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

Books

BookKindEditionVersionLast update
  Necrons
  NecronsCodex101.0January 2024
  Munitorum Field Manual
  Munitorum Field ManualExpansion101.7March 2024
  Legends: Necrons
  Legends: NecronsDatasheet10July 2023
  Imperial Armour: Necrons
  Imperial Armour: NecronsDatasheet10June 2023

FAQ

Codex: Necrons

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:
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.

Introduction

On the following pages you will find several NECRONS Detachments you can select from, as described in the Core Rules (see the Select Detachment Rules step). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade Army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Necrons - the rules they include are as follows:

1
DETACHMENT RULE
The Detachment rule listed here will apply to either your whole army or to particular units within it.

2
ENHANCEMENTS
When mustering your army, your chosen Detachment enables you to upgrade CHARACTERS using the Enhancements listed here, as described in the Core Rules (see the Select Units step). If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your CHARACTERS Enhancements, as described in the main Crusade rules.

3
STRATAGEMS
Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems.

Army Rules

Reanimation Protocols

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:
  • If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound
  • If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining.
Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens.

Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining.

Awakened Dynasty

Detachment Rule

Command Protocols

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.

Enhancements

  • Veil of Darkness 20 pts

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.

  • Nether-realm Casket 20 pts

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.

  • Phasal Subjugator (Aura) 35 pts

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.

  • Enaegic Dermal Bond 15 pts

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.


Stratagems

PROTOCOL OF THE ETERNAL REVENANT
1CP
Awakened Dynasty – Epic Deed Stratagem
Necron rulers possess enhanced self-repair systems.
WHEN: Any phase.

TARGET: One NECRONS INFANTRY CHARACTER model from your army that was just destroyed. You can use this Stratagem on that model even though it was just destroyed.

EFFECT: At the end of the phase, set your model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with half of its starting number of wounds remaining.

RESTRICTIONS: Each model can only be targeted with this Stratagem once per battle.
PROTOCOL OF THE UNDYING LEGIONS
1CP
Awakened Dynasty – Strategic Ploy Stratagem
Nanoscarabs are released in boiling black clouds that whirl about the legions and effect rapid repairs
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has resolved its attacks.

TARGET: One NECRONS unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks.

EFFECT: Your unit activates its Reanimation Protocols and reanimates D3 wounds (or D3+1 wounds if a NECRONS CHARACTER is leading your unit].
PROTOCOL OF THE HUNGRY VOID
1CP
Awakened Dynasty – Battle Tactic Stratagem
Necrons strike with data-augmented accuracy.
WHEN: Fight phase.

TARGET: One NECRONS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in your unit. In addition, If a NECRONS CHARACTER is leading your unit, until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1. (this is not cumulative with any other modifiers that improve Armour Penetration].
PROTOCOL OF THE SUDDEN STORM
1CP
Awakened Dynasty – Strategic Ploy Stratagem
Arcing energies leap from one Necron to the next, lending them unnatural speed and surety
WHEN: Your Movement phase.

TARGET: One NECRONS unit from your army.

EFFECT: Until the end of the turn, ranged weapons equipped by models in your unit have the [ASSAULT] ability. In addition, if a NECRONS CHARACTER is leading your unit, until the end of the phase, you can re-roll Advance rolls made for your unit.
PROTOCOL OF THE CONQUERING TYRANT
1CP
Awakened Dynasty – Battle Tactic Stratagem
The legions employ the strategies of their masters in perfect synchronicity, laying down hails of mechanically coordinated fire.
WHEN: Your Shooting phase.

TARGET: One NECRONS unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit within half range, re-roll a Hit roll of 1. If a NECRONS CHARACTER is leading your unit, until the end of the phase, you can re-roll the Hit roll for that attack instead.
PROTOCOL OF THE VENGEFUL STARS
2CP
Awakened Dynasty – Strategic Ploy Stratagem
Criss-crossfire leaps from the Necron ranks, forming a blazing corona of deadly energy to punish those who dare threaten the indignant nobility's legions.
WHEN: Your opponent’s Shooting phase, just after an enemy unit destroys a NECRONS unit from your army.

TARGET: One NECRONS CHARACTER unit from your army that was within 6" of that NECRONS unit when it was destroyed.

EFFECT: After the attacking unit has resolved its attacks, your unit can shoot as if it were your Shooting phase, but it must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.

Annihilation Legion

Detachment Rule

Annihilation Protocol

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.

Enhancements

  • Eternal Madness 25 pts

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.

  • Ingrained Superiority 10 pts

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.

  • Soulless Reaper 20 pts

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.

  • Eldritch Nightmare 15 pts

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.


Stratagems

MASKS OF DEATH
1CP
Annihilation Legion – Strategic Ploy Stratagem
Wreathed in tendrils of transdimensional shadow that intensify their deathly visages, these killing machines evoke such terror that steady aims tremble and blade arms are sapped of strength.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One DESTROYER CULT or FLAYED ONES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
THE SPOOR OF FRAILTY
1CP
Annihilation Legion – Battle Tactic Stratagem
Where one foe falls, logic dictates all others must follow. Where blood is shed, ever must more flow.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One DESTROYER CULT or FLAYED ONES unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model from your unit makes an attack that targets a unit below Starting Strength, add 1 to the Hit roll. If the target is Below Half-strength, add 1 to the Wound roll as well.
MURDEROUS REANIMATION
1CP
Annihilation Legion – Battle Tactic Stratagem
Through some quirk of their kind's shared insanity, a spark of gruesome satisfaction surges through them with every enemy life snuffed out, triggering quiescent power reserves that drive them onwards.
WHEN: Fight phase.

TARGET: One DESTROYER CULT or FLAYED ONES unit from your army that has just destroyed an enemy unit, or just caused an enemy unit that was not Below Half-strength to become Below Half-strength.

EFFECT: Your unit’s Reanimation Protocols activate.
PITILESS HUNTERS
1CP
Annihilation Legion – Battle Tactic Stratagem
Driven into a state of hyperaggression, an Annihilation Legion's most eager hunters plunge into their prey's midst to maximise their butchery.
WHEN: Fight phase.

TARGET: One DESTROYER CULT or FLAYED ONES unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
BLOOD-FUELLED CRUELTY
1CP
Annihilation Legion – Battle Tactic Stratagem
Whatever strange afflictions eat away at the sanity of Destroyers and Flayed Ones, mercy is not one of them.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Fall Back move.

TARGET: One DESTROYER CULT or FLAYED ONES unit from your army that started the phase within Engagement Range of that enemy unit.

EFFECT: Roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. Your unit can then make a Normal move, but must end that move as close as possible to that enemy unit.
INSANITY’S IRE
1CP
Annihilation Legion – Strategic Ploy Stratagem
To strike down one horror is merely to draw the rest of the pack's insane and murderous focus.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One DESTROYER CULT or FLAYED ONES unit from your army that had one or more of its models destroyed by the attacking unit’s attacks.

EFFECT: Your unit can make a Normal move, but must end that move as close as possible to that enemy unit.

Canoptek Court

Detachment Rule

Power Matrix

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:

  • Your deployment zone is always within your army’s Power Matrix.
  • At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Power Matrix.
  • At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Power Matrix.
Each time a model in a CRYPTEK or CANOPTEK unit from your army makes an attack, re-roll a Hit roll of 1. If such a unit is wholly within your army’s Power Matrix, you can re-roll the Hit roll instead.

Enhancements

  • Dimensional Sanctum 20 pts

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.

  • Hyperphasic Fulcrum 15 pts

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.

  • Autodivinator 15 pts

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.

  • Metalodermal Tesla Weave 10 pts

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.


Stratagems

CURSE OF THE CRYPTEK
1CP
Canoptek Court – Battle Tactic Stratagem
Vindictive Crypteks often hardwire vengeance sub protocols into the ancient cores of their unliving servants, by which a last act of reprisal is assured.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has shot or fought.

TARGET: One CRYPTEK model from your army that was destroyed by one of the attacking unit’s attacks.
You can use this Stratagem on that model even though it was just destroyed.

EFFECT: Until the end of the battle, each time a friendly CANOPTEK model makes an attack that targets the attacking unit, add 1 to the Hit roll and add 1 to the Wound roll.
CYNOSURE OF ERADICATION
2CP
Canoptek Court – Battle Tactic Stratagem
Only the foolish tread where a Cryptek has set their sights, for these arcane scientists will suffer no threat to their works.
WHEN: The start of your Shooting phase or the start of the Fight phase.

TARGET: One CRYPTEK or CANOPTEK unit from your army that is wholly within your army’s Power Matrix.

EFFECT: Until the end of the phase, weapons equipped by CRYPTEK or CANOPTEK models in your unit have the [DEVASTATING WOUNDS] ability.
SOLAR PULSE
1CP
Canoptek Court – Strategic Ploy Stratagem
By remotely accessing a hidden engine's most illuminating protocols, a Cryptek can release the awesome power of a caged solar flare.
WHEN: Start of your Shooting phase.

TARGET: One CRYPTEK model from your army.

EFFECT: Select one objective marker within 18" of your CRYPTEK model. Until the end of the phase, weapons equipped by friendly NECRONS models have the [IGNORES COVER] ability while targeting units within range of that objective marker.
REACTIVE SUBROUTINES
1CP
Canoptek Court – Strategic Ploy Stratagem
Canoptek constructs spent the long Great Sleep in watchful vigilance. Triggering a surge of power, they are capable of responsive manoeuvres to outwit the swiftest of attackers.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One CANOPTEK unit from your army that is within 9" of that enemy unit.

EFFECT: Your unit can make a Normal move of up to 6".
COUNTERTEMPORAL SHIFT
1CP
Canoptek Court – Strategic Ploy Stratagem
With a twist to the fabric of time, a bubble of another moment enshrouds these constructs. Strange emissions from long-dead elder stars or utter darkness from a nighttime far in the future occludes them from their master’s foes.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One CANOPTEK unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 12".
SUBOPTIMAL FACADE
1CP
Canoptek Court – Strategic Ploy Stratagem
Canoptek constructs use sophisticated metalogic to craft sinister ambushes. Luring the foe in by appearing at suboptimal operation, a surge of reanimation protocols suddenly swells their numbers.
WHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge.

TARGET: One CANOPTEK unit from your army that was selected as a target of that charge and is wholly within your army’s Power Matrix.

EFFECT: Your unit’s Reanimation Protocols activate.

Obeisance Phalanx

Detachment Rule

Worthy Foes

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 an OVERLORD, LYCHGUARD or TRIARCH unit from your army makes an attack that targets that unit, add 1 to the Wound roll.

Enhancements

  • Honourable Combatant 10 pts

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.

  • Unflinching Will 20 pts

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.

  • Warrior Noble 15 pts

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.

  • Eternal Conqueror 25 pts

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.


Stratagems

YOUR TIME IS NIGH
1CP
Obeisance Phalanx – Epic Deed Stratagem
With a pulse of necroneural energy that erodes the foe’s will, the Necron commander declares the fall of the enemy general, promising their remaining forces that it is only a matter of time until they join their master in ignoble death.
WHEN: Any phase, just after your opponent’s WARLORD is destroyed.

TARGET: Your NECRONS WARLORD.

EFFECT: Until the end of the battle, each time an enemy unit takes a Battle-shock or Leadership test, subtract 1 from the result.
ENSLAVED ARTIFICE
1CP
Obeisance Phalanx – Battle Tactic Stratagem
It is not only android soldiery that be compelled to serve. With a command, prized war engines and ornate weapons are empowered to hyperlethality.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One NECRONS unit from your army (excluding TITANIC units) that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
NANOASSEMBLY PROTOCOLS
1CP
Obeisance Phalanx – Battle Tactic Stratagem
A tomb world’s war engines are the pride of its nobility and they will suffer no affront to them, demanding the reassembly of slablike armour atom by atom even as the foe seek to sunder the vehicles.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One NECRONS VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
SENTINELS OF ETERNITY
1CP
Obeisance Phalanx – Epic Deed Stratagem
Lychguard never tire, nor give a thought to their own safety over that of their master. With parrying blows and blocking shots they protect their liege even as they continue to strike down their opponents.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One LYCHGUARD or TRIARCH PRAETORIANS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making attacks, and is then removed from play.
SUFFER NO RIVAL
1CP
Obeisance Phalanx – Battle Tactic Stratagem
Few enemy are worthy of a duel. What dangerous vermin are encountered are prioritised for execution to safeguard the nobles' honour.
WHEN: Fight phase.

TARGET: One LYCHGUARD or TRIARCH unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
TERRITORIAL OBSESSION
1CP
Obeisance Phalanx – Strategic Ploy Stratagem
The ancient and arrogant will of the nobility drives their powerful servants to stand their ground defiantly as they claim the dynasty's rightful lands.
WHEN: Your Command phase.

TARGET: One LYCHGUARD or TRIARCH unit from your army.

EFFECT: Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit. If your unit has the VEHICLE keyword, add 3 to the Objective Control characteristic instead.

Hypercrypt Legion

Detachment Rule

Hyperphasing

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:

BATTLE SIZENUMBER OF UNITS
IncursionUp to 2 units
Strike ForceUp to 3 units
OnslaughtUp to 4 units

Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves.

Enhancements

  • Dimensional Overseer 10 pts

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.

  • Arisen Tyrant 25 pts

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.

  • Hyperspatial Transfer Node 15 pts

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.

  • Osteoclave Fulcrum 20 pts

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.


Stratagems

HYPERPHASIC RECALL
2CP
Hypercrypt Legion – Strategic Ploy Stratagem
Obeying recall protocols, threatened tomb defenders will phase out of existence, only to be relocated to a more advantageous position by the tomb's hulking Monoliths.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has shot or fought.

TARGET: One NECRONS INFANTRY unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks and one friendly MONOLITH model.

EFFECT: Remove your INFANTRY unit from the battlefield and then set it back up anywhere on the battlefield that is wholly within 6" of your MONOLITH model and not within Engagement Range of one or more enemy units.
QUANTUM DEFLECTION
1CP
Hypercrypt Legion – Wargear Stratagem
Necron quantum shielding is a true marvel of techno-arcana. Channelled with energy reserves from the rising tomb structures, the shielding is capable of adaptive remodulation to diffuse and deflect the most powerful enemy attacks.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One NECRONS VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.
REANIMATION CRYPTS
1CP
Hypercrypt Legion – Strategic Ploy Stratagem
There is no rest for Necrons who fall in the service of their master. In dark crypts, their bodies are repaired and they are dispatched once more to war.
WHEN: Your Command phase.

TARGET: Your NECRONS WARLORD.

EFFECT: For each of your NECRONS units in Reserves, that Reserves unit’s Reanimation Protocols activate.
COSMIC PRECISION
1CP
Hypercrypt Legion – Strategic Ploy Stratagem
With a sanity-defying mechanism at the heart of the tomb, dynastic astromancers divine the pre-aligned point in space and time where a crucial role can be played in the wider battle plan.
WHEN: Your Movement phase.

TARGET: One NECRONS unit from your army that is arriving using the Deep Strike or Hyperphasing abilities this phase.

EFFECT: Your unit can be set up anywhere on the battlefield that is more than 3" horizontally away from all enemy models.

RESTRICTIONS: A unit targeted with this Stratagem is not eligible to declare a charge in the same turn.
DIMENSIONAL CORRIDOR
2CP
Hypercrypt Legion – Strategic Ploy Stratagem
As the tomb's warriors pass through a dimensional displacement corridor, the passage’s surface is lit with data-glyphs providing hyperlogical tactical information. When they step from an eternity gate, they are already prepared for the hunt.
WHEN: Your Charge phase.

TARGET: One NECRONS unit from your army that was set up on the battlefield this turn using the Eternity Gate ability of a MONOLITH model that started the turn on the battlefield.

EFFECT: Your unit is eligible to charge this phase.
ENTROPIC DAMPING
1CP
Hypercrypt Legion – Wargear Stratagem
Towering war engines rise from an erupting tomb in its defence, directing entropic energies to weaken and fracture the enemies' own weapons and turning them into dangerous tools only the desperate would use.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One TITANIC model from your army that was selected as the target of one or more of the attacking unit’s attacks and is within 18" of the attacking unit.

EFFECT: Until the end of the phase, weapons equipped by models in the attacking unit have the [HAZARDOUS] ability.

Crusade Rules

In this section you’ll find additional rules for playing Crusade battles that are bespoke to NECRONS units.

This section contains the following rules:

AWAKENING A TOMB WORLD
As a tomb world is reawakened, its Systems come online by the order of the Necron royalty, giving them access to new abilities.

AGENDAS
NECRONS armies can attempt to achieve unique Agendas in addition to those found in other publications. These represent the faction’s unique goals and their particular methods of waging war.

REQUISITIONS
NECRONS armies have access to a number of bespoke Requisitions in addition to those found in other publications.

BATTLE TRAITS
As they gain experience and prowess, NECRONS units in your Crusade force can be given one of the Battle Traits in this section instead of one presented elsewhere.

BATTLE SCARS
Themed to the unique nature of NECRONS, these Battle Scars represent long-lasting effects units from your Crusade force may come to carry.

CRUSADE RELICS
In addition to the Crusade Relics in other publications, NECRONS CHARACTER models can claim one of the Crusade Relics found here.

CRUSADE BADGES
Here you will find three Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once one is achieved, you could set yourself a new goal, or take the opportunity to start a new Crusade force.

Awakening A Tomb World

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.

Awakening Points

Awakening points are a limited resource that a NECRONS Crusade force can use to empower its three Systems. Your Crusade force starts with 3 Awakening points to distribute across each System, with each System having three possible bonuses to choose from. By completing Awakening Agendas, you can distribute all three Awakening points as you see fit, but your total distribution spread will dictate which Master System abilities you have access to once all three have been allocated.

System Bonuses

Each System has three bonuses to choose from which offer your Crusade army additional benefits in battles. To gain access to a System bonus, you must allocate an Awakening point to it by completing the relevant Awakening Agenda for its System.

Awakening Agendas

To allocate an Awakening point, you must successfully complete the Awakening Agenda for that System. An Awakening Agenda can be selected as one of your two Agendas instead of one from another source. Once you have done so, select a bonus in that System that you want to activate and allocate an Awakening point to it.

Master Systems

When all three of your Awakening points have been allocated to System bonuses, you gain access to Master System abilities. For instance, if you have chosen to allocate Awakening points to System bonuses in the Translocation and Reanimation Systems, you have access to each of those Master System abilities.

During a battle, you can choose to use one Master System ability, granting a bonus for use during that battle. If you do, you must immediately roll one D3 and remove that many Awakening points from your Systems, starting with a System bonus in the same System as that Master System ability. This results in your Crusade army immediately losing access to those System bonuses, whether or not you have used them yet.

The Awakening points removed can be reallocated via the completion of Awakening Agendas once again as you see fit, representing the changing needs of the dynasty as it conquers the galaxy. As noted, a Master System ability can only be used when all three of your Awakening points have been allocated.

DYNASTIC AWAKENING SYSTEMS

Command System

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.


AWAKENING AGENDA
SUBJUGATION DECREE

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.

Each time your WARLORD’s unit destroys an enemy unit, your WARLORD gains 1XP If your WARLORD gains 3XP or more in a battle as a result of this Agenda, you can select a Command System bonus to activate and must allocate 1 Awakening point to do so.

Choose one of the following System bonuses to activate:

1. HARMONISED DYNASTIC HYPERDERMIS
At the start of the battle, select one CHARACTER unit and add 1 to the Toughness characteristic of models in that unit until the end of the battle.

2. SERVILE PRESERVATION PROTOCOLS
At the start of the battle, select one CHARACTER unit. Each time a Bodyguard model in that unit is destroyed by a melee attack, if that model has not fought that phase, roll one D6: on a 3+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.

3. REMASTERED DEFICIENCY
Once per battle round, you can target a NECRONS CHARACTER unit from your army with the Command Re-roll Stratagem for 0CP and can do so even if you have already targeted a different unit with that Stratagem this phase.

COMMAND MASTER SYSTEM ABILITY
DIRECTIVE OVERRIDE
If you have access to this Master System ability, you can use it in one of the following ways:

Once per battle, at the start of your Command phase, you can use this ability. If you do, until the end of the phase, you can re-roll Battle-shock tests taken for NECRONS units from your Crusade army.
OR
Once per battle, at the start of your Command phase, you can use this ability. If you do, until the end of the phase, add 1 to the Objective Control characteristic of NECRONS units from your Crusade army.

DYNASTIC AWAKENING SYSTEMS

Reanimation System

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.


AWAKENING AGENDA
IMMORTAL SERVITUDE

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.

Keep a note of each wound recovered as a result of your Crusade army’s Reanimation Protocols ability. For every 12 wounds recovered, your WARLORD gains 1XP (to a maximum of 3XP). If you recover 12 or more wounds, you can select a Reanimation System to activate and must allocate 1 Awakening point to do so.

Choose one of the following System bonuses to activate:

1. RAPID REANIMATION
Once per battle round, you can re-roll the roll for one unit in your Crusade army’s Reanimation Protocols ability.

2. RESURRECTION FLUX
While a unit is Below Half-strength, add 1 to the result of that unit’s Reanimation Protocols roll.

3. ANASTASIC CONTINGENCY
Once per battle, after an enemy unit has caused a unit from your Crusade army to go below its Starting Strength, that unit can use its Reanimation Protocols ability.

REANIMATION MASTER SYSTEM ABILITY
CONTRA-MORTIS PROTOCOL
If you have access to this Master System ability, you can use it in one of the following ways:

Once per battle, when a NECRONS unit uses its Reanimation Protocols ability, you can use this ability. If you do, that NECRONS unit can immediately use its Reanimation Protocols ability a second time.
OR
Once per battle, at the start of your Command phase, you can use this ability. If you do, until the end of the phase, each time a NECRONS unit from your Crusade army uses its Reanimation Protocols ability, add 1 to the result.

DYNASTIC AWAKENING SYSTEMS

Translocation System

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.


AWAKENING AGENDA
RELENTLESS EXPANSION

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.

At the end of the battle, you can select up to three NECRONS units from your Crusade army (excluding AIRCRAFT) that are wholly within 6" of your opponent’s battlefield edge. If your opponent does not have a battlefield edge in the mission being played, you can select up to three such units that are wholly within your opponent’s deployment zone instead. Each of those units gains 3XP. If three or more units gain XP as a result of this Agenda, you may select a Translocation System to activate and must allocate 1 Awakening point to do so.

Choose one of the following System bonuses to activate:

1. ASTROMANTIC PERCEPTION PORTAL
Once per turn, select one NECRONS unit that was set up on the battlefield using the Deep Strike ability this turn. Until the end of the turn, each time a model in that unit makes an attack, you can re-roll the Hit roll.

2. DIMENSIONAL CATACOMBS
Before the start of the battle, select up to three NECRONS INFANTRY units from your Crusade army. Those units have the Scouts 6" ability, and while using that ability, they can FLY.

3. TRANSTEMPORAL ACCELERATION
Once per battle, in your Command phase, select one NECRONS unit from your Crusade army. Until the end of the turn, add 2 to Advance and Charge rolls made for that unit.

TRANSLOCATION MASTER SYSTEM ABILITY
SPECTRAL RELOCATION
If you have access to this Master System ability, you can use it in one of the following ways:

Once per battle, at the end of your Movement phase, select one NECRONS INFANTRY unit from your Crusade army and remove it from the battlefield and place it into Reserves. You can select another NECRONS INFANTRY unit from your Crusade army that is in Reserves and set it up as close as possible to where the previous unit was and not within Engagement Range of any enemy units. Until the end of the battle, the unit placed into Reserves has the Deep Strike ability if it did not already have it.
OR
Once per battle, after both players have deployed their armies and determined who has the first turn, you can select up to three NECRONS INFANTRY units from your Crusade army and redeploy all of those units. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves.

Agendas

If your Crusade army includes any NECRONS units, you can select Agendas from those presented here.

THE UNENDING TALLY

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.

Each time a DESTROYER CULTS unit from your Crusade army destroys two or more enemy units in a battle round, it gains 2XP.
SUPREMACY THROUGH ANNIHILATION

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?

At the start of the battle, select up to three units from your opponents Crusade army that have the highest points value (when doing so, treat Bodyguard and Leader units as separate selections). These are your Crusade army’s Annihilation targets. Each time a unit from your Crusade army destroys an Annihilation target, it gains 2XP.
TERRITORIAL IMPERATIVE

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.

Each time a NECRONS unit from your Crusade army destroys an enemy unit that started the turn within range of an objective marker, that NECRONS unit gains 1XP.

In addition, at the start of your Shooting phase, you can select one NECRONS INFANTRY unit within range of an objective marker outside your deployment zone from your Crusade army that is not Battle-shocked and is eligible to shoot. The selected unit can conquer that objective marker, and until the end of your turn that unit is not eligible to shoot or declare a charge. Each objective marker can only be conquered once per battle, and the unit that conquers it gains 2XP.
INESCAPABLE RETRIBUTION

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.

At the start of the battle, your opponent must select one objective marker in No Man’s Land that represents Dynastic Treasure.

At the end of your Movement phase, one NECRONS CHARACTER unit from your Crusade army (excluding Battle-shocked units) that is eligible to shoot and is within range of that objective marker can attempt to reclaim this treasure. If attempted, that unit cannot shoot or declare a charge until your next turn. If this unit is within range of that objective marker at the start of your next Command phase, the treasure is reclaimed and that objective marker is removed from the battlefield.

The CHARACTER model that successfully reclaimed the treasure gains 4XP. After the battle, that CHARACTER can exchange one Crusade Relic it possesses with a NECRONS Crusade Relic it is eligible for.

Requisitions

If your Crusade army includes any NECRONS units, you can spend Requisition points (RPs) on any of the following Requisitions.

VIRAL VECTORS1RP

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.

When a NECRONS BATTLELINE unit would gain a Battle Scar, you can instead remove it from your Order of Battle and add a FLAYED ONES unit in its place. The newly added unit gains the same XP and number of Battle Honours as the replaced unit, but all of its Battle Honours must be generated randomly from a relevant table.
CUNNING ADVISORS1RP

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

Purchase this Requisition immediately after a battle in which a CRYPTEK unit from your Crusade army destroyed one or more enemy units and your Crusade army contained one or more NOBLE units. You can select that CRYPTEK unit to be Marked for Greatness in addition to any other unit that was Marked for Greatness as a result of that battle.
THE SLOW DECAY OF THE SELF1RP

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.

Purchase this Requisition when a NOBLE model would gain a third Battle Scar. Instead of gaining a third Battle Scar, that unit instead gains the DESTROYER CULT keyword and loses all of its Battle Scars. In addition, it loses the Leader ability and gains the Lone Operative ability, as well as the ability below:

Destroyer Madness: Each time this model makes an attack, you can re-roll the Hit roll.
POWER RESERVES REALLOCATED1RP

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.

Purchase this Requisition before a battle. For that battle, you can choose an Awakening Agenda even if you do not have any Awakening points unallocated. If you complete that Awakening Agenda, after the battle, you can remove the Awakening point from a System bonus and reallocate it using that Agenda.

Battle Traits

When a NECRONS unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.

NECRONS CHARACTER Units
D6

AUTOCRATIC AVARICE

With a possessiveness bom of arrogance, this most determined ancient seizes what they desire through sheer will.

At the start of the battle, select one objective marker in No Man’s Land. While this model is within range of that objective marker, change its Objective Control characteristic to 4.
MARTIAL APOTHEOSIS

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

Each time this model makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
ENDLESS LEGIONS

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

At the end of the battle, If this model is part of your Crusade army and it gained 3 or more XP (excluding XP gained from Marked for Greatness), you gain 1RP.

INFANTRY Units
D6

Excluding CHARACTER units
THE WILL TO SERVE

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

Out of Action tests taken for this unit are automatically passed.
ENGRAMMATIC IMPRINTING

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

While this unit is within 6" of one or more CHARACTER models from your Crusade army, each time a model in this unit makes an attack, re-roll a Hit roll of 1.
UNDYING REVENANTS

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

Each time you make a Reanimation Protocols roll for this unit, add 1 to the result.

VEHICLE and MOUNTED Units
D6

Excluding CANOPTEK units
HYPERGRAV FIELD MANIPULATION

Cravitic repulsion fields can be enfolded via enhanced protocols so as to accelerate the mechanisms that will ensure the foes' doom.

Add 2" to the Move characteristic of models in this unit.
SPECTRAL DISASSEMBLY TARGETERS

With prismatic arrays that can force temporary wormholes through intervening defences, no foe is safe from this machine's weapons.

Ranged weapons equipped by models in this unit have the [IGNORES COVER] ability.
SUBDUAL PROTOCOLS

When heavily damaged or suppressed, Necron war machines can exert a carrier wave of atavistic intimidation with which to exert their master's will.

While this unit is Battle-shocked, halve the Objective Control characteristic of models in this unit instead of changing it to 0.

CANOPTEK Units
D6

GUARDIAN CONSTRUCTS

These constructs exhibit hyperdeveloped protective subroutines, engaging extermination protocols to defend their Cryptek masters.

While a friendly CRYPTEK unit is on the battlefield, each time a model in this unit makes a melee attack, re-roll a Wound roll of 1.
OPTIMISED AGGRESSORS

Their duties as tomb guardians discharged, these Canoptek constructs have adapted to focus on speed and aggression.

You can re-roll Advance and Charge rolls made for this unit.
SELF-REPLICATOR NODES

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

Once per turn, one unit from your Crusade army with this Battle Trait can change the result of its Reanimation Protocols roll to 3.

Battle Scars

When a NECRONS unit gains a Battle Scar, you can use one of the tables presented here to determine which Battle Scar that unit has gained.

If you wish to randomly determine which Battle Scar your unit has gained, roll one D6 and consult the table below:

Battle Scars
D6


Generate a Battle Scar from this book (see below).
If your unit already has the relevant Battle Scar from this book, generate a Battle Scar from the main Crusade rules instead.
Generate a Battle Scar from the main Crusade rules.

NOBLE Units

CREEPING MADNESS

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

  • Add 1 to the Strength and Attacks characteristics of melee weapons equipped by this unit. This unit has the Lone Operative ability and loses the Leader ability.

DESTROYER CULT Units

MINDLESS REAPER

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

  • Each time a model in this unit makes an attack, you can re-roll the Hit roll.
  • Worsen the Leadership and Objective Control characteristics of this unit by 1.

NECRONS Units

Excluding C’TAN SHARD units
ENGRAMMATIC DEGRADATION

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

  • Each time you target this unit with a Stratagem, reduce that Stratagem’s cost by 1CP for that usage.
  • This unit cannot Fall Back or Advance.

CANOPTEK Units

DEPLETED TRANSMATERIAL RESERVES

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

  • Add 1 to the Attacks characteristic of melee weapons equipped by models in this unit.
  • This unit cannot use its Reanimation Protocols ability.

Crusade Relics

When a NECRONS CHARACTER model gains a Crusade Relic, you can select one of the Crusade Relics presented here.

Artificer Relics

GODPYRE MANTLE

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.

Antiquity Relics

TACHYON FIELD PHASE INDUCER

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.
ORB OF ETERNITY

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.

Legendary Relics

CASKET OF HESHKEFNET

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.

Crusade Badges

When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.

Awakened Tomb

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.

  • You have used a Master System ability once.
  • You have won at least two battles


Conquering Tomb

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.

  • You have used a Master System ability three or more times.
  • At least one CHARACTER from your Order of Battle has reached the Heroic rank.
  • You have won at least six battles


Subjugating Tomb

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!

  • You have used a Master System ability ten or more times.
  • At least one CHARACTER from your Order of Battle has reached the Legendary rank.
  • You have won at least ten battles.


Awakening Points Remaining

Download blank Awakening Points Remaining:

Hit Roll
When a model makes an attack, make one Hit roll for that attack by rolling one D6. If the result of the Hit roll is greater than or equal to the attack’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1.

  • Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
  • Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
  • Critical Hit: Unmodified Hit roll of 6. Always successful.
  • An unmodified Hit roll of 1 always fails.
  • A Hit roll can never be modified by more than -1 or +1.
PROTOCOL OF THE CONQUERING TYRANT
1CP
Awakened Dynasty – Battle Tactic Stratagem
The legions employ the strategies of their masters in perfect synchronicity, laying down hails of mechanically coordinated fire.
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit within half range, re-roll a Hit roll of 1. If a CHARACTER is leading your unit, until the end of the phase, you can re-roll the Hit roll for that attack instead.
DEEP STRIKE

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.

  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.
Hyperphasing
Hypercrypt Legion Detachment

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:

BATTLE SIZENUMBER OF UNITS
IncursionUp to 2 units
Strike ForceUp to 3 units
OnslaughtUp to 4 units

Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves.
COSMIC PRECISION
1CP
Hypercrypt Legion – Strategic Ploy Stratagem
With a sanity-defying mechanism at the heart of the tomb, dynastic astromancers divine the pre-aligned point in space and time where a crucial role can be played in the wider battle plan.
WHEN: Your Movement phase.

TARGET: One unit from your army that is arriving using the Deep Strike or Hyperphasing abilities this phase.

EFFECT: Your unit can be set up anywhere on the battlefield that is more than 3" horizontally away from all enemy models.

RESTRICTIONS: A unit targeted with this Stratagem is not eligible to declare a charge in the same turn.
Battle Honours
Each time a unit gains a rank, it can gain one Battle Honour. Units can also gain additional Battle Honours by other means (such as by winning certain missions, fulfilling certain Agendas, etc.). Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (if the unit is TITANIC, increase its Crusade points total by 2 instead). Make a note of each Battle Honour a unit has on its Crusade card. A unit can never have more than three Battle Honours unless it is a CHARACTER, in which case it can have up to six Battle Honours. Once the maximum is reached, each time a unit gains a new Battle Honour it must first remove one of its existing Battle Honours.

There are several categories of Battle Honours that can be bestowed upon a unit, such as Battle Traits, Weapon Modifications and Crusade Relics. Other categories of Battle Honour may be found in other publications. Each time a unit gains a Battle Honour, you can select from any category.

  • Once a unit gains enough XP it will gain a rank.
  • Only CHARACTER units can gain the Heroic or Legendary ranks.
  • Each time a unit gains a rank, it can gain a Battle Honour.
  • There are several categories of Battle Honours, which include:
    • Battle Traits: New skills and abilities.
    • Weapon Modifications: Upgrade an item of wargear.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (or by 2 if TITANIC).

RENOWNED HEROES1-3RP

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.

When you first start a Crusade force, you can purchase this Requisition the first time you add a CHARACTER unit to your Order of Battle. After that point, you can purchase this Requisition each time a unit from your Order of Battle gains a rank. In either case, you cannot select an EPIC HERO unit, a unit that already has an Enhancement, or a unit that has either the Disgraced or Mark of Shame Battle Scars.

You can select one Enhancement that unit has access to (if using this Requisition when that unit gains a rank, this is instead of it gaining a Battle Honour). When doing so, that unit has access to any Enhancements described within any Detachment rules that it could use, even though you have not yet started to muster your army and so have not selected any Detachment rules yet.

If the selected Enhancement replaces a weapon that is a Crusade Relic or a weapon upgraded by Weapon Modifications, that Crusade Relic or Weapon Modifications are lost. Recalculate the unit’s points value as a result of gaining this Enhancement and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

This Requisition costs 1RP plus 1 additional RP for each other Enhancement that your Order of Battle contains (to a maximum of 3RP).

Example: If this Requisition was used to give a unit an Enhancement and one other unit in your Order of Battle already had an Enhancement, it would cost 2RP.
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models – and their units – are within Engagement Range of each other.

Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed.

  • Engagement Range: Within 1" horizontally and 5" vertically.
  • Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models.
STEALTH

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.
Mortal Wounds

Some attacks are so powerful that no armour or force field can withstand their fury.

Some attacks inflict mortal wounds. Each mortal wound inflicts one point of damage on the target unit, and they are always applied one at a time. Do not make a Wound roll or saving throw (including invulnerable saving throws) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit as described below.

Unlike damage inflicted by normal attacks, 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.

If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
Feel No Pain
FEEL NO PAIN

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.

  • Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost.
Reanimation Protocols

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:
  • If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound
  • If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining.
Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens.

Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining.
Assault

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.

  • Can be shot even if the bearer’s unit Advanced.
Advance Moves
When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it Advanced.

  • Advance Move: Models move up to M+D6".
  • Cannot move within Engagement Range of any enemy models.
  • Units that Advance cannot shoot or charge this turn.

The DESTROYER CULT keyword is used in the following Necrons datasheets:

Charging with a Unit
Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
  • Within Engagement Range of every unit that you selected as a target of the charge.
  • Without moving within Engagement Range of any enemy units that were not a target of the charge.
  • In Unit Coherency.
If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models.

  • Charge Roll: 2D6".
  • Targets of a charge must be within 12" but do not need to be visible.
  • If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
  • Cannot move within Engagement Range of any unit that was not a target of the charge.
  • If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.
Below Half-strength
Some rules will refer to a unit being Below Half-strength.
  • If a unit has a Starting Strength of 1, then it is said to be Below Half-strength while its remaining number of wounds is less than half of its Wounds characteristic.
  • For any other unit, while the number of models in that unit is less than half of its Starting Strength, that unit is said to be Below Half-strength.
Wound Roll
Each time an attack scores a hit against a target unit, make a Wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below.

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 RESULT REQUIRED
Strength is TWICE (or more than twice) the Toughness.
+
Strength is GREATER than the Toughness.
+
Strength is EQUAL to the Toughness.
+
Strength is LESS than the Toughness.
+
Strength is HALF (or less than half) the Toughness.
+

If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1.

  • Critical Wound: Unmodified Wound roll of 6. Always successful.
  • An unmodified Wound roll of 1 always fails.
  • A Wound roll can never be modified by more than -1 or +1.
Fall Back Moves
When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back.

A unit cannot shoot or declare a charge in the same turn that it Fell Back.

Desperate Escape Tests
Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved.

Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the unit that is Falling Back is destroyed (selected by you). The same model can only ever trigger one Desperate Escape test per phase.

  • Fall Back Move: Models move up to M".
  • Units that Fall Back cannot shoot or declare a charge in the same turn.
  • Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY).
  • If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit.
  • Desperate Escape Test: Roll one D6. On a 1-2, one model from that unit is destroyed.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase.
2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase.

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.
Pile In
When a unit Piles In, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Pile-in move. For a Pile In to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, no models in the unit can make Pile-in moves this phase and you progress to making melee attacks with that unit. Otherwise, the unit can make Pile-in moves.

Each time a model makes a Pile-in move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Pile-in Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit (or no models can Pile In).
Consolidate
After a unit has finished making all of its melee attacks, it Consolidates. Each time a unit Consolidates, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Consolidation move. For a Consolidation to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, then each model in that unit can instead make a Consolidation move towards the closest objective marker, but only if, after doing so, that unit is within range of that objective marker and in Unit Coherency. If these conditions also cannot be met, no models in the unit can make Consolidation moves this phase and that unit’s fight ends.

If a unit can end its Consolidation within Engagement Range of one or more enemy units, then each time one of its models makes a Consolidation move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Consolidation Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit if possible.
  • If the above is not possible, each model can move towards the closest objective marker, but this must result in the unit being within range of it and in Unit Coherency.
  • If the above is also not possible, no models can Consolidate.
Normal Moves
When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker.

At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested.

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.

The CRYPTEK keyword is used in the following Necrons datasheets:

INFILTRATORS

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.
Power Matrix
Canoptek Court Detachment

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:

  • Your deployment zone is always within your army’s Power Matrix.
  • At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Power Matrix.
  • At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Power Matrix.
Each time a model in a CRYPTEK or CANOPTEK unit from your army makes an attack, re-roll a Hit roll of 1. If such a unit is wholly within your army’s Power Matrix, you can re-roll the Hit roll instead.
Devastating Wounds

Some weapons can inflict strikes of such power that they make a mockery of armour

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved.

  • Saving throws cannot be made against Critical Wounds scored by this weapon (including invulnerable saving throws).
Ignores Cover

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 OVERLORD keyword is used in the following Necrons datasheets:

The TRIARCH keyword is used in the following Necrons datasheets:

Precision

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.

  • When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer.
Anti

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.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon will score a Critical Wound against – and so successfully wound – a VEHICLE unit on an unmodified Wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon will score a Critical Wound against – and so successfully wound – a PSYKER unit on an unmodified Wound roll of 2+.

  • [ANTI-KEYWORD X+]: An unmodified Wound roll of ‘x+’ against a target with the matching keyword scores a Critical Wound.
Leadership Tests
If a rule requires you to take a Leadership test for a unit, roll 2D6: if the total is greater than or equal to the best Leadership characteristic in that unit, that test is passed. Otherwise, it is failed.

The TITANIC keyword is used in the following Necrons datasheets:

Invulnerable Saves

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.

Unlike armour saving throws (which use a model’s Save characteristic), invulnerable saving throws are never modified by an attack’s Armour Penetration characteristic, but otherwise follow the normal rules for saving throws.

  • Invulnerable Save: Never modified by an attack’s AP.
  • The controlling player can choose to use either a model’s invulnerable save or its Save characteristic.
Hazardous

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, if one or more models attack with Hazardous weapons, then after that unit has resolved all of its attacks, you must take one Hazardous test for each Hazardous weapon that was just used by rolling one D6. For each roll of 1, that test is failed and one model in that unit equipped with a Hazardous weapon is destroyed (selected by the controlling player), unless that model is a CHARACTER, MONSTER or VEHICLE, in which case it suffers 3 mortal wounds instead. Note that if you selected a CHARACTER model in an Attached unit, the mortal wounds suffered must be allocated to that model first, even if there is another model in that unit that has lost one or more wounds or has had attacks allocated to it this phase.

Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and as no models in the unit are CHARACTERS, MONSTERS or VEHICLES, one of those models is destroyed.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, one model equipped with a Hazardous weapon is destroyed (CHARACTERS, MONSTERS and VEHICLES suffer 3 mortal wounds instead).
Saving Throw
The player controlling the target unit then makes one saving throw. By default, this will be an armour saving throw using their model’s Save (Sv) characteristic, but some models have invulnerable saves that can be used instead (see below). To make an armour saving throw, roll one D6, then modify the result by the Armour Penetration (AP) characteristic of the attack. For example, if the attack has an AP of -1, then 1 is subtracted from the saving throw.

If the result is greater than or equal to the Save characteristic of the model the attack was allocated to, then that saving throw is successful and the attack sequence ends. Otherwise, that saving throw fails and that model suffers damage.

An unmodified saving throw of 1 always fails. A saving throw can never be improved by more than +1.

  • Saving Throw: Roll one D6 and modify by the attack’s AP. If the result is less than the Save of the model being rolled for, the saving throw is failed and that model suffers damage. Otherwise, that attack is saved.
  • An unmodified saving throw of 1 always fails.
  • A saving throw can never be improved by more than +1.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must re-roll all of those dice again.

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Unmodified Dice: the result after re-rolls, but before any modifiers.
  • A dice can never be re-rolled more than once.
  • You must re-roll all dice if several need adding together (e.g. 2D6).
  • Re-rolls are applied before any modifiers.
COMMAND RE-ROLL
1CP
Core – Battle Tactic Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit.

TARGET: That unit from your army.

EFFECT: You re-roll that roll, test or saving throw.
SCOUTS

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" as if it were your Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT model). A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Example: A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6".

  • Scouts x": Unit can make a Normal move of up to x" before the first turn begins.
  • If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead.
  • Must end this move more than 9" horizontally away from all enemy models.

The AIRCRAFT keyword is used in the following Necrons datasheets:

Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).
LEADER

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.

During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it.

While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

  • Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit.
  • Attached units can only contain one Leader.
  • Attacks cannot be allocated to CHARACTER models in Attached units.

The BATTLELINE keyword is used in the following Necrons datasheets:

LONE OPERATIVE

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 MOUNTED keyword is used in the following Necrons datasheets:

Characters
Disembark
If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark.

Units that disembark from a TRANSPORT model that either Remained Stationary this phase or has not yet made a Normal, Advance or Fall Back move this phase can then act normally (make a Normal move, Advance, shoot, declare a charge, fight, etc.) in the remainder of the turn. Such a disembarking unit cannot choose to Remain Stationary.

Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

Units cannot disembark from a TRANSPORT model that either Advanced or Fell Back this turn.

  • Units that start your Movement phase embarked within a TRANSPORT can disembark this phase, provided their TRANSPORT has not Advanced or Fallen Back.
  • If a unit disembarks before its TRANSPORT moves, it can act normally.
  • If a unit disembarks after its TRANSPORT moves, it cannot move or charge this turn, but can otherwise act normally.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models (or the unit cannot disembark).
  • Units that disembark this turn cannot Remain Stationary.
DEADLY DEMISE

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").

Example: A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly.

  • Deadly Demise x: When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds.
Lethal Hits

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.

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