Necrons – Datasheets
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Characters


C’tan Shard Of The Deceiver
(⌀40mm)
M
6"
T
11
Sv
4+
W
12
Ld
6+
OC
6
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Cosmic insanity [anti-character 4+, devastating wounds, precision]
Cosmic insanity [anti-character 4+, devastating wounds, precision]
18"
6
2+
6
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Golden fists
Golden fists
Melee
8
2+
8
-3
3
ABILITIES
CORE: Deadly Demise D6, Stealth, Feel No Pain 5+
FACTION: Reanimation Protocols
Grand Illusion: If your army includes this model, after both players have deployed their armies, select up to three units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.
Necrodermis: Each time an attack is allocated to this model, halve the Damage characteristic of that attack.
UNIT COMPOSITION
  • 1 C’tan Shard of the Deceiver – EPIC HERO
This model is equipped with: cosmic insanity; golden fists.
1 model
265
ENSLAVED STAR GOD
This model cannot be your Warlord.
KEYWORDS: MONSTER, CHARACTER, EPIC HERO, FLY, C’TAN SHARD OF THE DECEIVER
FACTION KEYWORDS:


C’tan Shard Of The Nightbringer
(⌀40mm)
M
6"
T
11
Sv
4+
W
12
Ld
6+
OC
4
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Gaze of death
Gaze of death
18"
D3
2+
12
-2
D6+3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Scythe of the Nightbringer – strike [devastating wounds]
Scythe of the Nightbringer – strike [devastating wounds]
Melee
6
2+
14
-4
D6+2
Scythe of the Nightbringer – sweep
Scythe of the Nightbringer – sweep
Melee
14
2+
8
-2
2
ABILITIES
CORE: Deadly Demise D6, Feel No Pain 5+
FACTION: Reanimation Protocols
Drain Life: At the end of the Fight phase, roll one D6 for each enemy unit within 6" of this model: on a 4+, that enemy unit suffers D3 mortal wounds.
Necrodermis: Each time an attack is allocated to this model, halve the Damage characteristic of that attack.
UNIT COMPOSITION
  • 1 C’tan Shard of the Nightbringer – EPIC HERO
This model is equipped with: gaze of death; Scythe of the Nightbringer.
1 model
295
ENSLAVED STAR GOD
This model cannot be your Warlord.
KEYWORDS: MONSTER, CHARACTER, EPIC HERO, FLY, C’TAN SHARD OF THE NIGHTBRINGER
FACTION KEYWORDS:


C’tan Shard Of The Void Dragon
(⌀80mm)
M
6"
T
11
Sv
4+
W
12
Ld
6+
OC
4
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Spear of the Void Dragon [anti-vehicle 2+]
Spear of the Void Dragon [anti-vehicle 2+]
12"
1
2+
4
-3
D6+2
Voltaic storm [blast, sustained hits 2]
Voltaic storm [blast, sustained hits 2]
18"
D6+3
2+
7
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Spear of the Void Dragon – strike [anti-vehicle 2+]
Spear of the Void Dragon – strike [anti-vehicle 2+]
Melee
5
2+
12
-3
D6+2
Spear of the Void Dragon – sweep
Spear of the Void Dragon – sweep
Melee
10
2+
8
-1
2
Canoptek tail blades [extra attacks]
Canoptek tail blades [extra attacks]
Melee
6
2+
6
-1
1
ABILITIES
CORE: Deadly Demise D6, Feel No Pain 5+
FACTION: Reanimation Protocols
Matter Absorption: At the start of your Shooting phase, select one enemy VEHICLE unit within 12" of this model and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds and this model regains up to that many lost wounds.
Necrodermis: Each time an attack is allocated to this model, halve the Damage characteristic of that attack.
UNIT COMPOSITION
  • 1 C’tan Shard of the Void Dragon – EPIC HERO
This model is equipped with: Spear of the Void Dragon; voltaic storm; Canoptek tail blades.
1 model
290
ENSLAVED STAR GOD
This model cannot be your Warlord.
KEYWORDS: MONSTER, CHARACTER, FLY, EPIC HERO, C’TAN SHARD OF THE VOID DRAGON
FACTION KEYWORDS:


Catacomb Command Barge
(⌀Use model)
M
10"
T
8
Sv
3+
W
9
Ld
6+
OC
3
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Gauss cannon [lethal hits]
Gauss cannon [lethal hits]
24"
3
3+
5
-2
2
Staff of light
Staff of light
18"
3
2+
5
-2
1
Tesla cannon [sustained hits 2]
Tesla cannon [sustained hits 2]
24"
4
3+
6
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Overlord’s blade [devastating wounds]
Overlord’s blade [devastating wounds]
Melee
4
2+
8
-3
2
Staff of light
Staff of light
Melee
4
3+
5
-2
1
WARGEAR OPTIONS
  • This model’s gauss cannon can be replaced with 1 tesla cannon.
  • This model’s staff of light can be replaced with 1 Overlord’s blade.
  • This model can be equipped with 1 resurrection orb.

ABILITIES
CORE: Deadly Demise 1
FACTION: Reanimation Protocols
Carrier Wave (Aura): While a friendly unit is within 6" of this model, add 1 to the Objective Control characteristic of models in that unit.
Advanced Quantum Shielding: Each time an attack targets this model, if the Strength characteristic of that attack is greater than this model’s Toughness characteristic, subtract 1 from the Wound roll.
WARGEAR ABILITIES
Resurrection Orb: Once per battle, at the end of the any phase, select one friendly INFANTRY or MOUNTED unit within 6" of the bearer and ressurect that unit. That unit's Reanimation Protocols are activated D6 instead of D3. You cannot ressurect more than one unit per turn.
UNIT COMPOSITION
  • 1 Catacomb Command Barge
This model is equipped with: gauss cannon; staff of light.
1 model
130
KEYWORDS: VEHICLE, CHARACTER, FLY, CATACOMB COMMAND BARGE
FACTION KEYWORDS:


Chronomancer
(⌀40mm)
M
5"
T
4
Sv
4+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Aeonstave [blast]
Aeonstave [blast]
18"
D6
4+
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Aeonstave
Aeonstave
Melee
3
4+
5
-1
1
ABILITIES
CORE: Leader
FACTION: Reanimation Protocols
Timesplinter Mantle: While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll.
Chronometron: In your Shooting phase, after this model’s unit has shot, if it is not within Engagement Range of any enemy units, that unit can make a Normal move of up to 5" as if it were your Movement phase. If it does, until the end of the turn, that unit is not eligible to declare a charge.
UNIT COMPOSITION
  • 1 Chronomancer
This model is equipped with: aeonstave.
1 model
65
LEADER
This model can be attached to the following units: You can attach this model to one of the above units even if one ROYAL WARDEN or NOBLE model has already been attached to it. If you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.
KEYWORDS: INFANTRY, CHARACTER, CRYPTEK, CHRONOMANCER
FACTION KEYWORDS:


Hexmark Destroyer
(⌀50mm)
M
8"
T
5
Sv
3+
W
5
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Enmitic disintegrator pistols [pistol, Ignores Cover]
Enmitic disintegrator pistols [pistol, Ignores Cover]
18"
6
2+
6
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
4
3+
5
0
1
ABILITIES
CORE: Deep Strike, Lone Operative
FACTION: Reanimation Protocols
Inescapable Death: Once per turn, one unit from your army with this ability can be targeted with the Fire Overwatch Stratagem for 0CP, even if you have already used that Stratagem on a different unit this phase. In addition, each time you target this unit with the Fire Overwatch Stratagem, while resolving that Stratagem, hits are scored on unmodified Hit rolls of 2+.
Multi-threat Eliminator: Once per turn, in your opponent’s Shooting phase, when an enemy unit makes a ranged attack that targets a friendly unit within 3" of a model with this ability, after that enemy unit has shot, one model with this ability that is within 3" of that target 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.
UNIT COMPOSITION
  • 1 Hexmark Destroyer
Every model is equipped with: enmitic disintegrator pistols; close combat weapon.
1 model
70
KEYWORDS: INFANTRY, CHARACTER, DESTROYER CULT, HEXMARK DESTROYER
FACTION KEYWORDS:


Illuminor Szeras
(⌀80mm)
M
8"
T
8
Sv
2+
W
9
Ld
6+
OC
3
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Eldritch lance
Eldritch lance
36"
3
3+
9
-3
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Eldritch lance
Eldritch lance
Melee
4
3+
9
-3
3
Impaling legs [extra attacks]
Impaling legs [extra attacks]
Melee
4
3+
6
-1
1
ABILITIES
CORE: Feel No Pain 4+
FACTION: Reanimation Protocols
Illuminor: While this model is within 3" of one or more other friendly units, this model has the Lone Operative ability.
Mechanical Augmentation (Aura): While a friendly BATTLELINE unit is within 3" of this model, each time a model in that unit makes an attack, improve the Armour Penetration characteristic of that attack by 1, and each time an attack targets that unit, worsen the Armour Penetration characteristic of that attack by 1.
Atomic Energy Manipulator: At the end of the Fight phase, if this model destroyed one of more models this phase, until the end of the battle, add 3" to the range of its Mechanical Augmentation ability to a max of 12.
UNIT COMPOSITION
  • 1 Illuminor Szeras – EPIC HERO
This model is equipped with: eldritch lance; impaling legs.
1 model
175
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, CRYPTEK, ILLUMINOR SZERAS
FACTION KEYWORDS:


Imotekh The Stormlord
(⌀40mm)
M
5"
T
5
Sv
2+
W
6
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Gauntlet of Fire [ignores cover, torrent]
Gauntlet of Fire [ignores cover, torrent]
12"
D6
N/A
5
-1
1
Staff of the Destroyer
Staff of the Destroyer
18"
3
2+
6
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Staff of the Destroyer [devastating wounds]
Staff of the Destroyer [devastating wounds]
Melee
4
2+
6
-3
2
ABILITIES
CORE: Leader
FACTION: Reanimation Protocols
Grand Strategist: At the start of your Command phase, if this model is on the battlefield, you gain 1CP.
Lord of the Storm: Once per battle, at the end of your Command phase, this model can use this ability. If it does, roll one D6 for each enemy unit within 12" of this model: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds.
UNIT COMPOSITION
  • 1 Imotekh the Stormlord – EPIC HERO
This model is equipped with: Gauntlet of Fire; Staff of the Destroyer.
1 model
100
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, NOBLE, IMOTEKH THE STORMLORD
FACTION KEYWORDS:


Lokhust Lord
(⌀60mm flying base)
M
8"
T
6
Sv
3+
W
6
Ld
6+
OC
2
INVULNERABLE SAVE
4+
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
WARGEAR OPTIONS
  • This model’s staff of light can be replaced with 1 Lord’s blade.
  • This model can be equipped with one of the following:
    • 1 phylactery
    • 1 resurrection orb

ABILITIES
CORE: Leader
FACTION: Reanimation Protocols
Destroyer Cult: While this model is leading a unit, each time a model in that unit makes a ranged attack, a successful unmodifed Hit roll of 5+ scores a Critical Hit.
Driven by Hatred: Each time this model makes an attack that targets an enemy unit that is Below Half-strength, you can re-roll the Hit roll and you can re-roll the Wound roll.
WARGEAR ABILITIES
Phylactery: The bearer has the Feel No Pain 5+ ability.
Resurrection Orb: Once per battle, while the bearer is leading a unit, at the end of any phase, it can resurrect that unit if it is on the battlefield. When you do, that unit’s Reanimation Protocols are activated, reanimating D6 wounds rather than D3 when doing so. You cannot resurrect more than one unit per turn.
UNIT COMPOSITION
  • 1 Lokhust Lord
This model is equipped with: staff of light.
1 model
80
LEADER
This model can be attached to the following units:
KEYWORDS: MOUNTED, CHARACTER, FLY, DESTROYER CULT, LOKHUST LORD
FACTION KEYWORDS:


Orikan The Diviner
(⌀40mm)
M
5"
T
4
Sv
4+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
4+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Staff of Tomorrow [devastating wounds]
Staff of Tomorrow [devastating wounds]
Melee
2
3+
4
-3
D3
ABILITIES
CORE: Leader
FACTION: Reanimation Protocols
Master Chronomancer: While this model is leading a unit, models in that unit have a 4+ invulnerable save.
The Stars Are Right: Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, triple the Attacks and Strength characteristics of this model’s Staff of Tomorrow and every successful Wound roll made for this model’s attacks scores a Critical Wound.
UNIT COMPOSITION
  • 1 Orikan the Diviner – EPIC HERO
This model is equipped with: Staff of Tomorrow.
1 model
80
LEADER
This model can be attached to the following units: You can attach this model to one of the above units even if one ROYAL WARDEN or NOBLE model has already been attached to it. If you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, CRYPTEK, CHRONOMANCER, ORIKAN THE DIVINER
FACTION KEYWORDS:


Overlord
(⌀40mm)
M
5"
T
5
Sv
2+
W
6
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Staff of light
Staff of light
18"
3
2+
5
-2
1
Tachyon arrow [one shot]
Tachyon arrow [one shot]
72"
1
2+
16
-5
D6+2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Overlord’s blade [devastating wounds]
Overlord’s blade [devastating wounds]
Melee
4
2+
8
-3
2
Staff of light
Staff of light
Melee
4
2+
5
-2
1
Voidscythe [devastating wounds]
Voidscythe [devastating wounds]
Melee
3
3+
12
-3
3
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model’s tachyon arrow and Overlord’s blade can be replaced with one of the following:
    • 1 Overlord’s blade
    • 1 staff of light
    • 1 voidscythe
  • If this model is not equipped with a tachyon arrow, it can be equipped with 1 resurrection orb.

ABILITIES
CORE: Leader
FACTION: Reanimation Protocols
My Will Be Done: Once per battle round, one unit from your army with this ability can be targeted with a Stratagem for 0CP, even if you have already targeted a different unit with that Stratagem this phase.
Implacable Resilience: Each time an attack is allocated to this model, subtract 1 from that attack’s Damage characteristic.
WARGEAR ABILITIES
Resurrection Orb: Once per battle, while the bearer is leading a unit, at the end of any phase, it can resurrect that unit if it is on the battlefield. When you do, that unit’s Reanimation Protocols are activated, reanimating D6 wounds rather than D3 when doing so. You cannot resurrect more than one unit per turn.
UNIT COMPOSITION
  • 1 Overlord
This model is equipped with: tachyon arrow; Overlord’s blade.
1 model
85
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, NOBLE, OVERLORD
FACTION KEYWORDS:


Overlord with translocation shroud
(⌀40mm)
M
5"
T
5
Sv
2+
W
6
Ld
6+
OC
1
INVULNERABLE SAVE
4+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Overlord's blade [devastating wounds]
Overlord's blade [devastating wounds]
Melee
4
2+
8
-3
2
ABILITIES
CORE: Leader
FACTION: Reanimation Protocols
My Will Be Done: Once per battle round, one unit from your army with this ability can be targeted with a Stratagem for OCP, even if you have already targeted a different unit with that Stratagem this phase.
Translocation Shroud: Each time this model’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 that unit. In addition, each time a model in that unit makes a Normal, Advance or Fall Back move, until that move is finished, it can move horizontally through models and terrain features (it cannot finish a move on top of another model or its base).
WARGEAR ABILITIES
Resurrection Orb: Once per battle, while the bearer is leading a unit, at the end of any phase, it can resurrect that unit if it is on the battlefield. When you do, that unit’s Reanimation Protocols are activated, reanimating D6 wounds rather than D3 when doing so. You cannot resurrect more than one unit per turn.
UNIT COMPOSITION
  • 1 Overlord with Translocation Shroud
This model is equipped with: Overlord’s blade; resurrection orb.
1 model
85
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, NOBLE, OVERLORD, OVERLORD WITH TRANSLOCATION SHROUD
FACTION KEYWORDS:


Plasmancer
(⌀32mm)
M
5"
T
4
Sv
4+
W
4
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Plasmic lance
Plasmic lance
18"
3
4+
7
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Plasmic lance
Plasmic lance
Melee
2
4+
7
-3
2
ABILITIES
CORE: Leader
FACTION: Reanimation Protocols
Harbinger of Destruction: While this model is leading a unit, each time a model in that unit makes a ranged attack, a successful unmodifed Hit roll of 5+ scores a Critical Hit.
Living Lightning: In your Shooting phase, select one enemy unit within 18" of and visible to this model and roll four D6: for each 4+, that enemy unit suffers 1 mortal wound.
UNIT COMPOSITION
  • 1 Plasmancer
This model is equipped with: plasmic lance.
1 model
65
LEADER
This model can be attached to the following units: You can attach this model to one of the above units even if one ROYAL WARDEN or NOBLE model has already been attached to it. If you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.
KEYWORDS: INFANTRY, CHARACTER, CRYPTEK, PLASMANCER
FACTION KEYWORDS:


Psychomancer
(⌀40mm)
M
5"
T
4
Sv
4+
W
4
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Abyssal lance
Abyssal lance
18"
1
4+
6
-3
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Abyssal lance
Abyssal lance
Melee
1
4+
6
-3
3
ABILITIES
CORE: Leader
FACTION: Reanimation Protocols
Nightmare Shroud (Aura): In the Battle-Shock step of your opponent’s Command phase, if an enemy unit that is below its Starting Strength is within 6" of this model, that enemy unit must take a Battle-Shock test, subtracting 1 from the test when it does so.
Harbinger of Despair: Once per turn, at the start of your Command, Movement, Shooting, Charge or Fight phase, you can select one enemy unit within 18" of this model. That unit must take a Battle-Shock test, subtracting 1 from the test when it does so.
UNIT COMPOSITION
  • 1 Psychomancer
This model is equipped with: abyssal lance.
1 model
55
LEADER
This model can be attached to the following units: You can attach this model to one of the above units even if one ROYAL WARDEN or NOBLE model has already been attached to it. If you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.
KEYWORDS: INFANTRY, CHARACTER, CRYPTEK, PSYCHOMANCER
FACTION KEYWORDS:


Royal Warden
(⌀32mm)
M
5"
T
5
Sv
3+
W
4
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Relic gauss blaster [lethal hits, rapid fire 2]
Relic gauss blaster [lethal hits, rapid fire 2]
24"
2
3+
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
4
3+
5
0
1
ABILITIES
CORE: Leader
FACTION: Reanimation Protocols
Adaptive Strategy: This model’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
Engrammatic Logic: Once per battle, at the start of any phase, you can select one friendly unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked.
UNIT COMPOSITION
  • 1 Royal Warden
This model is equipped with: relic gauss blaster; close combat weapon.
1 model
40
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, ROYAL WARDEN
FACTION KEYWORDS:


Skorpekh Lord
(⌀60mm)
M
8"
T
7
Sv
3+
W
7
Ld
6+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Enmitic annihilator [rapid fire 2]
Enmitic annihilator [rapid fire 2]
18"
2
2+
6
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Flensing claw
Flensing claw
Melee
8
2+
6
-1
1
Hyperphase harvester
Hyperphase harvester
Melee
4
2+
10
-3
3
ABILITIES
CORE: Leader
FACTION: Reanimation Protocols
United In Destruction: While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability.
Crimson Harvest: Each time this model ends a Charge move, select one enemy unit within Engagement Range of this model and roll one D6: on a 2-5, that unit suffers D3 mortal wounds; on a 6, that unit suffers D3+3 mortal wounds.
UNIT COMPOSITION
  • 1 Skorpekh Lord
This model is equipped with: enmitic annihilator; flensing claw; hyperphase harvester.
1 model
80
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, DESTROYER CULT, SKORPEKH LORD
FACTION KEYWORDS:


Technomancer
(⌀50mm)
M
10"
T
4
Sv
4+
W
4
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Staff of light
Staff of light
18"
3
4+
5
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Staff of light
Staff of light
Melee
2
4+
5
-2
1
ABILITIES
CORE: Leader
FACTION: Reanimation Protocols
Rites of Reanimation: While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.
Technomancer: At the end of your Movement phase, you can select one friendly model within 6" of the bearer. That model regains up to D3 lost wounds. Each model can only be selected for this ability once per turn.
UNIT COMPOSITION
  • 1 Technomancer
This model is equipped with: staff of light; Canoptek cloak.
1 model
85
LEADER
This model can be attached to the following units: You can attach this model to one of the above units even if one ROYAL WARDEN or NOBLE model has already been attached to it. If you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.
KEYWORDS: INFANTRY, CHARACTER, CRYPTEK, FLY, TECHNOMANCER
FACTION KEYWORDS:


The Silent King
M
8"
T
10
Sv
2+
W
16
Ld
6+
OC
6
SZAREKH(⌀100mm)
INVULNERABLE SAVE
4+
8"
10
2+
5
6+
1
TRIARCHAL MENHIR(⌀50mm)
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Annihilator beam
Annihilator beam
24"
1
2+
14
-4
6
Sceptre of Eternal Glory [devastating wounds]
Sceptre of Eternal Glory [devastating wounds]
24"
2
2+
10
-3
3
Staff of Stars [indirect fire]
Staff of Stars [indirect fire]
24"
12
2+
6
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured bulk
Armoured bulk
Melee
1
4+
4
0
1
Weapons of the Final Triarch [lethal hits]
Weapons of the Final Triarch [lethal hits]
Melee
12
2+
8
-3
2
TRIARCH ABILITIES
Phaeron of the Stars (Aura): While a friendly unit is within 6" of this unit’s Szarekh model, each time a model in that unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
Phaeron of the Blades (Aura): While a friendly unit is within 6" of this unit’s Szarekh model, you can re-roll Charge rolls made for that unit and each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack.
Bringer of Unity (Aura): While a friendly unit is within 6" of this unit’s Szarekh model, you can ignore any or all modifiers to the characteristics of models in that unit and to any roll or test made for models in that unit (excluding modifiers to saving throws).
ABILITIES
CORE: Deadly Demise D6+3 (Szarekh model only)
FACTION: Reanimation Protocols
Voice of the Triarch: At the start of the battle round, select one Triarch ability (see left). Until the start of the next battle round, this unit has that ability.
The Silent King: While a friendly unit is within 6" of this unit’s Szarekh model, improve that unit’s Leadership characteristic by 1.
UNIT COMPOSITION
  • 1 Szarekh – EPIC HERO
  • 2 Triarchal Menhirs
Szarekh is equipped with: Sceptre of Eternal Glory; Staff of Stars; Weapons of the Final Triarch.

Every Triarchal Menhir is equipped with: annihilator beam; armoured bulk.
3 models
420
DAMAGED: 1-6 WOUNDS REMAINING
While this unit’s Szarekh model has 1-6 wounds remaining, halve the Attacks characteristic of that model’s weapons, and each time this unit makes an attack, subtract 1 from the Hit roll.
SUPREME COMMANDER
If this unit is in your army, it must be your Warlord.
TRIARCHAL MENHIRS
If this unit’s Szarekh model is destroyed, all of this unit’s remaining Triarchal Menhir models are also destroyed.
KEYWORDS: VEHICLE, CHARACTER, EPIC HERO, THE SILENT KING
FACTION KEYWORDS:


Transcendent C’tan
(⌀60mm flying base)
M
6"
T
11
Sv
4+
W
12
Ld
6+
OC
4
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Seismic assault [assault, sustained hits 1]
Seismic assault [assault, sustained hits 1]
12"
6
2+
8
-2
D3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Crackling tendrils [sustained hits 1]
Crackling tendrils [sustained hits 1]
Melee
8
2+
9
-3
D6
ABILITIES
CORE: Deadly Demise D6, Feel No Pain 5+, Deep Strike
FACTION: Reanimation Protocols
Transdimensional Displacement: Each time this model is selected to Advance, you can remove it from the battlefield and set it up again anywhere on the battlefield that is more than 9" horizontally away from all enemy models.
Necrodermis: Each time an attack is allocated to this model, halve the Damage characteristic of that attack.
UNIT COMPOSITION
  • 1 Transcendent C’tan
This model is equipped with: seismic assault; crackling tendrils.
1 model
285
ENSLAVED STAR GOD
This model cannot be your Warlord.
C’TAN SHARD
This model cannot be given Enhancements.
KEYWORDS: MONSTER, CHARACTER, FLY, TRANSCENDENT C’TAN
FACTION KEYWORDS:


Trazyn The Infinite
(⌀25mm)
M
5"
T
5
Sv
2+
W
6
Ld
6+
OC
1
INVULNERABLE SAVE
4+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Empathic Obliterator [sustained hits d3]
Empathic Obliterator [sustained hits d3]
Melee
4
2+
7
0
D3
ABILITIES
CORE: Leader
FACTION: Reanimation Protocols
Ancient Collector: While this model is leading a unit, at the end of your Command phase, if that unit is within range of an objective marker you control, it remains under your control, even if you have no models within range of it, until your opponent controls it at start or end of any turn.
Surrogate Hosts: At the start of your Command phase, if this model is on the battlefield, you can select one other friendly INFANTRY CHARACTER model on the battlefield (excluding SKORPEKH LORD or EPIC HERO models). The selected model is destroyed (ignoring any rules that are triggered when a model is destroyed) and this model is put in its place, with all of its wounds remaining (if the selected model was leading a unit, this model now attaches to that unit as its Leader).
UNIT COMPOSITION
  • 1 Trazyn the Infinite – EPIC HERO
This model is equipped with: Empathic Obliterator.
1 model
75
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, NOBLE, TRAZYN THE INFINITE
FACTION KEYWORDS:


Anrakyr The Traveller
(⌀25mm)
M
5"
T
5
Sv
2+
W
6
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Tachyon arrow [one shot]
Tachyon arrow [one shot]
72"
1
2+
16
-5
D6+2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Warscythe [devastating wounds]
Warscythe [devastating wounds]
Melee
4
2+
8
-3
2
One Shot: The bearer can only shoot with this weapon once per battle.
ABILITIES
CORE: Leader
FACTION: Reanimation Protocols
Lord of the Pyrrhian Eternals: While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Wound roll.
Mind in the Machine: At the start of your opponent’s Shooting phase, select one enemy VEHICLE unit within 12" of and visible to this model. That unit must take a Leadership test. If that test is passed, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; if that test is failed, that unit is not eligible to shoot this phase.
UNIT COMPOSITION
  • 1 Anrakyr the Traveller – EPIC HERO
This model is equipped with: tachyon arrow; warscythe.
1 model
95
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, NOBLE, ANRAKYR THE TRAVELLER
FACTION KEYWORDS:


Lord
(⌀32mm)
M
5"
T
5
Sv
3+
W
4
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Staff of light
Staff of light
18"
3
3+
5
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Staff of light
Staff of light
Melee
3
3+
5
-2
1
Lord’s blade [devastating wounds]
Lord’s blade [devastating wounds]
Melee
3
3+
8
-3
2
WARGEAR OPTIONS
  • This model’s staff of light can be replaced with 1 Lord’s blade.
  • This model can be equipped with 1 resurrection orb.

ABILITIES
CORE: Leader
FACTION: Reanimation Protocols
Relentless March: While this model is leading a unit, add 1" to the Move characteristic of models in that unit.
The Lord’s Will: While this model is leading a unit, you can target that unit with Stratagems even when it is Battle-shocked.
WARGEAR ABILITIES
Resurrection Orb: Once per battle, while the bearer is leading a unit, at the end of any phase, it can resurrect that unit if it is on the battlefield. When you do, that unit’s Reanimation Protocols are activated, reanimating D6 wounds rather than D3 when doing so. You cannot resurrect more than one unit per turn.
UNIT COMPOSITION
  • 1 Lord
This model is equipped with: staff of light.
1 model
65
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, NOBLE, LORD
FACTION KEYWORDS:


Nemesor Zahndrekh
(⌀25mm)
M
5"
T
5
Sv
2+
W
6
Ld
7+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Staff of light
Staff of light
18"
3
3+
5
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Staff of light
Staff of light
Melee
4
3+
5
-2
1
ABILITIES
CORE: Leader
FACTION: Reanimation Protocols
Transient Madness: While this model is leading a unit, at the start of your Command phase, roll one D6: until the start of your next Command phase, weapons equipped by models in that unit gain the ability below that corresponds with that roll:
■ 1-2: [SUSTAINED HITS 1]
■ 3-4: [LETHAL HITS]
■ 5-6: [DEVASTATING WOUNDS]
Counter-tactics: Once per battle, after your opponent uses a Stratagem, if this model is on the battlefield, it can use this ability. If it does, until the end of the battle, the CP cost your opponent must pay to use that Stratagem again is increased by 1CP.
UNIT COMPOSITION
  • 1 Nemesor Zahndrekh – EPIC HERO
This model is equipped with: staff of light.
1 model
85
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, NOBLE, NEMESOR ZAHNDREKH
FACTION KEYWORDS:


Vargard Obyron
(⌀25mm)
M
5"
T
5
Sv
2+
W
5
Ld
6+
OC
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Warscythe [devastating wounds, precision]
Warscythe [devastating wounds, precision]
Melee
4
2+
8
-3
2
ABILITIES
CORE: Leader
FACTION: Reanimation Protocols
Ghostwalk Mantle: While this model is leading a unit, models in that unit have the Fights First ability.
The Vargard’s Duty: While this model is in the same unit as NEMESOR ZAHNDREKH, CHARACTER models in that unit have the Feel No Pain 4+ ability.
UNIT COMPOSITION
  • 1 Vargard Obyron – EPIC HERO
This model is equipped with: warscythe.
1 model
85
LEADER
This model can be attached to the following units: This model can be attached to a unit even if NEMESOR ZAHNDREKH has already been attached to it. If it is, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, VARGARD OBYRON
FACTION KEYWORDS:

Battleline


Immortals
(⌀32mm)
M
5"
T
5
Sv
3+
W
1
Ld
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Gauss blaster [lethal hits]
Gauss blaster [lethal hits]
24"
2
3+
5
-1
1
Tesla carbine [assault, sustained hits 2]
Tesla carbine [assault, sustained hits 2]
24"
2
3+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
3+
4
0
1
WARGEAR OPTIONS
  • All models in this unit can each have their gauss blaster replaced with 1 tesla carbine.

ABILITIES
FACTION: Reanimation Protocols
Implacable Eradication: Each time a model in this unit makes an attack, re-roll a Wound roll of 1. If the target of that attack is an enemy unit within range of an objective marker, you can re-roll the Wound roll instead.
UNIT COMPOSITION
  • 5-10 Immortals
Every model is equipped with: gauss blaster; close combat weapon.
5 models
75
10 models
150
KEYWORDS: INFANTRY, BATTLELINE, IMMORTALS
FACTION KEYWORDS:


Necron Warriors
(⌀32mm)
M
5"
T
4
Sv
4+
W
1
Ld
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Gauss flayer [lethal hits, rapid fire 1]
Gauss flayer [lethal hits, rapid fire 1]
24"
1
4+
4
0
1
Gauss reaper [lethal hits]
Gauss reaper [lethal hits]
12"
2
4+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
1
4+
4
0
1
WARGEAR OPTIONS
  • Any number of models can each have their gauss flayer replaced with 1 gauss reaper.

ABILITIES
FACTION: Reanimation Protocols
Their Number is Legion: Each time this unit’s Reanimation Protocols activate, you can re-roll the dice to see how many wounds are reanimated.
UNIT COMPOSITION
  • 10-20 Necron Warriors
Every model is equipped with: gauss flayer; close combat weapon.
10 models
100
20 models
200
KEYWORDS: INFANTRY, BATTLELINE, NECRON WARRIORS
FACTION KEYWORDS:

Dedicated Transports


Ghost Ark
(⌀60mm)
M
10"
T
9
Sv
3+
W
14
Ld
7+
OC
3
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Gauss flayer array [lethal hits, rapid fire 5]
Gauss flayer array [lethal hits, rapid fire 5]
24"
5
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured bulk
Armoured bulk
Melee
3
4+
6
0
1
ABILITIES
CORE: Deadly Demise D3
FACTION: Reanimation Protocols
Repair Barge: Once per turn, just after an enemy unit finishes making its attacks, if one or more friendly NECRON WARRIORS units within 3" of this model lost one or more wounds as a result of those attacks, this model can use this ability. If it does, select one of those NECRON WARRIORS units; that unit’s Reanimation Protocols activate. The same NECRON WARRIORS unit cannot be selected for this ability more than once per turn.
UNIT COMPOSITION
  • 1 Ghost Ark
This model is equipped with: 2 gauss flayer arrays; armoured bulk.
1 model
125
TRANSPORT
This model has a transport capacity of 10 NECRON WARRIOR models and 1 INFANTRY CHARACTER model.
KEYWORDS: VEHICLE, FLY, TRANSPORT, DEDICATED TRANSPORT, GHOST ARK
FACTION KEYWORDS:

Fortifications


Convergence Of Dominion
(⌀Use model)
M
-
T
9
Sv
3+
W
7
Ld
8+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Transdimensional abductor
Transdimensional abductor
18"
3
4+
6
-2
3
ABILITIES
FACTION: Reanimation Protocols
Reanimation Nodes (Aura): While a friendly INFANTRY unit is within 6" of this Fortification, models in that unit have Feel No Pain 6+ ability.
Ancient Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
Fortification: While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
UNIT COMPOSITION
  • 1-3 Convergence of Dominion Starsteles
Every model is equipped with: transdimensional abductor.
1 model
60
2 models
120
3 models
180
DEPLOYMENT
When this unit is first set up on the battlefield, its models do not have to be set up in Unit Coherency. Instead, each model must be set up wholly within 12" of one other model from its unit. From that point on, each model in this unit is treated as a separate unit.
KEYWORDS: FORTIFICATION, VEHICLE, CONVERGENCE OF DOMINION
FACTION KEYWORDS:


Gauss Pylon
(⌀Use model)
M
-
T
12
Sv
3+
W
22
Ld
7+
OC
0
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Gauss annihilator [anti-fly 2+, lethal hits]
Gauss annihilator [anti-fly 2+, lethal hits]
120"
1
4+
16
-4
D6+6
Tesla arc [sustained hits 2]
Tesla arc [sustained hits 2]
6"
6
4+
4
0
1
FORTIFICATION
While an enemy unit is only within Engagement Range of one or more Fortifications from your army
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
ABILITIES
CORE: Deadly Demise D6+2
FACTION: Reanimation Protocols
Phase Shift Generator (Aura): While a friendly unit is within 3" of this Fortification, models in that unit have a 5+ invulnerable save against ranged attacks.
Phase-shifted Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
UNIT COMPOSITION
  • 1 Gauss Pylon
This model is equipped with: gauss annihilator; tesla arc.
1 model
210
DAMAGED: 1-7 WOUNDS REMAINING
While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: FORTIFICATION, VEHICLE, TOWERING, TITANIC, GAUSS PYLON
FACTION KEYWORDS:


Sentry Pylon
(⌀Use model)
M
-
T
8
Sv
3+
W
10
Ld
7+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Focused death ray [sustained hits 2]
Focused death ray [sustained hits 2]
36"
6
4+
8
-2
2
Gauss exterminator [lethal hits]
Gauss exterminator [lethal hits]
48"
1
4+
14
-3
6
Heat cannon [melta 4]
Heat cannon [melta 4]
36"
2
4+
9
-4
D6
WARGEAR OPTIONS
  • This model’s gauss exterminator can be replaced with one of the following:
    • 1 focused death ray
    • 1 heat cannon

FORTIFICATION
While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
ABILITIES
CORE: Deadly Demise D3
FACTION: Reanimation Protocols
Teleportation Matrix: Once per battle, at the end of your opponent’s turn, if this FORTIFICATION is not within Engagement Range of one or more enemy units, you can remove it from the battlefield. In the Reinforcements step of your next Movement phase, set it up anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If the battle ends and this FORTIFICATION is not on the battlefield, it is destroyed.
Phase-shifted Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
UNIT COMPOSITION
  • 1 Sentry Pylon
This model is equipped with: gauss exterminator.
1 model
120
KEYWORDS: FORTIFICATION, VEHICLE, SENTRY PYLON
FACTION KEYWORDS:


Tomb Citadel Walls
(⌀Use model)
M
-
T
13
Sv
2+
W
50
Ld
7+
OC
0
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Gauss exterminator [lethal hits]
Gauss exterminator [lethal hits]
48"
1
4+
14
-3
6
Twin tesla destructor [sustained hits 2, twin-linked]
Twin tesla destructor [sustained hits 2, twin-linked]
36"
6
3+
8
0
2
WARGEAR OPTIONS
  • This unit can be equipped with one of the following:
    • 1 gauss exterminator and 1 twin tesla destructor
    • 2 gauss exterminators
    • 2 twin tesla destructors

FORTIFICATION
While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
ABILITIES
CORE: Deadly Demise 3D6
FACTION: Reanimation Protocols
Ziggurat Dock: One friendly MONOLITH, OBELISK, TESSERACT VAULT or SENTRY PYLON model can start the battle on top of this FORTIFICATION’s ziggurat platform. While such a model is on this platform, that model’s ranged weapons have the [HEAVY] ability. Any friendly model can be set up or end any type of move on the ramps or platform sections of this FORTIFICATION.
Phased Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
UNIT COMPOSITION
  • 1 Tomb Citadel
This unit is equipped with: nothing.
1 model
920
DAMAGED: 1-15 WOUNDS REMAINING
While this model has 1-15 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: FORTIFICATION, TITANIC, VEHICLE, TOMB CITADEL
FACTION KEYWORDS:

Other


Annihilation Barge
(⌀Use model)
M
10"
T
8
Sv
3+
W
9
Ld
7+
OC
3
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Gauss cannon [lethal hits]
Gauss cannon [lethal hits]
24"
3
3+
5
-2
2
Tesla cannon [sustained hits 2]
Tesla cannon [sustained hits 2]
24"
4
3+
6
0
1
Twin tesla destructor [sustained hits 2, twin-linked]
Twin tesla destructor [sustained hits 2, twin-linked]
36"
6
3+
8
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured bulk
Armoured bulk
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model’s gauss cannon can be replaced with 1 tesla cannon.

ABILITIES
CORE: Deadly Demise 1
FACTION: Reanimation Protocols
Malevolent Arcing: In your Shooting phase, each time you select a target for this model’s twin tesla destructor, roll one D6 for the target unit and one D6 for every other enemy unit within 3" of the target unit. On a 5+, the unit being rolled for is struck by arcing energies; after resolving all of this model’s attacks against the target unit, each unit struck by arcing energies suffers D3 mortal wounds.
UNIT COMPOSITION
  • 1 Annihilation Barge
This model is equipped with: gauss cannon; twin tesla destructor; armoured bulk.
1 model
115
KEYWORDS: VEHICLE, FLY, ANNIHILATION BARGE
FACTION KEYWORDS:


Canoptek Doomstalker
(⌀90mm)
M
8"
T
8
Sv
3+
W
12
Ld
8+
OC
4
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Doomsday blaster [blast, heavy]
Doomsday blaster [blast, heavy]
48"
D6+1
4+
14
-3
3
Twin gauss flayer [lethal hits, rapid fire 1, twin-linked]
Twin gauss flayer [lethal hits, rapid fire 1, twin-linked]
24"
1
4+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Doomstalker limbs
Doomstalker limbs
Melee
3
4+
6
0
1
ABILITIES
CORE: Deadly Demise D3
FACTION: Reanimation Protocols
Sentinel Construct: Each time you target this unit with the Fire Overwatch Stratagem, while resolving that Stratagem, hits are scored on unmodified Hit rolls of 5+.
UNIT COMPOSITION
  • 1 Canoptek Doomstalker
This model is equipped with: doomsday blaster; twin gauss flayer; Doomstalker limbs.
1 model
135
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, WALKER, CANOPTEK, DOOMSTALKER
FACTION KEYWORDS:


Canoptek Reanimator
(⌀60mm)
M
8"
T
6
Sv
3+
W
6
Ld
7+
OC
3
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Atomiser beam
Atomiser beam
12"
3
4+
6
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Reanimator’s claws
Reanimator’s claws
Melee
4
4+
5
0
1
ABILITIES
CORE: Feel No Pain 4+
FACTION: Reanimation Protocols
Nanoscarab Reanimation Beam (Aura): While a friendly unit is within 3" of this model, each time that unit’s Reanimation Protocols activate, that unit reanimates an additional D3 wounds.
UNIT COMPOSITION
  • 1 Canoptek Reanimator
This model is equipped with: 2 atomiser beams; Reanimator’s claws.
1 model
75
KEYWORDS: VEHICLE, WALKER, CANOPTEK, REANIMATOR
FACTION KEYWORDS:


Canoptek Scarab Swarms
(⌀40mm)
M
10"
T
2
Sv
6+
W
4
Ld
8+
OC
0
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Feeder mandibles [lethal hits]
Feeder mandibles [lethal hits]
Melee
6
5+
2
0
1
ABILITIES
FACTION: Reanimation Protocols
Self-destruction: At the start of the Fight phase, if this unit is within Engagement Range of one or more enemy units, you can select one model in this unit to destroy. If you do, select one enemy unit within Engagement Range of that model and roll one D6, adding 1 to the result if that unit is a VEHICLE. On a 2-5, that unit suffers D3 mortal wounds; on a 6+, that unit suffers 3 mortal wounds.
Chittering swarm: While an enemy unit is within Engagement Range of this unit, subtract 1 from the Objective Control characteristic of models in that enemy unit (to a minimum of 1). While this unit is within 6" of one or more friendly CRYPTEK models, the Objective Control characteristic of models in this unit is 1.
UNIT COMPOSITION
  • 3-6 Canoptek Scarab Swarms
Every model is equipped with: feeder mandibles.
3 models
40
6 models
80
KEYWORDS: SWARM, FLY, CANOPTEK, SCARAB SWARMS
FACTION KEYWORDS:


Canoptek Spyders
(⌀60mm flying base)
M
5"
T
7
Sv
3+
W
6
Ld
8+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Particle beamer [blast, devastating wounds]
Particle beamer [blast, devastating wounds]
18"
D6
3+
6
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Automaton claws
Automaton claws
Melee
5
4+
8
-2
2
WARGEAR OPTIONS
  • Any number of models can each be equipped with 2 particle beamers.
  • Any number of models can each be equipped with 1 fabricator claw array.
  • Any number of models can each be equipped with 1 gloom prism.

ABILITIES
CORE: Deadly Demise 1
FACTION: Reanimation Protocols
Canoptek Swarm: In your Command phase, select one friendly CANOPTEK SCARAB SWARM unit within 6" of this unit. One destroyed model is returned to that CANOPTEK SCARAB SWARM unit for each SPYDER model in this unit.
WARGEAR ABILITIES
Fabricator Claw Array (Aura): While a friendly VEHICLE unit is within 6" of the bearer, that unit has the Feel No Pain 6+ ability.
Gloom Prism (Aura): While a friendly unit is within 6" of the bearer, models in that unit have the Feel No Pain 5+ ability against mortal wounds and Psychic Attacks.
UNIT COMPOSITION
  • 1-2 Canoptek Spyders
Every model is equipped with: automaton claws.
1 model
75
2 models
150
KEYWORDS: VEHICLE, FLY, CANOPTEK, SPYDERS
FACTION KEYWORDS:


Canoptek Wraiths
(⌀50mm)
M
10"
T
6
Sv
3+
W
4
Ld
8+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Particle caster [devastating wounds, pistol]
Particle caster [devastating wounds, pistol]
12"
3
4+
5
0
1
Transdimensional beamer
Transdimensional beamer
12"
1
4+
4
-2
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Vicious claws
Vicious claws
Melee
4
4+
6
-1
2
Whip coils
Whip coils
Melee
8
4+
5
0
1
WARGEAR OPTIONS
  • Any number of models can each be equipped with one of the following:
    • 1 particle caster
    • 1 transdimensional beamer
  • Any number of models can each have their vicious claws replaced with whip coils.

ABILITIES
FACTION: Reanimation Protocols
Wraith Form: Each time this unit ends a Normal move, you can select one enemy unit it moved over during that move and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound.
UNIT COMPOSITION
  • 3-6 Canoptek Wraiths
Every model is equipped with: vicious claws.
3 models
110
6 models
220
KEYWORDS: BEASTS, FLY, CANOPTEK, WRAITHS
FACTION KEYWORDS:


Cryptothralls
(⌀32mm)
M
5"
T
4
Sv
3+
W
3
Ld
8+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Scouring eye
Scouring eye
6"
2
4+
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Scythed limbs
Scythed limbs
Melee
4
4+
5
-1
1
ABILITIES
FACTION: Reanimation Protocols
Bound Creation: While this unit is in the same unit as a CRYPTEK model, that CRYPTEK model has the Feel No Pain 4+ ability.
Systematic Vigour: Each time a CRYPTOTHRALL model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6: on a 2+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and it is then removed from play.
UNIT COMPOSITION
  • 2 Cryptothralls
Every model is equipped with: scouring eye; scythed limbs.
2 models
60
CRYPTEK RETINUE
At the start of the Declare Battle Formations step, this unit can join one other unit from your army that is being led by a CRYPTEK INFANTRY model (a unit cannot have more than one CRYPTOTHRALLS unit joined to it). If it does, until the end of the battle, every model in this unit counts as being part of that Bodyguard unit, and that Bodyguard unit’s Starting Strength is increased accordingly.
KEYWORDS: INFANTRY, CRYPTOTHRALLS
FACTION KEYWORDS:


Deathmarks
(⌀32mm)
M
5"
T
5
Sv
3+
W
1
Ld
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Synaptic disintegrator [heavy, precision]
Synaptic disintegrator [heavy, precision]
36"
1
3+
5
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
3+
4
0
1
ABILITIES
CORE: Deep Strike
FACTION: Reanimation Protocols
Hyperspace Hunters: Once per turn, in the Reinforcements step of your opponent’s Movement phase, when an enemy unit is set up on the battlefield from Reserves within 18" of and visible to this unit, this unit can shoot as if it were your Shooting phase, but must only target that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.
UNIT COMPOSITION
  • 5-10 Deathmarks
Every model is equipped with: synaptic disintegrator; close combat weapon.
5 models
60
10 models
120
KEYWORDS: INFANTRY, DEATHMARKS
FACTION KEYWORDS:


Doom Scythe
(⌀120 x 92mm flying base)
M
20+"
T
9
Sv
3+
W
12
Ld
7+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy death ray [sustained hits d3]
Heavy death ray [sustained hits d3]
36"
3
3+
16
-4
D6+1
Twin tesla destructor [sustained hits 2, twin-linked]
Twin tesla destructor [sustained hits 2, twin-linked]
36"
6
3+
8
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured bulk
Armoured bulk
Melee
3
4+
6
0
1
ABILITIES
CORE: Deadly Demise D3
FACTION: Reanimation Protocols
Atavistic Instigation: Each time this model targets an enemy unit with its heavy death ray, your opponent must declare if that unit will stand firm or duck for cover:
  • If it stands firm, when resolving ranged attacks against that unit this phase, a successful unmodified Hit roll of 5+ scores a Critical Hit.
  • If it ducks for cover, until the start of your next Shooting phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
UNIT COMPOSITION
  • 1 Doom Scythe
This model is equipped with: heavy death ray; twin tesla destructor; armoured bulk.
1 model
230
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, AIRCRAFT, FLY, DOOM SCYTHE
FACTION KEYWORDS:


Doomsday Ark
(⌀60mm flying base)
M
10"
T
9
Sv
3+
W
14
Ld
7+
OC
5
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Doomsday cannon [blast, heavy]
Doomsday cannon [blast, heavy]
72"
D6+1
3+
18
-4
4
Gauss flayer array [lethal hits, rapid fire 5]
Gauss flayer array [lethal hits, rapid fire 5]
24"
5
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured bulk
Armoured bulk
Melee
3
4+
6
0
1
ABILITIES
CORE: Deadly Demise D3
FACTION: Reanimation Protocols
Overwhelming Obliteration: In your Movement phase, if this model Remains Stationary, until the end of the turn, its doomsday cannon has the [DEVASTATING WOUNDS] ability.
UNIT COMPOSITION
  • 1 Doomsday Ark
This model is equipped with: doomsday cannon; 2 gauss flayer arrays; armoured bulk.
1 model
200
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, FLY, DOOMSDAY ARK
FACTION KEYWORDS:


Flayed Ones
(⌀28mm)
M
5"
T
4
Sv
4+
W
1
Ld
7+
OC
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Flayer claws [sustained hits 1, twin-linked]
Flayer claws [sustained hits 1, twin-linked]
Melee
4
3+
4
-1
1
ABILITIES
CORE: Infiltrators, Stealth
FACTION: Reanimation Protocols
Flesh Hunger: Each time a model in this unit makes a melee attack, if the target of that attack is Below Half-strength, a successful Hit roll scores a Critical Hit.
UNIT COMPOSITION
  • 5-10 Flayed Ones
Every model is equipped with: flayer claws.
5 models
60
10 models
120
KEYWORDS: INFANTRY, FLAYED ONES
FACTION KEYWORDS:


Lokhust Destroyers
(⌀60mm flying base)
M
8"
T
6
Sv
3+
W
3
Ld
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Gauss cannon [lethal hits]
Gauss cannon [lethal hits]
24"
3
3+
5
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
3+
4
0
1
ABILITIES
FACTION: Reanimation Protocols
Hard-wired for Destruction: Each time a model in this unit makes a ranged attack that targets the closest eligible enemy unit, re-roll a Hit roll of 1. If the target of that attack is within range of an objective marker your opponent controls, you can re-roll the Hit roll instead.
UNIT COMPOSITION
  • 1-6 Lokhust Destroyers
Every model is equipped with: gauss cannon; close combat weapon.
1 model
30
2 models
60
3 models
90
6 models
180
KEYWORDS: MOUNTED, FLY, DESTROYER CULT, LOKHUST DESTROYERS
FACTION KEYWORDS:


Lokhust Heavy Destroyers
(⌀60mm)
M
8"
T
6
Sv
3+
W
4
Ld
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Enmitic exterminator [heavy, rapid fire 6, sustained hits 1]
Enmitic exterminator [heavy, rapid fire 6, sustained hits 1]
36"
6
3+
6
-1
1
Gauss destructor [heavy, lethal hits]
Gauss destructor [heavy, lethal hits]
48"
1
3+
14
-4
6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
3+
4
0
1
WARGEAR OPTIONS
  • Any number of models can each have their gauss destructor replaced with 1 enmitic exterminator.

ABILITIES
FACTION: Reanimation Protocols
Optimised for Slaughter: Each time a model in this unit makes an attack with an enmitic exterminator that targets a unit (excluding MONSTERS and VEHICLES], re-roll a Wound roll of 1. Each time a model in this unit makes an attack with a gauss destructor that targets a MONSTER or VEHICLE, re-roll a Wound roll of 1.
UNIT COMPOSITION
  • 1-3 Lokhust Heavy Destroyers
Every model is equipped with: gauss destructor; close combat weapon.
1 model
50
2 models
100
3 models
150
KEYWORDS: MOUNTED, FLY, DESTROYER CULT, LOKHUST HEAVY DESTROYERS
FACTION KEYWORDS:


Lychguard
(⌀32mm)
M
5"
T
5
Sv
3+
W
2
Ld
7+
OC
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Hyperphase sword
Hyperphase sword
Melee
3
3+
6
-2
1
Warscythe [devastating wounds]
Warscythe [devastating wounds]
Melee
2
3+
8
-3
2
WARGEAR OPTIONS
  • All models in this unit can each have their warscythe replaced with 1 hyperphase sword and 1 dispersion shield.

ABILITIES
FACTION: Reanimation Protocols
Guardian Protocols: While a NOBLE model is leading this unit, each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic, subtract 1 from the Wound roll.
WARGEAR ABILITIES
Dispersion Shield: The bearer has a 4+ invulnerable save.
UNIT COMPOSITION
  • 5-10 Lychguard
Every model is equipped with: warscythe.
5 models
85
10 models
170
KEYWORDS: INFANTRY, LYCHGUARD
FACTION KEYWORDS:


Monolith
(⌀160mm)
M
8"
T
13
Sv
2+
W
22
Ld
7+
OC
8
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Death ray [sustained hits d3]
Death ray [sustained hits d3]
24"
1
3+
12
-4
D6+1
Gauss flux arc [lethal hits, rapid fire 3]
Gauss flux arc [lethal hits, rapid fire 3]
24"
3
3+
6
-1
1
Particle whip [blast, devastating wounds]
Particle whip [blast, devastating wounds]
24"
3D6
3+
8
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Portal of exile
Portal of exile
Melee
6
2+
8
-2
3
WARGEAR OPTIONS
  • This model’s 4 gauss flux arcs can be replaced with 4 death rays.

ABILITIES
CORE: Deadly Demise D6, Deep Strike
FACTION: Reanimation Protocols
Eternity Gate: In the Reinforcements step of your Movement phase, you can select one INFANTRY unit from your army that is either in Reserves or on the battlefield (if you select the latter, remove that unit from the battlefield and place it into Reserves). That unit is then set up anywhere on the battlefield that is wholly within 6" of this model and not within Engagement Range of any enemy models. That unit cannot declare a charge this turn.
UNIT COMPOSITION
  • 1 Monolith
This model is equipped with: 4 gauss flux arcs; particle whip; portal of exile.
1 model
375
DAMAGED: 1-7 WOUNDS REMAINING
While this model has 1-7 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, TITANIC, FLY, TOWERING, MONOLITH
FACTION KEYWORDS:


Night Scythe
(⌀120 x 92mm flying base)
M
20+"
T
9
Sv
3+
W
12
Ld
7+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Twin tesla destructor [sustained hits 2, twin-linked]
Twin tesla destructor [sustained hits 2, twin-linked]
36"
6
3+
8
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured bulk
Armoured bulk
Melee
3
4+
6
0
1
ABILITIES
CORE: Deadly Demise D3
FACTION: Reanimation Protocols
Translocation Beams: At the end of the Fight phase, if there are no models currently embarked within this TRANSPORT, you can select one friendly INFANTRY unit wholly within 6" of this TRANSPORT. Unless that unit is within Engagement Range of one or more enemy units, it can embark within this TRANSPORT.
Quantum Invader: This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules.
UNIT COMPOSITION
  • 1 Night Scythe
This model is equipped with: twin tesla destructor; armoured bulk.
1 model
145
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 1 INFANTRY unit.
KEYWORDS: VEHICLE, AIRCRAFT, FLY, TRANSPORT, NIGHT SCYTHE
FACTION KEYWORDS:


Obelisk
(⌀120 x 92mm flying base)
M
8"
T
13
Sv
2+
W
24
Ld
7+
OC
8
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Tesla sphere [anti-fly 4+, sustained hits 2]
Tesla sphere [anti-fly 4+, sustained hits 2]
24"
6
3+
7
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured bulk
Armoured bulk
Melee
6
4+
8
0
1
ABILITIES
CORE: Deadly Demise D6, Deep Strike
FACTION: Reanimation Protocols
Gravitic Pulse: At the start of your opponent’s Movement phase, you can select one enemy unit within 18" of and visible to this model. Until the end of the turn, halve the Move characteristic of models in that unit and halve Advance and Charge rolls made for that unit. In addition, if that unit can FLY, until the start of your next Movement phase, roll one D6 each time that unit ends any type of move: on a 4+, that unit suffers D3 mortal wounds.
UNIT COMPOSITION
  • 1 Obelisk
This model is equipped with: 4 tesla spheres; armoured bulk.
1 model
325
DAMAGED: 1-8 WOUNDS REMAINING
While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, TITANIC, FLY, TOWERING, OBELISK
FACTION KEYWORDS:


Ophydian Destroyers
(⌀50mm)
M
10"
T
5
Sv
4+
W
3
Ld
7+
OC
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Ophydian hyperphase weapons
Ophydian hyperphase weapons
Melee
5
3+
4
-2
2
WARGEAR OPTIONS
  • For every 3 models in this unit, this unit can have 1 Plasmacyte.

ABILITIES
CORE: Deep Strike
FACTION: Reanimation Protocols
Tunnelling Horrors: At the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove this unit from the battlefield. In the Reinforcements step of your next Movement phase, set it up anywhere on the battlefield that is more than 9" horizontally away from all enemy models.
WARGEAR ABILITIES
Plasmacyte: Once per battle for each Plasmacyte this unit has, when this unit is selected to fight, you can use this ability. If you do, until the end of the phase, melee weapons equipped by models in this unit have the [DEVASTATING WOUNDS] ability.

Designer’s Note: Place the relevant number of Plasmacyte tokens next to the unit, removing one each time this unit uses this ability.
UNIT COMPOSITION
  • 3-6 Ophydian Destroyers
Every model is equipped with: Ophydian hyperphase weapons.
3 models
90
6 models
180
KEYWORDS: INFANTRY, DESTROYER CULT, OPHYDIAN DESTROYERS
FACTION KEYWORDS:


Skorpekh Destroyers
(⌀50mm)
M
8"
T
6
Sv
3+
W
3
Ld
7+
OC
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Skorpekh hyperphase weapons
Skorpekh hyperphase weapons
Melee
4
3+
7
-2
2
WARGEAR OPTIONS
  • For every 3 models in this unit, this unit can have 1 Plasmacyte.

ABILITIES
FACTION: Reanimation Protocols
Whirling Onslaught: Each time a model in this unit makes a melee attack, re-roll a Hit roll of 1. If this unit made a Charge move this turn, you can re-roll the Hit roll instead.
WARGEAR ABILITIES
Plasmacyte: Once per battle for each Plasmacyte this unit has, when this unit is selected to fight, you can use this ability. If you do, until the end of the phase, melee weapons equipped by models in this unit have the [DEVASTATING WOUNDS] ability.

Designer’s Note: Place the relevant number of Plasmacyte tokens next to the unit, removing one each time this unit uses this ability.
UNIT COMPOSITION
  • 3-6 Skorpekh Destroyers
Every model is equipped with: Skorpekh hyperphase weapons.
3 models
90
6 models
180
KEYWORDS: INFANTRY, DESTROYER CULT, SKORPEKH DESTROYERS
FACTION KEYWORDS:


Tesseract Vault
(⌀120 x 92mm flying base)
M
8"
T
12
Sv
2+
W
24
Ld
7+
OC
8
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Tesla spheres [sustained hits 2]
Tesla spheres [sustained hits 2]
24"
6
3+
7
0
1
Antimatter Meteor [blast, devastating wounds, indirect fire, c'tan power]
Antimatter Meteor [blast, devastating wounds, indirect fire, c'tan power]
24"
D6+3
3+
10
-3
3
Cosmic Fire [ignores cover, devastating wounds, torrent, c'tan power]
Cosmic Fire [ignores cover, devastating wounds, torrent, c'tan power]
18"
3D6
N/A
6
-2
1
Time’s Arrow [anti-character 4+, devastating wounds, precision, c'tan power]
Time’s Arrow [anti-character 4+, devastating wounds, precision, c'tan power]
24"
1
2+
3
-2
6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured bulk
Armoured bulk
Melee
6
4+
8
0
1
ABILITIES
CORE: Deadly Demise D6+3
FACTION: Reanimation Protocols
Powers of the C’tan: In your Shooting phase, when this model is selected to shoot, first select up to two different C’tan Powers weapons (see left). Until the end of the phase, this model is equipped with those weapons in addition to its other weapons (this model cannot make attacks with any other C’tan Powers weapon you did not select in this way this phase).
UNIT COMPOSITION
  • 1 Tesseract Vault
This model is equipped with: 4 tesla spheres; armoured bulk.
1 model
400
DAMAGED: 1-8 WOUNDS REMAINING
While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and you can only select one of the C’tan Powers weapons in your Shooting phase, instead of two.
KEYWORDS: VEHICLE, TITANIC, FLY, TOWERING, TESSERACT VAULT
FACTION KEYWORDS:


Tomb Blades
(⌀32mm flying base)
M
12"
T
5
Sv
4+
W
2
Ld
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Particle beamer [blast, devastating wounds]
Particle beamer [blast, devastating wounds]
18"
D6
3+
5
0
1
Twin gauss blaster [lethal hits, twin-linked]
Twin gauss blaster [lethal hits, twin-linked]
24"
2
3+
5
-1
1
Twin tesla carbine [assault, sustained hits 2, twin-linked]
Twin tesla carbine [assault, sustained hits 2, twin-linked]
24"
2
3+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
1
4+
4
0
1
WARGEAR OPTIONS
  • Any number of models can each have their twin gauss blaster replaced with one of the following:
    • 1 particle beamer
    • 1 twin tesla carbine
  • Any number of models can each be equipped with 1 shieldvanes.
  • Any number of models can each be equipped with one of the following:
    • 1 nebuloscope
    • 1 shadowloom

ABILITIES
CORE: Scouts 9"
FACTION: Reanimation Protocols
Evasion Engrams: In your Shooting phase, after this unit has shot, it can make a Normal move of up to 6". If it does, until the end of the turn, this unit is not eligible to declare a charge.
WARGEAR ABILITIES
Nebuloscope: Ranged weapons equipped by the bearer have the [IGNORES COVER] ability.
Shadowloom: The bearer has the Stealth ability.
Shieldvanes: The bearer has a 3+ Save characteristic and a Move characteristic of 8".
UNIT COMPOSITION
  • 3-6 Tomb Blades
Every model is equipped with: twin gauss blaster; close combat weapon.
3 models
75
6 models
150
KEYWORDS: MOUNTED, FLY, TOMB BLADES
FACTION KEYWORDS:


Triarch Praetorians
(⌀32mm)
M
10"
T
5
Sv
3+
W
2
Ld
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Particle caster [devastating wounds, pistol]
Particle caster [devastating wounds, pistol]
12"
3
3+
5
0
1
Rod of covenant
Rod of covenant
12"
1
3+
5
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Rod of covenant
Rod of covenant
Melee
3
3+
5
-2
2
Voidblade
Voidblade
Melee
4
3+
5
-2
1
WARGEAR OPTIONS
  • All models in this unit can each have their rod of covenant replaced with 1 particle caster and 1 voidblade.

ABILITIES
CORE: Deep Strike
FACTION: Reanimation Protocols
Relentless Combatants: You can re-roll Charge rolls made for this unit, and this unit is eligible to declare a charge in a turn in which it Fell Back.
UNIT COMPOSITION
  • 5-10 Triarch Praetorians
Every model is equipped with: rod of covenant.
5 models
120
10 models
240
KEYWORDS: INFANTRY, FLY, TRIARCH, PRAETORIANS
FACTION KEYWORDS:


Triarch Stalker
(⌀Use model)
M
8"
T
8
Sv
3+
W
12
Ld
7+
OC
4
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heat ray – dispersed [ignores cover, torrent]
Heat ray – dispersed [ignores cover, torrent]
12"
2D6
N/A
5
-1
1
Heat ray – focused [melta 4]
Heat ray – focused [melta 4]
18"
2
3+
9
-4
D6
Particle shredder [blast, devastating wounds]
Particle shredder [blast, devastating wounds]
18"
D6+6
2+
7
0
1
Heavy gauss cannon array [lethal hits]
Heavy gauss cannon array [lethal hits]
24"
6
3+
8
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Stalker’s forelimbs
Stalker’s forelimbs
Melee
4
3+
7
-1
3
WARGEAR OPTIONS
  • This model’s heat ray can be replaced with one of the following:
    • 1 particle shredder
    • 1 heavy gauss cannon array

ABILITIES
CORE: Deadly Demise D3, Scouts 8"
FACTION: Reanimation Protocols
Targeting Relay: In your Shooting phase, each time this model is selected to shoot, after resolving its attacks, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, that unit cannot have the Benefit of Cover.
UNIT COMPOSITION
  • 1 Triarch Stalker
This model is equipped with: heat ray; Stalker’s forelimbs.
1 model
125
KEYWORDS: VEHICLE, WALKER, TRIARCH, STALKER
FACTION KEYWORDS:


Canoptek Acanthrites
(⌀40mm)
M
12"
T
5
Sv
3+
W
2
Ld
8+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Cutting beam [melta 2]
Cutting beam [melta 2]
12"
1
4+
9
-4
D6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Voidblade
Voidblade
Melee
3
4+
5
-2
1
ABILITIES
CORE: Infiltrators
FACTION: Reanimation Protocols
Damaged Armour: In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly model makes an attack that targets that unit, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1.
UNIT COMPOSITION
  • 3-6 Canoptek Acanthrites
Every model is equipped with: cutting beam; voidblade.
3 models
85
6 models
170
KEYWORDS: BEASTS, FLY, CANOPTEK, ACANTHRITES
FACTION KEYWORDS:


Canoptek Tomb Sentinel
(⌀120 x 92mm)
M
10"
T
9
Sv
3+
W
9
Ld
8+
OC
3
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Exile cannon [blast]
Exile cannon [blast]
18"
D6+1
4+
10
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Tomb Sentinel claws
Tomb Sentinel claws
Melee
6
4+
6
0
1
ABILITIES
CORE: Deep Strike
FACTION: Reanimation Protocols
Aggressor Guardian: Each time an attack targets this model, if this model is within range of an objective marker, worsen the Armour Penetration characteristic of that attack by 1. In addition, each time this model makes an attack that targets a unit within range of an objective marker, improve the Armour Penetration characteristic of that attack by 1.
WARGEAR ABILITIES
Gloom Prism (Aura): While a friendly unit is within 6" of the bearer, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.
UNIT COMPOSITION
  • 1 Canoptek Tomb Sentinel
This model is equipped with: exile cannon; Tomb Sentinel claws; gloom prism.
1 model
115
KEYWORDS: MONSTER, CANOPTEK, TOMB SENTINEL
FACTION KEYWORDS:


Canoptek Tomb Stalker
(⌀120 x 92mm)
M
10"
T
9
Sv
3+
W
9
Ld
8+
OC
3
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Gauss slicers [lethal hits]
Gauss slicers [lethal hits]
24"
8
4+
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Tomb Stalker claws [sustained hits 1]
Tomb Stalker claws [sustained hits 1]
Melee
6
4+
6
-1
2
ABILITIES
CORE: Deep Strike
FACTION: Reanimation Protocols
Snaking Ambush: You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase.
WARGEAR ABILITIES
Gloom Prism (Aura): While a friendly unit is within 6" of the bearer, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.
UNIT COMPOSITION
  • 1 Canoptek Tomb Stalker
This model is equipped with: gauss slicers; Tomb Stalker claws; gloom prism.
1 model
130
KEYWORDS: MONSTER, CANOPTEK, TOMB STALKER
FACTION KEYWORDS:


Seraptek Heavy Construct
(⌀Use model)
M
10"
T
12
Sv
3+
W
24
Ld
7+
OC
10
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Singularity generator [blast, devastating wounds]
Singularity generator [blast, devastating wounds]
36"
2D6
3+
10
-3
4
Synaptic obliterator [sustained hits 2]
Synaptic obliterator [sustained hits 2]
48"
8
3+
5
-1
2
Transdimensional projector
Transdimensional projector
48"
2
3+
24
-4
D6+4
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Titanic forelimbs – strike
Titanic forelimbs – strike
Melee
6
3+
14
-3
5
Titanic forelimbs – sweep
Titanic forelimbs – sweep
Melee
12
3+
8
-1
2
WARGEAR OPTIONS
  • This model’s 2 singularity generators can be replaced with 2 synaptic obliterators and 2 transdimensional projectors.

ABILITIES
CORE: Deadly Demise D6+2
FACTION: Reanimation Protocols
Terrifying Monstrosity: At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test.
Titanic Walker: Each time this model makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there.
UNIT COMPOSITION
  • 1 Seraptek Heavy Construct
This model is equipped with: 2 singularity generators; titanic forelimbs.
1 model
540
DAMAGED: 1-9 WOUNDS REMAINING
While this model has 1-9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, WALKER, TITANIC, TOWERING, SERAPTEK HEAVY CONSTRUCT
FACTION KEYWORDS:


Tesseract Ark
(⌀60mm)
M
9"
T
9
Sv
3+
W
10
Ld
6+
OC
3
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Gauss cannon [lethal hits]
Gauss cannon [lethal hits]
24"
3
3+
5
-2
2
Particle beamer [blast, devastating wounds]
Particle beamer [blast, devastating wounds]
18"
D6
3+
6
0
1
Tesla cannon [sustained hits 2]
Tesla cannon [sustained hits 2]
24"
4
3+
6
0
1
Tesseract singularity chamber – particle [ignores cover, torrent]
Tesseract singularity chamber – particle [ignores cover, torrent]
12"
D6+3
N/A
6
-1
2
Tesseract singularity chamber – seismic lash [blast]
Tesseract singularity chamber – seismic lash [blast]
36"
D3
3+
9
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured bulk
Armoured bulk
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model’s 2 tesla cannons can be replaced with one of the following:
    • 2 gauss cannons
    • 2 particle beamers

ABILITIES
CORE: Deadly Demise 1
FACTION: Reanimation Protocols
Gravitational Field: Each time an enemy unit selects this model as the target of a charge, subtract 2 from the Charge roll (this is not cumulative with any other reductions to that Charge roll).
UNIT COMPOSITION
  • 1 Tesseract Ark
This model is equipped with: tesseract singularity chamber; 2 tesla cannons; armoured bulk.
1 model
130
KEYWORDS: VEHICLE, FLY, TESSERACT ARK
FACTION KEYWORDS:


Night Shroud
(⌀120 x 92mm flying base)
M
20+"
T
9
Sv
3+
W
14
Ld
7+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Twin tesla destructor [sustained hits 2, twin-linked]
Twin tesla destructor [sustained hits 2, twin-linked]
36"
6
3+
8
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured bulk
Armoured bulk
Melee
3
4+
6
0
1
ABILITIES
CORE: Deadly Demise D3
FACTION: Reanimation Protocols
Death Sphere Bombardment: Each time this model ends a Normal move, you can select one enemy unit it moved over during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound.
UNIT COMPOSITION
  • 1 Night Shroud
This model is equipped with: twin tesla destructor; armoured bulk
1 model
140
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, AIRCRAFT, FLY, NIGHT SHROUD
FACTION KEYWORDS:
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.
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.
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.
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.
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.
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.
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.
6. Select Warlord
Select one CHARACTER model from your army to be your Warlord – this will be the leader of your army – and make a note of this on your Army Roster. Your Warlord gains the WARLORD keyword.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
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.
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).
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.
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.
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 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 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 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.
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
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 unit from your army.

TARGET: One CHARACTER unit from your army that was within 6" of that 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.
PROTOCOL OF THE HUNGRY VOID
1CP
Awakened Dynasty – Battle Tactic Stratagem
Necrons strike with data-augmented accuracy.
WHEN: Fight phase.

TARGET: One 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 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].
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.
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.
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).
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.
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.
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.
INSANE BRAVERY
1CP
Core – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: A unit from your army that must take a Battle-shock test.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
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.
Unit Visible
If one or more models in a unit is visible to the observing model, then that model’s unit is visible to the observing model.

FIRE OVERWATCH
1CP
Core – Strategic Ploy Stratagem
A hail of wildfire can drive back advancing foes.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance, Fall Back or Charge move.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
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.
RAPID INGRESS
1CP
Core – Strategic Ploy Stratagem
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
Charge Bonus

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.
HEROIC INTERVENTION
2CP
Core – Strategic Ploy Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
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.
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
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).
EPIC CHALLENGE
1CP
Core – Epic Deed Stratagem
The legends of the 41st Millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
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.

The TITANIC keyword is used in the following Necrons datasheets:

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 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.
Alternative models by Artel W:

Blast

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).

Example: If a weapon with the [BLAST] ability and an Attacks characteristic of 2D6 targets a unit that contains 11 models, and the roll to determine how many attacks are made is a 9, a total of 11 attacks would be made against that unit.

  • Add 1 to the Attacks characteristic for every five models in the target unit (rounding down).
  • Can never be used against a target that is within Engagement Range of any units from the attacking model’s army (including its own).
Sustained Hits

Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Example: A model makes an attack with a melee weapon with the [SUSTAINED HITS 2] ability. If the Hit roll is an unmodified 6 (a Critical Hit), then that attack scores a total of 3 hits on the target (1 from the successful Hit roll of 6, and 2 from the [SUSTAINED HITS 2] ability).

  • [SUSTAINED HITS X]: Each Critical Hit scores ‘x’ additional hits on the target.
Extra Attacks

Some warriors ride to battle atop trusty mounts that gore and trample nearby foes. Others wield combat weapons that deliver a frenzy of additional blows.

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of such a weapon fights, it can make attacks with that weapon in addition to the one it chooses to fight with. The number of attacks made with an Extra Attacks weapon cannot be modified by other rules.

  • The bearer can attack with this weapon in addition to any other weapons it can make attacks with.

The MOUNTED keyword is used in the following Necrons datasheets:

Characters
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.
TANK SHOCK
1CP
Core – Strategic Ploy Stratagem
Ramming the foe with a speeding vehicle may be an unsubtle tactic, but it is a murderously effective one.
WHEN: Your Charge phase.

TARGET: One VEHICLE unit from your army.

EFFECT: Until the end of the phase, after your unit ends a Charge move, select one enemy unit within Engagement Range of it, then select one melee weapon your unit is equipped with. Roll a number of D6 equal to that weapon’s Strength characteristic. If that Strength characteristic is greater than that enemy unit’s Toughness characteristic, roll two additional D6. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
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 WARLORD.

EFFECT: For each of your units in Reserves, that Reserves unit’s Reanimation Protocols activate.
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.
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 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.
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.
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 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.
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 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.
  • Enaegic Dermal Bond
    15 pts
Awakened Dynasty Detachment

The bearers living metal mantle is bonded to mirror versions of itself across many dimensional thresholds.

model only. The bearer has the Feel No Pain 4+ ability.

  • Nether-realm Casket
    20 pts
Awakened Dynasty Detachment

Clouds of hyper-dense particles billow from this small artefact, to obscure and shield the bearer from the foe.

model only. While the bearer is leading a unit, models in that unit have the Stealth ability.

  • Veil of Darkness
    20 pts
Awakened Dynasty Detachment

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.

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.

  • Phasal Subjugator (Aura)
    35 pts
Awakened Dynasty Detachment

This engraved sigil-circuitry transforms the fierce will of the bearer into a surging lash across every phasal state.

model only. While a friendly 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.

  • Ingrained Superiority
    10 pts
Annihilation Legion Detachment

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.

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.

  • Eternal Madness
    25 pts
Annihilation Legion Detachment

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.

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.

  • Hyperspatial Transfer Node
    15 pts
Hypercrypt Legion Detachment

Wound with filaments of temporal circuitry, this amulet enables the bearer to accelerate themselves and their closest guardians in stuttering bursts of compressed time.

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
Hypercrypt Legion Detachment

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.

model only. Models in the bearer’s unit have the Deep Strike ability.

  • Arisen Tyrant
    25 pts
Hypercrypt Legion Detachment

This ancient being will suffer no threats to their rule, stepping imperiously from twisting nightmare dimensions to annihilate any who dare to oppose them.

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.

  • Dimensional Overseer
    25 pts
Hypercrypt Legion Detachment

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.

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.

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 CRYPTEK keyword is used in the following Necrons datasheets:

The CHRONOMANCER keyword is used in the following Necrons datasheets:

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

TARGET: One 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.
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.
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.
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.
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.
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.
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 models have the [IGNORES COVER] ability while targeting units within range of that objective marker.
Benefit of Cover

Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.

Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.

Each time a ranged attack is allocated to a model that has the Benefit of Cover, add 1 to the saving throw made for that attack (excluding invulnerable saving throws). Models with a Save characteristic of 3+ or better cannot have the Benefit of Cover against attacks with an Armour Penetration characteristic of 0. Multiple instances of the Benefit of Cover are not cumulative – a model cannot benefit from this rule more than once at any one time.

  • Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
  • Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
  • Multiple instances are not cumulative.
GO TO GROUND
1CP
Core – Battle Tactic Stratagem
Seeking salvation from incoming fire, warriors hurl themselves into whatever cover they can find.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY 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, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
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 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.
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 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.
Command Protocols
Awakened Dynasty Detachment

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.
  • Metalodermal Tesla Weave
    10 pts
Canoptek Court Detachment

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.

  • Autodivinator
    15 pts
Canoptek Court Detachment

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.

  • Hyperphasic Fulcrum
    15 pts
Canoptek Court Detachment

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.

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.
  • Dimensional Sanctum
    20 pts
Canoptek Court Detachment

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.

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".
Pistol

Pistols can be wielded even at point-blank range.

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Can be shot even if the bearer’s unit is within Engagement Range of enemy units, but must target one of those enemy units.
  • Cannot be shot alongside any other non-Pistol weapon (except by a MONSTER or VEHICLE).

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

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.
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.
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.
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.
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.
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.
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.
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".
Annihilation Protocol
Annihilation Legion Detachment

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.
  • Eldritch Nightmare
    15 pts
Annihilation Legion Detachment

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.

Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase.
  • Soulless Reaper
    20 pts
Annihilation Legion Detachment

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.

The BATTLELINE keyword is used in the following Necrons datasheets:

Torrent

Torrent weapons shoot clouds of fire, gas or other lethal substances that few foes can hope to evade.

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

The MOUNTED keyword is used in the following Necrons datasheets:

Characters

The OVERLORD keyword is used in the following Necrons datasheets:

The TRIARCH keyword is used in the following Necrons datasheets:

Worthy Foes
Obeisance Phalanx Detachment

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.
  • Honourable Combatant
    10 pts
Obeisance Phalanx Detachment

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.

  • Warrior Noble
    15 pts
Obeisance Phalanx Detachment

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.

  • Unflinching Will
    20 pts
Obeisance Phalanx Detachment

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.

  • Eternal Conqueror
    25 pts
Obeisance Phalanx Detachment

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.

Rapid Fire

Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Example: A model targets a unit that is within half range of a weapon with an Attacks characteristic of 1 and the [RAPID FIRE 1] ability. That weapon therefore makes two attacks at the target, and you make two Hit rolls.

  • [RAPID FIRE X]: Increase the Attacks by ‘x’ when targeting units within half range.
Indirect Fire

Indirect fire weapons launch munitions over or around intervening obstacles – nowhere is safe from their fury.

Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll and the target has the Benefit of Cover against that attack.

Example: An enemy unit is targeted by an attacking model equipped with a weapon with the [INDIRECT FIRE] ability. No models in the target unit are visible to the attacking model, so when resolving the attacks made with that weapon, subtract 1 from that attack’s Hit roll and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.

  • Can target and make attacks against units that are not visible to the attacking unit.
  • If no models are visible in a target unit when it is selected, then when making an attack against that target with an Indirect Fire weapon, subtract 1 from that attack’s Hit roll and the target has the Benefit of Cover against that attack.
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 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 CHARACTER is leading your unit].
FIGHTS FIRST

Some warriors attack with blinding speed, landing their blows before their foes can react.

Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.

The BATTLELINE keyword is used in the following Necrons datasheets:

The TRANSPORT keyword is used in the following Necrons datasheets:

Dedicated Transports

The FORTIFICATION keyword is used in the following Necrons datasheets:

Unit Coherency
A unit that contains more than one model must be set up and end any kind of move as a single group, with all of its models within 2" horizontally and 5" vertically of at least one other model from that unit. While a unit has seven or more models, all of its models must instead be set up and end any kind of move within 2" horizontally and 5" vertically of at least two other models from that unit. This is called Unit Coherency.

If for any reason a model cannot be set up in Unit Coherency, that model is destroyed. If a unit cannot end a move in Unit Coherency, it cannot make that move and its models are returned to their previous positions.

At the end of every turn, each player must remove models, one at a time, from any of the units from their armies that are no longer in Unit Coherency, until only a single group of models from each of those units remains in play and in Unit Coherency. Models removed in this way count as having been destroyed, but they never trigger any rules that apply when a model is destroyed.

  • Unit Coherency: Within 2" horizontally and 5" vertically of:
    • One other model from the same unit (in units of 2-6 models).
    • Two other models from the same unit (in units of 7+ models).
  • At the end of every turn, if a unit is not in Unit Coherency, the controlling player must remove models until that unit is in Unit Coherency again.

The FORTIFICATION keyword is used in the following Necrons datasheets:

The TOWERING keyword is used in the following Necrons datasheets:

Fortifications

The TITANIC keyword is used in the following Necrons datasheets:

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.
Melta

Melta weapons are powerful heat rays whose fury is magnified at close range.

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Example: A model targets a unit that is within half range of a weapon with a Damage characteristic of D6 and the [MELTA 2] ability. If that attack inflicts damage on the target, it inflicts D6+2 damage.

  • [MELTA X]: Increase the Damage by ‘x’ when targeting units within half range.
Heavy

Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Add 1 to Hit rolls if the bearer’s unit Remained Stationary this turn.
Twin-linked

Dual weapons are often grafted to the same targeting system for greater lethality.

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

The WALKER keyword is used in the following Necrons datasheets:

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.
Psychic Weapons and Abilities
Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word ‘Psychic’. If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

The BEASTS keyword is used in the following Necrons datasheets:

The CRYPTEK and INFANTRY keywords are used in the following Necrons datasheets:

The AIRCRAFT keyword is used in the following Necrons datasheets:

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.
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.
Embark
If a unit makes a Normal, Advance or Fall Back move, and every model in that unit ends that move within 3" of a friendly TRANSPORT model, they can embark within it. A unit cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within that TRANSPORT model. Unless otherwise stated, units cannot do anything or be affected in any way while they are embarked.

  • A unit can embark within a friendly TRANSPORT if all of its models end a Normal, Advance or Fall Back move within 3" of that TRANSPORT.
  • A unit cannot embark and disembark in the same phase.
Flying
If a model can FLY, then when it makes a Normal, Advance or Fall Back move, it can be moved over enemy models as if they were not there, and can be moved within Engagement Range of enemy models when making such a move. Note this also means that MONSTER and VEHICLE models that can FLY can be moved over other MONSTER and VEHICLE models when making such a move. However, models that can FLY cannot end their move on top of any other models or within Engagement Range of any enemy models.

When a model that can FLY starts or ends a move on a terrain feature, instead of measuring the path it has moved across the battlefield, you instead measure its path ‘through the air’, as shown in the diagram below.

  • FLY models can move over enemy models when they make a Normal, Advance or Fall Back move.
  • FLY models that start or end a move on a terrain feature measure distance moved through the air when they make a Normal, Advance or Fall Back move.
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 TRIARCH keyword is used in the following Necrons datasheets:

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