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

Books

BookKindEditionVersionLast update
  Warhammer 40,000 Kill Team
  Warhammer 40,000 Kill TeamRulebook81.0August 2019
  Kill Team: Pariah Nexus
  Kill Team: Pariah NexusExpansion81.0April 2021

FAQ

Rulebook: Warhammer 40,000 Kill Team

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

Necron Kill Teams

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


PRIME REANIMATION PROTOCOLS
Necrons Tactic
Use this Tactic when an Injury roll is made for a model from your kill team. Roll an additional dice and apply the lowest result.
2 COMMAND POINTS
TARGETING ROUTINES
Necrons Tactic
Use this Tactic when you choose a model in your kill team to shoot in the Shooting phase. Add 1 to hit rolls for that model against targets which are obscured.
1 COMMAND POINT
FLENSING FURY
Necrons Tactic
Use this Tactic when you choose a FLAYED ONE in your kill team to fight in the Fight phase. Until the end of the phase, each time you make a wound of 6+ for that model’s flayer claws, add 1 to the Damage characteristic of the weapon for that attack.
1 COMMAND POINT
DISRUPTION FIELDS
Necrons Tactic
Use this Tactic when you choose a model in your kill team to fight in the Fight phase. Increase the Strength characteristic of that model by 1 until the end of the phase.
1 COMMAND POINT
MINDSHACKLE SCARABS
Necrons Tactic
Use this Tactic at the start of the Shooting phase. Pick an enemy model within 6" of a model from your kill team and roll 2D6. If the result is higher than the enemy model’s Leadership characteristic, you can immediately make a shooting attack with one of that model’s ranged weapons, as if it were a model from your kill team.
2 COMMAND POINTS
OVERCHARGED DISINTEGRATION
Necrons Tactic
Use this Tactic in the Shooting phase when you choose a model in your kill team to shoot with a gauss flayer or gauss blaster. Improve the Armour Penetration characteristic of that weapon by 1 until the end of the phase (e.g. AP -1 becomes AP -2, AP -2 becomes AP -3).
2 COMMAND POINTS
RESURRECTION ORB
Necrons Tactic
Overlord Tactic
Use this Tactic at the end of the Morale phase, if an OVERLORD from your kill team is on the battlefield and not shaken. Pick a friendly model that is out of action and roll a D6; on a 2+ set up that model with 1 wound remaining and no flesh wounds anywhere within 3" of the OVERLORD that is more than 1" from enemy models. This Tactic can only be used once per battle.
3 COMMAND POINTS
HUNTERS FROM HYPERSPACE
Necrons Tactic
Use this Tactic at the end of the Movement phase. Choose up to three DEATHMARK models from your kill team that were set up in Reserve, and set them up anywhere on the battlefield that is more than 5" away from any enemy models.
1 COMMAND POINT
RESURRECTION PROTOCOLS
Necrons Tactic
Use this Tactic when your Leader is taken out of action. Instead of removing the model, place it on its side. At the end of the phase, roll a D6. On a 4+ the model is no longer considered out of action: stand the model up again as close as possible to its previous position, but more than 1" away from enemy models with 1 wound remaining. If a model is still on the battlefield at the end of the battle, after having been resurrected in this way, it is not considered to have been taken out of action for victory points purposes. You can only use this Tactic once per battle.
2 COMMAND POINTS
TIRELESS ADVANCE
Necrons Tactic
Use this Tactic at the start of the Shooting phase. One model of your choice from your kill team becomes Readied (even if it moved in the previous Movement phase) and may shoot in this phase as if they had not moved in the Movement phase. This Tactic may not be used on a model that is within 1" of an enemy model.
1 COMMAND POINT
HAUNTING HORRORS
Necrons Tactic
Use this Tactic at the end of the Movement phase. Choose up to three FLAYED ONE models from your kill team that were set up in Reserve and set them up anywhere on the battlefield that is more than 5" away from any enemy models.
1 COMMAND POINT
ENTROPIC STRIKE
Necrons Tactic
Use this Tactic when you choose a model in your kill team to fight in the Fight phase. Until the end of the phase, if that model’s attacks reduce a target to 0 wounds, add 1 to the Injury roll you make for the target.
1 COMMAND POINT
ASSURED DISINTEGRATION
Necrons Tactic
Use this tactic before a DEATHMARK shoots. Until the end of the phase you may re-roll the dice to hit with that model.
1 COMMAND POINT
DEATHLESS IRE
Necrons Tactic
Use this Tactic when a model from your kill team suffers a flesh wound as the result of an Injury roll. It is shaken instead.
2 COMMAND POINTS
ENDURING WILL
Necrons Tactic
Use this Tactic at the start of the battle round if your kill team includes a COMMANDER, as long as that model is not shaken. Until the end of the battle round, reduce the damage that model suffers from each attack by 1, to a minimum of 1.
2 COMMAND POINTS
GRISLY TROPHIES
Necrons Tactic
Sector Imperialis Tactic
Use this Tactic at the beginning of the Morale phase, if models from your kill team are the only models on an Imperial Defence Line model. Your opponent(s) must add 1 to any Nerve tests they take for enemy models within 4" of that Imperial Defence Line.
2 COMMAND POINTS
SUPERIOR INHERITANCE
Necrons Tactic
Use this Tactic after a model from your kill team shoots with a gauss flayer or gauss blaster. That model can immediately shoot again with the same weapon.
1 COMMAND POINT
VENDETTA
Necrons Tactic
Overlord Tactic
When you first add an OVERLORD to your kill team or command roster, pick a Faction keyword. Use this Tactic when you pick an OVERLORD to fight in the Fight phase. Re-roll hit and wound rolls of 1 for that model’s attacks when targeting enemy models with the Faction keyword you chose for that OVERLORD.
1 COMMAND POINT
PRIORITY ORDER
Necrons Tactic
Royal Warden Tactic
Use this Tactic at the start of the Fight phase, or after an enemy model has fought in the Hammer of Wrath step of the Fight phase. Select one NECRONS model from your kill team within 9" of a friendly ROYAL WARDEN. Ihat model is considered to have charged this battle round.
1 COMMAND POINT
TACHYON ARROW
Necrons Tactic
Overlord Tactic
Use this Tactic in your Shooting phase, when an OVERLORD from your kill team armed with a tachyon arrow is chosen to shoot with. That model can shoot as if it were equipped with an Assault 1 weapon with a range characteristic of 120". If a hit is scored, the target suffers D3 mortal wounds and the attack sequence ends. This Tactic can only be used once per battle.
2 COMMAND POINTS
NANOSURGE
Necrons Tactic
Technomancer Tactic
Use this Tactic at the start of the battle round. Select one friendly NECRON model within 9" of a TECHNOMANCER from your kill team. Until the start of the next battle round, improve the Armour Penetration characteristic of weapons that model, and all friendly NECRON models within 3" of that model, are armed with by 1 (e.g. AP -1 becomes AP 2).
1 COMMAND POINT
CHRONOMETRON
Necrons Tactic
Chronomancer Tactic
Use this Tactic at the start of the battle round. Select one friendly NECRONS model within 9" of a CHRONOMANCER from your kill team. Until the start of the next battle round, that model, and all friendly NECRONS models within 3" of that model, have a 5+ invulnerable save.
1 COMMAND POINT
TEMPORAL IMPEDIMENT
Necrons Tactic
Chronomancer Tactic
Use this Tactic after shooting or fighting with a CHRONOMANCER from your kill team. Until the end of the next battle round, subtract 1 (to a minimum of 1) from the Attacks characteristic of each enemy model hit by an attack made with an aeonstave by that model. Until the end of the next battle round, each enemy model hit by an attack made with an aeonstave by that model cannot React.
1 COMMAND POINT
LIVING LIGHTNING
Necrons Tactic
Plasmancer Tactic
Use this Tactic at the start of the Fight phase. Select one PLASMANCER from your kill team and roll one D6 for each enemy model within 6" of it. On a 6, that enemy model suffers 1 mortal wound.
2 COMMAND POINTS
HARBINGER OF DESTRUCTION
Necrons Tactic
Plasmancer Tactic
Use this Tactic at the end of the Movement phase. Select one PLASMANCER from your kill team that made a normal move or was Readied this phase and roll one D6; on a 3-5, the closest enemy model within 18" of and visible to that PLASMANCER suffers 1 mortal wound. On a 6, the closest enemy model within 18" of and visible to that PLASMANCER suffers D3 mortal wounds.
2 COMMAND POINTS
ADAPTIVE TACTICS
Necrons Tactic
Royal Warden Tactic
Use this Tactic in the Movement phase, when a NECRONS model from your kill team within 9" of a friendly ROYAL WARDEN is chosen to move. That model can Fall Back and still be chosen to shoot with during this battle round.
1 COMMAND POINT

Aura Tactics

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

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

As long as this model is not shaken, you can ignore the penalty to hit rolls for one flesh wound suffered by friendly models within 6" of this model.
1 COMMAND POINT
HARBINGER OF DESPAIR
Necrons Tactic
Psychomancer Aura Tactic
Use this Tactic at the start of the Morale phase, if your kill team includes a PSYCHOMANCER. That model gains the following aura ability until the end of the phase:

As long as this model is not shaken, add 1 to Nerve tests taken for enemy models within 6" of this model.
1 COMMAND POINT

Dynastic Codes

This section presents the rules for using NECRONS Sub-factions, known as dynasties, in your games of Kill Team. When you add a NECRONS model to your kill team or command roster, you can choose for it to be drawn from a dynasty. That model gains an additional keyword that corresponds to your choice (e.g. MEPHRIT). Make a note of that keyword on the models datasheet.

If your kill team is Battle-forged and all models in your kill team are drawn from the same dynasty, models in your kill team gain an ability known as a Dynastic Code. The Dynastic Code you gain corresponds with your choice of dynasty. For example, if all the models in your kill team are from the Mephrit dynasty, they gain the Solar Fury Dynastic Code.

If your kill team is drawn from a dynasty that does not have an associated Dynastic Code, choose a Dynastic Code from those below that best describes its character and fighting style.

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

Sautekh: Relentless Advance

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

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

Mephrit: Solar Fury

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

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

Novokh: Awakened by Murder

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

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

Nihilakh: Aggressively Territorial

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

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

Nephrekh: Translocation Beams

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

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

Szarekhan: Uncanny Artificers

The Szarekhan exhibit a deep-rooted ability to fashion and maintain the finest wargear of any Necron dynasty. Every blast and blade-stroke the Szarekhan level at their enemies is lethal in the extreme.

You can re-roll a single failed hit roll and a single failed wound roll in each phase, as long as the attack was made by a model from your kill team.


Datasheets


Deathmark

NAME  M WS BS S T W A Ld Sv Max  
Deathmark
Deathmark 5" 3+ 2+ 4 5 1 1 10 3+ -  
This model is armed with a synaptic disintegrator.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Synaptic disintegrator
0
Synaptic disintegrator
36"
Heavy 1
5
-2
1
A model firing a synaptic disintegrator does not suffer the penalty to hit rolls for the target being at long range. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
A model firing a synaptic disintegrator does not suffer the penalty to hit rolls for the target being at long range. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
ABILITIES
ABILITIES
Reanimation Protocols: When an Injury roll is made for this model, on an unmodified roll of 6 the model is not taken out of action and does not suffer a flesh wound. Instead it is restored to 1 wound remaining with no flesh wounds.
SPECIALISTS
SPECIALISTS
Leader, Comms, Scout, Sniper, Veteran
FACTION KEYWORDS
FACTION KEYWORDS
NECRONS
KEYWORDS
KEYWORDS
INFANTRY, DEATHMARK


Flayed One

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


Immortal

NAME  M WS BS S T W A Ld Sv Max  
Immortal
Immortal 5" 3+ 3+ 4 5 1 2 10 3+ -  
This model is armed with a gauss blaster.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Gauss blaster
0
Gauss blaster
30"
Rapid Fire 1
5
-2
1
-
0
Tesla carbine
0
Tesla carbine
24"
Assault 2
5
0
1
Each unmodified hit roll of 6 with this weapon causes 3 hits.
Each unmodified hit roll of 6 with this weapon causes 3 hits.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its gauss blaster with a tesla carbine.
ABILITIES
ABILITIES
Reanimation Protocols: When an Injury roll is made for this model, on an unmodified roll of 6 the model is not taken out of action and does not suffer a flesh wound. Instead it is restored to 1 wound remaining with no flesh wounds.
SPECIALISTS
SPECIALISTS
Leader, Comms, Veteran, Zealot
FACTION KEYWORDS
FACTION KEYWORDS
NECRONS
KEYWORDS
KEYWORDS
INFANTRY, IMMORTAL


Lychguard

NAME  M WS BS S T W A Ld Sv Max  
Lychguard
Lychguard 5" 3+ 3+ 5 5 2 3 10 3+ -  
This model is armed with a warscythe.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Hyperphase sword
0
Hyperphase sword
Melee
Melee
+1
-3
1
-
0
Warscythe
0
Warscythe
Melee
Melee
+2
-4
2
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its warscythe with a hyperphase sword and dispersion shield.
ABILITIES
ABILITIES
Reanimation Protocols: When an Injury roll is made for this model, on an unmodified roll of 6 the model is not taken out of action and does not suffer a flesh wound. Instead it is restored to 1 wound remaining with no flesh wounds.
Dispersion Shield:
5
Add 1 to saving throws made for a model armed with a dispersion shield (excluding invulnerable saves). In addition, it has a 4+ invulnerable save.
Guardian Protocols: Roll a D6 each time a COMMANDER loses a wound whilst they are within 3" of any friendly models with this ability; on a 2+ choose one of those models to intercept that hit - the COMMANDER does not lose a wound but the model you chose suffers a mortal wound.
SPECIALISTS
SPECIALISTS
Leader, Combat, Comms, Veteran, Zealot
FACTION KEYWORDS
FACTION KEYWORDS
NECRONS
KEYWORDS
KEYWORDS
INFANTRY, LYCHGUARD


Necron Warrior

NAME  M WS BS S T W A Ld Sv Max  
Necron Warrior
Necron Warrior 5" 3+ 3+ 4 4 1 1 10 4+ -  
This model is armed with a gauss flayer.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Gauss flayer
0
Gauss flayer
24"
Rapid Fire 1
4
-1
1
-
0
Gauss reaper
0
Gauss reaper
12"
Assault 2
5
-2
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its gauss flayer with a gauss reaper.
ABILITIES
ABILITIES
Reanimation Protocols: When an Injury roll is made for this model, on an unmodified roll of 6 the model is not taken out of action and does not suffer a flesh wound. Instead it is restored to 1 wound remaining with no flesh wounds.
SPECIALISTS
SPECIALISTS
Leader, Comms, Veteran
FACTION KEYWORDS
FACTION KEYWORDS
NECRONS
KEYWORDS
KEYWORDS
INFANTRY, NECRON WARRIOR


Triarch Praetorian

NAME  M WS BS S T W A Ld Sv Max  
Triarch Praetorian
Triarch Praetorian 10" 3+ 3+ 5 5 2 3 10 3+ -  
This model is armed with a rod of covenant.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Particle caster
0
Particle caster
12"
Pistol 2
6
0
1
-
0
Rod of covenant (ranged)
0
Rod of covenant (ranged)
12"
Assault 1
5
-3
2
-
0
Rod of covenant (melee)
0
Rod of covenant (melee)
Melee
Melee
User
-3
2
-
1
Voidblade
1
Voidblade
Melee
Melee
User
-3
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its rod of covenant with a voidblade and particle caster.
ABILITIES
ABILITIES
Reanimation Protocols: When an Injury roll is made for this model, on an unmodified roll of 6 the model is not taken out of action and does not suffer a flesh wound. Instead it is restored to 1 wound remaining with no flesh wounds.
A Purpose Unshakeable: This model automatically passes Nerve tests.
SPECIALISTS
SPECIALISTS
Leader, Combat, Comms, Veteran, Zealot
FACTION KEYWORDS
FACTION KEYWORDS
NECRONS
KEYWORDS
KEYWORDS
INFANTRY, FLY, TRIARCH PRAETORIAN


Commanders


Chronomancer

NAME  M WS BS S T W A Ld Sv Max  
Chronomancer
Chronomancer 8" 3+ 3+ 4 4 4 1 10 4+ 1  
This model is armed with an aeonstave and chronotendrils.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Aeonstave (shooting)
0
Aeonstave (shooting)
18"
Assault D3
5
-2
1
When attacking with this weapon, an invulnerable save cannot be used.
When attacking with this weapon, an invulnerable save cannot be used.
0
Entropic lance (shooting)
0
Entropic lance (shooting)
18"
Assault 1
8
-3
D6
-
0
Aeonstave (melee)
0
Aeonstave (melee)
Melee
Melee
User
-2
1
When attacking with this weapon, an invulnerable save cannot be used.
When attacking with this weapon, an invulnerable save cannot be used.
0
Chronotendrils
0
Chronotendrils
Melee
Melee
User
0
1
When the bearer fights, it can make 3 additional attacks with this weapon.
When the bearer fights, it can make 3 additional attacks with this weapon.
0
Entropic lance (melee)
0
Entropic lance (melee)
Melee
Melee
User
-3
3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its aeonstave with an entropic lance.
ABILITIES
ABILITIES
Living Metal: At the beginning of each battle round, this model recovers 1 wound lost earlier in the battle.
Timesplinter Mantle: This model has a 4+ invulnerable save.
SPECIALISTS
SPECIALISTS
Fortitude, Logistics, Melee, Shooting, Strategist, Strength
TACTICS
TACTICS
Chronometron, Temporal Impediment
FACTION KEYWORDS
FACTION KEYWORDS
NECRONS
KEYWORDS
KEYWORDS
COMMANDER, INFANTRY, CHRONOMANCER


Overlord

NAME  M WS BS S T W A Ld Sv Max  
Overlord
Overlord 5" 2+ 2+ 5 5 5 4 10 3+ 1  
This model is armed with a voidscythe and a resurrection orb
0
(see the Resurrection Orb Tactic).
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Staff of light (ranged)
0
Staff of light (ranged)
18"
Assault 3
5
-2
1
-
0
Staff of light (melee)
0
Staff of light (melee)
Melee
Melee
User
-2
1
-
0
Hyperphase glaive
0
Hyperphase glaive
Melee
Melee
+2
-3
D3
-
0
Voidscythe
0
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
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its voidscythe with a staff of light or warscythe.
 • This model may replace its voidscythe and resurrection orb with a hyperphase glaive and tachyon arrow
0
(see the Tachyon Arrow Tactic).
ABILITIES
ABILITIES
Living Metal: At the beginning of each battle round, this model recovers 1 wound lost earlier in the battle.
Phase Shifter: This model has a 4+ invulnerable save.
SPECIALISTS
SPECIALISTS
Fortitude, Leadership, Logistics, Melee, Shooting, Strategist, Strength
TACTICS
TACTICS
My Will Be Done, Resurrection Orb, Tachyon Arrow, Vendetta
FACTION KEYWORDS
FACTION KEYWORDS
NECRONS
KEYWORDS
KEYWORDS
COMMANDER, INFANTRY, OVERLORD


Plasmancer

NAME  M WS BS S T W A Ld Sv Max  
Plasmancer
Plasmancer 5" 3+ 3+ 4 4 4 1 10 4+ 1  
This model is armed with a plasmic lance.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Plasmic lance (ranged)
0
Plasmic lance (ranged)
18"
Assault D3
7
-3
2
-
0
Plasmic lance (melee)
0
Plasmic lance (melee)
Melee
Melee
User
-3
2
-
ABILITIES
ABILITIES
Living Metal: At the beginning of each battle round, this model recovers 1 wound lost earlier in the battle.
SPECIALISTS
SPECIALISTS
Fortitude, Logistics, Melee, Shooting, Strategist, Strength
TACTICS
TACTICS
Harbinger of Destruction, Living Lightning
FACTION KEYWORDS
FACTION KEYWORDS
NECRONS
KEYWORDS
KEYWORDS
COMMANDER, INFANTRY, CRYPTEK, FLY, PLASMANCER


Psychomancer

NAME  M WS BS S T W A Ld Sv Max  
Psychomancer
Psychomancer 5" 3+ 3+ 4 4 4 1 10 4+ 1  
This model is armed with an abyssal lance.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Abyssal lance (ranged)
0
Abyssal lance (ranged)
18"
Assault 3
4
-3
1
-
0
Abyssal lance (melee)
0
Abyssal lance (melee)
Melee
Melee
User
-3
1
-
ABILITIES
ABILITIES
Living Metal: At the beginning of each battle round, this model recovers 1 wound lost earlier in the battle.
SPECIALISTS
SPECIALISTS
Fortitude, Logistics, Melee, Shooting, Strategist, Strength
TACTICS
TACTICS
Harbinger of Despair
FACTION KEYWORDS
FACTION KEYWORDS
NECRONS
KEYWORDS
KEYWORDS
COMMANDER, INFANTRY, CRYPTEK, FLY, PSYCHOMANCER


Royal Warden

NAME  M WS BS S T W A Ld Sv Max  
Royal Warden
Royal Warden 5" 3+ 3+ 5 5 4 3 10 3+ 1  
This model is armed with a relic gauss blaster.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Relic gauss blaster
0
Relic gauss blaster
30"
Rapid Fire 2
5
-2
2
-
ABILITIES
ABILITIES
Living Metal: At the beginning of each battle round, this model recovers 1 wound lost earlier in the battle.
SPECIALISTS
SPECIALISTS
Fortitude, Leadership, Logistics, Shooting, Strategist
TACTICS
TACTICS
Adaptive Tactics, Priority Order
FACTION KEYWORDS
FACTION KEYWORDS
NECRONS
KEYWORDS
KEYWORDS
COMMANDER, INFANTRY, ROYAL WARDEN


Technomancer

NAME  M WS BS S T W A Ld Sv Max  
Technomancer
Technomancer 5" 3+ 3+ 4 4 4 1 10 4+ 1  
This model is armed with a staff of light.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Staff of light (ranged)
0
Staff of light (ranged)
18"
Assault 3
5
-2
1
-
0
Staff of light (melee)
0
Staff of light (melee)
Melee
Melee
User
-2
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may take a Canoptek cloak. If it does, its Move characteristic is increased to 10" and it gains the FLY keyword.
10
ABILITIES
ABILITIES
Living Metal: At the beginning of each battle round, this model recovers 1 wound lost earlier in the battle.
SPECIALISTS
SPECIALISTS
Fortitude, Logistics, Melee, Shooting, Strategist, Strength
TACTICS
TACTICS
Technologist, Nanosurge
FACTION KEYWORDS
FACTION KEYWORDS
NECRONS
KEYWORDS
KEYWORDS
COMMANDER, INFANTRY, CRYPTEK, TECHNOMANCER

Wargear

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Abyssal lance (ranged)
0
Abyssal lance (ranged)
18"
Assault 3
4
-3
1
-
0
Aeonstave (shooting)
0
Aeonstave (shooting)
18"
Assault D3
5
-2
1
When attacking with this weapon, an invulnerable save cannot be used.
When attacking with this weapon, an invulnerable save cannot be used.
0
Entropic lance (shooting)
0
Entropic lance (shooting)
18"
Assault 1
8
-3
D6
-
0
Gauss blaster
0
Gauss blaster
30"
Rapid Fire 1
5
-2
1
-
0
Gauss flayer
0
Gauss flayer
24"
Rapid Fire 1
4
-1
1
-
0
Gauss reaper
0
Gauss reaper
12"
Assault 2
5
-2
1
-
0
Particle caster
0
Particle caster
12"
Pistol 2
6
0
1
-
0
Plasmic lance (ranged)
0
Plasmic lance (ranged)
18"
Assault D3
7
-3
2
-
0
Relic gauss blaster
0
Relic gauss blaster
30"
Rapid Fire 2
5
-2
2
-
0
Rod of covenant (ranged)
0
Rod of covenant (ranged)
12"
Assault 1
5
-3
2
-
0
Staff of light (ranged)
0
Staff of light (ranged)
18"
Assault 3
5
-2
1
-
0
Synaptic disintegrator
0
Synaptic disintegrator
36"
Heavy 1
5
-2
1
A model firing a synaptic disintegrator does not suffer the penalty to hit rolls for the target being at long range. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
A model firing a synaptic disintegrator does not suffer the penalty to hit rolls for the target being at long range. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
0
Tesla carbine
0
Tesla carbine
24"
Assault 2
5
0
1
Each unmodified hit roll of 6 with this weapon causes 3 hits.
Each unmodified hit roll of 6 with this weapon causes 3 hits.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Abyssal lance (melee)
0
Abyssal lance (melee)
Melee
Melee
User
-3
1
-
0
Aeonstave (melee)
0
Aeonstave (melee)
Melee
Melee
User
-2
1
When attacking with this weapon, an invulnerable save cannot be used.
When attacking with this weapon, an invulnerable save cannot be used.
0
Chronotendrils
0
Chronotendrils
Melee
Melee
User
0
1
When the bearer fights, it can make 3 additional attacks with this weapon.
When the bearer fights, it can make 3 additional attacks with this weapon.
0
Entropic lance (melee)
0
Entropic lance (melee)
Melee
Melee
User
-3
3
-
0
Flayer claws
0
Flayer claws
Melee
Melee
User
-1
1
-
0
Hyperphase glaive
0
Hyperphase glaive
Melee
Melee
+2
-3
D3
-
0
Hyperphase sword
0
Hyperphase sword
Melee
Melee
+1
-3
1
-
0
Plasmic lance (melee)
0
Plasmic lance (melee)
Melee
Melee
User
-3
2
-
0
Rod of covenant (melee)
0
Rod of covenant (melee)
Melee
Melee
User
-3
2
-
0
Staff of light (melee)
0
Staff of light (melee)
Melee
Melee
User
-2
1
-
1
Voidblade
1
Voidblade
Melee
Melee
User
-3
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Voidscythe
0
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
-

Other Wargear

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

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

The NECRONS keyword is used in following Necrons datasheets:

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

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.

The FLAYED ONE keyword is used in following Necrons datasheets:

Datasheet

The OVERLORD keyword is used in following Necrons datasheets:

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

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.

The DEATHMARK keyword is used in following Necrons datasheets:

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

The FLAYED ONE keyword is used in following Necrons datasheets:

Datasheet
Setting Up In Reserve
During deployment, instead of setting up a model on the battlefield as described by the mission, you can set that model up in Reserve. You can do this with up to half of the models in your kill team, but if you are using a Battle-forged kill team, the total points cost of any models you set up in Reserve can be no greater than half of your kill team’s Force.

The DEATHMARK keyword is used in following Necrons datasheets:

Datasheet
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

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

The COMMANDER keyword is used in following Necrons datasheets:

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

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

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

The OVERLORD keyword is used in following Necrons datasheets:

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

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Wound Roll
If an attack scores a hit, you will then need to roll another dice to see if the attack wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the following table:

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


If the roll is equal to or greater than the required number, the attack succeeds and the attack sequence continues. If the roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 is always successful.
Hammer of Wrath
Models that charged in this battle round fight before all other models. Players take it in turn to choose a model that charged from their kill team to fight with (see below), or pass, in the order determined in the Initiative phase. If a player passes, it is the next player’s turn to choose. A player cannot choose to pass if they have a model that charged that can fight. Once all players have chosen a model from their kill team or passed, they do so again in the same order, until all players pass in succession. When they do so, the Hammer of Wrath section of the Fight phase is over.

The ROYAL WARDEN keyword is used in following Necrons datasheets:

Commander

The OVERLORD keyword is used in following Necrons datasheets:

Commander
ASSAULT

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

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.

The TECHNOMANCER keyword is used in following Necrons datasheets:

Commander

The CHRONOMANCER keyword is used in following Necrons datasheets:

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

The CHRONOMANCER keyword is used in following Necrons datasheets:

Commander
React
After you have declared a charge, any opponents take it in turn to make Reactions with any models from their kill teams that are allowed to do so, if they wish to do so, in the order determined in the Initiative phase. Once one opponent has resolved all of their models’ Reactions, the next player can do so, and so on.

A model can React if it is the target of a charging model and it is more than 1" from an enemy model. A model can either fire Overwatch or Retreat when it Reacts. If, at any point, the charging model is slain, no further Reactions can be made for this charge sequence.

The PLASMANCER keyword is used in following Necrons datasheets:

Commander
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.

The PLASMANCER keyword is used in following Necrons datasheets:

Commander
Readying
When you pick a model to move, instead of making a normal move (including pivoting the model) you can Ready them, unless they are within 1" of an enemy model. A model that is Readied in the Movement phase has an advantage in the subsequent Shooting phase (see Ready, Fire!). If you have Kill Team tokens, place a Ready token next to the model as a reminder. If the model moves for any reason, it is no longer Readied – remove this token.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.

The ROYAL WARDEN keyword is used in following Necrons datasheets:

Commander
Falling Back
When you pick a model to move, if that model started the Movement phase within 1" of an enemy model, it cannot make a normal move. Instead, it can either remain stationary or Fall Back. A model cannot Fall Back if an enemy model finished a charge move within 1" of it in the same phase. If you choose to Fall Back, the model can move a distance equal to or less than its Move characteristic, but must end its move more than 1" away from all enemy models. If a model Falls Back, it cannot Advance, charge, React or be Readied in that phase. A model that Falls Back also cannot shoot later that battle round unless it can FLY. If you have Kill Team tokens, place a Fall Back token next to the model as a reminder.

The OVERLORD keyword is used in following Necrons datasheets:

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

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Advancing
When you pick a model to move, instead of making a normal move with that model you can declare that it will Advance, unless it is within 1" of an enemy model. If you do so, make an Advance roll by rolling a D6. Add the result to the model’s Move characteristic for that Movement phase. You can then move that model a distance equal to or less than its Move characteristic. A model that Advances cannot charge, React or shoot later that battle round. If you have Kill Team tokens, place an Advance token next to the model as a reminder.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

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

The TECHNOMANCER keyword is used in following Necrons datasheets:

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

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.

The PSYCHOMANCER keyword is used in following Necrons datasheets:

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

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

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

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

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

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

A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Pile In
You may move the model up to 3" – the model must end the move closer to the nearest enemy model.
Retreat
A target model cannot Retreat if it has already made a move of any kind (or attempted to charge) in this phase. A model can Retreat if it has already fired Overwatch in this phase. When a model Retreats, it can be moved up to 3" by the controlling player. This move must end with the model further away from the charging model, and more than 1" from any other enemy models. A model that Retreats cannot React later in the battle round, and cannot shoot later in the battle round (unless it can FLY). If you have Kill Team tokens, place a Fall Back token next to the model as a reminder.
Pile In
You may move the model up to 3" – the model must end the move closer to the nearest enemy model.
HEROIC INTERVENTION
Commander Tactic
Use this Tactic at the end of the Movement phase if there are any enemy models within 3" of your Commander and your Commander did not Advance, Fall Back, Retreat or make a charge attempt this phase. Your Commander can immediately make a pile-in move as described in the Fight phase.
1 COMMAND POINT
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Does not include wargear
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.
HEAVY

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

If a model with a Heavy weapon moved in the preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this battle round.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.

The NECRONS keyword is used in following Necrons datasheets:

Datasheet
Commander

The INFANTRY keyword is used in following Necrons datasheets:

Datasheet
Commander
Does not include wargear
Melee
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is armed with are listed on its datasheet. In addition to the melee weapons listed on their datasheets, all models are also assumed to be able to fight with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Does not include wargear
RAPID FIRE

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

A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

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

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

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Does not include wargear

Warscythe used in following datasheets:

Datasheets
• Lychguard
0
Commanders
• Overlord
0
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Saving Throw
The player controlling the target model then makes a saving throw by rolling a D6 and modifying the roll by the Armour Penetration characteristic of the attacking weapon. For example, if the attacking weapon has an Armour Penetration of -1, then 1 is subtracted from the saving throw. If the result is equal to, or greater than, the Save characteristic of the target model, then the damage is prevented 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 saving throw of 1 always fails.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.
Does not include wargear
RAPID FIRE

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

A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.
ASSAULT

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

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Does not include wargear
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range.

You can choose to shoot with a model with a Pistol weapon even if there are enemy models within 1", but it must target the closest enemy model (you can choose which if two or more are equidistant) and can only shoot with its Pistol weapon(s). In such circumstances, the model can shoot its Pistol even if other friendly models are within 1" of the same enemy model. It cannot fire a Pistol if it was charged in this battle round.

Each time a model armed with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) is chosen to shoot, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
ASSAULT

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

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

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

The FLY keyword is used in following Necrons datasheets:

Datasheet
Commander
LevelPoints per model*
144
259
374
499
* Does not include wargear
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.
ASSAULT

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

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

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

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.

The CHRONOMANCER keyword is used in following Necrons datasheets:

Commander
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.
CHRONOMETRON
Necrons Tactic
Chronomancer Tactic
Use this Tactic at the start of the battle round. Select one friendly NECRONS model within 9" of a CHRONOMANCER from your kill team. Until the start of the next battle round, that model, and all friendly NECRONS models within 3" of that model, have a 5+ invulnerable save.
1 COMMAND POINT

The CHRONOMANCER keyword is used in following Necrons datasheets:

Commander
React
After you have declared a charge, any opponents take it in turn to make Reactions with any models from their kill teams that are allowed to do so, if they wish to do so, in the order determined in the Initiative phase. Once one opponent has resolved all of their models’ Reactions, the next player can do so, and so on.

A model can React if it is the target of a charging model and it is more than 1" from an enemy model. A model can either fire Overwatch or Retreat when it Reacts. If, at any point, the charging model is slain, no further Reactions can be made for this charge sequence.
TEMPORAL IMPEDIMENT
Necrons Tactic
Chronomancer Tactic
Use this Tactic after shooting or fighting with a CHRONOMANCER from your kill team. Until the end of the next battle round, subtract 1 (to a minimum of 1) from the Attacks characteristic of each enemy model hit by an attack made with an aeonstave by that model. Until the end of the next battle round, each enemy model hit by an attack made with an aeonstave by that model cannot React.
1 COMMAND POINT

The COMMANDER keyword is used in following Necrons datasheets:

Commander
LevelPoints per model*
186
2106
3126
4151
* Does not include wargear

The OVERLORD keyword is used in following Necrons datasheets:

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

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
RESURRECTION ORB
Necrons Tactic
Overlord Tactic
Use this Tactic at the end of the Morale phase, if an OVERLORD from your kill team is on the battlefield and not shaken. Pick a friendly model that is out of action and roll a D6; on a 2+ set up that model with 1 wound remaining and no flesh wounds anywhere within 3" of the OVERLORD that is more than 1" from enemy models. This Tactic can only be used once per battle.
3 COMMAND POINTS

Staff of light (ranged) used in following datasheets:

Commanders
• Overlord
0
ASSAULT

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

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

Staff of light (melee) used in following datasheets:

Commanders
• Overlord
0
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

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

The OVERLORD keyword is used in following Necrons datasheets:

Commander
ASSAULT

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

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.
TACHYON ARROW
Necrons Tactic
Overlord Tactic
Use this Tactic in your Shooting phase, when an OVERLORD from your kill team armed with a tachyon arrow is chosen to shoot with. That model can shoot as if it were equipped with an Assault 1 weapon with a range characteristic of 120". If a hit is scored, the target suffers D3 mortal wounds and the attack sequence ends. This Tactic can only be used once per battle.
2 COMMAND POINTS
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.

The OVERLORD keyword is used in following Necrons datasheets:

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

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
MY WILL BE DONE
Necrons Tactic
Overlord Aura Tactic
Use this Tactic at the start of the battle round, if your kill team includes an OVERLORD. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can add 1 to Advance, charge and hit rolls for friendly models within 6" of this model.
2 COMMAND POINTS

The OVERLORD keyword is used in following Necrons datasheets:

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

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
RESURRECTION ORB
Necrons Tactic
Overlord Tactic
Use this Tactic at the end of the Morale phase, if an OVERLORD from your kill team is on the battlefield and not shaken. Pick a friendly model that is out of action and roll a D6; on a 2+ set up that model with 1 wound remaining and no flesh wounds anywhere within 3" of the OVERLORD that is more than 1" from enemy models. This Tactic can only be used once per battle.
3 COMMAND POINTS

The OVERLORD keyword is used in following Necrons datasheets:

Commander
ASSAULT

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

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.
TACHYON ARROW
Necrons Tactic
Overlord Tactic
Use this Tactic in your Shooting phase, when an OVERLORD from your kill team armed with a tachyon arrow is chosen to shoot with. That model can shoot as if it were equipped with an Assault 1 weapon with a range characteristic of 120". If a hit is scored, the target suffers D3 mortal wounds and the attack sequence ends. This Tactic can only be used once per battle.
2 COMMAND POINTS

The OVERLORD keyword is used in following Necrons datasheets:

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

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
VENDETTA
Necrons Tactic
Overlord Tactic
When you first add an OVERLORD to your kill team or command roster, pick a Faction keyword. Use this Tactic when you pick an OVERLORD to fight in the Fight phase. Re-roll hit and wound rolls of 1 for that model’s attacks when targeting enemy models with the Faction keyword you chose for that OVERLORD.
1 COMMAND POINT
ASSAULT

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

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

The PLASMANCER keyword is used in following Necrons datasheets:

Commander
Readying
When you pick a model to move, instead of making a normal move (including pivoting the model) you can Ready them, unless they are within 1" of an enemy model. A model that is Readied in the Movement phase has an advantage in the subsequent Shooting phase (see Ready, Fire!). If you have Kill Team tokens, place a Ready token next to the model as a reminder. If the model moves for any reason, it is no longer Readied – remove this token.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.
HARBINGER OF DESTRUCTION
Necrons Tactic
Plasmancer Tactic
Use this Tactic at the end of the Movement phase. Select one PLASMANCER from your kill team that made a normal move or was Readied this phase and roll one D6; on a 3-5, the closest enemy model within 18" of and visible to that PLASMANCER suffers 1 mortal wound. On a 6, the closest enemy model within 18" of and visible to that PLASMANCER suffers D3 mortal wounds.
2 COMMAND POINTS

The PLASMANCER keyword is used in following Necrons datasheets:

Commander
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.
LIVING LIGHTNING
Necrons Tactic
Plasmancer Tactic
Use this Tactic at the start of the Fight phase. Select one PLASMANCER from your kill team and roll one D6 for each enemy model within 6" of it. On a 6, that enemy model suffers 1 mortal wound.
2 COMMAND POINTS

The CRYPTEK keyword is used in following Necrons datasheets:

Commander
ASSAULT

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

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

The PSYCHOMANCER keyword is used in following Necrons datasheets:

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

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
HARBINGER OF DESPAIR
Necrons Tactic
Psychomancer Aura Tactic
Use this Tactic at the start of the Morale phase, if your kill team includes a PSYCHOMANCER. That model gains the following aura ability until the end of the phase:

As long as this model is not shaken, add 1 to Nerve tests taken for enemy models within 6" of this model.
1 COMMAND POINT
LevelPoints per model*
146
261
376
4101
* Does not include wargear
RAPID FIRE

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

A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.

The ROYAL WARDEN keyword is used in following Necrons datasheets:

Commander
ADAPTIVE TACTICS
Necrons Tactic
Royal Warden Tactic
Use this Tactic in the Movement phase, when a NECRONS model from your kill team within 9" of a friendly ROYAL WARDEN is chosen to move. That model can Fall Back and still be chosen to shoot with during this battle round.
1 COMMAND POINT
Hammer of Wrath
Models that charged in this battle round fight before all other models. Players take it in turn to choose a model that charged from their kill team to fight with (see below), or pass, in the order determined in the Initiative phase. If a player passes, it is the next player’s turn to choose. A player cannot choose to pass if they have a model that charged that can fight. Once all players have chosen a model from their kill team or passed, they do so again in the same order, until all players pass in succession. When they do so, the Hammer of Wrath section of the Fight phase is over.

The ROYAL WARDEN keyword is used in following Necrons datasheets:

Commander
PRIORITY ORDER
Necrons Tactic
Royal Warden Tactic
Use this Tactic at the start of the Fight phase, or after an enemy model has fought in the Hammer of Wrath step of the Fight phase. Select one NECRONS model from your kill team within 9" of a friendly ROYAL WARDEN. Ihat model is considered to have charged this battle round.
1 COMMAND POINT
ASSAULT

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

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
Fly
If the datasheet for a model says it can FLY (i.e. it has the FLY keyword), it can move across models and terrain – other than impassable terrain – as if they were not there, though it must end its move on a surface it can stand on, other than another model or another model’s base. Do not measure vertical distance when moving a model that can FLY.

The TECHNOMANCER keyword is used in following Necrons datasheets:

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

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
TECHNOLOGIST
Necrons Tactic
Technomancer Aura Tactic
Use this Tactic at the start of the battle round if your kill team includes a TECHNOMANCER. That model gains the following aura ability until the end of the battle round:

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

The TECHNOMANCER keyword is used in following Necrons datasheets:

Commander
NANOSURGE
Necrons Tactic
Technomancer Tactic
Use this Tactic at the start of the battle round. Select one friendly NECRON model within 9" of a TECHNOMANCER from your kill team. Until the start of the next battle round, improve the Armour Penetration characteristic of weapons that model, and all friendly NECRON models within 3" of that model, are armed with by 1 (e.g. AP -1 becomes AP 2).
1 COMMAND POINT

Abyssal lance (ranged) used in following datasheets:

Commanders
ASSAULT

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

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

Aeonstave (shooting) used in following datasheets:

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

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

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

Entropic lance (shooting) used in following datasheets:

Commanders
ASSAULT

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

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

Gauss blaster used in following datasheets:

Datasheets
• Immortal
0
RAPID FIRE

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

A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.

Gauss flayer used in following datasheets:

Datasheets
RAPID FIRE

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

A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.

Gauss reaper used in following datasheets:

Datasheets
ASSAULT

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

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

Particle caster used in following datasheets:

Datasheets

Plasmic lance (ranged) used in following datasheets:

Commanders
ASSAULT

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

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

Relic gauss blaster used in following datasheets:

Commanders
RAPID FIRE

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

A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.

Rod of covenant (ranged) used in following datasheets:

Datasheets
ASSAULT

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

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

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

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

Synaptic disintegrator used in following datasheets:

Datasheets
• Deathmark
0
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.
HEAVY

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

If a model with a Heavy weapon moved in the preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this battle round.

Tesla carbine used in following datasheets:

Datasheets
• Immortal
0
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

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

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

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

Abyssal lance (melee) used in following datasheets:

Commanders

Aeonstave (melee) used in following datasheets:

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

Chronotendrils used in following datasheets:

Commanders

Entropic lance (melee) used in following datasheets:

Commanders

Flayer claws used in following datasheets:

Datasheets

Hyperphase glaive used in following datasheets:

Commanders
• Overlord
0

Hyperphase sword used in following datasheets:

Datasheets
• Lychguard
0

Plasmic lance (melee) used in following datasheets:

Commanders

Rod of covenant (melee) used in following datasheets:

Datasheets

Voidblade used in following datasheets:

Datasheets

Voidscythe used in following datasheets:

Commanders
• Overlord
0
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

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

Dispersion Shield used in following datasheets:

Datasheets
• Lychguard
5
Saving Throw
The player controlling the target model then makes a saving throw by rolling a D6 and modifying the roll by the Armour Penetration characteristic of the attacking weapon. For example, if the attacking weapon has an Armour Penetration of -1, then 1 is subtracted from the saving throw. If the result is equal to, or greater than, the Save characteristic of the target model, then the damage is prevented 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 saving throw of 1 always fails.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.
© Vyacheslav Maltsev 2013-2021