Advancing in inexorable lockstep come the deathless legions of the Necrons. Eldritch energy weapons crackle and howl, erasing swathes of the enemy. Godlike beings twist reality to their will. The living fall to dust, swept away by ancient powers beyond comprehension. The Necrons have risen to reclaim the stars, and none shall stand in their way.
| Book | Kind | Edition | Version | Last update |
Necrons | ||||
Necrons | Faction Pack | 10 | 1.3 | March 2026 |
500 Worlds: Dread Incursions | ||||
500 Worlds: Dread Incursions | Expansion | 10 | January 2026 | |
Boarding Actions | ||||
Boarding Actions | Expansion | 10 | 1.1 | July 2025 |
Munitorum Field Manual | ||||
Munitorum Field Manual | Expansion | 11 | 1.0 | |
| Q: | Can a unit be affected by a Resurrection Orb (e.g. from a Catacomb Command Barge and an Overlord) more than once per turn? |
| A: | No. |
| Q: | Can a Cryptothrall that has used its Systematic Vigour ability to ‘fight on death’ later fight again if returned to its unit before that unit is selected to fight? |
| A: | Yes. |
| Q: | When using the Protocol of the Undying Legions Stratagem, are any other rules that are applicable to Reanimation Protocols applied (e.g. Necron Warriors’ Their Number is Legion ability)? |
| A: | Yes. |
| Q: | If I am using the Canoptek Court Detachment, if there are no objective markers within No Man’s Land or within my opponent’s deployment zone, can those areas be within my army’s Power Matrix? |
| A: | No. |
| Q: | Can I use the Cosmic Precision Stratagem to set up a unit anywhere on the battlefield instead of only wholly within 6" of a battlefield edge, even if it doesn’t have the Deep Strike ability? |
| A: | Yes. |
| Q: | When using the Protocol of the Conquering Tyrant Stratagem or Lokhust Destroyers’ Hard-wired for Destruction ability, to be eligible to re-roll the Hit roll, does the unit also need to be eligible to re-roll a Hit roll of 1? |
| A: | Yes (see ‘Rules with Multiple Conditions and Effects’ in the Rules Commentary). |
| Q: | When I set up a unit using the MONOLITH’s Eternity Gate ability, do I have to set that unit up wholly within 6" of one battlefield edge? |
| A: | No. |
| Q: | When I set up a unit using the MONOLITH’s Eternity Gate ability, and that unit is not wholly within 6" of one battlefield edge, is that unit eligible to shoot in my Shooting phase? |
| A: | Yes. |
| Q: | Does the Canoptek Court Autodivinator Enhancement trigger when army rule effects such as Code Chivalric (Imperial Knights) award a player CP, or when an opponent discards a Secondary Mission card for 1CP? |
| A: | No in both cases. It only triggers when your opponent gains CP as the result of an ability (not any other kind of rule). |
| Q: | If a unit is removed from the battlefield using the Hypercrypt Legion Hyperphasing Detachment rule and it has the Deep Strike ability, can that unit arrive from Reserves in the first battle round? |
| A: | No. |
| Q: | If I target a CANOPTEK WRAITHS unit with the Canoptek Court Reactive Subroutines Stratagem, can this trigger that unit’s Wraith Form ability? |
| A: | Yes. |
| Q: | Do rules that activate Reanimation Protocols (e.g. the Protocol of the Undying Legions Stratagem) only apply to a Bodyguard unit whose attached Leader unit is on the battlefield if one or more models from that Bodyguard unit are also still on the battlefield? |
| A: | Yes. |
| Q: | When being set up using the Cosmic Precision Stratagem, does a model that is large (e.g. a TESSERACT VAULT) have to follow the rules for large models in the Setting Up Large Models Appendix(3.2.1)? |
| A: | Yes. |
The Necron dynasties benefit from the nigh-on supernatural technologies that once saw them dominate the galaxy, perhaps the most unsettling of which are their reanimation protocols. Should a Necron be slain, its body becomes wreathed in an eerie glow. Crawling limbs reattach. Sundered torsos and smashed skulls reform amidst emerald sparks. Witch lights flare back to life within dead eye-lenses and the Necron rises again, shambling back into their battle line. Those Necrons too catastrophically damaged to reform vanish instead, teleported away to their tombs for repair.
If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound:
3DPThe Necron nobility and their high-ranking courtiers make war in a codified and relentless fashion. Their command protocols crackle out across multi-dimensional spectra from carrier-wave projectors, compelling their semi-sentient soldiery into battle one overriding directive at a time
While a NECRONS CHARACTER model is leading this unit, each time a model in this unit makes an attack, add 1 to the Hit roll.
With this device the bearer can twist space and time about them, enfolding them in a swirling darkness. When it fades, they have vanished, rematerialising elsewhere through a miracle of arcane science. NECRONS model only. Once per battle, at the end of your opponent’s turn, if the bearer’s unit is not within Engagement Range of any enemy units, the bearer can use this Enhancement. If it does, remove that unit from the battlefield. Then, in the Reinforcements step of your next Movement phase, set up that unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. |
Clouds of hyper-dense particles billow from this small artefact, to obscure and shield the bearer from the foe. NECRONS model only. While the bearer is leading a unit, models in that unit have the Stealth ability. |
This engraved sigil-circuitry transforms the fierce will of the bearer into a surging lash across every phasal state. NECRONS model only. While a friendly NECRONS unit (excluding CHARACTER units) is within 6" of the bearer, each time a model in that unit makes an attack, add 1 to the Hit roll. |
The bearers living metal mantle is bonded to mirror versions of itself across many dimensional thresholds. NECRONS model only. The bearer has the Feel No Pain 4+ ability. |
2DPThe most murderous Necrons of an Annihilation Legion retain no thought processes beyond destroying anything in reach. They are mechanised death, echoes of the industrialised and brutal processes of bio transference made manifest. Whether soullessly efficient or frenziedly deluded, these killing machines follow protocols that have atrophied into a singular and all-consuming insanity.
Each time a DESTROYER CULT or FLAYED ONES unit from your army declares a charge, you can re-roll the Charge roll. If one or more targets of that charge are Below Half-strength, add 1 to the Charge roll as well.
This Necrons sanity suffered during the Great Sleep. Now they are driven by a wrathful zeal, one which has seeped through the carrier waves of their commandments and into their followers. NECRONS model only. In the Fight phase, each time a model in the bearer’s unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking models unit has finished making its attacks, and is then removed from play. |
An immortal destroyer, this war leaders every victim is etched irrevocably into their cognitive engrams. Every weakness they ever overcame is recalled, frailties they can exploit on each new battlefield. NECRONS model only. Each time a model in the bearer’s unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1. |
This deathly killer exudes a soul-sapping presence, the promise of lifes’ end so explicit in their chilling gaze that few can muster the strength of will to evade it. DESTROYER CULT model only. Each time an enemy unit within Engagement Range of the bearer’s unit is selected to Fall Back, roll one D6: on a 3+, that unit cannot Fall Back this phase and must Remain Stationary. |
Atavistic fears are summoned from the pits of nightmare and thrust into the minds of all foes near this metal-skinned horror. DESTROYER CULT model only. At the start of the Fight phase, each enemy unit within Engagement Range of the bearer must take a Battle-shock test. |
3DPCountless worlds across the galaxy harbour quiescent Necron technology, buried beneath the surface or mistaken for mere xenoarchaeological ruins. Whether part of an awakening tomb world’s defences, phased beneath the crust of a planet to empower the Cryptek’s conquest or perhaps the very objects they seek, these strange engines can be roused to wakefulness. Linked in an interdimensional matrix, their ancient energy cores can be vampirically bled to empower the Crypteks’ arcane technologies as well as their artificial and servile constructs.
Certain areas of the battlefield are considered to be within your army’s Power Matrix, as follows:
This Cryptek has had a personal dimensional pocket reality crafted for them, from which they can emerge into battle at will. CRYPTEK model only. Models in the bearer’s unit have the Infiltrators ability. |
With this small orb, its surface shimmering in fractal hues and shifting in multidimensional facets, a Cryptek can bypass the ancient security protocols placed upon the areas dormant machineries. Esoteric data and unusual strands of energy can be accessed, the orb acting as a skeleton key to greater power. CRYPTEK model only. While the bearer is leading a unit, if that unit is wholly within your army’s Power Matrix, each time a model in that unit makes an attack, re-roll a Wound roll of 1. |
This cryptogeometric puzzle box harbours a chronoscarab. The tiny construct creeps forward in time along temporal webs before hauling back a captured net of future moments. Its master can scry these wriggling futures to predict their foe’s strategies, using the knowledge to develop new counter-tactics to ambush the attackers. CRYPTEK model only. Each time your opponent gains a CP as the result of an ability, roll one D6: on a 2+, you also gain 1CP. |
This microsilicate weave generates a cyclical electrostatic overload that, providing its user triggers it in time, sends arcing lightning leaping out to roast onrushing attackers. CRYPTEK model only. Once per phase, when an enemy unit selects the bearer’s unit as a target of a charge, roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. |
2DPWith a command transmitted by regal carrier wave, signalled by a glowing glyph or via a haughty gesture with their blade, the ruling nobles mark their chosen enemy. With this declaration are the Triarchal Codes observed, and the ignorant foe doomed. The nobles’ powerful servants and the Triarch’s guardians of tradition march to war obediently, driven to best the mightiest of foes on the battlefield as a demonstration of the dynasty’s honour and a warning to the rest of their enemies’ foolish kind.
In your Command phase, select one enemy unit. Until the start of your next Command phase, each time a NOBLE, LYCHGUARD or TRIARCH unit from your army makes an attack that targets that unit, add 1 to the Wound roll.
A strict adherent to the ancient codes, this noble reserves their greatest displays of power to execute the enemy's leaders. Such champions are brought low in ostentatious manner, the inspiration or strategy they once provided severed at a stroke. OVERLORD model only. Each time the bearer’s unit destroys an enemy CHARACTER unit, your opponent loses 1CP if they have any. |
With sheer will this noble drives their warriors into battle against the most malevolent foes. Not from pretenders to nobility, nor marauding beasts, nor titanic machineries will this noble turn; they have faced greater horrors during their long existence. OVERLORD model only. The bearer’s melee weapons have the [PRECISION] and [ANTI-INFANTRY 5+] abilities. |
This dynastic scion is an expert in the arts of martial excellence, and their living metal form has been enhanced by their Crypteks. With effortless arrogance, they and their guardians parry or contemptuously swat aside the strikes of those they see as their lessers. OVERLORD model only. Each time a melee attack targets the bearer’s unit, subtract 1 from the Hit roll. |
This insatiable subjugator sees all before them as theirs for the taking by ancient right of conquest. They wield their legion like an iron gauntlet, using it to seize the battlefield in a demonstration of their power and strength, daring others to try taking it from them. OVERLORD model only. Each time a model in the bearer’s unit makes an attack that targets an enemy unit within range of an objective marker, you can re-roll the Hit roll. |
2DPEmploying 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 opponent’s turn, you can select a number of NECRONS units from your army (excluding units that are within Engagement Range of one or more enemy units). The maximum number of units you can select depends on the battle size, as follows:
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With a mind as labyrinthine as the multi-dimensional tomb itself, this commander directs their servants in complex forays through the tomb’s hyperspatial architecture, catching the witless enemy off guard. NECRONS model only. While the bearer is on the battlefield or in Strategic Reserves, add one to the number of units from your army that you can select for the Hyperphasing rule. |
This ancient being will suffer no threats to their rule, stepping imperiously from twisting nightmare dimensions to annihilate any who dare to oppose them. NECRONS model only. Each time a model in the bearer’s unit makes an attack, re-roll a Hit roll of 1. If the bearer’s unit was set up on the battlefield this turn, you can re-roll the Hit roll instead. |
Wound with filaments of temporal circuitry, this amulet enables the bearer to accelerate themselves and their closest guardians in stuttering bursts of compressed time. NECRONS model only. Each time the bearer’s unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in the bearer’s unit. |
This hypermaterial key unlocks portals between transpatial dimensions embedded into a tomb’s architecture. Through such limitless doorways, the Necrons can pursue their quarry wherever they hide. NECRONS model only. Models in the bearer’s unit have the Deep Strike ability. |
Starshatter Arsenal
3DPA wide range of mechanical treasures are stored within the grand armouries of the Necron dynasties. Some Necron nobles prefer to wage mobile warfare, utilising the swiftest of these vehicles, including imperious anti-grav war barques, looming mechanical walkers and supersonic assault craft powered by eldritch technologies to outflank, outrun and eliminate their enemies. As the armoured tide sweeps over the hopelessly outmatched foe, Ghost Arks swoop low to disgorge rank upon rank of skeletal Necron Warriors. Other forms of servile construct and maniacal killing machines join the lethal procession, too, adding their firepower to the cosmic wrath, and when the foe inevitably breaks, dynastic soldiery piloting – or fused with – repulsor-driven platforms surge forwards to scythe down any who would attempt to flee.
The Necrons possess countless terrifying engines of war. When mustered in great number, these instruments of annihilation sweep across the battlefield, seeking to reclaim lost realms and obliterate any foolish enough to trespass upon the territories of their ancient dynasty.
Each time a NECRONS model (excluding MONSTER models) from your army makes an attack that targets a unit within range of one or more objective markers, add 1 to the Hit roll. In addition, ranged weapons equipped by NECRONS VEHICLE and NECRONS MOUNTED models (excluding TITANIC models) from your army have the [ASSAULT] ability.
When this noble unleashes the might of their cosmic armoury, their followers are left in no doubt as to the importance of the battle at hand. If they do not strive to live up to the lethal effectiveness of the dynasty’s war engines, their Overlord’s wrath will be terrible. OVERLORD or CATACOMB COMMAND BARGE model only. While a friendly NECRONS unit (excluding MONSTER and TITANIC units) is within 6" of the bearer, 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. |
Feeding vampirically on datastreams from the dynasty’s war engines, this device enables its owner to track enemies through multiple dimensions, leaving them no hiding place. NECRONS model only. Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability. |
This Necron noble is a master of rapid warfare, commanding armoured columns with great precision. NECRONS model only. In your Command phase, select one friendly NECRONS VEHICLE or NECRONS MOUNTED unit (excluding TITANIC units) within 6" of the bearer. Until the start of your next Command phase, that unit is eligible to shoot in a turn in which it Fell Back. |
When activated, this device wreathes dynastic craft in a time-dilation field that reduces the force of incoming blows and shots. NECRONS model only. In your Command phase, select one friendly NECRONS VEHICLE or NECRONS MOUNTED unit (excluding TITANIC units) within 6" of the bearer. Until the start of your next Command phase, each time an attack is allocated to a model in that unit, subtract 1 from the Damage characteristic of that attack. |
Cryptek Conclave
2DPIt was during the ongoing war in the Nephilim Anomaly that Szarekh, the Silent King, issued an edict of unprecedented technological freedom. No weapon of science-sorcery was to be off limits in the Necrons’ campaign to reclaim galactic dominance. With the Silent King’s blessings, ever more conclaves of like-minded Crypteks are now gathering power and influence throughout the Necrons’ domains. Some such conclaves have arisen across the region now designated Greater Ultramar, either in answer to the onset of Human invaders or as a defensive measure against the rampage of Ammentar’s cursed legion. They see powerful Crypteks compete with one another to fashion the greatest weapons and augment their android phalanxes in the most cunning ways. For those enemies unlucky enough to stand in their way, the conclaves are a byword for terror.
Whether building on one anothers’ shared results or vying to produce the most ingenious adaptations, the Crypteks treat the battlefield as an opportunity to test their latest scientific and technological breakthroughs.
This cloud-like familiar of fractal computational electrons possesses a cogitational intellect that, when fed raw data, produces inspired strategic guidance. NECRONS model only. Each time you select the bearer’s unit as the target of a Stratagem, roll one D6, adding 1 if it is within range of one or more objectives: on a 4+, you gain 1CP. |
Energy lenses project in a web from a central node borne by the Cryptek, coalescing about Necron weapon systems and focusing their power still further. CRYPTEK model only. In your Shooting phase, each time the bearer’s unit is selected to shoot, when selecting an ability for the Technosorcerous Augmentations Detachment rule, you can also select from the following abilities: [ANTI-MONSTER 5+], [ANTI-VEHICLE 5+]. |
Clinging to the bearer’s hand like a glove woven from shadow, this strange device folds space-time with a single gesture, momentarily compressing the relative distance between Necron weapons and their targets. NECRONS model only. Add 6" to the Range characteristic of ranged weapons equipped by models in the bearer’s unit. |
Projected from the bearer’s staff as a secondary energistic emission, these solid-state electroshackles bind and trammel their victims in crackling fetters. CRYPTEK model only. In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks (excluding TITANIC units); until the start of your next turn, that enemy unit is pinned. While a unit is pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for that unit. |
Cursed Legion
2DPThe cursed legion of Nekrosor Ammentar sweeps across the stars like some android plague. They are avatars of death, a fanatical host through whose ranks the Destroyer madness is allowed to spread unchecked. Those gripped by the madness are fanatical in their devotion to the Nekrosor and vigorous in their efforts to forcibly inflict their blessed curse upon the lower ranks in their service. Entire phalanxes of android soldiery surge into battle with a sickly, killing light dancing in their ocular lenses. Even the lowliest Warriors fight with cold ferocity, while the Destroyers kill with nightmarish speed and efficiency born of zeal. With every conflict the ranks of the cursed legion swell with new converts, and the trail of carnage they leave in their wake grows all the bloodier.
The fury of the Destroyers and – by extension – of the cursed legion is not a wild or reckless thing. It is rather a ruthlessly methodical annihilation of the enemy, in which the Destroyers take the lead while ripples of their strange madness roll out to infect nearby Necrons and goad them, too, to greater efforts of tireless murder.
Though it resembles a typical ankh, this chest piece fills its host with an insatiable need to exterminate the foe. CATACOMB COMMAND BARGE or OVERLORD model only. The bearer has the DESTROYER CULT keyword. Add 2" to the Move characteristic of models in the bearer’s unit and add 2 to the Attacks characteristic of melee weapons equipped by the bearer. |
Consumed by the Destroyer madness, this Cryptek’s powerful intellect is turned entirely toward killing. CRYPTEK model only. The bearer has the DESTROYER CULT keyword and during the Declare Battle Formations step, the bearer can be attached to a DESTROYER CULT unit (excluding CHARACTER units). If you do, the bearer’s unit cannot contain any models without the DESTROYER CULT keyword. Add 3" to the Move characteristic of the bearer. |
The malevolent madness of Ammentar itself burns in the minds of this warrior and their comrades. DESTROYER CULT model only. Each time a model in the bearer’s unit makes an attack, add 1 to the Hit roll. |
This band of living metal sinks into the bearer’s brow and floods their neural cortex with a murderous urge. DESTROYER CULT model only. In your opponent’s Shooting phase, when an enemy unit has shot, if a model in this unit was destroyed by those attacks, this unit can make a surge move of up to D6". |
Pantheon of Woe
2DPTo unleash such a power is a strategy of last resort for most Necrons, for it sees multiple C’tan shards released from tesseract oubliettes and hurled into the heart of the foe. Though the Necrons employ powerful mechanisms to control the shattered remains of the star gods, still it is a risk deploying even one such fettered abomination amidst the mayhem of war lest it slip its bonds and go on the rampage. Concentrating the power of multiple shards upon a single battlefield, meanwhile, has a warping effect upon reality itself, and requires the efforts of skilled Crypteks using complex necrodermal bindings to prevent the C’tan shards from breaking free. For all this, the sheer cosmic devastation unleashed by several shards on a single battlefield is breathtaking to behold.
The quantum dissonance and molecular erosion caused by multiple C’tan shards in close proximity is enough to fray the very physical being of the foe at an atomic level.
NECRONS MONSTER units from your army have the following ability:
This eldritch device fetters and directs the Deceiver’s powers within a vortex that devours lesser wits entirely. C’TAN SHARD OF THE DECEIVER model only. This model has the following ability: |
The energies of this binding latch onto enemy targets and shunt the shard into alignment with them. C’TAN SHARD OF THE NIGHTBRINGER model only. This model is eligible to declare a charge in a turn in which it Advanced. |
This device bleeds off the Void Dragon shard’s energies and earths them violently through nearby machines. C’TAN SHARD OF THE VOID DRAGON model only. Once per turn, at the start of your opponent’s Shooting phase, select one enemy VEHICLE unit visible to the bearer. That unit must take a Leadership test. Until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll and, if that Leadership test was failed, subtract 1 from the Wound roll as well. |
This binding uses atomic resonance magnetism to compel the shard into the midst of the foe. TRANSCENDENT C’TAN model only. In your turn, each time this model is set up on the battlefield using the Deep Strike or Transdimensional Displacement abilities, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. When doing so, if this model is set up within 9" of one or more enemy units, until the end of the turn, it is not eligible to declare a charge. |
Hand of the Dynasty
1DPPHALANXES OF NECRON SOLDIERY RECLAIM THE BATTLEFIELD FOR THEIR DYNASTY
Command protocols and neural impulses flood the mechanical bodies of these android warriors, lending them greater speed of thought and movement.
Goaded into battle by overriding imperatives, these Warriors march relentlessly out to enact the will of their masters. NECRON WARRIORS unit only. This unit has Scouts 5" |
Nobles are not above expending additional resources to improve the armaments of their more valuable soldiery. IMMORTALS unit only. This unit’s ranged attacks have [RAPID FIRE 1]. |
Skyshroud Spearhead
1DPLIKE A PLAGUE FROM ANCIENT MYTH, MURDEROUS GRAV‑SKIMMING NECRON SWARMS FILL THE SKIES
Transported to the battlefield via dimension-shifting technologies, Tomb Blades materialise in crackling fields of energy and strafe unprepared targets, often to devastating effect.
Ancillary reclamators capture the molecular matter of these Tomb Blades even as it is blasted apart, drawing it in a swirling comet trail behind them and working it back into their physical forms. TOMB BLADES unit only. When this unit activates its Reanimation Protocols, +1 to the roll. |
Like some echo of the Nekrosor’s own murder‑madness, a coldly efficient kill‑frenzy grips these Lokhust Destroyers so that – even as they streak into battle – they lay down one ferocious volley of fire after another. DESTROYER CULT MOUNTED unit only. This unit’s ranged attacks have [ASSAULT]. |
The Phaeron's Armoury
1DPWAR ENGINES ARE UNLEASHED FROM WITHIN THE TOMB WORLD’S ROYAL ARMOURY TO CRUSH THE FOE
When a Necron ruler unleashes the mightiest war engines from amongst their armoury, they may charge their finest Crypteks to enhance them first.
Friendly NECRONS TITANIC FLY units have +6" M.
Subtle transplanar optics allow this war leader to peer through the energy veil of a Monolith’s eternity gate and dissect the defences and weaknesses of the enemies beyond it. This ensures their emergence from the portal is as grandly bloody and spectacular as possible. NECRONS model only. When this unit is selected to shoot, if this unit was set up using a Monolith’s Eternity Gate ability this turn, this unit’s ranged attacks have:
|
Projecting a subtly tailored weave of spiritual entropy fields, antiphotons and infrasonic oppression waves, this war engine projects a sense of ominous dread and impending death like a shadow before it. OBELISK unit only. In your opponent’s Battle-shock step, if an enemy unit within 8" of this unit is below starting strength, that enemy unit makes a battle-shock roll. |
In this section you’ll find additional rules for playing Crusade battles that are bespoke to NECRONS units.
A Necron tomb world’s awakening is a multi-stage process, with each System being responsible for different aspects of mobilising the dynasty’s forces. To represent this process, your Crusade force will be able to utilise the Systems of the tomb world awakening and direct power to each System as befitting their mission. Upon distributing all available power, your Crusade force will receive special bonuses known as Master System abilities based on how the power has been distributed.
The invigoration of a tomb world’s command systems reinforces the neural dominion of the world’s awakening android warriors to their immortal masters. As more of the command systems are awoken, as more Necrons rise from the torpor of their stasis crypts, the tomb’s ancient nobility - or their favoured legates - exercise an authority that is as ingrained in their servants’ psyche as it is hardwired into their cogitational processes.
To master the fate of others is a heady tonic to those whose existences are forged to rule. There are few more potent expressions of control than the breaking of other beings.
The semi-sentient substance comprising the bodies of the tomb world’s guardians can be augmented or accelerated with ghostly signals that flicker across dimensions between the tomb world and whatever distant war zone has claimed its fallen people. Once empowered, the tomb’s reanimation systems can cause the living metal to enter new and horrific states of spasming unlife that drag the Necrons back from extinction’s edge time and again.
Prestige among the wider dynasty is measured not only in the tomb world's conquests but in the ceaseless return of its eternal crusaders to their rightful place amongst the phalanxes at war.
The Necrons’ hyperscience enables their legions to conquer territories far from their tomb world, its warriors’ shambling gait belying a horrifying manoeuvrability. By activating additional translocation systems within the tomb’s insane architecture, dimensional corridors, dolmen gates and eldritch portals - gateways unused for millions of years - are unsealed, opening uncanny pathways that echo once more with the footfalls of advancing doom.
Possessing an overriding martial mindset, a desire to purge or conquer the galaxy, the tomb world's legions are on the march, driven to seize every prize their masters deem of worth.
Destroyers care only for the murder of organic life - their obsession is monomaniacal, their tally of the slain ever growing and their joyless appetite never sated.
To the Necrons it is not enough to simply defeat their enemies. They must prove their superiority by completely obliterating them with contemptuous ease. How else, after all, are the lesser species to be truly put in their place?
During the Great Sleep, the Necrons' once-sprawling territories were steadily eroded, conquered and parcelled up by other beings. Now that they are rising once more, the dynasties are loath to lose any more ground.
As though it were not enough of an insult that the creeping thieves of the lesser species defiled the dynastic tombs with their intrusion, they also stole precious artefacts whose true worth they cannot comprehend. These must be recovered, even if the quest should take a thousand years.
Exactly how the dreaded Flayer virus spreads is beyond the grasp of the most knowledgeable Cryptek. Some have attempted to rationalise it as a physical pathogen, info-virus or energistic flaw, yet none truly understand this almost supernatural curse or why it is that entire groups of Necrons can fall victim to it.
The greater a Necron noble's reputation, the more cunning and accomplished are the Crypteks who seek them out and offer them service.
Many afflicted with the Destroyer curse have awoken from the Great Sleep that way, yet more frightening is for the nihilistic madness to find purchase within the personality engrams of formerly stable Necrons. Their ambition and psyche atrophies until all that remains is the cold-hearted desire for annihilation.
By manipulating the hypercircuits of the tomb world's esoteric subsystems, some can be returned to quiescent dormancy as others shudder into semi-sentient activation.
With a possessiveness born of arrogance, this most determined ancient seizes what they desire through sheer will.
The passing aeons provide ample opportunity to improve one's bladesmanship when mortality is but a dim memory.
As more systems awake upon this Necron's tomb world, greater legions become theirs to command.
These combatants have developed a truly indomitable will, rapidly recovering from even the most catastrophic damage in their determination to serve their masters.
The soldiers in this unit are receptive to the desires and commands of their betters even at great distances.
These Necrons rise again and again despite the most grievous injuries, resolutely refusing to succumb to their wounds.
Cravitic repulsion fields can be enfolded via enhanced protocols so as to accelerate the mechanisms that will ensure the foes' doom.
With prismatic arrays that can force temporary wormholes through intervening defences, no foe is safe from this machine's weapons.
When heavily damaged or suppressed, Necron war machines can exert a carrier wave of atavistic intimidation with which to exert their master's will.
These constructs exhibit hyperdeveloped protective subroutines, engaging extermination protocols to defend their Cryptek masters.
Their duties as tomb guardians discharged, these Canoptek constructs have adapted to focus on speed and aggression.
Augmented with advanced matter-replication capabilities, these Canoptek constructs can swiftly repair themselves in battle.
This noble's sanity is unravelling one engram at a time, lending them a savage vitality, but rendering their capacity to issue rational commands non-existent.
Whatever dregs of personality or intellect this being possessed are draining away, replaced by their mechanistic obsession with endless slaughter.
So damaged has this unit been that their core personality engrams have become scrambled.
These constructs are running on exhausted power supplies, leaving them nothing in reserve to effect self-repair during battle.
Ever burning, this robe-like skein is a remnant of necrodermis - a material that once caged a C’tan Shard. The haze of its smoky particles, each tinged with a micro-echo of their once-prisoner’s insanity, can obfuscate biological senses and technological augurs that rely on rationality and logic.
Models in the bearers unit have the Stealth ability.A dangerous weapons technology, this device generates a tachyon energy field around its bearer’s blade, resulting in their every blow striking faster than light and discharging tremendous destructive energy into their victims. Should the bearer be slain, the field rapidly overloads and detonates in a blinding flash of lethal power.
The bearer has the Deadly Demise D3 ability. In addition, select one of the bearers melee weapons; add 2 to the Strength and Attacks characteristics of that weapon, and that weapon has the [LETHAL HITS] ability.For millennia, the Orb of Eternity rested in a primitive fane on the world of Ormandus, where the indigenous populace marvelled at its ability to repair their technologies. Ever since this state of affairs was righted by a host of Triarch Praetorians, the Orb has been imparted as a boon to those deemed worthy of such power.
While the bearer is leading a unit, each time that unit’s Reanimation Protocols activate, it reanimates 3 wounds instead of D3 wounds.Heshkefnet’s name endures where her dynasty is long forgotten. The phaeron’s tyrannic will haunts the blackstone engrams in this small artefact, an imprint which can be invoked to reinforce the most imperious demand for eradication.
Once per battle, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, each time a model from your Crusade army makes an attack that targets that enemy unit, you can re-roll the Hit roll.You have reached out your enduring will from the cold and sterile heart of your tomb world and reasserted your right to the stars. A t your command, awakened legions march to reclaim the tomb world’s territory where it lies scattered, ruined or invaded. With every harrowing purge and each ruthless repossession, the remnants of your realm are remade and revived to regal superiority. With every victory is this new age revealed: the opportunities for expansion and prestige; the verminous species to be crushed. The galaxy has changed much, but conquest is an eternal concept. The galaxy will learn once more to fear your dominion.

The ancient stasis-crypts and darkened cities of your tomb world actuate with increasing frequency. Your dynastic legions enlarge day by day, fresh phalanxes of metallic soldiery awoken to serve your ambitions. Pulses of esoteric energy surge through newly activated systems that empower greater campaigns of conquest. None can resist your inexorable rise, not savage hordes, nor youthful and naive empires, nor dishonourable thieves and assassins. All will cower in obeisance, or be cast into oblivion.

Your dominion has moved far beyond the reclamation of lost power as your legions seize new worlds and entire planetary systems. Your nobles and Crypteks lead armies on unending campaigns of systematic conquest, eradication and enslavement, and your tomb world stands as a linchpin of the wider dynasty’s expansion. The stars themselves will be shackled to your will as you eclipse your dynastic rivals in an immortal reign of subjugation!


Boarding ActionsThe phaerons of the Necron dynasties possess some of the most powerful voidships in the known galaxy. These gigantic vessels carry full complements of Necron Warriors, Lychguard, Canoptek constructs and other lethal assets that can repel boarders or slaughter enemy crews with ease.
Necron voidships possess dimensional translocators that allow Cryptek engineers to withdraw damaged assets from the field and replace them in short order.
Units from your army with the Reanimation Protocols ability lose that ability. Such units, if they are not CHARACTER units, then gain this one.The Necron commander seeks to regain lost ground from their upstart foe. Those who seek to prevent the dynasty from reclaiming that which is rightfully theirs are marked for immediate termination.
Each time a NECRONS model from your army makes an attack, if that model is within range of an objective marker or the target of that attack is within range of an objective marker, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1.Resurrection Protocols This Necron commanders body has been fitted with a miniaturised resurrection field. This device greatly enhances the bearer’s regenerative abilities. The first time the bearer is destroyed, roll one D6 at the end of the phase. On a 2+, set the bearer back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with D3 wounds remaining. |
Mindshackle Scarabs Mindshackle scarabs burrow into the brains of a living host and wrest control of their faculties. CRYPTEK model only. In your Command phase, select one enemy unit within 12" of and visible to the bearer. That enemy unit must take a Leadership test, subtracting 1 from the result: if failed, until the start of your next Command phase, subtract 2" from the Move characteristic of models in that enemy unit and subtract 2 from Advance and Charge rolls made for it. |
Whilst the minds of many Necrons have been afflicted by the Great Sleep, the outcast Destroyer Cults and Flayed Ones have lost all semblance of sanity. Necron commanders often unleash these insane killers on their most hated foes, trusting that they will slaughter every last living being.
Necron voidships possess dimensional translocators that allow Cryptek engineers to withdraw damaged assets from the field and replace them in short order.
Units from your army with the Reanimation Protocols ability lose that ability. Such units, if they are not CHARACTER units, then gain this one.The murderous onslaughts of the Destroyer Cults and the hideous skin-wearing Flayed Ones are utterly terrifying to their living victims. To witness their bloody advance is an experience that can break the will of even the most hardened veteran.
Each time a NECRONS unit from your army declares a charge, each enemy unit that is a target of that charge must take a Leadership test: if failed, until the end of the turn, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll.Inured to Damage Those who lead the Destroyer Cults will brook no impediment to slaughter. Thus, many of their number bid the Crypteks remove all protective systems, allowing the Destroyer to fight until the very moment their broken form is phased back to their stasis-tomb. The bearer has the Feel No Pain 6+ ability. Once the bearer has destroyed one or more enemy units, it has the Feel No Pain 5+ ability instead. |
Domineering Presence This monstrous Lord has long transcended their limiting Necron form and been wrought anew as a monstrously intimidating killing machine. In your opponent’s Command phase, at the start of the Battle-shock step, select one enemy unit within 3" of the bearer; that enemy unit must take a Battle-shock test. When doing so, if that enemy unit is Below Half-strength, subtract 1 from that test. This Enhancement cannot cause a unit to take two Battle-shock tests in the same phase. |
Created to defend the Necrons’ tomb worlds, Canoptek constructs are often repurposed to harvest valuable resources for their Cryptek overseers. These murderous automatons will phase through walls, atomise deck plates and obliterate the living in order to achieve their masters’ goals.
Necron voidships possess dimensional translocators that allow Cryptek engineers to withdraw damaged assets from the field and replace them in short order.
Units from your army with the Reanimation Protocols ability lose that ability. Such units, if they are not CHARACTER units, then gain this one.Those Canoptek constructs and Necron Warriors that serve the Crypteks are inloaded with instructions to defend their master. Should a Crypteks physical form be destroyed, a vengeful wrath will awaken within their followers.
Each time an enemy unit destroys a CRYPTEK model from your army, until the end of the battle, each time a NECRONS model from your army makes an attack that targets that enemy unit, you can re-roll the Hit roll.Nanoscarab Reconstitution This Crypteks living metal form crawls with nanoscarabs, further enhancing its regenerative properties. In each player’s Command phase, the bearer regains 1 lost wound. |
Impromptu Translocation Many Necrons make use of dimensional translocation technology to traverse the battlefield. This miniaturised translocator allows a Cryptek to make a single dimensional leap, taking them out of harm’s way. Once per battle, after the bearer has shot, it can make a Normal move of up to 6". |
Harbinger CabalOminous heralds on missions of acquisition for their dynastic betters or the Nekrosor itself, cabals of Crypteks wield technosorcerous ingenuity. The space lanes and hidden sites of Ultramar are preyed upon by many such groups whose unliving soldiery attack with reality-warping augmentations.
Necron voidships possess dimensional translocators that allow Cryptek engineers to withdraw damaged assets from the field and replace them in short order.
Units from your army with the Reanimation Protocols ability lose that ability. Such units, if they are not CHARACTER units, then gain this one.Dispatched to acquire eldritch artefacts in the deadliest of confines, Crypteks augment their immortal retinues with their arcane technical knowledge and devices, ensuring they are sufficient to dominate the vessels and complexes they invade.
In your Command phase, for each CRYPTEK unit in your army, select one of the following abilities. Until the start of your next Command phase, your unit has that ability.Cryptometric Experimentation This Cryptek's living metal body has long been the foundation for their most ingenious alterations. Add 1 to the Toughness and Wounds characteristics of the bearer. The bearer has a 4+ invulnerable save. |
Portal Transmuter With a gesture, the bearer of this device can cosmically link one doorway to somewhere else entirely. Once per turn, when the bearer ends a Normal, Advance or Fall Back move within 3" of an open Hatchway or when the bearer opens a Hatchway, it can, before any units decide if they wish to fire Overwatch, use this ability. If it does, remove the bearer from the battlefield and set it back up on the battlefield wholly within 3" of another open Hatchway and not within Engagement Range of one or more enemy units. When doing so, if the bearer cannot be set back up on the battlefield, it is destroyed. |
The Necron dynasties benefit from the nigh-on supernatural technologies that once saw them dominate the galaxy, perhaps the most unsettling of which are their reanimation protocols. Should a Necron be slain, its body becomes wreathed in an eerie glow. Crawling limbs reattach. Sundered torsos and smashed skulls reform amidst emerald sparks. Witch lights flare back to life within dead eye-lenses and the Necron rises again, shambling back into their battle line. Those Necrons too catastrophically damaged to reform vanish instead, teleported away to their tombs for repair.
If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound:The NECRONS and CHARACTER keywords are used in the following Necrons datasheets:
The CRYPTEK keyword is used in the following Necrons datasheets:
The CANOPTEK keyword is used in the following Necrons datasheets:
Countless worlds across the galaxy harbour quiescent Necron technology, buried beneath the surface or mistaken for mere xenoarchaeological ruins. Whether part of an awakening tomb world’s defences, phased beneath the crust of a planet to empower the Cryptek’s conquest or perhaps the very objects they seek, these strange engines can be roused to wakefulness. Linked in an interdimensional matrix, their ancient energy cores can be vampirically bled to empower the Crypteks’ arcane technologies as well as their artificial and servile constructs.
Certain areas of the battlefield are considered to be within your army’s Power Matrix, as follows:The MONSTER keyword is used in the following Necrons datasheets:
Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.Employing fractal corridors, dolmen gates and ancient translocation science, the Necrons are able to phase in and out of existence. Nowhere is safe for the terrified foe as mechanoid hunters appear from unfolding planar lattices to slaughter or escape retribution into gulfs of darkness, only to materialise elsewhere to kill anew.
At the end of your opponent’s turn, you can select a number of NECRONS units from your army (excluding units that are within Engagement Range of one or more enemy units). The maximum number of units you can select depends on the battle size, as follows:
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Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
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This cryptogeometric puzzle box harbours a chronoscarab. The tiny construct creeps forward in time along temporal webs before hauling back a captured net of future moments. Its master can scry these wriggling futures to predict their foe’s strategies, using the knowledge to develop new counter-tactics to ambush the attackers.
CRYPTEK model only. Each time your opponent gains a CP as the result of an ability, roll one D6: on a 2+, you also gain 1CP.
The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
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Imperial Knights fight by a stringent set of codes. In addition to defeating the foe, honour must always be upheld.
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The AIRCRAFT keyword is used in the following Necrons datasheets:
The BATTLELINE keyword is used in the following Necrons datasheets:
The BEASTS keyword is used in the following Necrons datasheets:
The CANOPTEK keyword is used in the following Necrons datasheets:
The CHARACTER keyword is used in the following Necrons datasheets:
The CRYPTEK keyword is used in the following Necrons datasheets:
The DEDICATED TRANSPORT keyword is used in the following Necrons datasheets:
The DESTROYER CULT keyword is used in the following Necrons datasheets:
The EPIC HERO keyword is used in the following Necrons datasheets:
The FLY keyword is used in the following Necrons datasheets:
The FORTIFICATION keyword is used in the following Necrons datasheets:
The FRAME keyword is used in the following Necrons datasheets:
The INFANTRY keyword is used in the following Necrons datasheets:
The MONSTER keyword is used in the following Necrons datasheets:
The MOUNTED keyword is used in the following Necrons datasheets:
The NECRONS keyword is used in the following Necrons datasheets:
The NOBLE keyword is used in the following Necrons datasheets:
The SWARM keyword is used in the following Necrons datasheets:
The TITANIC keyword is used in the following Necrons datasheets:
The TOWERING keyword is used in the following Necrons datasheets:
The TRANSPORT keyword is used in the following Necrons datasheets:
The TRIARCH keyword is used in the following Necrons datasheets:
The VEHICLE keyword is used in the following Necrons datasheets:
The WALKER keyword is used in the following Necrons datasheets:
The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders.
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The DYNASTY tag is used in the following Necrons detachments:
The stealthiest warriors can evade the attentions, and the bullets, of their foes.
If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.
This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.The NECRONS, INFANTRY and CHARACTER keywords are used in the following Necrons datasheets:
Folding stocks, shortened barrels or lightweight construction enable some weapons to be easily fired on the move.
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
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Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.
During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.Some weapons are designed to root enemy formations out of entrenched positions.
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).The OVERLORD keyword is used in the following Necrons datasheets:




Precision attacks can pick high-value targets out in a crowd.
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.Certain weapons are the bane of particular foes.
This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.The NECRONS and VEHICLE keywords are used in the following Necrons datasheets:
The HYPERCRYPT tag is used in the following Necrons detachments:
The NECRONS and INFANTRY keywords are used in the following Necrons datasheets:
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect.
In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:Whether building on one anothers’ shared results or vying to produce the most ingenious adaptations, the Crypteks treat the battlefield as an opportunity to test their latest scientific and technological breakthroughs.
The CRYPTEK and INFANTRY keywords are used in the following Necrons datasheets:
The DESTROYER CULT and CHARACTER keywords are used in the following Necrons datasheets:
Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.The NECRONS and MONSTER keywords are used in the following Necrons datasheets:
From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.
This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; 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 quantum dissonance and molecular erosion caused by multiple C’tan shards in close proximity is enough to fray the very physical being of the foe at an atomic level.
NECRONS MONSTER units from your army have the following ability:Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.
This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following:Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.The DESTROYER CULT and MOUNTED keywords are used in the following Necrons datasheets:
The TITANIC and FLY keywords are used in the following Necrons datasheets:
Mighty heroes fight at the forefront of battle.
Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.Assassins and other covert agents are difficult to pinpoint in the storm of battle.
Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12" of this unit.The MONSTER and CHARACTER keywords are used in the following Necrons datasheets:
The CHRONOMANCER keyword is used in the following Necrons datasheets:
Dispatched to acquire eldritch artefacts in the deadliest of confines, Crypteks augment their immortal retinues with their arcane technical knowledge and devices, ensuring they are sufficient to dominate the vessels and complexes they invade.
In your Command phase, for each CRYPTEK unit in your army, select one of the following abilities. Until the start of your next Command phase, your unit has that ability.High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).Weapons designed for close-quarters fighting can be wielded effectively even in the press of melee combat.
Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06).Pistols can be wielded even at point-blank range.
[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. See [CLOSE-QUARTERS].