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.
This section contains all of the datasheets that you will need in order to fight battles with your Necron miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Necron units – these are described below and are referenced on the datasheets.Book | Kind | Edition | Version | Last update |
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![]() | Codex | 9 | Indomitus 1.3 | February 2022 |
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![]() | Rulebook | 9 | Q2 2023 | April 2023 |
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![]() | Expansion | 9 | March 2023 | |
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![]() | Index | 9 | Indomitus 1.9 | February 2023 |
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![]() | Expansion | 9 | January 2023 | |
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![]() | White Dwarf | 9 | October 2022 | |
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![]() | White Dwarf | 9 | August 2022 | |
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![]() | White Dwarf | 9 | August 2022 | |
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![]() | Rulebook | 9 | March 2022 | |
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![]() | Index | 9 | 1.0 | December 2020 |
Q: | Can unique C’tan powers be selected for a C’tan Shard unit other than the one specified? |
A: | No. |
Q: | If my army includes a Supreme Command Detachment consisting of THE SILENT KING, is that Detachment a SZAREKHAN Detachment, and if so does it benefit from the Uncanny Artificers Dynastic Code and does it grant access to the Szarekhan Stratagem? |
A: | Yes, it would be a SZAREKHAN Detachment. As such, you will gain access to the Szarekhan Stratagem. Note, however, that as THE SILENT KING has the DYNASTIC AGENT keyword, it will not receive the Uncanny Artificers Dynastic Code. |
Q: | Can a CANOPTEK DOOMSTALKER model fire Overwatch if it did not Remain Stationary in your previous Movement phase? |
A: | Yes. |
The Necrons are unparalleled masters of technological lore, and can even bend the dimensions of space to suit their whims.
During deployment, you can set up this unit in a hyperspace dimension instead of setting it up on the battlefield. If you do, then 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" away from any enemy models.The Necrons' semi-sentient metal skin lets them heal mid-battle.
At the start of your Command phase, each model in this unit regains 1 lost wound.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. Witchlights 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.
Each time an enemy unit shoots or fights, after it makes its attacks, if any models in this unit were destroyed as a result of those attacks but this unit was not destroyed, this unit's reanimation protocols are enacted and those destroyed models begin to reassemble.The Necron nobility 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.
1. Protocol of the Eternal Guardian Temporary dimensional shielding flickers into being around the Necrons as they stand tall upon the battlefield like graven statues.
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2. Protocol of the Sudden Storm Arcing energies leap from one Necron unit to the next, lending speed to their limbs and causing their eye lenses to blaze.
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3. Protocol of the Vengeful Stars Criss-cross fire leaps from the Necron ranks, forming a blazing corona of deadly energy from which there can be no escape.
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4. Protocol of the Hungry Void The Necrons strike with data-augmented accuracy, their murderous attacks as inescapable as the killing cold of space.
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5. Protocol of the Undying Legions At a hissing static signal, nanoscarabs are released in boiling black clouds that whirl about the legions and effect constant repairs.
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6. Protocol of the Conquering Tyrant The legions employ the strategies of their masters in perfect synchronicity, laying down hails of mechanically coordinated fire.
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Some rules refer to ‘gauss weapons’ or ‘tesla weapons’. The definitions of these weapons for the purposes of such rules can be found below:
The scattered dynasties of the Necrons pursue many different paths to dominance, embracing their own traditions, arcane technologies and martial doctrines.
All NECRONS units with this ability, and all the models in them, gain a Dynastic Code so long as every unit in that Detachment is from the same dynasty. The Dynastic Code they gain depends upon which dynasty they are from, as shown below.A strict hierarchy dictates every aspect of the Necrons' Royal Courts. Though titles such as Nemesor, Vargard or Heirophactor confer far-reaching duties and martial authority, it is literally encoded into the Necrons' personality engrams to offer ultimate deference to the highest-placed noble on the battlefield.
When mustering your army, if it contains THE SILENT KING model, that model must be selected as your WARLORD. Otherwise, if your army contains a PHAERON model, that model must be selected as your WARLORD. Otherwise, if your army contains an OVERLORD model, that model must be selected as your WARLORD. Otherwise, if your army contains a LORD model, that model must be selected as your WARLORD. If your army contains none of the listed models, select your WARLORD as normal.There are those who move amongst the dynasties and switch their allegiances as best suits their needs, or else are seen as naught but chattel to be used and discarded at will.
The Mephrit have harnessed the wrath of captive stars to imbue into their weapons. This raging solar energy confers immense raw power and can sear through even the thickest armour with ease.
The Crypteks of this dynasty adapted metagold to create what their phaeron calls the 'golden form'. Their soldiery can utilise translocation beamer technology to transmute their bodies into living light in order to flicker across the battlefield.
Regal and arrogant, the warriors of this proud dynasty will not give a single inch to their foes. They stand their ground defiantly, unleashing a formidably accurate hail of fire that cleanses the stain of the lesser races from the Nihilakh's rightful lands.
The crimson hosts of Novokh remember well the sacred rites of blooding performed by their warriors in the ancient times. The dynasty's martial heritage awakens a spark of violent pride within its legions, lending power and ferocity to their attacks.
Nothing can halt the inexorable march of the Sautekh. These disdainful conquerors will stop at nothing to retake their ancient domain, obliterating any who dare to defy them in a storm of death and destruction.
The Szarekhan dynasty exhibit a deep-rooted ability to fashion and maintain the finest wargear of any Necron dynasty. Enemy fire ricochets harmlessly from their magnificent android forms while, in return, every blast and blade stroke the Szarekhan level at their enemies is lethal in the extreme.
If your chosen dynasty does not have an associated Dynastic Code, you must instead create their Dynastic Code by selecting one code from the Dynastic Traditions list, below. Unless you selected the Vassal Kingdom or Eternal Conquerors Dynastic Codes, you can then also select one additional code from the Circumstances of Awakening list.
Even the most minor Necron dynasties are ancient organisations dating back to galactic prehistory. Each maintains its own deeply ingrained, defining cultural and martial practices, which can be recognised by their prevalence amongst its ranks.
Proudly arrayed in their lords' colours, the soldiery of this dynasty see all the enemy's territories as theirs for the taking by ancient right of conquest.
Units with this code have the Objective Secured ability. If a model in such a unit already has this ability, that model counts as one additional model when determining control of an objective marker.This dynasty have long viewed their enemies as little better than vermin, and seek to scour them from the battlefield with overwhelming weight of fire.
Instead of following the normal rules for Rapid Fire weapons, models with this code shooting Rapid Fire weapons make double the number of attacks if either the shooting models target is within half the weapons range, or if the shooting model is INFANTRY and its unit Remained Stationary in your previous Movement phase.This dynasty employ their vast wealth of rare minerals to arm their legions with finely crafted and sublimely powerful weapons.
Each time a unit with this code is selected to shoot or fight, you can re-roll one wound roll when making that unit’s attacks.Hailing as they do from tomb worlds long bombarded by cosmic energies, the soldiery of this dynasty have become saturated with spectra of lethal radiation. Foes who draw too close soon discover this to their cost.
Units with this code have the following ability: ‘Rad-wreathed (Aura): While an enemy unit (excluding VEHICLE units) is within 1" of this unit, subtract 1 from the Toughness characteristic of models in that enemy unit.’This dynasty see hastening into battle as unseemly - the province of primitive lesser beings. Instead, they form tight and unyielding battle lines to weather the excitable assaults of their foes.
Each time an attack with a Damage characteristic of 1 is allocated to an INFANTRY model with this code, unless that models unit made a Normal Move, Advanced or Fell Back this battle round, add 1 to any armour saving throws taken against that attack.This dynasty employ closely guarded metallurgical technomancy to render the endoskeletons of their soldiery exceptionally durable.
Models with this code have a 6+ invulnerable save.Rarely does this dynasty see any value in the ancient Triarchal codes that dictate the strategies of their peers. Instead, they eliminate their enemies’ leaders by any means necessary.
Each time a model with this code makes an attack against a CHARACTER unit, you can add 1 to that attacks hit roll.This dynasty are infamous for flooding the battlefield with masses of unthinking, unfeeling infantry, whose fearless advance soon overwhelms the foe.
Each time a Morale test is taken for a unit with this code, you can re-roll that test.Having long prized martial excellence, this dynasty have become renowned for the lethal combat abilities of their legions.
Each time a unit with this code is selected to shoot or fight, you can re-roll one hit roll when making that unit’s attacks.Whether they be battlefield vivisectors satisfying scientific curiosity or simply murderous by nature, this dynasty’s legions are eager to wreak bloody slaughter amongst the foe.
Add 1 to charge rolls made for units with this code.These mindless puppets now serve their master program.
A unit with this code benefits from the selected directive of your army’s active command protocol while it is within 9" of a friendly NECRONS CHARACTER model (excluding C’TAN SHARD models), instead of 6".Whether through allegiance or conquest, this dynasty was long ago subsumed into another greater than itself.
Select one of the following dynasties and use the Dynastic Code of that dynasty: Mephrit; Nephrekh; Nihilakh; Novokh; Sautekh; Szarekhan.Every tomb worlds awakening is diverse depending upon the conditions of the planet, the potential presence of localised enemy forces and whatever engrammatic corruption may have crept into the minds of the worlds leaders during their Great Sleep. Even two worlds belonging to the same dynasty may fight very differently, depending upon the circumstances that have dictated their return to the galactic stage.
Some worlds are still only stirring. As their revivification continues, it is their Canoptek constructs - driven into a state of hyper-aggression - that bear the brunt of defensive combat operations.
This world was awakened by the presence of incautious intruders. Affronted, the risen legions seek to exact vengeance and make bloody examples at close quarters.
Each time a model with this code makes a melee attack against an INFANTRY or BIKER unit, an unmodified hit roll of 6 automatically wounds the target.This tomb worlds leaders awoke possessed of caution bordering upon - or possibly plunging into - mania. Their legions operate accordingly, seeking to keep the lesser races at arms length and exterminate them from afar.
Add 3" to the Range characteristic of ranged weapons (excluding Pistols) that models with this code are equipped with.Driven by an overriding martial mindset or simply fortunate enough to have awoken to minimal enemy resistance, this tomb world's legions are on the march and seek to seize every world that lies in their path.
At the start of the first battle round, before the first turn begins, units with this code can make a Normal Move of up to 6".This tomb world's rulers consider all about them to be a threat, be it the lesser races, old rival dynasties or even the denizens of other worlds within their own dynasty! Whether this attitude is based upon dangers real or imagined, it has led to them perfecting weaponry capable of eliminating not only threats from outside their own species, but also from within.
Each time a model with this code makes an attack with a Rapid Fire weapon that targets a unit within 12", add 1 to the Strength characteristic of that attack.This tomb worlds leaders are versed in the arts of combat and enhanced by their Crypteks. Perhaps they awoke to find their phaeron slain and were forced to fight for the throne, or perhaps they were beset by foes from the moment of their waking - in any case, only the strongest warriors have survived.
Each time a NOBLE model with this code makes a melee attack, re-roll a hit roll of 1 and re-roll a wound roll of 1.With their full military apparatus roused and their sights set on galactic domination, this tomb worlds Royal Court send waves of war engines into battle to wreak destruction and stamp their immutable right of conquest upon the foe.
DYNASTIC HEIRLOOMS (Necrons – Requisition)
HAND OF THE PHAERON (Necrons – Requisition)
RAREFIED NOBILITY (Necrons – Requisition)
EXALTED CRYPTEK (Cult of the Cryptek – Requisition)
THE SWARM DESCENDS (Cult of the Cryptek – Requisition)
TRANSLOCATION CRYPT (Nephrekh – Strategic Ploy)
Battle Round
EFFICIENT DISINTEGRATION (Annihilation Legion – Battle Tactic)
RECONSTITUTION PROTOCOLS (Necrons – Wargear)
STELLAR ALIGNMENT PROTOCOL (Necrons – Strategic Ploy)
STRANGE ECHOES (Necrons – Epic Deed)
THE DEATHLESS ARISE (Necrons – Epic Deed)
NANOSCARAB VIRUS (Necrons – Boarding Actions – Strategic Ploy)
A MOMENT OF CLARITY (Annihilation Legion – Strategic Ploy)
AGGRESSION OVERRIDES (Cult of the Cryptek – Epic Deed)
OVERKILL PROTOCOLS (Cult of the Cryptek – Battle Tactic)
STELLAR ALIGNMENT PROTOCOL (Necrons – Strategic Ploy)
BURROWING NIGHTMARES (Necrons – Strategic Ploy)
DIMENSIONAL CORRIDOR (Necrons – Battle Tactic)
PRISMATIC DIMENSIONAL BREACH (Necrons – Strategic Ploy)
DIMENSIONAL DESTABILISATION (Necrons – Epic Deed)
MINDSHACKLE SCARABS (Necrons – Boarding Actions – Strategic Ploy)
CANOPTEK REINFORCEMENT (Annihilation Legion – Requisition)
AETHERIC INTERCEPTION (Necrons – Strategic Ploy)
EMPYRIC DAMPING (Szarekhan – Wargear)
ENHANCED GLOOM PRISM (Cult of the Cryptek – Wargear)
ATAVISTIC INSTIGATION (Necrons – Strategic Ploy)
DISINTEGRATION CAPACITORS (Necrons – Wargear)
EXTERMINATION PROTOCOLS (Necrons – Battle Tactic)
FRACTAL TARGETING (Necrons – Battle Tactic)
JUDGEMENT OF THE TRIARCH (Necrons – Battle Tactic)
MALEVOLENT ARCING (Necrons – Wargear)
RELENTLESS ONSLAUGHT (Necrons – Strategic Ploy)
SOLAR PULSE (Necrons – Wargear)
TECHNO-ORACULAR TARGETING (Necrons – Battle Tactic)
FLENSING CAPACITORS (Necrons – Boarding Actions – Wargear)
SHIELD-PIERCER PROJECTORS (Necrons – Boarding Actions – Epic Deed)
METHODICAL DESTRUCTION (Sautekh – Battle Tactic)
RECLAIM A LOST EMPIRE (Nihilakh – Strategic Ploy)
TALENT FOR ANNIHILATION (Mephrit – Strategic Ploy)
HYPERDENSE PARTICLE BEAMS (Cult of the Cryptek – Strategic Ploy)
STALKING ANNIHILATOR (Cult of the Cryptek – Battle Tactic)
QUANTUM DEFLECTION (Necrons – Wargear)
REANIMATION PRIORITISATION (Necrons – Strategic Ploy)
SHADOWS OF DRAZAK (Necrons – Strategic Ploy)
WHIRLING ONSLAUGHT (Necrons – Wargear)
SWIFT DISMEMBERMENT (Annihilation Legion – Battle Tactic)
WEAPONISED BODIES (Annihilation Legion – Strategic Ploy)
ENSLAVED PROTECTORS (Necrons – Strategic Ploy)
ENTROPIC STRIKE (Necrons – Epic Deed)
ETERNAL PROTECTORS (Necrons – Battle Tactic)
JUDGEMENT OF THE TRIARCH (Necrons – Battle Tactic)
DISRUPTION FIELDS (Necrons – Wargear)
SELF-DESTRUCTION (Necrons – Strategic Ploy)
DISRUPTION FIELDS (Necrons – Boarding Actions – Wargear)
STORM OF FLENSING BLADES (Necrons – Battle Tactic)
LURKING MURDERERS (Annihilation Legion – Battle Tactic)
BLOOD RITES (Novokh – Battle Tactic)
HYPERPHASE IMPALEMENT (Annihilation Legion – Battle Tactic)
MURDEROUS DEMISE (Annihilation Legion – Epic Deed)
CANOPTEK OVERDRIVE (Cult of the Cryptek – Strategic Ploy)
ENTROPIC STRIKE (Necrons – Epic Deed)
ETERNAL PROTECTORS (Necrons – Battle Tactic)
JUDGEMENT OF THE TRIARCH (Necrons – Battle Tactic)
DISRUPTION FIELDS (Necrons – Wargear)
SELF-DESTRUCTION (Necrons – Strategic Ploy)
DISRUPTION FIELDS (Necrons – Boarding Actions – Wargear)
STORM OF FLENSING BLADES (Necrons – Battle Tactic)
LURKING MURDERERS (Annihilation Legion – Battle Tactic)
BLOOD RITES (Novokh – Battle Tactic)
HYPERPHASE IMPALEMENT (Annihilation Legion – Battle Tactic)
MURDEROUS DEMISE (Annihilation Legion – Epic Deed)
CANOPTEK OVERDRIVE (Cult of the Cryptek – Strategic Ploy)
CURSE OF THE PHAERON (Necrons – Strategic Ploy)
RESURRECTION PROTOCOLS (Necrons – Epic Deed)
REVENGE OF THE DOOMSTALKER (Necrons – Strategic Ploy)
RAPID REANIMATION (Necrons – Boarding Actions – Battle Tactic)
RESURRECTION PROTOCOLS (Necrons – Boarding Actions – Epic Deed)
MURDEROUS DEMISE (Annihilation Legion – Epic Deed)
CANOPTEK OVERDRIVE (Cult of the Cryptek – Strategic Ploy)
If your army includes any NECRONS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to the Stratagems shown here, and can spend CPs to use them. When one of these Stratagems instructs you to select a unit from your army, replace all instances of the <DYNASTY> keyword on that Stratagem (if any) with the name of the dynasty that your selected unit is from.
Obeying recall protocols, this unit step into a temporary dimensional displacement tunnel and re-emerge from the eternity gate of a nearby Monolith.
Guided by the painstaking predictions of a conclave of astromancers, this shot strikes inescapably true.
Lokhust Destroyers have sacrificed every last ember of their souls in order to pursue the eradication of all mortal life.
Driven into a grotesque frenzy by the hot gore sluicing through their innards, the Flayed Ones lay about themselves wildly with their vicious talons.
Augmentative targeting routines have been pre-programmed into these Tomb Blades' strategic engagement protocols, holding the craft momentarily level as they lock on to their victims and unleash a withering barrage of fire.
Those who defy the will of the Final Triarch are subject to swift and merciless retribution.
Lychguard are the ultimate bodyguards; they never tire, never give a thought to their own safety over that of their master and fight all the harder as the danger to that master grows greater.
Necron rulers possess sophisticated self-repair systems that can reknit their corporeal forms after even the most grievous wounds.
Battling its imprisonment, this C'tan Shard shows a flicker of will as it moulds its powers anew to the alarm of friend and foe alike.
Focusing all of its talents, this Technomancer drags rank upon rank of sundered Necron soldiery back to their feet.
As the powers of this C'tan Shard reshape reality, its aftershocks roll across the battlefield, triggering further cosmic phenomena.
With every clenched fist, searing gaze and contemptuous gesture, the C'tan Shard obliterates from existence the matter that comprises its enemies.
This dynasty's phaeron has sent out their chosen nemesor, imbuing them with regal and absolute power to act in their stead.
Vast and sprawling are the treasure vaults of this legions dynasty, and richly appointed are their noble leaders when in battle.
In a show of arrogant superiority, the Necrons' leader has brought the cream of their noble allies to war at their side.
Should danger threaten, Canoptek constructs are compelled by their programming to surge selflessly to their masters' aid.
Driven by Cryptek manipulation, a key Necron war engine activates backup systems in order to fulfil its crucial pre-aligned role in the wider battle plan.
Canoptek Reanimators can quickly re-prioritise which warriors are in greatest need of their healing beams.
Writhing and hissing, these Ophydian Destroyers plunge back into the bedrock with slashing claw strokes and flickering dimensional displacements. The foe look on fearfully, knowing that the murderous androids will not remain buried for long.
If enabled, the self-destruct protocols of Canoptek Scarabs cause them to explode in a hail of razor-sharp armour fragments.
Engaging a secondary prismatic filter built into its invasion beam projector, the Necron construct splits the skin of realspace with multiple dimensional doorways from which the dynastic legions advance.
These Flayed Ones have drawn the crawling shadows of their charnel realm through the veil with them. Now, they slink ever closer to the enemy, their red eyes glowing like eerie lanterns from amidst coiling curtains of ice-cold darkness.
With hunters' instincts honed over aeons, the Deathmarks pounce precisely at the moment their prey enter battle, gunning them down before they can even act.
The Necron soldiery stride forward, tracking their targets and unleashing volley after volley with merciless efficiency.
Necron nobles are jealously protective of their armoury - should foes destroy such a jewel of the dynastic hoard, they risk triggering vengeance protocols intended to demonstrate the Necrons' displeasure in an explosive fashion.
As the Doom Scythe screams overhead, its foes search for any cover lest they too be disintegrated in the ensuing onslaught.
Should their masters be slain, vengeance sub-protocols within Canoptek Doomstalkers are triggered. The looming machines swing their guns to bear upon those who struck the killing blow.
The thrumming aura of negative energy known as a disruption field warps and dissolves both armour and flesh.
Molecular disintegration emitters activate within these Necrons' weapons even as they open fire, flaying away additional layers of enemy armour in explosive eruptions of glowing dust.
Leaping and coiling about its target with malicious pseudo-sentience, the living lightning of these tesla weapons coils outward like a slavers whip to lash at yet more nearby victims.
Skorpekh Destroyers carom into battle with a spiralling gait that allows them to deflect enemy shots with their whirling blades.
Necron quantum shielding is a true marvel of techno-arcana, phasing into existence at the moment of impact and capable of adaptive remodulation to diffuse and deflect even the most powerful enemy attacks.
Many Necron weapons contain pulsing orbs, within which is bound the awesome power of a solar flare.
In response to pre-programmed parameters, this Ghost Ark diverts additional power to rapidly repairing and re-deploying the fallen Necron soldiery that it has harvested from the battlefield.
If your army includes a MEPHRIT, NEPHREKH, NIHILAKH, NOVOKH, SAUTEKH or SZAREKHAN Detachment (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), then you will gain access to that dynasty's Stratagem, shown below, in addition to the ones displayed here. Such a Detachment is one where every unit in that Detachment (excluding DYNASTIC AGENTS and C'TAN SHARD units) is from the same dynasty (and it is one of the ones listed above).
The Mephrit seek not merely to defeat their foes, but to entirely expunge them from the face of the galaxy.
Masters of teleportation technology, the Nephrekh ride into battle upon blinding beams of light from deep within their armoured tomb complexes.
The Nihilakh seek to rule the galaxy, and once they have claimed a domain it is almost impossible to drive them from it.
Anointed in the spurting blood of the foe, the movements of the Novokh legions become ever more swift, purposeful and deadly.
The Sautekh Dynasty excel in systematic killing, marking each target then concentrating their fury upon it until it is completely obliterated.
Many Szarekhan bear finely worked noctilith chest-ankhs that create an ambient counter-empyric field that deadens the abilities of even the most powerful psykers.
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Employing psycho-interrogative transoptic projectors, this cruel device plucks the target’s most primitive fears from their mind and projects them in a bewildering assault upon their field of vision. Bombarded by horrible visions of their own onrushing death, foes are likely to harm themselves in an effort to escape their hallucinatory fate, or else suffer crippling psychological and physical side effects from their state of abject terror.
PSYCHOMANCER model only. At the end of your Movement phase, select one enemy unit (excluding VEHICLE units) within 18" of the bearer and roll 3D6: if the total is equal to or greater than that enemy unit's Leadership characteristic, it suffers D3 mortal wounds.Keyed to trigger vertiginous responses in the sensory apparatus of non-Necron life forms, this malicious device causes nearby foes to shoot wildly and inaccurately as their perception of space and time warps in a dizzying rush.
At the start of your opponent's Shooting phase, you can select one enemy unit that is within 12" of and visible to the bearer. Until the end of the phase, each time a model in that unit makes an attack, subtract 1 from that attack's hit roll.This device fashions temporary, hard-light hologrammatic simulacra of its user to bewilder attackers and confound assassins.
Once per turn, the first time a saving throw is failed for the bearer, the Damage characteristic of that attack is changed to 0.This Cryptek has had a personal dimensional pocket-reality crafted for them, from which they can emerge into battle at will.
The bearer gains the Dimensional Translocation ability.Paranoid and self-obsessed, this Cryptek has seen to it that key underlings are infested - without their knowledge, of course - with a specialised variant of mindshackle scarabs. In an emergency, these allow the parasitised minion to be activated, their thought patterns overridden by the singular and overwhelming desire to storm into battle and protect their master, no matter the cost.
Once per battle, at the start of the Heroic Interventions step of your opponent's Charge phase, you can select one friendly <DYNASTY> unit within 6" of the bearer. Unless that unit is within Engagement Range of any enemy units, it can perform a Heroic Intervention as if it were a CHARACTER.Released from a hive-gem about the bearer’s person, a swarm of nanoscarabs sweep out and lace the ground before them with microscopic temporal charges. Foes advancing into this invisible minefield find reality stuttering and glitching around them as they trigger one minute chronofault after another.
CHRONOMANCER model only. In your Shooting phase, you can select one enemy unit within 18" of the bearer. Until the start of your next turn, halve Advance rolls and charge rolls made for that unit.By triggering the override protocols embedded in this stave, the bearer can activate the guardian fail-safes in nearby Canoptek constructs. Believing the Master Program of their tomb world to be under direct assault, the constructs access hidden power reservoirs and enter a furious state of aggressive overdrive.
TECHNOMANCER model only. In your Command phase, you can select one friendly CANOPTEK unit within 9" of the bearer. Until the start of your next Command phase, add 1 to the Attacks characteristic of models in that unit. If that unit is a MONSTER or VEHICLE unit, add D3 to the Attacks characteristic of models in that unit instead of 1.By simply pointing and activating this slender quasinium rod, the bearer shrouds their targeted allies in a whirlingfield of accumulated hypermatter.
In your Command phase, you can select one friendly <DYNASTY> CORE or <DYNASTY> CANOPTEK unit within 9" of the bearer. Until the start of your next Command phase, each time a ranged attack is made against that unit, if the attacker is more than 12" away, then the unit you selected is treated as having the benefits of light cover.This smooth and featureless orb is activated by the depression of a series of hidden triggers across its surface in a particular sequence. This act releases the safeguard fields within it one at a time. When the last of these is released, the device is annihilated along with those nearby as it frees the collapsing quantum singularity at its heart.
PLASMANCER model only. Once per battle, in your Command phase, the bearer can activate this item of Cryptek Arkana. If it does, select one point on the battlefield anywhere within 24" of the bearer and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6" of the centre of that marker, subtracting 1 if the unit being rolled for is a CHARACTER. On a 4-5, that unit suffers D3 mortal wounds, and on a 6, that unit suffers 3 mortal wounds. The marker is then removed.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.
At the end of the Charges step of your opponent's Charge phase, you can select one enemy unit that finished a charge move within 6" of the bearer this phase. Roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.Held in a stabilised flux-field within this small mica-steel orb is a swarm of particularly potent, if short-lived, nanoscarabs. By deactivating the field, then tossing the hive into the midst of a friendly Necron unit, these quick-burning repair drones can be unleashed to restore the physical forms of even the most complex or unusual android soldiery.
TECHNOMANCER model only. Once per battle, when the bearer uses its Rites of Reanimation ability, you can select one friendly <DYNASTY> CANOPTEK, <DYNASTY> DESTROYER CULT or TRIARCH PRAETORIAN unit to be affected by that ability instead of one friendly <DYNASTY> CORE unit.The bearer of this glimmering interspatial gem is surrounded by a multispectral glare so dazzling to organic sight, and so bewildering to artificial senses, that they resemble nothing less than a blazing star. Even looking at them is a trial, much less attempting to fire upon them. Only as they draw nearer does the cosmic glamour subside and the bearer resolve into their true self.
Unless the bearer is the closest eligible target, enemy models cannot target it with ranged attacks.Before the battle, generate the Powers of the C'tan for C'TAN SHARD units from your army using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers each unit knows. If selecting powers, a power cannot be selected for a second time until all other powers have been selected at least once by units in your army, and no unit can know the same power more than once. Write down any Powers of the C'tan your units know on your army roster.
1. ANTIMATTER METEOR This C'tan Shard gathers an orb of roiling antimatter, before hurling the crackling projectile into the midst of the foe. Roll one D6, adding 1 to the roll if this C'TAN SHARD is a TESSERACT VAULT: on a 3-5, the closest enemy unit that is within 24" of and visible to this C'TAN SHARD suffers 3 mortal wounds; on a 6+, that enemy unit suffers D3+3 mortal wounds. |
2. TIME’S ARROW Twisting the flow of causality and remoulding temporal streams, this C'tan Shard erases its foe's existence from space and time. Select one enemy unit within 18" of and visible to this C'TAN SHARD. Roll one D6, adding 1 to the roll if this C'TAN SHARD is a TESSERACT VAULT: if the total equals or exceeds the Wounds characteristic of any models in that enemy unit, your opponent selects one of those models to be destroyed. |
3. SKY OF FALLING STARS Savagely beautiful spheres of coruscating light plummet from the cold depths of space, growing to roaring bale-stars as they approach, then impacting with killing force. Select up to three enemy units within 24" of this C'TAN SHARD. For each of those units, roll one D6: on a 1-5, if the dice result is less than the number of models in that unit, that unit suffers D3 mortal wounds. If this C'TAN SHARD is a TESSERACT VAULT, that unit suffers 3 mortal wounds from this power, instead of D3. |
4. COSMIC FIRE At this C'tan Shard's gestured command, a pillar of black fire streaks down from the heavens to consume the foe. Roll one D6 for each enemy unit within 9" of this C'TAN SHARD: on a 4+, that unit suffers D3 mortal wounds. If this C'TAN SHARD is a TESSERACT VAULT, units suffer 3 mortal wounds from this power, instead of D3. |
5. SEISMIC ASSAULT Stone fractures and ores melt as the C'tan Shard drags up tides of magma from deep below. Foes are plunged screaming into steamgushing vents as the land shatters beneath them, while tectonic shock waves hurl others from their feet with bone-breaking force. Select one enemy unit within 18" of and visible to this C'TAN SHARD. Roll one D6 for each model in that unit, adding 1 to the roll if this C'TAN SHARD is a TESSERACT VAULT: for each 6+, that unit suffers 1 mortal wound, to a maximum of 10 mortal wounds. |
6. TRANSDIMENSIONAL THUNDERBOLT The C'tan Shard projects a crackling bolt of energy from its outstretched palm, blasting its foe into oblivion. Select one enemy unit within 24" of and visible to this C'TAN SHARD (an enemy CHARACTER unit with a Wounds characteristic of 9 or less cannot be selected for this power while it is within 3" of another enemy unit, unless that CHARACTER unit is the closest visible enemy unit). Roll one D6: on a 2+, that unit suffers D3 mortal wounds. Then, roll one D6 for each other enemy unit within 3" of the selected unit: on a 4+, that unit suffers 1 mortal wound. If this C'TAN SHARD is a TESSERACT VAULT, roll for each other enemy unit within 6" of the selected unit, instead of 3". |
C’TAN SHARD OF THE DECEIVER - COSMIC INSANITY The C'tan Shard of the Deceiver uses it powers to flood his victims' minds with vast and terrible cosmic truths, overwhelming even the most ironclad minds and driving them instantly and irrevocably insane. Select one enemy unit within 12" of and visible to this C'TAN SHARD. Roll one D6 and add this C'TAN SHARD's Leadership characteristic to the result. Your opponent then rolls one D6 and adds the Leadership characteristic of the selected unit to the result. That enemy unit suffers 1 mortal wound for each point by which your total exceeds your opponent's. |
C’TAN SHARD OF THE NIGHTBRINGER - GAZE OF DEATH Dark energies leap from the Shard's eyes and its distended maw, reducing foes to blackened bones crawling with frost. Select one enemy unit within 9" of and visible to this C'TAN SHARD. Roll three D6s: for each 4+, that unit suffers D3 mortal wounds. |
C’TAN SHARD OF THE VOID DRAGON - VOLTAIC STORM When this C'tan points one imperious hand, foes reel as the air sings with a monstrous whine. The awful sound builds, then erupts into a sudden and ferocious storm of emerald lightning to annihilate all it touches. Select one enemy unit within 18" of and visible to this C'tan Shard (an enemy CHARACTER unit with a Wounds characteristic of 9 or less cannot be selected for this power while it is within 3" of another enemy unit, unless that CHARACTER unit is the closest visible enemy unit). Roll one D6: on a 2+, that unit suffers D3 mortal wounds (it suffers D6 mortal wounds instead if it has the VEHICLE keyword) and, until the start of your next turn, if that unit is a VEHICLE whose characteristics change as it loses wounds, then it halves the number of wounds it has remaining when determining what characteristics to use. |
If a NECRONS CHARACTER model is your WARLORD, you can use the Necrons Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one. If you wish, instead of selecting a Warlord Trait from the table below, you can select a Dynastic Warlord Trait for your WARLORD from the table below, but only if they are from the relevant dynasty.
When you have determined a Warlord Trait for a NECRONS CHARACTER model, replace all instances of the <DYNASTY> keyword on their Warlord Trait (if any) with the name of the dynasty that your CHARACTER is from. If your Warlord has the DYNASTIC AGENT keyword, replace all instances of the <DYNASTY> keyword on any Warlord Trait they have (if any) with NECRONS.
D6 | WARLORD TRAIT |
1 | ENDURING WILL No mortal weaponry will break this warlord's iron resolve. Each time an attack is allocated to this WARLORD, subtract 1 from the Damage characteristic of that attack (to a minimum of 1). |
2 | ETERNAL MADNESS This warlord's sanity suffered during the Great Sleep, and now he is driven by a wrathful zeal. Each time this WARLORD makes a melee attack, you can re-roll the wound roll. |
3 | IMMORTAL PRIDE This warlord refuses to allow his warriors a single step backwards even in the face of intense psychic onslaught.
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4 | THRALL OF THE SILENT KING This warlord pursues the agenda of the Silent King, and so commands his legions with unparalleled authority. Add 3" to the range of this WARLORD's aura abilities (to a maximum of 9"). In addition, when this WARLORD uses its My Will Be Done, The Lord's Will or Adaptive Strategy abilities, you can select one friendly <DYNASTY> CORE unit within 12" of this WARLORD, instead of 9". |
5 | IMPLACABLE CONQUEROR (AURA) This warlord strides at the head of his legions. While a friendly <DYNASTY> CORE unit is within 6" of this WARLORD, you can re-roll charge rolls made for that unit. |
6 | HONOURABLE COMBATANT This warlord is a strict adherent to the ancient codes. In the Fight phase, each time this WARLORD is selected to fight, it can engage in honourable combat. If it does, select one enemy CHARACTER unit; until the end of the phase, add 2 to the Attacks characteristic of this WARLORD, but it can only make attacks that target that enemy CHARACTER unit. |
MEPHRIT: MERCILESS TYRANT Warlords of the Mephrit Dynasty will suffer no threats to their rule, annihilating any who dare to oppose them. Add 1 to the Strength and Attacks characteristics of this WARLORD. |
NEPHREKH: SKIN OF LIVING GOLD Those who gaze upon this Nephrekh warlord are blinded by his radiant glory. Each time an attack is made against this WARLORD, subtract 1 from that attacks hit roll. |
NIHILAKH: PRECOGNITIVE STRIKE This Nihilakh warlord has foreseen his moment of glorious victory - or rather, the Yyth Seer has done so. At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it can fight first that phase. |
NOVOKH: BLOOD-FUELLED FURY Warlords of the Novokh Dynasty are awakened and empowered by the gushing blood of the foe. Each time this WARLORD makes a melee attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. |
SAUTEKH: HYPERLOGICAL STRATEGIST Sautekh warlords can apply a filter of infallible logic to develop unbeatable strategies. While this WARLORD is on the battlefield, each time you spend a Command point to use a Stratagem you can roll one D6: on a 5+, that Command point is refunded. |
SZAREKHAN: THE TRIARCH’S WILL Certain in the knowledge that they act as arbiters of the Final Triarch, this Szarekhan warlord exercises overwhelming strategic authority. If your WARLORD has this Warlord Trait, then when assigning command protocols for the battle, you can select four command protocols instead of five, and then one of those command protocols can be assigned to two battle rounds instead of one. |
CHARACTER | WARLORD TRAIT |
Anrakyr the Traveller | Implacable Conqueror (Aura) |
Illuminor Szeras | Enduring Will |
Imotekh the Stormlord | Hyperlogical Strategist |
Kutlakh the World Killer | Inspiring Leader (Aura) |
Nemesor Zahndrekh | Eternal Madness |
Orikan the Diviner | Immortal Pride |
The Silent King | The Triarch’s Will |
Toholk the Blinded | Inspiring Leader (Aura) |
Trazyn the Infinite | Enduring Will |
Vargard Obyron | Honourable Combatant |
If every model in your army (excluding UNALIGNED units) has the NECRONS keyword, and your WARLORD has the NECRONS keyword, you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in the Warhammer 40,000 Core Book), select one of them to be from the NECRONS secondary objectives listed below.
Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category, you can score no more than 15 victory points from each secondary objective you select during the mission etc.).
Though the Necron nobility view even the mightiest of their foes as little more than barbarous beasts, still many seek to uphold the Triarchal codes by affording their enemies an honourable death.
This territory is infested by the contemptible vermin of the lesser races. They must be driven wholesale from the Necrons’ rightful lands in order for reclamation to commence.
The foe have looted ancient Necron riches that do not belong to them. These must be reclaimed at all costs.
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Countless worlds across the galaxy harbour quiescent Necron technology, buried beneath the surface or mistaken for mere xenoarchaeological ruins. As the Necron conquest of the galaxy gathers pace, so they seek to rouse these strange engines to wakefulness and - in so doing - reclaim the worlds upon which they languish.
In this section you'll find additional rules for playing Crusade battles with Necrons, such as Agendas, Battle Traits and Crusade Relics that are bespoke to NECRONS units. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.
Destroyers care only for the murder of organic life - their obsession is monomaniacal, their tally of the slain ever growing and their joyless appetite never sated.
During the Great Sleep, the Necrons' once-sprawling territories were steadily eroded, conquered and parcelled up by other beings. Now that they are rising once more, the dynasties are loathe to lose any more ground.
As though it were not enough of an insult that the creeping thieves of the lesser races defiled the dynastic tombs with their intrusion, they also stole precious artefacts whose true worth they cannot comprehend. These must be recovered, even if the quest should take a thousand years!
To the Necrons it is not enough to simply defeat their enemies. They must prove their superiority by completely obliterating them with contemptuous ease. How else, after all, are the lesser races to be truly put in their place?
Crypteks are forever inventing, seeking to bend the laws of the material universe to their whims by shackling those forces within devices that stand testament to their subjugation of the living cosmos. Here is but the latest product of that endless quest.
As the ancient codes of honour demand, the victor in any dynastic war may claim the resultant spoils - greater notoriety, rich treasures and a tithe of soldiery subsumed from the legions of the defeated foe.
The greater a Necron nobles reputation, the more cunning and accomplished are the Crypteks who seek them out and offer them service.
No greater status symbols are there to the Necron nobility than mighty war engines. Any dynastic leader with designs on hierarchical elevation would do well to pour all the resources they can into furnishing their armoury with the finest weapons they possibly can.
It is perilous to fight alongside the Destroyer Cults for too long, lest their nihilistic madness find purchase within the personality engrams of formerly stable Necrons.
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ARKANE COLLECTOR This Necron yearns to understand the mysteries of the galaxy, seeking to study the artifice of each of its other races to learn how best to subjugate them utterly. Each time a melee attack made by this NOBLE destroys an enemy model that has a Relic, this NOBLE gains 2 bonus experience points. |
LORD OF LEGIONS This noble has prioritised the awakening of their vast legions as only an obsessive completionist could. If this NOBLE is part of your Crusade force, then the Fresh Recruits Requisition costs 0 Requisition points if the unit being increased is from the same dynasty as this NOBLE. |
ARCH-MACHINATOR There is much to learn in the galaxy, for much has changed since the Great Sleep. This noble pours all of their time into setting new schemes in motion, bending this new reality to their will. If this NOBLE is part of your Crusade army, then when selecting Agendas, you can select one additional Agenda. If you do so, after Agendas are revealed, you must discard one of them. |
MARTIAL PERFECTIONIST Since their revivification, this noble has become obsessed with refining their fighting form to peak efficiency, for they desire to slaughter the lesser races. Once per battle, if this NOBLE is on the battlefield, you can use one Battle Tactics Stratagem for 0 Command points. |
RESTORER OF EMPIRES This dynastic master seeks to impose an order of their own devising - that of dominance under their rule. If this NOBLE is part of your Crusade army and at the end of the battle you are the victor, you can increase your Crusade force's Supply Limit by 1. |
LOYAL SERVANT This noble retains absolute devotion to the Silent King, command protocols or no. While some may now believe themselves more suitable to rule, this loyal servant seeks to work Szarekh's will by furthering his plans in battle. Once per battle, if this NOBLE is on the battlefield, you can use one Strategic Ploy Stratagem for 0 Command points. |
DYNASTIC EMBODIMENT For this Necron, order and tradition are everything. The codes of battle must be adhered to. If this NOBLE is part of your Crusade army, you can select a maximum of two Necron Agendas instead of one. |
UNFLINCHINGLY REGRESSIVE This commander longs for the glory days of the past, when their existence was simple and the galaxy was not plagued with upstart races. Nothing brings them clarity like the absolute expunging of the lesser species from their sight. If, at the end of the battle, this NOBLE is on the battlefield and there are no enemy models on the battlefield, this NOBLE gains 3 bonus experience points. |
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Transdimensional Shroud A veil of gossamer-fine dimensional transitions billows about this Necron, obfuscating their precise location and causing incoming enemy fire to be diverted into alternate dimensional states. Each time a ranged attack is made against the bearer, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. |
Engrammatic Entangler The core of this Necron's artificial cerebrum is maintained within a quasinium casing that is in a state of constant quantum entanglement with an exact copy stored within the vaults of the bearer's tomb world. Should the Necron's physical form be destroyed beyond all possibility of self-repair, their personality engram is instantly projected across the interstellar gulf and into its cerebrum backup.
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Necroexcruciator This unassuming device possesses the ability to inflict such potent agonies upon the necrodermis of C'tan Shards that even the stunted and recursive echoes of consciousness trapped within can feel it. So motivated, C'tan strive to unleash every iota of cosmic might available to them. Whether this reaction is an attempt to stop the pain or a confused gesture of outrage at the presumption of those who inflict it is debatable. The bearer has the following ability: ‘Necroexcruciator (Aura): While a friendly C'TAN SHARD model is within 12" of this model, add l" to the Move characteristic of that C'TAN SHARD model and add 1 to the Strength, Toughness and Attacks characteristics of that C'TAN SHARD model.’ |
Tachyon Field Phase Inducer A controversial and dangerous weapons technology, this device generates a tachyon energy field around its bearer's blade, resulting in their every blow striking faster than light and discharging tremendous destructive energy into their victims. Should the bearer be slain, the field rapidly overloads and detonates in a blinding flash of lethal power.
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In this section you’ll find additional rules for playing Crusade battles with the Necrons, plus specific rules dedicated to each of the named dynasties featured in Codex: Necrons. This provides aspiring Overlords with access to a bespoke Agenda, Requisition and Crusade Relic as well as Battle Traits for the Szarekhan, Sautekh, Mephrit, Novokh, Nihilakh and Nephrekh dynasties. Galactic domination awaits!
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The Necrons of the Szarekhan Dynasty deem all of the upstart races of the galaxy to be guilty of the crime of existing and suitable only for extermination.
Only the greatest Crypteks are kept in Szarekhan’s court, and many of these are capable of recoding the personality engrams of the dynasty’s Necrons to bestow new skills and knowledge upon them as required.
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Domination Stave This stave contains micro-obeisance generators. With a gesture. the bearer can force an enemy to their knees before striking their helpless victim down for their perfidy. At the start of the Fight phase, you can select one enemy unit that is within Engagement Range of the bearer. That enemy unit is not eligible to fight this phase until after all eligible units from your army have done so. |
Imotekh delights in humiliating the commanders of his foes. Those who seek his favour look to commit acts worthy of their liege.
Imotekh and his Sautekh forces rose to primacy within the Necron dynasties through the domination of their rivals, incorporating conquered tomb worlds into their own forces.
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Stormshroud This segmented cloak crackles with actinic lightning, every wide sweep of its wearer’s arms lashing the foe with tendrils of potent energy. Each time the bearer makes a melee attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. |
The Mephrit Dynasty are known for their use of apocalyptic weapons and think nothing of engaging in acts of spectacular overkill in order to show their enemies their true power.
The position of rulership over the Mephrit Dynasty is still hotly contested, with many lords claiming the right to rule. Each will commit nefarious acts to gain advantage over their rivals, whether arranging unfortunate accidents, ensuring their rival is deployed to an especially dangerous area of the battlefield or simply defeating them in a duel over a point of honour.
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Dominance Scythe Utilised by the bearer to execute upstart rivals upon their capitulation, this weapon is capable of severing even the most resilient living metal necks. Model equipped with warscythe only. This Relic replaces a warscythe and has the following profile:
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The warriors of Novokh stalk through their foes, cutting them down with methodical ease before hacking them apart until their own metallic forms are coated in gore.
Although many Necrons of the Novokh Dynasty retain their bloodlust, some transcend this as their engrams are eroded by damage. Falling to the Destroyer curse, they forever seek to butcher their foes without mercy.
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Bloodshroud This cloak contains micro-induction fields that drain fluids from nearby foes, dragging them through the air and coating the bearer. At the start of the Fight phase, roll one D6 for each enemy unit within 3" of the bearer: on a 3+, that unit suffers 1 mortal wound. |
The Nihilakh Dynasty are experts at securing sites of importance and erecting dominance pylons around them.
The Lords of the Nihilakh Dynasty are able to maintain a flexibility in their schemes, aware that at any time new information might give them cause to change their plans.
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Yth Engrams Containing direct uploads of the prophecies whispered by the captive Yth Seer, these engrams provide glimpses of the future.
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The warriors of the Nephrekh Dynasty often set up solar collection nodes, refreshing their own cores with stolen energies.
This dynasty uses its mastery of celestial energies to enhance its most potent living weapons.
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Starfire Mantle This metallic mantle glows brightly with the burning energies of the stars. As the bearer translocates, they move like a burning meteor through the enemy ranks, incinerating all in their wake.
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The power and autonomy wielded bу Crypteks can bе immense. Through their arcane skills are the dynasty’s legions revived and made hale, war engines forged and the nobles’ power maintained. Many Crypteks rise to command large forces of their own servile constructs.
The guardian constructs of the tomb worlds сап bе instilled with additional protocols, turning these already potent killers into efficient hunters of interlopers.
D6 | WARLORD TRAIT |
1 | MASTER OF THE CULT The constructs that make up this warlord’s entourage have enhanced obedience protocols and can be directed with a thought. In your Command phase, you can select one friendly CULT OF THE CRYPTEK unit within 9" of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes an attack, add 1 to that attack’s hit roll. |
2 | CURATOR OF DEADLY CURIOSITIES This warlord has turned their attention to the deadly technologies their race has developed and is an obsessive collector of potent weaponry. They maintain an arsenal of deadly artefacts and frequently tests these in battle. When you select this Warlord Trait, select one weapon this WARLORD is equipped with (excluding Relics):
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3 | CONDUCTOR OF LEGIONS This warlord is able to multitask at a rate that would drive the shorter-lived races to madness. Performing complex calculations and simultaneously directing the firepower of their protectors is a simple matter to one with such processing power. In your Command phase, select one friendly CULT OF THE CRYPTEK unit within 9" of this WARLORD. Until the start of your next Command phase, if that unit is performing an action, it can make ranged attacks without that action failing. |
4 | CODIFIER OF LESSER BEINGS This warlord has an insatiable curiosity and seeks to study the upstart races of the galaxy that have emerged during their slumber. In your Command phase, you can select one friendly CULT OF THE CRYPTEK unit within 6" of this WARLORD and one enemy unit that is visible to this WARLORD. Until the start of your next Command phase, each time that friendly CULT OF THE CRYPTEK unit makes an attack that targets the selected enemy unit, you can add 1 to that attack’s wound roll. |
5 | FLUID NECRODERMIS This warlord’s body maintains a constant liquid state, held in place by complex magnetic fields. As well as rendering them able to shift their form at will, they are also remarkably difficult to harm.
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6 | INFOMONGER This warlord is an expert at creating layered command protocols. When activated, these elaborate pieces of code send multiple directives to the warriors under their command at once. In your Command phase, you can select one friendly CULT OF THE CRYPTEK unit that is within 6" of this WARLORD. Until the end of the battle round, that unit benefits from both directives of the active command protocol instead of only the selected one. |
ATOMISER STAVE This short baton contains a potent energy core. When activated, this is agitated, straining against its containment, before an aperture on the tip of the stave is opened. The overcharged energy is then unleashed in a deadly but short-lived beam. PLASMANCER model only. Each time you use the bearer’s Harbinger of Destruction ability, roll 6 D6 instead of 3. |
AUROROCULAR MANTLE This Cryptek’s Canoptek cloak contains additional detection protocols. As well as providing propulsion for its master, it can also detach itself, locating the enemy and transmitting advanced targeting data to its allies before returning to its lord. TECHNOMANCER model equipped with Canoptek cloak only. The bearer has the following ability:Aurorocular Mantle (Aura): While a friendly CULT OF THE CRYPTEK unit is within 6" of this model, each time a model in that unit makes an attack, the target does not receive the benefits of cover against that attack. |
AUTODIVINATOR This device, secreted about the bearer’s person, harbours a tiny chronoscarab. This construct is able to blink forward a short period in time before being dragged back to the present, reporting enemy movements as well as other events, allowing the bearer to act to prevent these actions from taking place. At the start of your Command phase, if the bearer is on the battlefield, roll one D6: on a 5+, you gain 1 Command point. |
ENTROPIC CHRONOSHACKLE Many Chronomancers manipulate time to incapacitate their foes. When activated, a chronoshackle projects a potent stasis field around the unsuspecting foe. The victims’ movements slow to a glacial pace, while to those trapped in the field, the battlefield appears to speed up significantly around them. CHRONOMANCER model only. At the start of your opponent’s Movement phase, you can select one enemy unit within 12" of the bearer and roll one D6: on a 4+, until the end of the phase, that enemy unit cannot be selected to Fall Back. |
NEUTRON SHROUD Woven from hyperdense particles, this cloak shimmers with an oily sheen. When sensing danger, the bearer can pass crackling energy through the weave, causing it to harden and form an almost impenetrable barrier.
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OBEDIENCE NANOSCARABS This Cryptek is capable of releasing a cloud of microscopic mindaltering nanoscarabs into the air. These swarm around nearby foes, entering their cortices and rendering them briefly docile, allowing this Cryptek to continue their work unhindered. PSYCHOMANCER model only. Each time you use the bearer’s Harbinger of Despair ability you can select two of the effects instead of only one. |
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Destructive engrams are encoded at the heart of all Canoptek constructs, turning them from seemingly passive caretakers to vicious defenders at a signal pulse. Canoptek Wraiths are particularly dangerous, harbouring the capacity for especially callous and dispassionate killing.
The long-legged Doomstalkers stride at a stately pace through the packed masses of their allies, every burst of energy from their weaponry punctuated with the explosive atomisation of the foe.
Canoptek Spyders are generally docile creatures, diligently maintaining their tomb complex. However, when roused to battle, their aggression engrams ensure they are truly formidable foes.
Canoptek Scarabs swoop from translocation portals, appearing in the midst of the foe in an unstoppable tide.
Some Crypteks have been studying their craft much longer than even their long-lived peers. Such creatures have vast repositories of technoarkana and frequently go into battle carrying several useful pieces of equipment about their metallic body.
Canoptek Wraiths will strive to protect their masters, even sacrificing their own forms to ensure the destruction of the foe.
Crypteks are able to enhance the energy cores of their guardians’ weaponry, allowing energy beams to be maintained on a target for longer, cutting through even the densest armour.
Crypteks ensure that the equipment of their charges is maintained in immaculate working order, guaranteeing perfect performance levels when required.
The hold that the most destructive curses have on a dynasty is one its commanders strive to suppress, directing the murderous inclinations of these insane warriors into hapless foes at every opportunity. Some are so prevalent, however, that they form entire legions.
The Overlords of the Necron legions are known to pool the more problematic and uncontrollable components of their armies, before sending them forth in an unstoppable tide of blood-mad killers.
FURIOUS DESTRUCTOR Once in the midst of the foe, this warlord lashes out in fury at any enemies nearby, seeking their swift and efficient dismemberment. Each time this WARLORD makes a melee attack, an unmodified hit roll of 6 scores 2 additional hits. |
CHARIOT OF THE HIERARCHS This elaborate grav-sled contains omni-directional boosters as well as potent quantum deflection shields. As a result, with just a thought, this lord can swiftly direct the attacks of their assailants safely away from their immortal form. LOKHUST LORD model only.
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NIGHTCULL SCYTHE This reaping blade has cut down thousands of lesser creatures over the bearer’s elongated lifetime. Every sweep of its brightly glowing blade slices through whole ranks of soldiery, atomising their remains. SKORPEKH LORD model only. This Relic replaces a hyperphase harvester and has the following profile:
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MASK OF OBLITERATION This mask contains a complex targeting array, able to coordinate each of the bearer’s weapons into a single beam of energy. This beam blasts forth for but an instant but leaves a glowing cavity bored clean through whatever lies in its path. HEXMARK DESTROYER model only. When the bearer is selected to shoot, instead of shooting as normal it can focus the shots of its enmitic disintegrator pistols into a single obliteration beam. If it does so, instead of making attacks with each of its enmitic disintegrator pistols, use the following profile:
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The Necron nobility 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.
1. Protocol of the Swift Murder The legion’s warriors bound from limb to limb, avoiding enemy fire and leaping upon any foes who stray too close, rending them asunder in a flurry of blades.
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2. Protocol of the Killing Surge Channelling energy to motivator systems, these warriors swarm towards the enemy in a tide of skittering limbs and humming gravitic motors.
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3. Protocol of the Dread Strike Entropic energies wreath these weapons, every strike atomising their victims.
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4. Protocol of the Undying Gaze The unblinking stare of these warriors remains fixated on their victims, never wavering until their prey are wiped from existence.
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5. Protocol of Perfect Destruction Every kill made by these emotionless murderers sees no excess energy expended, every movement perfectly optimised to carry them to their next victim.
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6. Protocol of the Immortal Warrior Energy passes through the living metal forms of the legions warriors, exponentially increasing the density of the necrodermis. The pitiful blows of the enemy glance aside, while the legions own strikes fall harder.
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Destroyers are never stationary when hunting, their modified bodies hurtling at high speed towards their next victim, eager to erase them from existence.
Ophydian Destroyers utilise their dimensional displacement abilities to momentarily phase their weapons out of reality before reforming them inside their foe, bypassing armour and energy fields before pulling them free in a shower of gore.
Those who face the Lokhust Destroyers in battle find themselves overwhelmed by a fusillade of deadly disintegrating energy beams.
Flayed Ones frequently haunt the shadows, waiting for unsuspecting foes to approach before appearing as if from nowhere in a flurry of deadly blades.
As they are laid low, the lords of the Annihilation Legion lash out at all around them, desperate to end all life, even as their own is threatened.
When Annihilation Legions go to war they ensure that a ready supply of Canoptek Plasmacytes accompany them, prepared to energise their forces.
For the Destroyers, it is not enough to simply use their weaponry to slay their foes. Their weighty metallic limbs make excellent bludgeons, crushing their foes beneath them.
Every now and again, the killing urge infecting these warriors lifts, and a semblance of tactical acumen returns, before the efficient butchery begins anew.
The ancient android race known as the Necrons once ruled the galaxy before being forced into a millions of years-long hibernation. Now they are rising again, determined to rebuild their long-lost empire.
NANOWEAVE PHASE SHIFTER This phase shifter renders the bearer incorporeal when activated. Once per battle, when the bearer is selected to make a Normal Move, it can use this Enhancement. If it does so, until that move is finished, it can move within Engagement Range of enemy models and it can move though models, Walls and closed Hatchways, but it cannot end its move within any of these, nor within Engagement Range of any enemy models. |
ENDURING WILL No mortal weaponry will break this warlords iron resolve. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack (to a minimum of 1). |
MINDMESH COMMAND NODE This device ensures the wearer is in full control over their legions. NOBLE model only. While the bearer is on the battlefield, all friendly NECRONS units on the battlefield benefit from the selected directive of your army’s active command protocol. |
Utilising ancient energy prioritisation technologies, Necron reanimation protocols are overcharged and rank upon rank of sundered Necron soldiery return to their feet.
The Necrons have access to dark and terrible technologies that they can fold into their warriors weapons with horrifying ease, enabling them to overcome the most sophisticated enemy defences.
Necron rulers possess sophisticated self-repair systems that can reknit their corporeal forms after even the most grievous wounds.
The Necrons possess swarms of minute nanoscarabs that feed off code and electrical power and rapidly reproducing.
Mindshackle scarabs are one of the Necrons’ chief methods of controlling alien races.
The thrumming aura of negative energy known as a disruption field warps and dissolves both armour and flesh.
Molecular disintegration emitters activate within these Necrons’ weapons, flaying away additional layers of enemy armour.
If your army is led by a NECRONS WARLORD, you can, when mustering your army, give one of the following Relics of the Aeons to a NECRONS CHARACTER model from your army. Named characters and C’TAN SHARD models cannot be given any of the following Relics.
When a model from your army is given a Relic of the Aeons, replace all instances of the <DYNASTY> keyword on that Relics rules (if any) with the name of the dynasty that your model is from.
Note that some Relics replace one of the model's existing weapons or items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the weapon/item of wargear that is being replaced. Write down any Relics of the Aeons your models have on your army roster.
BLOOD SCYTHE
It is said that Ultep the Divider fought ten thousand duels and was never once defeated. He is amongst the Novokh’s greatest heroes, venerated to this day by the dynasty’s warrior cults. Only the untrammelled power of a rampaging C’tan finally scattered Ultep’s metal body to atoms, though his crimson war scythe survived his destruction. Forged from sanguiphagic star-metal alloys, a single cut from this blade can draw a torrent of blood from an opponent.
NOVOKH model with a voidscythe or warscythe only. This Relic replaces a voidscythe or warscythe and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Blood Scythe | |||||
Blood Scythe | Melee | Melee | +2 | -4 | 2 |
Abilities: Each time the bearer fights, it makes 2 additional attacks with this weapon. |
CONDUIT OF STARS
At this gun's heart lies a condensed particle-prison within which the dying heart of a star writhes in endless death throes. Though vast power must be expended to contain this volatile star-fragment, bleeding off even the merest flickers of its energies produces lethal blasts.
MEPHRIT model only. This Relic replaces a relic gauss blaster and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Conduit of Stars | |||||
Conduit of Stars | 36" | Rapid Fire 3 | 6 | -2 | 2 |
GAUNTLET OF THE CONFLAGRATOR
Crafted by the Cryptek Harriapt the Conflagrator, this gauntlet uses interdimensional energy-exchangers to open a microscopic conduit to the raging heart of a star. The superheated plasmic flame that erupts through this hole is forced down a cone of hyper-dense gravitons that spew the energy forth in a blazing cloud.
The Relic has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Gauntlet of the Conflagrator | |||||
Gauntlet of the Conflagrator | 12" | Pistol 1 | - | - | - |
Abilities: Each time an attack is made with this weapon, that attack automatically hits the target. Instead of making a wound roll, roll one D6 for each model in the target unit: that unit suffers 1 mortal wound for each result of 6 and the attack sequence ends. |
INFINITY MANTLE
Fashioned from unique cosmic materials amassed over aeons amidst the Nihilakh Dynasty's treasure horde, this regal battle armour resists hostile blows and energies by means even its creators do not fully comprehend, and could never recreate.
NIHILAKH model only.NANOSCARAB CASKET
Invented by the Cryptek Onyx Swarm, this vial of black crystal is filled with thousands of tiny Canoptek automatons. Once released, the swarm of constructs emelops the bearers necrodermis, repairing wounds and flooding their body with synthetic stimuli.
Each time the bearer uses its Living Metal ability, it regains 1 additional lost wound.SEMPITERNAL WEAVE
Only the finest Cryptek artificers know the secret of crafting a Sempiternal Weave. These gossamer-thin plates are formed from phase-hardened amarathine and threads of adamantine. They are then layered over the bearers carapace of living metal, stiffening and contracting when struck to turn aside energy blades, bolt shells and even the searing heat of a plasma burst.
INFANTRY NOBLE model only. Add 1 to the Toughness and Wounds characteristics of the bearer.SOLAR STAFF
Forged within the Heliaconvarium of Aryand, the Solar Staff burns with the light of truth and honour. Set loose, the staff’s energies blaze outward in a mighty flare, as though a new sun was born. The darkness is driven back by this false dawn, and the foe reels as their eyes are blinded and their deceptions are laid bare.
NEPHREKH model with a staff of light only. This Relic replaces a staff of light and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
The Solar Staff (shooting) | |||||
The Solar Staff (shooting) | 24" | Assault 6 | 5 | -2 | 1 |
Abilities (shooting): Each time an attack is made with this weapon against an INFANTRY unit, if a hit is scored, then until the end of the turn that unit is blinded. Blinded units cannot fire Overwatch or Set to Defend. | |||||
The Solar Staff (melee) | |||||
The Solar Staff (melee) | Melee | Melee | User | -2 | 1 |
Abilities (melee): Each time an attack is made with this weapon against an INFANTRY unit, if a hit is scored, then until the end of the turn that unit is blinded. Blinded units cannot fire Overwatch or Set to Defend. |
THE ARROW OF INFINITY
This advanced tachyon weapon contains a gravitationally compressed sliver of the Star of Ages, the magnificent energy crystal that was the heart of the Khosyphane civilisation, The Crypteks of the Mandrakyn Conclave eradicated the Khosyphane to seize the crystal, and now use its tremendous destructive force to subjugate new foes.
Model with tachyon arrow only. This Relic replaces a tachyon arrow and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
The Arrow of Infinity | |||||
The Arrow of Infinity | 120" | Assault 1 | 16 | -5 | 6 |
Abilities: The bearer can only shoot with this weapon once per battle. |
THE ORB OF ETERNITY
The Orb of Eternity is thought to be the first resurrection orb ever created. For millennia, it rested in a primitive fane on the world of Ormandus, where the indigenous populace marvelled at its ability to effect repairs upon their technologies. Ever since this state of affairs was righted by a host of Triarch Praetorians, the orb has been imparted as a boon to those nobles who are deemed worthy.
Model with a resurrection orb only. This Relic replaces a resurrection orb. Once per battle, in your Command phase, the bearer can use this Relic. If it does, select one friendly <DYNASTY> unit within 6" of the bearer that is not at its Starting Strength and has not had its reanimation protocols enacted this phase. That unit’s reanimation protocols are enacted, and every destroyed model in that unit begins to reassemble. Each time a Reanimation Protocol roll is made for those reanimation protocols, add 1 to the result.THE SOVEREIGN CORONAL
A hand of living quicksilver, this strange artefact is shot through with artificial networks of command-wave nanocircuitry. This strange pseudo-animate crown is gifted to especially prominent nobles amongst the Szarekhan Dynasty. As it is donned it sinks through the metallic skin of its wearer's brow and meshes with their synthetic cortex, enhancing and projecting their dominating will through multiple spectra across a substantial distance.
SZAREKHAN NOBLE model only, The bearer has the following abilities:THE VANQUISHER’S MASK
This death mask - affixed to its wearer's android skull by means of a microgravitic weave - incorporates a sliver of metal harvested from the weapons and armour of every enemy commander ever bested by Sautekh forces. Contra-empathic nullifiers are built into its structure, lending the wearers eye lenses a terrifying lantern glare as they radiate waves of disharmony, mistrust and primitive terror that disrupt and paralyse their enemies’ minds.
SAUTEKH model only. At the start of the Fight phase, you can select one enemy unit within 3" of the bearer. That unit is not eligible to fight this phase until after all eligible units from your army have done so.VEIL OF DARKNESS
This device was fashioned from transpositanium, a substance so rare that it can only be found in a handful of places in the galaxy. It is highly sought after by the Necrons, and wars have been waged to secure it. Activated with a thought, the veil causes space and time to warp around its user and those near them, enfolding them in a swirling darkness. As the darkness fades, the user and their comrades appear elsewhere on the battlefield, transported through a miracle of arcane science.
Once per battle, in your Movement phase, the bearer can use this Relic. If it does, the bearer’s unit and up to one friendly <DYNASTY> CORE unit within 3" of the bearer can be removed from the battlefield and set back up anywhere on the battlefield that is more than 9" away from any enemy models. If two units are set back up on the battlefield using this Relic, both units must be placed wholly within 6" of each other.VOIDREAPER
Legend has it that on the day the Nightbringer was sundered into shards, this warscythe appeared in the armoury of the Nekthyst Dynasty’s crownworld. Its blade is a sliver of the void, and when swung, it cuts through more than just mere physical forms. Its victims drop to the ground as husks, their souls torn from their bodies before dissipating with final screams of horror.
Model with warscythe or voidscythe only. Voidreaper replaces the bearer’s warscythe or voidscythe and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Voidreaper | |||||
Voidreaper | Melee | Melee | +2 | -4 | 3 |
Abilities: Each time an attack is made with this weapon, rules that ignore wounds cannot be used. |
VOLTAIC STAFF
The Voltaic Staff is the pinnacle of the art of aethermancy. Blazing arcs of lightning continuously ripple down the shaft of this onyx stave, and the bearer can send these electrostatic beams hurtling towards their enemies with fearsome rapidity. Living targets are enveloped in a searing halo of bone charring voltage, while vehicles find their guidance systems burned out and their hulls peeled open.
Model with a staff of light only. This Relic replaces a staff of light and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
The Voltaic Staff (shooting) | |||||
The Voltaic Staff (shooting) | 18" | Assault 4 | 6 | -2 | 2 |
Abilities (shooting): Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits. | |||||
The Voltaic Staff (melee) | |||||
The Voltaic Staff (melee) | Melee | Melee | +1 | -2 | 2 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Abyssal lance (shooting) | ||||||
Abyssal lance (shooting) | 18" | Assault 3 | 4 | -3 | 1 | - |
Aeonstave (shooting) | ||||||
Aeonstave (shooting) | 18" | Assault D3 | 5 | -2 | 1 | Blast. Each time an attack is made with this weapon, invulnerable saving throws cannot be taken against that attack. |
Blast. Each time an attack is made with this weapon, invulnerable saving throws cannot be taken against that attack. | ||||||
Annihilator beam | ||||||
Annihilator beam | 36" | Heavy 1 | 12 | -4 | 6 | - |
Atomiser beam | ||||||
Atomiser beam | 12" | Assault 3 | 6 | -2 | 1 | - |
Cutting beam | ||||||
Cutting beam | 12" | Assault 1 | 8 | -4 | D6 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
Death ray | ||||||
Death ray | 24" | Heavy 1 | 9 | -3 | D3+3 | - |
Doomsday blaster | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Doomsday blaster | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Low power | ||||||
- Low power | 24" | Heavy D6 | 8 | -2 | D3 | Blast |
Blast | ||||||
- High power | ||||||
- High power | 48" | Heavy D6 | 10 | -5 | D6 | Blast. The bearer can only make attacks with this profile if it Remained Stationary during its previous Movement phase. |
Blast. The bearer can only make attacks with this profile if it Remained Stationary during its previous Movement phase. | ||||||
Doomsday cannon | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Doomsday cannon | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Low power | ||||||
- Low power | 36" | Heavy D6 | 8 | -2 | D3 | Blast |
Blast | ||||||
- High power | ||||||
- High power | 72" | Heavy D6 | 10 | -5 | D6 | Blast. The bearer can only make attacks with this profile if it Remained Stationary during its previous Movement phase. |
Blast. The bearer can only make attacks with this profile if it Remained Stationary during its previous Movement phase. | ||||||
Eldritch Lance (shooting) | ||||||
Eldritch Lance (shooting) | 36" | Assault D3 | 8 | -4 | D6 | - |
Enmitic annihilator | ||||||
Enmitic annihilator | 18" | Assault 2D3 | 6 | -1 | 1 | Blast |
Blast | ||||||
Enmitic disintegrator pistol | ||||||
Enmitic disintegrator pistol | 18" | Pistol 1 | 6 | -1 | 1 | - |
+0..5 Enmitic exterminator | ||||||
+0..5 Enmitic exterminator | 36" | Heavy 3D3 | 7 | -1 | 1 | Blast |
Blast | ||||||
+10 Entropic lance (shooting) | ||||||
+10 Entropic lance (shooting) | 18" | Assault 1 | 8 | -3 | D3+3 | - |
Exile cannon | ||||||
Exile cannon | 18" | Heavy D6 | 10 | -4 | 3 | Blast |
Blast | ||||||
Focused death ray | ||||||
Focused death ray | 36" | Heavy 1 | 12 | -4 | D3+3 | - |
Gauntlet of fire | ||||||
Gauntlet of fire | 12" | Assault D6 | 5 | -1 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
Gauss annihilator | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Gauss annihilator | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Focused beam | ||||||
- Focused beam | 120" | Heavy 2D3 | 16 | -4 | D3+6 | Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll. |
Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll. | ||||||
- Flux arc | ||||||
- Flux arc | 30" | Rapid Fire 6 | 6 | -2 | 2 | - |
Gauss blaster | ||||||
Gauss blaster | 30" | Rapid Fire 1 | 5 | -2 | 1 | - |
+0..15 Gauss cannon | ||||||
+0..15 Gauss cannon | 24" | Heavy 3 | 6 | -3 | D3 | - |
+0..5 Gauss destructor | ||||||
+0..5 Gauss destructor | 36" | Heavy 1 | 10 | -4 | 3D3 | - |
Gauss exterminator | ||||||
Gauss exterminator | 48" | Heavy 2 | 8 | -3 | D6 | Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack's hit roll. |
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack's hit roll. | ||||||
Gauss exterminator (Tomb Citadel Walls) | ||||||
Gauss exterminator (Tomb Citadel Walls) | 48" | Heavy 2 | 9 | -3 | 2D3 | - |
Gauss flayer | ||||||
Gauss flayer | 24" | Rapid Fire 1 | 4 | -1 | 1 | - |
Gauss flayer array | ||||||
Gauss flayer array | 24" | Rapid Fire 5 | 4 | -1 | 1 | - |
Gauss flux arc | ||||||
Gauss flux arc | 30" | Rapid Fire 3 | 5 | -2 | 1 | - |
Gauss reaper | ||||||
Gauss reaper | 12" | Assault 2 | 5 | -2 | 1 | - |
Gauss slicers | ||||||
Gauss slicers | 24" | Rapid Fire 2 | 5 | -1 | 1 | - |
+25 Heat cannon | ||||||
+25 Heat cannon | 36" | Heavy D6 | 8 | -4 | D6 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
+5 Heat ray | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
+5 Heat ray | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Dispersed | ||||||
- Dispersed | 12" | Heavy 2D6 | 5 | -1 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
- Focused | ||||||
- Focused | 24" | Heavy 2 | 8 | -4 | D6 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
Heavy death ray | ||||||
Heavy death ray | 36" | Heavy 3 | 12 | -4 | D3+3 | - |
+0..5 Particle beamer | ||||||
+0..5 Particle beamer | 18" | Assault 6 | 5 | 0 | 1 | - |
+0..5 Particle caster | ||||||
+0..5 Particle caster | 12" | Pistol 2 | 6 | 0 | 1 | - |
Particle shredder | ||||||
Particle shredder | 24" | Heavy 8 | 6 | -1 | 2 | - |
Particle whip | ||||||
Particle whip | 36" | Heavy D6 | 12 | -3 | 3 | Blast |
Blast | ||||||
Plasmic lance (shooting) | ||||||
Plasmic lance (shooting) | 18" | Assault D3 | 7 | -3 | 2 | - |
Relic gauss blaster | ||||||
Relic gauss blaster | 30" | Rapid Fire 2 | 5 | -2 | 2 | - |
Rod of covenant (shooting) | ||||||
Rod of covenant (shooting) | 12" | Assault 1 | 5 | -3 | 2 | - |
Sceptre of Eternal Glory (shooting) | ||||||
Sceptre of Eternal Glory (shooting) | 24" | Assault 3 | 8 | -3 | 2 | - |
Scouring eye | ||||||
Scouring eye | 12" | Pistol 2 | 5 | -2 | 1 | - |
Singularity generator | ||||||
Singularity generator | 36" | Heavy 3D3 | 8 | -3 | D6 | Blast |
Blast | ||||||
Spear of the Void Dragon (shooting) | ||||||
Spear of the Void Dragon (shooting) | 12" | Heavy 1 | 9 | -4 | D6 | Each time an attack is made with this weapon, if a hit is scored, draw a straight line between the closest point of this model's base (or hull) and that of the closest model in the target unit. Make one wound roll against the target unit, and each other unit this line passes over. Each time an attack made with this weapon is allocated to a VEHICLE model, that attack hs a Damage characteristic of D3+3. |
Each time an attack is made with this weapon, if a hit is scored, draw a straight line between the closest point of this model's base (or hull) and that of the closest model in the target unit. Make one wound roll against the target unit, and each other unit this line passes over. Each time an attack made with this weapon is allocated to a VEHICLE model, that attack hs a Damage characteristic of D3+3. | ||||||
Staff of light (shooting) | ||||||
Staff of light (shooting) | 18" | Assault 3 | 5 | -2 | 1 | - |
Staff of Stars (shooting) | ||||||
Staff of Stars (shooting) | 24" | Assault 9 | 6 | -2 | 1 | - |
Staff of the Destroyer (shooting) | ||||||
Staff of the Destroyer (shooting) | 18" | Assault 3 | 6 | -3 | 2 | - |
Synaptic disintegrator | ||||||
Synaptic disintegrator | 36" | Heavy 1 | 5 | -2 | 1 | Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. |
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. | ||||||
Synaptic obliterator | ||||||
Synaptic obliterator | 72" | Heavy D3 | 16 | -4 | 6 | - |
Tachyon arrow | ||||||
Tachyon arrow | 120" | Assault 1 | 12 | -5 | D6 | The bearer can only shoot with this weapon once per battle. |
The bearer can only shoot with this weapon once per battle. | ||||||
Tesla arc | ||||||
Tesla arc | 3" | Assault 3D6 | 4 | 0 | 1 | Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits. |
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits. | ||||||
+0..10 Tesla cannon | ||||||
+0..10 Tesla cannon | 30" | Heavy 3 | 6 | 0 | 1 | Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits. |
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits. | ||||||
Tesla carbine | ||||||
Tesla carbine | 24" | Assault 2 | 5 | 0 | 1 | Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits. |
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits. | ||||||
Tesla destructor (Tomb Citadel Walls) | ||||||
Tesla destructor (Tomb Citadel Walls) | 36" | Heavy 5 | 7 | 0 | 1 | Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits. |
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits. | ||||||
Tesla sphere | ||||||
Tesla sphere | 24" | Assault 4 | 7 | 0 | 1 | Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits. |
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits. | ||||||
Tesseract singularity chamber | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Tesseract singularity chamber | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Particle hurricane | ||||||
- Particle hurricane | 12" | Assault D6 | 4 | -3 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target, and a wound roll of 2+ is always successful, unless the target is a VEHICLE, then a wound roll of 6 is always successful. |
Each time an attack is made with this weapon, that attack automatically hits the target, and a wound roll of 2+ is always successful, unless the target is a VEHICLE, then a wound roll of 6 is always successful. | ||||||
- Seismic lash | ||||||
- Seismic lash | 24" | Assault D6 | 5 | -3 | 3 | - |
- Solar fire | ||||||
- Solar fire | 36" | Heavy D6 | 8 | -3 | D6 | - |
Transdimensional abductor | ||||||
Transdimensional abductor | 12" | Assault D3 | 4 | -3 | 3 | - |
+0..10 Transdimensional beamer | ||||||
+0..10 Transdimensional beamer | 12" | Assault 1 | 4 | -3 | 3 | - |
Transdimensional projector | ||||||
Transdimensional projector | 24" | Heavy D6 | 6 | -2 | 1 | Blast |
Blast | ||||||
+5 Twin gauss blaster | ||||||
+5 Twin gauss blaster | 30" | Rapid Fire 2 | 5 | -2 | 1 | - |
Twin gauss flayer | ||||||
Twin gauss flayer | 24" | Rapid Fire 2 | 4 | -1 | 1 | - |
+15 Twin heavy gauss cannon | ||||||
+15 Twin heavy gauss cannon | 30" | Heavy 6 | 7 | -3 | D3 | - |
+5 Twin tesla carbine | ||||||
+5 Twin tesla carbine | 24" | Assault 4 | 5 | 0 | 1 | Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits. |
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits. | ||||||
Twin tesla destructor | ||||||
Twin tesla destructor | 36" | Heavy 10 | 7 | 0 | 1 | Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits. |
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits. |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Abyssal lance (melee) | ||||||
Abyssal lance (melee) | Melee | Melee | User | -3 | 1 | - |
Aeonstave (melee) | ||||||
Aeonstave (melee) | Melee | Melee | User | -2 | 1 | Each time an attack is made with this weapon, invulnerable saving throws cannot be taken against that attack. |
Each time an attack is made with this weapon, invulnerable saving throws cannot be taken against that attack. | ||||||
Automaton claws | ||||||
Automaton claws | Melee | Melee | +2 | -3 | 2 | - |
Canoptek tail blades | ||||||
Canoptek tail blades | Melee | Melee | User | -2 | 1 | Each time the bearer fights, it makes D6 additional attacks with this weapon. |
Each time the bearer fights, it makes D6 additional attacks with this weapon. | ||||||
Chronotendrils | ||||||
Chronotendrils | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it makes 3 additional attacks with this weapon. |
Each time the bearer fights, it makes 3 additional attacks with this weapon. | ||||||
Crackling tendrils | ||||||
Crackling tendrils | Melee | Melee | User | -4 | D6 | - |
Eldritch Lance (melee) | ||||||
Eldritch Lance (melee) | Melee | Melee | User | -4 | 2 | - |
Empathic Obliterator | ||||||
Empathic Obliterator | Melee | Melee | +2 | -1 | D3 | Each time an attack is made with this weapon, if a CHARACTER model is destroyed by that attack, each enemy unit within 6" of the bearer suffers D3 mortal wounds. |
Each time an attack is made with this weapon, if a CHARACTER model is destroyed by that attack, each enemy unit within 6" of the bearer suffers D3 mortal wounds. | ||||||
+10 Entropic lance (melee) | ||||||
+10 Entropic lance (melee) | Melee | Melee | User | -3 | 3 | - |
Feeder mandibles | ||||||
Feeder mandibles | Melee | Melee | User | 0 | 1 | Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target. |
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target. | ||||||
Flayer claws | ||||||
Flayer claws | Melee | Melee | User | -1 | 1 | - |
Flensing claw | ||||||
Flensing claw | Melee | Melee | User | -1 | 1 | Each time an attack is made with this weapon, make 2 hit rolls instead of 1. |
Each time an attack is made with this weapon, make 2 hit rolls instead of 1. | ||||||
Golden fists | ||||||
Golden fists | Melee | Melee | User | -3 | 3 | - |
Hyperphase glaive | ||||||
Hyperphase glaive | Melee | Melee | +2 | -3 | D3 | - |
Hyperphase harvester | ||||||
Hyperphase harvester | Melee | Melee | +2 | -4 | 3 | Each time an attack is made with this weapon, subtract 1 from that attack's hit roll. |
Each time an attack is made with this weapon, subtract 1 from that attack's hit roll. | ||||||
Hyperphase reap-blade | ||||||
Hyperphase reap-blade | Melee | Melee | +2 | -4 | 3 | - |
Hyperphase sword | ||||||
Hyperphase sword | Melee | Melee | +1 | -3 | 1 | - |
Hyperphase threshers | ||||||
Hyperphase threshers | Melee | Melee | User | -3 | 2 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
Impaling legs | ||||||
Impaling legs | Melee | Melee | User | -2 | 1 | Each time the bearer fights, it makes 2 additional attacks with this weapon. |
Each time the bearer fights, it makes 2 additional attacks with this weapon. | ||||||
Monomolecular proboscis | ||||||
Monomolecular proboscis | Melee | Melee | User | -1 | 1 | - |
Obsidax | ||||||
Obsidax | Melee | Melee | +1 | -3 | 3 | - |
Ophydian claws | ||||||
Ophydian claws | Melee | Melee | User | -1 | 1 | Each time the bearer fights, it makes 2 additional attacks with this weapon. |
Each time the bearer fights, it makes 2 additional attacks with this weapon. | ||||||
Plasmic lance (melee) | ||||||
Plasmic lance (melee) | Melee | Melee | User | -3 | 2 | - |
Portal of exile | ||||||
Portal of exile | Melee | Melee | User | -3 | 3 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
Reanimator’s claws | ||||||
Reanimator’s claws | Melee | Melee | User | -2 | 1 | - |
Rod of covenant (melee) | ||||||
Rod of covenant (melee) | Melee | Melee | User | -3 | 2 | - |
Sceptre of Eternal Glory (melee) | ||||||
Sceptre of Eternal Glory (melee) | Melee | Melee | +4 | -3 | 2 | - |
Scythe of Dust | ||||||
Scythe of Dust | Melee | Melee | +3 | -4 | 3 | Each time the bearer fights, it makes 4 additional attacks with this weapon and no more than 4 attacks can be made with this weapon. |
Each time the bearer fights, it makes 4 additional attacks with this weapon and no more than 4 attacks can be made with this weapon. | ||||||
Scythe of the Nightbringer | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Scythe of the Nightbringer | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Reaping sweep | ||||||
- Reaping sweep | Melee | Melee | User | -3 | 1 | Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1. |
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1. | ||||||
- Entropic blow | ||||||
- Entropic blow | Melee | Melee | x2 | -4 | D6 | Each time an attack is made with this weapon profile, invulnerable saving throws cannot be made against that attack. |
Each time an attack is made with this weapon profile, invulnerable saving throws cannot be made against that attack. | ||||||
Scythed limbs | ||||||
Scythed limbs | Melee | Melee | User | -1 | 1 | - |
Spear of the Void Dragon (melee) | ||||||
Spear of the Void Dragon (melee) | Melee | Melee | +3 | -4 | D6 | Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of D3+3. |
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of D3+3. | ||||||
Staff of light (melee) | ||||||
Staff of light (melee) | Melee | Melee | User | -2 | 1 | - |
Staff of Stars (melee) | ||||||
Staff of Stars (melee) | Melee | Melee | User | -2 | 1 | Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon. |
Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon. | ||||||
Staff of the Destroyer (melee) | ||||||
Staff of the Destroyer (melee) | Melee | Melee | +1 | -3 | 2 | - |
Staff of Tomorrow | ||||||
Staff of Tomorrow | Melee | Melee | User | -3 | D3 | Each time an attack is made with this weapon, invulnerable saving throws cannot be taken against that attack. |
Each time an attack is made with this weapon, invulnerable saving throws cannot be taken against that attack. | ||||||
Stalker’s forelimbs | ||||||
Stalker’s forelimbs | Melee | Melee | User | -2 | 3 | - |
Titanic forelimbs | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Titanic forelimbs | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Impaling strike | ||||||
- Impaling strike | Melee | Melee | x2 | -3 | 5 | - |
- Reaping sweep | ||||||
- Reaping sweep | Melee | Melee | User | -1 | 2 | Make 2 hit rolls for each attack made with this weapon. |
Make 2 hit rolls for each attack made with this weapon. | ||||||
Tomb sentinel claws | ||||||
Tomb sentinel claws | Melee | Melee | +1 | -2 | 2 | - |
Tomb stalker claws | ||||||
Tomb stalker claws | Melee | Melee | +1 | -2 | 2 | - |
Vicious claws | ||||||
Vicious claws | Melee | Melee | +2 | -2 | 2 | - |
Voidblade | ||||||
Voidblade | Melee | Melee | User | -3 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
+10 Voidscythe | ||||||
+10 Voidscythe | Melee | Melee | x2 | -4 | 3 | Each time an attack is made with this weapon, subtract 1 from that attack's hit roll. |
Each time an attack is made with this weapon, subtract 1 from that attack's hit roll. | ||||||
+0..5 Warscythe | ||||||
+0..5 Warscythe | Melee | Melee | +2 | -4 | 2 | - |
Whip coils | ||||||
Whip coils | Melee | Melee | User | -1 | 1 | Each time an attack is made with this weapon, make 2 hit rolls instead of 1. |
Each time an attack is made with this weapon, make 2 hit rolls instead of 1. |
OTHER WARGEAR | ABILITIES | ||||||
Canoptek cloak | |||||||
The bearer has a Move characteristic of 10" and the FLY keyword. In addition, at the end of your Movement phase, you can repair one friendly <DYNASTY> model within 3" of this model. That model regains up to D3 lost wounds. Each model can only be repaired once per turn. | |||||||
Canoptek cloak | The bearer has a Move characteristic of 10" and the FLY keyword. In addition, at the end of your Movement phase, you can repair one friendly <DYNASTY> model within 3" of this model. That model regains up to D3 lost wounds. Each model can only be repaired once per turn. | ||||||
+10 Canoptek control node | |||||||
The bearer has the following ability: ‘Control Node (Aura): While a friendly CANOPTEK unit is within 6" of this model, each time a model in that unit makes an attack, add 1 to that attack's hit roll.’ | |||||||
+10 Canoptek control node | The bearer has the following ability: ‘Control Node (Aura): While a friendly CANOPTEK unit is within 6" of this model, each time a model in that unit makes an attack, add 1 to that attack's hit roll.’ | ||||||
Dispersion shield | |||||||
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer. | |||||||
Dispersion shield | The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer. | ||||||
+5 Fabricator claw array | |||||||
At the end of your Movement phase, the bearer can repair one friendly VEHICLE model within 3" of it. That model regains up to D3 lost wounds. Each model can only be repaired once per turn. | |||||||
+5 Fabricator claw array | At the end of your Movement phase, the bearer can repair one friendly VEHICLE model within 3" of it. That model regains up to D3 lost wounds. Each model can only be repaired once per turn. | ||||||
+0..5 Gloom prism | |||||||
In your opponent's Psychic phase, the bearer's unit can attempt to deny one psychic power as if it were a PSYKER. | |||||||
+0..5 Gloom prism | In your opponent's Psychic phase, the bearer's unit can attempt to deny one psychic power as if it were a PSYKER. | ||||||
+3 Nebuloscope | |||||||
Each time the bearer makes a ranged attack, the target does not receive the benefits of cover against that attack. | |||||||
+3 Nebuloscope | Each time the bearer makes a ranged attack, the target does not receive the benefits of cover against that attack. | ||||||
+0..5 Phylactery | |||||||
Each time this model uses its Living Metal ability, it regains up to D3 lost wounds instead of 1. | |||||||
+0..5 Phylactery | Each time this model uses its Living Metal ability, it regains up to D3 lost wounds instead of 1. | ||||||
+25..30 Resurrection Orb | |||||||
Once per battle, in your Command phase, the bearer can use its resurrection orb. If it does, select one friendly <DYNASTY> unit within 6" of the bearer that is not at its Starting Strength and has not had its reanimation protocols enacted this phase. That unit's reanimation protocols are enacted, and every destroyed model in that unit begins to reassemble. | |||||||
+25..30 Resurrection Orb | Once per battle, in your Command phase, the bearer can use its resurrection orb. If it does, select one friendly <DYNASTY> unit within 6" of the bearer that is not at its Starting Strength and has not had its reanimation protocols enacted this phase. That unit's reanimation protocols are enacted, and every destroyed model in that unit begins to reassemble. | ||||||
+3 Shadowloom | |||||||
The bearer has a 5+ invulnerable save. | |||||||
+3 Shadowloom | The bearer has a 5+ invulnerable save. | ||||||
+3 Shieldvanes | |||||||
The bearer has a Save characteristic of 3+. | |||||||
+3 Shieldvanes | The bearer has a Save characteristic of 3+. |
Below you will find a glossary that contains a number of terms used in this Codex. These are intended to provide precise definitions to help resolve some of the more complex rules interactions that may arise, and players should feel under no obligation to memorise this list.
This section also includes a bullet-pointed summary of a number of Necrons rules. In most games, you may find referencing this summary is all you need to resolve a rule, but if not, follow the page reference to read the entirety of the rule.
The THE SILENT KING keyword is used in the following Necrons datasheets:
The CANOPTEK DOOMSTALKER keyword is used in the following Necrons datasheets:
The DYNASTIC AGENT keyword is used in the following Necrons datasheets:
The C’TAN SHARD keyword is used in the following Necrons datasheets:
The NECRONS and CHARACTER keywords are used in the following Necrons datasheets:
The datasheets using UNALIGNED keyword can be found in the following Factions:
Unaligned: Unaligned.The UNALIGNED keyword is used in the following datasheets:
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The Necrons' semi-sentient metal skin lets them heal mid-battle.
At the start of your Command phase, each model in this unit regains 1 lost wound.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. Witchlights 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.
Each time an enemy unit shoots or fights, after it makes its attacks, if any models in this unit were destroyed as a result of those attacks but this unit was not destroyed, this unit's reanimation protocols are enacted and those destroyed models begin to reassemble.CONDUIT OF STARS
At this gun's heart lies a condensed particle-prison within which the dying heart of a star writhes in endless death throes. Though vast power must be expended to contain this volatile star-fragment, bleeding off even the merest flickers of its energies produces lethal blasts.
MEPHRIT model only. This Relic replaces a relic gauss blaster and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Conduit of Stars | |||||
Conduit of Stars | 36" | Rapid Fire 3 | 6 | -2 | 2 |
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VOLTAIC STAFF
The Voltaic Staff is the pinnacle of the art of aethermancy. Blazing arcs of lightning continuously ripple down the shaft of this onyx stave, and the bearer can send these electrostatic beams hurtling towards their enemies with fearsome rapidity. Living targets are enveloped in a searing halo of bone charring voltage, while vehicles find their guidance systems burned out and their hulls peeled open.
Model with a staff of light only. This Relic replaces a staff of light and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
The Voltaic Staff (shooting) | |||||
The Voltaic Staff (shooting) | 18" | Assault 4 | 6 | -2 | 2 |
Abilities (shooting): Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits. | |||||
The Voltaic Staff (melee) | |||||
The Voltaic Staff (melee) | Melee | Melee | +1 | -2 | 2 |
The PHAERON keyword is used in the following Necrons datasheets:
The OVERLORD keyword is used in the following Necrons datasheets:
The LORD keyword is used in the following Necrons datasheets:
The Necron nobility 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.
1. Protocol of the Eternal Guardian Temporary dimensional shielding flickers into being around the Necrons as they stand tall upon the battlefield like graven statues.
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2. Protocol of the Sudden Storm Arcing energies leap from one Necron unit to the next, lending speed to their limbs and causing their eye lenses to blaze.
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3. Protocol of the Vengeful Stars Criss-cross fire leaps from the Necron ranks, forming a blazing corona of deadly energy from which there can be no escape.
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4. Protocol of the Hungry Void The Necrons strike with data-augmented accuracy, their murderous attacks as inescapable as the killing cold of space.
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5. Protocol of the Undying Legions At a hissing static signal, nanoscarabs are released in boiling black clouds that whirl about the legions and effect constant repairs.
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6. Protocol of the Conquering Tyrant The legions employ the strategies of their masters in perfect synchronicity, laying down hails of mechanically coordinated fire.
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The INFANTRY keyword is used in the following Necrons datasheets:
The CANOPTEK keyword is used in the following Necrons datasheets:
The NOBLE keyword is used in the following Necrons datasheets:
The VEHICLE keyword is used in the following Necrons datasheets:
Vast and sprawling are the treasure vaults of this legions dynasty, and richly appointed are their noble leaders when in battle.
The NECRONS and OVERLORD keywords are used in the following Necrons datasheets:
This dynasty's phaeron has sent out their chosen nemesor, imbuing them with regal and absolute power to act in their stead.
In a show of arrogant superiority, the Necrons' leader has brought the cream of their noble allies to war at their side.
The CRYPTEK keyword is used in the following Necrons datasheets:
Some Crypteks have been studying their craft much longer than even their long-lived peers. Such creatures have vast repositories of technoarkana and frequently go into battle carrying several useful pieces of equipment about their metallic body.
The CANOPTEK SCARAB SWARMS keyword is used in the following Necrons datasheets:
The Necrons are unparalleled masters of technological lore, and can even bend the dimensions of space to suit their whims.
During deployment, you can set up this unit in a hyperspace dimension instead of setting it up on the battlefield. If you do, then 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" away from any enemy models.Canoptek Scarabs swoop from translocation portals, appearing in the midst of the foe in an unstoppable tide.
Masters of teleportation technology, the Nephrekh ride into battle upon blinding beams of light from deep within their armoured tomb complexes.
The LOKHUST DESTROYERS keyword is used in the following Necrons datasheets:
The LOKHUST HEAVY DESTROYERS keyword is used in the following Necrons datasheets:
Those who face the Lokhust Destroyers in battle find themselves overwhelmed by a fusillade of deadly disintegrating energy beams.
The GHOST ARK keyword is used in the following Necrons datasheets:
In response to pre-programmed parameters, this Ghost Ark diverts additional power to rapidly repairing and re-deploying the fallen Necron soldiery that it has harvested from the battlefield.
The NECRONS and VEHICLE keywords are used in the following Necrons datasheets:
Driven by Cryptek manipulation, a key Necron war engine activates backup systems in order to fulfil its crucial pre-aligned role in the wider battle plan.
Battling its imprisonment, this C'tan Shard shows a flicker of will as it moulds its powers anew to the alarm of friend and foe alike.
The TECHNOMANCER keyword is used in the following Necrons datasheets:
Focusing all of its talents, this Technomancer drags rank upon rank of sundered Necron soldiery back to their feet.
The DESTROYER CULT keyword is used in the following Necrons datasheets:
The Necrons possess swarms of minute nanoscarabs that feed off code and electrical power and rapidly reproducing.
Every now and again, the killing urge infecting these warriors lifts, and a semblance of tactical acumen returns, before the efficient butchery begins anew.
The CANOPTEK SPYDERS keyword is used in the following Necrons datasheets:
Canoptek Spyders are generally docile creatures, diligently maintaining their tomb complex. However, when roused to battle, their aggression engrams ensure they are truly formidable foes.
The CANOPTEK WRAITHS keyword is used in the following Necrons datasheets:
Destructive engrams are encoded at the heart of all Canoptek constructs, turning them from seemingly passive caretakers to vicious defenders at a signal pulse. Canoptek Wraiths are particularly dangerous, harbouring the capacity for especially callous and dispassionate killing.
The OPHYDIAN DESTROYERS keyword is used in the following Necrons datasheets:
Writhing and hissing, these Ophydian Destroyers plunge back into the bedrock with slashing claw strokes and flickering dimensional displacements. The foe look on fearfully, knowing that the murderous androids will not remain buried for long.
Obeying recall protocols, this unit step into a temporary dimensional displacement tunnel and re-emerge from the eternity gate of a nearby Monolith.
Engaging a secondary prismatic filter built into its invasion beam projector, the Necron construct splits the skin of realspace with multiple dimensional doorways from which the dynastic legions advance.
As the powers of this C'tan Shard reshape reality, its aftershocks roll across the battlefield, triggering further cosmic phenomena.
Mindshackle scarabs are one of the Necrons’ chief methods of controlling alien races.
The CANOPTEK PLASMACYTE keyword is used in the following Necrons datasheets:
When Annihilation Legions go to war they ensure that a ready supply of Canoptek Plasmacytes accompany them, prepared to energise their forces.
The HYPERSPACE HUNTER keyword is used in the following Necrons datasheets:
With hunters' instincts honed over aeons, the Deathmarks pounce precisely at the moment their prey enter battle, gunning them down before they can even act.
Many Szarekhan bear finely worked noctilith chest-ankhs that create an ambient counter-empyric field that deadens the abilities of even the most powerful psykers.
Crypteks ensure that the equipment of their charges is maintained in immaculate working order, guaranteeing perfect performance levels when required.
The DOOM SCYTHE keyword is used in the following Necrons datasheets:
As the Doom Scythe screams overhead, its foes search for any cover lest they too be disintegrated in the ensuing onslaught.
Molecular disintegration emitters activate within these Necrons' weapons even as they open fire, flaying away additional layers of enemy armour in explosive eruptions of glowing dust.
Lokhust Destroyers have sacrificed every last ember of their souls in order to pursue the eradication of all mortal life.
The TOMB BLADES keyword is used in the following Necrons datasheets:
Augmentative targeting routines have been pre-programmed into these Tomb Blades' strategic engagement protocols, holding the craft momentarily level as they lock on to their victims and unleash a withering barrage of fire.
The TRIARCH keyword is used in the following Necrons datasheets:
Those who defy the will of the Final Triarch are subject to swift and merciless retribution.
Leaping and coiling about its target with malicious pseudo-sentience, the living lightning of these tesla weapons coils outward like a slavers whip to lash at yet more nearby victims.
The CORE and INFANTRY keywords are used in the following Necrons datasheets:
The Necron soldiery stride forward, tracking their targets and unleashing volley after volley with merciless efficiency.
Many Necron weapons contain pulsing orbs, within which is bound the awesome power of a solar flare.
Guided by the painstaking predictions of a conclave of astromancers, this shot strikes inescapably true.
Molecular disintegration emitters activate within these Necrons’ weapons, flaying away additional layers of enemy armour.
The Necrons have access to dark and terrible technologies that they can fold into their warriors weapons with horrifying ease, enabling them to overcome the most sophisticated enemy defences.
The Sautekh Dynasty excel in systematic killing, marking each target then concentrating their fury upon it until it is completely obliterated.
The NIHILAKH and INFANTRY keywords are used in the following Necrons datasheets:
The Nihilakh seek to rule the galaxy, and once they have claimed a domain it is almost impossible to drive them from it.
The Mephrit seek not merely to defeat their foes, but to entirely expunge them from the face of the galaxy.
Crypteks are able to enhance the energy cores of their guardians’ weaponry, allowing energy beams to be maintained on a target for longer, cutting through even the densest armour.
The long-legged Doomstalkers stride at a stately pace through the packed masses of their allies, every burst of energy from their weaponry punctuated with the explosive atomisation of the foe.
The NECRONS and QUANTUM SHIELDING keywords are used in the following Necrons datasheets:
Necron quantum shielding is a true marvel of techno-arcana, phasing into existence at the moment of impact and capable of adaptive remodulation to diffuse and deflect even the most powerful enemy attacks.
The CANOPTEK REANIMATOR keyword is used in the following Necrons datasheets:
Canoptek Reanimators can quickly re-prioritise which warriors are in greatest need of their healing beams.
The FLAYED ONES keyword is used in the following Necrons datasheets:
These Flayed Ones have drawn the crawling shadows of their charnel realm through the veil with them. Now, they slink ever closer to the enemy, their red eyes glowing like eerie lanterns from amidst coiling curtains of ice-cold darkness.
The SKORPEKH DESTROYERS keyword is used in the following Necrons datasheets:
The SKORPEKH LORD keyword is used in the following Necrons datasheets:
Skorpekh Destroyers carom into battle with a spiralling gait that allows them to deflect enemy shots with their whirling blades.
Destroyers are never stationary when hunting, their modified bodies hurtling at high speed towards their next victim, eager to erase them from existence.
For the Destroyers, it is not enough to simply use their weaponry to slay their foes. Their weighty metallic limbs make excellent bludgeons, crushing their foes beneath them.
Should danger threaten, Canoptek constructs are compelled by their programming to surge selflessly to their masters' aid.
With every clenched fist, searing gaze and contemptuous gesture, the C'tan Shard obliterates from existence the matter that comprises its enemies.
Lychguard are the ultimate bodyguards; they never tire, never give a thought to their own safety over that of their master and fight all the harder as the danger to that master grows greater.
The NECRONS and CORE keywords are used in the following Necrons datasheets:
The thrumming aura of negative energy known as a disruption field warps and dissolves both armour and flesh.
If enabled, the self-destruct protocols of Canoptek Scarabs cause them to explode in a hail of razor-sharp armour fragments.
The thrumming aura of negative energy known as a disruption field warps and dissolves both armour and flesh.
Driven into a grotesque frenzy by the hot gore sluicing through their innards, the Flayed Ones lay about themselves wildly with their vicious talons.
Flayed Ones frequently haunt the shadows, waiting for unsuspecting foes to approach before appearing as if from nowhere in a flurry of deadly blades.
Anointed in the spurting blood of the foe, the movements of the Novokh legions become ever more swift, purposeful and deadly.
Ophydian Destroyers utilise their dimensional displacement abilities to momentarily phase their weapons out of reality before reforming them inside their foe, bypassing armour and energy fields before pulling them free in a shower of gore.
The DESTROYER CULT and CHARACTER keywords are used in the following Necrons datasheets:
As they are laid low, the lords of the Annihilation Legion lash out at all around them, desperate to end all life, even as their own is threatened.
Canoptek Wraiths will strive to protect their masters, even sacrificing their own forms to ensure the destruction of the foe.
Necron nobles are jealously protective of their armoury - should foes destroy such a jewel of the dynastic hoard, they risk triggering vengeance protocols intended to demonstrate the Necrons' displeasure in an explosive fashion.
The NECRONS, INFANTRY and NOBLE keywords are used in the following Necrons datasheets:
The NECRONS, INFANTRY and CRYPTEK keywords are used in the following Necrons datasheets:
Necron rulers possess sophisticated self-repair systems that can reknit their corporeal forms after even the most grievous wounds.
The and CHARACTER keywords are used in the following Necrons datasheets:
Should their masters be slain, vengeance sub-protocols within Canoptek Doomstalkers are triggered. The looming machines swing their guns to bear upon those who struck the killing blow.
The CHARACTER keyword is used in the following Necrons datasheets:
Utilising ancient energy prioritisation technologies, Necron reanimation protocols are overcharged and rank upon rank of sundered Necron soldiery return to their feet.
Necron rulers possess sophisticated self-repair systems that can reknit their corporeal forms after even the most grievous wounds.
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Crypteks are forever inventing, seeking to bend the laws of the material universe to their whims by shackling those forces within devices that stand testament to their subjugation of the living cosmos. Here is but the latest product of that endless quest.
The PSYCHOMANCER keyword is used in the following Necrons datasheets:
The CHRONOMANCER keyword is used in the following Necrons datasheets: