RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Staff of light | |||||||
Staff of light | 18" | 3 | 2+ | 5 | -2 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Lord’s blade [devastating wounds] | |||||||
Lord’s blade [devastating wounds] | Melee | 4 | 2+ | 8 | -3 | 2 | |
Staff of light | |||||||
Staff of light | Melee | 4 | 2+ | 5 | -2 | 1 |
1 model | 80 |
Mighty heroes fight at the forefront of battle.
Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.The 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:Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):Some attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.The CHARACTER keyword is used in the following Necrons datasheets:
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.
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High-explosives can fell several warriors in a single blast, but firing them where your comrades will get caught in the ensuing detonation is simply unwise.
Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.
Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.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.The MONSTER keyword is used in the following Necrons datasheets:
Employing fractal corridors, dolmen gates and ancient translocation science, the Necrons are able to phase in and out of existence. Nowhere is safe for the terrified foe as mechanoid hunters appear from unfolding planar lattices to slaughter or escape retribution into gulfs of darkness, only to materialise elsewhere to kill anew.
At the end of your opponents turn, you can select a number of units from your army (excluding units that are within Engagement Range of one or more enemy units). The maximum number of units you can select depends on the battle size, as follows:
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The TITANIC keyword is used in the following Necrons datasheets:
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 CHARACTER model is leading this unit, each time a model in this unit makes an attack, add 1 to the Hit roll.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.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.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.
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.
model only. Once per battle, at the end of your opponent’s turn, if the bearer’s unit is not withinThis engraved sigil-circuitry transforms the fierce will of the bearer into a surging lash across every phasal state.
CHARACTER units) is within 6" of the bearer, each time a model in that unit makes an attack, add 1 to the Hit roll.
model only. While a friendly unit (excludingAn 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.
Critical Wound, improve the Armour Penetration characteristic of that attack by 1.
model only. Each time a model in the bearer’s unit makes an attack, on aThis 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.
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.
model only. In theWound with filaments of temporal circuitry, this amulet enables the bearer to accelerate themselves and their closest guardians in stuttering bursts of compressed time.
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.
model only. Each time the bearer’s unitThis 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.
Deep Strike ability.
model only. Models in the bearer’s unit have theThis ancient being will suffer no threats to their rule, stepping imperiously from twisting nightmare dimensions to annihilate any who dare to oppose them.
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.
model only. Each time a model in the bearer’s unit makes an attack, re-roll aWith 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.
Strategic Reserves, add one to the number of units from your army that you can select for the Hyperphasing rule.
model only. While the bearer is on the battlefield or inThe FLY keyword is used in the following Necrons datasheets:
The DESTROYER CULT keyword is used in the following Necrons datasheets:
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.The MOUNTED keyword is used in the following Necrons datasheets:
The DESTROYER CULT keyword is used in the following Necrons datasheets:
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.
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.