Ever since he rose from his stasis-crypt to discover the flesh-vermin of the lesser races infesting his ancient empire, Overlord Amonhotekh has campaigned tirelessly to eradicate them. Leading Canoptek constructs, ravening Destroyer Cults and phalanxes of android Necron Warriors, the Overlord has done battle with Humans, Orks, Aeldari and many other foes, repeatedly emerging victorious.
Book | Kind | Edition | Version | Last update |
Amonhotekh’s Guard | ||||
Amonhotekh’s Guard | Index | 10 | June 2023 |
The scattered dynasties of the Necrons pursue many different paths to dominance, embracing their own traditions and martial doctrines. All dynasties also benefit from the nigh-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 and the Necron rises again, shambling back into battle.
At the end of your Command phase, each unit from your army activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound:The Overlord’s dynamic presence seeps out to their android soldiery through the carrier waves that bear their commands. Their warriors’ slow reactions and stilted movements are infused with their master’s aggressive dynamism, enabling them to adopt precision tactical manoeuvres under his control.
The bearer’s unit is eligible to shoot in a turn in which it Fell Back.The Overlord seethes with an anger millions of years old. When they turn their hateful gaze upon those they consider lesser vermin, their disgust resonates through multiple spectra, driving their warriors to focus the wrath upon their master’s chosen foe.
In your Command phase, select one enemy unit within 12" of and visible to the bearer. Until the end of the turn, each time a friendly NECRONS model makes an attack that targets that enemy unit, re-roll a Hit roll of 1.This territory is infested by the contemptible vermin of the lesser species. The Necrons’ rightful realm must resound to the march of metallic steps as its true masters reclaim what is theirs.
At the end of your turn, you score 4VP if one or more NECRONS units from your army (excluding Battle-shocked units) are wholly within your opponent’s deployment zone.The foe have looted ancient Necron riches that do not belong to them. These must be reclaimed at all costs and the enemy purged from the ancient sites.
At the start of the first battle round, select one objective marker in No Man’s Land.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 | |
Overlord’s blade [devastating wounds] | |||||||
Overlord’s blade [devastating wounds] | Melee | 4 | 2+ | 8 | -3 | 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+ | 5 | -1 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 1 | 4+ | 4 | 0 | 1 |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Skorpekh hyperphase weapons | |||||||
Skorpekh hyperphase weapons | Melee | 4 | 3+ | 7 | -2 | 2 |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Feeder mandibles [lethal hits] | |||||||
Feeder mandibles [lethal hits] | Melee | 6 | 5+ | 2 | 0 | 1 |
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 |
The NECRONS keyword is used in the following Amonhotekh’s Guard datasheets:
Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.
Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.Mighty heroes fight at the forefront of battle.
Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.The scattered dynasties of the Necrons pursue many different paths to dominance, embracing their own traditions and martial doctrines. All dynasties also benefit from the nigh-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 and the Necron rises again, shambling back into battle.
At the end of your Command phase, each unit from your army activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound:The NECRONS keyword is used in the following Amonhotekh’s Guard datasheets:
The INFANTRY keyword is used in the following Amonhotekh’s Guard datasheets:
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):
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Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.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.Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.
Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.
Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.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.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’.Some attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.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").The CANOPTEK keyword is used in the following Amonhotekh’s Guard datasheets:
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).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.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.