Necrons – C’tan Shard of the Void Dragon
This datasheet does not meet the selection criteria (see Settings tab).
18

C’tan Shard of the Void Dragon

NoNAME  M WS BS S T W A Ld Sv Base
350
C’tan Shard of the Void Dragon (base: 80mm)
1
350
C’tan Shard of the Void Dragon
8" 2+ 2+ 6 7 9 5 10 3+ 80mm
The C’tan Shard of the Void Dragon is equipped with: Spear of the Void Dragon; Canoptek tail blades. Your army can only include one C’TAN SHARD OF THE VOID DRAGON model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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.
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.
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.
ABILITIES
ABILITIES
Living Metal
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.
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.
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.
Matter Absorption: At the end of each phase, roll one D6 for each enemy VEHICLE model destroyed as a result of an attack made by this model or a C’tan Power used by this model that phase: for each 2+, this model regains 1 lost wound (to a maximum of 3 regained wounds per phase).
POWERS OF THE C’TAN
POWERS OF THE C’TAN
This model knows the Voltaic Storm C’tan Power and one other C’tan Power 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 VOID DRAGON

Datasheet-related Stratagems

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.

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.
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.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
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 VOID DRAGON keyword is used in the following Necrons datasheets:

© Vyacheslav Maltsev 2013-2022