RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Staff of light | |||||||
| Staff of light | 18" | 3 | 4+ | 5 | -2 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Staff of light | |||||||
| Staff of light | Melee | 2 | 4+ | 5 | -2 | 1 | |
| 1 model | 80 |





















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:
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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).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 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.The NECRONS keyword is used in the following Necrons datasheets:
The INFANTRY keyword is used in the following Necrons datasheets:
The CHARACTER keyword is used in the following Necrons datasheets:
The NOBLE keyword is used in the following Necrons datasheets:

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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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.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.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).The NECRONS and CHARACTER 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.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.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).The CRYPTEK keyword is used in the following Necrons datasheets:
The MONSTER keyword is used in the following Necrons datasheets:
The VEHICLE keyword is 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 DESTROYER CULT 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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The NECRONS and INFANTRY keywords are used in the following Necrons datasheets:
The TITANIC keyword is used in the following Necrons datasheets:
The NECRONS and MONSTER keywords are used in the following Necrons datasheets:
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:The Necron nobility and their high-ranking courtiers make war in a codified and relentless fashion. Their command protocols crackle out across multi-dimensional spectra from carrier-wave projectors, compelling their semi-sentient soldiery into battle one overriding directive at a time
While a NECRONS CHARACTER model is leading this unit, each time a model in this unit makes an attack, add 1 to the Hit roll.The NECRONS and VEHICLE keywords are used in the following Necrons datasheets:
The MOUNTED keyword is used in the following Necrons datasheets:
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.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.
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.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.
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.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.
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.
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.
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.
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.
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.
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 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.
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.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.
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.
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 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.
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:
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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.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 CRYPTEK and INFANTRY keywords are used in the following Necrons datasheets:
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.
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.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].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.The FLY keyword is used in the following Necrons datasheets:
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.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+].
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.
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.
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.
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.
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.
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.
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.
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".
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.