Necrons – Datasheets

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7

Anrakyr the Traveller

NoNAME  M WS BS S T W A Ld Sv Base
140
Anrakyr the Traveller (base: 25mm)
1
140
Anrakyr the Traveller
6" 2+ 2+ 6 5 6 4 10 3+ 25mm
Anrakyr the Traveller is equipped with: tachyon arrow; warscythe. Your army can only include one ANRAKYR THE TRAVELLER model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Tachyon arrow
Tachyon arrow
120"
Assault 1
12
-5
D6
The bearer can only shoot with this weapon once per battle.
The bearer can only shoot with this weapon once per battle.
Warscythe
Warscythe
Melee
Melee
+2
-4
2
-
ABILITIES
ABILITIES
Living Metal, Command Protocols
My Will Be Done: In your Command phase, you can select one friendly NECRONS CORE unit within 9" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, add 1 to that attack's hit roll. Each unit can only be selected for this ability once per phase.
Relentless March (Aura): While a friendly NECRONS CORE unit is within 6" of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1" to the Move characteristic of models in that unit.
Phase Shifter: This model has a 4+ invulnerable save.
Lord of the Pyrrhian Legions (Aura): While a friendly NECRONS CORE unit is within 6" of this model, add 1 to the Attacks characteristic of models in that unit.
Mind in the Machine: At the start of your Shooting phase, you can select one enemy VEHICLE model that is visible to and within 12" of this model and roll 3D6 (if the model you selected is TITANIC, roll 2D6 instead). If the result is greater than or equal to the Leadership characteristic of the selected model, you can shoot one of that model’s ranged weapons as if that model was a unit from your army, using this model’s Ballistic Skill characteristic instead of the target model’s.
WARLORD TRAIT!
WARLORD TRAIT!
Implacable Conqueror (Aura): While a friendly <DYNASTY> CORE unit is within 6" of this WARLORD, you can re-roll charge rolls made for that unit.
FACTION KEYWORDS: NECRONS
KEYWORDS: INFANTRY, CHARACTER, NOBLE, DYNASTIC AGENT, OVERLORD, ANRAKYR THE TRAVELLER


9

Catacomb Command Barge

NoNAME  M WS BS S T W A Ld Sv Base
155
Catacomb Command Barge (base: Use model)
1
155
Catacomb Command Barge
12" 2+ 2+ 5 6 9 4 10 3+ Use model
A Catacomb Command Barge is equipped with: gauss cannon; staff of light.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Gauss cannon
+5
Gauss cannon
24"
Heavy 3
6
-3
D3
-
Staff of light (shooting)
Staff of light (shooting)
18"
Assault 3
5
-2
1
-
Tesla cannon
Tesla cannon
30"
Heavy 3
6
0
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Hyperphase sword
Hyperphase sword
Melee
Melee
+1
-3
1
-
Staff of light (melee)
Staff of light (melee)
Melee
Melee
User
-2
1
-
Voidblade
Voidblade
Melee
Melee
User
-3
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+5
Warscythe
+5
Warscythe
Melee
Melee
+2
-4
2
-
OTHER WARGEAR
ABILITIES 
+30
Resurrection Orb
Once per battle, in your Command phase, the bearer can use its resurrection orb. If it does, select one friendly <DYNASTY> unit within 6" of the bearer that is not at its Starting Strength and has not had its reanimation protocols enacted this phase. That unit's reanimation protocols are enacted, and every destroyed model in that unit begins to reassemble.
+30
Resurrection Orb
Once per battle, in your Command phase, the bearer can use its resurrection orb. If it does, select one friendly <DYNASTY> unit within 6" of the bearer that is not at its Starting Strength and has not had its reanimation protocols enacted this phase. That unit's reanimation protocols are enacted, and every destroyed model in that unit begins to reassemble.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model's gauss cannon can be replaced with 1 tesla cannon.
 • This model's staff of light can be replaced with one of the following: 1 hyperphase sword; 1 voidblade; 1 warscythe.
 • This model can be equipped with 1 resurrection orb.
ABILITIES
ABILITIES
Living Metal, Command Protocols
My Will Be Done: In your Command phase, you can select one friendly <DYNASTY> CORE unit within 9" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, add 1 to that attack's hit roll. Each unit can only be selected for this ability once per phase.
Relentless March (Aura): While a friendly <DYNASTY> CORE unit is within 6" of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1" to the Move characteristic of models in that unit.
Quantum Shielding: This model has a 5+ invulnerable save. In addition, each time an attack is made against this model, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the attacker may have.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
Hovering: Distances are measured to and from either this model's hull or its base, whichever is the closest.
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: VEHICLE, CHARACTER, QUANTUM SHIELDING, NOBLE, OVERLORD, FLY, CATACOMB COMMAND BARGE


4

Chronomancer

NoNAME  M WS BS S T W A Ld Sv Base
80
Chronomancer (base: 40mm)
1
80
Chronomancer
8" 3+ 3+ 4 4 4 1 10 4+ 40mm
A Chronomancer is equipped with: aeonstave; chronotendrils.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Aeonstave (shooting)
Aeonstave (shooting)
18"
Assault D3
5
-2
1
Blast. Each time an attack is made with this weapon, invulnerable saving throws cannot be taken against that attack.
Blast. Each time an attack is made with this weapon, invulnerable saving throws cannot be taken against that attack.
+10
Entropic lance (shooting)
+10
Entropic lance (shooting)
18"
Assault 1
8
-3
D3+3
-
Aeonstave (melee)
Aeonstave (melee)
Melee
Melee
User
-2
1
Each time an attack is made with this weapon, invulnerable saving throws cannot be taken against that attack.
Each time an attack is made with this weapon, invulnerable saving throws cannot be taken against that attack.
Chronotendrils
Chronotendrils
Melee
Melee
User
0
1
Each time the bearer fights, it makes 3 additional attacks with this weapon.
Each time the bearer fights, it makes 3 additional attacks with this weapon.
+10
Entropic lance (melee)
+10
Entropic lance (melee)
Melee
Melee
User
-3
3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model's aeon stave can be replaced with 1 entropic lance.
ABILITIES
ABILITIES
Living Metal, Command Protocols
Dynastic Advisors: If your army is Battle-forged, then for each CRYPTEK unit (excluding DYNASTIC AGENTS units) included in a Detachment that also contains at least one NOBLE unit, a second CRYPTEK unit (excluding DYNASTIC AGENTS units) can be included in that Detachment without taking up an additional Battlefield Role slot.
Timesplinter Mantle: This model has a 4+ invulnerable save.
Chronometron: In your Command phase, you can select one friendly <DYNASTY> unit within 9" of this model. Until the start of your next Command phase, you can re-roll charge rolls made for that unit and models in that unit have a 5+ invulnerable save.
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: INFANTRY, CHARACTER, FLY, CRYPTEK, CHRONOMANCER


8

Illuminor Szeras

NoNAME  M WS BS S T W A Ld Sv Base
160
Illuminor Szeras (base: 80mm)
1
160
Illuminor Szeras
8" 3+ 3+ 6 6 7 4 10 3+ 80mm
Illuminor Szeras is equipped with: Eldritch Lance; impaling legs. Your army can only include one ILLUMINOR SZERAS model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Eldritch Lance (shooting)
Eldritch Lance (shooting)
36"
Assault D3
8
-4
D6
-
Eldritch Lance (melee)
Eldritch Lance (melee)
Melee
Melee
User
-4
2
-
Impaling legs
Impaling legs
Melee
Melee
User
-2
1
Each time the bearer fights, it makes 2 additional attacks with this weapon.
Each time the bearer fights, it makes 2 additional attacks with this weapon.
ABILITIES
ABILITIES
Living Metal, Command Protocols
Rites of Reanimation: In your Command phase, you can select one friendly NECRONS CORE unit within 6" of this model. One destroyed model from that unit is Reanimated. If the selected unit is a NECRON WARRIORS unit, D3 destroyed models from that unit are Reanimated instead. Each unit can only be selected for this ability once per phase.
Empyric Overcharger (Aura): While an enemy PSYKER unit is within 12" of this model, each time a Psychic test is taken for that unit, it suffers Perils of the Warp on any dice roll that includes a double, instead of only a double 1 or double 6.
Atomic Energy Manipulator: In the Fight phase, if this model destroys one or more enemy models, then at the end of that phase it can use its Mechanical Augmentation ability as if it were the end of your Movement phase.
Mechanical Augmentation: At the end of your Movement phase, you can select one friendly NECRONS CORE unit within 6" of this model. If you do, roll one D3 and consult the table below:

D3Result
1Until the end of the battle, add 1 to the Strength characteristic of models in that unit. 
2Until the end of the battle, add 1 to the Toughness characteristic of models in that unit. 
3Until the end of the battle, improve the Ballistic Skill characteristic of models in that unit by 1. 

Each unit can only be selected for this ability once per battle.
Illuminor: This model can use its Rites of Reanimation ability one additional time per turn.
WARLORD TRAIT!
WARLORD TRAIT!
Enduring Will: Each time an attack is allocated to this WARLORD, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
FACTION KEYWORDS: NECRONS
KEYWORDS: INFANTRY, CHARACTER, DYNASTIC AGENT, CRYPTEK, TECHNOMANCER, ILLUMINOR SZERAS


8

Imotekh the Stormlord

NoNAME  M WS BS S T W A Ld Sv Base
145
Imotekh the Stormlord (base: 25mm)
1
145
Imotekh the Stormlord
6" 2+ 2+ 5 5 6 4 10 2+ 25mm
Imotekh the Stormlord is equipped with: Gauntlet of Fire; Staff of the Destroyer. Your army can only include one IMOTEKH THE STORMLORD model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Gauntlet of fire
Gauntlet of fire
12"
Assault D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Staff of the Destroyer (shooting)
Staff of the Destroyer (shooting)
18"
Assault 3
6
-3
2
-
Staff of the Destroyer (melee)
Staff of the Destroyer (melee)
Melee
Melee
+1
-3
2
-
ABILITIES
ABILITIES
Living Metal, Command Protocols
My Will Be Done: In your Command phase, you can select one friendly SAUTEKH CORE unit within 9" of this unit. Until the start of your next Command phase, each time a model in that unit makes an attack, add 1 to that attack's hit roll. Each unit can only be selected for this ability once per phase.
Relentless March (Aura): While a friendly SAUTEKH CORE unit is within 6" of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1" to the Move characteristic of models in that unit.
Phase Shifter: This model has a 4+ invulnerable save.
Lord of the Storm: Once per battle, in your Shooting phase, this model can call the storm. If it does, select one enemy model within 48" of and visible to it (you can only select a CHARACTER model with a Wounds characteristic of 9 or less if it is the closest enemy model to Imotekh). Roll one D6 for each other enemy unit within 6" of that model: on a 4+, that unit suffers D3 mortal wounds. Then roll one D6: on a 4+, that model suffers 3 mortal wounds.
Grand Strategist: If your army is Battle-forged, you receive 2 additional Command Points if you select this model as your WARLORD.
Phaeron: This model can use its My Will Be Done ability one additional time per turn.
WARLORD TRAIT!
WARLORD TRAIT!
Hyperlogical Strategist: While this WARLORD is on the battlefield, each time you spend a Command point to use a Stratagem you can roll one D6: on a 5+, that Command point is refunded.
FACTION KEYWORDS: NECRONS, SAUTEKH
KEYWORDS: INFANTRY, CHARACTER, PHAERON, OVERLORD, NOBLE, IMOTEKH THE STORMLORD


6

Lokhust Lord

NoNAME  M WS BS S T W A Ld Sv Base
105
Lokhust Lord (base: 60mm)
1
105
Lokhust Lord
8" 3+ 3+ 5 6 6 4 10 3+ 60mm
A Lokhust Lord is equipped with: staff of light.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Staff of light (shooting)
Staff of light (shooting)
18"
Assault 3
5
-2
1
-
Staff of light (melee)
Staff of light (melee)
Melee
Melee
User
-2
1
-
Hyperphase sword
Hyperphase sword
Melee
Melee
+1
-3
1
-
Voidblade
Voidblade
Melee
Melee
User
-3
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+5
Warscythe
+5
Warscythe
Melee
Melee
+2
-4
2
-
OTHER WARGEAR
ABILITIES 
+5
Phylactery
Each time this model uses its Living Metal ability, it regains up to D3 lost wounds instead of 1.
+5
Phylactery
Each time this model uses its Living Metal ability, it regains up to D3 lost wounds instead of 1.
+30
Resurrection Orb
Once per battle, in your Command phase, the bearer can use its resurrection orb. If it does, select one friendly <DYNASTY> unit within 6" of the bearer that is not at its Starting Strength and has not had its reanimation protocols enacted this phase. That unit's reanimation protocols are enacted, and every destroyed model in that unit begins to reassemble.
+30
Resurrection Orb
Once per battle, in your Command phase, the bearer can use its resurrection orb. If it does, select one friendly <DYNASTY> unit within 6" of the bearer that is not at its Starting Strength and has not had its reanimation protocols enacted this phase. That unit's reanimation protocols are enacted, and every destroyed model in that unit begins to reassemble.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model's staff of light can be replaced with one of the following: 1 hyperphase sword; 1 voidblade; 1 warscythe.
 • This model can be equipped with one of the following: 1 phylactery; 1 resurrection orb.
ABILITIES
ABILITIES
Living Metal, Command Protocols
Hardwired for Destruction: Each time this model makes an attack, re-roll a hit roll of 1.
United in Destruction (Aura): While a friendly <DYNASTY> 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.
FACTION KEYWORDS: NECRONS, DESTROYER CULT, <DYNASTY>
KEYWORDS: INFANTRY, CHARACTER, FLY, LOKHUST LORD


5

Lord

NoNAME  M WS BS S T W A Ld Sv Base
70
Lord (base: 32mm)
1
70
Lord
6" 3+ 3+ 5 5 4 3 10 3+ 32mm
A Lord is equipped with: staff of light.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Staff of light (shooting)
Staff of light (shooting)
18"
Assault 3
5
-2
1
-
Staff of light (melee)
Staff of light (melee)
Melee
Melee
User
-2
1
-
Hyperphase sword
Hyperphase sword
Melee
Melee
+1
-3
1
-
Voidblade
Voidblade
Melee
Melee
User
-3
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+5
Warscythe
+5
Warscythe
Melee
Melee
+2
-4
2
-
OTHER WARGEAR
ABILITIES 
+30
Resurrection Orb
Once per battle, in your Command phase, the bearer can use its resurrection orb. If it does, select one friendly <DYNASTY> unit within 6" of the bearer that is not at its Starting Strength and has not had its reanimation protocols enacted this phase. That unit's reanimation protocols are enacted, and every destroyed model in that unit begins to reassemble.
+30
Resurrection Orb
Once per battle, in your Command phase, the bearer can use its resurrection orb. If it does, select one friendly <DYNASTY> unit within 6" of the bearer that is not at its Starting Strength and has not had its reanimation protocols enacted this phase. That unit's reanimation protocols are enacted, and every destroyed model in that unit begins to reassemble.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model's staff of light can be replaced with one of the following: 1 hyperphase sword; 1 void blade; 1 warscythe.
 • This model can be equipped with 1 resurrection orb.
ABILITIES
ABILITIES
Living Metal, Command Protocols
The Lord’s Will: In your Command phase, you can select one friendly <DYNASTY> CORE unit within 9" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Relentless March (Aura): While a friendly <DYNASTY> CORE unit is within 6" of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1" to the Move characteristic of models in that unit.
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: INFANTRY, CHARACTER, NOBLE, LORD


7

Nemesor Zahndrekh

NoNAME  M WS BS S T W A Ld Sv Base
135
Nemesor Zahndrekh (base: 25mm)
1
135
Nemesor Zahndrekh
6" 2+ 2+ 5 5 6 4 10 2+ 25mm
Nemesor Zahndrekh is equipped with: staff of light. Your army can only include one NEMESOR ZAHNDREKH model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Staff of light (shooting)
Staff of light (shooting)
18"
Assault 3
5
-2
1
-
Staff of light (melee)
Staff of light (melee)
Melee
Melee
User
-2
1
-
ABILITIES
ABILITIES
Living Metal, Command Protocols
My Will Be Done: In your Command phase, you can select one friendly SAUTEKH CORE unit within 9" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, add 1 to that attack's hit roll. Each unit can only be selected for this ability once per phase.
Relentless March (Aura): While a friendly SAUTEKH CORE unit is within 6" of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1" to the Move characteristic of models in that unit.
Counter Tactics: Once per battle, when your opponent declares they will use a Stratagem during a battle round but before any Command points are spent, this model can engage its counter tactics. If it does, your opponent cannot use that Stratagem this battle round.
Phase Shifter: This model has a 4+ invulnerable save.
Transient Madness: In your Command phase, you can select one friendly SAUTEKH CORE unit within 9" of this model and roll 3D6. If the total is less than this model's Leadership characteristic, you can select one of the results below to apply to that unit; otherwise, roll one D3 to determine which of the results below apply to that unit.

D3Result
1Avenge the Fallen: Until the start of your next Command phase, add 1 to the Attacks characteristic of models in that unit. 
2Quell the Rebellion: Until the start of your next Command phase, improve the Ballistic Skill of models in that unit by 1. 
3Solarmills? Charge! Until the start of your next Command phase, you can re-roll charge rolls made for that unit. 
WARLORD TRAIT!
WARLORD TRAIT!
Eternal Madness: Each time this WARLORD makes a melee attack, you can re-roll the wound roll.
FACTION KEYWORDS: NECRONS, SAUTEKH
KEYWORDS: INFANTRY, CHARACTER, OVERLORD, NOBLE, NEMESOR ZAHNDREKH


6

Orikan the Diviner

NoNAME  M WS BS S T W A Ld Sv Base
110
Orikan the Diviner (base: 25mm)
1
110
Orikan the Diviner
5" 3+ 3+ 4 4 5 2 10 4+ 25mm
Orikan Empowered (base: 25mm)
-Orikan Empowered 5" 2+ 2+ 7 7 5 4 10 4+ 25mm
Orikan the Diviner is equipped with: Staff of Tomorrow. Your army can only include one ORIKAN THE DIVINER model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Staff of Tomorrow
Staff of Tomorrow
Melee
Melee
User
-3
D3
Each time an attack is made with this weapon, invulnerable saving throws cannot be taken against that attack.
Each time an attack is made with this weapon, invulnerable saving throws cannot be taken against that attack.
ABILITIES
ABILITIES
Living Metal, Command Protocols
Master Chronomancer: In your Command phase, you can select one friendly NECRONS unit within 9" of this model. Until the start of your next Command phase, you can reroll charge rolls made for that unit and models in that unit have a 5+ invulnerable save.
Prescient Strike: At the start of the Fight phase, if this model is within Engagement Range of any enemy units, it can fight first that phase.
Timesplinter Mantle: This model has a 4+ invulnerable save.
The Stars Are Right: In your Command phase, if this model is on the battlefield, roll one D6: if the result is less than the current battle round number, then until the end of the battle, use the Orikan Empowered profile for this model (note that any wounds it has already lost remain lost).
WARLORD TRAIT!
WARLORD TRAIT!
Immortal Pride:
  • Each time this WARLORD would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
  • This WARLORD has the following ability: ‘Immortal Pride (Aura): While a friendly <DYNASTY> CORE unit is within 6" of this model, each time a Combat Attrition test is taken for that unit, ignore any or all modifiers’.
FACTION KEYWORDS: NECRONS
KEYWORDS: INFANTRY, CHARACTER, CHRONOMANCER, DYNASTIC AGENT, CRYPTEK, ORIKAN THE DIVINER


6

Overlord

NoNAME  M WS BS S T W A Ld Sv Base
95
Overlord (base: 40mm)
1
95
Overlord
6" 2+ 2+ 5 5 5 4 10 3+ 40mm
A n Overlord is equipped with: tachyon arrow; hyperphase glaive.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Staff of light (shooting)
Staff of light (shooting)
18"
Assault 3
5
-2
1
-
+5
Tachyon arrow
+5
Tachyon arrow
120"
Assault 1
12
-5
D6
The bearer can only shoot with this weapon once per battle.
The bearer can only shoot with this weapon once per battle.
Hyperphase glaive
Hyperphase glaive
Melee
Melee
+2
-3
D3
-
Hyperphase sword
Hyperphase sword
Melee
Melee
+1
-3
1
-
Staff of light (melee)
Staff of light (melee)
Melee
Melee
User
-2
1
-
Voidblade
Voidblade
Melee
Melee
User
-3
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+15
Voidscythe
+15
Voidscythe
Melee
Melee
x2
-4
3
Each time an attack is made with this weapon, subtract 1 from that attack's hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack's hit roll.
+5
Warscythe
+5
Warscythe
Melee
Melee
+2
-4
2
-
OTHER WARGEAR
ABILITIES 
+30
Resurrection Orb
Once per battle, in your Command phase, the bearer can use its resurrection orb. If it does, select one friendly <DYNASTY> unit within 6" of the bearer that is not at its Starting Strength and has not had its reanimation protocols enacted this phase. That unit's reanimation protocols are enacted, and every destroyed model in that unit begins to reassemble.
+30
Resurrection Orb
Once per battle, in your Command phase, the bearer can use its resurrection orb. If it does, select one friendly <DYNASTY> unit within 6" of the bearer that is not at its Starting Strength and has not had its reanimation protocols enacted this phase. That unit's reanimation protocols are enacted, and every destroyed model in that unit begins to reassemble.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model's tachyon arrow and hyperphase glaive can be replaced with one of the following: 1 hyperphase sword; 1 staff of light; 1 voidblade; 1 voidscythe; 1 warscythe.
 • If this model is not equipped with a tachyon arrow, it can be equipped with 1 resurrection orb.
ABILITIES
ABILITIES
Living Metal, Command Protocols
Relentless March (Aura): While a friendly <DYNASTY> CORE unit is within 6" of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1" to the Move characteristic of models in that unit.
Phase Shifter: This model has a 4+ invulnerable save.
My Will Be Done: In your Command phase, you can select one friendly <DYNASTY> CORE unit within 9" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, add 1 to that attack's hit roll. Each unit can only be selected for this ability once per phase.
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: INFANTRY, CHARACTER, NOBLE, OVERLORD


4

Plasmancer

NoNAME  M WS BS S T W A Ld Sv Base
70
Plasmancer (base: 32mm)
1
70
Plasmancer
5" 3+ 3+ 4 4 4 1 10 4+ 32mm
A Plasmancer is equipped with: plasmic lance.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Plasmic lance (shooting)
Plasmic lance (shooting)
18"
Assault D3
7
-3
2
-
Plasmic lance (melee)
Plasmic lance (melee)
Melee
Melee
User
-3
2
-
ABILITIES
ABILITIES
Living Metal, Command Protocols
Living Lightning: At the start of the Fight phase, roll one D6 for each enemy unit within 6" of this model: on a 4+, that unit suffers 1 mortal wound.
Harbinger of Destruction: At the end of your Movement phase, if this model did not Fall Back that phase, roll three D6s: for each 4+, the closest enemy unit within 24" of and visible to this model suffers 1 mortal wound.
Dynastic Advisors: If your army is Battle-forged, then for each CRYPTEK unit (excluding DYNASTIC AGENTS units) included in a Detachment that also contains at least one NOBLE unit, a second CRYPTEK unit (excluding DYNASTIC AGENTS units) can be included in that Detachment without taking up an additional Battlefield Role slot.
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: INFANTRY, CHARACTER, FLY, CRYPTEK, PLASMANCER


4

Psychomancer

NoNAME  M WS BS S T W A Ld Sv Base
70
Psychomancer (base: 40mm)
1
70
Psychomancer
5" 3+ 3+ 4 4 4 1 10 4+ 40mm
A Psychomancer is equipped with: abyssal lance.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Abyssal lance (shooting)
Abyssal lance (shooting)
18"
Assault 3
4
-3
1
-
Abyssal lance (melee)
Abyssal lance (melee)
Melee
Melee
User
-3
1
-
ABILITIES
ABILITIES
Living Metal, Command Protocols
Dynastic Advisors: If your army is Battle-forged, then for each CRYPTEK unit (excluding DYNASTIC AGENTS units) included in a Detachment that also contains at least one NOBLE unit, a second CRYPTEK unit (excluding DYNASTIC AGENTS units) can be included in that Detachment without taking up an additional Battlefield Role slot.
Harbinger of Despair: In your Morale phase, you can select one enemy unit within 12" of this model and roll 3D6: if the result is greater than the enemy unit's Leadership characteristic, select one of the results below to take effect until the start of your next Morale phase. Each unit can only be selected for this ability once per phase.
  • The selected unit cannot perform actions (if that unit is currently performing an action, it immediately fails).
  • The selected unit loses the Objective Secured ability.
  • Halve Advance rolls and charge rolls made for the selected unit.
  • The selected unit cannot fire Overwatch or Set to Defend, and is not eligible to fight in the Fight phase until after all eligible units from your army have done so.
Nightmare Shroud (Aura): While an enemy unit is within 6" of this model, subtract 1 from the Leadership characteristic of models in that unit and subtract 1 from Combat Attrition tests taken for that unit.
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: INFANTRY, CHARACTER, FLY, CRYPTEK, PSYCHOMANCER


4

Royal Warden

NoNAME  M WS BS S T W A Ld Sv Base
75
Royal Warden (base: 32mm)
1
75
Royal Warden
6" 3+ 3+ 5 5 4 3 10 3+ 32mm
A Royal Warden is equipped with: relic gauss blaster.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Relic gauss blaster
Relic gauss blaster
30"
Rapid Fire 2
5
-2
2
-
ABILITIES
ABILITIES
Living Metal, Command Protocols
Adaptive Strategy: In your Command phase, you can select one friendly <DYNASTY> CORE unit within 9" of this model. Until the end of the turn, that unit is eligible to shoot and declare a charge with in a turn in which they Fell Back.
Relentless March (Aura): While a friendly <DYNASTY> CORE unit is within 6" of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1" to the Move characteristic of models in that unit.
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: INFANTRY, CHARACTER, ROYAL WARDEN


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 <DYNASTY> 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, <DYNASTY>
KEYWORDS: INFANTRY, CHARACTER, SKORPEKH LORD


4

Technomancer

NoNAME  M WS BS S T W A Ld Sv Base
75
Technomancer (base: 50mm)
1
75
Technomancer
5" 3+ 3+ 4 4 4 1 10 4+ 50mm
A Technomancer is equipped with: staff of light.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Staff of light (shooting)
Staff of light (shooting)
18"
Assault 3
5
-2
1
-
Staff of light (melee)
Staff of light (melee)
Melee
Melee
User
-2
1
-
OTHER WARGEAR
ABILITIES 
+5
Canoptek cloak
The bearer has a Move characteristic of 10" and the FLY keyword. In addition, at the end of your Movement phase, you can repair one friendly <DYNASTY> model within 3" of this model. That model regains up to D3 lost wounds. Each model can only be repaired once per turn.
+5
Canoptek cloak
The bearer has a Move characteristic of 10" and the FLY keyword. In addition, at the end of your Movement phase, you can repair one friendly <DYNASTY> model within 3" of this model. That model regains up to D3 lost wounds. Each model can only be repaired once per turn.
+15
Canoptek control node
The bearer has the following ability: ‘Control Node (Aura): While a friendly <DYNASTY> CANOPTEK unit is within 6" of this model, each time a model in that unit makes an attack, add 1 to that attack's hit roll.’
+15
Canoptek control node
The bearer has the following ability: ‘Control Node (Aura): While a friendly <DYNASTY> CANOPTEK unit is within 6" of this model, each time a model in that unit makes an attack, add 1 to that attack's hit roll.’
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following: 1 Canoptek cloak; 1 Canoptek control node.
ABILITIES
ABILITIES
Living Metal, Command Protocols
Dynastic Advisors: If your army is Battle-forged, then for each CRYPTEK unit (excluding DYNASTIC AGENTS units) included in a Detachment that also contains at least one NOBLE unit, a second CRYPTEK unit (excluding DYNASTIC AGENTS units) can be included in that Detachment without taking up an additional Battlefield Role slot.
Rites of Reanimation: In your Command phase, you can select one friendly <DYNASTY> CORE unit within 6" of this model. One destroyed model from that unit is Reanimated. If the selected unit is a NECRON WARRIORS unit, D3 destroyed models from that unit are Reanimated instead. Each unit can only be selected for this ability once per phase.
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: INFANTRY, CHARACTER, CRYPTEK, TECHNOMANCER


5

Trazyn the Infinite

NoNAME  M WS BS S T W A Ld Sv Base
100
Trazyn the Infinite (base: 25mm)
1
100
Trazyn the Infinite
6" 2+ 2+ 5 5 6 4 10 3+ 25mm
Trazyn the Infinite is equipped with: Empathic Obliterator. Your army can only include one TRAZYN THE INFINITE model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Empathic Obliterator
Empathic Obliterator
Melee
Melee
+2
-1
D3
Each time an attack is made with this weapon, if a CHARACTER model is destroyed by that attack, each enemy unit within 6" of the bearer suffers D3 mortal wounds.
Each time an attack is made with this weapon, if a CHARACTER model is destroyed by that attack, each enemy unit within 6" of the bearer suffers D3 mortal wounds.
ABILITIES
ABILITIES
Living Metal, Command Protocols
Phase Shifter: This model has a 4+ invulnerable save.
My Will Be Done: In your Command phase, you can select one friendly NECRONS CORE unit within 9" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, add 1 to that attack's hit roll. Each unit can only be selected for this ability once per phase.
Ancient Collector: If this model is included in your army, the Dynastic Heirlooms Stratagem costs 1 fewer Command points to use the first time you use it. If this model is included in your Crusade force, the Relic Requisition costs 0 Requisition points to use.
Surrogate Hosts: When this model is destroyed, instead of using any other rule that is triggered when a model is destroyed, after removing it from play you can roll one D6: on a 2+, you can select another friendly NECRONS INFANTRY CHARACTER model on the battlefield [excluding named characters). Remove that model as if it were destroyed (you cannot use any rules that are triggered when a model is destroyed) and return this model to play, placing it in the removed model's place with 3 wounds remaining.
Relentless March (Aura): While a friendly NECRONS CORE unit is within 6" of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1" to the Move characteristic of models in that unit.
WARLORD TRAIT!
WARLORD TRAIT!
Enduring Will: Each time an attack is allocated to this WARLORD, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
FACTION KEYWORDS: NECRONS
KEYWORDS: INFANTRY, CHARACTER, OVERLORD, NOBLE, DYNASTIC AGENT, TRAZYN THE INFINITE


5

Vargard Obyron

NoNAME  M WS BS S T W A Ld Sv Base
100
Vargard Obyron (base: 25mm)
1
100
Vargard Obyron
6" 2+ 3+ 5 5 6 4 10 2+ 25mm
Vargard Obyron is equipped with: warscythe. Your army can only include one VARGARD OBYRON model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Warscythe
Warscythe
Melee
Melee
+2
-4
2
-
ABILITIES
ABILITIES
Living Metal, Command Protocols, Dimensional Translocation
Cleaving Counterblow: When this model is destroyed by a melee attack, do not remove this model from play; after the attacking model's unit has finished making its attacks, this model fights as if it were the Fight phase. This model is then removed from play.
The Lord’s Will: In your Command phase, you can select one friendly SAUTEKH CORE unit within 9" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, re-roll a hit roll of 1.
The Vargard’s Duty (Aura): While a friendly NEMESOR ZAHNDREKH unit is within 3" of this model, enemy models cannot target that unit with ranged attacks.
Relentless March (Aura): While a friendly SAUTEKH CORE unit is within 6" of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1" to the Move characteristic of models in that unit.
Ghostwalk Mantle: At the start of your Movement phase, you can remove this model from the battlefield. If you do, then in the Reinforcements step of that phase, set this model back up on the battlefield, anywhere within 3" of a friendly NEMESOR ZAHNDREKH model.
Ever-present Protector: If a Detachment includes NEMESOR ZAHNDREKH, then VARGARD OBYRON can be included in that Detachment without taking up a Battlefield Role slot.
WARLORD TRAIT!
WARLORD TRAIT!
Honourable Combatant: In the Fight phase, each time this WARLORD is selected to fight, it can engage in honourable combat. If it does, select one enemy CHARACTER unit; until the end of the phase, add 2 to the Attacks characteristic of this WARLORD, but it can only make attacks that target that enemy CHARACTER unit.
FACTION KEYWORDS: NECRONS, SAUTEKH
KEYWORDS: INFANTRY, CHARACTER, LORD, NOBLE, VARGARD OBYRON


6

Kutlakh the World Killer

NoNAME  M WS BS S T W A Ld Sv Base
110
Kutlakh the World Killer (base: ?)
1
110
Kutlakh the World Killer
6" 2+ 2+ 5 5 6 4 10 3+ ?
Kutlakh the World Killer is equipped with: staff of light; Obsidax. Your army can only include one KUTLAKH THE WORLD KILLER model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Staff of light (shooting)
Staff of light (shooting)
18"
Assault 3
5
-2
1
-
Obsidax
Obsidax
Melee
Melee
+1
-3
3
-
Staff of light (melee)
Staff of light (melee)
Melee
Melee
User
-2
1
-
OTHER WARGEAR
ABILITIES 
Phylactery
Each time this model uses its Living Metal ability, it regains up to D3 lost wounds instead of 1.
Phylactery
Each time this model uses its Living Metal ability, it regains up to D3 lost wounds instead of 1.
ABILITIES
ABILITIES
Living Metal, Command Protocols
My Will Be Done: In your Command phase, you can select one friendly <DYNASTY> CORE unit within 9" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, add 1 to that attack's hit roll. Each unit can only be selected for this ability once per phase.
Phase Shifter: This model has a 4+ invulnerable save.
Relentless March (Aura): While a friendly <DYNASTY> CORE unit is within 6" of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1" to the Move characteristic of models in that unit.
Spirit of Madness: Each time this model makes a melee attack against a unit, if this model’s Leadership characteristic is higher than the Leadership characteristic of that unit, you can re-roll the hit roll.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: NECRONS, MAYNARKH
KEYWORDS: INFANTRY, CHARACTER, NOBLE, OVERLORD, KUTLAKH THE WORLD KILLER


4

Toholk the Blinded

NoNAME  M WS BS S T W A Ld Sv Base
80
Toholk the Blinded (base: ?)
1
80
Toholk the Blinded
5" 3+ 5+ 4 4 4 1 10 4+ ?
Toholk the Blinded is equipped with: transdimensional beamer; aeonstave.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Transdimensional beamer
Transdimensional beamer
12"
Assault 1
4
-3
3
-
Aeonstave (shooting)
Aeonstave (shooting)
18"
Assault D3
5
-2
1
Blast. Each time an attack is made with this weapon, invulnerable saving throws cannot be taken against that attack.
Blast. Each time an attack is made with this weapon, invulnerable saving throws cannot be taken against that attack.
Aeonstave (melee)
Aeonstave (melee)
Melee
Melee
User
-2
1
Each time an attack is made with this weapon, invulnerable saving throws cannot be taken against that attack.
Each time an attack is made with this weapon, invulnerable saving throws cannot be taken against that attack.
ABILITIES
ABILITIES
Living Metal, Command Protocols
Dynastic Advisors: If your army is Battle-forged, then for each CRYPTEK unit (excluding DYNASTIC AGENTS units) included in a Detachment that also contains at least one NOBLE unit, a second CRYPTEK unit (excluding DYNASTIC AGENTS units) can be included in that Detachment without taking up an additional Battlefield Role slot.
Chronometron: In your Command phase, you can select one friendly <DYNASTY> unit within 9" of this model. Until the start of your next Command phase, you can re-roll charge rolls made for that unit and models in that unit have a 5+ invulnerable save.
Eternal Engines: In your Command phase, you can select one friendly MAYNARKH VEHICLE unit within 6" of this model. When that unit uses its Living Metal ability this phase, it regains up to D3 lost wounds instead of 1.
Predictive Strategist: If your army is Battle-forged and this model is on the battlefield, once per battle, when you use a Stratagem, this model can use its Predictive Strategy. If it does, reduce the CP cost of that Stratagem by 1CP (to a minimum of 0CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem, any future usages of it cost the normal amount of CPs.
Timesplinter Mantle: This model has a 4+ invulnerable save.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: NECRONS, MAYNARKH
KEYWORDS: INFANTRY, CHARACTER, CRYPTEK, TECHNOMANCER, TOHOLK THE BLINDED


Troops


4

Immortals

NoNAME  M WS BS S T W A Ld Sv Base
17
Immortal (base: 32mm)
5‑10
17
Immortal
5" 3+ 3+ 4 5 1 2 10 3+ 32mm
If this unit contains 6 or more models, it has Power Rating 8. Every model is equipped with: gauss blaster.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Gauss blaster
Gauss blaster
30"
Rapid Fire 1
5
-2
1
-
Tesla carbine
Tesla carbine
24"
Assault 2
5
0
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • All of the models in the unit can have their gauss blaster replaced with 1 tesla carbine each.
ABILITIES
ABILITIES
Reanimation Protocols, Command Protocols
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: INFANTRY, CORE, IMMORTALS


6

Necron Warriors

NoNAME  M WS BS S T W A Ld Sv Base
13
Necron Warrior (base: 32mm)
10‑20
13
Necron Warrior
5" 3+ 3+ 4 4 1 1 10 4+ 32mm
If this unit contains 11 or more models, it has Power Rating 12. Every model is equipped with: gauss flayer.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Gauss flayer
Gauss flayer
24"
Rapid Fire 1
4
-1
1
-
Gauss reaper
Gauss reaper
12"
Assault 2
5
-2
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their gauss flayer replaced with 1 gauss reaper.
ABILITIES
ABILITIES
Reanimation Protocols, Command Protocols
Their Number is Legion: Re-roll Reanimation Protocol rolls of 1 made for this unit.
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: INFANTRY, CORE, NECRON WARRIORS


Dedicated Transport


8

Ghost Ark

NoNAME  M WS BS S T W! A Ld Sv Base
145
Ghost Ark (base: 60mm)
1
145
Ghost Ark
12" 6+ 3+ 6 6 8-14 3 10 3+ 60mm
8" 6+ 4+ 6 6 4-7 D3 10 3+
4" 6+ 5+ 6 6 1-3 1 10 3+
A Ghost Ark is a single model equipped with two gauss flayer arrays.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Gauss flayer array
Gauss flayer array
24"
Rapid Fire 5
4
-1
1
-
ABILITIES
ABILITIES
Living Metal, Command Protocols
Quantum Shielding: This model has a 5+ invulnerable save. In addition, each time an attack is made against this model, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the attacker may have.
Hovering: Distances are measured to and from either this model's hull or its base, whichever is the closest.
Repair Barge: In your Command phase, you can select one friendly <DYNASTY> NECRON WARRIORS unit within 6" of this model. If you do, up to D3 destroyed models from that unit Reanimate. Each unit can only be selected for this ability once per phase.
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 10 <DYNASTY> NECRON WARRIORS or <DYNASTY> INFANTRY CHARACTER models.
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: VEHICLE, QUANTUM SHIELDING, TRANSPORT, FLY, GHOST ARK


Elites


18

C’tan Shard of the Deceiver

NoNAME  M WS BS S T W A Ld Sv Base
350
C’tan Shard of the Deceiver (base: 40mm)
1
350
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.
POWERS OF THE C’TAN
POWERS OF THE C’TAN
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


19

C’tan Shard of the Nightbringer

NoNAME  M WS BS S T W A Ld Sv Base
370
C’tan Shard of the Nightbringer (base: 40mm)
1
370
C’tan Shard of the Nightbringer
8" 2+ 2+ 7 7 9 6 10 4+ 40mm
The C’tan Shard of the Nightbringer is equipped with: Scythe of the Nightbringer. Your army can only include one C’TAN SHARD OF THE NIGHTBRINGER model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Scythe of the Nightbringer
Before selecting targets, select one of the profiles below to make attacks with.
Scythe of the Nightbringer
Before selecting targets, select one of the profiles below to make attacks with.
 - Reaping sweep
 - Reaping sweep
Melee
Melee
User
-3
1
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
 - Entropic blow
 - Entropic blow
Melee
Melee
x2
-4
D6
Each time an attack is made with this weapon profile, invulnerable saving throws cannot be made against that attack.
Each time an attack is made with this weapon profile, invulnerable saving throws cannot be made against that attack.
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.
Drain Life: Each time this model makes a melee attack that is allocated to an enemy model, that enemy model cannot use any rules to ignore the wounds it loses.
POWERS OF THE C’TAN
POWERS OF THE C’TAN
This model knows the Gaze of Death 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 NIGHTBRINGER


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


1

Canoptek Plasmacyte

NoNAME  M WS BS S T W A Ld Sv Base
15
Canoptek Plasmacyte (base: 28mm)
1
15
Canoptek Plasmacyte
8" 4+ 4+ 4 5 1 1 10 4+ 28mm
A Canoptek Plasmacyte is equipped with: monomolecular proboscis.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Monomolecular proboscis
Monomolecular proboscis
Melee
Melee
User
-1
1
-
ABILITIES
ABILITIES
Dimensional Translocation, Command Protocols
Viral Construct: If your army is Battle-forged, then for each <DYNASTY> DESTROYER CULT unit included in a Detachment, one <DYNASTY> CANOPTEK PLASMACYTE unit can be included in that Detachment without taking up a Battlefield Role slot. You cannot include more <DYNASTY> CANOPTEK PLASMACYTE units in a Detachment than there are <DYNASTY> DESTROYER CULT units in that Detachment.
Evasion Protocol: While this model is within 3" of a friendly <DYNASTY> DESTROYER CULT unit, enemy models cannot target this model with ranged weapons unless it is the closest eligible target. In addition, this unit cannot perform actions.
Recall Protocol: In the Unit Coherency Checks step of the Morale phase, if this model is not within 6" of any friendly <DYNASTY> DESTROYER CULT units, this model is destroyed.
Infused Madness: Once per turn, at the start of either your Charge phase or the Fight phase, you can select one friendly <DYNASTY> DESTROYER CULT unit within 3" of this model. If you do, roll one D6: on a 1, one model in that unit is destroyed. Regardless of the result, until the end of the turn, add 1 to the Strength and Attacks characteristics of models in that unit. Each unit can only be selected for this ability once per turn.
FACTION KEYWORDS: NECRONS, CANOPTEK, <DYNASTY>
KEYWORDS: BEAST, FLY, CANOPTEK PLASMACYTE


4

Canoptek Reanimator

NoNAME  M WS BS S T W A Ld Sv Base
80
Canoptek Reanimator (base: 60mm)
1
80
Canoptek Reanimator
8" 4+ 4+ 5 5 6 4 10 3+ 60mm
A Canoptek Reanimator is equipped with: 2 atomiser beams; reanimator's claws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Atomiser beam
Atomiser beam
12"
Assault 3
6
-2
1
-
Reanimator’s claws
Reanimator’s claws
Melee
Melee
User
-2
1
-
ABILITIES
ABILITIES
Living Metal, Command Protocols
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
Nanoscarab Reanimation Beam (Aura): In your Command phase, you can select one friendly <DYNASTY> unit within 6" of and visible to this model. Until the start of your next Command phase, while that unit is within 6" of and visible to this model, that unit is being healed by this model's reanimation beam. While a unit is being healed by a reanimation beam, add 1 to Reanimation Protocol rolls made for that unit. Each unit can only ever be healed by one reanimation beam at a time.
FACTION KEYWORDS: NECRONS, CANOPTEK, <DYNASTY>
KEYWORDS: MONSTER, CORE, CANOPTEK REANIMATOR


4

Canoptek Spyders

NoNAME  M WS BS S T W A Ld Sv Base
60
Canoptek Spyder (base: 60mm flying base)
1‑3
60
Canoptek Spyder
6" 4+ 4+ 6 6 6 5 10 3+ 60mm flying base
If this unit contains 2 models, it has Power Rating 8. If this unit contains 3 models, it has Power Rating 12. Every model is equipped with: automaton claws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Particle beamer
+5
Particle beamer
18"
Assault 6
5
0
1
-
Automaton claws
Automaton claws
Melee
Melee
+2
-3
2
-
OTHER WARGEAR
ABILITIES 
+5
Fabricator claw array
At the end of your Movement phase, the bearer can repair one friendly <DYNASTY> VEHICLE model within 3" of it. That model regains up to D3 lost wounds. Each model can only be repaired once perturn.
+5
Fabricator claw array
At the end of your Movement phase, the bearer can repair one friendly <DYNASTY> VEHICLE model within 3" of it. That model regains up to D3 lost wounds. Each model can only be repaired once perturn.
+5
Gloom prism
In your opponent's Psychic phase, the bearer's unit can attempt to deny one psychic power as if it were a PSYKER.
+5
Gloom prism
In your opponent's Psychic phase, the bearer's unit can attempt to deny one psychic power as if it were a PSYKER.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each be equipped with 2 particle beamers.
 • Any number of models can each be equipped with 1 fabricator claw array.
 • Any number of models can each be equipped with 1 gloom prism.
ABILITIES
ABILITIES
Living Metal, Command Protocols, Reanimation Protocols
Explodes: Each time a model in this unit is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
Scarab Hive: In your Command phase, one destroyed model from each friendly <DYNASTY> CANOPTEK SCARAB SWARM unit within 6" of this unit is Reanimated. Each unit can only be affected by this ability once per phase.
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: MONSTER, FLY, CANOPTEK, CANOPTEK SPYDERS


2

Cryptothralls

NoNAME  M WS BS S T W A Ld Sv Base
Cryptothrall (base: 32mm)
2Cryptothrall 5" 4+ 4+ 5 5 2 3 10 3+ 32mm
Every model is equipped with: scouring eye; scythed limbs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Scouring eye
Scouring eye
12"
Pistol 2
5
-2
1
-
Scythed limbs
Scythed limbs
Melee
Melee
User
-1
1
-
ABILITIES
ABILITIES
Living Metal, Reanimation Protocols, Command Protocols
Bound Creation: If your army is Battle-forged, then for each CRYPTEK unit included in a Detachment, one CRYPTOTHRALLS unit can be included in that Detachment without taking up a Battlefield Role slot.
Protectors (Aura): While a friendly CRYPTEK unit is within 3" of this unit, enemy units cannot target that CRYPTEK unit with ranged weapons.
Systematic Vigour: While this unit is within 6" of any friendly CRYPTEK units, models in this unit have a Weapon Skill and Ballistic Skill characteristic of 3+ and an Attacks characteristic of 6.
FACTION KEYWORDS: NECRONS, CANOPTEK, <DYNASTY>
KEYWORDS: INFANTRY, CRYPTOTHRALLS


4

Deathmarks

NoNAME  M WS BS S T W A Ld Sv Base
18
Deathmarks (base: 32mm)
5‑10
18
Deathmarks
5" 3+ 2+ 4 5 1 1 10 3+ 32mm
If this unit contains 6 or more models, it has Power Rating 8. Every model is equipped with: synaptic disintegrator.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Synaptic disintegrator
Synaptic disintegrator
36"
Heavy 1
5
-2
1
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
ABILITIES
ABILITIES
Reanimation Protocols, Command Protocols, Dimensional Translocation
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: INFANTRY, CORE, HYPERSPACE HUNTER, DEATHMARKS


3

Flayed Ones

NoNAME  M WS BS S T W A Ld Sv Base
13
Flayed One (base: 28mm)
5‑20
13
Flayed One
5" 3+ 6+ 4 4 1 3 10 4+ 28mm
If this unit contains between 6 and 10 models, it has Power Rating 6. If this unit contains between 11 and 15 models, it has Power Rating 9. If this unit contains 16 or more models, it has Power Rating 12. Every model is equipped with: flayer claws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Flayer claws
Flayer claws
Melee
Melee
User
-1
1
-
ABILITIES
ABILITIES
Reanimation Protocols, Command Protocols, Dimensional Translocation
Flesh Hunger: Each time a model in this unit makes a melee attack against an enemy non-VEHICLE unit, an unmodified hit roll of 6 scores 1 additional hit.
Terrifying Foes (Aura): While an enemy unit is within 3" of this unit, subtract 2 from the Leadership characteristic of models in that unit.
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: INFANTRY, CORE, FLAYED ONES


4

Hexmark Destroyer

NoNAME  M WS BS S T W A Ld Sv Base
75
Hexmark Destroyer (base: 50mm)
1
75
Hexmark Destroyer
8" 3+ 2+ 5 5 5 4 10 3+ 50mm
A Hexmark Destroyer is equipped with: 6 enmitic disintegrator pistols.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Enmitic disintegrator pistol
Enmitic disintegrator pistol
18"
Pistol 1
6
-1
1
-
ABILITIES
ABILITIES
Living Metal, Command Protocols, Dimensional Translocation
Inescapable Death: Each time this model makes a ranged attack, you can ignore any or all hit roll and Ballistic Skill modifiers, and the target does not receive the benefits of cover against that attack. In addition, each time this model fires Overwatch, it scores hits on unmodified hit rolls of 2+, instead of 6.
Multi-threat Eliminator: Each time an enemy model is destroyed by a ranged attack made by this model's enmitic disintegrator pistols, after this model makes the rest of its attacks, it can shoot with one of its enmitic disintegrator pistols one additional time. These attacks cannot generate additional attacks.
Hardwired for Destruction: Each time this model makes an attack, re-roll a hit roll of 1.
FACTION KEYWORDS: NECRONS, DESTROYER CULT, <DYNASTY>
KEYWORDS: INFANTRY, CHARACTER, HYPERSPACE HUNTER, HEXMARK DESTROYER


7

Lychguard

NoNAME  M WS BS S T W A Ld Sv Base
28
Lychguard (base: 32mm)
5‑10
28
Lychguard
5" 3+ 3+ 5 5 2 3 10 3+ 32mm
If this unit contains 6 or more models, it has Power Rating 14. Every model is equipped with: warscythe.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Hyperphase sword
Hyperphase sword
Melee
Melee
+1
-3
1
-
Warscythe
Warscythe
Melee
Melee
+2
-4
2
-
OTHER WARGEAR
ABILITIES 
Dispersion shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
Dispersion shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • All of the models in the unit can have their warscythe replaced with 1 hyperphase sword and 1 dispersion shield each.
ABILITIES
ABILITIES
Living Metal, Command Protocols, Reanimation Protocols
Guardian Protocols (Aura): While a friendly <DYNASTY> INFANTRY NOBLE or DYNASTIC AGENT INFANTRY NOBLE unit is within 3" of this unit, enemy units cannot target that unit with ranged weapons.
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: INFANTRY, CORE, LYCHGUARD


5

Skorpekh Destroyers

NoNAME  M WS BS S T W A Ld Sv Base
35
Skorpekh Destroyer (base: 50mm)
3‑6
35
Skorpekh Destroyer
8" 3+ 3+ 5 5 3 3 10 3+ 50mm
If this unit contains 4 or more models, it has Power Rating 10. For every 3 models in this unit, one model is equipped with: hyperphase reap-blade. Every other model is equipped with: hyperphase threshers.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Hyperphase reap-blade
Hyperphase reap-blade
Melee
Melee
+2
-4
3
-
Hyperphase threshers
Hyperphase threshers
Melee
Melee
User
-3
2
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
ABILITIES
ABILITIES
Living Metal, Command Protocols, Reanimation Protocols
Hardwired for Destruction: Each time a model in this unit makes an attack, re-roll a hit roll of 1.
FACTION KEYWORDS: NECRONS, DESTROYER CULT, <DYNASTY>
KEYWORDS: INFANTRY, CORE, SKORPEKH DESTROYERS


14

Transcendent C’tan

NoNAME  M WS BS S T W A Ld Sv Base
270
Transcendent C’tan (base: 60mm flying base)
1
270
Transcendent C’tan
8" 2+ 2+ 6 7 9 5 10 4+ 60mm flying base
A Transcendent C’tan is equipped with: crackling tendrils.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Crackling tendrils
Crackling tendrils
Melee
Melee
User
-4
D6
-
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.
Fractured Personality: Before the battle, select one of the abilities in the table below for this model to have for the duration of the battle. Alternatively, you can randomly determine two abilities from the table for this model to have by rolling two D6 and looking up the result (if a double is rolled, roll both dice again until two different results are rolled).
D6ABILITY
1

Cosmic Tyrant

At the end of your Movement phase, if this model has not Advanced or Fallen Back that phase, it can use one additional C’tan Power that it knows. It cannot use the same C’tan Power more than once per turn.

2

Immune to Natural Law

Each time an attack is made against this model, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the attacker may have.

3

Sentient Necrodermis

This model has a Save characteristic of 3+.

4

Transdimensional Displacement

This model gains the Dimensional Translocation ability.

5

Untamed Power

This model has an Attacks characteristic of 6 and a Strength characteristic of 7.

6

Writhing Worldscape

At the start of your Movement phase, roll one D6 for each enemy unit within Engagement range of this model: on a 4+, that unit suffers 1 mortal wound. In addition, each time a unit declares a charge against this model, until the end of the phase, subtract 2 from charge rolls made for that unit.

POWERS OF THE C’TAN
POWERS OF THE C’TAN
This model knows two 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 one of the C’tan Powers it knows.
FACTION KEYWORDS: NECRONS
KEYWORDS: MONSTER, CHARACTER, FLY, C’TAN SHARD, TRANSCENDENT C’TAN


7

Triarch Stalker

NoNAME  M WS BS S T W! A Ld Sv Base
135
Triarch Stalker (base: Use model)
1
135
Triarch Stalker
10" 3+ 3+ 7 6 7-12 3 10 3+ Use model
8" 4+ 4+ 7 6 4-6 3 10 3+
6" 5+ 5+ 7 6 1-3 3 10 3+
A Triarch Stalker is equipped with: heat ray; Stalker's forelimbs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Heat ray
Before selecting targets, select one of the profiles below to make attacks with.
+5
Heat ray
Before selecting targets, select one of the profiles below to make attacks with.
 - Dispersed
 - Dispersed
12"
Heavy 2D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
 - Focused
 - Focused
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Particle shredder
Particle shredder
24"
Heavy 8
6
-1
2
-
+15
Twin heavy gauss cannon
+15
Twin heavy gauss cannon
30"
Heavy 6
7
-3
D3
-
Stalker’s forelimbs
Stalker’s forelimbs
Melee
Melee
User
-2
3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model's heat ray can be replaced with one of the following: 1 particle shredder; 1 twin heavy gauss cannon.
ABILITIES
ABILITIES
Living Metal, Command Protocols
Quantum Shielding: This model has a 5+ invulnerable save. In addition, each time an attack is made against this model, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the attacker may have.
Targeting Relay: Each time this model makes a ranged attack against an enemy unit, if a hit is scored, until the end of the phase, each time another friendly NECRONS model makes a ranged attack against that enemy unit, re-roll a hit roll of 1.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: NECRONS
KEYWORDS: VEHICLE, DYNASTIC AGENT, QUANTUM SHIELDING, TRIARCH, TRIARCH STALKER


5

Canoptek Tombstalker

NoNAME  M WS BS S T W A Ld Sv Base
90
Canoptek Tombstalker (base: 120 x 92mm)
1
90
Canoptek Tombstalker
10" 4+ 4+ 6 7 9 6 10 3+ 120 x 92mm
A Canoptek Tombstalker is equipped with: 2 gauss slicers; tomb stalker claws; gloom prism.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Gauss slicers
Gauss slicers
24"
Rapid Fire 2
5
-1
1
-
Tomb stalker claws
Tomb stalker claws
Melee
Melee
+1
-2
2
-
OTHER WARGEAR
ABILITIES 
Gloom prism
In your opponent's Psychic phase, the bearer's unit can attempt to deny one psychic power as if it were a PSYKER.
Gloom prism
In your opponent's Psychic phase, the bearer's unit can attempt to deny one psychic power as if it were a PSYKER.
ABILITIES
ABILITIES
Living Metal, Command Protocols, Dimensional Translocation
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: MONSTER, CANOPTEK, CANOPTEK TOMBSTALKER


Fast Attack


2

Canoptek Scarab Swarms

NoNAME  M WS BS S T W A Ld Sv Base
15
Scarab Swarm (base: 40mm)
3‑9
15
Scarab Swarm
10" 4+ - 3 3 4 4 10 6+ 40mm
If this unit contains between 4 and 6 models, it has Power Rating 4. If this unit contains 7 or more models, it has Power Rating 6. Every model is equipped with: feeder mandibles.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Feeder mandibles
Feeder mandibles
Melee
Melee
User
0
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.
ABILITIES
ABILITIES
Living Metal, Command Protocols, Reanimation Protocols
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: SWARM, FLY, CANOPTEK, CANOPTEK SCARAB SWARMS


5

Canoptek Wraiths

NoNAME  M WS BS S T W A Ld Sv Base
35
Canoptek Wraith (base: 50mm)
3‑6
35
Canoptek Wraith
12" 4+ 4+ 4 5 3 4 10 3+ 50mm
If this unit contains 4 or more models, it has Power Rating 10. Every model is equipped with: vicious claws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Particle caster
+5
Particle caster
12"
Pistol 2
6
0
1
-
+10
Transdimensional beamer
+10
Transdimensional beamer
12"
Assault 1
4
-3
3
-
Vicious claws
Vicious claws
Melee
Melee
+2
-2
2
-
Whip coils
Whip coils
Melee
Melee
User
-1
1
Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each be equipped with one of the following: 1 particle caster; 1 transdimensional beamer.
 • Any number of models can each have their vicious claws replaced with whip coils.
ABILITIES
ABILITIES
Living Metal, Command Protocols, Reanimation Protocols
Slinking Strike: This unit is eligible to shoot and declare a charge with in a turn in which it Fell Back.
Wraith Form: Models in this unit have a 4+ invulnerable save. In addition, each time this unit makes a Normal Move, Advances, Falls Back or it makes a charge move, until that move is finished, models in this unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base).
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: BEAST, CORE, CANOPTEK, CANOPTEK WRAITHS


5

Ophydian Destroyers

NoNAME  M WS BS S T W A Ld Sv Base
35
Ophydian Destroyer (base: 50mm)
3‑6
35
Ophydian Destroyer
10" 3+ 3+ 4 4 3 3 10 4+ 50mm
If this unit contains 4 or more models, it has Power Rating 10. For every 3 models in this unit, one model is equipped with: 2 hyperphase reap-blades; ophydian claws. Every other model is equipped with: hyperphase threshers; ophydian claws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Hyperphase reap-blade
Hyperphase reap-blade
Melee
Melee
+2
-4
3
-
Hyperphase threshers
Hyperphase threshers
Melee
Melee
User
-3
2
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Ophydian claws
Ophydian claws
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 2 additional attacks with this weapon.
Each time the bearer fights, it makes 2 additional attacks with this weapon.
ABILITIES
ABILITIES
Living Metal, Command Protocols, Reanimation Protocols
Hardwired for Destruction: Each time a model in this unit makes an attack, re-roll a hit roll of 1.
Hyperphase Reap-blades: Each time a model in this unit makes an attack with a hyperphase reap-blade, an unmodified hit roll of 6 scores 1 additional hit.
Whipcoil Bodies: Each time a melee attack is made against this unit, subtract 1 from that attack's hit roll.
Tunnelling Horrors: During deployment, you can set up this unit underground instead of setting it up on the battlefield. If you do, then during 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.
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: INFANTRY, CORE, DESTROYER CULT, OPHYDIAN DESTROYERS


4

Tomb Blades

NoNAME  M WS BS S T W A Ld Sv Base
25
Tomb Blades (base: 32mm flying base)
3‑9
25
Tomb Blades
14" 3+ 3+ 4 5 2 1 10 4+ 32mm flying base
If this unit contains between 4 and 6 models, it has Power Rating 8. If this unit contains 7 or more models, it has Power Rating 12. Every model is equipped with: twin gauss blaster.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Particle beamer
Particle beamer
18"
Assault 6
5
0
1
-
+5
Twin gauss blaster
+5
Twin gauss blaster
30"
Rapid Fire 2
5
-2
1
-
+5
Twin tesla carbine
+5
Twin tesla carbine
24"
Assault 4
5
0
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
OTHER WARGEAR
ABILITIES 
+3
Nebuloscope
Each time the bearer makes a ranged attack, the target does not receive the benefits of cover against that attack.
+3
Nebuloscope
Each time the bearer makes a ranged attack, the target does not receive the benefits of cover against that attack.
+5
Shadowloom
The bearer has a 5+ invulnerable save.
+5
Shadowloom
The bearer has a 5+ invulnerable save.
+3
Shieldvanes
The bearer has a Save characteristic of 3+.
+3
Shieldvanes
The bearer has a Save characteristic of 3+.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their twin gauss blasters replaced with one of the following: 1 particle beamer; 1 twin tesla carbine.
 • Any number of models can each be equipped with shieldvanes.
 • Any number of models can each be equipped with one of the following: 1 nebuloscope; 1 shadowloom.
ABILITIES
ABILITIES
Living Metal, Command Protocols, Reanimation Protocols
Evasion Engrams: Each time a ranged attack is made against this unit, subtract 1 from that attack's hit roll.
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: BIKER, FLY, CORE, TOMB BLADES


6

Triarch Praetorians

NoNAME  M WS BS S T W A Ld Sv Base
25
Triarch Praetorian (base: 32mm)
5‑10
25
Triarch Praetorian
10" 3+ 3+ 5 5 2 3 10 3+ 32mm
If this unit contains 6 or more models, it has Power Rating 12. Every model is equipped with: rod of covenant.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Particle caster
Particle caster
12"
Pistol 2
6
0
1
-
Rod of covenant (shooting)
Rod of covenant (shooting)
12"
Assault 1
5
-3
2
-
Rod of covenant (melee)
Rod of covenant (melee)
Melee
Melee
User
-3
2
-
Voidblade
Voidblade
Melee
Melee
User
-3
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • All of the models in the unit can have their rod of covenant replaced with 1 particle caster and 1 voidblade each.
ABILITIES
ABILITIES
Living Metal, Command Protocols, Reanimation Protocols
FACTION KEYWORDS: NECRONS
KEYWORDS: INFANTRY, CORE, FLY, DYNASTIC AGENT, TRIARCH, TRIARCH PRAETORIANS


6

Canoptek Acanthrites

NoNAME  M WS BS S T W A Ld Sv Base
40
Canoptek Acanthrite (base: 40mm)
3‑6
40
Canoptek Acanthrite
12" 4+ 4+ 5 5 3 2 10 3+ 40mm
If this unit contains 4 or more models, it has Power Rating 12. Every model is equipped with: cutting beam; voidblade.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Cutting beam
Cutting beam
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Voidblade
Voidblade
Melee
Melee
User
-3
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
ABILITIES
ABILITIES
Living Metal, Command Protocols, Reanimation Protocols
Shadowed Wings: Each time a ranged attack is made against this unit, subtract 1 from that attack’s hit roll.
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: BEAST, CORE, FLY, CANOPTEK, CANOPTEK ACANTHRITES


6

Canoptek Tomb Sentinel

NoNAME  M WS BS S T W A Ld Sv Base
125
Canoptek Tomb Sentinel (base: 120 x 92mm)
1
125
Canoptek Tomb Sentinel
10" 4+ 4+ 6 7 9 4 10 3+ 120 x 92mm
A Canoptek Tomb Sentinel is equipped with: exile cannon; tomb sentinel claws; gloom prism.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Exile cannon
Exile cannon
18"
Heavy D6
10
-4
3
Blast
Blast
Tomb sentinel claws
Tomb sentinel claws
Melee
Melee
+1
-2
2
-
OTHER WARGEAR
ABILITIES 
Gloom prism
In your opponent's Psychic phase, the bearer's unit can attempt to deny one psychic power as if it were a PSYKER.
Gloom prism
In your opponent's Psychic phase, the bearer's unit can attempt to deny one psychic power as if it were a PSYKER.
ABILITIES
ABILITIES
Living Metal, Command Protocols, Dimensional Translocation
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: MONSTER, CANOPTEK, CANOPTEK TOMB SENTINEL


Flyers


10

Doom Scythe

NoNAME  M WS BS S T W! A Ld Sv Base
200
Doom Scythe (base: 120 x 92mm flying base)
1
200
Doom Scythe
20-50" 6+ 3+ 6 6 7-12 3 10 3+ 120 x 92mm flying base
20-40" 6+ 4+ 6 6 4-6 D3 10 3+
20-30" 6+ 5+ 6 6 1-3 1 10 3+
A Doom Scythe is equipped with: heavy death ray; twin tesla destructor.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Heavy death ray
Heavy death ray
36"
Heavy 3
12
-4
D3+3
-
Twin tesla destructor
Twin tesla destructor
36"
Heavy 10
7
0
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
ABILITIES
ABILITIES
Living Metal, Command Protocols
Supersonic: Each time this model makes a Normal move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Hard to Hit: Each time a ranged attack is made against this unit, subtract 1 from that attack's hit roll.
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: VEHICLE, AIRCRAFT, FLY, DOOM SCYTHE


8

Night Scythe

NoNAME  M WS BS S T W! A Ld Sv Base
145
Night Scythe (base: 120 x 92mm flying base)
1
145
Night Scythe
20-50" 6+ 3+ 6 6 7-12 3 10 3+ 120 x 92mm flying base
20-40" 6+ 4+ 6 6 4-6 D3 10 3+
20-30" 6+ 5+ 6 6 1-3 1 10 3+
A Night Scythe is equipped with: twin tesla destructor.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Twin tesla destructor
Twin tesla destructor
36"
Heavy 10
7
0
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
ABILITIES
ABILITIES
Living Metal, Command Protocols
Supersonic: Each time this model makes a Normal move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Hard to Hit: Each time a ranged attack is made against this unit, subtract 1 from that attack's hit roll.
TRANSPORT
TRANSPORT
This model has a transport capacity of 20 <DYNASTY> CORE INFANTRY, <DYNASTY> INFANTRY CHARACTER or DYNASTIC AGENT INFANTRY models.
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: VEHICLE, AIRCRAFT, FLY, TRANSPORT, NIGHT SCYTHE


10

Night Shroud

NoNAME  M WS BS S T W! A Ld Sv Base
190
Night Shroud (base: 120 x 92mm)
1
190
Night Shroud
20-50" 6+ 3+ 6 7 8-14 3 10 3+ 120 x 92mm
20-40" 6+ 4+ 6 7 4-7 D3 10 3+
20-30" 6+ 5+ 6 7 1-3 1 10 3+
A Night Shroud is equipped with: twin tesla destructor.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Twin tesla destructor
Twin tesla destructor
36"
Heavy 10
7
0
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
ABILITIES
ABILITIES
Living Metal, Command Protocols
Supersonic: Each time this model makes a Normal move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Hard to Hit: Each time a ranged attack is made against this unit, subtract 1 from that attack's hit roll.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Death Sphere Bombardment: Once per battle, in your Movement phase, after this model makes a Normal Move or Advances, you can select one enemy unit this model moved across as part of that move. If you do, roll 3D6 for each VEHICLE or MONSTER model in that unit, and roll one D6 for each other model in that unit (to a maximum of twelve D6): for each roll of a 3+, that unit suffers 1 mortal wound.
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: VEHICLE, AIRCRAFT, FLY, NIGHT SHROUD


Heavy Support


6

Annihilation Barge

NoNAME  M WS BS S T W A Ld Sv Base
120
Annihilation Barge (base: Use model)
1
120
Annihilation Barge
12" 6+ 3+ 5 6 8 3 10 3+ Use model
An Annihilation Barge is equipped with: gauss cannon; twin tesla destructor.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Gauss cannon
+5
Gauss cannon
24"
Heavy 3
6
-3
D3
-
Tesla cannon
Tesla cannon
30"
Heavy 3
6
0
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Twin tesla destructor
Twin tesla destructor
36"
Heavy 10
7
0
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model's gauss cannon can be replaced with 1 tesla cannon.
ABILITIES
ABILITIES
Living Metal, Command Protocols
Quantum Shielding: This model has a 5+ invulnerable save. In addition, each time an attack is made against this model, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the attacker may have.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
Hovering: Distances are measured to and from either this model's hull or its base, whichever is the closest.
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: VEHICLE, QUANTUM SHIELDING, FLY, ANNIHILATION BARGE


7

Canoptek Doomstalker

NoNAME  M WS BS S T W! A Ld Sv Base
140
Canoptek Doomstalker (base: 90mm)
1
140
Canoptek Doomstalker
10" 4+ 4+ 6 6 7-12 3 10 3+ 90mm
8" 5+ 4+ 6 6 4-6 2 10 3+
6" 6+ 4+ 6 6 1-3 1 10 3+
A Canoptek Doomstalker is equipped with: doomsday blaster; twin gauss flayer.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Doomsday blaster
Before selecting targets, select one of the profiles below to make attacks with.
Doomsday blaster
Before selecting targets, select one of the profiles below to make attacks with.
 - Low power
 - Low power
24"
Heavy D6
8
-2
D3
Blast
Blast
 - High power
 - High power
48"
Heavy D6
10
-5
D6
Blast. The bearer can only make attacks with this profile if it Remained Stationary during its previous Movement phase.
Blast. The bearer can only make attacks with this profile if it Remained Stationary during its previous Movement phase.
Twin gauss flayer
Twin gauss flayer
24"
Rapid Fire 2
4
-1
1
-
ABILITIES
ABILITIES
Living Metal, Command Protocols
Containment Field: This model has a 4+ invulnerable save.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 5+ it explodes, and each unit within 6" suffers D3 mortal wounds.
Sentinel Construct: Each time an enemy unit declares a charge against a friendly <DYNASTY> or DYNASTIC AGENT unit within 6" of this model, unless this model is within Engagement Range of any enemy models, this model can fire Overwatch at the charging unit as if it were also a target of that charge (this is in addition to any other units that are firing Overwatch). Each time this model fires Overwatch, it makes attacks with its doomsday blaster using the high power profile.
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: MONSTER, CANOPTEK, CANOPTEK DOOMSTALKER


10

Doomsday Ark

NoNAME  M WS BS S T W! A Ld Sv Base
170
Doomsday Ark (base: 60mm flying base)
1
170
Doomsday Ark
12" 6+ 3+ 6 6 8-14 3 10 3+ 60mm flying base
8" 6+ 4+ 6 6 4-7 D3 10 3+
4" 6+ 5+ 6 6 1-3 1 10 3+
A Doomsday Ark is equipped with: doomsday cannon; 2 gauss flayer arrays.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Doomsday cannon
Before selecting targets, select one of the profiles below to make attacks with.
Doomsday cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Low power
 - Low power
36"
Heavy D6
8
-2
D3
Blast
Blast
 - High power
 - High power
72"
Heavy D6
10
-5
D6
Blast. The bearer can only make attacks with this profile if it Remained Stationary during its previous Movement phase.
Blast. The bearer can only make attacks with this profile if it Remained Stationary during its previous Movement phase.
Gauss flayer array
Gauss flayer array
24"
Rapid Fire 5
4
-1
1
-
ABILITIES
ABILITIES
Living Metal, Command Protocols
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Hovering: Distances are measured to and from either this model's hull or its base, whichever is the closest.
Quantum Shielding: This model has a 5+ invulnerable save. In addition, each time an attack is made against this model, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the attacker may have.
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: VEHICLE, QUANTUM SHIELDING, FLY, DOOMSDAY ARK


3

Lokhust Destroyers

NoNAME  M WS BS S T W A Ld Sv Base
50
Lokhust Destroyer (base: 60mm)
1‑6
50
Lokhust Destroyer
8" 3+ 3+ 4 5 3 2 10 3+ 60mm
50
Lokhust Heavy Destroyer (base: 60mm)
0‑1
50
Lokhust Heavy Destroyer
8" 3+ 3+ 4 5 4 2 10 3+ 60mm
Increase this unit's Power Rating by +3 for every additional Lokhust Destroyer it includes. Increase this unit's Power Rating by +4 if it includes a Lokhust Heavy Destroyer model. Every Lokhust Destroyer is equipped with: gauss cannon. A Lokhust Heavy Destroyer is equipped with: gauss destructor.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Enmitic exterminator
+10
Enmitic exterminator
36"
Heavy 3D3
7
-1
1
Blast
Blast
Gauss cannon
Gauss cannon
24"
Heavy 3
6
-3
D3
-
+10
Gauss destructor
+10
Gauss destructor
36"
Heavy 1
10
-4
3D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Lokhust Heavy Destroyer's gauss destructor can be replaced with 1 enmitic exterminator.
ABILITIES
ABILITIES
Living Metal, Command Protocols, Reanimation Protocols
Hardwired for Destruction: Each time a model in this unit makes an attack, re-roll a hit roll of 1.
Repulsor Platform: Models in this unit do not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved.
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS (Lokhust Destroyers): INFANTRY, CORE, FLY, DESTROYER CULT, LOKHUST DESTROYERS
KEYWORDS (Lokhust Heavy Destroyers): INFANTRY, CORE, FLY, DESTROYER CULT, LOKHUST HEAVY DESTROYERS


4

Lokhust Heavy Destroyers

NoNAME  M WS BS S T W A Ld Sv Base
60
Lokhust Heavy Destroyer (base: 60mm)
1‑3
60
Lokhust Heavy Destroyer
8" 3+ 3+ 4 5 4 2 10 3+ 60mm
If this unit contains 2 models, it has Power Rating 8. If this unit contains 3 models, it has Power Rating 12. Every model is equipped with: gauss destructor.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Enmitic exterminator
Enmitic exterminator
36"
Heavy 3D3
7
-1
1
Blast
Blast
Gauss destructor
Gauss destructor
36"
Heavy 1
10
-4
3D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their gauss destructor replaced with 1 enmitic exterminator.
ABILITIES
ABILITIES
Living Metal, Command Protocols, Reanimation Protocols
Hardwired for Destruction: Each time a model in this unit makes an attack, re-roll a hit roll of 1.
Repulsor Platform: Models in this unit do not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved.
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: INFANTRY, CORE, FLY, DESTROYER CULT, LOKHUST HEAVY DESTROYERS


9

Tesseract Ark

NoNAME  M WS BS S T W! A Ld Sv Base
170
Tesseract Ark (base: 60mm)
1
170
Tesseract Ark
12" 6+ 3+ 5 7 6-10 3 10 3+ 60mm
8" 6+ 4+ 5 7 3-5 D3 10 3+
4" 6+ 5+ 5 7 1-2 1 10 3+
A Tesseract Ark is equipped with: tesseract singularity chamber; 2 tesla cannons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+15
Gauss cannon
+15
Gauss cannon
24"
Heavy 3
6
-3
D3
-
Particle beamer
Particle beamer
18"
Assault 6
5
0
1
-
+10
Tesla cannon
+10
Tesla cannon
30"
Heavy 3
6
0
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Tesseract singularity chamber
Before selecting targets, select one of the profiles below to make attacks with.
Tesseract singularity chamber
Before selecting targets, select one of the profiles below to make attacks with.
 - Particle hurricane
 - Particle hurricane
12"
Assault D6
4
-3
1
Each time an attack is made with this weapon, that attack automatically hits the target, and a wound roll of 2+ is always successful, unless the target is a VEHICLE, then a wound roll of 6 is always successful.
Each time an attack is made with this weapon, that attack automatically hits the target, and a wound roll of 2+ is always successful, unless the target is a VEHICLE, then a wound roll of 6 is always successful.
 - Seismic lash
 - Seismic lash
24"
Assault D6
5
-3
3
-
 - Solar fire
 - Solar fire
36"
Heavy D6
8
-3
D6
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s 2 tesla cannons can be replaced with one of the following: 2 gauss cannons; 2 particle beamers.
ABILITIES
ABILITIES
Living Metal, Command Protocols
Explodes: 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.
Hovering: Distances are measured to and from either this model's hull or its base, whichever is the closest.
Quantum Shielding: This model has a 5+ invulnerable save. In addition, each time an attack is made against this model, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the attacker may have.
Containment Field: This model has a 4+ invulnerable save.
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: VEHICLE, FLY, QUANTUM SHIELDING, TESSERACT ARK


Lords of War


19

Monolith

NoNAME  M WS BS S T W! A Ld Sv Base
360
Monolith (base: 160mm)
1
360
Monolith
8" 6+ 3+ 8 8 13-24 6 10 2+ 160mm
6" 6+ 4+ 8 8 7-12 D6 10 2+
4" 6+ 5+ 8 8 1-6 D3 10 2+
A Monolith is equipped with: 4 gauss flux arcs; particle whip; portal of exile.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Death ray
+5
Death ray
24"
Heavy 1
9
-3
D3+3
-
Gauss flux arc
Gauss flux arc
30"
Rapid Fire 3
5
-2
1
-
Particle whip
Particle whip
36"
Heavy D6
12
-3
3
Blast
Blast
Portal of exile
Portal of exile
Melee
Melee
User
-3
3
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model's 4 gauss flux arcs can be replaced with 4 death rays.
ABILITIES
ABILITIES
Living Metal, Command Protocols
Death Descending: During deployment, you can set up this model in the upper atmosphere instead of placing it on the battlefield. If you do, then during 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.
Hovering: Distances are measured to and from either this model's hull or its base, whichever is the closest.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
Eternity Gate: In your Movement phase, if this model Remains Stationary, then in the Reinforcement step of that phase it can summon a unit. If it does, select one <DYNASTY> CORE INFANTRY unit from your army that is in Strategic Reserves: set up that unit anywhere on the battlefield that it is wholly within 3" of this model and not within Engagement Range of any enemy models. Models in units that are set up using this ability count as having moved a distance in inches equal to their Move characteristic in the Movement phase.
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: VEHICLE, TITANIC, MONOLITH


19

Obelisk

NoNAME  M WS BS S T W! A Ld Sv Base
370
Obelisk (base: 120 x 92mm flying base)
1
370
Obelisk
8" 6+ 3+ 8 8 15-28 6 10 2+ 120 x 92mm flying base
6" 6+ 4+ 8 8 8-14 D6 10 2+
4" 6+ 5+ 8 8 1-7 D3 10 2+
An Obelisk 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, Command Protocols
Death Descending: During deployment, you can set up this model in the upper atmosphere instead of placing it on the battlefield. If you do, then during 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.
Hovering Sentinel: In your Movement phase, if this model Remains Stationary, then until the start of your next Movement phase, its tesla spheres have a Type of Assault 6, a Strength characteristic of 8 and a Damage characteristic of 2.
Hovering: Distances are measured to and from either this model's hull or its base, whichever is the closest.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
Gravity Pulse: In your Shooting phase, you can select one enemy unit that can FLY and is within 24" of this model. Until the start of your next Shooting phase, halve the Move characteristic of models in that unit. If the selected unit is an AIRCRAFT, roll 2D6: for each point by which the total exceeds that unit's Toughness characteristic, that unit suffers 1 mortal wound. Each unit can only be selected for this ability once per phase.
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: VEHICLE, TITANIC, FLY, OBELISK


25

Tesseract Vault

NoNAME  M WS BS S T W! A Ld Sv Base
500
Tesseract Vault (base: 120 x 92mm flying base)
1
500
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.
POWERS OF THE C’TAN
POWERS OF THE C’TAN
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, <DYNASTY>
KEYWORDS: VEHICLE, TITANIC, FLY, C’TAN SHARD, TESSERACT VAULT


23

The Silent King

NoNAME  M WS BS S T W! A Ld Sv Base
Szarekh (base: 100mm)
1Szarekh 8" 2+ 2+ 5 7 9-16 6 10 3+ 100mm
6" 2+ 2+ 5 7 5-8 4 10 3+
4" 2+ 2+ 5 7 1-4 2 10 3+
Triarchal Menhir (base: 50mm)
2Triarchal Menhir 8" 6+ 2+ 5 7 5 1 10 3+ 50mm
Szarekh is equipped with: Sceptre of Eternal Glory; Staff of Stars; Scythe of Dust. Every Triarchal Menhir is equipped with: annihilator beam. Your army can only include one THE SILENT KING unit.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Annihilator beam
Annihilator beam
36"
Heavy 1
12
-4
6
-
Sceptre of Eternal Glory (shooting)
Sceptre of Eternal Glory (shooting)
24"
Assault 3
8
-3
2
-
Staff of Stars (shooting)
Staff of Stars (shooting)
24"
Assault 9
6
-2
1
-
Sceptre of Eternal Glory (melee)
Sceptre of Eternal Glory (melee)
Melee
Melee
+4
-3
2
-
Scythe of Dust
Scythe of Dust
Melee
Melee
+3
-4
3
Each time the bearer fights, it makes 4 additional attacks with this weapon and no more than 4 attacks can be made with this weapon.
Each time the bearer fights, it makes 4 additional attacks with this weapon and no more than 4 attacks can be made with this weapon.
Staff of Stars (melee)
Staff of Stars (melee)
Melee
Melee
User
-2
1
Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon.
Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon.
ABILITIES
ABILITIES
Living Metal, Command Protocols
Noctilith Beacons: In your opponent's Psychic phase, Szarekh can attempt to deny one psychic power as if he were a PSYKER.
Obeisance Generators: At the start of the Fight phase, if there any enemy units within Engagement Range of Szarekh, then until the end of the phase, those units cannot fight until after all other eligible units from your army have done so.
Phaeron of the Stars (Aura): While a friendly NECRONS CORE unit or TRIARCH PRAETORIANS unit is within 6" of Szarekh, each time a ranged attack is made by a model in that unit, you can re-roll the hit roll.
Phaeron of the Blades (Aura): While a friendly NECRONS CORE unit or TRIARCH PRAETORIANS unit is within 6" of Szarekh, each time a melee attack is made by a model in that unit, you can re-roll the wound roll.
Relentless March (Aura): While a friendly NECRONS CORE or TRIARCH PRAETORIANS unit is within 6" of Szarekh, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1" to the Move characteristic of models in that unit.
My Will Be Done: In your Command phase, you can select one friendly NECRONS CORE or TRIARCH PRAETORIANS unit within 9" of Szarekh. Until the start of your next Command phase, each time a model in that unit makes an attack, add 1 to that attack's hit roll. Each unit can only be selected for this ability once per phase.
Phaeron: This model can use its My Will Be Done ability one additional time per turn.
Voice of the Triarch: Once per battle, at the start of any battle round, if Szarekh is on the battlefield he can alter your command protocols. If he does, one command protocol that you did not assign to any battle rounds before the battle becomes active for your army for that battle round, instead of the one that you assigned to it.
Triarchal Menhir: While this unit contains any Triarchal Menhirs models, it does not count as a CHARACTER for the purposes of the Look Out, Sir rule and each time an attack successfully wounds this unit, that attack must be allocated to one of those models. The destruction of Triarchal Menhirs is ignored for the purposes of Morale tests. If Szarekh is ever destroyed, any remaining Triarchal Menhirs in this unit are also destroyed.
The Silent King: If your army is Battle-forged, Szarekh must be your army's WARLORD. You receive 3 additional Command points if Szarekh is your WARLORD.
Transtemporal Force Field: Models in this unit have a 4+ invulnerable save.
Preservative Auto-torpor: If Szarekh has 8 or fewer wounds remaining, it cannot make attacks with its Staff of Stars and loses the Phaeron of the Stars ability. If Szarekh has 4 or fewer wounds remaining, it cannot make attacks with its Scythe of Dust and loses the Phaeron of the Blades ability.
Vengeance of the Enchained: When Szarekh is destroyed, roll one D6 before removing it from play. On a 4+ it explodes, and each unit within 2D6" suffers D6 mortal wounds.
WARLORD TRAIT!
WARLORD TRAIT!
The Triarch’s Will: If your WARLORD has this Warlord Trait, then when assigning command protocols for the battle, you can select four command protocols instead of five, and then one of those command protocols can be assigned to two battle rounds instead of one.
FACTION KEYWORDS: NECRONS, SZAREKHAN
KEYWORDS (Szarekh): VEHICLE, CHARACTER, FLY, SUPREME COMMANDER, PHAERON, NOBLE, DYNASTIC AGENT, THE SILENT KING
KEYWORDS (Triarchal Menhirs): VEHICLE, FLY, DYNASTIC AGENT, THE SILENT KING, TRIARCHAL MENHIRS


24

Gauss Pylon

NoNAME  M WS BS S T W! A Ld Sv Base
475
Gauss Pylon (base: Use model)
1
475
Gauss Pylon
- - 3+ 6 8 16-30 - 10 3+ Use model
- - 4+ 6 8 8-15 - 10 3+
- - 5+ 6 8 1-7 - 10 3+
A Gauss Pylon is equipped with: gauss annihilator; tesla arc; teleportation matrix.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Gauss annihilator
Before selecting targets, select one of the profiles below to make attacks with.
Gauss annihilator
Before selecting targets, select one of the profiles below to make attacks with.
 - Focused beam
 - Focused beam
120"
Heavy 2D3
16
-4
D3+6
Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
 - Flux arc
 - Flux arc
30"
Rapid Fire 6
6
-2
2
-
Tesla arc
Tesla arc
3"
Assault 3D6
4
0
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
OTHER WARGEAR
ABILITIES 
Teleportation matrix
This model has the Dimensional Translocation ability.
Teleportation matrix
This model has the Dimensional Translocation ability.
ABILITIES
ABILITIES
Living Metal, Command Protocols
Phase Shift Generator: Friendly NECRONS models receive a 5+ invulnerable save against ranged attacks while they are within 6" of this model.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 5+ it explodes, and each unit within 6" suffers D6 mortal wounds.
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: VEHICLE, ARTILLERY, TITANIC, GAUSS PYLON


33

Seraptek Heavy Construct

NoNAME  M WS BS S T W! A Ld Sv Base
650
Seraptek (base: Use model)
1
650
Seraptek
12" 3+ 3+ 8 8 15-28 6 10 3+ Use model
9" 4+ 4+ 8 8 8-14 6 10 3+
6" 5+ 5+ 8 8 1-7 6 10 3+
A Seraptek is equipped with: 2 singularity generators; titanic forelimbs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Singularity generator
Singularity generator
36"
Heavy 3D3
8
-3
D6
Blast
Blast
Synaptic obliterator
Synaptic obliterator
72"
Heavy D3
16
-4
6
-
Transdimensional projector
Transdimensional projector
24"
Heavy D6
6
-2
1
Blast
Blast
Titanic forelimbs
Before selecting targets, select one of the profiles below to make attacks with.
Titanic forelimbs
Before selecting targets, select one of the profiles below to make attacks with.
 - Impaling strike
 - Impaling strike
Melee
Melee
x2
-3
5
-
 - Reaping sweep
 - Reaping sweep
Melee
Melee
User
-1
2
Make 2 hit rolls for each attack made with this weapon.
Make 2 hit rolls for each attack made with this weapon.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model's 2 singularity generators can be replaced with 2 synaptic obliterators and 2 transdimensional projectors.
ABILITIES
ABILITIES
Living Metal, Command Protocols
Containment Field: This model has a 5+ invulnerable save.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 5+ it explodes, and each unit within 2D6" suffers D6 mortal wounds.
Titanic: This model is eligible to declare a charge in a turn in which it Fell Back. Each time this model makes a Normal Move, Advances or Falls Back, it can be moved across other models (excluding MONSTER and VEHICLE models) as if they were not there, and when it does it can be moved within Engagement Range of such models, but cannot finish its move within Engagement Range of any of them.

Designers Note: If this model does not have a base, before deploying this model, both players must agree the footprint of this models ‘base’ in the same way they would for an Area Terrain feature. We suggest that an imaginary straight line should be drawn from each point on this model which would touch the battlefield when it is placed on a flat surface. The area within these lines should be considered to be this model’s ‘base’.

If the model has been posed with one or more of its legs raised, agree with your opponent the point where that leg would touch the battlefield, and use this to advise the shape of the models ‘base’.
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: VEHICLE, TITANIC, SERAPTEK HEAVY CONSTRUCT


Fortifications


6

Convergence of Dominion

NoNAME  M WS BS S T W! A Ld Sv Base
Starstele (base: Use model)
3Starstele - - 3+ 6 8 6-10 - - 3+ Use model
- - 4+ 6 8 3-5 - - 3+
- - 5+ 6 8 1-2 - - 3+
Every model is equipped with: transdimensional abductor.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Transdimensional abductor
Transdimensional abductor
12"
Assault D3
4
-3
3
-
ABILITIES
ABILITIES
Living Metal, Command Protocols
Convergence of Dominion: When this unit is first set up on the battlefield, its models do not have to be set up in unit coherency. Instead, each model must be set up wholly within 12" of one other model from its unit. From that point on, each model in this unit is treated as a separate unit.
Dominion Protocols (Aura): While a friendly <DYNASTY> CORE unit is within 6" of this model, add 2 to the Leadership characteristic of models in that unit.
Dynastic Command Node: While a command protocol is active for your army, friendly units with the Command Protocols ability that are within 6" of this model benefit from the selected directive(s) of the active command protocol.
Translocation Protocols: While there are any STARSTELE units from your army on the battlefield, CRYPTEK units in your army can attempt the following action: ‘Activate Trans location Protocols (Action): At the end of your Movement phase, one friendly CRYPTEK unit from your army that is within 3" of any friendly STARSTELE units can start to perform this action. The action is completed at the end of your turn. Once completed, select one of those STARSTELE units and remove it from the battlefield; in the Reinforcements step of your next Movement phase, set that STARSTELE unit back up on the battlefield, anywhere that is more than 9" away from any enemy models. If the battle ends and that STARSTELE unit is not on the battlefield, it is destroyed.’
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: BUILDING, VEHICLE, STARSTELE, CONVERGENCE OF DOMINION


6

Sentry Pylon

NoNAME  M WS BS S T W A Ld Sv Base
100
Sentry Pylon (base: Use model)
1‑3
100
Sentry Pylon
- - 3+ 4 7 8 - 10 3+ Use model
If this unit contains 2 models, it has Power Rating 12. If this unit contains 3 models, it has Power Rating 18. Every model is equipped with: gauss exterminator; teleportation matrix.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Focussed death ray
Focussed death ray
36"
Heavy 1
12
-4
D3+3
-
Gauss exterminator
Gauss exterminator
48"
Heavy 2
8
-3
D6
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack's hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack's hit roll.
+25
Heat cannon
+25
Heat cannon
36"
Heavy D6
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
OTHER WARGEAR
ABILITIES 
Teleportation matrix
This model has the Dimensional Translocation ability.
Teleportation matrix
This model has the Dimensional Translocation ability.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model’s gauss exterminator can be replaced with one of the following: focused death ray; heat cannon.
ABILITIES
ABILITIES
Living Metal, Command Protocols
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Artillery Battery: When this unit is first set up on the battlefield, its models do not have to be set up in unit coherency. Instead, each model must be set up within 6" of one other model from its unit. From that point on, each model in this unit is treated as a separate unit.
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS: VEHICLE, ARTILLERY, SENTRY PYLON


38

Tomb Citadel Walls

NoNAME  M WS BS S T W A Ld Sv Base
Tomb Ziggurat (base: Use model)
1Tomb Ziggurat - - 3+ 9 9 20 - 10 3+ Use model
Power Crucible (base: Use model)
1Power Crucible - - 3+ 9 9 20 - 10 3+ Use model
Gun Emplacement Mount (base: Use model)
2Gun Emplacement Mount - - 3+ 9 9 14 - 10 3+ Use model
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+25
Gauss exterminator
+25
Gauss exterminator
48"
Heavy 2
9
-3
2D3
-
+10
Tesla destructor
+10
Tesla destructor
36"
Heavy 5
7
0
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s Gun Emplacement Mounts can each be equipped with one of the following: 1 gauss exterminator; 1 tesla destructor.
ABILITIES
ABILITIES
Living Metal
Eternity Gate: In your Movement phase, if this model Remains Stationary, then in the Reinforcement step of that phase it can summon a unit. If it does, select one <DYNASTY> CORE INFANTRY unit from your army that is in Strategic Reserves: set up that unit anywhere on the battlefield that it is wholly within 3" of this model and not within Engagement Range of any enemy models. Models in units that are set up using this ability count as having moved a distance in inches equal to their Move characteristic in the Movement phase.
Tomb Citadel: After this unit is set up:
  • The Tomb Ziggurat is treated as a terrain feature with the following Terrain Traits:
    • Scaleable
    • Defensible
    • Light Cover
    • Obscuring
  • The Power Crucible is treated as a terrain feature with the following Terrain Traits:
    • Unstable Position
    • Dense Cover
    • Obscuring
  • The Gun Emplacement Mounts are treated as terrain features with the following Terrain Traits:
    • Unstable Position
    • Dense Cover
    • Obscuring
Ziggurat Dock: During deployment, you can set up one <DYNASTY> MONOLITH or <DYNASTY> SENTRY PYLON model from your army on top of this unit’s Tomb Ziggurat model. If you do, until that Monolith or Sentry Pylon unit moves, add 1 to the Strength characteristic of weapons that model is equipped with.
Defence Field (Aura): While a friendly <DYNASTY> unit is within 6" of this unit’s Power Crucible model, models in that unit have a 5+ invulnerable save.
Resurrection Amplifier (Aura): While a friendly <DYNASTY> CORE unit is within 6" of this unit’s Power Crucible model, add 1 to Reanimation Protocol rolls made for that unit.
Wrecked: Each time a model in this unit is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 9" suffers D6 mortal wounds. On any other result that model is wrecked; though the model counts as destroyed for all rules purposes do not remove it from the battlefield. Instead, for the remainder of the battle it is treated as an Obstacle terrain feature with the following terrain traits:
  • Difficult Ground
  • Exposed Position
  • Unstable Position
FACTION KEYWORDS: NECRONS, <DYNASTY>
KEYWORDS (Tomb Ziggurat): TERRAIN, OBSTACLES, BUILDING, TOMB CITADEL, TOMB ZIGGURAT
KEYWORDS (Power Crucible): TERRAIN, BUILDING, TOMB CITADEL, POWER CRUCIBLE
KEYWORDS (Gun Emplacement Mount): TERRAIN, BUILDING, TOMB CITADEL, GUN EMPLACEMENT MOUNT

The ANRAKYR THE TRAVELLER keyword is used in the following Necrons datasheets:

Tachyon arrow used in the following datasheets:

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. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. 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 NOBLE 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 NOBLE), 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 NOBLE 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 within 6" of a friendly NECRONS CHARACTER model (excluding C’TAN SHARD models), that unit benefits from the selected directive.

If the battle lasts for more than five battle rounds, then until the end of the battle, whichever command protocol was active in the fifth battle round remains active. The available command protocols are show below.

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.
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 DYNASTIC AGENT keyword is used in the following Necrons datasheets:

Lords of War

Gauss cannon used in the following datasheets:

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.

Tesla cannon used in the following datasheets:

Hyperphase sword used in the following datasheets:

Elites

Resurrection Orb used in the following datasheets:

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 QUANTUM SHIELDING keyword is used in the following Necrons datasheets:

Dedicated Transport

Aeonstave (shooting) used in the following datasheets:

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.

Aeonstave (melee) used in the following datasheets:

The CRYPTEK keyword is used in the following Necrons datasheets:

The CRYPTEK keyword is used in the following Necrons datasheets:

The CHRONOMANCER keyword is used in the following Necrons datasheets:

The ILLUMINOR SZERAS keyword is used in the following Necrons datasheets:

The NECRON WARRIORS keyword is used in the following Necrons datasheets:

Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Perils of the Warp
When a PSYKER unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a PSYKER unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a PSYKER unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The PSYKER unit manifesting the power suffers D3 mortal wounds.
  • If PSYKER unit is destroyed, the psychic power fails to manifest.
  • If PSYKER unit destroyed, every other unit within 6" suffers D3 mortal wounds.

The TECHNOMANCER keyword is used in the following Necrons datasheets:

The IMOTEKH THE STORMLORD keyword is used in the following Necrons datasheets:

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.
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 PHAERON keyword is used in the following Necrons datasheets:

Lords of War

Phylactery used in the following datasheets:

The <DYNASTY> and DESTROYER CULT keywords are used in the following Necrons datasheets:

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

The LORD keyword is used in the following Necrons datasheets:

The NEMESOR ZAHNDREKH keyword is used in the following Necrons datasheets:

The ORIKAN THE DIVINER keyword is used in the following Necrons datasheets:

Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.
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.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Flying
If a unit’s datasheet has the FLY keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • FLY models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • FLY models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.

The TRAZYN THE INFINITE keyword is used in the following Necrons datasheets:

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).
RELIC1RP
Purchase this Requisition when you add a Crusade card for a CHARACTER unit to your Order of Battle, or when a CHARACTER unit in your Order of Battle gains a rank. You can give one CHARACTER model in that unit one Relic (excluding Crusade Relics). This must still be a Relic it can have, and it cannot be a Relic that replaces a weapon this CHARACTER is equipped with if the weapon in question has been upgraded by a Weapon Enhancement or a Crusade Relic (e.g. Artificer Weapon). Make a note of the Relic on the unit’s Crusade card and add 1 to its Crusade points total (+2 instead if the CHARACTER is TITANIC). This upgrade is permanent to this unit, and cannot be removed or changed. No model can have more than one Relic and the same Relic cannot be included more than once by any model in your Order of Battle.*
Requisition Points
Requisition points can be used to purchase Requisitions: these can upgrade your Crusade force, or units within them. Each time you spend a Requisition point, reduce your total by 1. Any Requisition points you do not spend are saved and can be used later. As you play more battles, you can accrue additional Requisition points, but a Crusade force can never have more than 5 (any additional Requisition points acquired beyond this are lost). Each time you play a battle, you will gain 1 Requisition point after that battle has been completed, regardless of the result of the battle itself. You should keep track of how many Requisition points you have on your Order of Battle.

The Requisitions you can purchase can be found here. Each Requisition will tell you when it can be purchased; they can never be purchased during a battle. Unless stated otherwise, there is no limit on the number of Requisitions you can purchase, the number of times you can purchase each Requisition, nor on the combination of Requisitions you can purchase, so long as you have enough Requisition points. If you do not have enough Requisition points to purchase a Requisition, you cannot purchase it.

  • Requisitions cost Requisition points to purchase.
  • You can never have more than 5 Requisition points.
  • Each battle you play earns you 1 Requisition point (win, lose or draw).

The VARGARD OBYRON keyword is used in the following Necrons datasheets:

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.

The KUTLAKH THE WORLD KILLER keyword is used in the following Necrons datasheets:

Transdimensional beamer used in the following datasheets:

Fast Attack

The MAYNARKH and VEHICLE keywords are used in the following Necrons datasheets:

Gauss flayer array used in the following datasheets:

Heavy Support
Dedicated Transport

The <DYNASTY> and NECRON WARRIORS keywords are used in the following Necrons datasheets:

Disembark
If a unit starts its Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the TRANSPORT model and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a TRANSPORT can disembark this phase.
  • A unit must disembark before their TRANSPORT moves.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.

The TRANSPORT keyword is used in the following Necrons datasheets:

Dedicated Transport

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

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

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

The <DYNASTY> and CANOPTEK PLASMACYTE keywords are used in the following Necrons datasheets:

The BEAST keyword is used in the following Necrons datasheets:

Particle beamer used in the following datasheets:

Fast Attack
Heavy Support

Gloom prism used in the following datasheets:

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 <DYNASTY> and CANOPTEK SCARAB SWARMS keywords are used in the following Necrons datasheets:

Price per unit
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.

The CRYPTOTHRALLS keyword is used in the following Necrons datasheets:

The HYPERSPACE HUNTER keyword is used in the following Necrons datasheets:

The <DYNASTY>, INFANTRY and NOBLE keywords are used in the following Necrons datasheets:

The DYNASTIC AGENT, INFANTRY and NOBLE keywords are used in the following Necrons datasheets:

Hyperphase reap-blade used in the following datasheets:

Hyperphase threshers used in the following datasheets:

The TRIARCH keyword is used in the following Necrons datasheets:

Particle caster used in the following datasheets:

Twin tesla destructor used in the following datasheets:

Heavy Support

The AIRCRAFT keyword is used in the following Necrons datasheets:

The <DYNASTY>, CORE and INFANTRY keywords are used in the following Necrons datasheets:

The DYNASTIC AGENT and INFANTRY keywords are used in the following Necrons datasheets:

Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.

Enmitic exterminator used in the following datasheets:

Gauss destructor used in the following datasheets:

The LOKHUST HEAVY DESTROYERS keyword is used in the following Necrons datasheets:

The TITANIC keyword is used in the following Necrons datasheets:

Tesla sphere used in the following datasheets:

The THE SILENT KING keyword is used in the following Necrons datasheets:

Lords of War

The TRIARCH PRAETORIANS keyword is used in the following Necrons datasheets:

Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.

Teleportation matrix used in the following datasheets:

Lords of War
Fortifications

The ARTILLERY keyword is used in the following Necrons datasheets:

Lords of War
Fortifications
Unit Coherency
A unit that has more than one model must be set up and finish any sort of move as a single group, with all models within 2" horizontally and 5" vertically of at least one other model from their unit. While a unit has six or more models, all models must instead be within 2" horizontally and 5" vertically of at least two other models from their unit. This is called unit coherency. If a unit cannot end any kind of move in unit coherency, that move cannot be made. Units are primarily moved in the Movement phase, but they can also be moved in the Charge phase and the Fight phase.

Some rules allow you to add models to a unit during the battle; such models must always be set up in unit coherency with the unit they are being added to. Sometimes there will be insufficient room to set up all the models from a unit, or it will not be possible to set up all the models so that they are in unit coherency. When this is the case, any models that cannot be set up are considered to have been destroyed.

  • Unit coherency: 2" horizontally + 5" vertically.
  • Each model must be in unit coherency with one other model from own unit.
  • While unit has 6+ models, each model must be in unit coherency with 2 other models from own unit.

The STARSTELE keyword is used in the following Necrons datasheets:

The BUILDING keyword is used in the following Necrons datasheets:

Scaleable
Only INFANTRY, BEASTS and SWARM models, and models that can FLY, can be set up or end a move on top of an Obstacles terrain feature with this trait. Only INFANTRY, BEASTS and SWARM models, and models that can FLY, can be set up or end a move on the upper floors of an Area Terrain feature with this trait (other models can be set up or end a move on the ground floor). INFANTRY, BEASTS and SWARM models can move through the floors, ceilings, and gantries of this terrain feature without impediment.

  • Only INFANTRY, BEAST, SWARM and FLY models can be set up or end a move on top of this terrain feature (excluding ground floor).
  • INFANTRY, BEAST and SWARM models can move through the floors, ceilings and gantries.
Obscuring
If this terrain feature is at least 5" in height, then models cannot see through or over this terrain feature. This means that one model is not visible to another if you cannot draw a straight line, 1mm in thickness, between them without it passing through or over any part of this terrain feature. The height of a terrain feature is measured from the highest point on that terrain feature.

Models that are on or within terrain feature can see, and can be seen and targeted normally. AIRCRAFT models, and models with a Wounds (W) characteristic of 18 or more, are visible and can be targeted even if this terrain feature is in-between it and the firing model (note that the reverse is not true).

  • Blocks visibility if at least 5” tall.
  • Models on or within can see and be seen normally.
  • AIRCRAFT and models with W characteristic of 18+ can be seen normally.
Unstable Position
Models cannot be set up or end a move on top of this terrain feature (they can move up, over and down this terrain feature, but they cannot end a move on top of it).

  • Cannot be set up or end a move on top of this terrain feature.
Dense Cover
If this terrain feature is at least 3" in height, then subtract 1 from the hit roll when resolving an attack with a ranged weapon unless you can draw straight lines, 1mm in thickness, to every part of at least one model’s base (or hull) in the target unit from a single point on the attacking model's base (or hull) without any of those lines passing over or through any part of any terrain feature with this trait. Models that are on or within an Area Terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is on or within. Models within 3" of an Obstacle terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is within 3" of. The height of a terrain feature is measured from the highest point on that terrain feature.