Necrons – Tesseract Vault
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23

Tesseract Vault

NoNAME  M WS BS S T W! A Ld Sv Base
360
Tesseract Vault (base: 120 x 92mm flying base)
1
360
Tesseract Vault
8" 6+ 3+ 8 7 16-30 6 10 2+ 120 x 92mm flying base
6" 6+ 4+ 8 7 9-15 D6 10 2+
4" 6+ 5+ 8 7 1-8 D3 10 2+
A Tesseract Vault is equipped with: 4 tesla spheres.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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.
ABILITIES
ABILITIES
Living Metal
Vengeance of the Enchained: When this model is destroyed, roll one D6 before removing it from play. On a 4+ it explodes, and each unit within 2D6" suffers D6 mortal wounds.
Transtemporal Force Field: This model has a 4+ invulnerable save.
Hovering: Distances are measured to and from either this model's hull or its base, whichever is the closest.
This model knows four C’tan Powers 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 a number of C’tan Powers it knows equal to the number in the table below. It cannot use the same C’tan Power more than once per turn.

Remaining WoundsPowers of the C'tan
16+3
9-152
1-81
FACTION KEYWORDS: NECRONS,
KEYWORDS: VEHICLE, CORE, TITANIC, FLY, C’TAN SHARD, TESSERACT VAULT

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.
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.
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.
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).
STELLAR ALIGNMENT PROTOCOL2CP/1CP
Necrons – Strategic Ploy Stratagem

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.

Use this Stratagem in the Command phase. Select one NECRONS VEHICLE model from your army that has a Wounds characteristic of 10 or more. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use. If that model has the TITANIC keyword, this Stratagem costs 2CP; otherwise it costs 1CP.
PRISMATIC DIMENSIONAL BREACH1CP
Necrons – Strategic Ploy Stratagem

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.

Use this Stratagem in the Reinforcements step of your Movement phase. Select one CORE unit from your army that is in Strategic Reserves, and then select one friendly NIGHT SCYTHE or MONOLITH model that is on the battlefield. Set that CORE unit up anywhere on the battlefield that is wholly within 3" of that NIGHT SCYTHE or MONOLITH model and not within Engagement Range of any enemy units. This Stratagem cannot be used in the first battle round.
CURSE OF THE PHAERON3CP/1CP
Necrons – Strategic Ploy Stratagem

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.

Use this Stratagem in any phase, when a NECRONS VEHICLE model from your army is destroyed. Do not roll to see if that model explodes: it does so automatically. If that model has the TITANIC keyword, this Stratagem costs 3CP; otherwise it costs 1 CP.
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.
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.
DISRUPTION FIELDS1CP
Necrons – 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 CORE 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.
MALEVOLENT ARCING1CP
Necrons – Wargear Stratagem

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.

Use this Stratagem in your Shooting phase, when a NECRONS model from your army targets an enemy unit with a tesla weapon. After making that weapon's attacks, roll one D6 for each other unit within 6" of that enemy unit: on a 4+, the unit being rolled for suffers 1 mortal wound.
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.

Powers of the C’tan

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".

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.
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.
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.
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.
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.

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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.

The and MONOLITH keywords are used in the following Necrons datasheets:

Lords of War

The and NIGHT SCYTHE keywords are used in the following Necrons datasheets:

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

This datasheet has Lords of War Battlefield Role. Full list of Necrons units sharing same Battlefield Role follows:

The TITANIC keyword is used in the following Necrons datasheets:

Tesla sphere used in the following datasheets:

© Vyacheslav Maltsev 2013-2023