Amonhotekh's Guard

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.


Books

BookKindEditionVersionLast update
  Warhammer 40,000: The App
  Warhammer 40,000: The AppRulebook112.7.1October 2026

Keywords

AMONHOTEKH'S GUARD (5);
BATTLELINE (1);
CANOPTEK (2);
CHARACTER (1);
FLY (1);
INFANTRY (3);
NECRONS (5);
VEHICLE (1);
WALKER (1)


The keywords presented in this section have a number of special features:
  • CLICK on the link to open the tooltip.
  • The number in parentheses indicates the number of datasheets containing this keyword. This number represents the total number of datasheets in the faction, regardless of the filter.
  • The list does not include named keywords that match the datasheet’s name (unless there are other datasheets with such a keyword).

Army Rules

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.

FAQ / Errata

Show
FAQ
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.
Errata
Army Rules, Reanimation Protocols Army Rule
Change to:

‘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.’

Primary Mission

DYNASTIC RECLAMATION
Amonhotekh's Guard

Lesser beings trespass upon your dynasty's territory. Send your legions against them and show them the error of their ways.

START OF THE BATTLE: Select one objective and your opponent selects one other objective.
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more of the selected objectives.5VP
You control both of the selected objectives.5VP
ANY BATTLE ROUND
WHEN: End of your turn.
An enemy unit was destroyed in this or the previous turn that started the phase within range of an objective.5VP

Amonhotekh’s Guard1DP

Detachment Rules

Territorial Imperatives

Amonhotekh’s Guard prioritise conquest above all else. When faced with his undying legions, most foes cower or flee. Those brave enough to stand and fight are subjected to the terrifying power of his guard’s most powerful weapon: a Canoptek Doomstalker.

  • At the end of your Command phase, you can select one friendly AMONHOTEKH’S GUARD unit. That unit has +1 OC until the start of your next Command phase.
  • When playing a Combat Patrol battle, the following friendly units must start the battle in strategic reserves and cannot be set up on the battlefield before the battle round stated. When doing so, they must be set up wholly within your deployment zone.

Enhancements

Metalline Might

Enhanced and upgraded by the very finest Cryptek artisans, Amonhotekh’s living metal form grants him overwhelming strength.

AMONHOTEKH’S GUARD OVERLORD model only. This model’s melee attacks have +2 S.

Unblemished LegionsUPGRADE

Amonhotekh’s Necron Warriors are among the finest in the galaxy, unblemished and without degradation, despite the passage of countless millennia.

AMONHOTEKH’S GUARD NECRON WARRIORS unit only.

  • This unit has +1 M.
  • This unit’s ranged attacks have [Assault]


Stratagems

AGGRESSION PROTOCOLS
1CP
Amonhotekh's Guard Stratagem
Responding to their Overlord’s command protocols, these warriors disengage from the fight, only to begin the assault anew on more favourable grounds.
WHEN: Your Movement phase, when a friendly AMONHOTEKH’S GUARD unit (excluding MONSTER/VEHICLE units) is selected to make a fall-back move.

TARGET: That AMONHOTEKH’S GUARD unit.

EFFECT: That move does not prevent your unit from being eligible to shoot/declare a charge.
REINFORCED RESILIENCE
1CP
Amonhotekh's Guard Stratagem
Overlord Amonhotekh rarely spends his warriors freely, even going so far as to order them into cover, increasing their resilience.
WHEN: Your opponent’s Shooting phase, when an enemy unit targets a friendly AMONHOTEKH’S GUARD unit (excluding MONSTER/VEHICLE units) with every model within a terrain area.

TARGET: That AMONHOTEKH’S GUARD unit.

EFFECT: Your unit has +1 Sv.
GAUSS STORM
1CP
Amonhotekh's Guard Stratagem
Necron Warriors unleash rapid volleys of gauss fire, forming a crackling storm of killing emerald energy that is nigh impossible to evade.
WHEN: Your Shooting phase, when a friendly AMONHOTEKH’S GUARD NECRON WARRIORS unit is selected to shoot.

TARGET: That AMONHOTEKH’S GUARD NECRON WARRIORS unit.

EFFECT: Your unit’s attacks have +1 to hit rolls.

Datasheets


Overlord Amonhotekh
(⌀Use model)
M
5"
T
5
SV
2+
W
6
LD
6+
OC
1
INSV
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Tachyon Arrow ONE SHOT
Tachyon Arrow ONE SHOT
72"
1
2+
16
-5
D6+2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Overlord's Blade Devastating Wounds
Overlord's Blade Devastating Wounds
Melee
4
2+
8
-3
2
ARMY RULESReanimation Protocols
ABILITIES
Iron Will: In the Fight phase, when this model is destroyed, if this unit has not been selected to fight this phase, roll one D6: on a 2+, do not remove this model from the battlefield. When this unit has fought, or at the end of the phase (whichever comes first), this model is removed from the battlefield.
UNIT COMPOSITION
  • 1 Overlord Amonhotekh model
This model is equipped with: 1 Overlord's Blade; 1 Tachyon Arrow.
KEYWORDS: INFANTRY; CHARACTER; AMONHOTEKH'S GUARD; NOBLE; OVERLORD
FACTION KEYWORDS:
NECRONS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
AGGRESSION PROTOCOLS
1CP
Amonhotekh's Guard Stratagem
REINFORCED RESILIENCE
1CP
Amonhotekh's Guard Stratagem
DETACHMENT ABILITY
Territorial Imperatives
ENHANCEMENTS
Metalline Might


Amonhotekh's Guard Canoptek Doomstalker
(⌀90mm)
M
8"
T
8
SV
3+
W
12
LD
8+
OC
4
INSV
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Twin Gauss Flayer Rapid Fire 1 Twin-linked Lethal Hits
Twin Gauss Flayer Rapid Fire 1 Twin-linked Lethal Hits
24"
1
4+
4
0
1
Doomsday Blaster Heavy BLAST 1
Doomsday Blaster Heavy BLAST 1
48"
D6+1
4+
14
-3
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Doomstalker Limbs
Doomstalker Limbs
Melee
3
4+
6
0
1
UNIT COMPOSITION
  • 1 Canoptek Doomstalker model
This model is equipped with: 1 Doomsday Blaster; 1 Doomstalker Limbs; 1 Twin Gauss Flayer.
KEYWORDS: AMONHOTEKH'S GUARD; WALKER; CANOPTEK DOOMSTALKER; VEHICLE; CANOPTEK
FACTION KEYWORDS:
NECRONS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
DETACHMENT ABILITY
Territorial Imperatives


Amonhotekh's Guard Canoptek Scarab Swarms
(⌀40mm)
M
10"
T
2
SV
6+
W
4
LD
8+
OC
0
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Feeder Mandibles Lethal Hits
Feeder Mandibles Lethal Hits
Melee
6
5+
2
0
1
ARMY RULESReanimation Protocols
ABILITIES
Scarab Interference: While an enemy unit is engaged with this unit, that enemy unit’s attacks have -1 to hit rolls.
UNIT COMPOSITION
  • 3 Canoptek Scarab Swarm models
Every model is equipped with: 1 Feeder Mandibles.
KEYWORDS: FLY; CANOPTEK; AMONHOTEKH'S GUARD; SWARM
FACTION KEYWORDS:
NECRONS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
AGGRESSION PROTOCOLS
1CP
Amonhotekh's Guard Stratagem
REINFORCED RESILIENCE
1CP
Amonhotekh's Guard Stratagem
DETACHMENT ABILITY
Territorial Imperatives


Amonhotekh's Guard Necron Warriors
M
5"
T
4
SV
4+
W
1
LD
7+
OC
2
Necron Warrior with Gauss Reaper and Combat Attachments(⌀32mm)
5"
4
4+
1
7+
2
Necron Warrior with Gauss Flayer and Combat Attachments(⌀32mm)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Gauss Flayer Lethal Hits Rapid Fire 1
Gauss Flayer Lethal Hits Rapid Fire 1
24"
1
4+
4
0
1
Gauss Reaper Lethal Hits
Gauss Reaper Lethal Hits
12"
2
4+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Combat Attachments
Combat Attachments
Melee
1
4+
4
0
1
ARMY RULESReanimation Protocols
ABILITIES
Their Number is Legion: When this unit’s Reanimation Protocols activate, it can re-roll the dice to determine the number of wounds reanimated.
UNIT COMPOSITION
  • 5 Necron Warrior with Gauss Flayer and Combat Attachments models
  • 5 Necron Warrior with Gauss Reaper and Combat Attachments models
Every Necron Warrior with Gauss Flayer and Combat Attachments is equipped with: 1 Combat Attachments; 1 Gauss Flayer.

Every Necron Warrior with Gauss Reaper and Combat Attachments is equipped with: 1 Combat Attachments; 1 Gauss Reaper.
KEYWORDS: INFANTRY; BATTLELINE; AMONHOTEKH'S GUARD
FACTION KEYWORDS:
NECRONS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
AGGRESSION PROTOCOLS
1CP
Amonhotekh's Guard Stratagem
GAUSS STORM
1CP
Amonhotekh's Guard Stratagem
REINFORCED RESILIENCE
1CP
Amonhotekh's Guard Stratagem
DETACHMENT ABILITY
Territorial Imperatives
ENHANCEMENTS
Unblemished Legions


Amonhotekh's Guard Skorpekh Destroyers
M
8"
T
6
SV
3+
W
3
LD
7+
OC
2
Skorpekh Destroyer with Plasmacyte(⌀50mm)
8"
6
3+
3
7+
2
Skorpekh Destroyer(⌀50mm)
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Hyperphase Blades
Hyperphase Blades
Melee
4
3+
7
-2
2
ARMY RULESReanimation Protocols
ABILITIES
Plasmacyte (Once per battle per unit): When this unit is selected to fight, you can use this ability. If you do, this unit’s attacks have [DEVASTATING WOUNDS].
Whirling Onslaught:
  • This unit’s melee attacks can re-roll hit rolls of 1.
  • If this unit made a charge move this turn, this unit’s melee attacks can re-roll hit rolls.
UNIT COMPOSITION
  • 1 Skorpekh Destroyer with Plasmacyte model
  • 2 Skorpekh Destroyer models
The Skorpekh Destroyer with Plasmacyte is equipped with: 1 Hyperphase Blades; Plasmacyte.

Every Skorpekh Destroyer is equipped with: 1 Hyperphase Blades.
KEYWORDS: AMONHOTEKH'S GUARD; INFANTRY; DESTROYER CULT
FACTION KEYWORDS:
NECRONS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
AGGRESSION PROTOCOLS
1CP
Amonhotekh's Guard Stratagem
REINFORCED RESILIENCE
1CP
Amonhotekh's Guard Stratagem
DETACHMENT ABILITY
Territorial Imperatives

The AMONHOTEKH'S GUARD keyword is used in the following Amonhotekh's Guard datasheets:

The BATTLELINE keyword is used in the following Amonhotekh's Guard datasheets:

The CANOPTEK keyword is used in the following Amonhotekh's Guard datasheets:

The CHARACTER keyword is used in the following Amonhotekh's Guard datasheets:

The FLY keyword is used in the following Amonhotekh's Guard datasheets:

The INFANTRY keyword is used in the following Amonhotekh's Guard datasheets:

The NECRONS keyword is used in the following Amonhotekh's Guard datasheets:

The VEHICLE keyword is used in the following Amonhotekh's Guard datasheets:

The WALKER keyword is used in the following Amonhotekh's Guard datasheets:

02.02.04 Healing Or Regaining Lost Wounds
When a unit heals or regains a number of wounds, it regains up to that number of lost wounds. For each wound healed or regained, consult the following:
  • If that unit has one or more models that does not have its full wounds remaining, select one of those models; that model regains one lost wound.
  • If all models in that unit have their starting number of wounds, but one or more models from that unit are currently destroyed, revive one of those destroyed models (excluding CHARACTER models), with one wound remaining.
This cannot cause a model to have more wounds remaining than it started the battle with.

If a rule states that a model heals or regains a number of wounds, only that model can regain wounds up to its starting number of wounds. Any excess regained wounds are lost and do not cause a destroyed model from that unit to revive.
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.
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.

FAQ

Q:Does my model or unit become engaged while moving through a enemy units engagement range during a move?
A:
No
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:
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).
[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.
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

FAQ

Q:I have a rule that triggers when a mortal wound is allocated to a model, when does this happen?
A:
When you select a model in the Select Model step of Mortal Wounds (06.02).
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.

FAQ

Q:I failed hazard rolls from [Hazardous] weapons, do those mortal wounds have to be allocated to the models with the [HAZARDOUS] weapons?
A:
No, you allocate the mortal wounds to the unit as per Mortal Wounds (06.02). (This represents Bob the guardsmen picking up his fallen squad mates plasma gun or that the twisting power of James the Chaos Sorcerer pulling his followers into the warp.)
Q:If a rule says my unit must make a hazard roll does every model in the unit make a hazard roll?
A:
No, the unit would make 1 single hazard roll.
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:
13.01 Placing Terrain
Before the battle, place a selection of terrain features on the battlefield using one or more of the following methods:
  • Place a well-defined boundary (such as a base or mat) in each location you want to furnish with terrain, then place one or more terrain features wholly within that boundary.
  • Place one terrain feature directly on the battlefield.
  • Place two or more terrain features directly on the battlefield in such a way that together they define the boundary of an area.

In each case, the area of the battlefield occupied by that boundary or terrain feature is known as a terrain area. A mission’s deployment map may define the location and dimensions of each terrain area. Otherwise, players must agree on this before the battle.

FAQ

Q:Are models that are within the boundary of a terrain area, but not on the ground floor of a terrain area (e.g. overhanging parts of FRAME VEHICLES or models on terrain features that are within that terrain area) within that terrain area?
A:
Yes
[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].
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.

FAQ

Q:When checking line of sight from one model to another, is this drawn between the bases of those models, or between any part of them?
A:
Line of sight is drawn from any part of the observing model to any part of the model being observed.
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.
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).

FAQ

Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+. Does this work when snap shooting?
A:
Unless otherwise stated, no: when snap shooting, each attack only hits on a roll of 6.
Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+, and I would otherwise need a 5+ to hit. Does a 4+ hit?
A:
Yes, except when snap shooting: when snap shooting, each attack only hits on a roll of 6.
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.

FAQ / Errata

FAQ
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.
Errata
Army Rules, Reanimation Protocols Army Rule
Change to:

‘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.’
Before selecting targets for this weapon, select one of its eligible profiles to make attacks with.
[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.
02.02.03 Random Characteristics
Random Movement: When a unit with a random M characteristic is selected to move, determine the entire unit’s move distance by rolling the indicated number of dice.

Random Attacks: If a weapon has a random A characteristic, that characteristic is determined when generating attacks for that weapon at the Resolve Attacks step (04.03). If several weapons with random A characteristics are making identical attacks, generate the attacks for each of those weapons individually, and group them all together.

Random Damage: If a weapon has a random D characteristic, then each time an attack made with it inflicts damage, the controlling player determines that weapon’s characteristic when the opposing player has selected a model in the target unit to allocate that attack to.

When determining a random D characteristic, the dice roll made is called a damage roll.

Where a D characteristic includes an operator (e.g. a ‘+’, as in D6+1), the value after the operator is part of that D characteristic – it is not a modifier.

Other Random Characteristics: For all other characteristics, roll to determine the value on an individual, per-model or per-weapon basis each time that characteristic is required.
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.

FAQ

Q:When declaring the allocation order of groups in my unit I have more than one non-CHARACTER groups that contain a model with a missing wound, how must I select the order?
A:
Those groups can be selected in an order of your choosing but must be in an order that makes them come before any non-CHARACTER groups that do not contain a model with a missing wound.
Q:I have a unit being attacked with weapons that will modify some of their save rolls to be worse then 6 should I make those save rolls?
A:
Yes, because other models in your unit may have Sv’s that are better those models you’ve mentioned, this means that enough save rolls could be allocated to the those models that the rest of the results are not greater then the Sv’s of the other models in your unit.
Q:Can I group or allocate a wound to a destroyed model?
A:
No.
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
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).
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.

FAQ

Q:If a unit has a rule that allows it to start an action when it is battle-shocked can it also continue doing that action if it becomes battle-shocked after starting an action?
A:
Yes
Q:If a unit becomes battle-shocked after starting an action does it stop performing that action?
A:
Yes
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.
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.
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.
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.
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.
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).
AGGRESSION PROTOCOLS
1CP
Amonhotekh's Guard Stratagem
Responding to their Overlord’s command protocols, these warriors disengage from the fight, only to begin the assault anew on more favourable grounds.
WHEN: Your Movement phase, when a friendly AMONHOTEKH’S GUARD unit (excluding MONSTER/VEHICLE units) is selected to make a fall-back move.

TARGET: That AMONHOTEKH’S GUARD unit.

EFFECT: That move does not prevent your unit from being eligible to shoot/declare a charge.
REINFORCED RESILIENCE
1CP
Amonhotekh's Guard Stratagem
Overlord Amonhotekh rarely spends his warriors freely, even going so far as to order them into cover, increasing their resilience.
WHEN: Your opponent’s Shooting phase, when an enemy unit targets a friendly AMONHOTEKH’S GUARD unit (excluding MONSTER/VEHICLE units) with every model within a terrain area.

TARGET: That AMONHOTEKH’S GUARD unit.

EFFECT: Your unit has +1 Sv.
Territorial Imperatives
Amonhotekh’s Guard Detachment

Amonhotekh’s Guard prioritise conquest above all else. When faced with his undying legions, most foes cower or flee. Those brave enough to stand and fight are subjected to the terrifying power of his guard’s most powerful weapon: a Canoptek Doomstalker.

  • At the end of your Command phase, you can select one friendly AMONHOTEKH’S GUARD unit. That unit has +1 OC until the start of your next Command phase.
  • When playing a Combat Patrol battle, the following friendly units must start the battle in strategic reserves and cannot be set up on the battlefield before the battle round stated. When doing so, they must be set up wholly within your deployment zone.
Metalline Might
Amonhotekh’s Guard Detachment

Enhanced and upgraded by the very finest Cryptek artisans, Amonhotekh’s living metal form grants him overwhelming strength.

AMONHOTEKH’S GUARD OVERLORD model only. This model’s melee attacks have +2 S.

[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).
[TWIN-LINKED]24.38

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

Each time an attack is made with a [TWIN-LINKED] weapon, you can re-roll the wound roll.
[HEAVY]24.16

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:
  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.
[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).
GAUSS STORM
1CP
Amonhotekh's Guard Stratagem
Necron Warriors unleash rapid volleys of gauss fire, forming a crackling storm of killing emerald energy that is nigh impossible to evade.
WHEN: Your Shooting phase, when a friendly AMONHOTEKH’S GUARD NECRON WARRIORS unit is selected to shoot.

TARGET: That AMONHOTEKH’S GUARD NECRON WARRIORS unit.

EFFECT: Your unit’s attacks have +1 to hit rolls.
Unblemished LegionsUPGRADE
Amonhotekh’s Guard Detachment

Amonhotekh’s Necron Warriors are among the finest in the galaxy, unblemished and without degradation, despite the passage of countless millennia.

AMONHOTEKH’S GUARD NECRON WARRIORS unit only.

  • This unit has +1 M.
  • This unit’s ranged attacks have [Assault]

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