Necrons – Royal Warden
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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 NECRONS 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.
YOUR UNIT COSTS
1 model
50
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY; CHARACTER; ROYAL WARDEN
FACTION KEYWORDS:
NECRONS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
PROTOCOL OF THE ETERNAL REVENANT
1CP
Awakened Dynasty – Epic Deed
PROTOCOL OF THE SUDDEN STORM
1CP
Awakened Dynasty – Strategic Ploy
PROTOCOL OF THE CONQUERING TYRANT
1CP
Awakened Dynasty – Battle Tactic
PROTOCOL OF THE VENGEFUL STARS
2CP
Awakened Dynasty – Strategic Ploy
PROTOCOL OF THE HUNGRY VOID
1CP
Awakened Dynasty – Battle Tactic
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
POTENTIALITY SYPHON
1CP
Cryptek Conclave – Strategic Ploy
MOLECULAR TARGETING
1CP
Cryptek Conclave – Battle Tactic
METHODICAL MURDER
1CP
Cursed Legion – Battle Tactic
MORTIS PROTOCOLS
1CP
Cursed Legion – Strategic Ploy
SPREADING MADNESS
1CP
Cursed Legion – Battle Tactic
UNNATURAL AGGRESSION
2CP
Cursed Legion – Strategic Ploy
REANIMATION CRYPTS
1CP
Hypercrypt Legion – Strategic Ploy
COSMIC PRECISION
1CP
Hypercrypt Legion – Strategic Ploy
HYPERPHASIC RECALL
2CP
Hypercrypt Legion – Strategic Ploy
DIMENSIONAL CORRIDOR
2CP
Hypercrypt Legion – Strategic Ploy
YOUR TIME IS NIGH
1CP
Obeisance Phalanx – Epic Deed
ENSLAVED ARTIFICE
1CP
Obeisance Phalanx – Battle Tactic
PHASE MELDING
1CP
Pantheon of Woe – Strategic Ploy
ENTROPHASIC AURA TARGETING
1CP
Pantheon of Woe – Battle Tactic
MASS TRANSMOGRIFICATION
1CP
Pantheon of Woe – Epic Deed
CHRONODISTORTION
1CP
Pantheon of Woe – Battle Tactic
MERCILESS RECLAMATION
2CP
Starshatter Arsenal – Battle Tactic
REACTIVE REPOSITION
1CP
Starshatter Arsenal – Strategic Ploy
ENDLESS SERVITUDE
1CP
Starshatter Arsenal – Strategic Ploy
DISINTEGRATION BEAMS
1CP
Tomb Ship Complement – Strategic Ploy
CONCENTRATED ATOMISATION
1CP
Tomb Ship Complement – Battle Tactic
DISRUPTION FIELDS
1CP
Tomb Ship Complement – Battle Tactic
UNWAVERING DEFENCE
1CP
Tomb Ship Complement – Battle Tactic
DETACHMENT ABILITY
Relentless Onslaught
Cold Fervour
Hyperphasing
Conquest Protocols
ENHANCEMENTS
Nether-realm Casket
20
Veil of Darkness
20
Enaegic Dermal Bond
30
Phasal Subjugator (Aura)
35
Demanding Leader
10
Miniaturised Nebuloscope
15
Chrono-impedance Fields
25
Quantum Abacus
15
Gauntlet of Compression
20
Eternal Madness
20
Ingrained Superiority
5
Hyperspatial Transfer Node
15
Osteoclave Fulcrum
20
Arisen Tyrant
25
Dimensional Overseer
25
Resurrection Protocols
Relocational Optimiser
25
05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.
Reanimation Protocols

The Necron dynasties benefit from the nigh-on supernatural technologies that once saw them dominate the galaxy, perhaps the most unsettling of which are their reanimation protocols. Should a Necron be slain, its body becomes wreathed in an eerie glow. Crawling limbs reattach. Sundered torsos and smashed skulls reform amidst emerald sparks. Witch lights flare back to life within dead eye-lenses and the Necron rises again, shambling back into their battle line. Those Necrons too catastrophically damaged to reform vanish instead, teleported away to their tombs for repair.

If your Army Faction is NECRONS, at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols:
  • When a unit’s Reanimation Protocols activate, that unit heals D3 wounds.

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.

The CRYPTEK keyword is used in the following Necrons datasheets:

The MONSTER keyword is used in the following Necrons datasheets:

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

Employing fractal corridors, dolmen gates and ancient translocation science, the Necrons are able to phase in and out of existence. Nowhere is safe for the terrified foe as mechanoid hunters appear from unfolding planar lattices to slaughter or escape retribution into gulfs of darkness, only to materialise elsewhere to kill anew.

At the end of your 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:

BATTLE SIZENUMBER OF UNITS
IncursionUp to 1 units
Strike ForceUp to 2 units
OnslaughtUp to 3 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 NECRONS unit from your army (excluding MONSTER units) 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 6" horizontally away from all enemy models.

RESTRICTIONS: A unit targeted with this Stratagem is not eligible to declare a charge in the same turn.
[LETHAL HITS]24.23

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.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
Hit Roll
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).
PROTOCOL OF THE CONQUERING TYRANT
1CP
Awakened Dynasty – Battle Tactic Stratagem
The legions employ the strategies of their masters in perfect synchronicity, laying down hails of mechanically coordinated fire.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit within half range, re-roll a Hit roll of 1. If a NECRONS CHARACTER is leading your unit, until the end of the phase, you can re-roll the Hit roll for that attack instead.
[DEVASTATING WOUNDS]24.10

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.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
05.02.01 Multiple Toughness Characteristics
When resolving attacks that target a unit in which the models have two or more different T characteristics, follow the first instruction that applies from below:
  • If the target unit is an attached unit, use the highest T characteristic amongst bodyguard models in that unit that are on the battlefield.
  • Use the highest T characteristic amongst models in that unit that are on the battlefield.
Wound Roll
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL WOUND
Equal to or greater than the required result below:WOUND
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSREQUIRED RESULT
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
+
Any other resultFAILS

CRITICAL WOUNDS
Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).


SEE ALSO
  • Multiple Toughness Characteristics 05.02.01
03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.
ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
NORMAL MOVE09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.
06.03 Hazard Rolls
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.
FALL-BACK MOVE09.07
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select fall-back mode:
  • Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
  • Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
WHILE MOVING:
  • Desperate Escape: Each model that is moved can be moved through enemy models.
AFTER MOVING:

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

Infantry Epic Hero
Mounted Character

The MOUNTED keyword is used in the following Necrons datasheets:

Mounted Character

The TITANIC keyword is used in the following Necrons datasheets:

The VEHICLE keyword is used in the following Necrons datasheets:

INGRESS MOVE20.04
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is in strategic reserves (excluding units that are embarked within TRANSPORTS that are themselves in strategic reserves).
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Your unit is set up as described in Set Up (03.02).
WHILE MOVING: Set up your unit wholly within the set-up distance of one or more battlefield edges and more than 8" horizontally from all enemy units.
  • Before the Third Battle Round: While doing so, no models can be set up within your opponent’s deployment zone.
AFTER MOVING: Unless otherwise stated, until the start of the next Charge phase, your unit is not eligible to make any other type of move.
13.08 Benefit of Cover
Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
  • That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below).

Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1.
STEALTH24.33

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).
FEEL NO PAIN24.12

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:

01.04.03 As Close As Possible
  • If a rule instructs you to move a model as close as possible to a unit or model you must end that model’s move in base contact with that unit or model if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If a model is already as close as possible to a unit or model when it is instructed to make a move as close as possible towards a unit or model, that model cannot be moved, but still counts as having made the move in question.
  • If a rule instructs you to move a model as close as possible to an objective you must end that model’s move within range of an objective if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If that model is already within range of an objective it can move up to the maximum distance of that move but must end its move still within range of that objective.
01.02.01 Starting Strength and Half-Strength
The number of models a unit contains at the start of the first battle round is its starting strength. The starting strength of an attached unit is the number of models that unit contains at the start of the first battle round.

Some rules refer to units being below starting strength, or at – or below – half-strength. The meaning of these terms varies depending on a unit’s starting strength, as shown below.

UNIT STRENGTH
STARTING STRENGTH OF 1STARTING STRENGTH OF 2 OR MORE
BELOW STARTING STRENGTHModel’s remaining wounds are less than its W characteristic.Number of remaining models in the unit is less than its starting strength.
AT HALF-STRENGTHModel’s remaining wounds are half of its W characteristic.Number of remaining models in the unit is half of its starting strength.
BELOW HALF-STRENGTHModel’s remaining wounds are less than half of its W characteristic.Number of remaining models in the unit is less than half of its starting strength.

Example: A Captain (1 model) is attached to a unit of Intercessors (5 models). This attached unit has a starting strength of 6. If three Intercessors were destroyed, the unit would be at half-strength. If four Intercessors were destroyed, the unit would be below half-strength. If all of the Intercessors were destroyed, the remaining Captain would be below half-strength, despite having his full wounds remaining.

SOME UNITS CANNOT BE AT HALF-STRENGTH
If a model’s W characteristic or a unit’s starting strength cannot be evenly divided in half, that model or unit cannot be at half-strength (but can be below half-strength as described above).
ASSAULT SHOOTING10.05
ELIGIBLE IF: All of the following apply to your unit:
  • Unengaged and made an advance move this turn.
  • Has one or more [ASSAULT] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: You can only select [ASSAULT] weapons to make attacks with.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[ASSAULT]24.04

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).
01.07.01 Battlefield Morale
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
01.07.02 Battle-shock Test
The term Battle-shock test is the same as battle-shock roll.
01.07 Battle-shock Rolls
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
  • If that roll succeeds, that unit does not become battle-shocked.
  • If that roll fails, that unit, and each model in it, is battle-shocked.

While a unit is battle-shocked:
  • The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
  • Its controlling player cannot target that unit with stratagems (15).
  • It is not eligible to start an action (16), and any action it has started cannot be completed.

SEE ALSO
  • Battlefield Morale 01.07.01
  • Battle-shock Test 01.07.02


BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
06.02.01 Normal Damage
Normal Damage is damage that was inflicted on a model as a result of a weapon’s D characteristic, rather than by other means such as mortal wounds. Mortal wounds dealt in addition to normal damage from an attack are part of that same attack.
06.02 Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
  1. Select Model: Select one model in that unit by following the first instruction below that applies:

    If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
    Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
    Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
    Otherwise, you must select one CHARACTER model in that unit.

  2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

MORTAL WOUNDS AND NORMAL DAMAGE
When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.

SEE ALSO
  • Normal Damage 06.02.01
[IGNORES COVER]24.18

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).
Save Rolls
The opposing player resolves the following sequence:
  1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
    • One group for each CHARACTER model.
    • One group for all other models with the same W, Sv and InSv characteristics.
  2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
    • If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
    • No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
    • CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
  3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.
06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

Unit Visible
If one or more models in a unit are visible to the observing model, that unit is visible.

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.
05.04.01 Current Allocation Group
The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.
[PRECISION]24.28

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.
01.06 Leadership Rolls
To make a leadership roll for a unit, its controlling player rolls 2D6: if the result is equal to or greater than one or more of the Ld characteristics in that unit, that roll succeeds. Otherwise, that roll fails. The rule that instructed you to make that leadership roll will describe the effects of that roll succeeding or failing.

The NECRONS and VEHICLE keywords are used in the following Necrons datasheets:

[HAZARDOUS]24.15

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.
[SUSTAINED HITS]24.36

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.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

The NECRONS and MONSTER keywords are used in the following Necrons datasheets:

Monster Character
Cosmic Distortion
Pantheon of Woe Detachment

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:

Distortion Fields (Aura): While an enemy unit is within 6" of this unit, it is unravelling. While an enemy unit is unravelling, each time an attack targets that unit, improve the Armour Penetration characteristic of that attack by 1.

At the start of each phase, for each NECRONS MONSTER unit from your army, that unit can suffer 3 mortal wounds. If it does, until the end of the phase, the range of that unit’s Distortion Fields Aura ability is increased to 9".

Designer’s Note: If your army contains more than one TRANSCENDENT C’TAN unit, each of those units must take the Reletavistic Tether ability.

RESTRICTIONS
When mustering your army, each NECRONS MONSTER unit from your army has the relevant Necrodermal Binding ability shown below, and you must increase the points cost of each of those units by the amount shown in the Munitorum Field Manual. If this causes your army to exceed the points limit for the battle you are playing, you cannot include that unit in your army.
[RAPID FIRE]24.30

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.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
COMMAND RE-ROLL15.02
1CP
Core 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 one of the following rolls for a friendly unit or model:
  • Advance roll
  • Charge roll
  • Damage roll
  • Hazard roll
  • Hit roll
  • Save roll
  • Wound roll
  • A roll to determine the number of attacks generated with a weapon.

TARGET: That unit or model.

EFFECT: You re-roll that roll. If you are rolling more than one dice together, select one of those dice to re-roll (excluding charge rolls, which you must re-roll in full).
LEADER24.22 / SUPPORT24.23

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.

Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
[BLAST]24.05

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).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

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LEADER24.22

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.

Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
01.05.01 Automatically Successful/Passes/Hits/Wounds
When a dice roll or test is automatically successful or automatically passes/hits/wounds, do not roll the dice and instead move to the next step of the sequence for that roll as if the required result had been rolled. Any rules that take effect on a particular dice result or roll result do not take effect.

Example: If a hit roll is automatically successful, move straight to the Wound Rolls step for that attack. Such a hit roll is not a critical hit.

Example: If a wound roll is automatically successful, move straight to the Save Rolls step for that attack. Such a wound roll is not a critical wound.
INSANE BRAVERY15.04
1CP
Core 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 make a battle-shock roll for a friendly unit.

TARGET: That unit.

EFFECT: That battle-shock roll is automatically successful.

RESTRICTIONS: You cannot use this stratagem more than once per battle.
FIRE OVERWATCH15.08
1CP
Core Stratagem
A hail of fire can drive back advancing foes.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unengaged unit (excluding TITANIC units).

EFFECT: Your unit shoots using snap shooting.
RAPID INGRESS15.07
1CP
Core 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 friendly unit that is in strategic reserves (excluding AIRCRAFT).

EFFECT: Your unit makes an ingress move (20.04).

RESTRICTIONS: You cannot use this stratagem during the first battle round.
HEROIC INTERVENTION15.11
1CP
Core Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: End of your opponent’s Charge phase.

TARGET: One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.

EFFECT: Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes:

  • Leap to Defend: When selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance.
+1CP
  • Into the Fray:
    • When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
    • When selecting charge targets, you can select any enemy units that are within 6" of your unit and within the maximum distance.
EPIC CHALLENGE15.03
1CP
Core Stratagem
The legends of the 41st millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, just after a friendly CHARACTER unit is selected to fight.

TARGET: That CHARACTER unit.

EFFECT: Select one CHARACTER model in your unit. Until the end of the phase, that model’s melee weapons have the [PRECISION] ability.
FIGHTS FIRST24.13

Those possessed of lightning-fast reactions may strike before the opponent can react.

While every model in a unit has this ability, that unit is a Fights First unit.

See the Resolve Fights First Combats step in the Fight phase (12.04).
COUNTEROFFENSIVE15.12
2CP
Core Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight step of your opponent’s Fight phase, just after an enemy unit has resolved its attacks.

TARGET: One friendly unit that is eligible to fight.

EFFECT: Until the end of the phase, your unit has the Fights First ability and it must be the next unit you select to fight (12.04).
PROTOCOL OF THE ETERNAL REVENANT
1CP
Awakened Dynasty – Epic Deed Stratagem
Necron rulers possess enhanced self-repair systems.
WHEN: Any phase.

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

EFFECT: At the end of the phase, set up the destroyed model on the battlefield, unengaged and as close as possible to where it was destroyed. That model is not part of an attached unit and its unit has a starting strength of 1. That model has half of its starting number of wounds remaining.

RESTRICTION: Each model can only be targeted with this Stratagem once per battle.
PROTOCOL OF THE SUDDEN STORM
1CP
Awakened Dynasty – Strategic Ploy Stratagem
Arcing energies leap from one Necron to the next, lending them unnatural speed and surety
WHEN: Your Movement phase.

TARGET: One NECRONS unit from your army.

EFFECT: Until the end of the turn, ranged weapons equipped by models in your unit have the [ASSAULT] ability. In addition, if a NECRONS CHARACTER is leading your unit, until the end of the phase, you can re-roll Advance rolls made for your unit.
PROTOCOL OF THE VENGEFUL STARS
2CP
Awakened Dynasty – Strategic Ploy Stratagem
Criss-crossfire leaps from the Necron ranks, forming a blazing corona of deadly energy to punish those who dare threaten the indignant nobility's legions.
WHEN: Your opponent’s Shooting phase, just after an enemy unit destroys a NECRONS unit from your army.

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

EFFECT: After the attacking unit has resolved its attacks, your unit can shoot as if it were your Shooting phase, but it must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.
PROTOCOL OF THE HUNGRY VOID
1CP
Awakened Dynasty – Battle Tactic Stratagem
Necrons strike with data-augmented accuracy.
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in your unit. In addition, If a NECRONS CHARACTER is leading your unit, until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1. (this is not cumulative with any other modifiers that improve Armour Penetration].
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy Stratagem
The commander's authoritative tone cuts through the din of battle, guiding the actions of nearby troops.
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed 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 have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
INSANE BRAVERY
1CP
Boarding Actions – 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 after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic Stratagem
A well-placed explosive munition in confined shipboard spaces can cause bloody carnage.
WHEN: Your Shooting phase.

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

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
COUNTER-OFFENSIVE
2CP
Boarding Actions – 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.
POTENTIALITY SYPHON
1CP
Cryptek Conclave – Strategic Ploy Stratagem
Drawing upon the accumulated precausal potential energies that coalesce around significant locations, the conclave are able to steal that power and use it to trigger the unrealized probable remanifestation matrices of their own forces.
WHEN: Your opponent’s Command phase.

TARGET: One NECRONS unit from your army within range of one or more objective markers.

EFFECT: Your unit’s Reanimation Protocols activate. If it is a CRYPTEK unit, it reanimates an additional 1 wound.
MOLECULAR TARGETING
1CP
Cryptek Conclave – Battle Tactic Stratagem
Targeting analysis of the targets’ molecular makeup allows all attempts at shielding or obfuscation to be bypassed with contemptuous ease.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One NECRONS 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 in your unit makes an attack, you can ignore any or all modifiers to the following: that attack’s Ballistic Skill or Weapon Skill characteristic; the Hit roll. If your unit has the CRYPTEK keyword, you can also ignore any or all modifiers to the Wound roll.
METHODICAL MURDER
1CP
Cursed Legion – Battle Tactic Stratagem
In the grip of the Destroyer madness, these Necrons strike and slay with inhuman speed and efficiency.
WHEN: Your Shooting phase or the Fight phase.

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

EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.
MORTIS PROTOCOLS
1CP
Cursed Legion – Strategic Ploy Stratagem
In the absolute destruction of their enemies, the corrupted Necrons find fresh purpose and a macabre simulacrum of new life.
WHEN: Your Shooting phase or the Fight phase, just after the first time a DESTROYER CULT unit from your army destroys an enemy unit this turn.

TARGET: One friendly NECRONS unit (excluding MONSTERS and VEHICLES) within 9" of that DESTROYER CULT unit.

EFFECT: The friendly unit’s Reanimation Protocols activate.
SPREADING MADNESS
1CP
Cursed Legion – Battle Tactic Stratagem
It is as though witnessing other Necrons engaged in acts of merciless butchery stokes the Destroyer madness in their fellows.
WHEN: Your Charge phase.

TARGET: One NECRONS unit (excluding MONSTERS and VEHICLES) from your army that has not declared a charge this phase.

EFFECT: Until the end of the phase, each time your unit declares a charge, if one or more targets of that charge are within Engagement Range of one or more friendly units, add 2 to the Charge roll.
UNNATURAL AGGRESSION
2CP
Cursed Legion – Strategic Ploy Stratagem
The android soldiery of the cursed legion are maddened with the desire to engage and slay their victims at close quarters.
WHEN: End of your opponent’s Charge phase.

TARGET: One NECRONS unit (excluding MONSTERS and VEHICLES) from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase.

EFFECT: Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
REANIMATION CRYPTS
1CP
Hypercrypt Legion – Strategic Ploy Stratagem
There is no rest for Necrons who fall in the service of their master. In dark crypts, their bodies are repaired and they are dispatched once more to war.
WHEN: Your Command phase.

TARGET: Your NECRONS WARLORD.

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

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

EFFECT: Remove your INFANTRY unit from the battlefield and then set it back up anywhere on the battlefield that is wholly within 6" of your MONOLITH model and not within Engagement Range of one or more enemy units.
DIMENSIONAL CORRIDOR
2CP
Hypercrypt Legion – Strategic Ploy Stratagem
As the tomb's warriors pass through a dimensional displacement corridor, the passage’s surface is lit with data-glyphs providing hyperlogical tactical information. When they step from an eternity gate, they are already prepared for the hunt.
WHEN: Your Charge phase.

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

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

TARGET: Your NECRONS WARLORD.

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

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
PHASE MELDING
1CP
Pantheon of Woe – Strategic Ploy Stratagem
The very stuff of reality flows together at an atomic level, and the foe find to their horror that they are literally – and gruesomely – rooted to the spot.
WHEN: Your opponent’s Movement phase, when an unravelling enemy unit is selected to Fall Back.

TARGET: One NECRONS unit from your army that is within Engagement Range of that enemy unit.

EFFECT: When that enemy unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests.
ENTROPHASIC AURA TARGETING
1CP
Pantheon of Woe – Battle Tactic Stratagem
Necrons’ android senses can target the foe by reading the exotic radiation signatures wreathed about them by the C’tan shards onslaught.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One NECRONS unit (excluding MONSTERS) 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 in your unit makes an attack that targets an enemy unit, re-roll a Hit roll of 1. If the target of that attack is unravelling, re-roll a Wound roll of 1 as well.
MASS TRANSMOGRIFICATION
1CP
Pantheon of Woe – Epic Deed Stratagem
The power of the C’tan rips the foe’s greatest assets apart and forcibly reknits nearby Necron soldiery using the stolen corporeal matter.
WHEN: Your Shooting phase or the Fight phase, just after a NECRONS MONSTER unit from your army destroys an enemy unit.

TARGET: One friendly NECRONS unit (excluding MONSTERS) within 6" of that MONSTER unit.

EFFECT: If that enemy unit was unravelling at the start of the phase, your friendly unit’s Reanimation Protocols activate.

RESTRICTIONS: You can only use this Stratagem once per turn.
CHRONODISTORTION
1CP
Pantheon of Woe – Battle Tactic Stratagem
With the battlefield shuddering in and out of sync with time and space, slain Necrons still strike at their enemies through cracks in temporal causality
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One NECRONS 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, adding 1 if the attacking unit is unravelling: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
MERCILESS RECLAMATION
2CP
Starshatter Arsenal – Battle Tactic Stratagem
The Necrons are driven to reclaim what is theirs, exterminating all who would impede such efforts without mercy.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One NECRONS unit (excluding MONSTER and TITANIC units) 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 in your unit makes an attack, if the target of that attack is within range of one or more objective markers, add 1 to the Wound roll.
REACTIVE REPOSITION
1CP
Starshatter Arsenal – Strategic Ploy Stratagem
Subroutines buried deep within the neural networks of Necron soldiers and crews enable them to react instantaneously to targeting locks, repositioning themselves to evade incoming fire or close in upon the foe.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One NECRONS unit from your army (excluding MONSTER and TITANIC units) that was the target of one or more of the attacking unit’s attacks.

EFFECT: Your unit can make a Normal move of up to D6".
ENDLESS SERVITUDE
1CP
Starshatter Arsenal – Strategic Ploy Stratagem
Should the unclean thralls of lesser species threaten dynastic territories, the fallen Necron soldiery will rise to repel the interlopers.
WHEN: End of your Fight phase.

TARGET: One NECRONS unit (excluding MONSTER and TITANIC units) from your army that is within range of one or more objective markers you control.

EFFECT: Your unit’s Reanimation Protocols activate.
DISINTEGRATION BEAMS
1CP
Tomb Ship Complement – Strategic Ploy Stratagem
Necron boarding parties are often fitted with disintegrator tools, perfect for breaching solid metal to strike hidden foes.
WHEN: Your Movement phase, just after an enemy unit attempts to prevent a NECRONS unit from you army from operating a closed Hatchway.

TARGET: That NECRONS unit.

EFFECT: Roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds.
CONCENTRATED ATOMISATION
1CP
Tomb Ship Complement – Battle Tactic Stratagem
Concentrated gauss fire is exceptionally difficult to avoid in the tight confines of a voidship.
WHEN: Your Shooting phase.

TARGET: One NECRON WARRIORS or IMMORTALS 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, you can re-roll the Hit roll.
DISRUPTION FIELDS
1CP
Tomb Ship Complement – Battle Tactic Stratagem
Fitted by ingenious Cryptek engineers, disruption fields lend Necron infantry greater killing power.
WHEN: Fight phase.

TARGET: One NECRONS unit from your army.

EFFECT: Until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in your unit.
UNWAVERING DEFENCE
1CP
Tomb Ship Complement – Battle Tactic Stratagem
When tasked with defending a position, Necron infantry will fight with unwavering determination and uncanny skill.
WHEN: Fight phase.

TARGET: One NECRONS unit from your army that is Set to Defend and has not fought this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 2] ability.
Relentless Onslaught
Starshatter Arsenal Detachment

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.
Cold Fervour
Cursed Legion Detachment

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.

  • Add 2 to the Strength characteristic of weapons equipped by DESTROYER CULT models from your army.
  • The first time each turn that a DESTROYER CULT unit from your army makes attacks that destroy a unit or cause it to become Below Half-strength, after that unit has finished resolving its attacks, until the end of the turn, add 2 to the Strength characteristic of weapons equipped by friendly NECRONS models (excluding DESTROYER CULT, MONSTER and TITANIC models).
Conquest Protocols
Tomb Ship Complement Detachment

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.
  • 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.

NECRONS 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.

NECRONS model only. (Once per battle, per army) At the end of your opponent’s turn, if this unit is unengaged, you can use this ability. If you do:

  • Enaegic Dermal Bond
    30 pts
Awakened Dynasty Detachment

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.

  • 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.

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.

  • Demanding Leader
    10 pts
Starshatter Arsenal Detachment

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.

  • Miniaturised Nebuloscope
    15 pts
Starshatter Arsenal Detachment

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.

  • Chrono-impedance Fields
    25 pts
Starshatter Arsenal Detachment

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.

  • Quantum Abacus
    15 pts
Cryptek Conclave Detachment

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.

  • Gauntlet of Compression
    20 pts
Cryptek Conclave Detachment

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.

  • Eternal Madness
    20 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.

NECRONS model only. In the Fight phase, each time a model in the bearer’s unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking models unit has finished making its attacks, and is then removed from play.

  • Ingrained Superiority
    5 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.

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.

  • 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.

NECRONS model only. Each time the bearer’s unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in the bearer’s unit.

  • Osteoclave Fulcrum
    20 pts
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.

NECRONS 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.

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.

  • 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.

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.

Resurrection Protocols
Tomb Ship Complement Detachment

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.

  • Relocational Optimiser
    25 pts
The Phaeron's Armoury Detachment

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:

  • [LETHAL HITS].
  • Or: [SUSTAINED HITS 1].

© Vyacheslav Maltsev 2013-2026