-3
2
The Voltaic Staff (melee)
Melee
Melee
User
-2
1
Abilities: Each time you make a wound roll of 6+ for this weapon in the Shooting phase, the target suffers a mortal wound in addition to any other damage.

TIMESPLINTER CLOAK

Fashioned by the chronomancers of the Nihilakh Dynasty, this relic grants the bearer the ability to alter their destiny. This glittering shroud is formed from slivers of crystallised time, and the bearer can expend the power of these shards to glimpse a matrix of potential futures. The knowledge granted by this foresight allows them to perform incredible feats in battle.

NIHILAKH model only. Once per battle, you can re-roll a single hit roll, wound roll or damage roll made for the bearer of the Timesplinter Cloak. In addition, roll a dice each time the bearer loses a wound; on a 5+, the model does not lose that wound.

VOIDREAPER

Legend has it that on the day Aza’gorod the Nightbringer was sundered into shards, this warscythe appeared in the armoury of the Nekthyst Dynasty’s crownworld. Its blade is a sliver of the void, and when swung, it cuts through more than just mere physical forms. Its victims drop to the ground as husks, their souls torn from their bodies like tattered shrouds before dissipating with final screams of horror.

Model with warscythe or voidscythe only. Voidreaper replaces the bearer’s warscythe or voidscythe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Voidreaper
Melee
Melee
*
-4
3
Abilities: This weapon wounds on a 2+, unless it is targeting a VEHICLE unit, in which case it has a Strength of 7.

Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Cutting beam
12"
Assault 1
7
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
0
Death ray
24"
Heavy D3
10
-4
D6
-
0
Doomsday cannon
When attacking with this weapon, choose one of the profiles below.
 - Low power
36"
Heavy D6
8
-2
D3
-
 - High power
72"
Heavy D6
10
-5
D6
A model can only fire the doomsday cannon at high power if it remained stationary in its preceding Movement phase.
Eldritch Lance (shooting)
36"
Assault 1
8
-4
D6
-
0
Exile cannon
12"
Heavy D6
10
-4
3
-
35
Focussed death ray
24"
Heavy 1
12
-4
D6
-
Gauntlet of fire
8"
Assault D6
4
0
1
This weapon automatically hits its target.
0
Gauss annihilator
When attacking with this weapon, choose one of the profiles below:
 - Focussed beam
120"
Macro D6
16
-4
D3+6
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
 - Flux arc
18"
Heavy 2D6
6
-2
1
-
7
Gauss blaster
24"
Rapid Fire 1
5
-2
1
-
20
Gauss cannon
24"
Heavy 3
6
-3
D3
-
50
Gauss exterminator
48"
Heavy 2
12
-4
D6
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
0
Gauss flayer
24"
Rapid Fire 1
4
-1
1
-
0
Gauss flayer array
24"
Rapid Fire 5
4
-1
1
-
0
Gauss flux arc
24"
Heavy 3
5
-2
1
-
Gaze of death
12"
Assault D6
*
-4
D3
This weapon wounds on a 2+, unless it is targeting a VEHICLE, in which case it wounds on a 6+.
75
Heat cannon
36"
Heavy D6
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
40
Heat ray
When attacking with this weapon, choose one of the profiles below.
 - Dispersed
8"
Heavy 2D6
5
-1
1
When you use this profile, this weapon automatically hits its target.
 - Focused
24"
Heavy 2
8
-4
D6
When you use this profile, if the target is within half range, roll two dice when inflicting damage with it and discard the lowest result.
20
Heavy gauss cannon
36"
Heavy 1
9
-4
D6
-
10
Particle beamer
24"
Assault 3
6
0
1
-
4
Particle caster
12"
Pistol 1
6
0
1
-
30
Particle shredder
24"
Heavy 6
7
-1
D3
-
0
Particle whip
24"
Heavy 6
8
-2
D3
-
10
Rod of covenant (shooting)
12"
Assault 1
5
-3
1
-
Singularity generator
36"
Heavy 3D3
8
-3
D6
Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.
10
Staff of light (shooting)
12"
Assault 3
5
-2
1
-
Staff of the Destroyer (shooting)
18"
Assault 3
6
-3
2
-
0
Synaptic disintegrator
24"
Rapid Fire 1
4
0
1
This weapon may target a CHARACTER even if it is not the closest enemy unit. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
Synaptic obliterator
72"
Heavy D3
16
-4
6
-
Tachyon arrow
120"
Assault 1
10
-5
D6
This weapon can only be used once per battle.
0
Tesla arc
3"
Pistol X
4
0
1
The number of shots fired by this weapon is determined by the number in the model’s Damage table.
13
Tesla cannon
24"
Assault 3
6
0
1
Each hit roll of 6+ with this weapon causes 3 hits instead of 1.
7
Tesla carbine
24"
Assault 2
5
0
1
Each hit roll of 6+ with this weapon causes 3 hits instead of 1.
0
Tesla destructor
24"
Assault 4
7
0
1
Each hit roll of 6+ with this weapon causes 3 hits instead of 1.
0
Tesla sphere
24"
Assault 5
7
0
1
Each hit roll of 6+ with this weapon causes 3 hits instead of 1.
0
Tesseract singularity chamber
When attacking with this weapon, choose one of the profiles below:
 - Particle hurricane
8"
Assault D6
*
-2
1
This weapon automatically hits its target and wounds on a 2+, unless it is targeting a VEHICLE, in which case it wounds on a 6+.
 - Seismic lash
24"
Assault D6
5
-4
3
-
 - Solar fire
48"
Heavy D6
8
-3
D6
-
14
Transdimensional beamer
12"
Heavy D3
4
-3
1
Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
Transdimensional projector
24"
Heavy D6
6
-3
D3
Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.
0
Twin gauss slicers
24"
Rapid Fire D3
5
-1
1
-
40
Twin heavy gauss cannon
36"
Heavy 2
9
-4
D6
-
0
Twin tesla destructor
24"
Assault 8
7
0
1
Each hit roll of 6+ with this weapon causes 3 hits instead of 1.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Aeonstave
Melee
Melee
User
-1
2
A unit that suffers an unsaved wound from this weapon may not Advance until the end of its next turn.
0
Automaton claws
Melee
Melee
User
-2
D3
-
0
Crackling tendrils
Melee
Melee
User
-4
D6
-
Eldritch Lance (melee)
Melee
Melee
User
-2
1
-
Empathic Obliterator
Melee
Melee
+2
-1
D3
If a CHARACTER is slain by an attack from this weapon, each enemy unit within 6" of the slain character suffers D3 mortal wounds.
0
Feeder mandibles
Melee
Melee
User
0
1
If the target’s Toughness is higher than this attack’s Strength, this weapon always wounds the target on a wound roll of 5+.
0
Flayer claws
Melee
Melee
User
0
1
You can re-roll failed wound rolls for this weapon.
3
Hyperphase sword
Melee
Melee
+1
-3
1
-
0
Massive forelimbs
Melee
Melee
User
-1
D3
-
10
Rod of covenant (melee)
Melee
Melee
User
-3
1
-
Scythe of the Nightbringer
Melee
Melee
*
-4
D6
This weapon wounds on a 2+, unless it is targeting a VEHICLE, in which case it has a Strength characteristic of 7.
10
Staff of light (melee)
Melee
Melee
User
-2
1
-
Staff of the Destroyer (melee)
Melee
Melee
+1
-3
2
-
Staff of Tomorrow
Melee
Melee
User
-3
D3
You can re-roll failed hit rolls for this weapon.
Star-god fists
Melee
Melee
User
-4
3
-
The Obsidax
Melee
Melee
User
-3
D3
-
Titanic forelimbs
When attacking with this weapon, choose one of the profiles below
 - Impaling strike
Melee
Melee
x2
-4
6
-
 - Reaping sweep
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon.
0
Vicious claws
Melee
Melee
User
-2
2
-
6
Voidblade
Melee
Melee
User
-3
1
Each time the bearer fights, it can make one additional attack with this weapon.
20
Voidscythe
Melee
Melee
x2
-4
3
When attacking with this weapon, subtract 1 from the hit roll.
9
Warscythe
Melee
Melee
+2
-4
2
-
9
Whip coils
Melee
Melee
User
-2
2
If the bearer is slain in the Fight phase before it has made its attacks, leave the model where it is. When its unit is chosen to fight in that phase, it can do so as normal. Once it has done so, remove the model from the battlefield.

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
5
Canoptek cloak
A model equipped with a Canoptek cloak has a Move characteristic of 10" and gains the FLY keyword. In addition, at the start of your turn you can select one friendly <DYNASTY> model that has the Living Metal ability and that is within 3" of this model. That model regains D3 lost wounds, rather than 1, from its Living Metal ability.
15
Chronometron
<DYNASTY> INFANTRY units within 3" of a friendly model with a chronometron have a 5+ invulnerable save against ranged weapons.
6
Dispersion Shield
A model equipped with a dispersion shield has a 4+ invulnerable save.
5
Fabricator Claw Array
At the end of your Movement phase a model equipped with a fabricator claw array can repair a single <DYNASTY> VEHICLE model within 1". That model regains D3 wounds lost earlier in the battle. A model can only be repaired once per turn.
5
Gloom Prism
A model equipped with a gloom prism can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER.
2
Nebuloscope
Models do not receive the bonus to their save for being in cover against attacks made by a model with a nebuloscope.
10
Phylactery
A model with a phylactery regains D3 lost wounds at the beginning of your turn, rather than 1, from their Living Metal ability.
35
Resurrection Orb
If a model has a resurrection orb, once per battle, immediately after you have made your Reanimation Protocols rolls at the beginning of the turn, you can make Reanimation Protocols rolls for models from a friendly <DYNASTY> INFANTRY unit within 3" of that model.
5
Shadowloom
A model with a shadowloom has a 5+ invulnerable save.
3
Shieldvanes
A model with shieldvanes has a Save characteristic of 3+.
10
Teleportation Matrix
If this unit has the Teleportation ability, during deployment you can set this unit up in orbit instead of placing it on the battlefield. At the end of any of your Movement phases, this unit may teleport into battle – set it up anywhere on the battlefield that is more than 9" away from enemy models.
Dakka! Dakka! Dakka!

Nothing aids accuracy like the simple expedient of firing so many shots that you just can’t miss.

Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon made by a model in this unit, that hit roll succeeds regardless of any modifiers. In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls. When firing a weapon with randomly determined characteristics (e.g. a bubblechukka), any additional hit rolls use the same characteristics as the hit roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their target.

The C’TAN SHARDS keyword is used in following Necrons datasheets:

Elites
Heavy Support
Lords of War
Hit Roll
Each time a model makes an attack, roll a dice. If the roll 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. A roll of 1 always fails, irrespective of any modifiers that may apply.
Wound Roll
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 an attack scores a hit, you will then need to roll another dice to see if the attack successfully 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 table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Units and Unit Coherency
Models move and fight in units, made up of one or more models. A unit must be set up and finish any sort of move as a group, with every model within 2" horizontally, and 6" vertically, of at least one other model from their unit: this is called unit coherency. If anything causes a unit to become split up during a battle, it must re-establish its unit coherency the next time it moves.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Overwatch
Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
Heroic Intervention
After the enemy has completed all of their charge moves, any of your Characters that are within 3" of an enemy unit may perform a Heroic Intervention. Any that do so can move up to 3", so long as they end the move closer to the nearest enemy model.
ASSAULT

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

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
RAPID FIRE

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

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Reanimation Protocols

The moment a Necron is laid low, its metal body enacts complex self-repair routines, reattaching severed limbs and fusing together shattered armour plating.

Roll a D6 for each slain model from this unit (unless the whole unit has been completely destroyed) at the beginning of your turn. Do not roll for models that have fled the unit. On a 5+, the model’s reanimation protocols activate and it is returned to this unit with its full complement of wounds, otherwise it remains inactive (although you can roll again at the start of each of your subsequent turns). When a model’s reanimation protocols activate, set it up in unit coherency with any model from this unit that has not returned to the unit as a result of reanimation protocols this turn, and more than 1" from enemy models. If you cannot do this because there is no room to place the model, do not set it up (you can make Reanimation Protocols rolls for this model again in subsequent turns).
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
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 unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.

The NECRONS and VEHICLE keywords are used in following Necrons datasheets:

Dedicated Transport
Elites
Fortifications

The CANOPTEK keyword is used in following Necrons datasheets:

Elites
Fast Attack
Heavy Support
Pile In Move
You may move each model in the unit up to 3" – this move can be in any direction so long as the model ends the move closer to the nearest enemy model.

The NECRONS and INFANTRY keywords are used in following Necrons datasheets:

Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

The OVERLORD keyword is used in following Necrons datasheets:

HQ

The <DYNASTY> and INFANTRY keywords are used in following Necrons datasheets:

The SAUTEKH keyword is used in following Necrons datasheets:

The NIHILAKH keyword is used in following Necrons datasheets:

The NEPHREKH and INFANTRY keywords are used in following Necrons datasheets:

HQ
• Cryptek
• Lord
Troops
Elites
Fast Attack
Heavy Support

The NEPHREKH and SWARM keywords are used in following Necrons datasheets:

Fast Attack

The NOVOKH keyword is used in following Necrons datasheets:

The MEPHRIT keyword is used in following Necrons datasheets:

Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
Deny the Witch Test
A psyker can attempt to resist a psychic power that has been manifested by an enemy model within 24" by taking a Deny the Witch test – this takes place immediately, even though it is not your turn. To do so, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been resisted and its effects are negated. Only one attempt to deny each successfully manifested psychic power can be made each turn, regardless of the number of psykers you have within 24" of the enemy model manifesting the psychic power.
Psyker
Some models are noted as being a Psyker on their datasheet. Psykers can manifest their otherworldly abilities and attempt to deny enemy sorceries. The powers a psyker knows, and the number of powers they can attempt to manifest or deny each Psychic phase, are detailed on their datasheet.

The CRYPTEK keyword is used in following Necrons datasheets:

HQ
• Cryptek
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped 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.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, 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.

The INFANTRY keyword is used in following Necrons datasheets:

Living Metal

The composite metals that comprise a Necron’s skeletal form are all but impervious to destruction, and ensure that only the most grievous wounds can lay these ancient creatures low.

At the beginning of your turn, this unit regains 1 lost wound.

The NEPHREKH keyword is used in following Necrons datasheets:

MACRO

Macro weapons are truly gigantic in proportion, often the size of armoured vehicles in their own right in many cases. Such mighty weapons are unwieldy and only able to be mounted on the largest of war engines such as Titans, but their power is enough to annihilate the most well-protected target and is particularly effective against fortifications and the largest war machines, against which their power can be fully spent.

A model armed with a Macro weapon may not fire if it has moved previously in the turn, unless the firing unit also has the TITANIC keyword. No Macro weapon may be used to make Overwatch attacks. When used against units with the TITANIC or BUILDING keyword, the damage inflicted by a Macro weapon is doubled (this doubling takes place after any randomised damage has been rolled for).

The <DYNASTY> and VEHICLE keywords are used in following Necrons datasheets:

Dedicated Transport
Fortifications
© Vyacheslav Maltsev 2013-2019