VOXROSTER
CodexFactionsNecrons

Necrons

Datasheets Army List Datasheets collated Characters C’tan Shard Of The Deceiver C’tan Shard Of The Nightbringer C’tan Shard Of The Void Dragon Catacomb Command Barge Chronomancer Hexmark Destroyer Illuminor Szeras Imotekh The Stormlord Lokhust Lord Orikan The Diviner Overlord Overlord with translocation shroud Plasmancer Psychomancer Royal Warden Skorpekh Lord Technomancer The Silent King Transcendent C’tan Trazyn The Infinite Anrakyr The Traveller Lord Nemesor Zahndrekh Vargard Obyron Battleline Immortals Necron Warriors Dedicated Transports Ghost Ark Fortifications Convergence Of Dominion Gauss Pylon Sentry Pylon Tomb Citadel Walls Other Annihilation Barge Canoptek Doomstalker Canoptek Reanimator Canoptek Scarab Swarms Canoptek Spyders Canoptek Wraiths Cryptothralls Deathmarks Doom Scythe Doomsday Ark Flayed Ones Lokhust Destroyers Lokhust Heavy Destroyers Lychguard Monolith Night Scythe Obelisk Ophydian Destroyers Skorpekh Destroyers Tesseract Vault Tomb Blades Triarch Praetorians Triarch Stalker Seraptek Heavy Construct Canoptek Acanthrites Canoptek Tomb Sentinel Canoptek Tomb Stalker Night Shroud Tesseract Ark Author Community Data Export Settings Show fluff text Show Legends and not recommended rules/datasheets Show Forge World datasheets Show Crusade Rules Show Boarding Actions rules Show base size Show Core Stratagems Show datasheet features (Stratagems, Enhancements, etc.) Color theme: OS default Bright Dark The Rules Quick Start Guide Core Rules Crusade Rules Rules Commentary FAQs Matched Mission Packs Leviathan Pariah Nexus Battles Chapter Approved 2025-26 Crusade Mission Packs Tyrannic War Pariah Nexus Nachmund Gauntlet Boarding Actions Boarding Action Rules Others Bunker Factions Imperium Adepta Sororitas Adeptus Custodes Adeptus Mechanicus Adeptus Titanicus Astra Militarum Grey Knights Imperial Agents Imperial Knights Space Marines Chaos Chaos Daemons Chaos Knights Chaos Space Marines Death Guard Emperor’s Children Thousand Sons World Eaters Xenos Aeldari Drukhari Genestealer Cults Leagues of Votann Necrons Orks T’au Empire Tyranids Unaligned Unaligned Forces Necrons [ No filter AWAKENED DYNASTY ANNIHILATION LEGION CANOPTEK COURT OBEISANCE PHALANX HYPERCRYPT LEGION STARSHATTER ARSENAL Boarding Actions TOMB SHIP COMPLEMENT DERANGED OUTCASTS CANOPTEK HARVESTERS ] Advancing in inexorable lockstep come the deathless legions of the Necrons. Eldritch energy weapons crackle and howl, erasing swathes of the enemy. Godlike beings twist reality to their will. The living fall to dust, swept away by ancient powers beyond comprehension. The Necrons have risen to reclaim the stars, and none shall stand in their way. Contents Books FAQ Codex: Necrons Introduction Army Rules Reanimation Protocols Awakened Dynasty Detachment Rule Command Protocols Enhancements Stratagems Annihilation Legion Detachment Rule Annihilation Protocol Enhancements Stratagems Canoptek Court Detachment Rule Power Matrix Enhancements Stratagems Obeisance Phalanx Detachment Rule Worthy Foes Enhancements Stratagems Hypercrypt Legion Detachment Rule Hyperphasing Enhancements Stratagems Starshatter Arsenal Detachment Rule Relentless Onslaught Enhancements Stratagems Crusade Rules Awakening A Tomb World Command System Reanimation System Translocation System Agendas Requisitions Battle Traits Battle Scars Crusade Relics Crusade Badges Awakening Points Remaining Boarding Actions Tomb Ship Complement Mustering a Boarding Patrol Rules Adaptations Army Rule Transdimensional Reinforcement Detachment Rule Conquest Protocols Enhancements Stratagems Deranged Outcasts Army Rule Transdimensional Reinforcement Mustering a Boarding Patrol Rules Adaptations Detachment Rule Terrifying Charge Enhancements Stratagems Canoptek Harvesters Mustering a Boarding Patrol Rules Adaptations Army Rule Transdimensional Reinforcement Detachment Rule Retribution Protocols Enhancements Stratagems Now Playing Up Next Warhammer 40,000: Speed Freeks - Official Gameplay Trailer #2 1:13 Now Playing Up Next Hungary and Rheinmetall Defense from Germany sign agreement to produce Lynx tracked armored IFV 4:07 Now Playing Up Next The World's Richest Criminal Leaders A Dark Underworld of Wealth and Power | 12am News 3:20 Now Playing Up Next Warhammer 40,000: Darktide - Official Arbites Class Launch Trailer 1:29 Now Playing Up Next 'Minerals': Researcher explains U.S. interest in DRC-Rwanda truce 1:47 Now Playing Up Next Evil Dead The Game - Survivor Tutorial: Henry The Red: Collect Map, Necronomicon & Kandarian Dagger 15:38 Now Playing Up Next Warhammer 40,000: Darktide - Official Arbites Class Release Date Trailer 0:30 Now Playing Up Next 7 Most POWERFUL Mafia Families in 2024: Secrets Revealed! 40:57 Now Playing Up Next AI The Somnium Files nirvanA Initiative - Ryuki Chapter 4 R2 Talk to Date: Mag Powers Story Gameplay 5:45 Now Playing Up Next Polygonal Masonry On Gateway To Underworld 10:38 Warhammer 40,000: Speed Freeks - Official Gameplay Trailer #2 Share Watch on Warhammer 40,000: Speed Freeks - Official Gameplay Trailer #2 Books Book Kind Edition Version Last update Necrons Necrons Codex 10 1.2 October 2024 Munitorum Field Manual Munitorum Field Manual Expansion 10 2.9 June 2025 Grotmas Calendar: Necrons - Starshatter Arsenal Grotmas Calendar: Necrons - Starshatter Arsenal Expansion 10 January 2025 Boarding Actions Boarding Actions Expansion 10 1.0 October 2024 Imperial Armour: Necrons Imperial Armour: Necrons Datasheet 10 September 2024 Legends: Necrons Legends: Necrons Datasheet 10 September 2024 FAQ Codex: Necrons Q: When using the Protocol of the Undying Legions Stratagem, are any other rules that are applicable to Reanimation Protocols applied (e.g. Necron Warriors ’ Their Number is Legion ability)? A: Yes. Q: If I am using the Canoptek Court Detachment, if there are no objective markers within No Man’s Land or within my opponent’s deployment zone, can those areas be within my army’s Power Matrix ? A: No. Q: Can I use the Cosmic Precision Stratagem to set up a unit anywhere on the battlefield instead of only wholly within 6" of a battlefield edge, even if it doesn’t have the Deep Strike ability? A: Yes. Q: When being set up using the Cosmic Precision Stratagem, does a model that is large (e.g. a TESSERACT VAULT ) have to follow the rules for large models in the Deploying Units section of the Rules Commentary? A: No. Q: When using the Protocol of the Conquering Tyrant Stratagem or Lokhust Destroyers’ Hard-wired for Destruction ability, to be eligible to re-roll the Hit roll , does the unit also need to be eligible to re-roll a Hit roll of 1? A: Yes (see ‘Rules with Multiple Conditions and Effects’ in the Rules Commentary ). Q: When I set up a unit using the MONOLITH ’s Eternity Gate ability, do I have to set that unit up wholly within 6" of one battlefield edge? A: No. Q: When I set up a unit using the MONOLITH ’s Eternity Gate ability, and that unit is not wholly within 6" of one battlefield edge, is that unit eligible to shoot in my Shooting phase ? A: Yes. Q: Does the Canoptek Court Autodivinator Enhancement trigger when army rule effects such as Code Chivalric (Imperial Knights) award a player CP, or when an opponent discards a Secondary Mission card for 1CP? A: No in both cases. It only triggers when your opponent gains CP as the result of an ability (not any other kind of rule). Q: If a unit is removed from the battlefield using the Hypercrypt Legion Hyperphasing Detachment rule and it has the Deep Strike ability, can that unit arrive from Reserves in the first battle round ? A: Yes, provided you are going second. Q: If I target a CANOPTEK WRAITHS unit with the Canoptek Court Reactive Subroutines Stratagem, can this trigger that unit’s Wraith Form ability? A: Yes. Q: Do rules that activate Reanimation Protocols (e.g. the Protocol of the Undying Legions Stratagem) only apply to a Bodyguard unit whose attached Leader unit is on the battlefield if one or more models from that Bodyguard unit are also still on the battlefield? A: Yes. Q: Can I use the MONOLITH ’s Eternity Gate ability in the first battle round to reposition a unit that is on the battlefield? A: Yes, provided the mission rules you are using do not state otherwise. If you are using the LEVIATHAN or Pariah Nexus mission packs, for example, the answer is no Q: Can I use the MONOLITH ’s Eternity Gate ability in the first battle round to set up a unit that I removed from the battlefield and placed into Strategic Reserves using the Hyperphasing Detachment rule? A: Yes, including if you are using the LEVIATHAN or Pariah Nexus mission packs, for example. Introduction On the following pages you will find several NECRONS Detachments you can select from, as described in the Core Rules (see the Select Detachment Rules step). If you are playing a Crusade battle , see the equivalent step in the Mustering a Crusade Army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Necrons - the rules they include are as follows: 1 DETACHMENT RULE The Detachment rule listed here will apply to either your whole army or to particular units within it. 2 ENHANCEMENTS When mustering your army, your chosen Detachment enables you to upgrade CHARACTERS using the Enhancements listed here, as described in the Core Rules (see the Select Units step). If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your CHARACTERS Enhancements, as described in the main Crusade rules. 3 STRATAGEMS Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems . Army Rules Reanimation Protocols The Necron dynasties benefit from the nigh-on supernatural technologies that once saw them dominate the galaxy, perhaps the most unsettling of which are their 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. Witch lights 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. If your Army Faction is NECRONS , at the end of your Command phase , each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength , one destroyed model is returned to that unit with one wound remaining. Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. Awakened Dynasty Detachment Rule Command Protocols The Necron nobility and their high-ranking courtiers 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 While a NECRONS CHARACTER model is leading this unit, each time a model in this unit makes an attack, add 1 to the Hit roll . Enhancements Veil of Darkness 20 pts With this device the bearer can twist space and time about them, enfolding them in a swirling darkness. When it fades, they have vanished, rematerialising elsewhere through a miracle of arcane science. NECRONS model only. Once per battle, at the end of your opponent’s turn, if the bearer’s unit is not within Engagement Range of any enemy units, the bearer can use this Enhancement. If it does, remove that unit from the battlefield. Then, in the Reinforcements step of your next Movement phase , set up that unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. Nether-realm Casket 20 pts Clouds of hyper-dense particles billow from this small artefact, to obscure and shield the bearer from the foe. NECRONS model only. While the bearer is leading a unit, models in that unit have the Stealth ability. Phasal Subjugator (Aura) 35 pts This engraved sigil-circuitry transforms the fierce will of the bearer into a surging lash across every phasal state. NECRONS model only. While a friendly NECRONS unit (excluding CHARACTER units) is within 6" of the bearer, each time a model in that unit makes an attack, add 1 to the Hit roll. Enaegic Dermal Bond 30 pts The bearers living metal mantle is bonded to mirror versions of itself across many dimensional thresholds. NECRONS model only. The bearer has the Feel No Pain 4+ ability. Stratagems PROTOCOL OF THE ETERNAL REVENANT 1CP Awakened Dynasty – Epic Deed Stratagem Necron rulers possess enhanced self-repair systems. WHEN: Any phase. TARGET: One NECRONS INFANTRY CHARACTER model from your army that was just destroyed . You can use this Stratagem on that model even though it was just destroyed. EFFECT: At the end of the phase, set your model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with half of its starting number of wounds remaining. RESTRICTIONS: Each model can only be targeted with this Stratagem once per battle. PROTOCOL OF THE UNDYING LEGIONS 1CP Awakened Dynasty – Strategic Ploy Stratagem Nanoscarabs are released in boiling black clouds that whirl about the legions and effect rapid repairs WHEN: Your opponent’s Shooting phase or the Fight phase , just after an enemy unit has resolved its attacks. TARGET: One NECRONS unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks. EFFECT: Your unit activates its Reanimation Protocols and reanimates D3 wounds (or D3+1 wounds if a NECRONS CHARACTER is leading your unit]. PROTOCOL OF THE HUNGRY VOID 1CP Awakened Dynasty – Battle Tactic Stratagem Necrons strike with data-augmented accuracy. WHEN: Fight phase . TARGET: One NECRONS unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in your unit. In addition, If a NECRONS CHARACTER is leading your unit, until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1. (this is not cumulative with any other modifiers that improve Armour Penetration]. PROTOCOL OF THE SUDDEN STORM 1CP Awakened Dynasty – Strategic Ploy Stratagem Arcing energies leap from one Necron to the next, lending them unnatural speed and surety WHEN: Your Movement phase . TARGET: One NECRONS unit from your army. EFFECT: Until the end of the turn, ranged weapons equipped by models in your unit have the [ASSAULT] ability. In addition, if a NECRONS CHARACTER is leading your unit, until the end of the phase, you can re-roll Advance rolls made for your unit. PROTOCOL OF THE CONQUERING TYRANT 1CP Awakened Dynasty – Battle Tactic Stratagem The legions employ the strategies of their masters in perfect synchronicity, laying down hails of mechanically coordinated fire. WHEN: Your Shooting phase . TARGET: One NECRONS unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit within half range, re-roll a Hit roll of 1. If a NECRONS CHARACTER is leading your unit, until the end of the phase, you can re-roll the Hit roll for that attack instead. PROTOCOL OF THE VENGEFUL STARS 2CP Awakened Dynasty – Strategic Ploy Stratagem Criss-crossfire leaps from the Necron ranks, forming a blazing corona of deadly energy to punish those who dare threaten the indignant nobility's legions. WHEN: Your opponent’s Shooting phase , just after an enemy unit destroys a NECRONS unit from your army. TARGET: One NECRONS CHARACTER unit from your army that was within 6" of that NECRONS unit when it was destroyed . EFFECT: After the attacking unit has resolved its attacks, your unit can shoot as if it were your Shooting phase, but it must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target. Annihilation Legion Detachment Rule Annihilation Protocol The most murderous Necrons of an Annihilation Legion retain no thought processes beyond destroying anything in reach. They are mechanised death, echoes of the industrialised and brutal processes of bio transference made manifest. Whether soullessly efficient or frenziedly deluded, these killing machines follow protocols that have atrophied into a singular and all-consuming insanity. Each time a DESTROYER CULT or FLAYED ONES unit from your army declares a charge , you can re-roll the Charge roll . If one or more targets of that charge are Below Half-strength , add 1 to the Charge roll as well. Each time a DESTROYER CULT unit from your army makes a ranged attack that targets the closest eligible target, add 1 to the Armour Penetration characteristic of that attack. Enhancements Eternal Madness 25 pts This Necrons sanity suffered during the Great Sleep. Now they are driven by a wrathful zeal, one which has seeped through the carrier waves of their commandments and into their followers. NECRONS model only. In the Fight phase , each time a model in the bearer’s unit is destroyed , if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking models unit has finished making its attacks, and is then removed from play. Ingrained Superiority 10 pts An immortal destroyer, this war leaders every victim is etched irrevocably into their cognitive engrams. Every weakness they ever overcame is recalled, frailties they can exploit on each new battlefield. NECRONS model only. Each time a model in the bearer’s unit makes an attack, on a Critical Wound , improve the Armour Penetration characteristic of that attack by 1. Soulless Reaper 20 pts This deathly killer exudes a soul-sapping presence, the promise of lifes’ end so explicit in their chilling gaze that few can muster the strength of will to evade it. DESTROYER CULT model only. Each time an enemy unit within Engagement Range of the bearer’s unit is selected to Fall Back , roll one D6: on a 3+, that unit cannot Fall Back this phase and must Remain Stationary . Eldritch Nightmare 15 pts Atavistic fears are summoned from the pits of nightmare and thrust into the minds of all foes near this metal-skinned horror. DESTROYER CULT model only. At the start of the Fight phase , each enemy unit within Engagement Range of the bearer must take a Battle-shock test . Stratagems MASKS OF DEATH 1CP Annihilation Legion – Strategic Ploy Stratagem Wreathed in tendrils of transdimensional shadow that intensify their deathly visages, these killing machines evoke such terror that steady aims tremble and blade arms are sapped of strength. WHEN: Your opponent’s Shooting phase or the Fight phase , just after an enemy unit has selected its targets. TARGET: One DESTROYER CULT or FLAYED ONES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll . THE SPOOR OF FRAILTY 1CP Annihilation Legion – Battle Tactic Stratagem Where one foe falls, logic dictates all others must follow. Where blood is shed, ever must more flow. WHEN: Your Shooting phase or the Fight phase . TARGET: One DESTROYER CULT or FLAYED ONES unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model from your unit makes an attack that targets a unit below Starting Strength , add 1 to the Hit roll . If the target is Below Half-strength , add 1 to the Wound roll as well. MURDEROUS REANIMATION 1CP Annihilation Legion – Battle Tactic Stratagem Through some quirk of their kind's shared insanity, a spark of gruesome satisfaction surges through them with every enemy life snuffed out, triggering quiescent power reserves that drive them onwards. WHEN: Fight phase . TARGET: One DESTROYER CULT or FLAYED ONES unit from your army that has just destroyed an enemy unit, or just caused an enemy unit that was not Below Half-strength to become Below Half-strength. EFFECT: Your unit’s Reanimation Protocols activate. PITILESS HUNTERS 1CP Annihilation Legion – Battle Tactic Stratagem Driven into a state of hyperaggression, an Annihilation Legion's most eager hunters plunge into their prey's midst to maximise their butchery. WHEN: Fight phase . TARGET: One DESTROYER CULT or FLAYED ONES unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move , it can move up to 6" instead of up to 3". BLOOD-FUELLED CRUELTY 1CP Annihilation Legion – Battle Tactic Stratagem Whatever strange afflictions eat away at the sanity of Destroyers and Flayed Ones, mercy is not one of them. WHEN: Your opponent’s Movement phase , just after an enemy unit ends a Fall Back move . TARGET: One DESTROYER CULT or FLAYED ONES unit from your army that started the phase within Engagement Range of that enemy unit. EFFECT: Roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds ; on a 6, that enemy unit suffers 3 mortal wounds. Your unit can then make a Normal move , but must end that move as close as possible to that enemy unit. INSANITY’S IRE 1CP Annihilation Legion – Strategic Ploy Stratagem To strike down one horror is merely to draw the rest of the pack's insane and murderous focus. WHEN: Your opponent’s Shooting phase , just after an enemy unit has shot. TARGET: One DESTROYER CULT or FLAYED ONES unit from your army that had one or more of its models destroyed by the attacking unit’s attacks. EFFECT: Your unit can make a Normal move , but must end that move as close as possible to that enemy unit. Canoptek Court Detachment Rule Power Matrix Countless worlds across the galaxy harbour quiescent Necron technology, buried beneath the surface or mistaken for mere xenoarchaeological ruins. Whether part of an awakening tomb world’s defences, phased beneath the crust of a planet to empower the Cryptek’s conquest or perhaps the very objects they seek, these strange engines can be roused to wakefulness. Linked in an interdimensional matrix, their ancient energy cores can be vampirically bled to empower the Crypteks’ arcane technologies as well as their artificial and servile constructs. Certain areas of the battlefield are considered to be within your army’s Power Matrix, as follows: Your deployment zone is always within your army’s Power Matrix. At the start of any phase , if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Power Matrix. At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Power Matrix. Each time a model in a CRYPTEK or CANOPTEK unit from your army makes an attack, re-roll a Hit roll of 1. If such a unit is wholly within your army’s Power Matrix, you can re-roll the Hit roll instead. Enhancements Dimensional Sanctum 20 pts This Cryptek has had a personal dimensional pocket reality crafted for them, from which they can emerge into battle at will. CRYPTEK model only. Models in the bearer’s unit have the Infiltrators ability. Hyperphasic Fulcrum 15 pts With this small orb, its surface shimmering in fractal hues and shifting in multidimensional facets, a Cryptek can bypass the ancient security protocols placed upon the areas dormant machineries. Esoteric data and unusual strands of energy can be accessed, the orb acting as a skeleton key to greater power. CRYPTEK model only. While the bearer is leading a unit, if that unit is wholly within your army’s Power Matrix , each time a model in that unit makes an attack, re-roll a Wound roll of 1. Autodivinator 15 pts This cryptogeometric puzzle box harbours a chronoscarab. The tiny construct creeps forward in time along temporal webs before hauling back a captured net of future moments. Its master can scry these wriggling futures to predict their foe’s strategies, using the knowledge to develop new counter-tactics to ambush the attackers. CRYPTEK model only. Each time your opponent gains a CP as the result of an ability, roll one D6: on a 2+, you also gain 1CP. Metalodermal Tesla Weave 10 pts This microsilicate weave generates a cyclical electrostatic overload that, providing its user triggers it in time, sends arcing lightning leaping out to roast onrushing attackers. CRYPTEK model only. Once per phase, when an enemy unit selects the bearer’s unit as a target of a charge , roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds ; on a 6, that enemy unit suffers 3 mortal wounds. Stratagems CURSE OF THE CRYPTEK 1CP Canoptek Court – Battle Tactic Stratagem Vindictive Crypteks often hardwire vengeance sub protocols into the ancient cores of their unliving servants, by which a last act of reprisal is assured. WHEN: Your opponent’s Shooting phase or the Fight phase , just after an enemy unit has shot or fought. TARGET: One CRYPTEK model from your army that was destroyed by one of the attacking unit’s attacks. You can use this Stratagem on that model even though it was just destroyed. EFFECT: Until the end of the battle, each time a friendly CANOPTEK model makes an attack that targets the attacking unit, add 1 to the Hit roll and add 1 to the Wound roll . CYNOSURE OF ERADICATION 2CP Canoptek Court – Battle Tactic Stratagem Only the foolish tread where a Cryptek has set their sights, for these arcane scientists will suffer no threat to their works. WHEN: The start of your Shooting phase or the start of the Fight phase . TARGET: One CRYPTEK or CANOPTEK unit from your army that is wholly within your army’s Power Matrix . EFFECT: Until the end of the phase, weapons equipped by CRYPTEK or CANOPTEK models in your unit have the [DEVASTATING WOUNDS] ability. SOLAR PULSE 1CP Canoptek Court – Strategic Ploy Stratagem By remotely accessing a hidden engine's most illuminating protocols, a Cryptek can release the awesome power of a caged solar flare. WHEN: Start of your Shooting phase . TARGET: One CRYPTEK model from your army. EFFECT: Select one objective marker within 18" of your CRYPTEK model. Until the end of the phase, weapons equipped by friendly NECRONS models have the [IGNORES COVER] ability while targeting units within range of that objective marker. REACTIVE SUBROUTINES 1CP Canoptek Court – Strategic Ploy Stratagem Canoptek constructs spent the long Great Sleep in watchful vigilance. Triggering a surge of power, they are capable of responsive manoeuvres to outwit the swiftest of attackers. WHEN: Your opponent’s Movement phase , just after an enemy unit ends a Normal , Advance or Fall Back move . TARGET: One CANOPTEK unit from your army that is within 9" of that enemy unit. EFFECT: Your unit can make a Normal move of up to 6". COUNTERTEMPORAL SHIFT 1CP Canoptek Court – Strategic Ploy Stratagem With a twist to the fabric of time, a bubble of another moment enshrouds these constructs. Strange emissions from long-dead elder stars or utter darkness from a nighttime far in the future occludes them from their master’s foes. WHEN: Your opponent’s Shooting phase , just after an enemy unit has selected its targets. TARGET: One CANOPTEK unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18". SUBOPTIMAL FACADE 1CP Canoptek Court – Strategic Ploy Stratagem Canoptek constructs use sophisticated metalogic to craft sinister ambushes. Luring the foe in by appearing at suboptimal operation, a surge of reanimation protocols suddenly swells their numbers. WHEN: Your opponent’s Charge phase , just after an enemy unit has declared a charge . TARGET: One CANOPTEK unit from your army that was selected as a target of that charge and is wholly within your army’s Power Matrix . EFFECT: Your unit’s Reanimation Protocols activate. Obeisance Phalanx Detachment Rule Worthy Foes With a command transmitted by regal carrier wave, signalled by a glowing glyph or via a haughty gesture with their blade, the ruling nobles mark their chosen enemy. With this declaration are the Triarchal Codes observed, and the ignorant foe doomed. The nobles’ powerful servants and the Triarch’s guardians of tradition march to war obediently, driven to best the mightiest of foes on the battlefield as a demonstration of the dynasty’s honour and a warning to the rest of their enemies’ foolish kind. In your Command phase , select one enemy unit. Until the start of your next Command phase, each time a NOBLE , LYCHGUARD or TRIARCH unit from your army makes an attack that targets that unit, add 1 to the Wound roll . Enhancements Honourable Combatant 10 pts A strict adherent to the ancient codes, this noble reserves their greatest displays of power to execute the enemy's leaders. Such champions are brought low in ostentatious manner, the inspiration or strategy they once provided severed at a stroke. OVERLORD model only. Each time the bearer’s unit destroys an enemy CHARACTER unit, your opponent loses 1CP if they have any. Unflinching Will 20 pts With sheer will this noble drives their warriors into battle against the most malevolent foes. Not from pretenders to nobility, nor marauding beasts, nor titanic machineries will this noble turn; they have faced greater horrors during their long existence. OVERLORD model only. The bearer’s melee weapons have the [PRECISION] and [ANTI-INFANTRY 5+] abilities. Warrior Noble 15 pts This dynastic scion is an expert in the arts of martial excellence, and their living metal form has been enhanced by their Crypteks. With effortless arrogance, they and their guardians parry or contemptuously swat aside the strikes of those they see as their lessers. OVERLORD model only. Each time a melee attack targets the bearer’s unit, subtract 1 from the Hit roll . Eternal Conqueror 25 pts This insatiable subjugator sees all before them as theirs for the taking by ancient right of conquest. They wield their legion like an iron gauntlet, using it to seize the battlefield in a demonstration of their power and strength, daring others to try taking it from them. OVERLORD model only. Each time a model in the bearer’s unit makes an attack that targets an enemy unit within range of an objective marker , you can re-roll the Hit roll . Stratagems YOUR TIME IS NIGH 1CP Obeisance Phalanx – Epic Deed Stratagem With a pulse of necroneural energy that erodes the foe’s will, the Necron commander declares the fall of the enemy general, promising their remaining forces that it is only a matter of time until they join their master in ignoble death. WHEN: Any phase, just after your opponent’s WARLORD is destroyed . TARGET: Your NECRONS WARLORD . EFFECT: Until the end of the battle, each time an enemy unit takes a Battle-shock or Leadership test , subtract 1 from the result. ENSLAVED ARTIFICE 1CP Obeisance Phalanx – Battle Tactic Stratagem It is not only android soldiery that be compelled to serve. With a command, prized war engines and ornate weapons are empowered to hyperlethality. WHEN: Your Shooting phase or the Fight phase . TARGET: One NECRONS unit from your army (excluding TITANIC units) that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit . NANOASSEMBLY PROTOCOLS 1CP Obeisance Phalanx – Battle Tactic Stratagem A tomb world’s war engines are the pride of its nobility and they will suffer no affront to them, demanding the reassembly of slablike armour atom by atom even as the foe seek to sunder the vehicles. WHEN: Your opponent’s Shooting phase or the Fight phase , just after an enemy unit has selected its targets. TARGET: One NECRONS VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack. SENTINELS OF ETERNITY 1CP Obeisance Phalanx – Epic Deed Stratagem Lychguard never tire, nor give a thought to their own safety over that of their master. With parrying blows and blocking shots they protect their liege even as they continue to strike down their opponents. WHEN: Fight phase , just after an enemy unit has selected its targets. TARGET: One LYCHGUARD or TRIARCH PRAETORIANS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed , if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making attacks , and is then removed from play. SUFFER NO RIVAL 1CP Obeisance Phalanx – Battle Tactic Stratagem Few enemy are worthy of a duel. What dangerous vermin are encountered are prioritised for execution to safeguard the nobles' honour. WHEN: Fight phase . TARGET: One LYCHGUARD or TRIARCH unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability. TERRITORIAL OBSESSION 1CP Obeisance Phalanx – Strategic Ploy Stratagem The ancient and arrogant will of the nobility drives their powerful servants to stand their ground defiantly as they claim the dynasty's rightful lands. WHEN: Your Command phase . TARGET: One LYCHGUARD or TRIARCH unit from your army. EFFECT: Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit. If your unit has the VEHICLE keyword, add 3 to the Objective Control characteristic instead. Hypercrypt Legion Detachment Rule Hyperphasing Employing fractal corridors, dolmen gates and ancient translocation science, the Necrons are able to phase in and out of existence. Nowhere is safe for the terrified foe as mechanoid hunters appear from unfolding planar lattices to slaughter or escape retribution into gulfs of darkness, only to materialise elsewhere to kill anew. At the end of your opponent’s turn, you can select a number of NECRONS units from your army (excluding units that are within Engagement Range of one or more enemy units). The maximum number of units you can select depends on the battle size, as follows: BATTLE SIZE NUMBER OF UNITS Incursion Up to 1 units Strike Force Up to 2 units Onslaught Up to 3 units Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves . Enhancements Dimensional Overseer 25 pts With a mind as labyrinthine as the multi-dimensional tomb itself, this commander directs their servants in complex forays through the tomb’s hyperspatial architecture, catching the witless enemy off guard. NECRONS model only. While the bearer is on the battlefield or in Strategic Reserves , add one to the number of units from your army that you can select for the Hyperphasing rule. Arisen Tyrant 25 pts This ancient being will suffer no threats to their rule, stepping imperiously from twisting nightmare dimensions to annihilate any who dare to oppose them. NECRONS model only. Each time a model in the bearer’s unit makes an attack, re-roll a Hit roll of 1. If the bearer’s unit was set up on the battlefield this turn, you can re-roll the Hit roll instead. Hyperspatial Transfer Node 15 pts Wound with filaments of temporal circuitry, this amulet enables the bearer to accelerate themselves and their closest guardians in stuttering bursts of compressed time. NECRONS model only. Each time the bearer’s unit Advances , do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in the bearer’s unit. Osteoclave Fulcrum 20 pts This hypermaterial key unlocks portals between transpatial dimensions embedded into a tomb’s architecture. Through such limitless doorways, the Necrons can pursue their quarry wherever they hide. NECRONS model only. Models in the bearer’s unit have the Deep Strike ability. Stratagems HYPERPHASIC RECALL 2CP Hypercrypt Legion – Strategic Ploy Stratagem Obeying recall protocols, threatened tomb defenders will phase out of existence, only to be relocated to a more advantageous position by the tomb's hulking Monoliths. WHEN: Your opponent’s Shooting phase or the Fight phase , just after an enemy unit has shot or fought. TARGET: One NECRONS INFANTRY unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks and one friendly MONOLITH model. EFFECT: Remove your INFANTRY unit from the battlefield and then set it back up anywhere on the battlefield that is wholly within 6" of your MONOLITH model and not within Engagement Range of one or more enemy units. QUANTUM DEFLECTION 1CP Hypercrypt Legion – Wargear Stratagem Necron quantum shielding is a true marvel of techno-arcana. Channelled with energy reserves from the rising tomb structures, the shielding is capable of adaptive remodulation to diffuse and deflect the most powerful enemy attacks. WHEN: Your opponent’s Shooting phase or the Fight phase , just after an enemy unit has selected its targets. TARGET: One NECRONS VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save . REANIMATION CRYPTS 1CP Hypercrypt Legion – Strategic Ploy Stratagem There is no rest for Necrons who fall in the service of their master. In dark crypts, their bodies are repaired and they are dispatched once more to war. WHEN: Your Command phase . TARGET: Your NECRONS WARLORD . EFFECT: For each of your NECRONS units in Reserves , that Reserves unit’s Reanimation Protocols activate. COSMIC PRECISION 1CP Hypercrypt Legion – Strategic Ploy Stratagem With a sanity-defying mechanism at the heart of the tomb, dynastic astromancers divine the pre-aligned point in space and time where a crucial role can be played in the wider battle plan. WHEN: Your Movement phase . TARGET: One NECRONS unit from your army (excluding MONSTER units) that is arriving using the Deep Strike or Hyperphasing abilities this phase. EFFECT: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy models. RESTRICTIONS: A unit targeted with this Stratagem is not eligible to declare a charge in the same turn. DIMENSIONAL CORRIDOR 2CP Hypercrypt Legion – Strategic Ploy Stratagem As the tomb's warriors pass through a dimensional displacement corridor, the passage’s surface is lit with data-glyphs providing hyperlogical tactical information. When they step from an eternity gate, they are already prepared for the hunt. WHEN: Your Charge phase . TARGET: One NECRONS unit from your army that was set up on the battlefield this turn using the Eternity Gate ability of a MONOLITH model that started the turn on the battlefield. EFFECT: Your unit is eligible to charge this phase. ENTROPIC DAMPING 1CP Hypercrypt Legion – Wargear Stratagem Towering war engines rise from an erupting tomb in its defence, directing entropic energies to weaken and fracture the enemies' own weapons and turning them into dangerous tools only the desperate would use. WHEN: Your opponent’s Shooting phase , just after an enemy unit has selected its targets. TARGET: One TITANIC model from your army that was selected as the target of one or more of the attacking unit’s attacks and is within 18" of the attacking unit. EFFECT: Until the end of the phase, weapons equipped by models in the attacking unit have the [HAZARDOUS] ability. Starshatter Arsenal A wide range of mechanical treasures are stored within the grand armouries of the Necron dynasties. Some Necron nobles prefer to wage mobile warfare, utilising the swiftest of these vehicles, including imperious anti-grav war barques, looming mechanical walkers and supersonic assault craft powered by eldritch technologies to outflank, outrun and eliminate their enemies. As the armoured tide sweeps over the hopelessly outmatched foe, Ghost Arks swoop low to disgorge rank upon rank of skeletal Necron Warriors. Other forms of servile construct and maniacal killing machines join the lethal procession, too, adding their firepower to the cosmic wrath, and when the foe inevitably breaks, dynastic soldiery piloting – or fused with – repulsor-driven platforms surge forwards to scythe down any who would attempt to flee. Detachment Rule Relentless Onslaught The Necrons possess countless terrifying engines of war. When mustered in great number, these instruments of annihilation sweep across the battlefield, seeking to reclaim lost realms and obliterate any foolish enough to trespass upon the territories of their ancient dynasty. Each time a NECRONS model from your army makes an attack that targets a unit within range of one or more objective markers , add 1 to the Hit roll . In addition, ranged weapons equipped by NECRONS VEHICLE and NECRONS MOUNTED models (excluding TITANIC models) from your army have the [ASSAULT] ability. Enhancements Dread Majesty (Aura) 30 pts When this noble unleashes the might of their cosmic armoury, their followers are left in no doubt as to the importance of the battle at hand. If they do not strive to live up to the lethal effectiveness of the dynasty’s war engines, their Overlord’s wrath will be terrible. OVERLORD or CATACOMB COMMAND BARGE model only. While a friendly NECRONS unit (excluding TITANIC units) is within 6" of the bearer, each time a model in that unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. Miniaturised Nebuloscope 15 pts Feeding vampirically on datastreams from the dynasty’s war engines, this device enables its owner to track enemies through multiple dimensions, leaving them no hiding place. NECRONS model only. Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability. Demanding Leader 10 pts This Necron noble is a master of rapid warfare, commanding armoured columns with great precision. NECRONS model only. In your Command phase , select one friendly NECRONS VEHICLE or NECRONS MOUNTED unit (excluding TITANIC units) within 6" of the bearer. Until the start of your next Command phase , that unit is eligible to shoot in a turn in which it Fell Back . Chrono-impedance Fields 25 pts When activated, this device wreathes dynastic craft in a time-dilation field that reduces the force of incoming blows and shots. NECRONS model only. In your Command phase , select one friendly NECRONS VEHICLE or NECRONS MOUNTED unit (excluding TITANIC units) within 6" of the bearer. Until the start of your next Command phase, each time an attack is allocated to a model in that unit, subtract 1 from the Damage characteristic of that attack. Stratagems MERCILESS RECLAMATION 2CP Starshatter Arsenal – Battle Tactic Stratagem The Necrons are driven to reclaim what is theirs, exterminating all who would impede such efforts without mercy. WHEN: Your Shooting phase or the Fight phase . TARGET: One NECRONS unit (excluding TITANIC units) from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if the target of that attack is within range of one or more objective markers , add 1 to the Wound roll . UNYIELDING FORMS 2CP Starshatter Arsenal – Battle Tactic Stratagem Wrought from living metal and further protected by the arcane technologies of Crypteks, the forms of Necron vehicles and steeds are almost impervious to conventional weapons. WHEN: Your opponent’s Shooting phase or the Fight phase , just after an enemy unit has selected its targets. TARGET: One NECRONS VEHICLE or NECRONS MOUNTED unit (excluding TITANIC units) from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets a model in your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll . CHRONOSHIFT 1CP Starshatter Arsenal – Strategic Ploy Stratagem The time-bending technologies in the nobility’s powerful vehicles allow them to traverse the battlefield in stuttering bursts of hypervelocity. WHEN: Your Movement phase . TARGET: One NECRONS VEHICLE or NECRONS MOUNTED unit (excluding TITANIC units) from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. DIMENSIONAL TUNNEL 1CP Starshatter Arsenal – Strategic Ploy Stratagem Using phase-shifting technology, Necron war engines can slip into alternate dimensions, leaving only ghostly traces as they move through solid matter. WHEN: Your Movement phase . TARGET: One NECRONS VEHICLE or NECRONS MOUNTED unit (excluding TITANIC units) from your army. EFFECT: Until the end of the phase, models in your unit can move horizontally through models and terrain features . ENDLESS SERVITUDE 1CP Starshatter Arsenal – Strategic Ploy Stratagem Should the unclean thralls of lesser species threaten dynastic territories, the fallen Necron soldiery will rise to repel the interlopers. WHEN: End of your Fight phase . TARGET: One NECRONS unit (excluding TITANIC units) from your army that is within range of one or more objective markers you control. EFFECT: Your unit’s Reanimation Protocols activate. REACTIVE REPOSITION 1CP Starshatter Arsenal – Strategic Ploy Stratagem Subroutines buried deep within the neural networks of Necron soldiers and crews enable them to react instantaneously to targeting locks, repositioning themselves to evade incoming fire or close in upon the foe. WHEN: Your opponent’s Shooting phase , just after an enemy unit has shot. TARGET: One NECRONS unit from your army (excluding TITANIC units) that was the target of one or more of the attacking unit’s attacks. EFFECT: Your unit can make a Normal move of up to D6". Crusade Rules In this section you’ll find additional rules for playing Crusade battles that are bespoke to NECRONS units. This section contains the following rules: AWAKENING A TOMB WORLD As a tomb world is reawakened, its Systems come online by the order of the Necron royalty, giving them access to new abilities. AGENDAS NECRONS armies can attempt to achieve unique Agendas in addition to those found in other publications. These represent the faction’s unique goals and their particular methods of waging war. REQUISITIONS NECRONS armies have access to a number of bespoke Requisitions in addition to those found in other publications. BATTLE TRAITS As they gain experience and prowess, NECRONS units in your Crusade force can be given one of the Battle Traits in this section instead of one presented elsewhere. BATTLE SCARS Themed to the unique nature of NECRONS , these Battle Scars represent long-lasting effects units from your Crusade force may come to carry. CRUSADE RELICS In addition to the Crusade Relics in other publications, NECRONS CHARACTER models can claim one of the Crusade Relics found here. CRUSADE BADGES Here you will find three Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once one is achieved, you could set yourself a new goal, or take the opportunity to start a new Crusade force. Awakening A Tomb World A Necron tomb world’s awakening is a multi-stage process, with each System being responsible for different aspects of mobilising the dynasty’s forces. To represent this process, your Crusade force will be able to utilise the Systems of the tomb world awakening and direct power to each System as befitting their mission. Upon distributing all available power, your Crusade force will receive special bonuses known as Master System abilities based on how the power has been distributed. Awakening Points Awakening points are a limited resource that a NECRONS Crusade force can use to empower its three Systems. Your Crusade force starts with 3 Awakening points to distribute across each System, with each System having three possible bonuses to choose from. By completing Awakening Agendas, you can distribute all three Awakening points as you see fit, but your total distribution spread will dictate which Master System abilities you have access to once all three have been allocated. System Bonuses Each System has three bonuses to choose from which offer your Crusade army additional benefits in battles. To gain access to a System bonus, you must allocate an Awakening point to it by completing the relevant Awakening Agenda for its System. Awakening Agendas To allocate an Awakening point, you must successfully complete the Awakening Agenda for that System. An Awakening Agenda can be selected as one of your two Agendas instead of one from another source. Once you have done so, select a bonus in that System that you want to activate and allocate an Awakening point to it. Master Systems When all three of your Awakening points have been allocated to System bonuses , you gain access to Master System abilities. For instance, if you have chosen to allocate Awakening points to System bonuses in the Translocation and Reanimation Systems, you have access to each of those Master System abilities. During a battle, you can choose to use one Master System ability, granting a bonus for use during that battle. If you do, you must immediately roll one D3 and remove that many Awakening points from your Systems, starting with a System bonus in the same System as that Master System ability. This results in your Crusade army immediately losing access to those System bonuses, whether or not you have used them yet. The Awakening points removed can be reallocated via the completion of Awakening Agendas once again as you see fit, representing the changing needs of the dynasty as it conquers the galaxy. As noted, a Master System ability can only be used when all three of your Awakening points have been allocated. DYNASTIC AWAKENING SYSTEMS Command System The invigoration of a tomb world’s command systems reinforces the neural dominion of the world’s awakening android warriors to their immortal masters. As more of the command systems are awoken, as more Necrons rise from the torpor of their stasis crypts, the tomb’s ancient nobility - or their favoured legates - exercise an authority that is as ingrained in their servants’ psyche as it is hardwired into their cogitational processes. AWAKENING AGENDA SUBJUGATION DECREE To master the fate of others is a heady tonic to those whose existences are forged to rule. There are few more potent expressions of control than the breaking of other beings. Each time your WARLORD ’s unit destroys an enemy unit, your WARLORD gains 1XP If your WARLORD gains 3XP or more in a battle as a result of this Agenda, you can select a Command System bonus to activate and must allocate 1 Awakening point to do so. Choose one of the following System bonuses to activate: 1. HARMONISED DYNASTIC HYPERDERMIS At the start of the battle, select one CHARACTER unit and add 1 to the Toughness characteristic of models in that unit until the end of the battle. 2. SERVILE PRESERVATION PROTOCOLS At the start of the battle, select one CHARACTER unit. Each time a Bodyguard model in that unit is destroyed by a melee attack, if that model has not fought that phase, roll one D6: on a 3+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. 3. REMASTERED DEFICIENCY Once per battle round, you can target a NECRONS CHARACTER unit from your army with the Command Re-roll Stratagem for 0CP and can do so even if you have already targeted a different unit with that Stratagem this phase. COMMAND MASTER SYSTEM ABILITY DIRECTIVE OVERRIDE If you have access to this Master System ability, you can use it in one of the following ways: Once per battle, at the start of your Command phase, you can use this ability. If you do, until the end of the phase, you can re-roll Battle-shock tests taken for NECRONS units from your Crusade army. OR Once per battle, at the start of your Command phase, you can use this ability. If you do, until the end of the phase, add 1 to the Objective Control characteristic of NECRONS units from your Crusade army. DYNASTIC AWAKENING SYSTEMS Reanimation System The semi-sentient substance comprising the bodies of the tomb world’s guardians can be augmented or accelerated with ghostly signals that flicker across dimensions between the tomb world and whatever distant war zone has claimed its fallen people. Once empowered, the tomb’s reanimation systems can cause the living metal to enter new and horrific states of spasming unlife that drag the Necrons back from extinction’s edge time and again. AWAKENING AGENDA IMMORTAL SERVITUDE Prestige among the wider dynasty is measured not only in the tomb world's conquests but in the ceaseless return of its eternal crusaders to their rightful place amongst the phalanxes at war. Keep a note of each wound recovered as a result of your Crusade army’s Reanimation Protocols ability. For every 12 wounds recovered, your WARLORD gains 1XP (to a maximum of 3XP). If you recover 12 or more wounds, you can select a Reanimation System to activate and must allocate 1 Awakening point to do so. Choose one of the following System bonuses to activate: 1. RAPID REANIMATION Once per battle round , you can re-roll the roll for one unit in your Crusade army’s Reanimation Protocols ability. 2. RESURRECTION FLUX While a unit is Below Half-strength , add 1 to the result of that unit’s Reanimation Protocols roll. 3. ANASTASIC CONTINGENCY Once per battle, after an enemy unit has caused a unit from your Crusade army to go below its Starting Strength , that unit can use its Reanimation Protocols ability. REANIMATION MASTER SYSTEM ABILITY CONTRA-MORTIS PROTOCOL If you have access to this Master System ability, you can use it in one of the following ways: Once per battle, when a NECRONS unit uses its Reanimation Protocols ability, you can use this ability. If you do, that NECRONS unit can immediately use its Reanimation Protocols ability a second time. OR Once per battle, at the start of your Command phase , you can use this ability. If you do, until the end of the phase, each time a NECRONS unit from your Crusade army uses its Reanimation Protocols ability, add 1 to the result. DYNASTIC AWAKENING SYSTEMS Translocation System The Necrons’ hyperscience enables their legions to conquer territories far from their tomb world, its warriors’ shambling gait belying a horrifying manoeuvrability. By activating additional translocation systems within the tomb’s insane architecture, dimensional corridors, dolmen gates and eldritch portals - gateways unused for millions of years - are unsealed, opening uncanny pathways that echo once more with the footfalls of advancing doom. AWAKENING AGENDA RELENTLESS EXPANSION Possessing an overriding martial mindset, a desire to purge or conquer the galaxy, the tomb world's legions are on the march, driven to seize every prize their masters deem of worth. At the end of the battle, you can select up to three NECRONS units from your Crusade army (excluding AIRCRAFT ) that are wholly within 6" of your opponent’s battlefield edge. If your opponent does not have a battlefield edge in the mission being played, you can select up to three such units that are wholly within your opponent’s deployment zone instead. Each of those units gains 3XP. If three or more units gain XP as a result of this Agenda, you may select a Translocation System to activate and must allocate 1 Awakening point to do so. Choose one of the following System bonuses to activate: 1. ASTROMANTIC PERCEPTION PORTAL Once per turn, select one NECRONS unit that was set up on the battlefield using the Deep Strike ability this turn. Until the end of the turn, each time a model in that unit makes an attack, you can re-roll the Hit roll . 2. DIMENSIONAL CATACOMBS Before the start of the battle, select up to three NECRONS INFANTRY units from your Crusade army. Those units have the Scouts 6" ability, and while using that ability, they can FLY . 3. TRANSTEMPORAL ACCELERATION Once per battle, in your Command phase , select one NECRONS unit from your Crusade army. Until the end of the turn, add 2 to Advance and Charge rolls made for that unit. TRANSLOCATION MASTER SYSTEM ABILITY SPECTRAL RELOCATION If you have access to this Master System ability, you can use it in one of the following ways: Once per battle, at the end of your Movement phase , select one NECRONS INFANTRY unit from your Crusade army and remove it from the battlefield and place it into Reserves . You can select another NECRONS INFANTRY unit from your Crusade army that is in Reserves and set it up as close as possible to where the previous unit was and not within Engagement Range of any enemy units. Until the end of the battle, the unit placed into Reserves has the Deep Strike ability if it did not already have it. OR Once per battle, after both players have deployed their armies and determined who has the first turn, you can select up to three NECRONS INFANTRY units from your Crusade army and redeploy all of those units. When doing so, any of those units can be placed into Strategic Reserves , regardless of how many units are already in Strategic Reserves. Agendas If your Crusade army includes any NECRONS units, you can select Agendas from those presented here. THE UNENDING TALLY Destroyers care only for the murder of organic life - their obsession is monomaniacal, their tally of the slain ever growing and their joyless appetite never sated. Each time a DESTROYER CULTS unit from your Crusade army destroys two or more enemy units in a battle round , it gains 2XP. SUPREMACY THROUGH ANNIHILATION To the Necrons it is not enough to simply defeat their enemies. They must prove their superiority by completely obliterating them with contemptuous ease. How else, after all, are the lesser species to be truly put in their place? At the start of the battle, select up to three units from your opponents Crusade army that have the highest points value (when doing so, treat Bodyguard and Leader units as separate selections). These are your Crusade army’s Annihilation targets. Each time a unit from your Crusade army destroys an Annihilation target, it gains 2XP. TERRITORIAL IMPERATIVE During the Great Sleep, the Necrons' once-sprawling territories were steadily eroded, conquered and parcelled up by other beings. Now that they are rising once more, the dynasties are loath to lose any more ground. Each time a NECRONS unit from your Crusade army destroys an enemy unit that started the turn within range of an objective marker , that NECRONS unit gains 1XP. In addition, at the start of your Shooting phase , you can select one NECRONS INFANTRY unit within range of an objective marker outside your deployment zone from your Crusade army that is not Battle-shocked and is eligible to shoot. The selected unit can conquer that objective marker, and until the end of your turn that unit is not eligible to shoot or declare a charge . Each objective marker can only be conquered once per battle, and the unit that conquers it gains 2XP. INESCAPABLE RETRIBUTION As though it were not enough of an insult that the creeping thieves of the lesser species defiled the dynastic tombs with their intrusion, they also stole precious artefacts whose true worth they cannot comprehend. These must be recovered, even if the quest should take a thousand years. At the start of the battle, your opponent must select one objective marker in No Man’s Land that represents Dynastic Treasure. At the end of your Movement phase , one NECRONS CHARACTER unit from your Crusade army (excluding Battle-shocked units) that is eligible to shoot and is within range of that objective marker can attempt to reclaim this treasure. If attempted, that unit cannot shoot or declare a charge until your next turn. If this unit is within range of that objective marker at the start of your next Command phase , the treasure is reclaimed and that objective marker is removed from the battlefield. The CHARACTER model that successfully reclaimed the treasure gains 4XP. After the battle, that CHARACTER can exchange one Crusade Relic it possesses with a NECRONS Crusade Relic it is eligible for. Requisitions If your Crusade army includes any NECRONS units, you can spend Requisition points (RPs) on any of the following Requisitions. VIRAL VECTORS 1RP Exactly how the dreaded Flayer virus spreads is beyond the grasp of the most knowledgeable Cryptek. Some have attempted to rationalise it as a physical pathogen, info-virus or energistic flaw, yet none truly understand this almost supernatural curse or why it is that entire groups of Necrons can fall victim to it. When a NECRONS BATTLELINE unit would gain a Battle Scar , you can instead remove it from your Order of Battle and add a FLAYED ONES unit in its place. The newly added unit gains the same XP and number of Battle Honours as the replaced unit, but all of its Battle Honours must be generated randomly from a relevant table. CUNNING ADVISORS 1RP The greater a Necron noble's reputation, the more cunning and accomplished are the Crypteks who seek them out and offer them service. Purchase this Requisition immediately after a battle in which a CRYPTEK unit from your Crusade army destroyed one or more enemy units and your Crusade army contained one or more NOBLE units. You can select that CRYPTEK unit to be Marked for Greatness in addition to any other unit that was Marked for Greatness as a result of that battle. THE SLOW DECAY OF THE SELF 1RP Many afflicted with the Destroyer curse have awoken from the Great Sleep that way, yet more frightening is for the nihilistic madness to find purchase within the personality engrams of formerly stable Necrons. Their ambition and psyche atrophies until all that remains is the cold-hearted desire for annihilation. Purchase this Requisition when a NOBLE model would gain a third Battle Scar . Instead of gaining a third Battle Scar, that unit instead gains the DESTROYER CULT keyword and loses all of its Battle Scars. In addition, it loses the Leader ability and gains the Lone Operative ability, as well as the ability below: Destroyer Madness: Each time this model makes an attack, you can re-roll the Hit roll . POWER RESERVES REALLOCATED 1RP By manipulating the hypercircuits of the tomb world's esoteric subsystems, some can be returned to quiescent dormancy as others shudder into semi-sentient activation. Purchase this Requisition before a battle. For that battle, you can choose an Awakening Agenda even if you do not have any Awakening points unallocated. If you complete that Awakening Agenda, after the battle, you can remove the Awakening point from a System bonus and reallocate it using that Agenda. Battle Traits When a NECRONS unit gains a Battle Trait , you can use one of the tables presented here to determine which Battle Trait that unit has gained. NECRONS CHARACTER Units D6 AUTOCRATIC AVARICE With a possessiveness bom of arrogance, this most determined ancient seizes what they desire through sheer will. At the start of the battle, select one objective marker in No Man’s Land. While this model is within range of that objective marker, change its Objective Control characteristic to 4. MARTIAL APOTHEOSIS The passing aeons provide ample opportunity to improve one's bladesmanship when mortality is but a dim memory. Each time this model makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. ENDLESS LEGIONS As more systems awake upon this Necron's tomb world, greater legions become theirs to command. At the end of the battle, If this model is part of your Crusade army and it gained 3 or more XP (excluding XP gained from Marked for Greatness ), you gain 1RP. INFANTRY Units D6 Excluding CHARACTER units THE WILL TO SERVE These combatants have developed a truly indomitable will, rapidly recovering from even the most catastrophic damage in their determination to serve their masters. Out of Action tests taken for this unit are automatically passed. ENGRAMMATIC IMPRINTING The soldiers in this unit are receptive to the desires and commands of their betters even at great distances. While this unit is within 6" of one or more CHARACTER models from your Crusade army, each time a model in this unit makes an attack, re-roll a Hit roll of 1. UNDYING REVENANTS These Necrons rise again and again despite the most grievous injuries, resolutely refusing to succumb to their wounds. Each time you make a Reanimation Protocols roll for this unit, add 1 to the result. VEHICLE and MOUNTED Units D6 Excluding CANOPTEK units HYPERGRAV FIELD MANIPULATION Cravitic repulsion fields can be enfolded via enhanced protocols so as to accelerate the mechanisms that will ensure the foes' doom. Add 2" to the Move characteristic of models in this unit. SPECTRAL DISASSEMBLY TARGETERS With prismatic arrays that can force temporary wormholes through intervening defences, no foe is safe from this machine's weapons. Ranged weapons equipped by models in this unit have the [IGNORES COVER] ability. SUBDUAL PROTOCOLS When heavily damaged or suppressed, Necron war machines can exert a carrier wave of atavistic intimidation with which to exert their master's will. While this unit is Battle-shocked , halve the Objective Control characteristic of models in this unit instead of changing it to 0. CANOPTEK Units D6 GUARDIAN CONSTRUCTS These constructs exhibit hyperdeveloped protective subroutines, engaging extermination protocols to defend their Cryptek masters. While a friendly CRYPTEK unit is on the battlefield, each time a model in this unit makes a melee attack, re-roll a Wound roll of 1. OPTIMISED AGGRESSORS Their duties as tomb guardians discharged, these Canoptek constructs have adapted to focus on speed and aggression. You can re-roll Advance and Charge rolls made for this unit. SELF-REPLICATOR NODES Augmented with advanced matter-replication capabilities, these Canoptek constructs can swiftly repair themselves in battle. Once per turn, one unit from your Crusade army with this Battle Trait can change the result of its Reanimation Protocols roll to 3. Battle Scars When a NECRONS unit gains a Battle Scar , you can use one of the tables presented here to determine which Battle Scar that unit has gained. If you wish to randomly determine which Battle Scar your unit has gained, roll one D6 and consult the table below: Battle Scars D6 Generate a Battle Scar from this book (see below). If your unit already has the relevant Battle Scar from this book, generate a Battle Scar from the main Crusade rules instead. Generate a Battle Scar from the main Crusade rules . NOBLE Units CREEPING MADNESS This noble's sanity is unravelling one engram at a time, lending them a savage vitality, but rendering their capacity to issue rational commands non-existent. Add 1 to the Strength and Attacks characteristics of melee weapons equipped by this unit. This unit has the Lone Operative ability and loses the Leader ability. DESTROYER CULT Units MINDLESS REAPER Whatever dregs of personality or intellect this being possessed are draining away, replaced by their mechanistic obsession with endless slaughter. Each time a model in this unit makes an attack, you can re-roll the Hit roll . Worsen the Leadership and Objective Control characteristics of this unit by 1. NECRONS Units Excluding C’TAN SHARD units ENGRAMMATIC DEGRADATION So damaged has this unit been that their core personality engrams have become scrambled. Each time you target this unit with a Stratagem , reduce that Stratagem’s cost by 1CP for that usage. This unit cannot Fall Back or Advance . CANOPTEK Units DEPLETED TRANSMATERIAL RESERVES These constructs are running on exhausted power supplies, leaving them nothing in reserve to effect self-repair during battle. Add 1 to the Attacks characteristic of melee weapons equipped by models in this unit. This unit cannot use its Reanimation Protocols ability. Crusade Relics When a NECRONS CHARACTER model gains a Crusade Relic , you can select one of the Crusade Relics presented here. Artificer Relics GODPYRE MANTLE Ever burning, this robe-like skein is a remnant of necrodermis - a material that once caged a C’tan Shard. The haze of its smoky particles, each tinged with a micro-echo of their once-prisoner’s insanity, can obfuscate biological senses and technological augurs that rely on rationality and logic. Models in the bearers unit have the Stealth ability. Antiquity Relics TACHYON FIELD PHASE INDUCER A dangerous weapons technology, this device generates a tachyon energy field around its bearer’s blade, resulting in their every blow striking faster than light and discharging tremendous destructive energy into their victims. Should the bearer be slain, the field rapidly overloads and detonates in a blinding flash of lethal power. The bearer has the Deadly Demise D3 ability. In addition, select one of the bearers melee weapons; add 2 to the Strength and Attacks characteristics of that weapon, and that weapon has the [LETHAL HITS] ability. ORB OF ETERNITY For millennia, the Orb of Eternity rested in a primitive fane on the world of Ormandus, where the indigenous populace marvelled at its ability to repair their technologies. Ever since this state of affairs was righted by a host of Triarch Praetorians, the Orb has been imparted as a boon to those deemed worthy of such power. While the bearer is leading a unit, each time that unit’s Reanimation Protocols activate, it reanimates 3 wounds instead of D3 wounds. Legendary Relics CASKET OF HESHKEFNET Heshkefnet’s name endures where her dynasty is long forgotten. Thephaeron’s tyrannic will haunts the blackstone engrams in this small artefact, an imprint which can be invoked to reinforce the most imperious demand for eradication. Once per battle, at the start of your Command phase , select one unit from your opponent’s army. Until the start of your next Command phase, each time a model from your Crusade army makes an attack that targets that enemy unit, you can re-roll the Hit roll . Crusade Badges When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles. Awakened Tomb You have reached out your enduring will from the cold and sterile heart of your tomb world and reasserted your right to the stars. A t your command, awakened legions march to reclaim the tomb world’s territory where it lies scattered, ruined or invaded. With every harrowing purge and each ruthless repossession, the remnants of your realm are remade and revived to regal superiority. With every victory is this new age revealed: the opportunities for expansion and prestige; the verminous species to be crushed. The galaxy has changed much, but conquest is an eternal concept. The galaxy will learn once more to fear your dominion. You have used a Master System ability once. You have won at least two battles Conquering Tomb The ancient stasis-crypts and darkened cities of your tomb world actuate with increasing frequency. Your dynastic legions enlarge day by day, fresh phalanxes of metallic soldiery awoken to serve your ambitions. Pulses of esoteric energy surge through newly activated systems that empower greater campaigns of conquest. None can resist your inexorable rise, not savage hordes, nor youthful and naive empires, nor dishonourable thieves and assassins. All will cower in obeisance, or be cast into oblivion. You have used a Master System ability three or more times. At least one CHARACTER from your Order of Battle has reached the Heroic rank . You have won at least six battles Subjugating Tomb Your dominion has moved far beyond the reclamation of lost power as your legions seize new worlds and entire planetary systems. Your nobles and Crypteks lead armies on unending campaigns of systematic conquest, eradication and enslavement, and your tomb world stands as a linchpin of the wider dynasty’s expansion. The stars themselves will be shackled to your will as you eclipse your dynastic rivals in an immortal reign of subjugation! You have used a Master System ability ten or more times. At least one CHARACTER from your Order of Battle has reached the Legendary rank . You have won at least ten battles. Awakening Points Remaining Download blank Awakening Points Remaining: Boarding Actions Introduction Within the following pages you will find numerous Boarding Actions Detachments that can be used in your Boarding Actions games. Each lists which units you can include in your army, any modifications to those units’ army rule as presented in their Codex or Index, a Detachment rule unique to that Detachment, and a number of Enhancements and Stratagems that you can use. ARMY FACTION A keyword that will be shared by all units in your army. MUSTERING RULES Which units you are allowed to include in your army. FORMING BOARDING SQUADS Any additional rules that will apply in the missions Form Boarding Squads step. Note that not all Detachments will have these. RULES ADAPTATIONS Some units will be unable to use certain abilities in Boarding Actions battles. Where this is the case, these units and their relevant abilities will be listed here. ARMY RULE Due to the distinct nature of close-quarters battle in Boarding Actions, most army rules require some modifications to their effects. Where this is the case, these will be described here. DETACHMENT RULE Each faction will have a number of different Detachments to choose from, each with its own Detachment rule to reflect the unique fighting methods of such forces. ENHANCEMENTS Further Enhancements that you can give to CHARACTER models from your army, beyond those( Boarding Actions Enhancments ), will be found here. STRATAGEMS Additional Stratagems that you can use, in addition to those ( Boarding Actions Stratagems ), will be found here. Tomb Ship Complement The phaerons of the Necron dynasties possess some of the most powerful voidships in the known galaxy. These gigantic vessels carry full complements of Necron Warriors, Lychguard, Canoptek constructs and other lethal assets that can repel boarders or slaughter enemy crews with ease. Mustering a Boarding Patrol You can include up to one of the following units: HEXMARK DESTROYER IMOTEKH THE STORMLORD OVERLORD ROYAL WARDEN SKORPEKH LORD TRAZYN THE INFINITE You can include up to one of the following units: CHRONOMANCER ILLUMINOR SZERAS ORIKAN THE DIVINER PLASMANCER PSYCHOMANCER TECHNOMANCER You can include up to three of each of the following units: IMMORTALS (5 or 10 models) NECRON WARRIORS (10 models) You can include up to one of each of the following units: DEATHMARKS (5 or 10 models) FLAYED ONES (5 or 10 models) LYCHGUARD (5 or 10 models) SKORPEKH DESTROYERS (3 models) You can include up to one of the following units: CANOPTEK SCARAB SWARMS (3 models) OPHYDIAN DESTROYERS (3 models) TRIARCH PRAETORIANS (5 or 10 models) Rules Adaptations When setting up ILLUMINOR SZERAS or a SKORPEKH LORD on the battlefield, no other units can be set up within the same Entry Zone they are set up in. The CANOPTEK SCARAB SWARMS unit loses the Self-destruction ability. The CHRONOMANCER model loses the Chronometron ability. DESTROYER CULT units lose the Plasmacyte ability. The HEXMARK DESTROYER model loses the Inescapable Death ability. The IMOTEKH THE STORMLORD model loses the Grand Strategist and Lord of the Storm abilities. The OPHYDIAN DESTROYERS unit loses the Tunnelling Horrors ability. The ORIKAN THE DIVINER model loses the The Stars are Right ability. The OVERLORD WITH TRANSLOCATION SHROUD model loses the Translocation Shroud ability. The PLASMANCER model loses the Living Lightning ability. The PSYCHOMANCER model loses the Harbinger of Despair ability. The SKORPEKH LORD model loses the Crimson Harvest ability. The TECHNOMANCER model loses the Technomancer ability. The TRIARCH PRAETORIANS unit loses the Deep Strike ability . The TRAZYN THE INFINITE model loses the Ancient Collector ability. Army Rule Transdimensional Reinforcement Necron voidships possess dimensional translocators that allow Cryptek engineers to withdraw damaged assets from the field and replace them in short order. Units from your army with the Reanimation Protocols ability lose that ability. Such units, if they are not CHARACTER units, then gain this one. Once per battle, in your Command phase , this unit can request reinforcement . When it does, roll one D6 for each destroyed model in this unit: for each 5+, return 1 destroyed model to this unit with its full wounds remaining. If this unit is destroyed without having requested reinforcement, after removing the last model from the battlefield, it immediately requests reinforcement as above. If one or more destroyed models are returned to this unit, set it back up on the battlefield wholly within one of your Entry Zones, containing just the returned models. If this is not possible, the unit remains destroyed. Designer’s Note: Rides that refer to Reanimation Protocols activating do not apply to this rule, and have no effect. Detachment Rule Conquest Protocols The Necron commander seeks to regain lost ground from their upstart foe. Those who seek to prevent the dynasty from reclaiming that which is rightfully theirs are marked for immediate termination. Each time a NECRONS model from your army makes an attack, if that model is within range of an objective marker or the target of that attack is within range of an objective marker, on a Critical Wound , improve the Armour Penetration characteristic of that attack by 1. Enhancements Resurrection Protocols This Necron commanders body has been fitted with a miniaturised resurrection field. This device greatly enhances the bearer’s regenerative abilities. The first time the bearer is destroyed , roll one D6 at the end of the phase. On a 2+, set the bearer back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with D3 wounds remaining. Mindshackle Scarabs Mindshackle scarabs burrow into the brains of a living host and wrest control of their faculties. CRYPTEK model only. In your Command phase , select one enemy unit within 12" of and visible to the bearer. That enemy unit must take a Leadership test , subtracting 1 from the result: if failed, until the start of your next Command phase, subtract 2" from the Move characteristic of models in that enemy unit and subtract 2 from Advance and Charge rolls made for it. Stratagems DISRUPTION FIELDS 1CP Tomb Ship Complement – Battle Tactic Stratagem Fitted by ingenious Cryptek engineers, disruption fields lend Necron infantry greater killing power. WHEN: Fight phase . TARGET: One NECRONS unit from your army. EFFECT: Until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in your unit. UNWAVERING DEFENCE 1CP Tomb Ship Complement – Battle Tactic Stratagem When tasked with defending a position, Necron infantry will fight with unwavering determination and uncanny skill. WHEN: Fight phase . TARGET: One NECRONS unit from your army that is Set to Defend and has not fought this phase. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 2] ability. CONCENTRATED ATOMISATION 1CP Tomb Ship Complement – Battle Tactic Stratagem Concentrated gauss fire is exceptionally difficult to avoid in the tight confines of a voidship. WHEN: Your Shooting phase . TARGET: One NECRON WARRIORS or IMMORTALS unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll . DISINTEGRATION BEAMS 1CP Tomb Ship Complement – Strategic Ploy Stratagem Necron boarding parties are often fitted with disintegrator tools, perfect for breaching solid metal to strike hidden foes. WHEN: Your Movement phase , just after an enemy unit attempts to prevent a NECRONS unit from you army from operating a closed Hatchway . TARGET: That NECRONS unit. EFFECT: Roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound ; on a 5+, that enemy unit suffers 2 mortal wounds. Deranged Outcasts Whilst the minds of many Necrons have been afflicted by the Great Sleep, the outcast Destroyer Cults and Flayed Ones have lost all semblance of sanity. Necron commanders often unleash these insane killers on their most hated foes, trusting that they will slaughter every last living being. Army Rule Transdimensional Reinforcement Necron voidships possess dimensional translocators that allow Cryptek engineers to withdraw damaged assets from the field and replace them in short order. Units from your army with the Reanimation Protocols ability lose that ability. Such units, if they are not CHARACTER units, then gain this one. Once per battle, in your Command phase , this unit can request reinforcement . When it does, roll one D6 for each destroyed model in this unit: for each 5+, return 1 destroyed model to this unit with its full wounds remaining. If this unit is destroyed without having requested reinforcement, after removing the last model from the battlefield, it immediately requests reinforcement as above. If one or more destroyed models are returned to this unit, set it back up on the battlefield wholly within one of your Entry Zones, containing just the returned models. If this is not possible, the unit remains destroyed. Designer’s Note: Rides that refer to Reanimation Protocols activating do not apply to this rule, and have no effect. Mustering a Boarding Patrol You can include up to two of the following units (duplicates are not allowed): HEXMARK DESTROYER SKORPEKH LORD You can include up to two of each of the following units: FLAYED ONES (5 or 10 models) OPHYDIAN DESTROYERS (3 models) SKORPEKH DESTROYERS (3 models) Rules Adaptations When setting up a SKORPEKH LORD on the battlefield, no other units can be set up within the same Entry Zone they are set up in. DESTROYER CULT units lose the Plasmacyte ability. The HEXMARK DESTROYER model loses the Inescapable Death ability. The OPHYDIAN DESTROYERS unit loses the Tunnelling Horrors ability. The SKORPEKH LORD model loses the Crimson Harvest ability. Detachment Rule Terrifying Charge The murderous onslaughts of the Destroyer Cults and the hideous skin-wearing Flayed Ones are utterly terrifying to their living victims. To witness their bloody advance is an experience that can break the will of even the most hardened veteran. Each time a NECRONS unit from your army declares a charge , each enemy unit that is a target of that charge must take a Leadership test : if failed, until the end of the turn, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll . Enhancements Inured to Damage Those who lead the Destroyer Cults will brook no impediment to slaughter. Thus, many of their number bid the Crypteks remove all protective systems, allowing the Destroyer to fight until the very moment their broken form is phased back to their stasis-tomb. The bearer has the Feel No Pain 6+ ability. Once the bearer has destroyed one or more enemy units, it has the Feel No Pain 5+ ability instead. Domineering Presence This monstrous Lord has long transcended their limiting Necron form and been wrought anew as a monstrously intimidating killing machine. In your opponent’s Command phase , at the start of the Battle-shock step, select one enemy unit within 3" of the bearer; that enemy unit must take a Battle-shock test. When doing so, if that enemy unit is Below Half-strength , subtract 1 from that test. This Enhancement cannot cause a unit to take two Battle-shock tests in the same phase. Stratagems BATHED IN BLOOD 1CP Deranged Outcasts – Strategic Ploy Stratagem The Destroyer Cults leave only blood, yore and butchered bodies to mark the decks they have taken. WHEN: Fight phase , just after an enemy unit is destroyed by a DESTROYER CULT unit from your army TARGET: That DESTROYER CULT unit. EFFECT: Select one objective marker that your unit or the destroyed unit was within range of at the start of the phase. That objective marker is Secured by your army. SHADOW STALKERS 1CP Deranged Outcasts – Strategic Ploy Stratagem Flayed Ones stalk the shadowy perimeters of the battlefield, descending upon the unwary to spill blood and harvest trophies from their corpses. WHEN: Your Movement phase , at the start of the Reinforcements step . TARGET: One FLAYED ONES unit from your army that is in Reserves . EFFECT: Until the end of the phase, models in your unit have the Deep Strike ability . RESTRICTIONS: You can only use this Stratagem once. RUSH TO SLAUGHTER 1CP Deranged Outcasts – Strategic Ploy Stratagem Often drawn to the same blood-soaked environs, Flayed Ones and Destroyers weave around one another in their desire to kill. WHEN: Your Movement phase . TARGET: One NECRONS unit from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, if your unit has the FLAYED ONES keyword, each time it moves, models in that unit can move through friendly DESTROYER CULT models as if they were not there. If your unit has the DESTROYER CULT keyword, models in it can move through friendly FLAYED ONES models as if they were not there. TERRIFYING AMBUSH 1CP Deranged Outcasts – Strategic Ploy Stratagem The sudden appearance through a bulkhead or a hatchway of a blood-slick Necron Destroyer is enough to cause the boldest warrior to quiver. WHEN: Your Movement phase , just after a DESTROYER CULT unit from your army opens a Hatchway . TARGET: That DESTROYER CULT unit. EFFECT: For each enemy unit within 3" of that Hatchway, if that Hatchway is visible to that unit and that unit is wholly on the opposite side of it from your unit, that unit must take a Leadership test , subtracting 2 from the result: if failed, until the end of the phase, that enemy unit cannot fire Overwatch . Canoptek Harvesters Created to defend the Necrons’ tomb worlds, Canoptek constructs are often repurposed to harvest valuable resources for their Cryptek overseers. These murderous automatons will phase through walls, atomise deck plates and obliterate the living in order to achieve their masters’ goals. Mustering a Boarding Patrol You can include up to three of the following units (duplicates are not allowed): CHRONOMANCER ILLUMINOR SZERAS ORIKAN THE DIVINER PLASMANCER PSYCHOMANCER TECHNOMANCER You can include up to two of each of the following units: CANOPTEK WRAITHS (3 models) CANOPTEK SCARAB SWARMS (3 models) NECRON WARRIORS (10 models) Rules Adaptations CRYPTEK units can perform the Secure Site Tactical Manoeuvre as if they had the BATTLELINE keyword. When setting up ILLUMINOR SZERAS on the battlefield, no other units can be set up within the same Entry Zone they are set up in. The CANOPTEK SCARAB SWARMS unit loses the Self-destruction ability. The CANOPTEK WRAITHS unit loses the Wraith Form ability. The CHRONOMANCER model loses the Chronometron ability. The ORIKAN THE DIVINER model loses the The Stars are Right ability. The PLASMANCER model loses the Living Lightning ability. The PSYCHOMANCER model loses the Harbinger of Despair ability. The TECHNOMANCER model loses the Technomancer ability. Army Rule Transdimensional Reinforcement Necron voidships possess dimensional translocators that allow Cryptek engineers to withdraw damaged assets from the field and replace them in short order. Units from your army with the Reanimation Protocols ability lose that ability. Such units, if they are not CHARACTER units, then gain this one. Once per battle, in your Command phase , this unit can request reinforcement . When it does, roll one D6 for each destroyed model in this unit: for each 5+, return 1 destroyed model to this unit with its full wounds remaining. If this unit is destroyed without having requested reinforcement, after removing the last model from the battlefield, it immediately requests reinforcement as above. If one or more destroyed models are returned to this unit, set it back up on the battlefield wholly within one of your Entry Zones, containing just the returned models. If this is not possible, the unit remains destroyed. Designer’s Note: Rides that refer to Reanimation Protocols activating do not apply to this rule, and have no effect. Detachment Rule Retribution Protocols Those Canoptek constructs and Necron Warriors that serve the Crypteks are inloaded with instructions to defend their master. Should a Crypteks physical form be destroyed, a vengeful wrath will awaken within their followers. Each time an enemy unit destroys a CRYPTEK model from your army, until the end of the battle, each time a NECRONS model from your army makes an attack that targets that enemy unit, you can re-roll the Hit roll . Enhancements Nanoscarab Reconstitution This Crypteks living metal form crawls with nanoscarabs, further enhancing its regenerative properties. In each player’s Command phase , the bearer regains 1 lost wound. Impromptu Translocation Many Necrons make use of dimensional translocation technology to traverse the battlefield. This miniaturised translocator allows a Cryptek to make a single dimensional leap, taking them out of harm’s way. Once per battle, after the bearer has shot, it can make a Normal move of up to 6". Stratagems TARGETING ALGORITHMS 1CP Canoptek Harvesters – Battle Tactic Stratagem A Cryptek's enhanced oculars possess exceptional visual acuity. Even in pitch-dark corridors, there can be no hiding from a Cryptek's wrath. WHEN: Your Shooting phase or the Fight phase . TARGET: One CRYPTEK model from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time your model makes an attack, you can re-roll the Hit roll and you can re-roll the Wound roll . QUANTUM FLARE-SHIELD 1CP Canoptek Harvesters – Wargear Stratagem Crypteks enhance their living metal forms with all manner of reactive defences, including single-use quantum shields that flare into life to deflect incoming fire. WHEN: Your opponent’s Shooting phase or the Fight phase , just after an enemy unit has selected its targets. TARGET: One CRYPTEK model from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, your model has a 4+ invulnerable save . PHASE-SHIFT 1CP Canoptek Harvesters – Strategic Ploy Stratagem A Canoptek Wraith's dimensional destabilisation matrix allows it to phase through solid matter to breach sealed hatches and even solid walls. WHEN: Your Movement phase . TARGET: One CANOPTEK WRAITHS unit from your army that has not been selected to move this phase. EFFECT: The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6". RESTRICTIONS: You can only use this Stratagem once. NANOSCARAB VIRUS 1CP Canoptek Harvesters – Strategic Ploy Stratagem The Necrons possess swarms of minute nanoscarabs that burrow into power networks and wrest control of cogitator systems. WHEN: End of your Movement phase . TARGET: One CRYPTEK unit from your army. EFFECT: For each open Hatchway within 3" of your unit, you can close that Hatchway. RESTRICTIONS: You can only use this Stratagem once. Destroyed Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed. Reanimation Protocols The Necron dynasties benefit from the nigh-on supernatural technologies that once saw them dominate the galaxy, perhaps the most unsettling of which are their 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. Witch lights 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. If your Army Faction is NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS , at the end of your Command phase , each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength , one destroyed model is returned to that unit with one wound remaining. Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. The NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS and CHARACTER keywords are used in the following Necrons datasheets: Characters C’tan Shard Of The Deceiver C’tan Shard Of The Nightbringer C’tan Shard Of The Void Dragon Catacomb Command Barge Chronomancer Hexmark Destroyer Illuminor Szeras Imotekh The Stormlord Lokhust Lord Orikan The Diviner Overlord Overlord with translocation shroud Plasmancer Psychomancer Royal Warden Skorpekh Lord Technomancer The Silent King Transcendent C’tan Trazyn The Infinite Anrakyr The Traveller Lord Nemesor Zahndrekh Vargard Obyron PROTOCOL OF THE UNDYING LEGIONS 1CP Awakened Dynasty – Strategic Ploy Stratagem Nanoscarabs are released in boiling black clouds that whirl about the legions and effect rapid repairs WHEN: Your opponent’s Shooting phase or the Fight phase , just after an enemy unit has resolved its attacks. TARGET: One NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks. EFFECT: Your unit activates its Reanimation Protocols and reanimates D3 wounds (or D3+1 wounds if a NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS CHARACTER is leading your unit]. Objective Markers Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter. When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker. At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker. Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested. A model is within range of an objective marker if within 3" horizontally and 5" vertically. Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker. An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested). Models cannot end a move on top of an objective marker. The CRYPTEK keyword is used in the following Necrons datasheets: Characters Chronomancer Illuminor Szeras Orikan The Diviner Plasmancer Psychomancer Technomancer The CANOPTEK keyword is used in the following Necrons datasheets: Other Canoptek Doomstalker Canoptek Reanimator Canoptek Scarab Swarms Canoptek Spyders Canoptek Wraiths Canoptek Acanthrites Canoptek Tomb Sentinel Canoptek Tomb Stalker Power Matrix Canoptek Court Detachment Countless worlds across the galaxy harbour quiescent Necron technology, buried beneath the surface or mistaken for mere xenoarchaeological ruins. Whether part of an awakening tomb world’s defences, phased beneath the crust of a planet to empower the Cryptek’s conquest or perhaps the very objects they seek, these strange engines can be roused to wakefulness. Linked in an interdimensional matrix, their ancient energy cores can be vampirically bled to empower the Crypteks’ arcane technologies as well as their artificial and servile constructs. Certain areas of the battlefield are considered to be within your army’s Power Matrix, as follows: Your deployment zone is always within your army’s Power Matrix. At the start of any phase , if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Power Matrix. At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Power Matrix. Each time a model in a CRYPTEK or CANOPTEK unit from your army makes an attack, re-roll a Hit roll of 1. If such a unit is wholly within your army’s Power Matrix, you can re-roll the Hit roll instead. The MONSTER keyword is used in the following Necrons datasheets: Characters C’tan Shard Of The Deceiver C’tan Shard Of The Nightbringer C’tan Shard Of The Void Dragon Transcendent C’tan Other Canoptek Tomb Sentinel Canoptek Tomb Stalker DEEP STRIKE Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, 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" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. Unit can be set up in Reserves instead of on the battlefield. Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. Hyperphasing Hypercrypt Legion Detachment Employing fractal corridors, dolmen gates and ancient translocation science, the Necrons are able to phase in and out of existence. Nowhere is safe for the terrified foe as mechanoid hunters appear from unfolding planar lattices to slaughter or escape retribution into gulfs of darkness, only to materialise elsewhere to kill anew. At the end of your opponent’s turn, you can select a number of NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS units from your army (excluding units that are within Engagement Range of one or more enemy units). The maximum number of units you can select depends on the battle size, as follows: BATTLE SIZE NUMBER OF UNITS Incursion Up to 1 units Strike Force Up to 2 units Onslaught Up to 3 units Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves . COSMIC PRECISION 1CP Hypercrypt Legion – Strategic Ploy Stratagem With a sanity-defying mechanism at the heart of the tomb, dynastic astromancers divine the pre-aligned point in space and time where a crucial role can be played in the wider battle plan. WHEN: Your Movement phase . TARGET: One NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS unit from your army (excluding MONSTER units) that is arriving using the Deep Strike or Hyperphasing abilities this phase. EFFECT: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy models. RESTRICTIONS: A unit targeted with this Stratagem is not eligible to declare a charge in the same turn. 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 greater than or equal to the attack’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 Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends. An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1. Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS. Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS. Critical Hit: Unmodified Hit roll of 6. Always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1. PROTOCOL OF THE CONQUERING TYRANT 1CP Awakened Dynasty – Battle Tactic Stratagem The legions employ the strategies of their masters in perfect synchronicity, laying down hails of mechanically coordinated fire. WHEN: Your Shooting phase . TARGET: One NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit within half range, re-roll a Hit roll of 1. If a NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS CHARACTER is leading your unit, until the end of the phase, you can re-roll the Hit roll for that attack instead. Autodivinator 15 pts Canoptek Court Detachment This cryptogeometric puzzle box harbours a chronoscarab. The tiny construct creeps forward in time along temporal webs before hauling back a captured net of future moments. Its master can scry these wriggling futures to predict their foe’s strategies, using the knowledge to develop new counter-tactics to ambush the attackers. CRYPTEK model only. Each time your opponent gains a CP as the result of an ability, roll one D6: on a 2+, you also gain 1CP. Code Chivalric Imperial Knights fight by a stringent set of codes to ensure that in addition to defeating the enemy, honour is always upheld. If your Army Faction is IMPERIAL KNIGHTS , at the end of the Read Mission Objectives step, you must select one of the Oaths below to be active for your army. Models from your army with this ability gain the associated Oath ability, and you gain the associated Deed to complete. If, at the start of any of your Command phases , your selected Oath’s Deed is completed, your army becomes Honoured for the rest of the battle and you gain 3CP (you can only gain CP in this way once per battle, and CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). LAY LOW THE TYRANT Oath Ability: Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll . Deed: This deed is completed if the enemy WARLORD is destroyed. RECLAIM THE REALM Oath Ability: Add 1" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model. Deed: This deed is completed if you control one or more objective markers in your opponent’s deployment zone. Normal Moves When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models. Normal Move: Models move up to M". Cannot move within Engagement Range of any enemy models. Advance Moves When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to 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 Advanced. Advance Move: Models move up to M+D6". Cannot move within Engagement Range of any enemy models. Units that Advance cannot shoot or charge this turn. Fall Back Moves When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back. A unit cannot shoot or declare a charge in the same turn that it Fell Back. Desperate Escape Tests Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY ) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved. Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the unit that is Falling Back is destroyed (selected by you). The same model can only ever trigger one Desperate Escape test per phase. Fall Back Move: Models move up to M". Units that Fall Back cannot shoot or declare a charge in the same turn. Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY ). If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit. Desperate Escape Test: Roll one D6. On a 1-2, one model from that unit is destroyed. REACTIVE SUBROUTINES 1CP Canoptek Court – Strategic Ploy Stratagem Canoptek constructs spent the long Great Sleep in watchful vigilance. Triggering a surge of power, they are capable of responsive manoeuvres to outwit the swiftest of attackers. WHEN: Your opponent’s Movement phase , just after an enemy unit ends a Normal , Advance or Fall Back move . TARGET: One CANOPTEK unit from your army that is within 9" of that enemy unit. EFFECT: Your unit can make a Normal move of up to 6". Attached Units Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit. The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed , the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength. Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1. For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit). Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP). The CHARACTER keyword is used in the following Necrons datasheets: Characters C’tan Shard Of The Deceiver C’tan Shard Of The Nightbringer C’tan Shard Of The Void Dragon Catacomb Command Barge Chronomancer Hexmark Destroyer Illuminor Szeras Imotekh The Stormlord Lokhust Lord Orikan The Diviner Overlord Overlord with translocation shroud Plasmancer Psychomancer Royal Warden Skorpekh Lord Technomancer The Silent King Transcendent C’tan Trazyn The Infinite Anrakyr The Traveller Lord Nemesor Zahndrekh Vargard Obyron Battle Honours Each time a unit gains a rank, it can gain one Battle Honour. Units can also gain additional Battle Honours by other means (such as by winning certain missions, fulfilling certain Agendas, etc.). Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (if the unit is TITANIC , increase its Crusade points total by 2 instead). Make a note of each Battle Honour a unit has on its Crusade card . A unit can never have more than three Battle Honours unless it is a CHARACTER , in which case it can have up to six Battle Honours. Once the maximum is reached, each time a unit gains a new Battle Honour it must first remove one of its existing Battle Honours. There are several categories of Battle Honours that can be bestowed upon a unit, such as Battle Traits , Weapon Modifications and Crusade Relics . Other categories of Battle Honour may be found in other publications. Each time a unit gains a Battle Honour, you can select from any category. Once a unit gains enough XP it will gain a rank. Only CHARACTER units can gain the Heroic or Legendary ranks. Each time a unit gains a rank, it can gain a Battle Honour. There are several categories of Battle Honours, which include: Battle Traits: New skills and abilities. Weapon Modifications: Upgrade an item of wargear. Crusade Relic: Gain a rare and powerful artefact. Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (or by 2 if TITANIC ). RENOWNED HEROES 1-3RP The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders. When you first start a Crusade force , you can purchase this Requisition the first time you add a CHARACTER unit to your Order of Battle . After that point, you can purchase this Requisition each time a unit from your Order of Battle gains a rank . In either case, you cannot select an EPIC HERO unit, a unit that already has an Enhancement, or a unit that has either the Disgraced or Mark of Shame Battle Scars . You can select one Enhancement that unit has access to (if using this Requisition when that unit gains a rank, this is instead of it gaining a Battle Honour ). When doing so, that unit has access to any Enhancements described within any Detachment rules that it could use, even though you have not yet started to muster your army and so have not selected any Detachment rules yet. If the selected Enhancement replaces a weapon that is a Crusade Relic or a weapon upgraded by Weapon Modifications , that Crusade Relic or Weapon Modifications are lost. Recalculate the unit’s points value as a result of gaining this Enhancement and update its Crusade card . You cannot make any changes that would cause you to exceed your Supply Limit . This Requisition costs 1RP plus 1 additional RP for each other Enhancement that your Order of Battle contains (to a maximum of 3RP). Example: If this Requisition was used to give a unit an Enhancement and one other unit in your Order of Battle already had an Enhancement, it would cost 2RP. Starting Strength The number of models a unit contains when it is added to your army is known as its Starting Strength. 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 – and their units – are within Engagement Range of each other. Models cannot be set up or end a Normal , Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed . Engagement Range: Within 1" horizontally and 5" vertically. Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. STEALTH Some warriors are masters of disguise and concealment. If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll . Hazardous Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used. Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time): If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons. Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons. Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons. If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model. If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase , any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move. Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and so one of those models suffers 3 mortal wounds. After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, a model equipped with a hazardous weapon suffers 3 mortal wounds, that must be allocated to the selected model. Devastating Wounds Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound , no saving throw of any kind can be made against that attack (including invulnerable saving throws ). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally. Example: An attack made with a Devastating Wounds weapon with a Damage characteristic of 2 scores a Critical Wound. Instead of allocating the attack and making saving throws normally, the target suffers 2 mortal wounds. A Critical Wound inflicts mortal wounds equal to the weapon’s Damage characteristic, instead of any normal damage. Mortal Wounds Some attacks are so powerful that no armour or force field can withstand their fury. Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. 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 any normal damage, do not make a Wound roll or saving throw (including invulnerable saving throws ) against those mortal wounds. If those mortal wounds are inflicted by an attack that has the [PRECISION] ability, the attacking model’s controlling player can allocate those mortal wounds to a CHARACTER model in that unit. If mortal wounds are being inflicted as a result of the [HAZARDOUS] ability or by an attack with the [DEVASTATING WOUNDS] ability that scored a Critical Wound , each time those mortal wounds are allocated to a model, if that model is destroyed as a result of those mortal wounds, the remaining mortal wounds from that attack are lost, just as with a normal attack. If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above. Each mortal wound inflicted on a unit causes one model in that unit to lose one wound. Unless the source of the mortal wounds is the [HAZARDOUS] ability or an attack with the [DEVASTATING WOUNDS] ability, damage from mortal wounds is not lost if it can be allocated to another model. No saving throws can be made against mortal wounds. Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved. Feel No Pain FEEL NO PAIN Some warriors refuse to be laid low, even by what should be fatal wounds. Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds ), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. The NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS , INFANTRY and CHARACTER keywords are used in the following Necrons datasheets: Characters Chronomancer Hexmark Destroyer Illuminor Szeras Imotekh The Stormlord Orikan The Diviner Overlord Overlord with translocation shroud Plasmancer Psychomancer Royal Warden Skorpekh Lord Technomancer Trazyn The Infinite Anrakyr The Traveller Lord Nemesor Zahndrekh Vargard Obyron Assault Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward. Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase . When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with. Can be shot even if the bearer’s unit Advanced. The DESTROYER CULT keyword is used in the following Necrons datasheets: Characters Hexmark Destroyer Lokhust Lord Skorpekh Lord Other Lokhust Destroyers Lokhust Heavy Destroyers Ophydian Destroyers Skorpekh Destroyers Charging with a Unit Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit. You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move: Within Engagement Range of every unit that you selected as a target of the charge. Without moving within Engagement Range of any enemy units that were not a target of the charge. In Unit Coherency . If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models. Charge Roll: 2D6". Targets of a charge must be within 12" but do not need to be visible. If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails. Cannot move within Engagement Range of any unit that was not a target of the charge. If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible. Below Half-strength Some rules will refer to a unit being Below Half-strength. If a unit has a Starting Strength of 1, then it is said to be Below Half-strength while its remaining number of wounds is less than half of its Wounds characteristic. For any other unit, while the number of models in that unit is less than half of its Starting Strength, that unit is said to be Below Half-strength. 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 unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below. WOUND ROLL ATTACK’S STRENGTH VS TARGET’S TOUGHNESS D6 RESULT REQUIRED Strength is TWICE (or more than twice) the Toughness. + Strength is GREATER than the Toughness. + Strength is EQUAL to the Toughness. + Strength is LESS than the Toughness. + Strength is HALF (or less than half) the Toughness. + If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends. An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1. Critical Wound: Unmodified Wound roll of 6. Always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1. Remain Stationary If a unit Remains Stationary, none of its models can be moved for the rest of the phase. 2. Battle-shock In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength . To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked. While a unit is Battle-shocked: The Objective Control characteristic of all of its models is 0. If it Falls Back, you must take a Desperate Escape test for every model in that unit. Its controlling player cannot use Stratagems to affect that unit. Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase . In this step, if for any reason a unit is forced to take a Battle-shock test for being below its Starting Strength, unless otherwise stated, that unit does not also have to take a Battle-shock test for being Below Half-strength. While a unit is Battle-shocked, all models in that unit are also Battle-shocked. Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength. Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase. Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them. Battle-shocked units must take Desperate Escape tests if they Fall Back. Pile In When a unit Piles In, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Pile-in move. For a Pile In to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency . If these conditions cannot be met, no models in the unit can make Pile-in moves this phase and you progress to making melee attacks with that unit. Otherwise, the unit can make Pile-in moves. Each time a model makes a Pile-in move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models. Pile-in Move: Up to 3". Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit (or no models can Pile In). Consolidate After a unit has finished making all of its melee attacks, it Consolidates. Each time a unit Consolidates, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Consolidation move. For a Consolidation to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency . If these conditions cannot be met, then each model in that unit can instead make a Consolidation move towards the closest objective marker , but only if, after doing so, that unit is within range of that objective marker and in Unit Coherency. If these conditions also cannot be met, no models in the unit can make Consolidation moves this phase and that unit’s fight ends. If a unit can end its Consolidation within Engagement Range of one or more enemy units, then each time one of its models makes a Consolidation move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models. Consolidation Move: Up to 3". Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit if possible. If the above is not possible, each model can move towards the closest objective marker, but this must result in the unit being within range of it and in Unit Coherency. If the above is also not possible, no models can Consolidate. INFILTRATORS Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. Ignores Cover Some weapons are designed to root enemy formations out of entrenched positions. Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack. The NOBLE keyword is used in the following Necrons datasheets: Characters Imotekh The Stormlord Overlord Overlord with translocation shroud Trazyn The Infinite Anrakyr The Traveller Lord Nemesor Zahndrekh The TRIARCH keyword is used in the following Necrons datasheets: Characters The Silent King Other Triarch Praetorians Triarch Stalker The OVERLORD keyword is used in the following Necrons datasheets: Characters Overlord Overlord with translocation shroud Precision Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike. Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence . When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer. Anti Certain weapons are the bane of a particular foe. Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound . Example: An attack made with an [ANTI-VEHICLE 4+] weapon will score a Critical Wound against – and so successfully wound – a VEHICLE unit on an unmodified Wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon will score a Critical Wound against – and so successfully wound – a PSYKER unit on an unmodified Wound roll of 2+. [ANTI-KEYWORD X+] : An unmodified Wound roll of ‘x+’ against a target with the matching keyword scores a Critical Wound. Leadership Tests If a rule requires you to take a Leadership test for a unit, roll 2D6: if the total is greater than or equal to the best Leadership characteristic in that unit, that test is passed. Otherwise, it is failed. The TITANIC keyword is used in the following Necrons datasheets: Fortifications Gauss Pylon Tomb Citadel Walls Other Monolith Obelisk Tesseract Vault Seraptek Heavy Construct The NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS and VEHICLE keywords are used in the following Necrons datasheets: Characters Catacomb Command Barge The Silent King Dedicated Transports Ghost Ark Fortifications Convergence Of Dominion Gauss Pylon Sentry Pylon Tomb Citadel Walls Other Annihilation Barge Canoptek Doomstalker Canoptek Reanimator Canoptek Spyders Doom Scythe Doomsday Ark Monolith Night Scythe Obelisk Tesseract Vault Triarch Stalker Seraptek Heavy Construct Night Shroud Tesseract Ark The VEHICLE keyword is used in the following Necrons datasheets: Characters Catacomb Command Barge The Silent King Dedicated Transports Ghost Ark Fortifications Convergence Of Dominion Gauss Pylon Sentry Pylon Tomb Citadel Walls Other Annihilation Barge Canoptek Doomstalker Canoptek Reanimator Canoptek Spyders Doom Scythe Doomsday Ark Monolith Night Scythe Obelisk Tesseract Vault Triarch Stalker Seraptek Heavy Construct Night Shroud Tesseract Ark The NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS and INFANTRY keywords are used in the following Necrons datasheets: Characters Chronomancer Hexmark Destroyer Illuminor Szeras Imotekh The Stormlord Orikan The Diviner Overlord Overlord with translocation shroud Plasmancer Psychomancer Royal Warden Skorpekh Lord Technomancer Trazyn The Infinite Anrakyr The Traveller Lord Nemesor Zahndrekh Vargard Obyron Battleline Immortals Necron Warriors Other Cryptothralls Deathmarks Flayed Ones Lychguard Ophydian Destroyers Skorpekh Destroyers Triarch Praetorians Invulnerable Saves Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour. Some models have an invulnerable save listed on their datasheet . Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save 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. Unlike armour saving throws (which use a model’s Save characteristic), invulnerable saving throws are never modified by an attack’s Armour Penetration characteristic, but otherwise follow the normal rules for saving throws . Invulnerable Save: Never modified by an attack’s AP. The controlling player can choose to use either a model’s invulnerable save or its Save characteristic. The MOUNTED keyword is used in the following Necrons datasheets: Characters Lokhust Lord Other Lokhust Destroyers Lokhust Heavy Destroyers Tomb Blades Saving Throw The player controlling the target unit then makes one saving throw. By default, this will be an armour saving throw using their model’s Save (Sv) characteristic, but some models have invulnerable saves that can be used instead (see below). To make an armour saving throw, roll one D6, then modify the result by the Armour Penetration (AP) characteristic of the attack. For example, if the attack has an AP of -1, then 1 is subtracted from the saving throw. If the result is greater than or equal to the Save characteristic of the model the attack was allocated to, then that saving throw is successful and the attack sequence ends. Otherwise, that saving throw fails and that model suffers damage . An unmodified saving throw of 1 always fails. A saving throw can never be improved by more than +1. Saving Throw: Roll one D6 and modify by the attack’s AP. If the result is less than the Save of the model being rolled for, the saving throw is failed and that model suffers damage. Otherwise, that attack is saved. An unmodified saving throw of 1 always fails. A saving throw can never be improved by more than +1. Re-rolls Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must re-roll all of those dice again. You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied. Unmodified Dice: the result after re-rolls, but before any modifiers. A dice can never be re-rolled more than once. You must re-roll all dice if several need adding together (e.g. 2D6). Re-rolls are applied before any modifiers. COMMAND RE-ROLL 1CP Core – Battle Tactic Stratagem A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory. WHEN: Any phase, just after you make an Advance roll , a Charge roll , a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll , a Wound roll , a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling , this Stratagem can still be used after rolling multiple rolls or saving throws at once. TARGET: That unit or model from your army. EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll. SCOUTS Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER , etc.). A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. Example: A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". Scouts x": Unit can make a Normal move of up to x" before the first turn begins. If embarked in a DEDICATED TRANSPORT , that DEDICATED TRANSPORT can make this move instead. Must end this move more than 9" horizontally away from all enemy models. Flying If a model can FLY , then when it makes a Normal , Advance or Fall Back move , it can be moved over enemy models as if they were not there, and can be moved within Engagement Range of enemy models when making such a move. Note this also means that MONSTER and VEHICLE models that can FLY can be moved over other MONSTER and VEHICLE models when making such a move. However, models that can FLY cannot end their move on top of any other models or within Engagement Range of any enemy models. When a model that can FLY starts or ends a move on a terrain feature , instead of measuring the path it has moved across the battlefield, you instead measure its path ‘through the air’, as shown in the diagram below. FLY models can move over enemy models when they make a Normal, Advance or Fall Back move. FLY models that start or end a move on a terrain feature measure distance moved through the air when they make a Normal, Advance or Fall Back move. The FLY keyword is used in the following Necrons datasheets: Characters C’tan Shard Of The Deceiver C’tan Shard Of The Nightbringer C’tan Shard Of The Void Dragon Catacomb Command Barge Lokhust Lord Technomancer Transcendent C’tan Dedicated Transports Ghost Ark Other Annihilation Barge Canoptek Scarab Swarms Canoptek Spyders Canoptek Wraiths Doom Scythe Doomsday Ark Lokhust Destroyers Lokhust Heavy Destroyers Monolith Night Scythe Obelisk Tesseract Vault Tomb Blades Triarch Praetorians Canoptek Acanthrites Night Shroud Tesseract Ark The AIRCRAFT keyword is used in the following Necrons datasheets: Other Doom Scythe Night Scythe Night Shroud LEADER Mighty heroes fight at the forefront of battle. Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed , it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit. Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. Attached units can only contain one Leader. Attacks cannot be allocated to CHARACTER models in Attached units. The BATTLELINE keyword is used in the following Necrons datasheets: Battleline Immortals Necron Warriors LONE OPERATIVE Assassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. Unless part of an Attached unit (see Leader ), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". The INFANTRY keyword is used in the following Necrons datasheets: Characters Chronomancer Hexmark Destroyer Illuminor Szeras Imotekh The Stormlord Orikan The Diviner Overlord Overlord with translocation shroud Plasmancer Psychomancer Royal Warden Skorpekh Lord Technomancer Trazyn The Infinite Anrakyr The Traveller Lord Nemesor Zahndrekh Vargard Obyron Battleline Immortals Necron Warriors Other Cryptothralls Deathmarks Flayed Ones Lychguard Ophydian Destroyers Skorpekh Destroyers Triarch Praetorians The NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS NECRONS keyword is used in the following Necrons datasheets: Characters C’tan Shard Of The Deceiver C’tan Shard Of The Nightbringer C’tan Shard Of The Void Dragon Catacomb Command Barge Chronomancer Hexmark Destroyer Illuminor Szeras Imotekh The Stormlord Lokhust Lord Orikan The Diviner Overlord Overlord with translocation shroud Plasmancer Psychomancer Royal Warden Skorpekh Lord Technomancer The Silent King Transcendent C’tan Trazyn The Infinite Anrakyr The Traveller Lord Nemesor Zahndrekh Vargard Obyron Battleline Immortals Necron Warriors Dedicated Transports Ghost Ark Fortifications Convergence Of Dominion Gauss Pylon Sentry Pylon Tomb Citadel Walls Other Annihilation Barge Canoptek Doomstalker Canoptek Reanimator Canoptek Scarab Swarms Canoptek Spyders Canoptek Wraiths Cryptothralls Deathmarks Doom Scythe Doomsday Ark Flayed Ones Lokhust Destroyers Lokhust Heavy Destroyers Lychguard Monolith Night Scythe Obelisk Ophydian Destroyers Skorpekh Destroyers Tesseract Vault Tomb Blades Triarch Praetorians Triarch Stalker Seraptek Heavy Construct Canoptek Acanthrites Canoptek Tomb Sentinel Canoptek Tomb Stalker Night Shroud Tesseract Ark The MONSTER and CHARACTER keywords are used in the following Necrons datasheets: Characters C’tan Shard Of The Deceiver C’tan Shard Of The Nightbringer C’tan Shard Of The Void Dragon Transcendent C’tan Disembark If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase. When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark. Units that disembark from a TRANSPORT model that either Remained Stationary this phase or has not yet made a Normal , Advance or Fall Back move this phase can then act normally (make a Normal move, Advance, shoot, declare a charge, fight, etc.) in the remainder of the turn. Such a disembarking unit cannot choose to Remain Stationary . Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn. Units cannot disembark from a TRANSPORT model that either Advanced or Fell Back this turn. Units that start your Movement phase embarked within a TRANSPORT can disembark this phase, provided their TRANSPORT has not Advanced or Fallen Back. If a unit disembarks before its TRANSPORT moves, it can act normally. If a unit disembarks after its TRANSPORT moves, it cannot move or charge this turn, but can otherwise act normally. Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models (or the unit cannot disembark). Units that disembark this turn cannot Remain Stationary. DEADLY DEMISE From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed , roll one D6 before removing it from play (if such a model is a TRANSPORT , roll before any embarked models disembark ). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). Example: A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. Deadly Demise x: When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. Lethal Hits Some weapons can inflict fatal injuries on any foe, no matter their resilience. Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target. The CHRONOMANCER keyword is used in the following Necrons datasheets: Characters Chronomancer Orikan The Diviner Sustained Hits Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity. Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’. Example: A model makes an attack with a melee weapon with the [SUSTAINED HITS 2] ability. If the Hit roll is an unmodified 6 (a Critical Hit), then that attack scores a total of 3 hits on the target (1 from the successful Hit roll of 6, and 2 from the [SUSTAINED HITS 2] ability). [SUSTAINED HITS X] : Each Critical Hit scores ‘x’ additional hits on the target. Army List Datasheets collated Characters C’tan Shard Of The Deceiver C’tan Shard Of The Nightbringer C’tan Shard Of The Void Dragon Catacomb Command Barge Chronomancer Hexmark Destroyer Illuminor Szeras Imotekh The Stormlord Lokhust Lord Orikan The Diviner Overlord Overlord with translocation shroud Plasmancer Psychomancer Royal Warden Skorpekh Lord Technomancer The Silent King Transcendent C’tan Trazyn The Infinite Anrakyr The Traveller Lord Nemesor Zahndrekh Vargard Obyron Battleline Immortals Necron Warriors Dedicated Transports Ghost Ark Fortifications Convergence Of Dominion Gauss Pylon Sentry Pylon Tomb Citadel Walls Other Annihilation Barge Canoptek Doomstalker Canoptek Reanimator Canoptek Scarab Swarms Canoptek Spyders Canoptek Wraiths Cryptothralls Deathmarks Doom Scythe Doomsday Ark Flayed Ones Lokhust Destroyers Lokhust Heavy Destroyers Lychguard Monolith Night Scythe Obelisk Ophydian Destroyers Skorpekh Destroyers Tesseract Vault Tomb Blades Triarch Praetorians Triarch Stalker Seraptek Heavy Construct Canoptek Acanthrites Canoptek Tomb Sentinel Canoptek Tomb Stalker Night Shroud Tesseract Ark Contents Books FAQ Codex: Necrons Introduction Army Rules Reanimation Protocols Awakened Dynasty Detachment Rule Command Protocols Enhancements Stratagems Annihilation Legion Detachment Rule Annihilation Protocol Enhancements Stratagems Canoptek Court Detachment Rule Power Matrix Enhancements Stratagems Obeisance Phalanx Detachment Rule Worthy Foes Enhancements Stratagems Hypercrypt Legion Detachment Rule Hyperphasing Enhancements Stratagems Starshatter Arsenal Detachment Rule Relentless Onslaught Enhancements Stratagems Crusade Rules Awakening A Tomb World Command System Reanimation System Translocation System Agendas Requisitions Battle Traits Battle Scars Crusade Relics Crusade Badges Awakening Points Remaining Boarding Actions Tomb Ship Complement Mustering a Boarding Patrol Rules Adaptations Army Rule Transdimensional Reinforcement Detachment Rule Conquest Protocols Enhancements Stratagems Deranged Outcasts Army Rule Transdimensional Reinforcement Mustering a Boarding Patrol Rules Adaptations Detachment Rule Terrifying Charge Enhancements Stratagems Canoptek Harvesters Mustering a Boarding Patrol Rules Adaptations Army Rule Transdimensional Reinforcement Detachment Rule Retribution Protocols Enhancements Stratagems Disable Ads E-mail: Pin code: Disable Ads Get new pin code Boosty subscribers may disable ads: 1. Enter e-mail you have used to login on Boosty. 2. Press Get new pin code button (if you don’t have it already) 3. Enter pin code. Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you! © Vyacheslav Maltsev 2013-2025 x X Please enable JavaScript Play Mute Current Time 0:00 / Duration 0:00 Remaining Time - 0:00 1x Playback Rate Captions captions off , selected Picture-in-Picture Fullscreen Advertisement: 0:14