Necrons – C’tan Shard of the Deceiver
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18

C’tan Shard of the Deceiver

NoNAME  M WS BS S T W A Ld Sv Base
300
C’tan Shard of the Deceiver (base: 40mm)
1
300
C’tan Shard of the Deceiver
8" 2+ 2+ 6 7 9 5 10 4+ 40mm
The C’tan Shard of the Deceiver is equipped with: golden fists. Your army can only include one C’TAN SHARD OF THE DECEIVER model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Golden fists
Golden fists
Melee
Melee
User
-3
3
-
ABILITIES
ABILITIES
Living Metal, Dimensional Translocation
Grand Illusion: At the start of the first battle round, you can select up to three friendly NECRONS units. Remove those units from the battlefield, then set them up anywhere on the battlefield that is wholly within your deployment zone. If the mission uses the Strategic Reserves rules, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first.
Enslaved Star God: This model can never have a Relic or a Warlord Trait. In addition, enemy models can ignore the Look Out, Sir rule when selecting this model as the target of a ranged attack.
Misdirection: Each time an attack is made against this model, subtract 1 from the hit roll.
Necrodermis: This model has a 4+ invulnerable save. In addition, this model cannot lose more than 3 wounds in the same phase. Any wounds that would be lost after that point are not lost.
Reality Unravels: When this model is destroyed, roll one D6 before removing it from play. On a 4+ it explodes, and each unit within 6" suffers D3 mortal wounds.
This model knows the Cosmic Insanity C’tan Power and one other C’tan Power selected from the Powers of the C’tan. At the end of your Movement phase, if this model did not Advance or Fall Back that phase, it can use two of the C’tan Powers it knows. It cannot use the same C’tan Power more than once per turn.
FACTION KEYWORDS: NECRONS
KEYWORDS: MONSTER, CHARACTER, FLY, C’TAN SHARD, C’TAN SHARD OF THE DECEIVER

Datasheet-related Stratagems

RESURRECTION PROTOCOLS2CP
Necrons – Boarding Actions – Epic Deed Stratagem

Necron rulers possess sophisticated self-repair systems that can reknit their corporeal forms after even the most grievous wounds.

Use this Stratagem in any phase, when a NECRONS CHARACTER model from your army is destroyed. You can choose to roll one D6 at the end of the phase instead of using any rules that are triggered when that model is destroyed (e g. the Surrogate Hosts ability). If you do so, then on a 4+, set that model back up on the battlefield as close as possible to where they were destroyed and more than 1" away from any enemy models, with D3 wounds remaining. This Stratagem cannot be used to set the same model back up more than once per battle.
STRANGE ECHOES1CP
Necrons – Epic Deed Stratagem

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.

Use this Stratagem in your Command phase. Select one C'TAN SHARD model from your army. Select one of the powers from the Powers of the C'tan that the model does not know. The selected power replaces one of the Powers of the C'tan that the model does know.
DIMENSIONAL DESTABILISATION2CP/1CP
Necrons – Epic Deed Stratagem

As the powers of this C'tan Shard reshape reality, its aftershocks roll across the battlefield, triggering further cosmic phenomena.

Use this Stratagem at the end of your Movement phase, when a C'TAN SHARD model from your army has used a Power of the C'tan. Roll one D6; that model can immediately use the corresponding power from the Powers of the C'tan, even if it has already been used this turn. If that model has the TITANIC keyword, this Stratagem costs 2CP; otherwise it costs 1CP.
ENTROPIC STRIKE2CP
Necrons – Epic Deed Stratagem

With every clenched fist, searing gaze and contemptuous gesture, the C'tan Shard obliterates from existence the matter that comprises its enemies.

Use this Stratagem in the Fight phase, when a C'TAN SHARD model from your army is selected to fight. Until the end of the phase, each time a melee attack is made by that model, invulnerable saving throws cannot be taken against that attack.
NANOSCARAB VIRUS2CP
Necrons – Boarding Actions – Strategic Ploy Stratagem

The Necrons possess swarms of minute nanoscarabs that feed off code and electrical power and rapidly reproducing.

Use this Stratagem in your Command phase. Select one NECRONS CHARACTER unit from your army (excluding DESTROYER CULT units). Close every open Hatchway that is within 3" of that unit. You can only use this Stratagem once.
MINDSHACKLE SCARABS1CP
Necrons – Boarding Actions – Strategic Ploy Stratagem

Mindshackle scarabs are one of the Necrons’ chief methods of controlling alien races.

Use this Stratagem at the end of your Movement phase. Select one enemy unit within 12" of a NECRONS CHARACTER model from your army. Roll 3D6: if the result is greater than that unit’s Leadership characteristic, then until the start of your next Movement phase, that unit is mindshackled. While a unit is mindshackled:
  • Halve the Move characteristic of models in that unit.
  • That unit cannot perform actions other than the Operate Hatchway action (if it is currently performing an action, it immediately fails), cannot fire Overwatch and is no longer Set to Defend.
DISRUPTION FIELDS1CP
Necrons – Boarding Actions – Wargear Stratagem

The thrumming aura of negative energy known as a disruption field warps and dissolves both armour and flesh.

Use this Stratagem in the Fight phase, when a NECRONS unit from your army is selected to fight. Until the end of the phase, add 1 to the Strength characteristic of models in that unit.

Powers of the C’tan

Unique C’tan Powers

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.


Powers of the C’tan

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".

Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Living Metal

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.

The C’TAN SHARD keyword is used in the following Necrons datasheets:

Lords of War
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.

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

Engagement Range
When measuring to see if one model is within Engagement Range of another, if the shortest line between those two models passes through an open Hatchway, then those models are within Engagement Range if they are within 2" of one another, as shown below.


  • Both Models B and C are within Engagement Range of Model A, as the shortest distance between them passes through an open Hatchway and they are within 2" of one another.
  • However, Model D is not within 2" of Model A and so these two are not within Engagement Range.
Operate Hatchway
One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase if they are within 1" of a Hatchway. This action can be performed by any unit that is not within Engagement Range of any enemy models, even if that unit is being affected by a rule that would normally prevent it from performing actions. The action is completed at the end of your Movement phase if no enemy models are within 1" of that Hatchway. If there are any enemy models within 1" of that Hatchway, your opponent can attempt to prevent the action from being completed. If they do so, roll off with your opponent; each player adds the Strength characteristic of one of their models that is within 1" of that Hatchway to their respective scores. If you win, the action is completed; otherwise, the action fails. If completed, that Hatchway opens (if it was closed) or closes (if it was open).

If a Hatchway opens and units on opposite sides of that Hatchway now find themselves within Engagement Range of each other, then those units will be eligible to fight during the subsequent Fight phase, but neither of those units count as having made a charge move this turn.


Before opening the Hatchway, Model A and Model B are not within Engagement Range of one another.


After Model A opens the Hatchway, it is within Engagement Range of Model B as the shortest distance between them passes through an open Hatchway and they are within 2" of one another. In the following Fight phase, both units will be eligible to fight, but Model A’s unit will not count as having charged that turn.
Set to Defend
One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase. The action is completed at the end of your turn. If completed, until the end of your opponents next turn, that unit is said to have Set to Defend. While a unit is Set to Defend, each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.

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Dimensional Translocation

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.
Look out, Sir
Models cannot target a unit that contains any CHARACTER models with a Wounds characteristic of 9 or less with a ranged weapon while that CHARACTER unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more VEHICLE or MONSTER models with a wounds characteristic of 10 or more.
  • A friendly non-CHARACTER unit that contains 1 or more VEHICLE or MONSTER models.
  • A friendly non-CHARACTER unit that contains 3 or more models.
In all cases, if that CHARACTER unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that CHARACTER unit is the closest enemy unit to the firing model, ignore other enemy units that contain any CHARACTER models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy CHARACTER with 9 or less wounds while it is within 3" of a friendly unit that contains 1 MONSTER, 1 VEHICLE or 3+ other models (excluding CHARACTER models with 9 or less wounds) unless it is the closest target.

The C’TAN SHARD keyword is used in the following Necrons datasheets:

Lords of War

The TESSERACT VAULT keyword is used in the following Necrons datasheets:

Lords of War

The C’TAN SHARD OF THE DECEIVER keyword is used in the following Necrons datasheets:

© Vyacheslav Maltsev 2013-2023