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

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

Books

BookKindEditionVersionLast update
  Xenos 2
  Xenos 2Index81.4September 2018
  Imperial Armour: Xenos
  Imperial Armour: XenosIndex8Indomitus 1.0July 2020
  Necrons
  NecronsCodex8Indomitus 1.0July 2020
  Forge World: Seraptek Heavy Construct
  Forge World: Seraptek Heavy ConstructDataslate8November 2018
  Chapter Approved ’2020
  Chapter Approved ’2020Expansion9Indomitus 1.1August 2020
  Indomitus: The Edge of Silence
  Indomitus: The Edge of SilenceBoxset9Indomitus 1.1July 2020

FAQ

Codex: Necrons

 Q: Can C’TAN SHARDS use a Power of the C’tan while within Engagement Range of an enemy model?
A:
Yes.
 Q: Can a Triarch Stalker use its Targeting Relay ability to re-roll hit rolls of 1 for its own attacks after the first?
A:
No.
 Q: Can the Quantum Deflection Stratagem allow a unit with the Quantum Shielding ability to ignore attacks with a Damage characteristic of 1?
A:
Yes.
 Q: When Deathmarks use the Ethereal Interception ability to attack an enemy unit that has just been set up, does every Deathmark model have to target that unit, or only at least one?
A:
Every model in the Deathmarks unit must target the unit that has just been set up.
 Q: Are units that are set up on their tomb world using the Invasion Beams and Eternity Gate abilities counted as Reinforcement units for the purpose of any mission rules?
A:
Yes.

Keywords

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

<DYNASTY>

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

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

Abilities

The following abilities are common to several Necron units:

Reanimation Protocols

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

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

Living Metal

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

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

Detachment Rules

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


Abilities

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

Their Number is Legion, their Name is Death

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

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

Dynastic Codes

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

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

Dynastic Agents and Star Gods

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

Dynastic Codes


Mephrit: Solar Fury

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

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

Nephrekh: Translocation Beams

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

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

Nihilakh: Aggressively Territorial

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

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

Novokh: Awakened by Murder

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

You can re-roll failed hit rolls in the Fight phase for units with this code if they charged, were charged, or performed a Heroic Intervention this turn.

Sautekh: Relentless Advance

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

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

Stratagems by Phase

Before battle

DYNASTIC HEIRLOOMS

During deployment

TRANSLOCATION CRYPT (Nephrekh)

Battle Round

At the start of your turn

DAMAGE CONTROL OVERRIDE

ENHANCED REANIMATION PROTOCOLS

REPAIR SUBROUTINES

THE PHAERON’S WILL

Movement phase

ADAPTIVE SUBROUTINES

COSMIC POWERS

DIMENSIONAL CORRIDOR

ENHANCED INVASION BEAM

WRATH OF THE C’TAN

Shooting phase

GRAVITIC SINGULARITY

JUDGEMENT OF THE TRIARCH

AMALGAMATED TARGETING DATA

DISPERSION FIELD AMPLIFICATION

EXTERMINATION PROTOCOLS

SOLAR PULSE

TALENT FOR ANNIHILATION (Mephrit)

Being targeted

QUANTUM DEFLECTION

Fight phase

JUDGEMENT OF THE TRIARCH

ENTROPIC STRIKE

SELF-DESTRUCTION

DISRUPTION FIELDS

BLOOD RITES (Novokh)

Taking casualties

EMERGENCY INVASION BEAM

RESURRECTION PROTOCOLS

Enemy taking casualties

METHODICAL DESTRUCTION (Sautekh)

End of your turn

RECLAIM A LOST EMPIRE (Nihilakh)


Stratagems

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


2CP

ENHANCED REANIMATION PROTOCOLS

Necrons Stratagem

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

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

WRATH OF THE C’TAN

Necrons Stratagem

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

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

EMERGENCY INVASION BEAM

Necrons Stratagem

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

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

AMALGAMATED TARGETING DATA

Necrons Stratagem

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

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

DYNASTIC HEIRLOOMS

Necrons Stratagem

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

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

ENHANCED INVASION BEAM

Necrons Stratagem

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

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

SOLAR PULSE

Necrons Stratagem

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

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

RESURRECTION PROTOCOLS

Necrons Stratagem

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

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

DAMAGE CONTROL OVERRIDE

Necrons Stratagem

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

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

REPAIR SUBROUTINES

Necrons Stratagem

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

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

SELF-DESTRUCTION

Necrons Stratagem

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

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

DISRUPTION FIELDS

Necrons Stratagem

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

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

ENTROPIC STRIKE

Necrons Stratagem

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

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

DISPERSION FIELD AMPLIFICATION

Necrons Stratagem

Lychguard can overcharge the fields of their dispersion shields.

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

QUANTUM DEFLECTION

Necrons Stratagem

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

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

EXTERMINATION PROTOCOLS

Necrons Stratagem

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

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

THE PHAERON’S WILL

Necrons Stratagem

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

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

ADAPTIVE SUBROUTINES

Necrons Stratagem

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

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

DIMENSIONAL CORRIDOR

Necrons Stratagem

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

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

JUDGEMENT OF THE TRIARCH

Necrons Stratagem

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

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

GRAVITIC SINGULARITY

Necrons Stratagem

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

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

COSMIC POWERS

Necrons Stratagem

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

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

METHODICAL DESTRUCTION

Sautekh Stratagem

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

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

RECLAIM A LOST EMPIRE

Nihilakh Stratagem

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

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

TRANSLOCATION CRYPT

Nephrekh Stratagem

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

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

BLOOD RITES

Novokh Stratagem

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

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

TALENT FOR ANNIHILATION

Mephrit Stratagem

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

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

Powers of the C’tan

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

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

D6PSYCHIC POWER
1

ANTIMATTER METEOR

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

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

2

TIME’S ARROW

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

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

3

SKY OF FALLING STARS

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

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

4

COSMIC FIRE

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

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

5

SEISMIC ASSAULT

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

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

6

TRANSDIMENSIONAL THUNDERBOLT

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

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


Warlord Traits

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

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

D6WARLORD TRAIT
1

ENDURING WILL

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

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

2

ETERNAL MADNESS

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

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

3

IMMORTAL PRIDE

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

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

4

THRALL OF THE SILENT KING

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

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

5

IMPLACABLE CONQUEROR

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

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

6

HONOURABLE COMBATANT

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

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


Dynasty Warlord Traits

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

Named Characters and Warlord Traits

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

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

Artefacts of the Aeons

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

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

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

BLOOD SCYTHE

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

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

GAUNTLET OF THE CONFLAGRATOR

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

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

LIGHTNING FIELD

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

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

SEMPITERNAL WEAVE

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

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

THE ABYSSAL STAFF

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

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

THE NANOSCARAB CASKET

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

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

THE NIGHTMARE SHROUD

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

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

THE ORB OF ETERNITY

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

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

THE SOLAR STAFF

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

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

THE VEIL OF DARKNESS

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

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

THE VOLTAIC STAFF

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

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

TIMESPLINTER CLOAK

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

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

VOIDREAPER

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

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

Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Atomiser beam
Atomiser beam
12"
Assault 3
6
-2
1
-
0
Cutting beam
0
Cutting beam
12"
Assault 1
7
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
0
Death ray
0
Death ray
24"
Heavy D3
10
-4
D6
Blast
Blast
Doomsday blaster
When attacking with this weapon, select one of the profiles below:
Doomsday blaster
When attacking with this weapon, select one of the profiles below:
 - Low power
 - Low power
24"
Heavy D6
8
-2
D3
-
 - High power
 - High power
48"
Heavy D6
10
-5
D6
This profile can only be used if the bearer Remained Stationary during this turn.
This profile can only be used if the bearer Remained Stationary during this turn.
0
Doomsday cannon
When attacking with this weapon, choose one of the profiles below.
0
Doomsday cannon
When attacking with this weapon, choose one of the profiles below.
 - Low power
 - Low power
36"
Heavy D6
8
-2
D3
Blast
Blast
 - High power
 - High power
72"
Heavy D6
10
-5
D6
Blast. A model can only fire the doomsday cannon at high power if it remained stationary in its preceding Movement phase.
Blast. A model can only fire the doomsday cannon at high power if it remained stationary in its preceding Movement phase.
Eldritch Lance (shooting)
Eldritch Lance (shooting)
18"
Assault D3
8
-4
D6
-
Enmitic annihilator
Enmitic annihilator
18"
Assault 2D3
6
-1
1
Blast
Blast
Enmitic exterminator
Enmitic exterminator
36"
Heavy 3D3
7
-1
1
-
0
Exile cannon
0
Exile cannon
12"
Heavy D6
10
-4
3
Blast
Blast
35
Focussed death ray
35
Focussed death ray
24"
Heavy 1
12
-4
D6
-
Gauntlet of fire
Gauntlet of fire
8"
Assault D6
4
0
1
This weapon automatically hits its target.
This weapon automatically hits its target.
0
Gauss annihilator
When attacking with this weapon, choose one of the profiles below:
0
Gauss annihilator
When attacking with this weapon, choose one of the profiles below:
 - Focussed beam
 - Focussed beam
120"
Macro D6
16
-4
D3+6
Blast. Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
Blast. Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
 - Flux arc
 - Flux arc
18"
Heavy 2D6
6
-2
1
Blast
Blast
Gauss blaster
Gauss blaster
24"
Rapid Fire 1
5
-2
1
-
Gauss cannon
Gauss cannon
24"
Heavy 3
6
-3
D3
-
Gauss destructor
Gauss destructor
36"
Heavy 1
10
-4
3D3
-
50
Gauss exterminator
50
Gauss exterminator
48"
Heavy 2
12
-4
D6
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
0
Gauss flayer
0
Gauss flayer
24"
Rapid Fire 1
4
-1
1
-
0
Gauss flayer array
0
Gauss flayer array
24"
Rapid Fire 5
4
-1
1
-
0
Gauss flux arc
0
Gauss flux arc
24"
Heavy 3
5
-2
1
-
Gauss reaper
Gauss reaper
14"
Rapid Fire 1
5
-2
1
-
Gaze of death
Gaze of death
12"
Assault D6
*
-4
D3
This weapon wounds on a 2+, unless it is targeting a VEHICLE, in which case it wounds on a 6+.
This weapon wounds on a 2+, unless it is targeting a VEHICLE, in which case it wounds on a 6+.
75
Heat cannon
75
Heat cannon
36"
Heavy D6
8
-4
D6
Blast. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Blast. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
30
Heat ray
When attacking with this weapon, choose one of the profiles below.
30
Heat ray
When attacking with this weapon, choose one of the profiles below.
 - Dispersed
 - Dispersed
8"
Heavy 2D6
5
-1
1
When you use this profile, this weapon automatically hits its target.
When you use this profile, this weapon automatically hits its target.
 - Focused
 - Focused
24"
Heavy 2
8
-4
D6
When you use this profile, if the target is within half range, roll two dice when inflicting damage with it and discard the lowest result.
When you use this profile, if the target is within half range, roll two dice when inflicting damage with it and discard the lowest result.
0
Heavy gauss cannon
0
Heavy gauss cannon
36"
Heavy 1
9
-4
D6
-
10
Particle beamer
10
Particle beamer
24"
Assault 3
6
0
1
-
0
Particle caster
0
Particle caster
12"
Pistol 1
6
0
1
-
25
Particle shredder
25
Particle shredder
24"
Heavy 6
7
-1
D3
-
0
Particle whip
0
Particle whip
24"
Heavy 6
8
-2
D3
-
Plasmic lance (shooting)
Plasmic lance (shooting)
18"
Assault D3
7
-3
2
-
Relic gauss blaster
Relic gauss blaster
24"
Rapid Fire 2
5
-2
2
-
0
Rod of covenant (shooting)
0
Rod of covenant (shooting)
12"
Assault 1
5
-3
1
-
Scouring eye
Scouring eye
12"
Pistol 2
5
-2
1
-
Singularity generator
Singularity generator
36"
Heavy 3D3
8
-3
D6
Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.
Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.
0
Staff of light (shooting)
0
Staff of light (shooting)
12"
Assault 3
5
-2
1
-
Staff of the Destroyer (shooting)
Staff of the Destroyer (shooting)
18"
Assault 3
6
-3
2
-
0
Synaptic disintegrator
0
Synaptic disintegrator
24"
Rapid Fire 1
4
0
1
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
Synaptic obliterator
Synaptic obliterator
72"
Heavy D3
16
-4
6
-
Tachyon arrow
Tachyon arrow
120"
Assault 1
10
-5
D6
This weapon can only be used once per battle.
This weapon can only be used once per battle.
0
Tachyon arrow (Indomitus)
0
Tachyon arrow (Indomitus)
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.
0
Tesla arc
0
Tesla arc
3"
Pistol X
4
0
1
The number of shots fired by this weapon is determined by the number in the model’s Damage table.
The number of shots fired by this weapon is determined by the number in the model’s Damage table.
0
Tesla cannon
0
Tesla cannon
24"
Assault 3
6
0
1
Each hit roll of 6+ with this weapon causes 3 hits instead of 1.
Each hit roll of 6+ with this weapon causes 3 hits instead of 1.
Tesla carbine
Tesla carbine
24"
Assault 2
5
0
1
Each hit roll of 6+ with this weapon causes 3 hits instead of 1.
Each hit roll of 6+ with this weapon causes 3 hits instead of 1.
0
Tesla destructor
0
Tesla destructor
24"
Assault 4
7
0
1
Each hit roll of 6+ with this weapon causes 3 hits instead of 1.
Each hit roll of 6+ with this weapon causes 3 hits instead of 1.
0
Tesla sphere
0
Tesla sphere
24"
Assault 5
7
0
1
Each hit roll of 6+ with this weapon causes 3 hits instead of 1.
Each hit roll of 6+ with this weapon causes 3 hits instead of 1.
0
Tesseract singularity chamber
When attacking with this weapon, choose one of the profiles below:
0
Tesseract singularity chamber
When attacking with this weapon, choose one of the profiles below:
 - Particle hurricane
 - Particle hurricane
8"
Assault D6
*
-2
1
This weapon automatically hits its target and wounds on a 2+, unless it is targeting a VEHICLE, in which case it wounds on a 6+.
This weapon automatically hits its target and wounds on a 2+, unless it is targeting a VEHICLE, in which case it wounds on a 6+.
 - Seismic lash
 - Seismic lash
24"
Assault D6
5
-4
3
-
 - Solar fire
 - Solar fire
48"
Heavy D6
8
-3
D6
-
15
Transdimensional beamer
15
Transdimensional beamer
12"
Heavy D3
4
-3
1
Blast. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
Blast. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
Transdimensional projector
Transdimensional projector
24"
Heavy D6
6
-3
D3
Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.
Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.
Twin gauss flayer
Twin gauss flayer
24"
Rapid Fire 2
4
-1
1
-
0
Twin gauss slicers
0
Twin gauss slicers
24"
Rapid Fire D3
5
-1
1
-
40
Twin heavy gauss cannon
40
Twin heavy gauss cannon
36"
Heavy 2
9
-4
D6
-
0
Twin tesla destructor
0
Twin tesla destructor
24"
Assault 8
7
0
1
Each hit roll of 6+ with this weapon causes 3 hits instead of 1.
Each hit roll of 6+ with this weapon causes 3 hits instead of 1.

Melee Weapons

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

Other Wargear

OTHER WARGEAR
ABILITIES 
10
Canoptek cloak
A model equipped with a Canoptek cloak has a Move characteristic of 10" and gains the FLY keyword. In addition, at the start of your turn you can select one friendly <DYNASTY> model that has the Living Metal ability and that is within 3" of this model. That model regains D3 lost wounds, rather than 1, from its Living Metal ability.
10
Canoptek cloak
A model equipped with a Canoptek cloak has a Move characteristic of 10" and gains the FLY keyword. In addition, at the start of your turn you can select one friendly <DYNASTY> model that has the Living Metal ability and that is within 3" of this model. That model regains D3 lost wounds, rather than 1, from its Living Metal ability.
15
Chronometron
<DYNASTY> INFANTRY units within 3" of a friendly model with a chronometron have a 5+ invulnerable save against ranged weapons.
15
Chronometron
<DYNASTY> INFANTRY units within 3" of a friendly model with a chronometron have a 5+ invulnerable save against ranged weapons.
0
Dispersion Shield
A model equipped with a dispersion shield has a 4+ invulnerable save.
0
Dispersion Shield
A model equipped with a dispersion shield has a 4+ invulnerable save.
5
Fabricator Claw Array
At the end of your Movement phase a model equipped with a fabricator claw array can repair a single <DYNASTY> VEHICLE model within 1". That model regains D3 wounds lost earlier in the battle. A model can only be repaired once per turn.
5
Fabricator Claw Array
At the end of your Movement phase a model equipped with a fabricator claw array can repair a single <DYNASTY> VEHICLE model within 1". That model regains D3 wounds lost earlier in the battle. A model can only be repaired once per turn.
5
Gloom Prism
A model equipped with a gloom prism can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER.
5
Gloom Prism
A model equipped with a gloom prism can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER.
3
Nebuloscope
Models do not receive the bonus to their save for being in cover against attacks made by a model with a nebuloscope.
3
Nebuloscope
Models do not receive the bonus to their save for being in cover against attacks made by a model with a nebuloscope.
10
Phylactery
A model with a phylactery regains D3 lost wounds at the beginning of your turn, rather than 1, from their Living Metal ability.
10
Phylactery
A model with a phylactery regains D3 lost wounds at the beginning of your turn, rather than 1, from their Living Metal ability.
20
Resurrection Orb
If a model has a resurrection orb, once per battle, immediately after you have made your Reanimation Protocols rolls at the beginning of the turn, you can make Reanimation Protocols rolls for models from a friendly <DYNASTY> INFANTRY unit within 3" of that model.
20
Resurrection Orb
If a model has a resurrection orb, once per battle, immediately after you have made your Reanimation Protocols rolls at the beginning of the turn, you can make Reanimation Protocols rolls for models from a friendly <DYNASTY> INFANTRY unit within 3" of that model.
5
Shadowloom
A model with a shadowloom has a 5+ invulnerable save.
5
Shadowloom
A model with a shadowloom has a 5+ invulnerable save.
3
Shieldvanes
A model with shieldvanes has a Save characteristic of 3+.
3
Shieldvanes
A model with shieldvanes has a Save characteristic of 3+.
10
Teleportation Matrix
If this unit has the Teleportation ability, during deployment you can set this unit up in orbit instead of placing it on the battlefield. At the end of any of your Movement phases, this unit may teleport into battle – set it up anywhere on the battlefield that is more than 9" away from enemy models.
10
Teleportation Matrix
If this unit has the Teleportation ability, during deployment you can set this unit up in orbit instead of placing it on the battlefield. At the end of any of your Movement phases, this unit may teleport into battle – set it up anywhere on the battlefield that is more than 9" away from enemy models.

The C’tan Shards keyword is 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.
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.
1CP

QUANTUM DEFLECTION

Necrons Stratagem

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

Use this Stratagem when an enemy unit targets a VEHICLE in your army that has the Quantum Shielding ability, but before any hit rolls are made. Until the end of the phase, subtract 1 from rolls made for your vehicle’s Quantum Shielding ability to see if damage is ignored for SELF-DESTRUCTION each unsaved wound.
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.
Unit Coherency
A unit that has more than one model must be set up and finish any sort of move as a single group, with all models within 2" horizontally and 5" vertically of at least one other model from their unit. While a unit has six or more models, all models must instead be within 2" horizontally and 5" vertically of at least two other models from their unit. This is called unit coherency. If a unit cannot end any kind of move in unit coherency, that move cannot be made. Units are primarily moved in the Movement phase, but they can also be moved in the Charge phase and the Fight phase.

Some rules allow you to add models to a unit during the battle; such models must always be set up in unit coherency with the unit they are being added to. Sometimes there will be insufficient room to set up all the models from a unit, or it will not be possible to set up all the models so that they are in unit coherency. When this is the case, any models that cannot be set up are considered to have been destroyed.

  • Unit coherency: 2" horizontally + 5" vertically.
  • Each model must be in unit coherency with one other model from own unit.
  • While unit has 6+ models, each model must be in unit coherency with 2 other models from own unit.
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.
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.
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.
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.
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.
1CP/3CP

DYNASTIC HEIRLOOMS

Necrons Stratagem

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

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

The Nephrekh and Swarm keywords are used in following Necrons datasheets:

1CP

TRANSLOCATION CRYPT

Nephrekh Stratagem

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

Use this Stratagem during deployment. You can set up a NEPHREKH INFANTRY or NEPHREKH SWARM unit from your army in a translocation crypt instead of placing it on the battlefield. At the end of any of your Movement phases this unit can translocate into battle – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
1CP

DAMAGE CONTROL OVERRIDE

Necrons Stratagem

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

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

ENHANCED REANIMATION PROTOCOLS

Necrons Stratagem

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

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

REPAIR SUBROUTINES

Necrons Stratagem

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

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

THE PHAERON’S WILL

Necrons Stratagem

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

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

ADAPTIVE SUBROUTINES

Necrons Stratagem

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

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

COSMIC POWERS

Necrons Stratagem

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

Use this Stratagem at the start of your Movement phase. Select a C’TAN SHARD from your army. That model can replace one of its Powers of the C’tan with a different Power of the C’tan of your choice.
1CP

DIMENSIONAL CORRIDOR

Necrons Stratagem

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

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

ENHANCED INVASION BEAM

Necrons Stratagem

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

Use this Stratagem before you set up a unit from a tomb world using the Invasion Beams ability of a Night Scythe from your army, or the Eternity Gate ability of a Monolith from your army. You can set up two units from a tomb world instead of one.
2CP

WRATH OF THE C’TAN

Necrons Stratagem

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

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

GRAVITIC SINGULARITY

Necrons Stratagem

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

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

JUDGEMENT OF THE TRIARCH

Necrons Stratagem

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

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

AMALGAMATED TARGETING DATA

Necrons Stratagem

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

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

DISPERSION FIELD AMPLIFICATION

Necrons Stratagem

Lychguard can overcharge the fields of their dispersion shields.

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

EXTERMINATION PROTOCOLS

Necrons Stratagem

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

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

SOLAR PULSE

Necrons Stratagem

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

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

TALENT FOR ANNIHILATION

Mephrit Stratagem

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

Use this Stratagem before a MEPHRIT unit from your army attacks in the Shooting phase. Each time you make an unmodified hit roll of 6 for a model in that unit, you can make one additional hit roll for that model with the same weapon against the same target. These additional hit rolls cannot themselves generate any further hit rolls.
1CP

ENTROPIC STRIKE

Necrons Stratagem

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

Use this Stratagem in the Fight phase before a NECRONS CHARACTER from your army fights. Invulnerable saves cannot be taken against the first close combat attack made by this character this phase.
1CP

SELF-DESTRUCTION

Necrons Stratagem

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

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

DISRUPTION FIELDS

Necrons Stratagem

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

Use this Stratagem before a NECRONS INFANTRY unit from your army fights in the Fight phase. Increase the Strength characteristic of all models in that unit by 1 until the end of the phase.
3CP

BLOOD RITES

Novokh Stratagem

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

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

EMERGENCY INVASION BEAM

Necrons Stratagem

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

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

RESURRECTION PROTOCOLS

Necrons Stratagem

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

Use this Stratagem when a NECRONS CHARACTER from your army (excluding Trazyn the Infinite and C’TAN SHARDS) is slain. At the end of that phase, roll a D6. On a 4+ set the character up again, as close as possible to his previous position, and more than 1" from any enemy models, with 1 wound remaining. This Stratagem cannot be used to resurrect the same model more than once per battle.
2CP

METHODICAL DESTRUCTION

Sautekh Stratagem

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

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

RECLAIM A LOST EMPIRE

Nihilakh Stratagem

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

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

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

Roll a D6 for each slain model from this unit (unless the whole unit has been completely destroyed) at the beginning of your turn. Do not roll for models that have fled the unit. On a 5+, the model’s reanimation protocols activate and it is returned to this unit with its full complement of wounds, otherwise it remains inactive (although you can roll again at the start of each of your subsequent turns). When a model’s reanimation protocols activate, set it up in unit coherency with any model from this unit that has not returned to the unit as a result of reanimation protocols this turn, and more than 1" from enemy models. If you cannot do this because there is no room to place the model, do not set it up (you can make Reanimation Protocols rolls for this model again in subsequent turns).
Characters
Some models 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.
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.
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).
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.
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.
Disembark
If a unit starts its Movement phase embarked within a Transport model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the Transport model and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a Transport can disembark this phase.
  • A unit must disembark before their Transport moves.
  • Disembarking units must be set up wholly within 3" of their Transport and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.
Flying
If a unit’s datasheet has the Fly keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • Fly models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • Fly models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
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.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
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.
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.

The Cryptek keyword is used in following Necrons datasheets:

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.
Look out, Sir
Models cannot target a unit that contains any Character models with a Wounds characteristic of 9 or less with a ranged weapon while that Character unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more Vehicle or Monster models with a wounds characteristic of 10 or more.
  • A friendly non-Character unit that contains 1 or more Vehicle or Monster models.
  • A friendly non-Character unit that contains 3 or more models.
In all cases, if that Character unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that Character unit is the closest enemy unit to the firing model, ignore other enemy units that contain any Character models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy Character with 9 or less wounds while it is within 3" of a friendly unit that contains 1 Monster, 1 Vehicle or 3+ other models (excluding Character models with 9 or less wounds) unless it is the closest target.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
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.
Living Metal

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

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

Atomiser beam used in following datasheets:

Cutting beam used in following datasheets:

Death ray used in following datasheets:

Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a Vehicle or a Monster – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.

Doomsday blaster used in following datasheets:

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.

Doomsday cannon used in following datasheets:

Heavy Support

Eldritch Lance (shooting) used in following datasheets:

Enmitic annihilator used in following datasheets:

Enmitic exterminator used in following datasheets:

Exile cannon used in following datasheets:

Focussed death ray used in following datasheets:

Heavy Support

Gauntlet of fire used in following datasheets:

Gauss annihilator used in following datasheets:

Lords of War
MACRO
Macro weapons are truly gigantic in proportion, often the size of armoured vehicles in their own right in many cases. Such mighty weapons are unwieldy and only able to be mounted on the largest of war engines such as Titans, but their power is enough to annihilate the most well-protected target and is particularly effective against fortifications and the largest war machines, against which their power can be fully spent.
A model armed with a Macro weapon may not fire if it has moved previously in the turn, unless the firing unit also has the TITANIC keyword. No Macro weapon may be used to make Overwatch attacks. When used against units with the TITANIC or BUILDING keyword, the damage inflicted by a Macro weapon is doubled (this doubling takes place after any randomised damage has been rolled for).
single/pair

Gauss blaster used in following datasheets:

Troops
Fast Attack
VEHICLE/other model

Gauss cannon used in following datasheets:

Fast Attack

Gauss destructor used in following datasheets:

Gauss exterminator used in following datasheets:

Heavy Support
Fortifications

Gauss flayer used in following datasheets:

Gauss flayer array used in following datasheets:

Dedicated Transport
Heavy Support

Gauss flux arc used in following datasheets:

Heavy Support

Gauss reaper used in following datasheets:

Gaze of death used in following datasheets:

Heat cannon used in following datasheets:

Heavy Support

Heat ray used in following datasheets:

Heavy gauss cannon used in following datasheets:

Fast Attack
Heavy Support

Particle beamer used in following datasheets:

Fast Attack

Particle caster used in following datasheets:

Fast Attack

Particle shredder used in following datasheets:

Particle whip used in following datasheets:

Heavy Support

Plasmic lance (shooting) used in following datasheets:

Relic gauss blaster used in following datasheets:

Rod of covenant (shooting) used in following datasheets:

Scouring eye used in following datasheets:

Singularity generator used in following datasheets:

Staff of the Destroyer (shooting) used in following datasheets:

Synaptic disintegrator used in following datasheets:

Synaptic obliterator used in following datasheets:

Tachyon arrow used in following datasheets:

Tachyon arrow (Indomitus) used in following datasheets:

Tesla arc used in following datasheets:

Lords of War

Tesla cannon used in following datasheets:

Tesla carbine used in following datasheets:

Troops
Fast Attack

Tesla destructor used in following datasheets:

Fortifications

Tesla sphere used in following datasheets:

Tesseract singularity chamber used in following datasheets:

Heavy Support

Transdimensional beamer used in following datasheets:

Fast Attack

Transdimensional projector used in following datasheets:

Twin gauss flayer used in following datasheets:

Twin gauss slicers used in following datasheets:

Twin heavy gauss cannon used in following datasheets:

Twin tesla destructor used in following datasheets:

Heavy Support

Aeonstave used in following datasheets:

Automaton claws used in following datasheets:

Heavy Support

Crackling tendrils used in following datasheets:

Eldritch Lance (melee) used in following datasheets:

Elongated claws used in following datasheets:

Empathic Obliterator used in following datasheets:

Feeder mandibles used in following datasheets:

Fast Attack

Feeder mandibles (Indomitus) used in following datasheets:

Flayer claws used in following datasheets:

Flensing claw used in following datasheets:

Hyperphase glaive used in following datasheets:

Hyperphase harvester used in following datasheets:

Hyperphase reap-blade used in following datasheets:

Hyperphase sword used in following datasheets:

Elites

Hyperphase threshers used in following datasheets:

Impaling legs used in following datasheets:

Massive forelimbs used in following datasheets:

Monomolecular proboscis used in following datasheets:

Plasmic lance (melee) used in following datasheets:

Rod of covenant (melee) used in following datasheets:

Scythe of the Nightbringer used in following datasheets:

Scythed limbs used in following datasheets:

Staff of the Destroyer (melee) used in following datasheets:

Staff of Tomorrow used in following datasheets:

Star-god fists used in following datasheets:

The Obsidax used in following datasheets:

Titanic forelimbs used in following datasheets:

Vicious claws used in following datasheets:

Fast Attack

Voidblade used in following datasheets:

Voidscythe used in following datasheets:

Whip coils used in following datasheets:

Fast Attack

Canoptek cloak used in following datasheets:

Chronometron used in following datasheets:

Dispersion Shield used in following datasheets:

Elites

Fabricator Claw Array used in following datasheets:

Heavy Support

Gloom Prism used in following datasheets:

Heavy Support

Nebuloscope used in following datasheets:

Fast Attack

Phylactery used in following datasheets:

Resurrection Orb used in following datasheets:

Shadowloom used in following datasheets:

Fast Attack

Shieldvanes used in following datasheets:

Fast Attack

Teleportation Matrix used in following datasheets:

Heavy Support
Lords of War
© Vyacheslav Maltsev 2013-2020