Advancing in inexorable lockstep come the deathless legions of the Necrons. Eldritch energy weapons crackle and howl, erasing swathes of the enemy. Godlike beings twist reality to their will. The living fall to dust, swept away by ancient powers beyond comprehension. The Necrons have risen to reclaim the stars, and none shall stand in their way.
Book | Kind | Edition | Version | Last update |
Necrons | ||||
Necrons | Codex | 10 | 1.2 | October 2024 |
Munitorum Field Manual | ||||
Munitorum Field Manual | Expansion | 10 | 1.13 | October 2024 |
Boarding Actions | ||||
Boarding Actions | Expansion | 10 | 1.0 | October 2024 |
Legends: Necrons | ||||
Legends: Necrons | Datasheet | 10 | September 2024 | |
Imperial Armour: Necrons | ||||
Imperial Armour: Necrons | Datasheet | 10 | September 2024 |
Q: | When using the Protocol of the Undying Legions Stratagem, are any other rules that are applicable to Reanimation Protocols applied (e.g. Necron Warriors’ Their Number is Legion ability)? |
A: | Yes. |
Q: | If I am using the Canoptek Court Detachment, if there are no objective markers within No Man’s Land or within my opponent’s deployment zone, can those areas be within my army’s Power Matrix? |
A: | No. |
Q: | Can I use the Cosmic Precision Stratagem to set up a unit anywhere on the battlefield instead of only wholly within 6" of a battlefield edge, even if it doesn’t have the Deep Strike ability? |
A: | Yes. |
Q: | When being set up using the Cosmic Precision Stratagem, does a model that is large (e.g. a TESSERACT VAULT) have to follow the rules for large models in the Deploying Units section of the Rules Commentary? |
A: | No. |
Q: | When using the Protocol of the Conquering Tyrant Stratagem or Lokhust Destroyers’ Hard-wired for Destruction ability, to be eligible to re-roll the Hit roll, does the unit also need to be eligible to re-roll a Hit roll of 1? |
A: | Yes (see ‘Rules with Multiple Conditions and Effects’ in the Rules Commentary). |
Q: | When I set up a unit using the MONOLITH’s Eternity Gate ability, do I have to set that unit up wholly within 6" of one battlefield edge? |
A: | No. |
Q: | When I set up a unit using the MONOLITH’s Eternity Gate ability, and that unit is not wholly within 6" of one battlefield edge, is that unit eligible to shoot in my Shooting phase? |
A: | Yes. |
Q: | Does the Canoptek Court Autodivinator Enhancement trigger when army rule effects such as Code Chivalric (Imperial Knights) award a player CP, or when an opponent discards a Secondary Mission card for 1CP? |
A: | No in both cases. It only triggers when your opponent gains CP as the result of an ability (not any other kind of rule). |
Q: | If a unit is removed from the battlefield using the Hypercrypt Legion Hyperphasing Detachment rule and it has the Deep Strike ability, can that unit arrive from Reserves in the first battle round? |
A: | Yes, provided you are going second. |
Q: | If I target a CANOPTEK WRAITHS unit with the Canoptek Court Reactive Subroutines Stratagem, can this trigger that unit’s Wraith Form ability? |
A: | Yes. |
Q: | Do rules that activate Reanimation Protocols (e.g. the Protocol of the Undying Legions Stratagem) only apply to a Bodyguard unit whose attached Leader unit is on the battlefield if one or more models from that Bodyguard unit are also still on the battlefield? |
A: | Yes. |
Q: | Can I use the MONOLITH’s Eternity Gate ability in the first battle round to reposition a unit that is on the battlefield? |
A: | Yes, provided the mission rules you are using do not state otherwise. If you are using the |
Q: | Can I use the MONOLITH’s Eternity Gate ability in the first battle round to set up a unit that I removed from the battlefield and placed into Strategic Reserves using the Hyperphasing Detachment rule? |
A: | Yes, including if you are using the |
The Necron dynasties benefit from the nigh-on supernatural technologies that once saw them dominate the galaxy, perhaps the most unsettling of which are their reanimation protocols. Should a Necron be slain, its body becomes wreathed in an eerie glow. Crawling limbs reattach. Sundered torsos and smashed skulls reform amidst emerald sparks. Witch lights flare back to life within dead eye-lenses and the Necron rises again, shambling back into their battle line. Those Necrons too catastrophically damaged to reform vanish instead, teleported away to their tombs for repair.
If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound:The Necron nobility and their high-ranking courtiers make war in a codified and relentless fashion. Their command protocols crackle out across multi-dimensional spectra from carrier-wave projectors, compelling their semi-sentient soldiery into battle one overriding directive at a time
While a NECRONS CHARACTER model is leading this unit, each time a model in this unit makes an attack, add 1 to the Hit roll.
With this device the bearer can twist space and time about them, enfolding them in a swirling darkness. When it fades, they have vanished, rematerialising elsewhere through a miracle of arcane science. NECRONS model only. Once per battle, at the end of your opponent’s turn, if the bearer’s unit is not within Engagement Range of any enemy units, the bearer can use this Enhancement. If it does, remove that unit from the battlefield. Then, in the Reinforcements step of your next Movement phase, set up that unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. |
Clouds of hyper-dense particles billow from this small artefact, to obscure and shield the bearer from the foe. NECRONS model only. While the bearer is leading a unit, models in that unit have the Stealth ability. |
This engraved sigil-circuitry transforms the fierce will of the bearer into a surging lash across every phasal state. NECRONS model only. While a friendly NECRONS unit (excluding CHARACTER units) is within 6" of the bearer, each time a model in that unit makes an attack, add 1 to the Hit roll. |
The bearers living metal mantle is bonded to mirror versions of itself across many dimensional thresholds. NECRONS model only. The bearer has the Feel No Pain 4+ ability. |
The most murderous Necrons of an Annihilation Legion retain no thought processes beyond destroying anything in reach. They are mechanised death, echoes of the industrialised and brutal processes of bio transference made manifest. Whether soullessly efficient or frenziedly deluded, these killing machines follow protocols that have atrophied into a singular and all-consuming insanity.
Each time a DESTROYER CULT or FLAYED ONES unit from your army declares a charge, you can re-roll the Charge roll. If one or more targets of that charge are Below Half-strength, add 1 to the Charge roll as well.
This Necrons sanity suffered during the Great Sleep. Now they are driven by a wrathful zeal, one which has seeped through the carrier waves of their commandments and into their followers. NECRONS model only. In the Fight phase, each time a model in the bearer’s unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking models unit has finished making its attacks, and is then removed from play. |
An immortal destroyer, this war leaders every victim is etched irrevocably into their cognitive engrams. Every weakness they ever overcame is recalled, frailties they can exploit on each new battlefield. NECRONS model only. Each time a model in the bearer’s unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1. |
This deathly killer exudes a soul-sapping presence, the promise of lifes’ end so explicit in their chilling gaze that few can muster the strength of will to evade it. DESTROYER CULT model only. Each time an enemy unit within Engagement Range of the bearer’s unit is selected to Fall Back, roll one D6: on a 3+, that unit cannot Fall Back this phase and must Remain Stationary. |
Atavistic fears are summoned from the pits of nightmare and thrust into the minds of all foes near this metal-skinned horror. DESTROYER CULT model only. At the start of the Fight phase, each enemy unit within Engagement Range of the bearer must take a Battle-shock test. |
Countless worlds across the galaxy harbour quiescent Necron technology, buried beneath the surface or mistaken for mere xenoarchaeological ruins. Whether part of an awakening tomb world’s defences, phased beneath the crust of a planet to empower the Cryptek’s conquest or perhaps the very objects they seek, these strange engines can be roused to wakefulness. Linked in an interdimensional matrix, their ancient energy cores can be vampirically bled to empower the Crypteks’ arcane technologies as well as their artificial and servile constructs.
Certain areas of the battlefield are considered to be within your army’s Power Matrix, as follows:
This Cryptek has had a personal dimensional pocket reality crafted for them, from which they can emerge into battle at will. CRYPTEK model only. Models in the bearer’s unit have the Infiltrators ability. |
With this small orb, its surface shimmering in fractal hues and shifting in multidimensional facets, a Cryptek can bypass the ancient security protocols placed upon the areas dormant machineries. Esoteric data and unusual strands of energy can be accessed, the orb acting as a skeleton key to greater power. CRYPTEK model only. While the bearer is leading a unit, if that unit is wholly within your army’s Power Matrix, each time a model in that unit makes an attack, re-roll a Wound roll of 1. |
This cryptogeometric puzzle box harbours a chronoscarab. The tiny construct creeps forward in time along temporal webs before hauling back a captured net of future moments. Its master can scry these wriggling futures to predict their foe’s strategies, using the knowledge to develop new counter-tactics to ambush the attackers. CRYPTEK model only. Each time your opponent gains a CP as the result of an ability, roll one D6: on a 2+, you also gain 1CP. |
This microsilicate weave generates a cyclical electrostatic overload that, providing its user triggers it in time, sends arcing lightning leaping out to roast onrushing attackers. CRYPTEK model only. Once per phase, when an enemy unit selects the bearer’s unit as a target of a charge, roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. |
With a command transmitted by regal carrier wave, signalled by a glowing glyph or via a haughty gesture with their blade, the ruling nobles mark their chosen enemy. With this declaration are the Triarchal Codes observed, and the ignorant foe doomed. The nobles’ powerful servants and the Triarch’s guardians of tradition march to war obediently, driven to best the mightiest of foes on the battlefield as a demonstration of the dynasty’s honour and a warning to the rest of their enemies’ foolish kind.
In your Command phase, select one enemy unit. Until the start of your next Command phase, each time a NOBLE, LYCHGUARD or TRIARCH unit from your army makes an attack that targets that unit, add 1 to the Wound roll.
A strict adherent to the ancient codes, this noble reserves their greatest displays of power to execute the enemy's leaders. Such champions are brought low in ostentatious manner, the inspiration or strategy they once provided severed at a stroke. OVERLORD model only. Each time the bearer’s unit destroys an enemy CHARACTER unit, your opponent loses 1CP if they have any. |
With sheer will this noble drives their warriors into battle against the most malevolent foes. Not from pretenders to nobility, nor marauding beasts, nor titanic machineries will this noble turn; they have faced greater horrors during their long existence. OVERLORD model only. The bearer’s melee weapons have the [PRECISION] and [ANTI-INFANTRY 5+] abilities. |
This dynastic scion is an expert in the arts of martial excellence, and their living metal form has been enhanced by their Crypteks. With effortless arrogance, they and their guardians parry or contemptuously swat aside the strikes of those they see as their lessers. OVERLORD model only. Each time a melee attack targets the bearer’s unit, subtract 1 from the Hit roll. |
This insatiable subjugator sees all before them as theirs for the taking by ancient right of conquest. They wield their legion like an iron gauntlet, using it to seize the battlefield in a demonstration of their power and strength, daring others to try taking it from them. OVERLORD model only. Each time a model in the bearer’s unit makes an attack that targets an enemy unit within range of an objective marker, you can re-roll the Hit roll. |
Employing fractal corridors, dolmen gates and ancient translocation science, the Necrons are able to phase in and out of existence. Nowhere is safe for the terrified foe as mechanoid hunters appear from unfolding planar lattices to slaughter or escape retribution into gulfs of darkness, only to materialise elsewhere to kill anew.
At the end of your opponents turn, you can select a number of NECRONS units from your army (excluding units that are within Engagement Range of one or more enemy units). The maximum number of units you can select depends on the battle size, as follows:
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With a mind as labyrinthine as the multi-dimensional tomb itself, this commander directs their servants in complex forays through the tomb’s hyperspatial architecture, catching the witless enemy off guard. NECRONS model only. While the bearer is on the battlefield or in Strategic Reserves, add one to the number of units from your army that you can select for the Hyperphasing rule. |
This ancient being will suffer no threats to their rule, stepping imperiously from twisting nightmare dimensions to annihilate any who dare to oppose them. NECRONS model only. Each time a model in the bearer’s unit makes an attack, re-roll a Hit roll of 1. If the bearer’s unit was set up on the battlefield this turn, you can re-roll the Hit roll instead. |
Wound with filaments of temporal circuitry, this amulet enables the bearer to accelerate themselves and their closest guardians in stuttering bursts of compressed time. NECRONS model only. Each time the bearer’s unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in the bearer’s unit. |
This hypermaterial key unlocks portals between transpatial dimensions embedded into a tomb’s architecture. Through such limitless doorways, the Necrons can pursue their quarry wherever they hide. NECRONS model only. Models in the bearer’s unit have the Deep Strike ability. |
In this section you’ll find additional rules for playing Crusade battles that are bespoke to NECRONS units.
A Necron tomb world’s awakening is a multi-stage process, with each System being responsible for different aspects of mobilising the dynasty’s forces. To represent this process, your Crusade force will be able to utilise the Systems of the tomb world awakening and direct power to each System as befitting their mission. Upon distributing all available power, your Crusade force will receive special bonuses known as Master System abilities based on how the power has been distributed.
The invigoration of a tomb world’s command systems reinforces the neural dominion of the world’s awakening android warriors to their immortal masters. As more of the command systems are awoken, as more Necrons rise from the torpor of their stasis crypts, the tomb’s ancient nobility - or their favoured legates - exercise an authority that is as ingrained in their servants’ psyche as it is hardwired into their cogitational processes.
To master the fate of others is a heady tonic to those whose existences are forged to rule. There are few more potent expressions of control than the breaking of other beings.
The semi-sentient substance comprising the bodies of the tomb world’s guardians can be augmented or accelerated with ghostly signals that flicker across dimensions between the tomb world and whatever distant war zone has claimed its fallen people. Once empowered, the tomb’s reanimation systems can cause the living metal to enter new and horrific states of spasming unlife that drag the Necrons back from extinction’s edge time and again.
Prestige among the wider dynasty is measured not only in the tomb world's conquests but in the ceaseless return of its eternal crusaders to their rightful place amongst the phalanxes at war.
The Necrons’ hyperscience enables their legions to conquer territories far from their tomb world, its warriors’ shambling gait belying a horrifying manoeuvrability. By activating additional translocation systems within the tomb’s insane architecture, dimensional corridors, dolmen gates and eldritch portals - gateways unused for millions of years - are unsealed, opening uncanny pathways that echo once more with the footfalls of advancing doom.
Possessing an overriding martial mindset, a desire to purge or conquer the galaxy, the tomb world's legions are on the march, driven to seize every prize their masters deem of worth.
Destroyers care only for the murder of organic life - their obsession is monomaniacal, their tally of the slain ever growing and their joyless appetite never sated.
To the Necrons it is not enough to simply defeat their enemies. They must prove their superiority by completely obliterating them with contemptuous ease. How else, after all, are the lesser species to be truly put in their place?
During the Great Sleep, the Necrons' once-sprawling territories were steadily eroded, conquered and parcelled up by other beings. Now that they are rising once more, the dynasties are loath to lose any more ground.
As though it were not enough of an insult that the creeping thieves of the lesser species defiled the dynastic tombs with their intrusion, they also stole precious artefacts whose true worth they cannot comprehend. These must be recovered, even if the quest should take a thousand years.
Exactly how the dreaded Flayer virus spreads is beyond the grasp of the most knowledgeable Cryptek. Some have attempted to rationalise it as a physical pathogen, info-virus or energistic flaw, yet none truly understand this almost supernatural curse or why it is that entire groups of Necrons can fall victim to it.
The greater a Necron noble's reputation, the more cunning and accomplished are the Crypteks who seek them out and offer them service.
Many afflicted with the Destroyer curse have awoken from the Great Sleep that way, yet more frightening is for the nihilistic madness to find purchase within the personality engrams of formerly stable Necrons. Their ambition and psyche atrophies until all that remains is the cold-hearted desire for annihilation.
By manipulating the hypercircuits of the tomb world's esoteric subsystems, some can be returned to quiescent dormancy as others shudder into semi-sentient activation.
With a possessiveness bom of arrogance, this most determined ancient seizes what they desire through sheer will.
The passing aeons provide ample opportunity to improve one's bladesmanship when mortality is but a dim memory.
As more systems awake upon this Necron's tomb world, greater legions become theirs to command.
These combatants have developed a truly indomitable will, rapidly recovering from even the most catastrophic damage in their determination to serve their masters.
The soldiers in this unit are receptive to the desires and commands of their betters even at great distances.
These Necrons rise again and again despite the most grievous injuries, resolutely refusing to succumb to their wounds.
Cravitic repulsion fields can be enfolded via enhanced protocols so as to accelerate the mechanisms that will ensure the foes' doom.
With prismatic arrays that can force temporary wormholes through intervening defences, no foe is safe from this machine's weapons.
When heavily damaged or suppressed, Necron war machines can exert a carrier wave of atavistic intimidation with which to exert their master's will.
These constructs exhibit hyperdeveloped protective subroutines, engaging extermination protocols to defend their Cryptek masters.
Their duties as tomb guardians discharged, these Canoptek constructs have adapted to focus on speed and aggression.
Augmented with advanced matter-replication capabilities, these Canoptek constructs can swiftly repair themselves in battle.
This noble's sanity is unravelling one engram at a time, lending them a savage vitality, but rendering their capacity to issue rational commands non-existent.
Whatever dregs of personality or intellect this being possessed are draining away, replaced by their mechanistic obsession with endless slaughter.
So damaged has this unit been that their core personality engrams have become scrambled.
These constructs are running on exhausted power supplies, leaving them nothing in reserve to effect self-repair during battle.
Ever burning, this robe-like skein is a remnant of necrodermis - a material that once caged a C’tan Shard. The haze of its smoky particles, each tinged with a micro-echo of their once-prisoner’s insanity, can obfuscate biological senses and technological augurs that rely on rationality and logic.
Models in the bearers unit have the Stealth ability.A dangerous weapons technology, this device generates a tachyon energy field around its bearer’s blade, resulting in their every blow striking faster than light and discharging tremendous destructive energy into their victims. Should the bearer be slain, the field rapidly overloads and detonates in a blinding flash of lethal power.
The bearer has the Deadly Demise D3 ability. In addition, select one of the bearers melee weapons; add 2 to the Strength and Attacks characteristics of that weapon, and that weapon has the [LETHAL HITS] ability.For millennia, the Orb of Eternity rested in a primitive fane on the world of Ormandus, where the indigenous populace marvelled at its ability to repair their technologies. Ever since this state of affairs was righted by a host of Triarch Praetorians, the Orb has been imparted as a boon to those deemed worthy of such power.
While the bearer is leading a unit, each time that unit’s Reanimation Protocols activate, it reanimates 3 wounds instead of D3 wounds.Heshkefnet’s name endures where her dynasty is long forgotten. Thephaeron’s tyrannic will haunts the blackstone engrams in this small artefact, an imprint which can be invoked to reinforce the most imperious demand for eradication.
Once per battle, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, each time a model from your Crusade army makes an attack that targets that enemy unit, you can re-roll the Hit roll.You have reached out your enduring will from the cold and sterile heart of your tomb world and reasserted your right to the stars. A t your command, awakened legions march to reclaim the tomb world’s territory where it lies scattered, ruined or invaded. With every harrowing purge and each ruthless repossession, the remnants of your realm are remade and revived to regal superiority. With every victory is this new age revealed: the opportunities for expansion and prestige; the verminous species to be crushed. The galaxy has changed much, but conquest is an eternal concept. The galaxy will learn once more to fear your dominion.
The ancient stasis-crypts and darkened cities of your tomb world actuate with increasing frequency. Your dynastic legions enlarge day by day, fresh phalanxes of metallic soldiery awoken to serve your ambitions. Pulses of esoteric energy surge through newly activated systems that empower greater campaigns of conquest. None can resist your inexorable rise, not savage hordes, nor youthful and naive empires, nor dishonourable thieves and assassins. All will cower in obeisance, or be cast into oblivion.
Your dominion has moved far beyond the reclamation of lost power as your legions seize new worlds and entire planetary systems. Your nobles and Crypteks lead armies on unending campaigns of systematic conquest, eradication and enslavement, and your tomb world stands as a linchpin of the wider dynasty’s expansion. The stars themselves will be shackled to your will as you eclipse your dynastic rivals in an immortal reign of subjugation!
The phaerons of the Necron dynasties possess some of the most powerful voidships in the known galaxy. These gigantic vessels carry full complements of Necron Warriors, Lychguard, Canoptek constructs and other lethal assets that can repel boarders or slaughter enemy crews with ease.
Necron voidships possess dimensional translocators that allow Cryptek engineers to withdraw damaged assets from the field and replace them in short order.
Units from your army with the Reanimation Protocols ability lose that ability. Such units, if they are not CHARACTER units, then gain this one.The Necron commander seeks to regain lost ground from their upstart foe. Those who seek to prevent the dynasty from reclaiming that which is rightfully theirs are marked for immediate termination.
Each time a NECRONS model from your army makes an attack, if that model is within range of an objective marker or the target of that attack is within range of an objective marker, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1.Resurrection Protocols This Necron commanders body has been fitted with a miniaturised resurrection field. This device greatly enhances the bearer’s regenerative abilities. The first time the bearer is destroyed, roll one D6 at the end of the phase. On a 2+, set the bearer back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with D3 wounds remaining. |
Mindshackle Scarabs Mindshackle scarabs burrow into the brains of a living host and wrest control of their faculties. CRYPTEK model only. In your Command phase, select one enemy unit within 12" of and visible to the bearer. That enemy unit must take a Leadership test, subtracting 1 from the result: if failed, until the start of your next Command phase, subtract 2" from the Move characteristic of models in that enemy unit and subtract 2 from Advance and Charge rolls made for it. |
Whilst the minds of many Necrons have been afflicted by the Great Sleep, the outcast Destroyer Cults and Flayed Ones have lost all semblance of sanity. Necron commanders often unleash these insane killers on their most hated foes, trusting that they will slaughter every last living being.
Necron voidships possess dimensional translocators that allow Cryptek engineers to withdraw damaged assets from the field and replace them in short order.
Units from your army with the Reanimation Protocols ability lose that ability. Such units, if they are not CHARACTER units, then gain this one.The murderous onslaughts of the Destroyer Cults and the hideous skin-wearing Flayed Ones are utterly terrifying to their living victims. To witness their bloody advance is an experience that can break the will of even the most hardened veteran.
Each time a NECRONS unit from your army declares a charge, each enemy unit that is a target of that charge must take a Leadership test: if failed, until the end of the turn, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll.Inured to Damage Those who lead the Destroyer Cults will brook no impediment to slaughter. Thus, many of their number bid the Crypteks remove all protective systems, allowing the Destroyer to fight until the very moment their broken form is phased back to their stasis-tomb. The bearer has the Feel No Pain 6+ ability. Once the bearer has destroyed one or more enemy units, it has the Feel No Pain 5+ ability instead. |
Domineering Presence This monstrous Lord has long transcended their limiting Necron form and been wrought anew as a monstrously intimidating killing machine. In your opponent’s Command phase, at the start of the Battle-shock step, select one enemy unit within 3" of the bearer; that enemy unit must take a Battle-shock test. When doing so, if that enemy unit is Below Half-strength, subtract 1 from that test. This Enhancement cannot cause a unit to take two Battle-shock tests in the same phase. |
Created to defend the Necrons’ tomb worlds, Canoptek constructs are often repurposed to harvest valuable resources for their Cryptek overseers. These murderous automatons will phase through walls, atomise deck plates and obliterate the living in order to achieve their masters’ goals.
Necron voidships possess dimensional translocators that allow Cryptek engineers to withdraw damaged assets from the field and replace them in short order.
Units from your army with the Reanimation Protocols ability lose that ability. Such units, if they are not CHARACTER units, then gain this one.Those Canoptek constructs and Necron Warriors that serve the Crypteks are inloaded with instructions to defend their master. Should a Crypteks physical form be destroyed, a vengeful wrath will awaken within their followers.
Each time an enemy unit destroys a CRYPTEK model from your army, until the end of the battle, each time a NECRONS model from your army makes an attack that targets that enemy unit, you can re-roll the Hit roll.Nanoscarab Reconstitution This Crypteks living metal form crawls with nanoscarabs, further enhancing its regenerative properties. In each player’s Command phase, the bearer regains 1 lost wound. |
Impromptu Translocation Many Necrons make use of dimensional translocation technology to traverse the battlefield. This miniaturised translocator allows a Cryptek to make a single dimensional leap, taking them out of harm’s way. Once per battle, after the bearer has shot, it can make a Normal move of up to 6". |
The Necron dynasties benefit from the nigh-on supernatural technologies that once saw them dominate the galaxy, perhaps the most unsettling of which are their reanimation protocols. Should a Necron be slain, its body becomes wreathed in an eerie glow. Crawling limbs reattach. Sundered torsos and smashed skulls reform amidst emerald sparks. Witch lights flare back to life within dead eye-lenses and the Necron rises again, shambling back into their battle line. Those Necrons too catastrophically damaged to reform vanish instead, teleported away to their tombs for repair.
If your Army Faction is , at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound:The CRYPTEK keyword is used in the following Necrons datasheets:
The CANOPTEK keyword is used in the following Necrons datasheets:
Countless worlds across the galaxy harbour quiescent Necron technology, buried beneath the surface or mistaken for mere xenoarchaeological ruins. Whether part of an awakening tomb world’s defences, phased beneath the crust of a planet to empower the Cryptek’s conquest or perhaps the very objects they seek, these strange engines can be roused to wakefulness. Linked in an interdimensional matrix, their ancient energy cores can be vampirically bled to empower the Crypteks’ arcane technologies as well as their artificial and servile constructs.
Certain areas of the battlefield are considered to be within your army’s Power Matrix, as follows:The MONSTER keyword is used in the following Necrons datasheets:
Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.Employing fractal corridors, dolmen gates and ancient translocation science, the Necrons are able to phase in and out of existence. Nowhere is safe for the terrified foe as mechanoid hunters appear from unfolding planar lattices to slaughter or escape retribution into gulfs of darkness, only to materialise elsewhere to kill anew.
At the end of your opponents turn, you can select a number of units from your army (excluding units that are within Engagement Range of one or more enemy units). The maximum number of units you can select depends on the battle size, as follows:
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This cryptogeometric puzzle box harbours a chronoscarab. The tiny construct creeps forward in time along temporal webs before hauling back a captured net of future moments. Its master can scry these wriggling futures to predict their foe’s strategies, using the knowledge to develop new counter-tactics to ambush the attackers.
CRYPTEK model only. Each time your opponent gains a CP as the result of an ability, roll one D6: on a 2+, you also gain 1CP.
Imperial Knights fight by a stringent set of codes to ensure that in addition to defeating the enemy, honour is always upheld.
If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must select one of the Oaths below to be active for your army. Models from your army with this ability gain the associated Oath ability, and you gain the associated Deed to complete.The CHARACTER keyword is used in the following Necrons datasheets:
The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders.
Some warriors are masters of disguise and concealment.
If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):Some attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.Some warriors refuse to be laid low, even by what should be fatal wounds.
Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.
Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.The DESTROYER CULT keyword is used in the following Necrons datasheets:
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Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.
During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.Some weapons are designed to root enemy formations out of entrenched positions.
Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.The NOBLE keyword is used in the following Necrons datasheets:
The TRIARCH keyword is used in the following Necrons datasheets:
The OVERLORD keyword is used in the following Necrons datasheets:
Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.
Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.Certain weapons are the bane of a particular foe.
Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.The TITANIC keyword is used in the following Necrons datasheets:
The VEHICLE keyword is used in the following Necrons datasheets:
Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.
Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.
Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x".The FLY keyword is used in the following Necrons datasheets:
The AIRCRAFT keyword is used in the following Necrons datasheets:
Mighty heroes fight at the forefront of battle.
Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.The BATTLELINE keyword is used in the following Necrons datasheets:
Assassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle.
Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".The INFANTRY keyword is used in the following Necrons datasheets:
The MOUNTED keyword is used in the following Necrons datasheets:
The MONSTER and CHARACTER keywords are used in the following Necrons datasheets:
From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.
Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").Some weapons can inflict fatal injuries on any foe, no matter their resilience.
Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.The CHRONOMANCER keyword is used in the following Necrons datasheets:
Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.
Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.