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
  Necrons
  NecronsCodex9Indomitus 1.1January 2021
  Warhammer Legends: Forge World
  Warhammer Legends: Forge WorldIndex91.0December 2020
  Imperial Armour: Compendium
  Imperial Armour: CompendiumIndex9Indomitus 1.0December 2020

FAQ

Codex: Necrons

 Q: Can unique C’tan powers be selected for a C’tan Shard unit other than the one specified?
A:
No.

The <DYNASTY> Keyword

Many datasheets in this section have the <DYNASTY> keyword. This is a keyword that you can select for yourself, as described in the Warharnmer 40,000 Core Book, with the guidance below.

Most Necrons units are drawn from a dynasty. When you include such a unit in your army, you must nominate which dynasty it is from and then replace the <DYNASTY> keyword in every instance on its datasheet with the name of your chosen dynasty. This could be one of the dynasties detailed a Warhammer 40,000 publication, or one of your own design.

Example: If you include a Royal Warden in your army, and you decide it isfr om the Novokh Dynasty, its <DYNASTY> keyword becomes NOVOKH and its Relentless March ability reads ‘While a friendly NOVOKH CORE unit is within 6" of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1 " to the Move characteristic of models in that unit.’

If your army is Battle-forged, you cannot include units from two different dynasties in the same Detachment.

Abilities

A unit's datasheet will list all the abilities it has. Certain abilities that are common to many units are only referenced on the datasheets rather than described in full. These are described below.

Dimensional Translocation

The Necrons are unparalleled masters of technological lore, and can even bend the dimensions of space to suit their whims.

During deployment, you can set up this unit in a hyperspace dimension instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.

Living Metal

The Necrons' semi-sentient metal skin lets them heal mid-battle.

At the start of your Command phase, each model in this unit regains 1 lost wound.

Reanimation Protocols

Should a Necron be slain, its body becomes wreathed in an eerie glow. Crawling limbs reattach. Sundered torsos and smashed skulls reform amidst emerald sparks. Witchlights flare back to life within dead eye-lenses and the Necron rises again, shambling back into their battle line. Those Necrons too catastrophically damaged to reform vanish instead, teleported away to their tombs for repair.

Each time an enemy unit shoots or fights, after it makes its attacks, if any models in this unit were destroyed as a result of those attacks but this unit was not destroyed, this unit's reanimation protocols are enacted and those destroyed models begin to reassemble.

Each time a unit's reanimation protocols are enacted, make Reanimation Protocol rolls for that unit by rolling a number of D6 equal to the combined Wounds characteristics of all the reassembling models. Each Reanimation Protocol roll of 5+ is put into a pool. A Reanimation Protocol roll can never be modified by more than -1 or +1.

If the number of dice in that pool is greater than or equal to the Wounds characteristic of any of the reassembling models, select one of those models to be Reanimated. A Reanimated model:
  • Is added back to its unit with its full wounds remaining.
  • Can only set up within Engagement Range of enemy units that are already within Engagement Range of the Reanimated model's unit.
  • Cannot, if it is your Charge phase, be set up closer to any enemy units that are targets of a charge declared by its unit this phase.
  • No longer counts as having been destroyed for the purposes of Morale tests this turn.
You then reduce the number of dice in that pool by a number equal to the Wounds characteristic of the Reanimated model and repeat this process until either there are no more reassembling models, or the number of dice remaining in the pool is less than the Wounds characteristic of any of the reassembling models. Any models that did not Reanimate fail to reassemble, and any dice remaining in the pool are discarded.

Example: In the Shooting phase, an enemy unit targets and makes its attacks against a 5-strong unit of Lychguard, destroying 3 models and leaving another with only one wound left. The Lychguard units reanimation protocols are enacted, and you now make Reanimation Protocol rolls for it. Each Lychguard has a Wounds characteristic of 2, so you would roll a total of six D6s. If you rolled 1, 3, 4, 5, 5 and 6, you would put three dice into a pool. This pool contains enough dice to Reanimate one of the destroyed models, and so it is set back up on the battlefield. After that model has been Reanimated, there is only one dice remaining in your pool. This is not enough to Reanimate another reassembling Lychguard model, as it is less than the models Wounds characteristic; this dice is therefore discarded.

Command Protocols

The Necron nobility make war in a codified and relentless fashion. Their command protocols crackle out across multi-dimensional spectra from carrier-wave projectors, compelling their semi-sentient soldiery into battle one overriding directive at a time.

If every unit from your army (excluding DYNASTIC AGENT, C’TAN SHARD and UNALIGNED units) is from the same dynasty, and you select a NOBLE model to be your WARLORD, this unit is eligible to benefit from this ability and the following rules apply.

After both sides have deployed, but before you have determined who will have the first turn, you must assign a different one of the command protocols below to each of the first five battle rounds, and note this down secretly on your army roster.

Example: Matts army is led by an Overlord (a NOBLE), and every model in it is from the same dynasty, therefore he must assign command protocols. He selects the following, writing them down on his army roster:
  • Battle Round 1 = 2 (Sudden Storm)
  • Battle Round 2 = 3 (Vengeful Stars)
  • Battle Round 3 = 5 (Undying Legions)
  • Battle Round 4 = 4 (Hungry Void)
  • Battle Round 5+ = 1 (Eternal Guardian)
Designers Note: If you have a set of Necrons Datacards, you can instead assign your command protocols by selecting the five corresponding cards you wish to use and placing them in a face-down deck in an order such that - by turning over the top card at the start of each battle round - you reveal the command protocol that will be active for your army that battle round.


At the start of each battle round, if any NOBLE units from your army are on the battlefield, the command protocol that you assigned to that battle round becomes active for your army until the end of that battle round. Each command protocol is made up of two directives. When a command protocol becomes active for your army, reveal it to your opponent and select one of its directives. Until the assigned command protocol stops being active, while a unit that is eligible to benefit from this ability is within 6" of a friendly NECRONS CHARACTER model (excluding C’TAN SHARD models), that unit benefits from the selected directive.

If the battle lasts for more than five battle rounds, then until the end of the battle, whichever command protocol was active in the fifth battle round remains active. The available command protocols are show below.

1. Protocol of the Eternal Guardian

Temporary dimensional shielding flickers into being around the Necrons as they stand tall upon the battlefield like graven statues.

  • Directive 1: Each time an attack is made against this unit, if it did not make a Normal Move, Advance or Fall Back this battle round, this unit receives the benefit of Light Cover
  • Directive 2: Each time an enemy unit declares a charge against this unit, if this unit is not within Engagement Range of any enemy units, it can either Hold Steady or Set to Defend.
  • If it Holds Steady, then until the end of the phase, any Overwatch attacks made by models in that unit score hits on unmodified rolls of 5+, instead of 6.
  • If it Sets to Defend, then until the end of the phase, it cannot fire Overwatch, but until the end of the next Fight phase, each time a model in that unit makes a melee attack, add 1 to that attacks hit roll.

2. Protocol of the Sudden Storm

Arcing energies leap from one Necron unit to the next, lending speed to their limbs and causing their eye lenses to blaze.

  • Directive 1: Add 1" to the Move characteristic of models in this unit.
  • Directive 2: If this unit is performing an action, it can still make attacks with ranged weapons without that action failing.

3. Protocol of the Vengeful Stars

Criss-cross fire leaps from the Necron ranks, forming a blazing corona of deadly energy from which there can be no escape.

  • Directive 1: Each time a model in this unit makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
  • Directive 2: Each time a model in this unit makes a ranged attack that targets a unit within half range, the target does not receive the benefits of cover to its saving throw against that attack.

4. Protocol of the Hungry Void

The Necrons strike with data-augmented accuracy, their murderous attacks as inescapable as the killing cold of space.

  • Directive 1: Each time a model in this unit makes a melee attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
  • Directive 2: Each time a model in this unit makes a melee attack, if this unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attacks Strength characteristic.

5. Protocol of the Undying Legions

At a hissing static signal, nanoscarabs are released in boiling black clouds that whirl about the legions and effect constant repairs.

  • Directive 1: Each time this unit uses its Living Metal ability, each model in this unit regains 1 additional lost wound.
  • Directive 2: Each time you make Reanimation Protocol rolls for this unit, you can re-roll one of the dice.

6. Protocol of the Conquering Tyrant

The legions employ the strategies of their masters in perfect synchronicity, laying down hails of mechanically coordinated fire.

  • Directive 1: Add 3" to the range of this unit’s aura abilities (to a maximum of 12") and increase the range of the following abilities this unit has by 3" (to a maximum of 12"): Lord’s Will; My Will Be Done; Rites of Reanimation.
  • Directive 2: This unit is eligible to shoot in a turn in which it Fell Back, but if it does, then until the end of the turn, each time a model in this unit makes a ranged attack, subtract 1 from that attack’s hit roll.


Weapon Definitions

Some rules refer to ‘gauss weapons’ or ‘tesla weapons’. The definitions of these weapons for the purposes of such rules can be found below:

Gauss Weapons

A gauss weapon is any weapon whose profile includes the word ‘gauss’ (gauss blaster, gauss flayer array, etc.), and any Relic that replaces such a weapon (e.g. Conduit of Stars).

Tesla Weapons

A tesla weapon is any weapon whose profile includes the word ‘tesla’ (tesla carbine, twin tesla destructor, etc.), and any Relic that replaces such a weapon. The Voltaic Staff is also a tesla weapon.

Detachment Rules

A NECRONS Detachment is one that only includes models with the NECRONS keyword (excluding models with the UNALIGNED keyword).

Dynastic Codes

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

All NECRONS units with this ability, and all the models in them, gain a Dynastic Code so long as every unit in that Detachment is from the same dynasty. The Dynastic Code they gain depends upon which dynasty they are from, as shown below.

Example: A Mephrit unit with the Dynastic Codes ability gains the Solar Fury code.

If your dynasty does not have an associated Dynastic Code, you must instead create a new Dynastic Code for them, as described here. This allows you to customise the rules for your Necrons dynasty to best represent their fighting style on the battlefield.

In either case, write down all of your Detachments' Dynastic Codes on your army roster.

The Royal Court

A strict hierarchy dictates every aspect of the Necrons' Royal Courts. Though titles such as Nemesor, Vargard or Heirophactor confer far-reaching duties and martial authority, it is literally encoded into the Necrons' personality engrams to offer ultimate defere nce to the highest-placed noble on the battlefield.

When mustering your army, if it contains THE SILENT KING model, that model must be selected as your WARLORD. Otherwise, if your army contains a PHAERON model, that model must be selected as your WARLORD. Otherwise, if your army contains an OVERLORD model, that model must be selected as your WARLORD. Otherwise, if your army contains a LORD model, that model must be selected as your WARLORD. If your army contains none of the listed models, select your WARLORD as normal.

Dynastic Agents and Star Gods

There are those who move amongst the dynasties and switch their allegiances as best suits their needs, or else are seen as naught but chattel to be used and discarded at will.

  • DYNASTIC AGENT and C'TAN SHARD units can be included in a NECRONS Detachment without preventing other units in that Detachment from gaining a Dynastic Code.
  • DYNASTIC AGENT and C'TAN SHARD units never gain a Dynastic Code.
  • You can include a maximum of one C'TAN SHARD model in each NECRONS Detachment in your army.

Dynastic Codes

Mephrit: Solar Fury

The Mephrit have harnessed the wrath of captive stars to imbue into their weapons. This raging solar energy confers immense raw power and can sear through even the thickest armour with ease.

  • Add 3" to the Range characteristic of ranged weapons (excluding Pistols) that models with this code are equipped with.
  • Each time a model with this code makes a ranged attack that targets a unit within half range, the Armour Penetration characteristic of that attack is improved by 1.
  • When the Protocol of the Vengeful Stars becomes active for your army, if every unit in your army (excluding DYNASTIC AGENT and C'TAN SHARD units) has this code, you can select both of that command protocol's directives instead of just one.

Nephrekh: Translocation Beams

The Crypteks of this dynasty adapted metagold to create what their phaeron calls the 'golden form'. Their soldiery can utilise translocation beamer technology to transmute their bodies into living light in order to flicker across the battlefield.

  • Models with this code have a 6+ invulnerable save.
  • Each time a unit with this code Advances, it can translocate. If it does, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit. If a unit translocates, until the end of the turn, models in that unit cannot shoot.
  • Each time a unit with this code Falls Back or translocates, until the end of the phase, models in that unit can move across models and terrain as if they were not there.
  • When the Protocol of the Sudden Storm becomes active for your army, if every unit in your army (excluding DYNASTIC AGENT and C'TAN SHARD units) has this code, you can select both of that command protocol's directives instead of just one.

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 the Nihilakh's rightful lands.

  • Units with this code have the Objective Secured ability. If a model in such a unit already has this ability, that model counts as one additional model when determining control of an objective marker.
  • Each time an attack with an Armour Penetration characteristic of - 1 is allocated to a model with this code, if that model's unit is wholly within its controller's deployment zone, that attack has an Armour Penetration characteristic of 0 instead.
  • When the Protocol of the Eternal Guardian becomes active for your army, if every unit in your army (excluding DYNASTIC AGENT and C'TAN SHARD units) has this code, you can select both of that command protocol's directives instead of just one.

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 martial heritage awakens a spark of violent pride within its legions, lending power and ferocity to their attacks.

  • Add 1 to charge rolls made for units with this code.
  • Each time a model with this code makes a melee attack, if that model's unit made a charge move, was charged or performed a Heroic Intervention this turn, improve the Armour Penetration characteristic of that attack by 1.
  • When the Protocol of the Hungry Void becomes active for your army, if every unit in your army (excluding DYNASTIC AGENT and C'TAN SHARD units) has this code, you can select both of that command protocol's directives instead of just one.

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 to defy them in a storm of death and destruction.

  • Each time a Morale test is taken for a unit with this code, you can re-roll that test.
  • Instead of following the normal rules for Rapid Fire weapons, models with this code shooting Rapid Fire weapons make double the number of attacks if the shooting model's target is within 18".
  • When the Protocol of the Conquering Tyrant becomes active for your army, if every unit in your army (excluding DYNASTIC AGENT and C'TAN SHARD units) has this code, you can select both of that command protocol's directives instead of just one.

Szarekhan: Uncanny Artificers

The Szarekhan dynasty exhibit a deep-rooted ability to fashion and maintain the finest wargear of any Necron dynasty. Enemy fire ricochets harmlessly from their magnificent android forms while, in return, every blast and blade stroke the Szarekhan level at their enemies is lethal in the extreme.

  • Each time a model with this code would lose a wound as the result of a mortal wound, roll one D6; on a 5+ that wound is not lost.
  • Each time a unit with this code is selected to shoot or fight, you can re-roll one wound roll when making that unit's attacks.
  • When the Protocol of the Undying Legions becomes active for your army, if every unit in your army (excluding DYNASTIC AGENT and C'TAN SHARD units) has this code, you can select both of that command protocol's directives instead of just one.

Ancient Dynasties

If your chosen dynasty does not have an associated Dynastic Code, you must instead create their Dynastic Code by selecting one code from the Dynastic Traditions list, below. Unless you selected the Vassal Kingdom Dynastic Code, you can then also select one additional code from the Circumstances of Awakening list.

Dynastic Traditions

Even the most minor Necron dynasties are ancient organisations dating back to galactic prehistory. Each maintains its own deeply ingrained, defining cultural and martial practices, which can be recognised by their prevalence amongst its ranks.


Eternal Conquerors

Proudly arrayed in their lords' colours, the soldiery of this dynasty see all the enemy's territories as theirs for the taking by ancient right of conquest.

Units with this code have the Objective Secured ability. If a model in such a unit already has this ability, that model counts as one additional model when determining control of an objective marker.

Pitiless Hunters

This dynasty have long viewed their enemies as little better than vermin, and seek to scour them from the battlefield with overwhelming weight of fire.

Instead of following the normal rules for Rapid Fire weapons, models with this code shooting Rapid hire weapons make double the number of attacks if either the shooting models target is within half the weapons range, or if the shooting model is INFANTRY and its unit Remained Stationary in your previous Movement phase.

Superior Artisans

This dynasty employ their vast wealth of rare minerals to arm their legions with finely crafted and sublimely powerful weapons.

Each time a unit with this code is selected to shoot or fight, you can re-roll one wound roll when making that unit’s attacks.

Rad-wreathed

Hailing as they do from tomb worlds long bombarded by cosmic energies, the soldiery of this dynasty have become saturated with spectra of lethal radiation. Foes who draw too close soon discover this to their cost.

Units with this code have the following ability: ‘Rad-wreathed (Aura): While an enemy unit (excluding VEHICLE units) is within 1" of this unit, subtract 1 from the Toughness characteristic of models in that enemy unit.’

Immovable Phalanx

This dynasty see hastening into battle as unseemly - the province of primitive lesser beings. Instead, they form tight and unyielding battle lines to weather the excitable assaults of their foes.

Each time an attack with a Damage characteristic of 1 is allocated to an INFANTRY model with this code, unless that models unit made a Normal Move, Advanced or Fell Back this battle round, add 1 to any armour saving throws taken against that attack.

Unyielding

This dynasty employ closely guarded metallurgical technomancy to render the endoskeletons of their soldiery exceptionally durable.

Models with this code have a 6+ invulnerable save.

Contemptuous of the Codes

Rarely does this dynasty see any value in the ancient Triarchal codes that dictate the strategies of their peers. Instead, they eliminate their enemies’ leaders by any means necessary.

Each time a model with this code makes an attack against a CHARACTER unit, you can add 1 to that attacks hit roll.

The Unmerciful Horde

This dynasty are infamous for flooding the battlefield with masses of unthinking, unfeeling infantry, whose fearless advance soon overwhelms the foe.

Each time a Morale test is taken for a unit with this code, you can re-roll that test.

Masters of the Martial

Having long prized martial excellence, this dynasty have become renowned for the lethal combat abilities of their legions.

Each time a unit with this code is selected to shoot or fight, you can re-roll one hit roll when making that unit’s attacks.

Butchers

Whether they be battlefield vivisectors satisfying scientific curiosity or simply murderous by nature, this dynasty’s legions are eager to wreak bloody slaughter amongst the foe.

Add 1 to charge rolls made for units with this code.

Severed

These mindless puppets now serve their master program.

A unit with this code benefits from the selected directive of your army’s active command protocol while it is within 9" of a friendly NECRONS CHARACTER model (excluding C’TAN SHARD models), instead of 6".

Vassal Kingdom

Whether through allegiance or conquest, this dynasty was long ago subsumed into another greater than itself.

Select one of the following dynasties and use the Dynastic Code of that dynasty: Mephrit; Nephrekh; Nihilakh; Novokh; Sautekh; Szarekhan.

Circumstances of Awakening

Every tomb worlds awakening is diverse depending upon the conditions of the planet, the potential presence of localised enemy forces and whatever engrammatic corruption may have crept into the minds of the worlds leaders during their Great Sleep. Even two worlds belonging to the same dynasty may fight very differently, depending upon the circumstances that have dictated their return to the galactic stage.


The Ancients Stir

Some worlds are still only stirring. As their revivification continues, it is their Canoptek constructs - driven into a state of hyper-aggression - that bear the brunt of defensive combat operations.

  • Add 1" to the Move characteristic of CANOPTEK models with this code.
  • Each time a Canoptek unit with this code makes a pile-in or consolidate move, so long as each model that moves ends its move closer to the closest enemy model, you can move each model in that unit up to 4".

Arise against the Interlopers

This world was awakened by the presence of incautious intruders. Affronted, the risen legions seek to exact vengeance and make bloody examples at close quarters.

Each time a model with this code makes a melee attack against an INFANTRY or BIKER unit, an unmodified hit roll of 6 automatically wounds the target.

Healthy Paranoia

This tomb worlds leaders awoke possessed of caution bordering upon - or possibly plunging into - mania. Their legions operate accordingly, seeking to keep the lesser races at arms length and exterminate them from afar.

Add 3" to the Range characteristic of ranged weapons (excluding Pistols) that models with this code are equipped with.

Relentlessly Expansionist

Driven by an overriding martial mindset or simply fortunate enough to have awoken to minimal enemy resistance, this tomb world's legions are on the march and seek to seize every world that lies in their path.

At the start of the first battle round, before the first turn begins, units with this code can make a Normal Move of up to 6".

Isolationists

This tomb world's rulers consider all about them to be a threat, be it the lesser races, old rival dynasties or even the denizens of other worlds within their own dynasty! Whether this attitude is based upon dangers real or imagined, it has led to them perfecting weaponry capable of eliminating not only threats from outside their own species, but also from within.

Each time a model with this code makes an attack with a Rapid Fire weapon that targets a unit within 12", add 1 to the Strength characteristic of that attack.

Warrior Nobles

This tomb worlds leaders are versed in the arts of combat and enhanced by their Crypteks. Perhaps they awoke to find their phaeron slain and were forced to fight for the throne, or perhaps they were beset by foes from the moment of their waking - in any case, only the strongest warriors have survived.

Each time a NOBLE model with this code makes a melee attack, re-roll a hit roll of 1 and re-roll a wound roll of 1.

Interplanetary Invaders

With their full military apparatus roused and their sights set on galactic domination, this tomb worlds Royal Court send waves of war engines into battle to wreak destruction and stamp their immutable right of conquest upon the foe.

  • VEHICLE units with this code are eligible to shoot in a turn in which they Fell Back, but if they do, then until the end of the turn, each time a model in that unit makes a ranged attack, subtract 1 from that attack’s hit roll.
  • VEHICLE models with this code do not suffer the penalty to hit rolls incurred for firing Heavy weapons while enemy units are within Engagement Range of their unit.

Stratagems by Phase

Before battle

DYNASTIC HEIRLOOMS (Necrons – Requisition)

HAND OF THE PHAERON (Necrons – Requisition)

RAREFIED NOBILITY (Necrons – Requisition)

TRANSLOCATION CRYPT (Nephrekh – Strategic Ploy)

Battle Round

Command phase

RECONSTITUTION PROTOCOLS (Necrons – Wargear)

STELLAR ALIGNMENT PROTOCOL (Necrons – Strategic Ploy)

STRANGE ECHOES (Necrons – Epic Deed)

THE DEATHLESS ARISE (Necrons – Epic Deed)

Movement phase

BURROWING NIGHTMARES (Necrons – Strategic Ploy)

DIMENSIONAL CORRIDOR (Necrons – Battle Tactic)

PRISMATIC DIMENSIONAL BREACH (Necrons – Strategic Ploy)

DIMENSIONAL DESTABILISATION (Necrons – Epic Deed)

Enemy Movement phase

AETHERIC INTERCEPTION (Necrons – Strategic Ploy)

Enemy Psychic phase

EMPYRIC DAMPING (Szarekhan – Wargear)

Shooting phase

ATAVISTIC INSTIGATION (Necrons – Strategic Ploy)

DISINTEGRATION CAPACITORS (Necrons – Wargear)

EXTERMINATION PROTOCOLS (Necrons – Battle Tactic)

FRACTAL TARGETING (Necrons – Battle Tactic)

JUDGEMENT OF THE TRIARCH (Necrons – Battle Tactic)

MALEVOLENT ARCING (Necrons – Wargear)

RELENTLESS ONSLAUGHT (Necrons – Strategic Ploy)

SOLAR PULSE (Necrons – Wargear)

TECHNO-ORACULAR TARGETING (Necrons – Battle Tactic)

METHODICAL DESTRUCTION (Sautekh – Battle Tactic)

RECLAIM A LOST EMPIRE (Nihilakh – Strategic Ploy)

TALENT FOR ANNIHILATION (Mephrit – Strategic Ploy)

Enemy Shooting phase

REANIMATION PRIORITISATION (Necrons – Strategic Ploy)

Enemy Charge phase

ENSLAVED PROTECTORS (Necrons – Strategic Ploy)

Fight phase

DISRUPTION FIELDS (Necrons – Wargear)

ENTROPIC STRIKE (Necrons – Epic Deed)

ETERNAL PROTECTORS (Necrons – Battle Tactic)

SELF-DESTRUCTION (Necrons – Strategic Ploy)

STORM OF FLENSING BLADES (Necrons – Battle Tactic)

BLOOD RITES (Novokh – Battle Tactic)

Enemy Fight phase

DISRUPTION FIELDS (Necrons – Wargear)

ENTROPIC STRIKE (Necrons – Epic Deed)

ETERNAL PROTECTORS (Necrons – Battle Tactic)

SELF-DESTRUCTION (Necrons – Strategic Ploy)

BLOOD RITES (Novokh – Battle Tactic)

Taking casualties

CURSE OF THE PHAERON (Necrons – Strategic Ploy)

QUANTUM DEFLECTION (Necrons – Wargear)

RESURRECTION PROTOCOLS (Necrons – Epic Deed)

REVENGE OF THE DOOMSTALKER (Necrons – Strategic Ploy)

SHADOWS OF DRAZAK (Necrons – Strategic Ploy)

WHIRLING ONSLAUGHT (Necrons – Wargear)


Stratagems

If your army includes any NECRONS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to the Stratagems shown here, and can spend CPs to use them. When one of these Stratagems instructs you to select a unit from your army, replace all instances of the <DYNASTY> keyword on that Stratagem (if any) with the name of the dynasty that your selected unit is from.

DIMENSIONAL CORRIDOR1CP
Necrons – Battle Tactic Stratagem

Obeying recall protocols, this unit step into a temporary dimensional displacement tunnel and re-emerge from the eternity gate of a nearby Monolith.

Use this Stratagem at the start of your Movement phase. Select one <DYNASTY> CORE INFANTRY unit from your army that is on the battlefield. Remove that unit from the battlefield. In the Reinforcements step of this phase, set that unit back up on the battlefield anywhere that is wholly within 3" of a friendly <DYNASTY> MONOLITH model and more than 9" away from any enemy models.
TECHNO-ORACULAR TARGETING1CP
Necrons – Battle Tactic Stratagem

Guided by the painstaking predictions of a conclave of astromancers, this shot strikes inescapably true.

Use this Stratagem in your Shooting phase, before making the wound roll for an attack made by a NECRONS model from your army. Do not make a wound roll for that attack: it automatically wounds the target.
EXTERMINATION PROTOCOLS2CP
Necrons – Battle Tactic Stratagem

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

Use this Stratagem in your Shooting phase, when a LOKHUST DESTROYERS or LOKHUST HEAVY DESTROYERS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack, you can re-roll the wound roll.
STORM OF FLENSING BLADES2CP
Necrons – Battle Tactic Stratagem

Driven into a grotesque frenzy by the hot gore sluicing through their innards, the Flayed Ones lay about themselves wildly with their vicious talons.

Use this Stratagem at the end of the Fight phase. Select one FLAYED ONES unit from your army within Engagement Range of any enemy units; that unit can fight again.
FRACTAL TARGETING1CP
Necrons – Battle Tactic Stratagem

Augmentative targeting routines have been pre-programmed into these Tomb Blades' strategic engagement protocols, holding the craft momentarily level as they lock on to their victims and unleash a withering barrage of fire.

Use this Stratagem in your Shooting phase. Select one TOMB BLADES unit from your army. Until the end of the phase:
  • All Rapid Fire weapons that models in that unit are equipped with are treated as being Assault 2 weapons.
  • Models in that unit do not suffer the penalty to hit rolls incurred for firing Assault weapons in the same turn that their unit has Advanced.
JUDGEMENT OF THE TRIARCH1CP
Necrons – Battle Tactic Stratagem

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

Use this Stratagem in your Shooting phase, when a TRIARCH unit is selected to shoot, or in the Fight phase, when a TRIARCH unit is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, add 1 to that attack's hit roll.
ETERNAL PROTECTORS1CP
Necrons – Battle Tactic Stratagem

Lychguard are the ultimate bodyguards; they never tire, never give a thought to their own safety over that of their master and fight all the harder as the danger to that master grows greater.

Use this Stratagem in the Fight phase. Select a <DYNASTY> LYCHGUARD unit from your army. Until the end of the phase, while that unit is within 3" of a friendly <DYNASTY> NOBLE model, add 1 to the Attacks characteristic of each model in that unit.
RESURRECTION PROTOCOLS1CP
Necrons – Epic Deed Stratagem

Necron rulers possess sophisticated self-repair systems that can reknit their corporeal forms after even the most grievous wounds.

Use this Stratagem in any phase, when a NECRONS INFANTRY NOBLE or NECRONS INFANTRY CRYPTEK model from your army is destroyed. You can choose to roll one D6 at the end of the phase instead of using any rules that are triggered when that model is destroyed (e.g. the Surrogate Hosts abilities). If you do, then on a 4+, set that model back up on the battlefield as close as possible to where they were destroyed and more than 1" away from any enemy models, with D3 wounds remaining. This Stratagem cannot be used to set the same model back up more than once per battle.
STRANGE ECHOES1CP
Necrons – Epic Deed Stratagem

Battling its imprisonment, this C'tan Shard shows a flicker of will as it moulds its powers anew to the alarm of friend and foe alike.

Use this Stratagem in your Command phase. Select one C'TAN SHARD model from your army. Select one of the powers from the Powers of the C'tan that the model does not know. The selected power replaces one of the Powers of the C'tan that the model does know.
THE DEATHLESS ARISE1CP
Necrons – Epic Deed Stratagem

Focusing all of its talents, this Technomancer drags rank upon rank of sundered Necron soldiery back to their feet.

Use this Stratagem in your Command phase. Select one TECHNOMANCER model from your army. Until the end of the phase, that model can use its Rites of Reanimation ability one additional time.
DIMENSIONAL DESTABILISATION2CP/1CP
Necrons – Epic Deed Stratagem

As the powers of this C'tan Shard reshape reality, its aftershocks roll across the battlefield, triggering further cosmic phenomena.

Use this Stratagem at the end of your Movement phase, when a C'TAN SHARD model from your army has used a Power of the C'tan. Roll one D6; that model can immediately use the corresponding power from the Powers of the C'tan, even if it has already been used this turn. If that model has the TITANIC keyword, this Stratagem costs 2CP; otherwise it costs 1CP.
ENTROPIC STRIKE2CP
Necrons – Epic Deed Stratagem

With every clenched fist, searing gaze and contemptuous gesture, the C'tan Shard obliterates from existence the matter that comprises its enemies.

Use this Stratagem in the Fight phase, when a C'TAN SHARD model from your army is selected to fight. Until the end of the phase, each time a melee attack is made by that model, invulnerable saving throws cannot be taken against that attack.
HAND OF THE PHAERON2CP
Necrons – Requisition Stratagem

This dynasty's phaeron has sent out their chosen nemesor, imbuing them with regal and absolute power to act in their stead.

Use this Stratagem before the battle, when you are mustering your army. If your army does not contain a model with the PHAERON keyword, select one NECRONS OVERLORD model from your army (excluding named characters). That model gains the PHAERON keyword, and in your Command phase it can use its My Will Be Done ability one additional time. You can only use this Stratagem once.
DYNASTIC HEIRLOOMS1CP
Necrons – Requisition Stratagem

Vast and sprawling are the treasure vaults of this legions dynasty, and richly appointed are their noble leaders when in battle.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the NECRONS keyword. Select one NECRONS CHARACTER model (excluding C'TAN SHARD models) in your army and give them one Relic (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
RAREFIED NOBILITY1CP
Necrons – Requisition Stratagem

In a show of arrogant superiority, the Necrons' leader has brought the cream of their noble allies to war at their side.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the NECRONS keyword. Select one NECRONS CHARACTER model (excluding C'TAN SHARD models) in your army and determine one Warlord Trait for that model (this must be a Warlord Trait they can have); that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
ENSLAVED PROTECTORS1CP
Necrons – Strategic Ploy Stratagem

Should danger threaten, Canoptek constructs are compelled by their programming to surge selflessly to their masters' aid.

Use this Stratagem in your opponent's Charge phase. Select one CANOPTEK unit from your army. Until the end of the phase, that unit is eligible to perform Heroic Interventions as if it was a CHARACTER.
STELLAR ALIGNMENT PROTOCOL2CP/1CP
Necrons – Strategic Ploy Stratagem

Driven by Cryptek manipulation, a key Necron war engine activates backup systems in order to fulfil its crucial pre-aligned role in the wider battle plan.

Use this Stratagem in the Command phase. Select one NECRONS VEHICLE model from your army that has a Wounds characteristic of 10 or more. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use. If that model has the TITANIC keyword, this Stratagem costs 2CP; otherwise it costs 1CP.
REANIMATION PRIORITISATION2CP
Necrons – Strategic Ploy Stratagem

Canoptek Reanimators can quickly re-prioritise which warriors are in greatest need of their healing beams.

Use this Stratagem in your opponent's Shooting phase, when a NECRONS unit from your army is selected as the target of an attack. Select one CANOPTEK REANIMATOR model in your army that is within 6" of and visible to the targeted unit. That model can use its Nanoscarab Reanimation Beam ability as if it was your Command phase, selecting the targeted unit to be healed by its reanimation beam (any unit that was already being healed by that model's reanimation beam is no longer considered to be healed by it).
BURROWING NIGHTMARES1CP
Necrons – Strategic Ploy Stratagem

Writhing and hissing, these Ophydian Destroyers plunge back into the bedrock with slashing claw strokes and flickering dimensional displacements. The foe look on fearfully, knowing that the murderous androids will not remain buried for long.

Use this Stratagem at the start of your Movement phase. Select one OPHYDIAN DESTROYERS unit from your army that is on the battlefield. Remove that unit from the battlefield. In the Reinforcements step of your next Movement phase, you can set that unit back up on the battlefield anywhere that is more than 9" away from any enemy models. If the battle ends and that unit is not on the battlefield, it is destroyed.
SELF-DESTRUCTION1CP
Necrons – Strategic Ploy Stratagem

If enabled, the self-destruct protocols of Canoptek Scarabs cause them to explode in a hail of razor-sharp armour fragments.

Use this Stratagem in the Fight phase, when a CANOPTEK SCARAB SWARMS unit from your army is selected to fight. Select one model in that unit. After that unit has finished piling in, you can select one enemy unit within Engagement Range of that model and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. The CANOPTEK SCARAB SWARM model is then destroyed.
PRISMATIC DIMENSIONAL BREACH1CP
Necrons – Strategic Ploy Stratagem

Engaging a secondary prismatic filter built into its invasion beam projector, the Necron construct splits the skin of realspace with multiple dimensional doorways from which the dynastic legions advance.

Use this Stratagem in the Reinforcements step of your Movement phase. Select one <DYNASTY> CORE unit from your army that is in Strategic Reserves, and then select one friendly <DYNASTY> NIGHT SCYTHE or <DYNASTY> MONOLITH model that is on the battlefield. Set that CORE unit up anywhere on the battlefield that is wholly within 3" of that NIGHT SCYTHE or MONOLITH model and not within Engagement Range of any enemy units. This Stratagem cannot be used in the first battle round.
SHADOWS OF DRAZAK1CP
Necrons – Strategic Ploy Stratagem

These Flayed Ones have drawn the crawling shadows of their charnel realm through the veil with them. Now, they slink ever closer to the enemy, their red eyes glowing like eerie lanterns from amidst coiling curtains of ice-cold darkness.

Use this Stratagem in any phase, when a FLAYED ONES unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack's hit roll.
AETHERIC INTERCEPTION1CP
Necrons – Strategic Ploy Stratagem

With hunters' instincts honed over aeons, the Deathmarks pounce precisely at the moment their prey enter battle, gunning them down before they can even act.

Use this Stratagem in the Reinforcements step of your opponent's Movement phase, after an enemy unit has been set up on the battlefield. Select one HYPERSPACE HUNTER unit from your army that is either on the battlefield, in a hyperspace dimension or in Strategic Reserves.
  • If that HYPERSPACE HUNTER unit is in a hyperspace dimension or in Strategic Reserves, set it up anywhere on the battlefield that is within 18" of that enemy unit and more than 9" away from any enemy models.
  • That HYPERSPACE HUNTER unit can, at the end of the phase, shoot as if it were your Shooting phase, but until the end of the phase it can only target the enemy unit that was just set up on the battlefield (and only if that enemy unit is an eligible target for that attack).
RELENTLESS ONSLAUGHT1CP
Necrons – Strategic Ploy Stratagem

The Necron soldiery stride forward, tracking their targets and unleashing volley after volley with merciless efficiency.

Use this Stratagem in your Shooting phase, when a CORE INFANTRY unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a Rapid Fire weapon, an unmodified hit roll of 6 scores one additional hit.
CURSE OF THE PHAERON3CP/1CP
Necrons – Strategic Ploy Stratagem

Necron nobles are jealously protective of their armoury - should foes destroy such a jewel of the dynastic hoard, they risk triggering vengeance protocols intended to demonstrate the Necrons' displeasure in an explosive fashion.

Use this Stratagem in any phase, when a NECRONS VEHICLE model from your army is destroyed. Do not roll to see if that model explodes: it does so automatically. If that model has the TITANIC keyword, this Stratagem costs 3CP; otherwise it costs 1 CP.
ATAVISTIC INSTIGATION1CP
Necrons – Strategic Ploy Stratagem

As the Doom Scythe screams overhead, its foes search for any cover lest they too be disintegrated in the ensuing onslaught.

Use this Stratagem in your Shooting phase, when a DOOM SCYTHE model from your army is selected to shoot. After you select the target unit for that model's heavy death ray, select one enemy unit within 3" of that target (you can select the target itself if you wish); that enemy unit can either brace or duck for cover.
  • If that unit braces, and it is not a VEHICLE or a MONSTER unit, it suffers D3 mortal wounds.
  • If that unit ducks for cover, then until the end of the turn, subtract l from the Attacks characteristic of models in that unit, and that unit cannot fire Overwatch or Set to Defend.
REVENGE OF THE DOOMSTALKER2CP
Necrons – Strategic Ploy Stratagem

Should their masters be slain, vengeance sub-protocols within Canoptek Doomstalkers are triggered. The looming machines swing their guns to bear upon those who struck the killing blow.

Use this Stratagem in any phase, when a <DYNASTY> CHARACTER unit from your army is destroyed by an enemy unit. Select one friendly <DYNASTY> CANOPTEK DOOMSTALKER model from your army.
  • At the end of the phase, that CANOPTEK DOOMSTALKER model can shoot as if it were your Shooting phase, but it can only target that enemy unit (and only if that enemy unit is an eligible target for that attack).
  • Until the end of the battle, each time that CANOPTEK DOOMSTALKER model makes an attack that targets that enemy unit, add 1 to that attack's hit roll.
DISRUPTION FIELDS1CP
Necrons – Wargear Stratagem

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

Use this Stratagem in the Fight phase, when a NECRONS CORE unit from your army is selected to fight. Until the end of the phase, add 1 to the Strength characteristic of models in that unit.
DISINTEGRATION CAPACITORS1CP
Necrons – Wargear Stratagem

Molecular disintegration emitters activate within these Necrons' weapons even as they open fire, flaying away additional layers of enemy armour in explosive eruptions of glowing dust.

Use this Stratagem in your Shooting phase, when a NECRONS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a gauss weapon, an unmodified hit roll of 6 automatically wounds the target.
MALEVOLENT ARCING1CP
Necrons – Wargear Stratagem

Leaping and coiling about its target with malicious pseudo-sentience, the living lightning of these tesla weapons coils outward like a slavers whip to lash at yet more nearby victims.

Use this Stratagem in your Shooting phase, when a NECRONS model from your army targets an enemy unit with a tesla weapon. After making that weapon's attacks, roll one D6 for each other unit within 6" of that enemy unit: on a 4+, the unit being rolled for suffers l mortal wound.
WHIRLING ONSLAUGHT1CP
Necrons – Wargear Stratagem

Skorpekh Destroyers carom into battle with a spiralling gait that allows them to deflect enemy shots with their whirling blades.

Use this Stratagem in any phase, when a SKORPEKH DESTROYERS or SKORPEKH LORD unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract l from that attack's wound roll.
QUANTUM DEFLECTION1CP
Necrons – Wargear Stratagem

Necron quantum shielding is a true marvel of techno-arcana, phasing into existence at the moment of impact and capable of adaptive remodulation to diffuse and deflect even the most powerful enemy attacks.

Use this Stratagem in any phase, when a NECRONS QUANTUM SHIELDING unit from your army is selected as the target of an attack. Until the end of the phase, models in that unit have a 4+ invulnerable save.
SOLAR PULSE1CP
Necrons – Wargear Stratagem

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

Use this Stratagem in your Shooting phase. Select one enemy unit. Until the end of the phase, each time a model in a NECRONS unit from your army makes a ranged attack against that enemy unit, the target does not receive the benefits of cover against that attack.
RECONSTITUTION PROTOCOLS1CP
Necrons – Wargear Stratagem

In response to pre-programmed parameters, this Ghost Ark diverts additional power to rapidly repairing and re-deploying the fallen Necron soldiery that it has harvested from the battlefield.

Use this Stratagem in your Command phase. Select one GHOST ARK unit from your army. Until the end of the phase, each time that unit uses its Repair Barge ability, you can set up to D6 destroyed models back up on the battlefield, instead of D3.

Dynastic Stratagems

If your army includes a MEPHRIT, NEPHREKH, NIHILAKH, NOVOKH, SAUTEKH or SZAREKHAN Detachment (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), then you will gain access to that dynasty's Stratagem, shown below, in addition to the ones displayed here. Such a Detachment is one where every unit in that Detachment (excluding DYNASTIC AGENTS and C'TAN SHARD units) is from the same dynasty (and it is one of the ones listed above).

TALENT FOR ANNIHILATION1CP
Mephrit – Strategic Ploy Stratagem

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

Use this Stratagem in your Shooting phase, when a MEPHRIT unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage (a maximum of 3 mortal wounds can be inflicted per phase via this Stratagem).
TRANSLOCATION CRYPT1CP
Nephrekh – Strategic Ploy Stratagem

Masters of teleportation technology, the Nephrekh ride into battle upon blinding beams of light from deep within their armoured tomb complexes.

Use this Stratagem before the battle when declaring reserves and transports (if you are playing a mission without this step, use this Stratagem during deployment instead). Select one NEPHREKH unit (excluding VEHICLE or MONSTER units) from your army. That unit gains the Dimensional Translocation ability.
RECLAIM A LOST EMPIRE1CP
Nihilakh – Strategic Ploy 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 in your Shooting phase. Select one NIHILAKH INFANTRY unit from your army that is currently performing an action. That unit can still shoot this phase without that action failing.
BLOOD RITES1CP
Novokh – Battle Tactic Stratagem

Anointed in the spurting blood of the foe, the movements of the Novokh legions become ever more swift, purposeful and deadly.

Use this Stratagem in the Fight phase, when a NOVOKH unit from your army is selected to fight. Until the end of the phase, add 1 to the Attacks characteristic of models in that unit.
METHODICAL DESTRUCTION2CP
Sautekh – Battle Tactic Stratagem

The Sautekh Dynasty excel in systematic killing, marking each target then concentrating their fury upon it until it is completely obliterated.

Use this Stratagem in your Shooting phase, after a SAUTEKH unit from your army has finished making its attacks. Select one enemy unit that was targeted by an attack made by a model in that unit this phase. Until the end of the phase, each time an attack is made by a model in another friendly SAUTEKH unit against that enemy unit, add 1 to that attack's hit roll.
EMPYRIC DAMPING1CP
Szarekhan – Wargear Stratagem

Many Szarekhan bear finely worked noctilith chest-ankhs that create a n ambient counter-empyric field that deadens the abilities of even the most powerful psykers.

Use this Stratagem in your opponent's Psychic phase, when an enemy PSYKER attempts to manifest a psychic power within 18" of a SZAREKHAN unit from your army. Roll one D6: on a 4+, that psychic power is denied.

Cryptek Arkana

Cryptek Arcana

If your army is Battle-forged and includes any NECRONS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary and Fortification Network Detachments), then when you are mustering your army, you can upgrade any of the CRYPTEK models in your army by giving them an item of Cryptek Arkana, chosen from those presented here. Each time you give a CRYPTEK model an item of Cryptek Arkana, its Power Rating is increased by the amount shown in the table below. If you are playing a matched play game, or a game that uses a points limit, then the points value of that model is also increased by the amount shown on the same table. Make a note on your army roster each time you give a CRYPTEK model an item of Cryptek Arkana. Named characters cannot be given Cryptek Arkana. Each CRYPTEK model can only have one item of Cryptek Arkana. An army (or a Crusade force) cannot include the same item of Cryptek Arkana more than once. Cryptek Arkana are not considered to be Relics for any rules purposes - this means a CRYPTEK model can be equipped with both a Relic and an item of Cryptek Arkana.

A Crusade force cannot start with any CRYPTEK models having Cryptek Arkana - to include one in a Crusade force you must use the Cryptek Arkana Requisition.

CRYPTEK ARCANA ITEMPOWERPOINTS
Atavindicator+1+25
Cortical Subjugator Scarabs+1+15
Countertemporal Nanomines+2+30
Cryptogeometric Adjuster+1+15
Dimensional Sanctum+1+15
Fail-safe Overcharger+2+30
Hypermaterial Ablator+1+25
Metalodermal Tesla Weave+1+20
Photonic Transubjector+1+20
Phylacterine Hive+1+20
Prismatic Obfuscatron+1+20
Quantum Orb+1+20

ATAVINDICATOR

Employing psycho-interrogative transoptic projectors, this cruel device plucks the target's most primitive fears from their mind and projects them in a bewildering assault upon their field of vision. Bombarded by horrible visions of their own onrushing death, foes are likely to harm themselves in an effort to escape their hallucinatory fate, or else suffer crippling psychological and physical side effects from their state of abject terror.

PSYCHOMANCER model only. At the end of your Movement phase, select one enemy unit (excluding VEHICLE units) within 18" of the bearer and roll 3D6: if the total is equal to or greater than that enemy unit's Leadership characteristic, it suffers D3 mortal wounds.

CRYPTOGEOMETRIC ADJUSTER

Keyed to trigger vertiginous responses in the sensory apparatus of non-Necron life forms, this malicious device causes nearby foes to shoot wildly and inaccurately as their perception of space and time warps in a dizzying rush.

At the start of your opponent's Shooting phase, you can select one enemy unit that is within 12" of and visible to the bearer. Until the end of the phase, each time a model in that unit makes an attack, subtract 1 from that attack's hit roll.

PHOTONIC TRANSUBJECTOR

This device fashions temporary, hard-light hologrammatic simulacra of its user to bewilder attackers and confound assassins.

Once per turn, the first time a saving throw is failed for the bearer, the Damage characteristic of that attack is changed to 0.

DIMENSIONAL SANCTUM

This Cryptek has had a personal dimensional pocket-reality crafted for them, from which they can emerge into battle at will.

The bearer gains the Dimensional Translocation ability.

CORTICAL SUBJUGATOR SCARABS

Paranoid and self-obsessed, this Cryptek has seen to it that key underlings are infested - without their knowledge, of course - with a specialised variant of mindshackle scarabs. In an emergency, these allow the parasitised minion to be activated, their thought patterns overridden by the singular and overwhelming desire to storm into battle and protect their master, no matter the cost.

Once per battle, at the start of the Heroic Interventions step of your opponent's Charge phase, you can select one friendly <DYNASTY> unit within 6" of the bearer. Unless that unit is within Engagement Range of any enemy units, it can perform a Heroic Intervention as if it were a CHARACTER.

COUNTERTEMPORAL NANOMINES

Released from a hive-gem about the bearer's person, a swarm of nanoscarabs sweep out and lace the ground before them with microscopic temporal charges. Foes advancing into this invisible minefield find reality stuttering and glitching around them as they trigger one minute chronofault after another.

CHRONOMANCER model only. In your Shooting phase, you can select one enemy unit within 18" of the bearer. Until the start of your next turn, halve Advance rolls and charge rolls made for that unit.

FAIL-SAFE OVERCHARGER

By triggering the override protocols embedded in this stave, the bearer can activate the guardian fail-safes in nearby Canoptek constructs. Believing the Master Program of their tomb world to be under direct assault, the constructs access hidden power reservoirs and enter a furious state of aggressive overdrive.

TECHNOMANCER model only. In your Command phase, you can select one friendly CANOPTEK unit within 9" of the bearer. Until the start of your next Command phase, add 1 to the Attacks characteristic of models in that unit. If that unit is a MONSTER or VEHICLE unit, add D3 to the Attacks characteristic of models in that unit instead of 1.

HYPERMATERIAL ABLATOR

By simply pointing and activating this slender quasinium rod, the bearer shrouds their targeted allies in a whirlingfield of accumulated hypermatter.

In your Command phase, you can select one friendly <DYNASTY> CORE or <DYNASTY> CANOPTEK unit within 9" of the bearer. Until the start of your next Command phase, each time a ranged attack is made against that unit, if the attacker is more than 12" away, then the unit you selected is treated as having the benefits of light cover.

QUANTUM ORB

This smooth and featureless orb is activated by the depression of a series of hidden triggers across its surface in a particular sequence. This act releases the safeguard fields within it one at a time. When the last of these is released, the device is annihilated along with those nearby as it frees the collapsing quantum singularity at its heart.

PLASMANCER model only. Once per battle, in your Command phase, the bearer can activate this item of Cryptek Arkana. If it does, select one point on the battlefield anywhere within 24" of the bearer and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6" of the centre of that marker, subtracting 1 if the unit being rolled for is a CHARACTER. On a 4-5, that unit suffers D3 mortal wounds, and on a 6, that unit suffers 3 mortal wounds. The marker is then removed.

METALODERMAL TESLA WEAVE

This microsilicate weave generates a cyclical electrostatic overload that, providing its user triggers it in time, sends arcing lightning leaping out to roast onrushing attackers.

At the end of the Charges step of your opponent's Charge phase, you can select one enemy unit that finished a charge move within 6" of the bearer this phase. Roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.

PHYLACTERINE HIVE

Held in a stabilised flux-field within this small mica-steel orb is a swarm of particularly potent, if short-lived, nanoscarabs. By deactivating the field, then tossing the hive into the midst of a friendly Necron unit, these quick-burning repair drones can be unleashed to restore the physical forms of even the most complex or unusual android soldiery.

TECHNOMANCER model only. Once per battle, when the bearer uses its Rites of Reanimation ability, you can select one friendly <DYNASTY> CANOPTEK, <DYNASTY> DESTROYER CULT or TRIARCH PRAETORIAN unit to be affected by that ability instead of one friendly <DYNASTY> CORE unit.

PRISMATIC OBFUSCATRON

The bearer of this glimmering interspatial gem is surrounded by a multispectral glare so dazzling to organic sight, and so bewildering to artificial senses, that they resemble nothing less than a blazing star. Even looking at them is a trial, much less attempting to fire upon them. Only as they draw nearer does the cosmic glamour subside and the bearer resolve into their true self.

Unless the bearer is the closest eligible target, enemy models cannot target it with ranged attacks.


Powers of the C’tan

Before the battle, generate the Powers of the C'tan for C'TAN SHARD units from your army using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers each unit knows. If selecting powers, a power cannot be selected for a second time until all other powers have been selected at least once by units in your army, and no unit can know the same power more than once. Write down any Powers of the C'tan your units know on your army roster.

D6PSYCHIC POWER
1

ANTIMATTER METEOR

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

Roll one D6, adding 1 to the roll if this C'TAN SHARD is a TESSERACT VAULT: on a 3-5, the closest enemy unit that is within 24" of and visible to this C'TAN SHARD suffers 3 mortal wounds; on a 6+, that enemy unit suffers D3+3 mortal wounds.

2

TIME’S ARROW

Twisting the flow of causality and remoulding temporal streams, this C'tan Shard erases its foe's existence from space and time.

Select one enemy unit within 18" of and visible to this C'TAN SHARD. Roll one D6, adding 1 to the roll if this C'TAN SHARD is a TESSERACT VAULT: if the total equals or exceeds the Wounds characteristic of any models in that enemy unit, your opponent selects one of those models to be destroyed.

3

SKY OF FALLING STARS

Savagely beautiful spheres of coruscating light plummet from the cold depths of space, growing to roaring bale-stars as they approach, then impacting with killing force.

Select up to three enemy units within 24" of this C'TAN SHARD. For each of those units, roll one D6: on a 1-5, if the dice result is less than the number of models in that unit, that unit suffers D3 mortal wounds. If this C'TAN SHARD is a TESSERACT VAULT, that unit suffers 3 mortal wounds from this power, instead of D3.

4

COSMIC FIRE

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

Roll one D6 for each enemy unit within 9" of this C'TAN SHARD: on a 4+, that unit suffers D3 mortal wounds. If this C'TAN SHARD is a TESSERACT VAULT, units suffer 3 mortal wounds from this power, instead of D3.

5

SEISMIC ASSAULT

Stone fractures and ores melt as the C'tan Shard drags up tides of magma from deep below. Foes are plunged screaming into steamgushing vents as the land shatters beneath them, while tectonic shock waves hurl others from their feet with bone-breaking force.

Select one enemy unit within 1 8" of and visible to this C'TAN SHARD. Roll one D6 for each model in that unit, adding I to the roll if this C'TAN SHARD is a TESSERACT VAULT: for each 6+, that unit suffers 1 mortal wound, to a maximum of 10 mortal wounds.

6

TRANSDIMENSIONAL THUNDERBOLT

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

Select one enemy unit within 24" of and visible to this C'TAN SHARD (an enemy CHARACTER unit with a Wounds characteristic of 9 or less cannot be selected for this power while it is within 3" of another enemy unit, unless that CHARACTER unit is the closest visible enemy unit). Roll one D6: on a 2+, that unit suffers D3 mortal wounds. Then, roll one D6 for each other enemy unit within 3" of the selected unit: on a 4+, that unit suffers 1 mortal wound. If this C'TAN SHARD is a TESSERACT VAULT, roll for each other enemy unit within 6" of the selected unit, instead of 3".


Unique C’tan Powers

C’TAN SHARD OF THE DECEIVER - COSMIC INSANITY

The C'tan Shard of the Deceiver uses it powers to flood his victims' minds with vast and terrible cosmic truths, overwhelming even the most ironclad minds and driving them instantly and irrevocably insane.

Select one enemy unit within 12" of and visible to this C'TAN SHARD. Roll one D6 and add this C'TAN SHARD's Leadership characteristic to the result. Your opponent then rolls one D6 and adds the Leadership characteristic of the selected unit to the result. That enemy unit suffers 1 mortal wound for each point by which your total exceeds your opponent's.

C’TAN SHARD OF THE NIGHTBRINGER - GAZE OF DEATH

Dark energies leap from the Shard's eyes and its distended maw, reducing foes to blackened bones crawling with frost.

Select one enemy unit within 9" of and visible to this C'TAN SHARD. Roll three D6s: for each 4+, that unit suffers D3 mortal wounds.

C’TAN SHARD OF THE VOID DRAGON - VOLTAIC STORM

When this C'tan points one imperious hand, foes reel as the air sings with a monstrous whine. The awful sound builds, then erupts into a sudden and ferocious storm of emerald lightning to annihilate all it touches.

Select one enemy unit within 18" of and visible to this C'tan Shard (an enemy CHARACTER unit with a Wounds characteristic of 9 or less cannot be selected for this power while it is within 3" of another enemy unit, unless that CHARACTER unit is the closest visible enemy unit). Roll one D6: on a 2+, that unit suffers D3 mortal wounds (it suffers D6 mortal wounds instead if it has the VEHICLE keyword) and, until the start of your next turn, if that unit is a VEHICLE whose characteristics change as it loses wounds, then it halves the number of wounds it has remaining when determining what characteristics to use.


Warlord Traits

If a NECRONS CHARACTER model is your WARLORD, you can use the Necrons Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one. If you wish, instead of selecting a Warlord Trait from the table below, you can select a Dynastic Warlord Trait for your WARLORD from the table below, but only if they are from the relevant dynasty.

When you have determined a Warlord Trait for a NECRONS CHARACTER model, replace all instances of the <DYNASTY> keyword on their Warlord Trait (if any) with the name of the dynasty that your CHARACTER is from. If your Warlord has the DYNASTIC AGENT keyword, replace all instances of the <DYNASTY> keyword on any Warlord Trait they have (if any) with NECRONS.

Necrons Warlord Traits

D6WARLORD TRAIT
1

ENDURING WILL

No mortal weaponry will break this warlord's iron resolve.

Each time an attack is allocated to this WARLORD, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).

2

ETERNAL MADNESS

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

Each time this WARLORD makes a melee attack, you can re-roll the wound roll.

3

IMMORTAL PRIDE

This warlord refuses to allow his warriors a single step backwards even in the face of intense psychic onslaught.

  • Each time this WARLORD would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
  • This WARLORD has the following ability: ‘Immortal Pride (Aura): While a friendly <DYNASTY> CORE unit is within 6" of this model, each time a Combat Attrition test is taken for that unit, ignore any or all modifiers’.

4

THRALL OF THE SILENT KING

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

Add 3" to the range of this WARLORD's aura abilities (to a maximum of 9"). In addition, when this WARLORD uses its My Will Be Done, The Lord's Will or Adaptive Strategy abilities, you can select one friendly <DYNASTY> CORE unit within 1 2" of this WARLORD, instead of 9".

5

IMPLACABLE CONQUEROR (AURA)

This warlord strides at the head of his legions.

While a friendly <DYNASTY> CORE unit is within 6" of this WARLORD, you can re-roll charge rolls made for that unit.

6

HONOURABLE COMBATANT

This warlord is a strict adherent to the ancient codes.

In the Fight phase, each time this WARLORD is selected to fight, it can engage in honourable combat. If it does, select one enemy CHARACTER unit; until the end of the phase, add 2 to the Attacks characteristic of this WARLORD, but it can only make attacks that target that enemy CHARACTER unit.


Dynastic Warlord Traits

MEPHRIT: MERCILESS TYRANT

Warlords of the Mephrit Dynasty will suffer no threats to their rule, annihilating any who dare to oppose them.

Add 1 to the Strength and Attacks characteristics of this WARLORD.

NEPHREKH: SKIN OF LIVING GOLD

Those who gaze upon this Nephrekh warlord are blinded by his radiant glory.

Each time an attack is made against this WARLORD, subtract 1 from that attacks hit roll.

NIHILAKH: PRECOGNITIVE STRIKE

This Nihilakh warlord has foreseen his moment of glorious victory - or rather, the Yyth Seer has done so.

At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it can fight first that phase.

NOVOKH: BLOOD-FUELLED FURY

Warlords of the Novokh Dynasty are awakened and empowered by the gushing blood of the foe.

Each time this WARLORD makes a melee attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.

SAUTEKH: HYPERLOGICAL STRATEGIST

Sautekh warlords can apply a filter of infallible logic to develop unbeatable strategies.

While this WARLORD is on the battlefield, each time you spend a Command point to use a Stratagem you can roll one D6: on a 5+, that Command point is refunded.

SZAREKHAN: THE TRIARCH’S WILL

Certain in the knowledge that they act as arbiters of the Final Triarch, this Szarekhan warlord exercises overwhelming strategic authority.

If your WARLORD has this Warlord Trait, then when assigning command protocols for the battle, you can select four command protocols instead of five, and then one of those command protocols can be assigned to two battle rounds instead of one.


Named Characters and Warlord Traits

If one of the following characters gains a Warlord Trait, they must have the one shown below:
NAMED CHARACTERWARLORD TRAIT
Anrakyr the TravellerImplacable Conqueror (Aura) 
Illuminor SzerasEnduring Will 
Imotekh the StormlordHyperlogical Strategist 
Kutlakh the World KillerInspiring Leader (Aura) 
Nemesor ZahndrekhEternal Madness 
Orikan the DivinerImmortal Pride 
The Silent KingThe Triarch’s Will 
Toholk the BlindedInspiring Leader (Aura) 
Trazyn the InfiniteEnduring Will 
Vargard ObyronHonourable Combatant 

Chapter Approved Rules

If every model in your army (excluding UNALIGNED units) has the NECRONS keyword, and your WARLORD has the NECRONS keyword, you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in the Warhammer 40,000 Core Book), select one of them to be from the NECRONS secondary objectives listed below.

Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category, you can score no more than 15 victory points from each secondary objective you select during the mission etc.).

No Mercy, No Respite

CODE OF COMBAT
End Game Objective

Though the Necron nobility view even the mightiest of their foes as little more than barbarous beasts, still many seek to uphold the Triarchal codes by affording their enemies an honourable death.

Score 3 victory points at the end of the battle for each enemy unit that was destroyed by a NECRONS NOBLE unit from your army.

Battlefield Supremacy

PURGE THE VERMIN
Progressive Objective

This territory is infested by the contemptible vermin of the lesser races. They must be driven wholesale from the Necrons’ rightful lands in order for reclamation to commence.

Score 2 victory points at the end of your turn for each table quarter that does not have any enemy units (excluding AIRCRAFT units) wholly within it. This objective cannot be scored in the first battle round.
THE TREASURES OF AEONS
Progressive Objective

The foe have looted ancient Necron riches that do not belong to them. These must be reclaimed at all costs.

If you selected this secondary objective, then after both sides have finished deploying, your opponent selects 3 objective markers on the battlefield. Score a number of victory points at the end of your turn if you control one or more of those objective markers, as shown in the table below:

NUMBER OF SELECTED OBJECTIVE MARKERS YOU CONTROLVICTORY POINTS SCORED
12
23
35

Shadow Operations

ANCIENT MACHINERIES
Progressive Objective

Countless worlds across the galaxy harbour quiescent Necron technology, buried beneath the surface or mistaken for mere xenoarchaeological ruins. As the Necron conquest of the galaxy gathers pace, so they seek to rouse these strange engines to wakefulness and - in so doing - reclaim the worlds upon which they languish.

If you selected this secondary objective, then after both sides have finished deploying, starting with your opponent, the players alternate selecting objective markers that are not within any player’s deployment zone to be Ancient Machinery objective markers, until three objective markers have been selected (if there are only one or two such objective markers, then only those objective markers are Ancient Machinery objective markers).

NECRONS CORE or NECRONS CANOPTEK units from your army can attempt the following action:

Awaken Ancient Machinery (Action): At the end of your Movement phase, one or more NECRONS CORE or NECRONS CANOPTEK units from your army can start to perform this action. Each unit from your army that starts to perform this action must be in range of a different Ancient Machinery objective marker. A unit cannot start this action while there are any enemy units (excluding AIRCRAFT) in range of the same objective marker. Ihe action is completed at the end of your next Command phase, provided the unit attempting that action is still within range of that Ancient Machinery objective marker.

Score 3 victory points each time a unit from your army completes the Awaken Ancient Machinery action.

Crusade Rules

In this section you'll find additional rules for playing Crusade battles with Necrons, such as Agendas, Battle Traits and Crusade Relics that are bespoke to NECRONS units. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.

Agendas

If your Crusade army includes any NECRONS units, you can select an Agenda from the Necrons Agendas, listed below. This is a new category of Agendas, and follows all the normal rules for Agendas (for example, when you select Agendas, you cannot choose more than one from each category).

THE UNENDING TALLY
Necrons Agenda

Destroyers care only for the murder of organic life - their obsession is monomaniacal, their tally of the slain ever growing and their joyless appetite never sated.

Keep an Unending tally for each NECRONS DESTROYER unit from your army. At the end of each battle round, add 1 to that unit's Unending tally if it destroyed 2 or more enemy units that battle round.

At the end of the battle, each unit gains 2 experience points for every mark on its Unending tally.
TERRITORIAL IMPERATIVE
Necrons Agenda

During the Great Sleep, the Necrons' once-sprawling territories were steadily eroded, conquered and parcelled up by other beings. Now that they are rising once more, the dynasties are loathe to lose any more ground.

Keep a Territorial Imperative tally for each NECRONS unit in your army. Add 1 to a unit's Territorial Imperative tally each time it destroys an enemy unit that started the turn within 3" of an objective marker and each time it completes the Territorial Imperative action (see below).

If you selected this Agenda, NECRONS INFANTRY units (excluding CHARACTER units) from your army can attempt the following action:

Territorial Imperative (Action): At the end of your Movement phase, one NECRONS INFANTRY unit from your army (excluding CHARACTERS) that is within range of an objective marker that is not wholly within your own deployment zone, can start to perform this action. A unit cannot start to perform this action while there are any enemy unit (excluding AIRCRAFT) within range of the same objective marker. This action is completed at the start of your next Command phase.

Each unit gains a number of experience points equal to their Territorial Imperative tally.
INESCAPABLE RETRIBUTION
Necrons Agenda

As though it were not enough of an insult that the creeping thieves of the lesser races defiled the dynastic tombs with their intrusion, they also stole precious artefacts whose true worth they cannot comprehend. These must be recovered, even if the quest should take a thousand years!

If you selected this Agenda, then after both sides have finished deploying, your opponent must set up one objective marker on the battlefield that is not within their own deployment zone. This objective marker represents the Dynastic Treasure, but does not count as an objective marker for any rules purpose other than for this Agenda.

NECRONS INFANTRY units from your army can attempt the following action:

Recover Treasure (Action): At the end of your Movement phase, one unit from your army that is within 3" of the Dynastic Treasure objective marker can start to perform this action. This action is completed at the start of your next Command phase. If completed, remove the Dynastic Treasure objective marker from the battlefield.

A unit gains 3 experience points if it completed this action. If that unit is either within your deployment zone at the end of the battle, or if every enemy unit on the battlefield is destroyed, and if that unit is a CHARACTER, you can additionally use the Relic Requisition or Cryptek Arkana Requisition to give that model a Relic or Cryptek Arkana as if it had gained a rank, without spending a Requisition point (that model must be able to take either a Relic or an item of Cryptek Arkana).
SUPREMACY THROUGH ANNIHILATION
Necrons Agenda

To the Necrons it is not enough to simply defeat their enemies. They must prove their superiority by completely obliterating them with contemptuous ease. How else, after all, are the lesser races to be truly put in their place?

Keep an Annihilation tally for each NECRONS unit from your army. At the start of each battle round, select one enemy unit that is at its Starting Strength in which every model has its starting number of wounds. If that enemy unit is destroyed this battle round, add 1 to the Annihilation tally of each unit from your army that destroyed one or models from that enemy unit during this battle round.

Each unit gains a number of experience points equal to their Annihilation tally.

Requisitions

A Crusade army that includes any NECRONS units can spend Requisition points (RPs) on any of the following Requisitions in addition to those presented in the Warhammer 40,000 Core Book.

CRYPTEK ARKANA1RP

Crypteks are forever inventing, seeking to bend the laws of the material universe to their whims by shackling those forces within devices that stand testament to their subjugation of the living cosmos. Here is but the latest product of that endless quest.

Purchase this Requisition when you add a CRYPTEK unit to your Order of Battle (excluding named characters), or when a CRYPTEK model in your Crusade force gains a rank. That model is upgraded to have one item of Cryptek Arkana; increase its Power Rating accordingly and make a note on its Crusade card. A model can never have more than one item of Cryptek Arkana. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force's Supply Limit.
THE GLORY OF SUBJUGATION1RP

As the ancient codes of honour demand, the victor in any dynastic war may claim the resultant spoils - greater notoriety, rich treasures and a tithe of soldiery subsumed from the legions of the defeated foe.

Purchase this Requisition after a victory is achieved in a battle against a NECRONS army. Your WARLORD gains 5 experience points and you can immediately purchase the Fresh Recruits Requisition once, for 0RP.
CUNNING ADVISORS1RP

The greater a Necron nobles reputation, the more cunning and accomplished are the Crypteks who seek them out and offer them service.

Purchase this Requisition when you add a CRYPTEK unit to your Order of Battle if your Crusade force already includes a NOBLE unit of at least Blooded rank. That CRYPTEK unit gains 6 experience points (and therefore gains the Blooded rank). Select one Battle Honour for them as normal.
ELDRITCH ARTIFICE1RP

No greater status symbols are there to the Necron nobility than mighty war engines. Any dynastic leader with designs on hierarchical elevation would do well to pour all the resources they can into furnishing their armoury with the finest weapons they possibly can.

Purchase this Requisition when you add a NECRONS VEHICLE unit to your Order of Battle, or when a NECRONS VEHICLE unit in your Crusade force gains a rank, if your Crusade force includes a TECHNOMANCER. That VEHICLE unit gains one Weapon Enhancement; increase its Crusade points accordingly and make a note on its Crusade card.
THE SLOW DECAY OF THE SELF1RP

It is perilous to fight alongside the Destroyer Cults for too long, lest their nihilistic madness find purchase within the personality engrams of formerly stable Necrons.

Purchase this Requisition after a battle in which your Crusade army contained one or more units with the DESTROYER CULTS keyword. Select one LORD or OVERLORD model that was also part of that Crusade army; remove that model from your Order of Battle and replace it with a DESTROYER CULT CHARACTER model from the same dynasty. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force's Supply Limit. The newly added DESTROYER CULT CHARACTER model starts with the same number of experience points as the CHARACTER it replaced and immediately gains the appropriate number of Battle Honours for its rank.

Battle Traits

When a NECRONS unit gains a Battle Trait, you can use one of the tables below instead of one of the tables in the Warhammer 40,000 Core Book. Each time you do so, roll one D6 and consult the appropriate table to randomly determine what Battle Trait the unit gains, or choose one that tells the best narrative for your unit. All the normal rule for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the unit's Crusade card when it gains a Battle Trait and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

NOBLE UNITS
D6TRAIT
1-2Hierarchical Advancement

This noble has successfully climbed another rung wthin the byzontine hierarchies of the Royal Court.

Add 3" to the range of this model's My Will Be Done ability.
3-4Martial Apotheosis

The passing aeons provide ample opportunity to improve one's bladesmanship when mortality is but a dim memory.

Each time an attack is made by this model, re-roll a hit roll of 1.
5-6Endless Legions

As ever more systems awake upon this noble's tomb world, ever greater legions become theirs to command.

If this model is part of your Crusade army and it gained 3 or more experience points from the battle (excluding experience gained from Marked for Greatness). gain 1 Requisition point.
CORE UNITS
D6TRAIT
1-2The Will to Serve

These combatants have developed a truly indomitable will, rapidly recovering from even the most catastrophic damage in their determination to serve their masters.

Out of Action tests taken for this unit are automatically passed.
3-4Engrammatic Imprinting

The soldiery in this unit are receptive to the desires and commands of their betters even at great distances.

This unit will benefit from the selected directive of your army's active command protocol while it is within any range of a friendly NECRONS CHARACTER model (excluding C'TAN SHARD models). instead of 6".
5-6Undying Revenants

These Necrons rise again and again despite the most grievous wounding, resolutely refusing to succumb to their wounds.

Each time you make Reanimation Protocol rolls for this unit, you can change a single dice result to a 6.
CRYPTEK UNITS
D6TRAIT
1-2Corporeal Integration

This Cryptek has taken into themselves elements of their own technologies with potent results.

Once per battle, after this model has used its Chronometron, Harbinger of Despair, Harbinger of Destruction or Rites of Reanimation ability, it can use that ability one additional time.
3-4Energy Savant

Able to perceive the living currents of cosmic energy that power their stave, this Cryptek can channel its power with increased efficacy.

Once per battle, in your Shooting phase, after this unit has shot, it can shoot again.
5-6Dimensional Emancipation

By accident or design, this Cryptek has placed themselves slightly out of phase with realspace. As a result, their blows pass through foes' defences as easily as any hyperphose blade.

  • Improve the Weapon Skill characteristic of this model by 1.
  • Each time this model makes a melee attack, a successful hit roll automatically wounds the target.
CANOPTEK UNITS
D6TRAIT
1-2Guardian Constructs

This Canoptek unit exhibit hyper-developed protective protocols, engaging extermination protocols to defend their Cryptek masters.

While this unit is within 6" of a friendly CRYPTEK unit, each time a melee attack is made by a model in this unit, re-roll a wound roll of 1.
3-4Optimised Aggressors

Their duties as tomb guardians discarded, these Canoptek constructs have adapted tof ocus on speed and aggression.

You can re-roll Advance rolls and charge rolls made for this unit.
5-6Self-replicator Nodes

Augmented with advanced matter-replication capabilities, these Canoptek constructs can swiftly repair themselves in battle.

Each time you make Reanimation Protocol rolls for this unit, you can change a single dice result to a 6.

Dynastic Epithets

If the WARLORD of your Crusade army is a NECRONS NOBLE (excluding a named character), then, each time you win a battle, you must generate a new Dynastic Epithet for that WARLORD. You can either select one from the tables below, or you can randomly generate one by first rolling a D6 to select one of the two tables (on a 1-3, use table l; on a 4-6, use table 2), before rolling a D66 on that table (to roll a D66, roll two D6s, one after the other - the first result is your 'tens' and your second is your 'units'. For example, a D66 roll where the first result is a 3 and the second is a 6 is a result of 36). Make a note of any Dynastic Epithets gained on that model's Crusade card.

For every third title gained, you can select one of the Dynastic abilities shown below for that CHARACTER unit. Increase its Crusade points by 1 for each of these abilities selected. No model can have more than five of these abilities and the same ability cannot be taken more than once in your Crusade force.

D66TABLE 1 EPITHET
11Archnemesor of the Dread Legion
12Keeper of the Light
13Grand Sunderer
14Ever Vengeful Tyrant of the Night
15Uncorroded Slayer of Empires
16Butcher of the Five Hundred Worlds
21Doom of Morrigar
22King of the Crimson Rising
23Indestructible Lord of Stars
24Death of the Great Krork Empire
25Embodiment of Metalloglory
26Sentinel of the Eternal Gate
31Keeper of the Bladed Void
32Intolerant Ruler of the Ninth Kingdom
33Undying Commander of the Lost Legions
34Wrathful Lord of the Crystal Empires
35Destroyer of the Fleshling Curse
36Ruler of a Thousand Moons
41Master of the Coreworlds
42Awakened Heir to the Crownworld
43Subjugator of the Phloxos Hordes
44Conqueror of the Xoraxians
45Master of the Twilight Kingdoms
46Vanquisher of the Z'oath
51Rightful Ruler of the Third Dynasty
52Eternal Lord of Heavens
53Keeper of the Hyper-ankh
54Enlightened Monarch of the Void
55Majestic Lord of the Shifting Stars
56Sovereign of the Thirty-five Hollow Worlds
61Slayer of the Cosmic Spyder
62The Eye of the Triarch
63Reaper of the Dhorm System
64Celestial Ruler of Divine Right
65Technomagister of the Third Epoch
66Voidlord of the Vassal Dynasties
D66TABLE 2 EPITHET
11Bane of the Talassari
12Hierarch of the Ghoul Stars
13Nemesis of the Gul'dar Race
14Scourge of the Blood Worlds
15Breaker of the C'tan
16Technomartyr of the Inner Worlds
21Saviour of the Wars of Rust
22Obliterator of the Negatuul
23Resplendent Master of the Cosmic Fires
24Monarch of the Outer Void
25Oppressor of the Unworthy
26Uniter of the Broken Worlds
31Wielder of the Secret Blade
32Champion of the Ancient Codes
33He Who Spits Upon the Ancient Codes
34Slayer of a Thousand Foes
35Keeper of the Sempiternal Tome
36Conqueror of the Sperithrast Knarls
41Beheader of the Emperor Enthroned
42All-conquering Master of the Billion Blades
43He Who Bars the Gate
44Plunderer of the Solar Catacomb
45Herald of the Night Unending
46Unsleeping Eye of Infinity
51He Who Listens Not to Unworthy Prattlings
52Breaker of the Beings Below
53Bane of the Vyggh
54Despiser of the Yabi-Yabi
55Eradicator of the Elquon
56Scourge of the Sslyth
61Bladethief of the Kehletai
62Dominator of the Pernicious Antedil
63Monarch of Monarchs
64The Great Awakener
65U nrusted Lord of the Bratak Empire
66Destroyer of the Swarm

ARKANE COLLECTOR

This Necron yearns to understand the mysteries of the galaxy, seeking to study the artifice of each of its other races to learn how best to subjugate them utterly.

Each time a melee attack made by this NOBLE destroys an enemy model that has a Relic, this NOBLE gains 2 bonus experience points.

LORD OF LEGIONS

This noble has prioritised the awakening of their vast legions as only an obsessive completionist could.

If this NOBLE is part of your Crusade force, then the Fresh Recruits Requisition costs 0 Requisition points if the unit being increased is from the same dynasty as this NOBLE.

ARCH-MACHINATOR

There is much to learn in the galaxy, for much has changed since the Great Sleep. This noble pours all of their time into setting new schemes in motion, bending this new reality to their will.

If this NOBLE is part of your Crusade army, then when selecting Agendas, you can select one additional Agenda. If you do so, after Agendas are revealed, you must discard one of them.

MARTIAL PERFECTIONIST

Since their revivification, this noble has become obsessed with refining their fighting form to peak efficiency, for they desire to slaughter the lesser races.

Once per battle, if this NOBLE is on the battlefield, you can use one Battle Tactics Stratagem for 0 Command points.

RESTORER OF EMPIRES

This dynastic master seeks to impose a n order of their own devising - that of dominance under their rule.

If this NOBLE is part of your Crusade army and at the end of the battle you are the victor, you can increase your Crusade force's Supply Limit by 1.

LOYAL SERVANT

This noble retains absolute devotion to the Silent King, command protocols or no. While some may now believe themselves more suitable to rule, this loyal servant seeks to work Szarekh's will by furthering his plans in battle.

Once per battle, if this NOBLE is on the battlefield, you can use one Strategic Ploy Stratagem for 0 Command points.

DYNASTIC EMBODIMENT

For this Necron, order and tradition are everything. The codes of battle must be adhered to.

If this NOBLE is part of your Crusade army, you can select a maximum of two Necron Agendas instead of one.

UNFLINCHINGLY REGRESSIVE

This commander longs for the glory days of the past, when their existence was simple and the galaxy was not plagued with upstart races. Nothing brings them clarity like the absolute expunging of the lesser species from their sight.

If, at the end of the battle, this NOBLE is on the battlefield and there are no enemy models on the battlefield, this NOBLE gains 3 bonus experience points.


Weapon Enhancements

When a NECRONS unit gains a Weapon Enhancement, you can, if the weapon selected is either a tesla weapon or a gauss weapon use one of the tables below instead of one of the tables in the Warhammer 40,000 Core Book. Once you have selected the weapon, roll one D3 and consult the appropriate table to randomly determine what Weapon Enhancement is gained, or choose the one that tells the best narrative for your unit. If the weapon you have selected is equipped on an INFANTRY or BIKER model, you can instead roll two D3 (re-rolling duplicate results) or choose two. All the normal rules for Weapon Enhancements still apply. As with any Battle Honour, make a note on the unit's Crusade card when it gains a Weapon Enhancement and increase its Crusade points accordingly.

TESLA WEAPONS
D3ENHANCEMENT
1Electromagnetic Overcapacitors

This weapon's living lightning discharge arcs and leaps with increased ferocity and aggression.

Each time an attack made with this weapon targets a unit within 12", the additional hits scored as a result of this weapon's abilities are on an unmodified hit roll of 5+, instead of a 6.
2Arcshock Projectors

Quantum cells ensure this weapon fires at maximum discharge.

In your Shooting phase, after you have made attacks with this weapon, unless the Stratagem has already been used this phase you can use the Malevolent Arcing Stratagem for 0CP.
3Atmospheric Fulminator Array

As they rise skyward, this weapon's lightning blasts splinter into a crackling web that envelops aerial targets.

Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack's hit roll and wound roll.

GAUSS WEAPONS
D3ENHANCEMENT
1Molecular Vaporiser

Targets afthis weapon are flayed apart with such violence that they explode in shocking molecular eruptions.

If an enemy model is destroyed as a result of an attack made with this weapon, until the end of the turn, that model's unit is treated as being at below Half-strength.
2Nanopartlculate Disassembler Coils

This weapon assesses and then assiduously deconstructs its target's molecular makeup at a terrifying rate.

Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.
3Metailophagic Atomic Decouplers

Even the heaviest slabs of armour cannot resist the flensing touch of this vicious weapon.

In your Shooting phase, when the bearer’s unit is selected to shoot, unless the Stratagem has already been used in this phase, you can use the Disintegration Capacitors Stratagem for 0CP.

Battle Scars

When a NECRONS unit gains a Battle Scar, you can select the relevant Battle Scar below instead of determining one from the Warhammer 40,000 Core Book. All the normal rules for Battle Scars apply (e.g. a unit cannot have the same Battle Scar more than once). As with any Battle Scar, make a note on the unit's Crusade card, but unlike other Battle Scars, do not decrease a unit's Crusade points for acquiring one of the Battle Scars listed below.

BATTLE SCARS
UNITBATTLE SCAR
NOBLE unit onlyCreeping Madness

This noble's sanity is unravelling one engram at a time, lending them a savage vitality, but rendering their capacity to issue rational commands non-existent.

  • Add 1 to the Strength and Attacks characteristics of models in this unit.
  • This unit is not considered to be a NOBLE or CHARACTER unit for the purposes of the Command Protocols ability, and no longer has the following abilities: My Will Be Done; The Lord's Will.
DESTROYER CULT unit onlyMindless Reaper

Whatever dregs of personality or intellect this being possessed are draining away, replaced by their mechanistic obsession with endless slaughter.

  • When a model in this unit makes an attack, you can re-roll the hit roll.
  • In your Shooting phase, each time this unit is selected to shoot, models in this unit can only target the closest eligible enemy unit.
  • In your Charge phase, each time this unit declares a charge, you can only select the closest enemy unit (excluding AIRCRAFT) as the target of that charge.
NECRONS unit only (excluding C'TAN SHARD units)Engrammatic Degradation

So damaged has this unit been that their core personality engrams have become scrambled.

  • Subtract 1" from the Move characteristic of models in this unit.
  • Subtract 1 from Advance and charge rolls made for this unit.
  • This unit always benefits from the selected directive of the command protocol that was active for your army during the first battle round, instead of the selected directive of the command protocol that is currently active for your army.
CANOPTEK unit onlyDepleted Transmaterial Reserves

These constructs are running on exhausted power supplies, leaving them nothing in reserve to effect self-repair during battle.

  • Add 1 to the Attacks characteristic of models in this unit.
  • This unit cannot use its Reanimation Protocols and Living Metal abilities.

Crusade Relics


Artificer Relics

A NECRONS CHARACTER can be given one of the following Artificer Relics instead of one of the ones presented in the Warhammer 40,000 Core Book.

Transdimensional Shroud

A veil of gossamer-fine dimensional transitions billows about this Necron, obfuscating their precise location and causing incoming enemy fire to be diverted into alternate dimensional states.

Each time a ranged attack is made against the bearer, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.

Engrammatic Entangler

The core of this Necron's artificial cerebrum is maintained within a quasinium casing that is in a state of constant quantum entanglement with an exact copy stored within the vaults of the bearer's tomb world. Should the Necron's physical form be destroyed beyond all possibility of self-repair, their personality engram is instantly projected across the interstellar gulf and into its cerebrum backup.


Antiquity Relics

A NECRONS CHARACTER of Heroic rank can be given one of the following Antiquity Relics instead of one of the ones presented in the Warhammer 40,000 Core Book. Add 1 to a unit's total Crusade points for each Antiquity Relic it has - this is in addition to the + 1 from gaining a Battle Honour, for a total of +2.

Necroexcruciator

This unassuming device possesses the ability to inflict such potent agonies upon the necrodermis of C'tan Shards that even the stunted and recursive echoes of consciousness trapped within can feel it. So motivated, C'tan strive to unleash every iota of cosmic might available to them. Whether this reaction is an attempt to stop the pain or a confused gesture of outrage at the presumption of those who inflict it is debatable.

The bearer has the following ability: ‘Necroexcruciator (Aura): While a friendly C'TAN SHARD model is within 12" of this model, add l" to the Move characteristic of that C'TAN SHARD model and add 1 to the Strength, Toughness and Attacks characteristics of that C'TAN SHARD model.’


Legendary Relics

A NECRONS CHARACTER of Legendary rank can be given one of the following Legendary Relics instead of one of the ones presented in the Warhammer 40,000 Core Book. In addition, in order to give a model a Legendary Relic, you must also pay 1 Requisition point (if you do not have enough Requisition points, you cannot give that model a Legendary Relic). Add an additional 2 to a unit's total Crusade points for each Legendary Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +3.

Tachyon Field Phase Inducer

A controversial and dangerous weapons technology, this device generates a tachyon energy field around its bearer's blade, resulting in their every blow striking faster than light and discharging tremendous destructive energy into their victims. Should the bearer be slain, the field rapidly overloads and deto nates in a blinding flash of lethal power.

  • Select one melee weapon the bearer is equipped with. Each time an attack made with that weapon scores a hit, that attack inflicts 1 mortal wound in addition to any normal damage.
  • When the bearer is destroyed, roll one D6 before removing it from play. On a 2+ it explodes, and each unit within 3" suffers D3 mortal wounds.


Relics of the Aeons

If your army is led by a NECRONS WARLORD, you can, when mustering your army, give one of the following Relics of the Aeons to a NECRONS CHARACTER model from your army. Named characters and C’TAN SHARD models cannot be given any of the following Relics.

When a model from your army is given a Relic of the Aeons, replace all instances of the <DYNASTY> keyword on that Relics rules (if any) with the name of the dynasty that your model is from.

Note that some Relics replace one of the model's existing weapons or items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the weapon/item of wargear that is being replaced. Write down any Relics of the Aeons your models 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 Novokh’s greatest heroes, 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 star-metal alloys, a single cut from this blade can draw a torrent of blood from an opponent.

NOVOKH model with a voidscythe or warscythe only. This Relic replaces a voidscythe or warscythe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Blood Scythe
Blood Scythe
Melee
Melee
+2
-4
2
Abilities: Each time the bearer fights, it makes 2 additional attacks with this weapon.

CONDUIT OF STARS

At this gun's heart lies a condensed particle-prison within which the dying heart of a star writhes in endless death throes. Though vast power must be expended to contain this volatile star-fragment, bleeding off even the merest flickers of its energies produces lethal blasts.

MEPHRIT model only. This Relic replaces a relic gauss blaster and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Conduit of Stars
Conduit of Stars
36"
Rapid Fire 3
6
-2
2

GAUNTLET OF THE CONFLAGRATOR

Crafted by the Cryptek Harriapt 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 hyper-dense gravitons that spew the energy forth in a blazing cloud.

The Relic has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Gauntlet of the Conflagrator
Gauntlet of the Conflagrator
12"
Pistol 1
-
-
-
Abilities: Each time an attack is made with this weapon, that attack automatically hits the target. Instead of making a wound roll, roll one D6 for each model in the target unit: that unit suffers 1 mortal wound for each result of 6 and the attack sequence ends.

INFINITY MANTLE

Fashioned from unique cosmic materials amassed over aeons amidst the Nihilakh Dynasty's treasure horde, this regal battle armour resists hostile blows and energies by means even its creators do not fully comprehend, and could never recreate.

NIHILAKH model only.
  • Add 1 to armour saving throws made for the bearer.
  • Each time the bearer would lose a wound, roll one D6: on a 6, that wound is not lost.

NANOSCARAB CASKET

Invented by the Cryptek Onyx Swarm, this vial of black crystal is filled with thousands of tiny Canoptek automatons. Once released, the swarm of constructs emelops the bearers necrodermis, repairing wounds and flooding their body with synthetic stimuli.

Each time the bearer uses its Living Metal ability, it regains 1 additional lost 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 adamantine. They are then layered over the bearers carapace of living metal, stiffening and contracting when struck to turn aside energy blades, bolt shells and even the searing heat of a plasma burst.

INFANTRY NOBLE model only. Add 1 to the Toughness and Wounds characteristics of the bearer.

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 a staff of light only. This Relic replaces a staff of light and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Solar Staff (shooting)
The Solar Staff (shooting)
24"
Assault 6
5
-2
1
Abilities (shooting): Each time an attack is made with this weapon against an INFANTRY unit, if a hit is scored, then until the end of the turn that unit is blinded. Blinded units cannot fire Overwatch or Set to Defend.
The Solar Staff (melee)
The Solar Staff (melee)
Melee
Melee
User
-2
1
Abilities (melee): Each time an attack is made with this weapon against an INFANTRY unit, if a hit is scored, then until the end of the turn that unit is blinded. Blinded units cannot fire Overwatch or Set to Defend.

THE ARROW OF INFINITY

This advanced tachyon weapon contains a gravitationally compressed sliver of the Star of Ages, the magnificent energy crystal that was the heart of the Khosyphane civilisation, The Crypteks of the Mandrakyn Conclave eradicated the Khosyphane to seize the crystal, and now use its tremendous destructive force to subjugate new foes.

Model with tachyon arrow only. This Relic replaces a tachyon arrow and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Arrow of Infinity
The Arrow of Infinity
120"
Assault 1
16
-5
6
Abilities: The bearer can only shoot with this weapon once per battle.

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 ability to effect repairs upon their technologies. Ever since this state of affairs was righted by a host of Triarch Praetorians, the orb has been imparted as a boon to those nobles who are deemed worthy.

Model with a resurrection orb only. This Relic replaces a resurrection orb. Once per battle, in your Command phase, the bearer can use this Relic. If it does, select one friendly <DYNASTY> unit within 6" of the bearer that is not at its Starting Strength and has not had its reanimation protocols enacted this phase. That unit’s reanimation protocols are enacted, and every destroyed model in that unit begins to reassemble. Each time a Reanimation Protocol roll is made for those reanimation protocols, add 1 to the result.

THE SOVEREIGN CORONAL

A hand of living quicksilver, this strange artefact is shot through with artificial networks of command-wave nanocircuitry. This strange pseudo-animate crown is gifted to especially prominent nobles amongst the Szarekhan Dynasty. As it is donned it sinks through the metallic skin of its wearer's brow and meshes with their synthetic cortex, enhancing and projecting their dominating will through multiple spectra across a substantial distance.

SZAREKHAN NOBLE model only, The bearer has the following abilities:
  • Command-wave Amplifier (Aura): While a friendly SZAREKHAN unit is within 9" of the bearer, that unit benefits from the selected directive of your army’s active command protocol while it is within 9" of a friendly NECRONS CHARACTER model (excluding C’TAN SHARD models), instead of 6".
  • Synthetic Cortex Enhancer (Aura): While a friendly SZAREKHAN CORE unit is within 9" of the bearer, that unit benefits from both directives of your army’s active command protocol, instead of just the selected one.

THE VANQUISHER’S MASK

This death mask - affixed to its wearer's android skall by means of a microgravitic weave - incorporates a sliver of metal harvested from the weapons and armour of every enemy commander ever bested by Sautekh forces. Contra-empathic nullifiers are built into its structure, lending the wearers eye lenses a terrifying lantern glare as they radiate waves of disharmony, mistrust and primitive terror that disrupt and paralyse their enemies’ minds.

SAUTEKH model only. At the start of the Fight phase, you can select one enemy unit within 3" of the bearer. That unit is not eligible to fight this phase until after all eligible units front your army have done so.

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, in your Movement phase, the bearer can use this Relic. If it does, the bearer’s unit and up to one friendly <DYNASTY> CORE unit within 3" of the bearer can be removed from the battlefield and set back up anywhere on the battlefield that is more than 9" away from any enemy models. If two units are set back up on the battlefield using this Relic, both units must be placed wholly within 6" of each other.

VOIDREAPER

Legend has it that on the day 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 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
Voidreaper
Melee
Melee
+2
-4
3
Abilities: Each time an attack is made with this weapon, rules that ignore wounds cannot be used.

VOLTAIC STAFF

The Voltaic Staff is the pinnacle of the art of aethermancy. Blazing arcs of lightning continuously ripple down the shaft of this onyx stave, and the bearer can send these electrostatic beams hurtling towards their 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.

Model with a staff of light only. This Relic replaces a staff of light and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Voltaic Staff (shooting)
The Voltaic Staff (shooting)
18"
Assault 4
6
-2
2
Abilities (shooting): Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
The Voltaic Staff (melee)
The Voltaic Staff (melee)
Melee
Melee
+1
-2
2

Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Abyssal lance (shooting)
Abyssal lance (shooting)
18"
Assault 3
4
-3
1
-
Aeonstave (shooting)
Aeonstave (shooting)
18"
Assault D3
5
-2
1
Blast. Each time an attack is made with this weapon, invulnerable saving throws cannot be taken against that attack.
Blast. Each time an attack is made with this weapon, invulnerable saving throws cannot be taken against that attack.
Annihilator beam
Annihilator beam
36"
Heavy 1
12
-4
6
-
Atomiser beam
Atomiser beam
12"
Assault 3
6
-2
1
-
Cutting beam
Cutting beam
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+5
Death ray
+5
Death ray
24"
Heavy 1
9
-3
D3+3
-
Doomsday blaster
Before selecting targets, select one of the profiles below to make attacks with.
Doomsday blaster
Before selecting targets, select one of the profiles below to make attacks with.
 - Low power
 - Low power
24"
Heavy D6
8
-2
D3
Blast
Blast
 - High power
 - High power
48"
Heavy D6
10
-5
D6
Blast. The bearer can only make attacks with this profile if it Remained Stationary during its previous Movement phase.
Blast. The bearer can only make attacks with this profile if it Remained Stationary during its previous Movement phase.
Doomsday cannon
Before selecting targets, select one of the profiles below to make attacks with.
Doomsday cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Low power
 - Low power
36"
Heavy D6
8
-2
D3
Blast
Blast
 - High power
 - High power
72"
Heavy D6
10
-5
D6
Blast. The bearer can only make attacks with this profile if it Remained Stationary during its previous Movement phase.
Blast. The bearer can only make attacks with this profile if it Remained Stationary during its previous Movement phase.
Eldritch Lance (shooting)
Eldritch Lance (shooting)
36"
Assault D3
8
-4
D6
-
Enmitic annihilator
Enmitic annihilator
18"
Assault 2D3
6
-1
1
Blast
Blast
Enmitic disintegrator pistol
Enmitic disintegrator pistol
18"
Pistol 1
6
-1
1
-
+0..15
Enmitic exterminator
+0..15
Enmitic exterminator
36"
Heavy 3D3
7
-1
1
Blast
Blast
Entropic lance (shooting)
Entropic lance (shooting)
18"
Assault 1
8
-3
D3+3
-
Exile cannon
Exile cannon
18"
Heavy D6
10
-4
3
Blast
Blast
Focussed death ray
Focussed death ray
36"
Heavy 1
12
-4
D3+3
-
Gauntlet of fire
Gauntlet of fire
12"
Assault D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Gauss annihilator
Before selecting targets, select one of the profiles below to make attacks with.
Gauss annihilator
Before selecting targets, select one of the profiles below to make attacks with.
 - Focussed beam
 - Focussed beam
120"
Heavy 2D3
16
-4
D3+6
Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
 - Flux arc
 - Flux arc
30"
Rapid Fire 6
6
-2
2
-
Gauss blaster
Gauss blaster
30"
Rapid Fire 1
5
-2
1
-
+0..15
Gauss cannon
+0..15
Gauss cannon
24"
Heavy 3
6
-3
D3
-
+0..15
Gauss destructor
+0..15
Gauss destructor
36"
Heavy 1
10
-4
3D3
-
Gauss exterminator
Gauss exterminator
48"
Heavy 2
8
-3
D6
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack's hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack's hit roll.
Gauss exterminator (Tomb Citadel Walls)
Gauss exterminator (Tomb Citadel Walls)
48"
Heavy 2
9
-3
2D3
-
Gauss flayer
Gauss flayer
24"
Rapid Fire 1
4
-1
1
-
Gauss flayer array
Gauss flayer array
24"
Rapid Fire 5
4
-1
1
-
Gauss flux arc
Gauss flux arc
30"
Rapid Fire 3
5
-2
1
-
Gauss reaper
Gauss reaper
12"
Assault 2
5
-2
1
-
Gauss slicers
Gauss slicers
24"
Rapid Fire 2
5
-1
1
-
+25
Heat cannon
+25
Heat cannon
36"
Heavy D6
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+5
Heat ray
Before selecting targets, select one of the profiles below to make attacks with.
+5
Heat ray
Before selecting targets, select one of the profiles below to make attacks with.
 - Dispersed
 - Dispersed
12"
Heavy 2D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
 - Focused
 - Focused
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Heavy death ray
Heavy death ray
36"
Heavy 3
12
-4
D3+3
-
+0..5
Particle beamer
+0..5
Particle beamer
18"
Assault 6
5
0
1
-
+0..5
Particle caster
+0..5
Particle caster
12"
Pistol 2
6
0
1
-
Particle shredder
Particle shredder
24"
Heavy 8
6
-1
2
-
Particle whip
Particle whip
36"
Heavy D6
12
-3
3
Blast
Blast
Plasmic lance (shooting)
Plasmic lance (shooting)
18"
Assault D3
7
-3
2
-
Relic gauss blaster
Relic gauss blaster
30"
Rapid Fire 2
5
-2
2
-
Rod of covenant (shooting)
Rod of covenant (shooting)
12"
Assault 1
5
-3
2
-
Sceptre of Eternal Glory (shooting)
Sceptre of Eternal Glory (shooting)
24"
Assault 3
8
-3
2
-
Scouring eye
Scouring eye
12"
Pistol 2
5
-2
1
-
Singularity generator
Singularity generator
36"
Heavy 3D3
8
-3
D6
Blast
Blast
Spear of the Void Dragon (shooting)
Spear of the Void Dragon (shooting)
12"
Heavy 1
9
-4
D6
Each time an attack is made with this weapon, if a hit is scored, draw a straight line between the closest point of this model's base (or hull) and that of the closest model in the target unit. Make one wound roll against the target unit, and each other unit this line passes over. Each time an attack made with this weapon is allocated to a VEHICLE model, that attack hs a Damage characteristic of D3+3.
Each time an attack is made with this weapon, if a hit is scored, draw a straight line between the closest point of this model's base (or hull) and that of the closest model in the target unit. Make one wound roll against the target unit, and each other unit this line passes over. Each time an attack made with this weapon is allocated to a VEHICLE model, that attack hs a Damage characteristic of D3+3.
Staff of light (shooting)
Staff of light (shooting)
18"
Assault 3
5
-2
1
-
Staff of Stars (shooting)
Staff of Stars (shooting)
24"
Assault 9
6
-2
1
-
Staff of the Destroyer (shooting)
Staff of the Destroyer (shooting)
18"
Assault 3
6
-3
2
-
Synaptic disintegrator
Synaptic disintegrator
36"
Heavy 1
5
-2
1
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Synaptic obliterator
Synaptic obliterator
72"
Heavy D3
16
-4
6
-
+0..5
Tachyon arrow
+0..5
Tachyon arrow
120"
Assault 1
12
-5
D6
The bearer can only shoot with this weapon once per battle.
The bearer can only shoot with this weapon once per battle.
Tesla arc
Tesla arc
3"
Assault 3D6
4
0
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
+0..10
Tesla cannon
+0..10
Tesla cannon
30"
Heavy 3
6
0
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
+2
Tesla carbine
+2
Tesla carbine
24"
Assault 2
5
0
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Tesla destructor (Tomb Citadel Walls)
Tesla destructor (Tomb Citadel Walls)
36"
Heavy 5
7
0
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Tesla sphere
Tesla sphere
24"
Assault 4
7
0
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Tesseract singularity chamber
Before selecting targets, select one of the profiles below to make attacks with.
Tesseract singularity chamber
Before selecting targets, select one of the profiles below to make attacks with.
 - Particle hurricane
 - Particle hurricane
12"
Assault D6
4
-3
1
Each time an attack is made with this weapon, that attack automatically hits the target, and a wound roll of 2+ is always successful, unless the target is a VEHICLE, then a wound roll of 6 is always successful.
Each time an attack is made with this weapon, that attack automatically hits the target, and a wound roll of 2+ is always successful, unless the target is a VEHICLE, then a wound roll of 6 is always successful.
 - Seismic lash
 - Seismic lash
24"
Assault D6
5
-3
3
-
 - Solar fire
 - Solar fire
36"
Heavy D6
8
-3
D6
-
Transdimensional abductor
Transdimensional abductor
12"
Assault D3
4
-3
3
-
+0..10
Transdimensional beamer
+0..10
Transdimensional beamer
12"
Assault 1
4
-3
3
-
Transdimensional projector
Transdimensional projector
24"
Heavy D6
6
-2
1
Blast
Blast
+5
Twin gauss blaster
+5
Twin gauss blaster
30"
Rapid Fire 2
5
-2
1
-
Twin gauss flayer
Twin gauss flayer
24"
Rapid Fire 2
4
-1
1
-
+15
Twin heavy gauss cannon
+15
Twin heavy gauss cannon
30"
Heavy 6
7
-3
D3
-
+5
Twin tesla carbine
+5
Twin tesla carbine
24"
Assault 4
5
0
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Twin tesla destructor
Twin tesla destructor
36"
Heavy 10
7
0
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Abyssal lance (melee)
Abyssal lance (melee)
Melee
Melee
User
-3
1
-
Aeonstave (melee)
Aeonstave (melee)
Melee
Melee
User
-2
1
Each time an attack is made with this weapon, invulnerable saving throws cannot be taken against that attack.
Each time an attack is made with this weapon, invulnerable saving throws cannot be taken against that attack.
Automaton claws
Automaton claws
Melee
Melee
+2
-3
2
-
Canoptek tail blades
Canoptek tail blades
Melee
Melee
User
-2
1
Each time the bearer fights, it makes D6 additional attacks with this weapon.
Each time the bearer fights, it makes D6 additional attacks with this weapon.
Chronotendrils
Chronotendrils
Melee
Melee
User
0
1
Each time the bearer fights, it makes 3 additional attacks with this weapon.
Each time the bearer fights, it makes 3 additional attacks with this weapon.
Crackling tendrils
Crackling tendrils
Melee
Melee
User
-4
D6
-
Eldritch Lance (melee)
Eldritch Lance (melee)
Melee
Melee
User
-4
2
-
Empathic Obliterator
Empathic Obliterator
Melee
Melee
+2
-1
D3
Each time an attack is made with this weapon, if a CHARACTER model is destroyed by that attack, each enemy unit within 6" of the bearer suffers D3 mortal wounds.
Each time an attack is made with this weapon, if a CHARACTER model is destroyed by that attack, each enemy unit within 6" of the bearer suffers D3 mortal wounds.
Entropic lance (melee)
Entropic lance (melee)
Melee
Melee
User
-3
3
-
Feeder mandibles
Feeder mandibles
Melee
Melee
User
0
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.
Flayer claws
Flayer claws
Melee
Melee
User
-1
1
-
Flensing claw
Flensing claw
Melee
Melee
User
-1
1
Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
Golden fists
Golden fists
Melee
Melee
User
-3
3
-
Hyperphase glaive
Hyperphase glaive
Melee
Melee
+2
-3
D3
-
Hyperphase harvester
Hyperphase harvester
Melee
Melee
+2
-4
3
Each time an attack is made with this weapon, subtract 1 from that attack's hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack's hit roll.
Hyperphase reap-blade
Hyperphase reap-blade
Melee
Melee
+2
-4
3
-
Hyperphase sword
Hyperphase sword
Melee
Melee
+1
-3
1
-
Hyperphase threshers
Hyperphase threshers
Melee
Melee
User
-3
2
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Impaling legs
Impaling legs
Melee
Melee
User
-2
1
Each time the bearer fights, it makes 2 additional attacks with this weapon.
Each time the bearer fights, it makes 2 additional attacks with this weapon.
Monomolecular proboscis
Monomolecular proboscis
Melee
Melee
User
-1
1
-
Obsidax
Obsidax
Melee
Melee
+1
-3
3
-
Ophydian claws
Ophydian claws
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 2 additional attacks with this weapon.
Each time the bearer fights, it makes 2 additional attacks with this weapon.
Plasmic lance (melee)
Plasmic lance (melee)
Melee
Melee
User
-3
2
-
Portal of exile
Portal of exile
Melee
Melee
User
-3
3
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Reanimator’s claws
Reanimator’s claws
Melee
Melee
User
-2
1
-
Rod of covenant (melee)
Rod of covenant (melee)
Melee
Melee
User
-3
2
-
Sceptre of Eternal Glory (melee)
Sceptre of Eternal Glory (melee)
Melee
Melee
+4
-3
2
-
Scythe of Dust
Scythe of Dust
Melee
Melee
+3
-4
3
Each time the bearer fights, it makes 4 additional attacks with this weapon and no more than 4 attacks can be made with this weapon.
Each time the bearer fights, it makes 4 additional attacks with this weapon and no more than 4 attacks can be made with this weapon.
Scythe of the Nightbringer
Before selecting targets, select one of the profiles below to make attacks with.
Scythe of the Nightbringer
Before selecting targets, select one of the profiles below to make attacks with.
 - Reaping sweep
 - Reaping sweep
Melee
Melee
User
-3
1
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
 - Entropic blow
 - Entropic blow
Melee
Melee
x2
-4
D6
Each time an attack is made with this weapon profile, invulnerable saving throws cannot be made against that attack.
Each time an attack is made with this weapon profile, invulnerable saving throws cannot be made against that attack.
Scythed limbs
Scythed limbs
Melee
Melee
User
-1
1
-
Spear of the Void Dragon (melee)
Spear of the Void Dragon (melee)
Melee
Melee
+3
-4
D6
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of D3+3.
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of D3+3.
Staff of light (melee)
Staff of light (melee)
Melee
Melee
User
-2
1
-
Staff of Stars (melee)
Staff of Stars (melee)
Melee
Melee
User
-2
1
Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon.
Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon.
Staff of the Destroyer (melee)
Staff of the Destroyer (melee)
Melee
Melee
+1
-3
2
-
Staff of Tomorrow
Staff of Tomorrow
Melee
Melee
User
-3
D3
Each time an attack is made with this weapon, invulnerable saving throws cannot be taken against that attack.
Each time an attack is made with this weapon, invulnerable saving throws cannot be taken against that attack.
Stalker’s forelimbs
Stalker’s forelimbs
Melee
Melee
User
-2
3
-
Titanic forelimbs
Before selecting targets, select one of the profiles below to make attacks with.
Titanic forelimbs
Before selecting targets, select one of the profiles below to make attacks with.
 - Impaling strike
 - Impaling strike
Melee
Melee
x2
-3
5
-
 - Reaping sweep
 - Reaping sweep
Melee
Melee
User
-1
2
Make 2 hit rolls for each attack made with this weapon.
Make 2 hit rolls for each attack made with this weapon.
Tomb sentinel claws
Tomb sentinel claws
Melee
Melee
+1
-2
2
-
Tomb stalker claws
Tomb stalker claws
Melee
Melee
+1
-2
2
-
Vicious claws
Vicious claws
Melee
Melee
+2
-2
2
-
Voidblade
Voidblade
Melee
Melee
User
-3
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+15
Voidscythe
+15
Voidscythe
Melee
Melee
x2
-4
3
Each time an attack is made with this weapon, subtract 1 from that attack's hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack's hit roll.
+0..5
Warscythe
+0..5
Warscythe
Melee
Melee
+2
-4
2
-
Whip coils
Whip coils
Melee
Melee
User
-1
1
Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon, make 2 hit rolls instead of 1.

Other Wargear

OTHER WARGEAR
ABILITIES 
+5
Canoptek cloak
The bearer has a Move characteristic of 10" and the FLY keyword. In addition, at the end of your Movement phase, you can repair one friendly <DYNASTY> model within 3" of this model. That model regains up to D3 lost wounds. Each model can only be repaired once per turn.
+5
Canoptek cloak
The bearer has a Move characteristic of 10" and the FLY keyword. In addition, at the end of your Movement phase, you can repair one friendly <DYNASTY> model within 3" of this model. That model regains up to D3 lost wounds. Each model can only be repaired once per turn.
+15
Canoptek control node
The bearer has the following ability: ‘Control Node (Aura): While a friendly <DYNASTY> CANOPTEK unit is within 6" of this model, each time a model in that unit makes an attack, add 1 to that attack's hit roll.’
+15
Canoptek control node
The bearer has the following ability: ‘Control Node (Aura): While a friendly <DYNASTY> CANOPTEK unit is within 6" of this model, each time a model in that unit makes an attack, add 1 to that attack's hit roll.’
Dispersion shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
Dispersion shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+5
Fabricator claw array
At the end of your Movement phase, the bearer can repair one friendly <DYNASTY> VEHICLE model within 3" of it. That model regains up to D3 lost wounds. Each model can only be repaired once perturn.
+5
Fabricator claw array
At the end of your Movement phase, the bearer can repair one friendly <DYNASTY> VEHICLE model within 3" of it. That model regains up to D3 lost wounds. Each model can only be repaired once perturn.
+0..5
Gloom prism
In your opponent's Psychic phase, the bearer's unit can attempt to deny one psychic power as if it were a PSYKER.
+0..5
Gloom prism
In your opponent's Psychic phase, the bearer's unit can attempt to deny one psychic power as if it were a PSYKER.
+3
Nebuloscope
Each time the bearer makes a ranged attack, the target does not receive the benefits of cover against that attack.
+3
Nebuloscope
Each time the bearer makes a ranged attack, the target does not receive the benefits of cover against that attack.
+0..5
Phylactery
Each time this model uses its Living Metal ability, it regains up to D3 lost wounds instead of 1.
+0..5
Phylactery
Each time this model uses its Living Metal ability, it regains up to D3 lost wounds instead of 1.
+30
Resurrection Orb
Once per battle, in your Command phase, the bearer can use its resurrection orb. If it does, select one friendly <DYNASTY> unit within 6" of the bearer that is not at its Starting Strength and has not had its reanimation protocols enacted this phase. That unit's reanimation protocols are enacted, and every destroyed model in that unit begins to reassemble.
+30
Resurrection Orb
Once per battle, in your Command phase, the bearer can use its resurrection orb. If it does, select one friendly <DYNASTY> unit within 6" of the bearer that is not at its Starting Strength and has not had its reanimation protocols enacted this phase. That unit's reanimation protocols are enacted, and every destroyed model in that unit begins to reassemble.
+5
Shadowloom
The bearer has a 5+ invulnerable save.
+5
Shadowloom
The bearer has a 5+ invulnerable save.
+3
Shieldvanes
The bearer has a Save characteristic of 3+.
+3
Shieldvanes
The bearer has a Save characteristic of 3+.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.

The DYNASTIC AGENT keyword is used in following Necrons datasheets:

Lords of War
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Defensible (Set to Defend/Hold Steady)
If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.

If every model in an INFANTRY unit is within 3" of an Obstacle terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it if, were you to draw a straight line, 1mm in thickness, between the closest parts of the bases (or hulls) of the two closest models in the two units, that line would pass over or through that terrain feature.

A unit cannot Hold Steady or Set to Defend while it is within Engagement Range of any enemy units.

If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+. If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range}.
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) 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 result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Living Metal

The Necrons' semi-sentient metal skin lets them heal mid-battle.

At the start of your Command phase, each model in this unit regains 1 lost wound.
Reanimation Protocols

Should a Necron be slain, its body becomes wreathed in an eerie glow. Crawling limbs reattach. Sundered torsos and smashed skulls reform amidst emerald sparks. Witchlights flare back to life within dead eye-lenses and the Necron rises again, shambling back into their battle line. Those Necrons too catastrophically damaged to reform vanish instead, teleported away to their tombs for repair.

Each time an enemy unit shoots or fights, after it makes its attacks, if any models in this unit were destroyed as a result of those attacks but this unit was not destroyed, this unit's reanimation protocols are enacted and those destroyed models begin to reassemble.

Each time a unit's reanimation protocols are enacted, make Reanimation Protocol rolls for that unit by rolling a number of D6 equal to the combined Wounds characteristics of all the reassembling models. Each Reanimation Protocol roll of 5+ is put into a pool. A Reanimation Protocol roll can never be modified by more than -1 or +1.

If the number of dice in that pool is greater than or equal to the Wounds characteristic of any of the reassembling models, select one of those models to be Reanimated. A Reanimated model:
  • Is added back to its unit with its full wounds remaining.
  • Can only set up within Engagement Range of enemy units that are already within Engagement Range of the Reanimated model's unit.
  • Cannot, if it is your Charge phase, be set up closer to any enemy units that are targets of a charge declared by its unit this phase.
  • No longer counts as having been destroyed for the purposes of Morale tests this turn.
You then reduce the number of dice in that pool by a number equal to the Wounds characteristic of the Reanimated model and repeat this process until either there are no more reassembling models, or the number of dice remaining in the pool is less than the Wounds characteristic of any of the reassembling models. Any models that did not Reanimate fail to reassemble, and any dice remaining in the pool are discarded.

Example: In the Shooting phase, an enemy unit targets and makes its attacks against a 5-strong unit of Lychguard, destroying 3 models and leaving another with only one wound left. The Lychguard units reanimation protocols are enacted, and you now make Reanimation Protocol rolls for it. Each Lychguard has a Wounds characteristic of 2, so you would roll a total of six D6s. If you rolled 1, 3, 4, 5, 5 and 6, you would put three dice into a pool. This pool contains enough dice to Reanimate one of the destroyed models, and so it is set back up on the battlefield. After that model has been Reanimated, there is only one dice remaining in your pool. This is not enough to Reanimate another reassembling Lychguard model, as it is less than the models Wounds characteristic; this dice is therefore discarded.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.

The THE SILENT KING keyword is used in following Necrons datasheets:

Lords of War
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The PHAERON keyword is used in following Necrons datasheets:

Lords of War

The LORD keyword is used in following Necrons datasheets:

PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When 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 its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Living Metal

The Necrons' semi-sentient metal skin lets them heal mid-battle.

At the start of your Command phase, each model in this unit regains 1 lost wound.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Command Protocols

The Necron nobility make war in a codified and relentless fashion. Their command protocols crackle out across multi-dimensional spectra from carrier-wave projectors, compelling their semi-sentient soldiery into battle one overriding directive at a time.

If every unit from your army (excluding DYNASTIC AGENT, C’TAN SHARD and UNALIGNED units) is from the same dynasty, and you select a NOBLE model to be your WARLORD, this unit is eligible to benefit from this ability and the following rules apply.

After both sides have deployed, but before you have determined who will have the first turn, you must assign a different one of the command protocols below to each of the first five battle rounds, and note this down secretly on your army roster.

Example: Matts army is led by an Overlord (a NOBLE), and every model in it is from the same dynasty, therefore he must assign command protocols. He selects the following, writing them down on his army roster:
  • Battle Round 1 = 2 (Sudden Storm)
  • Battle Round 2 = 3 (Vengeful Stars)
  • Battle Round 3 = 5 (Undying Legions)
  • Battle Round 4 = 4 (Hungry Void)
  • Battle Round 5+ = 1 (Eternal Guardian)
Designers Note: If you have a set of Necrons Datacards, you can instead assign your command protocols by selecting the five corresponding cards you wish to use and placing them in a face-down deck in an order such that - by turning over the top card at the start of each battle round - you reveal the command protocol that will be active for your army that battle round.


At the start of each battle round, if any NOBLE units from your army are on the battlefield, the command protocol that you assigned to that battle round becomes active for your army until the end of that battle round. Each command protocol is made up of two directives. When a command protocol becomes active for your army, reveal it to your opponent and select one of its directives. Until the assigned command protocol stops being active, while a unit that is eligible to benefit from this ability is within 6" of a friendly NECRONS CHARACTER model (excluding C’TAN SHARD models), that unit benefits from the selected directive.

If the battle lasts for more than five battle rounds, then until the end of the battle, whichever command protocol was active in the fifth battle round remains active. The available command protocols are show below.

1. Protocol of the Eternal Guardian

Temporary dimensional shielding flickers into being around the Necrons as they stand tall upon the battlefield like graven statues.

  • Directive 1: Each time an attack is made against this unit, if it did not make a Normal Move, Advance or Fall Back this battle round, this unit receives the benefit of Light Cover
  • Directive 2: Each time an enemy unit declares a charge against this unit, if this unit is not within Engagement Range of any enemy units, it can either Hold Steady or Set to Defend.
  • If it Holds Steady, then until the end of the phase, any Overwatch attacks made by models in that unit score hits on unmodified rolls of 5+, instead of 6.
  • If it Sets to Defend, then until the end of the phase, it cannot fire Overwatch, but until the end of the next Fight phase, each time a model in that unit makes a melee attack, add 1 to that attacks hit roll.

2. Protocol of the Sudden Storm

Arcing energies leap from one Necron unit to the next, lending speed to their limbs and causing their eye lenses to blaze.

  • Directive 1: Add 1" to the Move characteristic of models in this unit.
  • Directive 2: If this unit is performing an action, it can still make attacks with ranged weapons without that action failing.

3. Protocol of the Vengeful Stars

Criss-cross fire leaps from the Necron ranks, forming a blazing corona of deadly energy from which there can be no escape.

  • Directive 1: Each time a model in this unit makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
  • Directive 2: Each time a model in this unit makes a ranged attack that targets a unit within half range, the target does not receive the benefits of cover to its saving throw against that attack.

4. Protocol of the Hungry Void

The Necrons strike with data-augmented accuracy, their murderous attacks as inescapable as the killing cold of space.

  • Directive 1: Each time a model in this unit makes a melee attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
  • Directive 2: Each time a model in this unit makes a melee attack, if this unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attacks Strength characteristic.

5. Protocol of the Undying Legions

At a hissing static signal, nanoscarabs are released in boiling black clouds that whirl about the legions and effect constant repairs.

  • Directive 1: Each time this unit uses its Living Metal ability, each model in this unit regains 1 additional lost wound.
  • Directive 2: Each time you make Reanimation Protocol rolls for this unit, you can re-roll one of the dice.

6. Protocol of the Conquering Tyrant

The legions employ the strategies of their masters in perfect synchronicity, laying down hails of mechanically coordinated fire.

  • Directive 1: Add 3" to the range of this unit’s aura abilities (to a maximum of 12") and increase the range of the following abilities this unit has by 3" (to a maximum of 12"): Lord’s Will; My Will Be Done; Rites of Reanimation.
  • Directive 2: This unit is eligible to shoot in a turn in which it Fell Back, but if it does, then until the end of the turn, each time a model in this unit makes a ranged attack, subtract 1 from that attack’s hit roll.

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Living Metal

The Necrons' semi-sentient metal skin lets them heal mid-battle.

At the start of your Command phase, each model in this unit regains 1 lost wound.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Command Protocols

The Necron nobility make war in a codified and relentless fashion. Their command protocols crackle out across multi-dimensional spectra from carrier-wave projectors, compelling their semi-sentient soldiery into battle one overriding directive at a time.

If every unit from your army (excluding DYNASTIC AGENT, C’TAN SHARD and UNALIGNED units) is from the same dynasty, and you select a NOBLE model to be your WARLORD, this unit is eligible to benefit from this ability and the following rules apply.

After both sides have deployed, but before you have determined who will have the first turn, you must assign a different one of the command protocols below to each of the first five battle rounds, and note this down secretly on your army roster.

Example: Matts army is led by an Overlord (a NOBLE), and every model in it is from the same dynasty, therefore he must assign command protocols. He selects the following, writing them down on his army roster:
  • Battle Round 1 = 2 (Sudden Storm)
  • Battle Round 2 = 3 (Vengeful Stars)
  • Battle Round 3 = 5 (Undying Legions)
  • Battle Round 4 = 4 (Hungry Void)
  • Battle Round 5+ = 1 (Eternal Guardian)
Designers Note: If you have a set of Necrons Datacards, you can instead assign your command protocols by selecting the five corresponding cards you wish to use and placing them in a face-down deck in an order such that - by turning over the top card at the start of each battle round - you reveal the command protocol that will be active for your army that battle round.


At the start of each battle round, if any NOBLE units from your army are on the battlefield, the command protocol that you assigned to that battle round becomes active for your army until the end of that battle round. Each command protocol is made up of two directives. When a command protocol becomes active for your army, reveal it to your opponent and select one of its directives. Until the assigned command protocol stops being active, while a unit that is eligible to benefit from this ability is within 6" of a friendly NECRONS CHARACTER model (excluding C’TAN SHARD models), that unit benefits from the selected directive.

If the battle lasts for more than five battle rounds, then until the end of the battle, whichever command protocol was active in the fifth battle round remains active. The available command protocols are show below.

1. Protocol of the Eternal Guardian

Temporary dimensional shielding flickers into being around the Necrons as they stand tall upon the battlefield like graven statues.

  • Directive 1: Each time an attack is made against this unit, if it did not make a Normal Move, Advance or Fall Back this battle round, this unit receives the benefit of Light Cover
  • Directive 2: Each time an enemy unit declares a charge against this unit, if this unit is not within Engagement Range of any enemy units, it can either Hold Steady or Set to Defend.
  • If it Holds Steady, then until the end of the phase, any Overwatch attacks made by models in that unit score hits on unmodified rolls of 5+, instead of 6.
  • If it Sets to Defend, then until the end of the phase, it cannot fire Overwatch, but until the end of the next Fight phase, each time a model in that unit makes a melee attack, add 1 to that attacks hit roll.

2. Protocol of the Sudden Storm

Arcing energies leap from one Necron unit to the next, lending speed to their limbs and causing their eye lenses to blaze.

  • Directive 1: Add 1" to the Move characteristic of models in this unit.
  • Directive 2: If this unit is performing an action, it can still make attacks with ranged weapons without that action failing.

3. Protocol of the Vengeful Stars

Criss-cross fire leaps from the Necron ranks, forming a blazing corona of deadly energy from which there can be no escape.

  • Directive 1: Each time a model in this unit makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
  • Directive 2: Each time a model in this unit makes a ranged attack that targets a unit within half range, the target does not receive the benefits of cover to its saving throw against that attack.

4. Protocol of the Hungry Void

The Necrons strike with data-augmented accuracy, their murderous attacks as inescapable as the killing cold of space.

  • Directive 1: Each time a model in this unit makes a melee attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
  • Directive 2: Each time a model in this unit makes a melee attack, if this unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attacks Strength characteristic.

5. Protocol of the Undying Legions

At a hissing static signal, nanoscarabs are released in boiling black clouds that whirl about the legions and effect constant repairs.

  • Directive 1: Each time this unit uses its Living Metal ability, each model in this unit regains 1 additional lost wound.
  • Directive 2: Each time you make Reanimation Protocol rolls for this unit, you can re-roll one of the dice.

6. Protocol of the Conquering Tyrant

The legions employ the strategies of their masters in perfect synchronicity, laying down hails of mechanically coordinated fire.

  • Directive 1: Add 3" to the range of this unit’s aura abilities (to a maximum of 12") and increase the range of the following abilities this unit has by 3" (to a maximum of 12"): Lord’s Will; My Will Be Done; Rites of Reanimation.
  • Directive 2: This unit is eligible to shoot in a turn in which it Fell Back, but if it does, then until the end of the turn, each time a model in this unit makes a ranged attack, subtract 1 from that attack’s hit roll.

Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Living Metal

The Necrons' semi-sentient metal skin lets them heal mid-battle.

At the start of your Command phase, each model in this unit regains 1 lost wound.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Command Protocols

The Necron nobility make war in a codified and relentless fashion. Their command protocols crackle out across multi-dimensional spectra from carrier-wave projectors, compelling their semi-sentient soldiery into battle one overriding directive at a time.

If every unit from your army (excluding DYNASTIC AGENT, C’TAN SHARD and UNALIGNED units) is from the same dynasty, and you select a NOBLE model to be your WARLORD, this unit is eligible to benefit from this ability and the following rules apply.

After both sides have deployed, but before you have determined who will have the first turn, you must assign a different one of the command protocols below to each of the first five battle rounds, and note this down secretly on your army roster.

Example: Matts army is led by an Overlord (a NOBLE), and every model in it is from the same dynasty, therefore he must assign command protocols. He selects the following, writing them down on his army roster:
  • Battle Round 1 = 2 (Sudden Storm)
  • Battle Round 2 = 3 (Vengeful Stars)
  • Battle Round 3 = 5 (Undying Legions)
  • Battle Round 4 = 4 (Hungry Void)
  • Battle Round 5+ = 1 (Eternal Guardian)
Designers Note: If you have a set of Necrons Datacards, you can instead assign your command protocols by selecting the five corresponding cards you wish to use and placing them in a face-down deck in an order such that - by turning over the top card at the start of each battle round - you reveal the command protocol that will be active for your army that battle round.


At the start of each battle round, if any NOBLE units from your army are on the battlefield, the command protocol that you assigned to that battle round becomes active for your army until the end of that battle round. Each command protocol is made up of two directives. When a command protocol becomes active for your army, reveal it to your opponent and select one of its directives. Until the assigned command protocol stops being active, while a unit that is eligible to benefit from this ability is within 6" of a friendly NECRONS CHARACTER model (excluding C’TAN SHARD models), that unit benefits from the selected directive.

If the battle lasts for more than five battle rounds, then until the end of the battle, whichever command protocol was active in the fifth battle round remains active. The available command protocols are show below.

1. Protocol of the Eternal Guardian

Temporary dimensional shielding flickers into being around the Necrons as they stand tall upon the battlefield like graven statues.

  • Directive 1: Each time an attack is made against this unit, if it did not make a Normal Move, Advance or Fall Back this battle round, this unit receives the benefit of Light Cover
  • Directive 2: Each time an enemy unit declares a charge against this unit, if this unit is not within Engagement Range of any enemy units, it can either Hold Steady or Set to Defend.
  • If it Holds Steady, then until the end of the phase, any Overwatch attacks made by models in that unit score hits on unmodified rolls of 5+, instead of 6.
  • If it Sets to Defend, then until the end of the phase, it cannot fire Overwatch, but until the end of the next Fight phase, each time a model in that unit makes a melee attack, add 1 to that attacks hit roll.

2. Protocol of the Sudden Storm

Arcing energies leap from one Necron unit to the next, lending speed to their limbs and causing their eye lenses to blaze.

  • Directive 1: Add 1" to the Move characteristic of models in this unit.
  • Directive 2: If this unit is performing an action, it can still make attacks with ranged weapons without that action failing.

3. Protocol of the Vengeful Stars

Criss-cross fire leaps from the Necron ranks, forming a blazing corona of deadly energy from which there can be no escape.

  • Directive 1: Each time a model in this unit makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
  • Directive 2: Each time a model in this unit makes a ranged attack that targets a unit within half range, the target does not receive the benefits of cover to its saving throw against that attack.

4. Protocol of the Hungry Void

The Necrons strike with data-augmented accuracy, their murderous attacks as inescapable as the killing cold of space.

  • Directive 1: Each time a model in this unit makes a melee attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
  • Directive 2: Each time a model in this unit makes a melee attack, if this unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attacks Strength characteristic.

5. Protocol of the Undying Legions

At a hissing static signal, nanoscarabs are released in boiling black clouds that whirl about the legions and effect constant repairs.

  • Directive 1: Each time this unit uses its Living Metal ability, each model in this unit regains 1 additional lost wound.
  • Directive 2: Each time you make Reanimation Protocol rolls for this unit, you can re-roll one of the dice.

6. Protocol of the Conquering Tyrant

The legions employ the strategies of their masters in perfect synchronicity, laying down hails of mechanically coordinated fire.

  • Directive 1: Add 3" to the range of this unit’s aura abilities (to a maximum of 12") and increase the range of the following abilities this unit has by 3" (to a maximum of 12"): Lord’s Will; My Will Be Done; Rites of Reanimation.
  • Directive 2: This unit is eligible to shoot in a turn in which it Fell Back, but if it does, then until the end of the turn, each time a model in this unit makes a ranged attack, subtract 1 from that attack’s hit roll.

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Living Metal

The Necrons' semi-sentient metal skin lets them heal mid-battle.

At the start of your Command phase, each model in this unit regains 1 lost wound.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Command Protocols

The Necron nobility make war in a codified and relentless fashion. Their command protocols crackle out across multi-dimensional spectra from carrier-wave projectors, compelling their semi-sentient soldiery into battle one overriding directive at a time.

If every unit from your army (excluding DYNASTIC AGENT, C’TAN SHARD and UNALIGNED units) is from the same dynasty, and you select a NOBLE model to be your WARLORD, this unit is eligible to benefit from this ability and the following rules apply.

After both sides have deployed, but before you have determined who will have the first turn, you must assign a different one of the command protocols below to each of the first five battle rounds, and note this down secretly on your army roster.

Example: Matts army is led by an Overlord (a NOBLE), and every model in it is from the same dynasty, therefore he must assign command protocols. He selects the following, writing them down on his army roster:
  • Battle Round 1 = 2 (Sudden Storm)
  • Battle Round 2 = 3 (Vengeful Stars)
  • Battle Round 3 = 5 (Undying Legions)
  • Battle Round 4 = 4 (Hungry Void)
  • Battle Round 5+ = 1 (Eternal Guardian)
Designers Note: If you have a set of Necrons Datacards, you can instead assign your command protocols by selecting the five corresponding cards you wish to use and placing them in a face-down deck in an order such that - by turning over the top card at the start of each battle round - you reveal the command protocol that will be active for your army that battle round.


At the start of each battle round, if any NOBLE units from your army are on the battlefield, the command protocol that you assigned to that battle round becomes active for your army until the end of that battle round. Each command protocol is made up of two directives. When a command protocol becomes active for your army, reveal it to your opponent and select one of its directives. Until the assigned command protocol stops being active, while a unit that is eligible to benefit from this ability is within 6" of a friendly NECRONS CHARACTER model (excluding C’TAN SHARD models), that unit benefits from the selected directive.

If the battle lasts for more than five battle rounds, then until the end of the battle, whichever command protocol was active in the fifth battle round remains active. The available command protocols are show below.

1. Protocol of the Eternal Guardian

Temporary dimensional shielding flickers into being around the Necrons as they stand tall upon the battlefield like graven statues.

  • Directive 1: Each time an attack is made against this unit, if it did not make a Normal Move, Advance or Fall Back this battle round, this unit receives the benefit of Light Cover
  • Directive 2: Each time an enemy unit declares a charge against this unit, if this unit is not within Engagement Range of any enemy units, it can either Hold Steady or Set to Defend.
  • If it Holds Steady, then until the end of the phase, any Overwatch attacks made by models in that unit score hits on unmodified rolls of 5+, instead of 6.
  • If it Sets to Defend, then until the end of the phase, it cannot fire Overwatch, but until the end of the next Fight phase, each time a model in that unit makes a melee attack, add 1 to that attacks hit roll.

2. Protocol of the Sudden Storm

Arcing energies leap from one Necron unit to the next, lending speed to their limbs and causing their eye lenses to blaze.

  • Directive 1: Add 1" to the Move characteristic of models in this unit.
  • Directive 2: If this unit is performing an action, it can still make attacks with ranged weapons without that action failing.

3. Protocol of the Vengeful Stars

Criss-cross fire leaps from the Necron ranks, forming a blazing corona of deadly energy from which there can be no escape.

  • Directive 1: Each time a model in this unit makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
  • Directive 2: Each time a model in this unit makes a ranged attack that targets a unit within half range, the target does not receive the benefits of cover to its saving throw against that attack.

4. Protocol of the Hungry Void

The Necrons strike with data-augmented accuracy, their murderous attacks as inescapable as the killing cold of space.

  • Directive 1: Each time a model in this unit makes a melee attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
  • Directive 2: Each time a model in this unit makes a melee attack, if this unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attacks Strength characteristic.

5. Protocol of the Undying Legions

At a hissing static signal, nanoscarabs are released in boiling black clouds that whirl about the legions and effect constant repairs.

  • Directive 1: Each time this unit uses its Living Metal ability, each model in this unit regains 1 additional lost wound.
  • Directive 2: Each time you make Reanimation Protocol rolls for this unit, you can re-roll one of the dice.

6. Protocol of the Conquering Tyrant

The legions employ the strategies of their masters in perfect synchronicity, laying down hails of mechanically coordinated fire.

  • Directive 1: Add 3" to the range of this unit’s aura abilities (to a maximum of 12") and increase the range of the following abilities this unit has by 3" (to a maximum of 12"): Lord’s Will; My Will Be Done; Rites of Reanimation.
  • Directive 2: This unit is eligible to shoot in a turn in which it Fell Back, but if it does, then until the end of the turn, each time a model in this unit makes a ranged attack, subtract 1 from that attack’s hit roll.

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Number of Attacks (shooting)
When a model shoots a ranged weapon, it will make a number of attacks. You make one hit roll for each attack being made.

The number of attacks that a model makes with a ranged weapon is equal to the number written on that weapon’s profile after its type. For example, a model shooting an ‘Assault 1’ weapon can make one attack with that weapon; a model firing a ‘Heavy 3’ weapon can make three attacks, and so on.

  • All of a ranged weapon’s attacks must be made against the same target unit.
  • Number of attacks = number after weapon’s type.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Living Metal

The Necrons' semi-sentient metal skin lets them heal mid-battle.

At the start of your Command phase, each model in this unit regains 1 lost wound.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Command Protocols

The Necron nobility make war in a codified and relentless fashion. Their command protocols crackle out across multi-dimensional spectra from carrier-wave projectors, compelling their semi-sentient soldiery into battle one overriding directive at a time.

If every unit from your army (excluding DYNASTIC AGENT, C’TAN SHARD and UNALIGNED units) is from the same dynasty, and you select a NOBLE model to be your WARLORD, this unit is eligible to benefit from this ability and the following rules apply.

After both sides have deployed, but before you have determined who will have the first turn, you must assign a different one of the command protocols below to each of the first five battle rounds, and note this down secretly on your army roster.

Example: Matts army is led by an Overlord (a NOBLE), and every model in it is from the same dynasty, therefore he must assign command protocols. He selects the following, writing them down on his army roster:
  • Battle Round 1 = 2 (Sudden Storm)
  • Battle Round 2 = 3 (Vengeful Stars)
  • Battle Round 3 = 5 (Undying Legions)
  • Battle Round 4 = 4 (Hungry Void)
  • Battle Round 5+ = 1 (Eternal Guardian)
Designers Note: If you have a set of Necrons Datacards, you can instead assign your command protocols by selecting the five corresponding cards you wish to use and placing them in a face-down deck in an order such that - by turning over the top card at the start of each battle round - you reveal the command protocol that will be active for your army that battle round.


At the start of each battle round, if any NOBLE units from your army are on the battlefield, the command protocol that you assigned to that battle round becomes active for your army until the end of that battle round. Each command protocol is made up of two directives. When a command protocol becomes active for your army, reveal it to your opponent and select one of its directives. Until the assigned command protocol stops being active, while a unit that is eligible to benefit from this ability is within 6" of a friendly NECRONS CHARACTER model (excluding C’TAN SHARD models), that unit benefits from the selected directive.

If the battle lasts for more than five battle rounds, then until the end of the battle, whichever command protocol was active in the fifth battle round remains active. The available command protocols are show below.

1. Protocol of the Eternal Guardian

Temporary dimensional shielding flickers into being around the Necrons as they stand tall upon the battlefield like graven statues.

  • Directive 1: Each time an attack is made against this unit, if it did not make a Normal Move, Advance or Fall Back this battle round, this unit receives the benefit of Light Cover
  • Directive 2: Each time an enemy unit declares a charge against this unit, if this unit is not within Engagement Range of any enemy units, it can either Hold Steady or Set to Defend.
  • If it Holds Steady, then until the end of the phase, any Overwatch attacks made by models in that unit score hits on unmodified rolls of 5+, instead of 6.
  • If it Sets to Defend, then until the end of the phase, it cannot fire Overwatch, but until the end of the next Fight phase, each time a model in that unit makes a melee attack, add 1 to that attacks hit roll.

2. Protocol of the Sudden Storm

Arcing energies leap from one Necron unit to the next, lending speed to their limbs and causing their eye lenses to blaze.

  • Directive 1: Add 1" to the Move characteristic of models in this unit.
  • Directive 2: If this unit is performing an action, it can still make attacks with ranged weapons without that action failing.

3. Protocol of the Vengeful Stars

Criss-cross fire leaps from the Necron ranks, forming a blazing corona of deadly energy from which there can be no escape.

  • Directive 1: Each time a model in this unit makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
  • Directive 2: Each time a model in this unit makes a ranged attack that targets a unit within half range, the target does not receive the benefits of cover to its saving throw against that attack.

4. Protocol of the Hungry Void

The Necrons strike with data-augmented accuracy, their murderous attacks as inescapable as the killing cold of space.

  • Directive 1: Each time a model in this unit makes a melee attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
  • Directive 2: Each time a model in this unit makes a melee attack, if this unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attacks Strength characteristic.

5. Protocol of the Undying Legions

At a hissing static signal, nanoscarabs are released in boiling black clouds that whirl about the legions and effect constant repairs.

  • Directive 1: Each time this unit uses its Living Metal ability, each model in this unit regains 1 additional lost wound.
  • Directive 2: Each time you make Reanimation Protocol rolls for this unit, you can re-roll one of the dice.

6. Protocol of the Conquering Tyrant

The legions employ the strategies of their masters in perfect synchronicity, laying down hails of mechanically coordinated fire.

  • Directive 1: Add 3" to the range of this unit’s aura abilities (to a maximum of 12") and increase the range of the following abilities this unit has by 3" (to a maximum of 12"): Lord’s Will; My Will Be Done; Rites of Reanimation.
  • Directive 2: This unit is eligible to shoot in a turn in which it Fell Back, but if it does, then until the end of the turn, each time a model in this unit makes a ranged attack, subtract 1 from that attack’s hit roll.

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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Living Metal

The Necrons' semi-sentient metal skin lets them heal mid-battle.

At the start of your Command phase, each model in this unit regains 1 lost wound.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Command Protocols

The Necron nobility make war in a codified and relentless fashion. Their command protocols crackle out across multi-dimensional spectra from carrier-wave projectors, compelling their semi-sentient soldiery into battle one overriding directive at a time.

If every unit from your army (excluding DYNASTIC AGENT, C’TAN SHARD and UNALIGNED units) is from the same dynasty, and you select a NOBLE model to be your WARLORD, this unit is eligible to benefit from this ability and the following rules apply.

After both sides have deployed, but before you have determined who will have the first turn, you must assign a different one of the command protocols below to each of the first five battle rounds, and note this down secretly on your army roster.

Example: Matts army is led by an Overlord (a NOBLE), and every model in it is from the same dynasty, therefore he must assign command protocols. He selects the following, writing them down on his army roster:
  • Battle Round 1 = 2 (Sudden Storm)
  • Battle Round 2 = 3 (Vengeful Stars)
  • Battle Round 3 = 5 (Undying Legions)
  • Battle Round 4 = 4 (Hungry Void)
  • Battle Round 5+ = 1 (Eternal Guardian)
Designers Note: If you have a set of Necrons Datacards, you can instead assign your command protocols by selecting the five corresponding cards you wish to use and placing them in a face-down deck in an order such that - by turning over the top card at the start of each battle round - you reveal the command protocol that will be active for your army that battle round.


At the start of each battle round, if any NOBLE units from your army are on the battlefield, the command protocol that you assigned to that battle round becomes active for your army until the end of that battle round. Each command protocol is made up of two directives. When a command protocol becomes active for your army, reveal it to your opponent and select one of its directives. Until the assigned command protocol stops being active, while a unit that is eligible to benefit from this ability is within 6" of a friendly NECRONS CHARACTER model (excluding C’TAN SHARD models), that unit benefits from the selected directive.

If the battle lasts for more than five battle rounds, then until the end of the battle, whichever command protocol was active in the fifth battle round remains active. The available command protocols are show below.

1. Protocol of the Eternal Guardian

Temporary dimensional shielding flickers into being around the Necrons as they stand tall upon the battlefield like graven statues.

  • Directive 1: Each time an attack is made against this unit, if it did not make a Normal Move, Advance or Fall Back this battle round, this unit receives the benefit of Light Cover
  • Directive 2: Each time an enemy unit declares a charge against this unit, if this unit is not within Engagement Range of any enemy units, it can either Hold Steady or Set to Defend.
  • If it Holds Steady, then until the end of the phase, any Overwatch attacks made by models in that unit score hits on unmodified rolls of 5+, instead of 6.
  • If it Sets to Defend, then until the end of the phase, it cannot fire Overwatch, but until the end of the next Fight phase, each time a model in that unit makes a melee attack, add 1 to that attacks hit roll.

2. Protocol of the Sudden Storm

Arcing energies leap from one Necron unit to the next, lending speed to their limbs and causing their eye lenses to blaze.

  • Directive 1: Add 1" to the Move characteristic of models in this unit.
  • Directive 2: If this unit is performing an action, it can still make attacks with ranged weapons without that action failing.

3. Protocol of the Vengeful Stars

Criss-cross fire leaps from the Necron ranks, forming a blazing corona of deadly energy from which there can be no escape.

  • Directive 1: Each time a model in this unit makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
  • Directive 2: Each time a model in this unit makes a ranged attack that targets a unit within half range, the target does not receive the benefits of cover to its saving throw against that attack.

4. Protocol of the Hungry Void

The Necrons strike with data-augmented accuracy, their murderous attacks as inescapable as the killing cold of space.

  • Directive 1: Each time a model in this unit makes a melee attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
  • Directive 2: Each time a model in this unit makes a melee attack, if this unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attacks Strength characteristic.

5. Protocol of the Undying Legions

At a hissing static signal, nanoscarabs are released in boiling black clouds that whirl about the legions and effect constant repairs.

  • Directive 1: Each time this unit uses its Living Metal ability, each model in this unit regains 1 additional lost wound.
  • Directive 2: Each time you make Reanimation Protocol rolls for this unit, you can re-roll one of the dice.

6. Protocol of the Conquering Tyrant

The legions employ the strategies of their masters in perfect synchronicity, laying down hails of mechanically coordinated fire.

  • Directive 1: Add 3" to the range of this unit’s aura abilities (to a maximum of 12") and increase the range of the following abilities this unit has by 3" (to a maximum of 12"): Lord’s Will; My Will Be Done; Rites of Reanimation.
  • Directive 2: This unit is eligible to shoot in a turn in which it Fell Back, but if it does, then until the end of the turn, each time a model in this unit makes a ranged attack, subtract 1 from that attack’s hit roll.

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
DYNASTIC HEIRLOOMS1CP
Necrons – Requisition Stratagem

Vast and sprawling are the treasure vaults of this legions dynasty, and richly appointed are their noble leaders when in battle.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the NECRONS keyword. Select one NECRONS CHARACTER model (excluding C'TAN SHARD models) in your army and give them one Relic (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).

The PHAERON keyword is used in following Necrons datasheets:

Lords of War
HAND OF THE PHAERON2CP
Necrons – Requisition Stratagem

This dynasty's phaeron has sent out their chosen nemesor, imbuing them with regal and absolute power to act in their stead.

Use this Stratagem before the battle, when you are mustering your army. If your army does not contain a model with the PHAERON keyword, select one NECRONS OVERLORD model from your army (excluding named characters). That model gains the PHAERON keyword, and in your Command phase it can use its My Will Be Done ability one additional time. You can only use this Stratagem once.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
RAREFIED NOBILITY1CP
Necrons – Requisition Stratagem

In a show of arrogant superiority, the Necrons' leader has brought the cream of their noble allies to war at their side.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the NECRONS keyword. Select one NECRONS CHARACTER model (excluding C'TAN SHARD models) in your army and determine one Warlord Trait for that model (this must be a Warlord Trait they can have); that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
Dimensional Translocation

The Necrons are unparalleled masters of technological lore, and can even bend the dimensions of space to suit their whims.

During deployment, you can set up this unit in a hyperspace dimension instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
TRANSLOCATION CRYPT1CP
Nephrekh – Strategic Ploy Stratagem

Masters of teleportation technology, the Nephrekh ride into battle upon blinding beams of light from deep within their armoured tomb complexes.

Use this Stratagem before the battle when declaring reserves and transports (if you are playing a mission without this step, use this Stratagem during deployment instead). Select one NEPHREKH unit (excluding VEHICLE or MONSTER units) from your army. That unit gains the Dimensional Translocation ability.

The GHOST ARK keyword is used in following Necrons datasheets:

Dedicated Transport
RECONSTITUTION PROTOCOLS1CP
Necrons – Wargear Stratagem

In response to pre-programmed parameters, this Ghost Ark diverts additional power to rapidly repairing and re-deploying the fallen Necron soldiery that it has harvested from the battlefield.

Use this Stratagem in your Command phase. Select one GHOST ARK unit from your army. Until the end of the phase, each time that unit uses its Repair Barge ability, you can set up to D6 destroyed models back up on the battlefield, instead of D3.
STELLAR ALIGNMENT PROTOCOL2CP/1CP
Necrons – Strategic Ploy Stratagem

Driven by Cryptek manipulation, a key Necron war engine activates backup systems in order to fulfil its crucial pre-aligned role in the wider battle plan.

Use this Stratagem in the Command phase. Select one NECRONS VEHICLE model from your army that has a Wounds characteristic of 10 or more. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use. If that model has the TITANIC keyword, this Stratagem costs 2CP; otherwise it costs 1CP.
STRANGE ECHOES1CP
Necrons – Epic Deed Stratagem

Battling its imprisonment, this C'tan Shard shows a flicker of will as it moulds its powers anew to the alarm of friend and foe alike.

Use this Stratagem in your Command phase. Select one C'TAN SHARD model from your army. Select one of the powers from the Powers of the C'tan that the model does not know. The selected power replaces one of the Powers of the C'tan that the model does know.

The TECHNOMANCER keyword is used in following Necrons datasheets:

THE DEATHLESS ARISE1CP
Necrons – Epic Deed Stratagem

Focusing all of its talents, this Technomancer drags rank upon rank of sundered Necron soldiery back to their feet.

Use this Stratagem in your Command phase. Select one TECHNOMANCER model from your army. Until the end of the phase, that model can use its Rites of Reanimation ability one additional time.

The OPHYDIAN DESTROYERS keyword is used in following Necrons datasheets:

BURROWING NIGHTMARES1CP
Necrons – Strategic Ploy Stratagem

Writhing and hissing, these Ophydian Destroyers plunge back into the bedrock with slashing claw strokes and flickering dimensional displacements. The foe look on fearfully, knowing that the murderous androids will not remain buried for long.

Use this Stratagem at the start of your Movement phase. Select one OPHYDIAN DESTROYERS unit from your army that is on the battlefield. Remove that unit from the battlefield. In the Reinforcements step of your next Movement phase, you can set that unit back up on the battlefield anywhere that is more than 9" away from any enemy models. If the battle ends and that unit is not on the battlefield, it is destroyed.

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

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

Lords of War
DIMENSIONAL CORRIDOR1CP
Necrons – Battle Tactic Stratagem

Obeying recall protocols, this unit step into a temporary dimensional displacement tunnel and re-emerge from the eternity gate of a nearby Monolith.

Use this Stratagem at the start of your Movement phase. Select one <DYNASTY> CORE INFANTRY unit from your army that is on the battlefield. Remove that unit from the battlefield. In the Reinforcements step of this phase, set that unit back up on the battlefield anywhere that is wholly within 3" of a friendly <DYNASTY> MONOLITH model and more than 9" away from any enemy models.

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

Fast Attack

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

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

Lords of War
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
PRISMATIC DIMENSIONAL BREACH1CP
Necrons – Strategic Ploy Stratagem

Engaging a secondary prismatic filter built into its invasion beam projector, the Necron construct splits the skin of realspace with multiple dimensional doorways from which the dynastic legions advance.

Use this Stratagem in the Reinforcements step of your Movement phase. Select one <DYNASTY> CORE unit from your army that is in Strategic Reserves, and then select one friendly <DYNASTY> NIGHT SCYTHE or <DYNASTY> MONOLITH model that is on the battlefield. Set that CORE unit up anywhere on the battlefield that is wholly within 3" of that NIGHT SCYTHE or MONOLITH model and not within Engagement Range of any enemy units. This Stratagem cannot be used in the first battle round.
DIMENSIONAL DESTABILISATION2CP/1CP
Necrons – Epic Deed Stratagem

As the powers of this C'tan Shard reshape reality, its aftershocks roll across the battlefield, triggering further cosmic phenomena.

Use this Stratagem at the end of your Movement phase, when a C'TAN SHARD model from your army has used a Power of the C'tan. Roll one D6; that model can immediately use the corresponding power from the Powers of the C'tan, even if it has already been used this turn. If that model has the TITANIC keyword, this Stratagem costs 2CP; otherwise it costs 1CP.

The HYPERSPACE HUNTER keyword is used in following Necrons datasheets:

AETHERIC INTERCEPTION1CP
Necrons – Strategic Ploy Stratagem

With hunters' instincts honed over aeons, the Deathmarks pounce precisely at the moment their prey enter battle, gunning them down before they can even act.

Use this Stratagem in the Reinforcements step of your opponent's Movement phase, after an enemy unit has been set up on the battlefield. Select one HYPERSPACE HUNTER unit from your army that is either on the battlefield, in a hyperspace dimension or in Strategic Reserves.
  • If that HYPERSPACE HUNTER unit is in a hyperspace dimension or in Strategic Reserves, set it up anywhere on the battlefield that is within 18" of that enemy unit and more than 9" away from any enemy models.
  • That HYPERSPACE HUNTER unit can, at the end of the phase, shoot as if it were your Shooting phase, but until the end of the phase it can only target the enemy unit that was just set up on the battlefield (and only if that enemy unit is an eligible target for that attack).
Manifesting Psychic Powers
The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round. When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
EMPYRIC DAMPING1CP
Szarekhan – Wargear Stratagem

Many Szarekhan bear finely worked noctilith chest-ankhs that create a n ambient counter-empyric field that deadens the abilities of even the most powerful psykers.

Use this Stratagem in your opponent's Psychic phase, when an enemy PSYKER attempts to manifest a psychic power within 18" of a SZAREKHAN unit from your army. Roll one D6: on a 4+, that psychic power is denied.

The DOOM SCYTHE keyword is used in following Necrons datasheets:

ATAVISTIC INSTIGATION1CP
Necrons – Strategic Ploy Stratagem

As the Doom Scythe screams overhead, its foes search for any cover lest they too be disintegrated in the ensuing onslaught.

Use this Stratagem in your Shooting phase, when a DOOM SCYTHE model from your army is selected to shoot. After you select the target unit for that model's heavy death ray, select one enemy unit within 3" of that target (you can select the target itself if you wish); that enemy unit can either brace or duck for cover.
  • If that unit braces, and it is not a VEHICLE or a MONSTER unit, it suffers D3 mortal wounds.
  • If that unit ducks for cover, then until the end of the turn, subtract l from the Attacks characteristic of models in that unit, and that unit cannot fire Overwatch or Set to Defend.
DISINTEGRATION CAPACITORS1CP
Necrons – Wargear Stratagem

Molecular disintegration emitters activate within these Necrons' weapons even as they open fire, flaying away additional layers of enemy armour in explosive eruptions of glowing dust.

Use this Stratagem in your Shooting phase, when a NECRONS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a gauss weapon, an unmodified hit roll of 6 automatically wounds the target.

The LOKHUST DESTROYERS keyword is used in following Necrons datasheets:

Heavy Support

The LOKHUST HEAVY DESTROYERS keyword is used in following Necrons datasheets:

EXTERMINATION PROTOCOLS2CP
Necrons – Battle Tactic Stratagem

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

Use this Stratagem in your Shooting phase, when a LOKHUST DESTROYERS or LOKHUST HEAVY DESTROYERS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack, you can re-roll the wound roll.

The TOMB BLADES keyword is used in following Necrons datasheets:

Fast Attack
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
FRACTAL TARGETING1CP
Necrons – Battle Tactic Stratagem

Augmentative targeting routines have been pre-programmed into these Tomb Blades' strategic engagement protocols, holding the craft momentarily level as they lock on to their victims and unleash a withering barrage of fire.

Use this Stratagem in your Shooting phase. Select one TOMB BLADES unit from your army. Until the end of the phase:
  • All Rapid Fire weapons that models in that unit are equipped with are treated as being Assault 2 weapons.
  • Models in that unit do not suffer the penalty to hit rolls incurred for firing Assault weapons in the same turn that their unit has Advanced.

The TRIARCH keyword is used in following Necrons datasheets:

JUDGEMENT OF THE TRIARCH1CP
Necrons – Battle Tactic Stratagem

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

Use this Stratagem in your Shooting phase, when a TRIARCH unit is selected to shoot, or in the Fight phase, when a TRIARCH unit is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, add 1 to that attack's hit roll.
MALEVOLENT ARCING1CP
Necrons – Wargear Stratagem

Leaping and coiling about its target with malicious pseudo-sentience, the living lightning of these tesla weapons coils outward like a slavers whip to lash at yet more nearby victims.

Use this Stratagem in your Shooting phase, when a NECRONS model from your army targets an enemy unit with a tesla weapon. After making that weapon's attacks, roll one D6 for each other unit within 6" of that enemy unit: on a 4+, the unit being rolled for suffers l mortal wound.

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

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
RELENTLESS ONSLAUGHT1CP
Necrons – Strategic Ploy Stratagem

The Necron soldiery stride forward, tracking their targets and unleashing volley after volley with merciless efficiency.

Use this Stratagem in your Shooting phase, when a CORE INFANTRY unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a Rapid Fire weapon, an unmodified hit roll of 6 scores one additional hit.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
SOLAR PULSE1CP
Necrons – Wargear Stratagem

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

Use this Stratagem in your Shooting phase. Select one enemy unit. Until the end of the phase, each time a model in a NECRONS unit from your army makes a ranged attack against that enemy unit, the target does not receive the benefits of cover against that attack.
TECHNO-ORACULAR TARGETING1CP
Necrons – Battle Tactic Stratagem

Guided by the painstaking predictions of a conclave of astromancers, this shot strikes inescapably true.

Use this Stratagem in your Shooting phase, before making the wound roll for an attack made by a NECRONS model from your army. Do not make a wound roll for that attack: it automatically wounds the target.
METHODICAL DESTRUCTION2CP
Sautekh – Battle Tactic Stratagem

The Sautekh Dynasty excel in systematic killing, marking each target then concentrating their fury upon it until it is completely obliterated.

Use this Stratagem in your Shooting phase, after a SAUTEKH unit from your army has finished making its attacks. Select one enemy unit that was targeted by an attack made by a model in that unit this phase. Until the end of the phase, each time an attack is made by a model in another friendly SAUTEKH unit against that enemy unit, add 1 to that attack's hit roll.
RECLAIM A LOST EMPIRE1CP
Nihilakh – Strategic Ploy 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 in your Shooting phase. Select one NIHILAKH INFANTRY unit from your army that is currently performing an action. That unit can still shoot this phase without that action failing.
TALENT FOR ANNIHILATION1CP
Mephrit – Strategic Ploy Stratagem

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

Use this Stratagem in your Shooting phase, when a MEPHRIT unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage (a maximum of 3 mortal wounds can be inflicted per phase via this Stratagem).

The CANOPTEK REANIMATOR keyword is used in following Necrons datasheets:

REANIMATION PRIORITISATION2CP
Necrons – Strategic Ploy Stratagem

Canoptek Reanimators can quickly re-prioritise which warriors are in greatest need of their healing beams.

Use this Stratagem in your opponent's Shooting phase, when a NECRONS unit from your army is selected as the target of an attack. Select one CANOPTEK REANIMATOR model in your army that is within 6" of and visible to the targeted unit. That model can use its Nanoscarab Reanimation Beam ability as if it was your Command phase, selecting the targeted unit to be healed by its reanimation beam (any unit that was already being healed by that model's reanimation beam is no longer considered to be healed by it).
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
ENSLAVED PROTECTORS1CP
Necrons – Strategic Ploy Stratagem

Should danger threaten, Canoptek constructs are compelled by their programming to surge selflessly to their masters' aid.

Use this Stratagem in your opponent's Charge phase. Select one CANOPTEK unit from your army. Until the end of the phase, that unit is eligible to perform Heroic Interventions as if it was a CHARACTER.

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

Fast Attack
DISRUPTION FIELDS1CP
Necrons – Wargear Stratagem

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

Use this Stratagem in the Fight phase, when a NECRONS CORE unit from your army is selected to fight. Until the end of the phase, add 1 to the Strength characteristic of models in that unit.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
ENTROPIC STRIKE2CP
Necrons – Epic Deed Stratagem

With every clenched fist, searing gaze and contemptuous gesture, the C'tan Shard obliterates from existence the matter that comprises its enemies.

Use this Stratagem in the Fight phase, when a C'TAN SHARD model from your army is selected to fight. Until the end of the phase, each time a melee attack is made by that model, invulnerable saving throws cannot be taken against that attack.

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

Elites
ETERNAL PROTECTORS1CP
Necrons – Battle Tactic Stratagem

Lychguard are the ultimate bodyguards; they never tire, never give a thought to their own safety over that of their master and fight all the harder as the danger to that master grows greater.

Use this Stratagem in the Fight phase. Select a <DYNASTY> LYCHGUARD unit from your army. Until the end of the phase, while that unit is within 3" of a friendly <DYNASTY> NOBLE model, add 1 to the Attacks characteristic of each model in that unit.

The CANOPTEK SCARAB SWARMS keyword is used in following Necrons datasheets:

Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
SELF-DESTRUCTION1CP
Necrons – Strategic Ploy Stratagem

If enabled, the self-destruct protocols of Canoptek Scarabs cause them to explode in a hail of razor-sharp armour fragments.

Use this Stratagem in the Fight phase, when a CANOPTEK SCARAB SWARMS unit from your army is selected to fight. Select one model in that unit. After that unit has finished piling in, you can select one enemy unit within Engagement Range of that model and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. The CANOPTEK SCARAB SWARM model is then destroyed.

The FLAYED ONES keyword is used in following Necrons datasheets:

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
STORM OF FLENSING BLADES2CP
Necrons – Battle Tactic Stratagem

Driven into a grotesque frenzy by the hot gore sluicing through their innards, the Flayed Ones lay about themselves wildly with their vicious talons.

Use this Stratagem at the end of the Fight phase. Select one FLAYED ONES unit from your army within Engagement Range of any enemy units; that unit can fight again.
BLOOD RITES1CP
Novokh – Battle Tactic Stratagem

Anointed in the spurting blood of the foe, the movements of the Novokh legions become ever more swift, purposeful and deadly.

Use this Stratagem in the Fight phase, when a NOVOKH unit from your army is selected to fight. Until the end of the phase, add 1 to the Attacks characteristic of models in that unit.
DISRUPTION FIELDS1CP
Necrons – Wargear Stratagem

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

Use this Stratagem in the Fight phase, when a NECRONS CORE unit from your army is selected to fight. Until the end of the phase, add 1 to the Strength characteristic of models in that unit.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
ENTROPIC STRIKE2CP
Necrons – Epic Deed Stratagem

With every clenched fist, searing gaze and contemptuous gesture, the C'tan Shard obliterates from existence the matter that comprises its enemies.

Use this Stratagem in the Fight phase, when a C'TAN SHARD model from your army is selected to fight. Until the end of the phase, each time a melee attack is made by that model, invulnerable saving throws cannot be taken against that attack.

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

Elites
ETERNAL PROTECTORS1CP
Necrons – Battle Tactic Stratagem

Lychguard are the ultimate bodyguards; they never tire, never give a thought to their own safety over that of their master and fight all the harder as the danger to that master grows greater.

Use this Stratagem in the Fight phase. Select a <DYNASTY> LYCHGUARD unit from your army. Until the end of the phase, while that unit is within 3" of a friendly <DYNASTY> NOBLE model, add 1 to the Attacks characteristic of each model in that unit.

The CANOPTEK SCARAB SWARMS keyword is used in following Necrons datasheets:

Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
SELF-DESTRUCTION1CP
Necrons – Strategic Ploy Stratagem

If enabled, the self-destruct protocols of Canoptek Scarabs cause them to explode in a hail of razor-sharp armour fragments.

Use this Stratagem in the Fight phase, when a CANOPTEK SCARAB SWARMS unit from your army is selected to fight. Select one model in that unit. After that unit has finished piling in, you can select one enemy unit within Engagement Range of that model and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. The CANOPTEK SCARAB SWARM model is then destroyed.
BLOOD RITES1CP
Novokh – Battle Tactic Stratagem

Anointed in the spurting blood of the foe, the movements of the Novokh legions become ever more swift, purposeful and deadly.

Use this Stratagem in the Fight phase, when a NOVOKH unit from your army is selected to fight. Until the end of the phase, add 1 to the Attacks characteristic of models in that unit.
CURSE OF THE PHAERON3CP/1CP
Necrons – Strategic Ploy Stratagem

Necron nobles are jealously protective of their armoury - should foes destroy such a jewel of the dynastic hoard, they risk triggering vengeance protocols intended to demonstrate the Necrons' displeasure in an explosive fashion.

Use this Stratagem in any phase, when a NECRONS VEHICLE model from your army is destroyed. Do not roll to see if that model explodes: it does so automatically. If that model has the TITANIC keyword, this Stratagem costs 3CP; otherwise it costs 1 CP.

The NECRONS and QUANTUM SHIELDING keywords are used in following Necrons datasheets:

Dedicated Transport
QUANTUM DEFLECTION1CP
Necrons – Wargear Stratagem

Necron quantum shielding is a true marvel of techno-arcana, phasing into existence at the moment of impact and capable of adaptive remodulation to diffuse and deflect even the most powerful enemy attacks.

Use this Stratagem in any phase, when a NECRONS QUANTUM SHIELDING unit from your army is selected as the target of an attack. Until the end of the phase, models in that unit have a 4+ invulnerable save.

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

RESURRECTION PROTOCOLS1CP
Necrons – Epic Deed Stratagem

Necron rulers possess sophisticated self-repair systems that can reknit their corporeal forms after even the most grievous wounds.

Use this Stratagem in any phase, when a NECRONS INFANTRY NOBLE or NECRONS INFANTRY CRYPTEK model from your army is destroyed. You can choose to roll one D6 at the end of the phase instead of using any rules that are triggered when that model is destroyed (e.g. the Surrogate Hosts abilities). If you do, then on a 4+, set that model back up on the battlefield as close as possible to where they were destroyed and more than 1" away from any enemy models, with D3 wounds remaining. This Stratagem cannot be used to set the same model back up more than once per battle.

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

REVENGE OF THE DOOMSTALKER2CP
Necrons – Strategic Ploy Stratagem

Should their masters be slain, vengeance sub-protocols within Canoptek Doomstalkers are triggered. The looming machines swing their guns to bear upon those who struck the killing blow.

Use this Stratagem in any phase, when a <DYNASTY> CHARACTER unit from your army is destroyed by an enemy unit. Select one friendly <DYNASTY> CANOPTEK DOOMSTALKER model from your army.
  • At the end of the phase, that CANOPTEK DOOMSTALKER model can shoot as if it were your Shooting phase, but it can only target that enemy unit (and only if that enemy unit is an eligible target for that attack).
  • Until the end of the battle, each time that CANOPTEK DOOMSTALKER model makes an attack that targets that enemy unit, add 1 to that attack's hit roll.

The FLAYED ONES keyword is used in following Necrons datasheets:

SHADOWS OF DRAZAK1CP
Necrons – Strategic Ploy Stratagem

These Flayed Ones have drawn the crawling shadows of their charnel realm through the veil with them. Now, they slink ever closer to the enemy, their red eyes glowing like eerie lanterns from amidst coiling curtains of ice-cold darkness.

Use this Stratagem in any phase, when a FLAYED ONES unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack's hit roll.

The SKORPEKH DESTROYERS keyword is used in following Necrons datasheets:

The SKORPEKH LORD keyword is used in following Necrons datasheets:

WHIRLING ONSLAUGHT1CP
Necrons – Wargear Stratagem

Skorpekh Destroyers carom into battle with a spiralling gait that allows them to deflect enemy shots with their whirling blades.

Use this Stratagem in any phase, when a SKORPEKH DESTROYERS or SKORPEKH LORD unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract l from that attack's wound roll.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.

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

Lords of War

The LOKHUST DESTROYERS keyword is used in following Necrons datasheets:

Heavy Support

The LOKHUST HEAVY DESTROYERS keyword is used in following Necrons datasheets:

The FLAYED ONES keyword is used in following Necrons datasheets:

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.

The TOMB BLADES keyword is used in following Necrons datasheets:

Fast Attack
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

The TRIARCH keyword is used in following Necrons datasheets:

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

Elites

The TECHNOMANCER keyword is used in following Necrons datasheets:

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The PHAERON keyword is used in following Necrons datasheets:

Lords of War
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.

The CANOPTEK REANIMATOR keyword is used in following Necrons datasheets:

The OPHYDIAN DESTROYERS keyword is used in following Necrons datasheets:

The CANOPTEK SCARAB SWARMS keyword is used in following Necrons datasheets:

Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.

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

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

Lords of War
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.

The FLAYED ONES keyword is used in following Necrons datasheets:

The HYPERSPACE HUNTER keyword is used in following Necrons datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

The DOOM SCYTHE keyword is used in following Necrons datasheets:

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

The SKORPEKH DESTROYERS keyword is used in following Necrons datasheets:

The SKORPEKH LORD keyword is used in following Necrons datasheets:

Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).

The GHOST ARK keyword is used in following Necrons datasheets:

Dedicated Transport
Dimensional Translocation

The Necrons are unparalleled masters of technological lore, and can even bend the dimensions of space to suit their whims.

During deployment, you can set up this unit in a hyperspace dimension instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Power Ratings
Every unit has a Power Rating listed on its datasheet, and it is a measure of its efficacy on the battlefield. They are designed to give players, at a glance, an idea of how mighty a unit is on the battlefield, irrespective of the weapons its models can be equipped with. They can therefore be used as a quick guide to establish the comparative strength of each army.

The Power Rating on a datasheet is for a minimum-sized unit. A unit’s Power Rating can be increased if additional models are added to the unit, and occasionally if other options are taken for the unit (such as equipping a unit with jump packs) - in either case the unit's datasheet will make it clear if the Power Rating listed at the top of the datasheet is increased as a result.

  • Power Ratings: Quick measure of a unit's efficacy.
Points Limit
An army’s size and relative power can also be described with a points limit instead of a Power Level — the bigger this limit, the larger and more powerful an army is. To use a points limit, you will first need to agree with your opponent what the points limit for your battle will be. Both players can use the same limit, but this does not need to be the case. You will then need to add up the points values for every unit in your army, and make sure the total does not exceed the agreed points limit for the game.

  • Points limit: Sum of all points values in army cannot exceed this.
Points Values
Every model and weapon has a points value, which is found in a number of Warhammer 40,000 publications. Points values are similar to Power Ratings, in that they give you a guide as to how powerful certain warriors and weapons are, but they offer a greater degree of granularity. A unit’s points value is calculated by adding together the points value of every individual model in that unit and the points value of every individual weapon equipped by a model in that unit. Certain items of wargear also have a points value, and must be included in a unit's points value if equipped by a model in that unit. While it takes a little longer to work out each unit's points value, doing so enables you to differentiate between two similar squads equipped with different weapon options, as the points values listed in our publications reflect the fact that some weapons are more powerful than others.

  • Points values: Detailed measure of a unit's efficacy.
Named Characters
Named characters always have a Warlord Trait, even if they are not your Warlord (in such cases they are only considered to be your Warlord for the purposes of their trait). If a publication lists what a named character's Warlord Trait must be, then it must be this; they have this Warlord Trait even if another model in your Order of Battle already has this Warlord Trait, but having this named character in your Order of Battle does not prevent another model in your Order of Battle from having this Warlord Trait.

  • Named characters always have a Warlord Trait (even if they are not your WARLORD).
Power Level
An army's Power Level is a guide to how large and powerful an army is, so an army with a high Power Level is more powerful than one with a low Power Level. You can calculate the Power Level of an army by adding up the individual Power Ratings of every unit contained within it.

  • Power Level: Sum of all Power Ratings in army.
CRYPTEK ARKANA1RP

Crypteks are forever inventing, seeking to bend the laws of the material universe to their whims by shackling those forces within devices that stand testament to their subjugation of the living cosmos. Here is but the latest product of that endless quest.

Purchase this Requisition when you add a CRYPTEK unit to your Order of Battle (excluding named characters), or when a CRYPTEK model in your Crusade force gains a rank. That model is upgraded to have one item of Cryptek Arkana; increase its Power Rating accordingly and make a note on its Crusade card. A model can never have more than one item of Cryptek Arkana. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force's Supply Limit.

The PSYCHOMANCER keyword is used in following Necrons datasheets:

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Dimensional Translocation

The Necrons are unparalleled masters of technological lore, and can even bend the dimensions of space to suit their whims.

During deployment, you can set up this unit in a hyperspace dimension instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.

The CHRONOMANCER keyword is used in following Necrons datasheets:

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.

The TECHNOMANCER keyword is used in following Necrons datasheets:

Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.

The PLASMANCER keyword is used in following Necrons datasheets:

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.

The TECHNOMANCER keyword is used in following Necrons datasheets:

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

The TRIARCH PRAETORIANS keyword is used in following Necrons datasheets:

The TESSERACT VAULT keyword is used in following Necrons datasheets:

Lords of War
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Living Metal

The Necrons' semi-sentient metal skin lets them heal mid-battle.

At the start of your Command phase, each model in this unit regains 1 lost wound.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Command Protocols

The Necron nobility make war in a codified and relentless fashion. Their command protocols crackle out across multi-dimensional spectra from carrier-wave projectors, compelling their semi-sentient soldiery into battle one overriding directive at a time.

If every unit from your army (excluding DYNASTIC AGENT, C’TAN SHARD and UNALIGNED units) is from the same dynasty, and you select a NOBLE model to be your WARLORD, this unit is eligible to benefit from this ability and the following rules apply.

After both sides have deployed, but before you have determined who will have the first turn, you must assign a different one of the command protocols below to each of the first five battle rounds, and note this down secretly on your army roster.

Example: Matts army is led by an Overlord (a NOBLE), and every model in it is from the same dynasty, therefore he must assign command protocols. He selects the following, writing them down on his army roster:
  • Battle Round 1 = 2 (Sudden Storm)
  • Battle Round 2 = 3 (Vengeful Stars)
  • Battle Round 3 = 5 (Undying Legions)
  • Battle Round 4 = 4 (Hungry Void)
  • Battle Round 5+ = 1 (Eternal Guardian)
Designers Note: If you have a set of Necrons Datacards, you can instead assign your command protocols by selecting the five corresponding cards you wish to use and placing them in a face-down deck in an order such that - by turning over the top card at the start of each battle round - you reveal the command protocol that will be active for your army that battle round.


At the start of each battle round, if any NOBLE units from your army are on the battlefield, the command protocol that you assigned to that battle round becomes active for your army until the end of that battle round. Each command protocol is made up of two directives. When a command protocol becomes active for your army, reveal it to your opponent and select one of its directives. Until the assigned command protocol stops being active, while a unit that is eligible to benefit from this ability is within 6" of a friendly NECRONS CHARACTER model (excluding C’TAN SHARD models), that unit benefits from the selected directive.

If the battle lasts for more than five battle rounds, then until the end of the battle, whichever command protocol was active in the fifth battle round remains active. The available command protocols are show below.

1. Protocol of the Eternal Guardian

Temporary dimensional shielding flickers into being around the Necrons as they stand tall upon the battlefield like graven statues.

  • Directive 1: Each time an attack is made against this unit, if it did not make a Normal Move, Advance or Fall Back this battle round, this unit receives the benefit of Light Cover
  • Directive 2: Each time an enemy unit declares a charge against this unit, if this unit is not within Engagement Range of any enemy units, it can either Hold Steady or Set to Defend.
  • If it Holds Steady, then until the end of the phase, any Overwatch attacks made by models in that unit score hits on unmodified rolls of 5+, instead of 6.
  • If it Sets to Defend, then until the end of the phase, it cannot fire Overwatch, but until the end of the next Fight phase, each time a model in that unit makes a melee attack, add 1 to that attacks hit roll.

2. Protocol of the Sudden Storm

Arcing energies leap from one Necron unit to the next, lending speed to their limbs and causing their eye lenses to blaze.

  • Directive 1: Add 1" to the Move characteristic of models in this unit.
  • Directive 2: If this unit is performing an action, it can still make attacks with ranged weapons without that action failing.

3. Protocol of the Vengeful Stars

Criss-cross fire leaps from the Necron ranks, forming a blazing corona of deadly energy from which there can be no escape.

  • Directive 1: Each time a model in this unit makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
  • Directive 2: Each time a model in this unit makes a ranged attack that targets a unit within half range, the target does not receive the benefits of cover to its saving throw against that attack.

4. Protocol of the Hungry Void

The Necrons strike with data-augmented accuracy, their murderous attacks as inescapable as the killing cold of space.

  • Directive 1: Each time a model in this unit makes a melee attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
  • Directive 2: Each time a model in this unit makes a melee attack, if this unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attacks Strength characteristic.

5. Protocol of the Undying Legions

At a hissing static signal, nanoscarabs are released in boiling black clouds that whirl about the legions and effect constant repairs.

  • Directive 1: Each time this unit uses its Living Metal ability, each model in this unit regains 1 additional lost wound.
  • Directive 2: Each time you make Reanimation Protocol rolls for this unit, you can re-roll one of the dice.

6. Protocol of the Conquering Tyrant

The legions employ the strategies of their masters in perfect synchronicity, laying down hails of mechanically coordinated fire.

  • Directive 1: Add 3" to the range of this unit’s aura abilities (to a maximum of 12") and increase the range of the following abilities this unit has by 3" (to a maximum of 12"): Lord’s Will; My Will Be Done; Rites of Reanimation.
  • Directive 2: This unit is eligible to shoot in a turn in which it Fell Back, but if it does, then until the end of the turn, each time a model in this unit makes a ranged attack, subtract 1 from that attack’s hit roll.

The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Artificer Weapon
Select one weapon that the model is equipped with (excluding a Relic or a weapon that has been enhanced by the Weapon Enhancement Battle Honour). Each unmodified hit roll of 6 made for an attack with that weapon inflicts 1 mortal wound on the target in addition to the normal damage. Note that this is cumulative with any other mortal wounds inflicted by the weapon.
RELIC1RP
Purchase this Requisition when you add a Crusade card for a CHARACTER unit to your Order of Battle, or when a CHARACTER unit in your Order of Battle gains a rank. You can give one CHARACTER model in that unit one Relic (excluding Crusade Relics). This must still be a Relic it can have, and it cannot be a Relic that replaces a weapon this CHARACTER is equipped with if the weapon in question has been upgraded by a Weapon Enhancement or a Crusade Relic (e.g. Artificer Weapon). Make a note of the Relic on the unit’s Crusade card and add 1 to its Crusade points total (+2 instead if the CHARACTER is TITANIC). This upgrade is permanent to this unit, and cannot be removed or changed. No model can have more than one Relic and the same Relic cannot be included more than once by any model in your Order of Battle.*
Power Level
An army's Power Level is a guide to how large and powerful an army is, so an army with a high Power Level is more powerful than one with a low Power Level. You can calculate the Power Level of an army by adding up the individual Power Ratings of every unit contained within it.

  • Power Level: Sum of all Power Ratings in army.
CRYPTEK ARKANA1RP

Crypteks are forever inventing, seeking to bend the laws of the material universe to their whims by shackling those forces within devices that stand testament to their subjugation of the living cosmos. Here is but the latest product of that endless quest.

Purchase this Requisition when you add a CRYPTEK unit to your Order of Battle (excluding named characters), or when a CRYPTEK model in your Crusade force gains a rank. That model is upgraded to have one item of Cryptek Arkana; increase its Power Rating accordingly and make a note on its Crusade card. A model can never have more than one item of Cryptek Arkana. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force's Supply Limit.
Requisition Points
Requisition points can be used to purchase Requisitions: these can upgrade your Crusade force, or units within them. Each time you spend a Requisition point, reduce your total by 1. Any Requisition points you do not spend are saved and can be used later. As you play more battles, you can accrue additional Requisition points, but a Crusade force can never have more than 5 (any additional Requisition points acquired beyond this are lost). Each time you play a battle, you will gain 1 Requisition point after that battle has been completed, regardless of the result of the battle itself. You should keep track of how many Requisition points you have on your Order of Battle.

The Requisitions you can purchase can be found here. Each Requisition will tell you when it can be purchased; they can never be purchased during a battle. Unless stated otherwise, there is no limit on the number of Requisitions you can purchase, the number of times you can purchase each Requisition, nor on the combination of Requisitions you can purchase, so long as you have enough Requisition points. If you do not have enough Requisition points to purchase a Requisition, you cannot purchase it.

  • Requisitions cost Requisition points to purchase.
  • You can never have more than 5 Requisition points.
  • Each battle you play earns you 1 Requisition point (win, lose or draw).
Power Level
An army's Power Level is a guide to how large and powerful an army is, so an army with a high Power Level is more powerful than one with a low Power Level. You can calculate the Power Level of an army by adding up the individual Power Ratings of every unit contained within it.

  • Power Level: Sum of all Power Ratings in army.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
FRESH RECRUITS1RP
Purchase this Requisition at any time. Select one unit from your Order of Battle (excluding CHARACTERS, VEHICLES and MONSTERS) that has a Crusade card. You cannot choose a unit that has achieved the Battle-hardened, Heroic or Legendary rank. Add any number of additional models to this unit (up to the maximum listed on its datasheet) and increase its Power Rating accordingly. If the unit you selected has achieved the Blooded rank, you must increase its Crusade points total by 1 if its Power Rating has gone from 10 or less to 11 or more.
Battle Honours
Units gain one Battle Honour each time they gain a rank. Sometimes, a unit can gain an additional Battle Honour by other means (such as by winning certain missions). There are several types of Battle Honours that can be bestowed onto a unit: Battle Traits, Psychic Fortitudes, Weapon Enhancements and Crusade Relics. Each time a unit gains a Battle Honour, it can select from one of those categories. A unit can never have more than six Battle Honours. Make a note of each Battle Honour a unit has on its Crusade card.

Each time a unit gains a Battle Honour you must increase its Crusade points total by 1 (if the unit has a Power Rating of 10 or less) or 2 (if the unit has a Power Rating of 11 or higher).

  • There are four types of Battle Honours:
    • Battle Traits: New skills and abilities.
    • Weapon Enhancements: Upgrade an item of wargear.
    • Psychic Fortitudes: Boosts a unit's psychic might.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points by:
    • 1 if unit has a Power Rating or 10 or less.
    • 2 if unit has a Power Rating of 11 or more.

The TECHNOMANCER keyword is used in following Necrons datasheets:

The DESTROYER CULT keyword is used in following Necrons datasheets:

The LORD keyword is used in following Necrons datasheets:

The CORE keyword is used in following Necrons datasheets:

Fast Attack
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Living Metal

The Necrons' semi-sentient metal skin lets them heal mid-battle.

At the start of your Command phase, each model in this unit regains 1 lost wound.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Command Protocols

The Necron nobility make war in a codified and relentless fashion. Their command protocols crackle out across multi-dimensional spectra from carrier-wave projectors, compelling their semi-sentient soldiery into battle one overriding directive at a time.

If every unit from your army (excluding DYNASTIC AGENT, C’TAN SHARD and UNALIGNED units) is from the same dynasty, and you select a NOBLE model to be your WARLORD, this unit is eligible to benefit from this ability and the following rules apply.

After both sides have deployed, but before you have determined who will have the first turn, you must assign a different one of the command protocols below to each of the first five battle rounds, and note this down secretly on your army roster.

Example: Matts army is led by an Overlord (a NOBLE), and every model in it is from the same dynasty, therefore he must assign command protocols. He selects the following, writing them down on his army roster:
  • Battle Round 1 = 2 (Sudden Storm)
  • Battle Round 2 = 3 (Vengeful Stars)
  • Battle Round 3 = 5 (Undying Legions)
  • Battle Round 4 = 4 (Hungry Void)
  • Battle Round 5+ = 1 (Eternal Guardian)
Designers Note: If you have a set of Necrons Datacards, you can instead assign your command protocols by selecting the five corresponding cards you wish to use and placing them in a face-down deck in an order such that - by turning over the top card at the start of each battle round - you reveal the command protocol that will be active for your army that battle round.


At the start of each battle round, if any NOBLE units from your army are on the battlefield, the command protocol that you assigned to that battle round becomes active for your army until the end of that battle round. Each command protocol is made up of two directives. When a command protocol becomes active for your army, reveal it to your opponent and select one of its directives. Until the assigned command protocol stops being active, while a unit that is eligible to benefit from this ability is within 6" of a friendly NECRONS CHARACTER model (excluding C’TAN SHARD models), that unit benefits from the selected directive.

If the battle lasts for more than five battle rounds, then until the end of the battle, whichever command protocol was active in the fifth battle round remains active. The available command protocols are show below.

1. Protocol of the Eternal Guardian

Temporary dimensional shielding flickers into being around the Necrons as they stand tall upon the battlefield like graven statues.

  • Directive 1: Each time an attack is made against this unit, if it did not make a Normal Move, Advance or Fall Back this battle round, this unit receives the benefit of Light Cover
  • Directive 2: Each time an enemy unit declares a charge against this unit, if this unit is not within Engagement Range of any enemy units, it can either Hold Steady or Set to Defend.
  • If it Holds Steady, then until the end of the phase, any Overwatch attacks made by models in that unit score hits on unmodified rolls of 5+, instead of 6.
  • If it Sets to Defend, then until the end of the phase, it cannot fire Overwatch, but until the end of the next Fight phase, each time a model in that unit makes a melee attack, add 1 to that attacks hit roll.

2. Protocol of the Sudden Storm

Arcing energies leap from one Necron unit to the next, lending speed to their limbs and causing their eye lenses to blaze.

  • Directive 1: Add 1" to the Move characteristic of models in this unit.
  • Directive 2: If this unit is performing an action, it can still make attacks with ranged weapons without that action failing.

3. Protocol of the Vengeful Stars

Criss-cross fire leaps from the Necron ranks, forming a blazing corona of deadly energy from which there can be no escape.

  • Directive 1: Each time a model in this unit makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
  • Directive 2: Each time a model in this unit makes a ranged attack that targets a unit within half range, the target does not receive the benefits of cover to its saving throw against that attack.

4. Protocol of the Hungry Void

The Necrons strike with data-augmented accuracy, their murderous attacks as inescapable as the killing cold of space.

  • Directive 1: Each time a model in this unit makes a melee attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
  • Directive 2: Each time a model in this unit makes a melee attack, if this unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attacks Strength characteristic.

5. Protocol of the Undying Legions

At a hissing static signal, nanoscarabs are released in boiling black clouds that whirl about the legions and effect constant repairs.

  • Directive 1: Each time this unit uses its Living Metal ability, each model in this unit regains 1 additional lost wound.
  • Directive 2: Each time you make Reanimation Protocol rolls for this unit, you can re-roll one of the dice.

6. Protocol of the Conquering Tyrant

The legions employ the strategies of their masters in perfect synchronicity, laying down hails of mechanically coordinated fire.

  • Directive 1: Add 3" to the range of this unit’s aura abilities (to a maximum of 12") and increase the range of the following abilities this unit has by 3" (to a maximum of 12"): Lord’s Will; My Will Be Done; Rites of Reanimation.
  • Directive 2: This unit is eligible to shoot in a turn in which it Fell Back, but if it does, then until the end of the turn, each time a model in this unit makes a ranged attack, subtract 1 from that attack’s hit roll.

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The BIKER keyword is used in following Necrons datasheets:

Fast Attack
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Living Metal

The Necrons' semi-sentient metal skin lets them heal mid-battle.

At the start of your Command phase, each model in this unit regains 1 lost wound.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Command Protocols

The Necron nobility make war in a codified and relentless fashion. Their command protocols crackle out across multi-dimensional spectra from carrier-wave projectors, compelling their semi-sentient soldiery into battle one overriding directive at a time.

If every unit from your army (excluding DYNASTIC AGENT, C’TAN SHARD and UNALIGNED units) is from the same dynasty, and you select a NOBLE model to be your WARLORD, this unit is eligible to benefit from this ability and the following rules apply.

After both sides have deployed, but before you have determined who will have the first turn, you must assign a different one of the command protocols below to each of the first five battle rounds, and note this down secretly on your army roster.

Example: Matts army is led by an Overlord (a NOBLE), and every model in it is from the same dynasty, therefore he must assign command protocols. He selects the following, writing them down on his army roster:
  • Battle Round 1 = 2 (Sudden Storm)
  • Battle Round 2 = 3 (Vengeful Stars)
  • Battle Round 3 = 5 (Undying Legions)
  • Battle Round 4 = 4 (Hungry Void)
  • Battle Round 5+ = 1 (Eternal Guardian)
Designers Note: If you have a set of Necrons Datacards, you can instead assign your command protocols by selecting the five corresponding cards you wish to use and placing them in a face-down deck in an order such that - by turning over the top card at the start of each battle round - you reveal the command protocol that will be active for your army that battle round.


At the start of each battle round, if any NOBLE units from your army are on the battlefield, the command protocol that you assigned to that battle round becomes active for your army until the end of that battle round. Each command protocol is made up of two directives. When a command protocol becomes active for your army, reveal it to your opponent and select one of its directives. Until the assigned command protocol stops being active, while a unit that is eligible to benefit from this ability is within 6" of a friendly NECRONS CHARACTER model (excluding C’TAN SHARD models), that unit benefits from the selected directive.

If the battle lasts for more than five battle rounds, then until the end of the battle, whichever command protocol was active in the fifth battle round remains active. The available command protocols are show below.

1. Protocol of the Eternal Guardian

Temporary dimensional shielding flickers into being around the Necrons as they stand tall upon the battlefield like graven statues.

  • Directive 1: Each time an attack is made against this unit, if it did not make a Normal Move, Advance or Fall Back this battle round, this unit receives the benefit of Light Cover
  • Directive 2: Each time an enemy unit declares a charge against this unit, if this unit is not within Engagement Range of any enemy units, it can either Hold Steady or Set to Defend.
  • If it Holds Steady, then until the end of the phase, any Overwatch attacks made by models in that unit score hits on unmodified rolls of 5+, instead of 6.
  • If it Sets to Defend, then until the end of the phase, it cannot fire Overwatch, but until the end of the next Fight phase, each time a model in that unit makes a melee attack, add 1 to that attacks hit roll.

2. Protocol of the Sudden Storm

Arcing energies leap from one Necron unit to the next, lending speed to their limbs and causing their eye lenses to blaze.

  • Directive 1: Add 1" to the Move characteristic of models in this unit.
  • Directive 2: If this unit is performing an action, it can still make attacks with ranged weapons without that action failing.

3. Protocol of the Vengeful Stars

Criss-cross fire leaps from the Necron ranks, forming a blazing corona of deadly energy from which there can be no escape.

  • Directive 1: Each time a model in this unit makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
  • Directive 2: Each time a model in this unit makes a ranged attack that targets a unit within half range, the target does not receive the benefits of cover to its saving throw against that attack.

4. Protocol of the Hungry Void

The Necrons strike with data-augmented accuracy, their murderous attacks as inescapable as the killing cold of space.

  • Directive 1: Each time a model in this unit makes a melee attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
  • Directive 2: Each time a model in this unit makes a melee attack, if this unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attacks Strength characteristic.

5. Protocol of the Undying Legions

At a hissing static signal, nanoscarabs are released in boiling black clouds that whirl about the legions and effect constant repairs.

  • Directive 1: Each time this unit uses its Living Metal ability, each model in this unit regains 1 additional lost wound.
  • Directive 2: Each time you make Reanimation Protocol rolls for this unit, you can re-roll one of the dice.

6. Protocol of the Conquering Tyrant

The legions employ the strategies of their masters in perfect synchronicity, laying down hails of mechanically coordinated fire.

  • Directive 1: Add 3" to the range of this unit’s aura abilities (to a maximum of 12") and increase the range of the following abilities this unit has by 3" (to a maximum of 12"): Lord’s Will; My Will Be Done; Rites of Reanimation.
  • Directive 2: This unit is eligible to shoot in a turn in which it Fell Back, but if it does, then until the end of the turn, each time a model in this unit makes a ranged attack, subtract 1 from that attack’s hit roll.

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.