Necrons – Skorpekh Lord
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7

Skorpekh Lord

NoNAME  M WS BS S T W A Ld Sv Base
130
Skorpekh Lord (base: 60mm)
1
130
Skorpekh Lord
8" 2+ 2+ 6 6 6 4 10 3+ 60mm
A Skorpekh Lord is equipped with: enmitic annihilator; flensing claw; hyperphase harvester.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Enmitic annihilator
Enmitic annihilator
18"
Assault 2D3
6
-1
1
Blast
Blast
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.
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.
ABILITIES
ABILITIES
Living Metal, Command Protocols
United in Destruction (Aura): While a friendly DESTROYER CULT unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.
Phase Shifter: This model has a 4+ invulnerable save.
Hardwired for Destruction: Each time this model makes an attack, re-roll a hit roll of 1.
FACTION KEYWORDS: NECRONS, DESTROYER CULT,
KEYWORDS: INFANTRY, CHARACTER, SKORPEKH LORD

Datasheet-related Stratagems

BLOOD RITES1CP
Novokh – Battle Tactic Stratagem

Anointed in the spurting blood of the foe, the movements of the Novokh legions become ever more swift, purposeful and deadly.

Use this Stratagem in the Fight phase, when a NOVOKH unit from your army is selected to fight. Until the end of the phase, add 1 to the Attacks characteristic of models in that unit.
METHODICAL DESTRUCTION2CP
Sautekh – Battle Tactic Stratagem

The Sautekh Dynasty excel in systematic killing, marking each target then concentrating their fury upon it until it is completely obliterated.

Use this Stratagem in your Shooting phase, after a SAUTEKH unit from your army has finished making its attacks. Select one enemy unit that was targeted by an attack made by a model in that unit this phase. Until the end of the phase, each time an attack is made by a model in another friendly SAUTEKH unit against that enemy unit, add 1 to that attack’s hit roll.
SWIFT DISMEMBERMENT1CP
Annihilation Legion – Battle Tactic Stratagem

Destroyers are never stationary when hunting, their modified bodies hurtling at high speed towards their next victim, eager to erase them from existence.

Use this Stratagem in your Charge phase. Select one DESTROYER CULT unit from your army. Until the end of the turn, that unit is eligible to charge in a turn in which it Advanced.
TECHNO-ORACULAR TARGETING1CP
Necrons – Battle Tactic Stratagem

Guided by the painstaking predictions of a conclave of astromancers, this shot strikes inescapably true.

Use this Stratagem in your Shooting phase, before making the wound roll for an attack made by a NECRONS model from your army. Do not make a wound roll for that attack: it automatically wounds the target.
SHIELD-PIERCER PROJECTORS1CP
Necrons – Boarding Actions – Epic Deed Stratagem

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.

Use this Stratagem in your Shooting phase, when a NECRONS model from your army shoots with a ranged weapon. Until the end of the phase, each time that model makes an attack with that weapon, invulnerable saving throws cannot be taken against that attack.
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.
MURDEROUS DEMISE2CP
Annihilation Legion – Epic Deed Stratagem

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.

Use this Stratagem in the Fight phase, when a CHARACTER model from your army that has not already been selected to fight this phase is destroyed, instead of using any other abilities that trigger when that model is destroyed. Do not remove that model from play - after the attacking model’s unit has finished making attacks, that destroyed model can either shoot as if it were your Shooting phase, or be selected to fight. After resolving the destroyed model’s attacks, it is then removed.
DYNASTIC HEIRLOOMS1CP
Necrons – Requisition Stratagem

Vast and sprawling are the treasure vaults of this legions dynasty, and richly appointed are their noble leaders when in battle.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the NECRONS keyword. Select one NECRONS CHARACTER model (excluding C'TAN SHARD models) in your army and give them one Relic (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
RAREFIED NOBILITY1CP
Necrons – Requisition Stratagem

In a show of arrogant superiority, the Necrons' leader has brought the cream of their noble allies to war at their side.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the NECRONS keyword. Select one NECRONS CHARACTER model (excluding C'TAN SHARD models) in your army and determine one Warlord Trait for that model (this must be a Warlord Trait they can have); that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
TALENT FOR ANNIHILATION1CP
Mephrit – Strategic Ploy Stratagem

The Mephrit seek not merely to defeat their foes, but to entirely expunge them from the face of the galaxy.

Use this Stratagem in your Shooting phase, when a MEPHRIT unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage (a maximum of 3 mortal wounds can be inflicted per phase via this Stratagem).
TRANSLOCATION CRYPT1CP
Nephrekh – Strategic Ploy Stratagem

Masters of teleportation technology, the Nephrekh ride into battle upon blinding beams of light from deep within their armoured tomb complexes.

Use this Stratagem before the battle when declaring reserves and transports (if you are playing a mission without this step, use this Stratagem during deployment instead). Select one NEPHREKH unit (excluding VEHICLE or MONSTER units) from your army. That unit gains the Dimensional Translocation ability.
RECLAIM A LOST EMPIRE1CP
Nihilakh – Strategic Ploy Stratagem

The Nihilakh seek to rule the galaxy, and once they have claimed a domain it is almost impossible to drive them from it.

Use this Stratagem in your Shooting phase. Select one NIHILAKH INFANTRY unit from your army that is currently performing an action. That unit can still shoot this phase without that action failing.
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.
A MOMENT OF CLARITY2CP
Annihilation Legion – Strategic Ploy Stratagem

Every now and again, the killing urge infecting these warriors lifts, and a semblance of tactical acumen returns, before the efficient butchery begins anew.

Use this Stratagem in your Command phase. Select one ANNIHILATION LEGION unit from your army. Until the start of your next Command phase, that unit has the Objective Secured ability.
SOLAR PULSE1CP
Necrons – Wargear Stratagem

Many Necron weapons contain pulsing orbs, within which is bound the awesome power of a solar flare.

Use this Stratagem in your Shooting phase. Select one enemy unit. Until the end of the phase, each time a model in a NECRONS unit from your army makes a ranged attack against that enemy unit, the target does not receive the benefits of cover against that attack.
WHIRLING ONSLAUGHT1CP
Necrons – Wargear Stratagem

Skorpekh Destroyers carom into battle with a spiralling gait that allows them to deflect enemy shots with their whirling blades.

Use this Stratagem in any phase, when a SKORPEKH DESTROYERS or SKORPEKH LORD unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract l from that attack's wound roll.
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.
EMPYRIC DAMPING1CP
Szarekhan – Wargear Stratagem

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.

Use this Stratagem in your opponent’s Psychic phase, when an enemy PSYKER attempts to manifest a psychic power within 18" of a SZAREKHAN unit from your army. Roll one D6: on a 4+, that psychic power is denied.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
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 DYNASTIC AGENT keyword is used in the following Necrons datasheets:

Lords of War

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

Lords of War
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
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.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
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.
Defensible (Set to Defend/Hold Steady)
If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.

If every model in an INFANTRY unit is within 3" of an Obstacle terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it if, were you to draw a straight line, 1mm in thickness, between the closest parts of the bases (or hulls) of the two closest models in the two units, that line would pass over or through that terrain feature.

A unit cannot Hold Steady or Set to Defend while it is within Engagement Range of any enemy units.

If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+. If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range).
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.
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.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound 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 wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
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.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Reanimation Protocols

Should a Necron be slain, its body becomes wreathed in an eerie glow. Crawling limbs reattach. Sundered torsos and smashed skulls reform amidst emerald sparks. 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.

Each time a unit's reanimation protocols are enacted, make Reanimation Protocol rolls for that unit by rolling a number of D6 equal to the combined Wounds characteristics of all the reassembling models. Each Reanimation Protocol roll of 5+ is put into a pool. A Reanimation Protocol roll can never be modified by more than -1 or +1.

If the number of dice in that pool is greater than or equal to the Wounds characteristic of any of the reassembling models, select one of those models to be Reanimated. A Reanimated model:
  • Is added back to its unit with its full wounds remaining.
  • Can only set up within Engagement Range of enemy units that are already within Engagement Range of the Reanimated model's unit.
  • Cannot, if it is your Charge phase, be set up closer to any enemy units that are targets of a charge declared by its unit this phase.
  • No longer counts as having been destroyed for the purposes of Morale tests this turn.
You then reduce the number of dice in that pool by a number equal to the Wounds characteristic of the Reanimated model and repeat this process until either there are no more reassembling models, or the number of dice remaining in the pool is less than the Wounds characteristic of any of the reassembling models. Any models that did not Reanimate fail to reassemble, and any dice remaining in the pool are discarded.

Example: In the Shooting phase, an enemy unit targets and makes its attacks against a 5-strong unit of Lychguard, destroying 3 models and leaving another with only one wound left. The Lychguard units reanimation protocols are enacted, and you now make Reanimation Protocol rolls for it. Each Lychguard has a Wounds characteristic of 2, so you would roll a total of six D6s. If you rolled 1, 3, 4, 5, 5 and 6, you would put three dice into a pool. This pool contains enough dice to Reanimate one of the destroyed models, and so it is set back up on the battlefield. After that model has been Reanimated, there is only one dice remaining in your pool. This is not enough to Reanimate another reassembling Lychguard model, as it is less than the models Wounds characteristic; this dice is therefore discarded.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Command Protocols

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.

If every unit from your army (excluding DYNASTIC AGENT, C’TAN SHARD and UNALIGNED units) is from the same dynasty, and you select a NECRONS CHARACTER model to be your WARLORD, this unit is eligible to benefit from this ability and the following rules apply.

After both sides have deployed, but before you have determined who will have the first turn, you must assign a different one of the command protocols below to each of the first five battle rounds, and note this down secretly on your army roster.

Example: Matts army is led by an Overlord (a NECRONS CHARACTER), and every model in it is from the same dynasty, therefore he must assign command protocols. He selects the following, writing them down on his army roster:
  • Battle Round 1 = 2 (Sudden Storm)
  • Battle Round 2 = 3 (Vengeful Stars)
  • Battle Round 3 = 5 (Undying Legions)
  • Battle Round 4 = 4 (Hungry Void)
  • Battle Round 5+ = 1 (Eternal Guardian)
Designers Note: If you have a set of Necrons Datacards, you can instead assign your command protocols by selecting the five corresponding cards you wish to use and placing them in a face-down deck in an order such that - by turning over the top card at the start of each battle round - you reveal the command protocol that will be active for your army that battle round.


At the start of each battle round, if any NECRONS CHARACTER units from your army are on the battlefield, the command protocol that you assigned to that battle round becomes active for your army until the end of that battle round. Each command protocol is made up of two directives. When a command protocol becomes active for your army, reveal it to your opponent and select one of its directives. Until the assigned command protocol stops being active, while a unit that is eligible to benefit from this ability is on the battlefield, that unit benefits from the selected directive.

In addition, if all units from your army are from the same dynasty (excluding DYNASTIC AGENT, C’TAN SHARD and UNALIGNED units), select one command protocol that has not been assigned to a battle round (there will typically only be one). That command protocol is active in every battle round in addition to the one assigned to that battle round – select which directive your units will benefit from at the start of each battle round. Note that if this additional command protocol is the one described in your dynasty’s code, this means both of its directives apply to all units with this ability in your army in every battle round, in addition to the protocol assigned to that battle round. The available command protocols are shown below.

Designer’s Note: Some rules refer to ‘the active command protocol’, in these instances these rules refer to all command protocols that are active for your army.

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.

  • Directive 1: Each time an attack is made against this unit, if it did not make a Normal Move, Advance or Fall Back this battle round, this unit receives the benefit of Light Cover
  • Directive 2: Each time an enemy unit declares a charge against this unit, if this unit is not within Engagement Range of any enemy units, it can either Hold Steady or Set to Defend.
  • If it Holds Steady, then until the end of the phase, any Overwatch attacks made by models in that unit score hits on unmodified rolls of 5+, instead of 6.
  • If it Sets to Defend, then until the end of the phase, it cannot fire Overwatch, but until the end of the next Fight phase, each time a model in that unit makes a melee attack, add 1 to that attacks hit roll.

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.

  • Directive 1: Add 1" to the Move characteristic of models in this unit.
  • Directive 2: If this unit is performing an action, it can still make attacks with ranged weapons without that action failing.

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.

  • Directive 1: Each time a model in this unit makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
  • Directive 2: Each time a model in this unit makes a ranged attack that targets a unit within half range, the target does not receive the benefits of cover to its saving throw against that attack.

4. Protocol of the Hungry Void

The Necrons strike with data-augmented accuracy, their murderous attacks as inescapable as the killing cold of space.

  • Directive 1: Each time a model in this unit makes a melee attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
  • Directive 2: Each time a model in this unit makes a melee attack, if this unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attacks Strength characteristic.

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.

  • Directive 1: Each time this unit uses its Living Metal ability, each model in this unit regains 1 additional lost wound.
  • Directive 2: Each time you make Reanimation Protocol rolls for this unit, you can re-roll one of the dice.

6. Protocol of the Conquering Tyrant

The legions employ the strategies of their masters in perfect synchronicity, laying down hails of mechanically coordinated fire.

  • Directive 1: Add 3" to the range of this unit’s aura abilities (to a maximum of 12") and increase the range of the following abilities this unit has by 3" (to a maximum of 12"): Lord’s Will; My Will Be Done; Rites of Reanimation.
  • Directive 2: This unit is eligible to shoot in a turn in which it Fell Back, but if it does, then until the end of the turn, each time a model in this unit makes a ranged attack, subtract 1 from that attack’s hit roll.

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.
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.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

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.
Manifesting Psychic Powers
When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.

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

The DESTROYER CULT and CHARACTER keywords are used in the following Necrons datasheets:

The SKORPEKH DESTROYERS keyword is used in the following Necrons datasheets:

The SKORPEKH LORD keyword is used in the following Necrons datasheets:

© Vyacheslav Maltsev 2013-2023