Codex - Necrons: /tg/'s 9th Edition

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In the depths of rocks

Under the veil of time

The ancients lie dormant

And await the day of strife.

For those that dare go against them,

To face the Reaper's breath,

With horror they'll soon discover

Their number is legion, their name is Death.


Welcome to the Necrons' /tg/ codex. This Codex was made in hopes to bring Necrons up to their power in the lore. With added units and customizability, this selection of rules will hopefully be of your liking and maybe give you some inspiration for your games with the deathless legion. Enjoy!


What's Changed?

  • Improved Living Metal and Reanimation Protocols.
  • A new Command Protocol: the Protocol of Slaughtering Madness.
  • Rules for the Maynarkh Dynasty: Dynastic Code, Stratagem, Warlord Trait, and Relic plus new rules for Kutlakh the World Killer, Toholk the Blinded, and Xun'bakyr the Mother of Oblivion
  • Improved Dynastic Codes.
  • 4 additional Dynastic Traditions and 4 additional Circumstances of Awakening.
  • Rules for Destroyer Cults: 3 specific cults rules.
  • Rules for Deathmark Guilds: 4 specific guilds rules.
  • 22 additional Stratagems and improvements on the current ones.
  • Improved Warlord Traits.
  • Special characters have specific Warlord Traits.
  • 2 new Specialist Detachments.
  • 5 new Specialist Formations: a revamped version of the old formations.
  • Additional weapons and improvements on existing ones.
  • 3 additional C’tan Powers and C'tan units.
  • 8 additional Relics.
  • 7 additional Cryptek Arkana
  • 31 additional units: 29 new units and 2 new fortifications.


Contents

Army Rules[edit]

Universal[edit]

  • Dimensional Translocation: The Necrons are unparalleled masters of technological lore, and can even bend the dimensions of space to suit their whims.
During deployment, you can set up this unit in a hyperspace dimension instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
  • Living Metal: The composite metals that comprise a Necron’s skeletal form are all but impervious to destruction, and ensure that only the most grievous wounds can lay these ancient creatures low.
At the start of your Command phase, each model in this unit regains 1 lost wound. In addition, when the reanimation protocols of a unit with this special rule are activated, add one die to the reanimation protocols pool for each model that is attempting to reanimate.
  • Quantum Shielding: Miracle of Necron engineering, this shield exists only in the moment of deflection, absorbing the energy of incoming attacks to block even the most powerful of blows.
Each time this model fails a saving throw, roll a D6. If the result is less than the damage inflicted by that attack, the damage is ignored (e.g. if this model suffers 4 damage, if you then roll a 3 or less the damage is ignored); an unmodified roll of 6 will always fail. Quantum Shielding cannot prevent damage caused by mortal wounds.
  • Reanimation Protocols: The moment a Necron is laid low, its metal body enacts complex self-repair routines, reattaching severed limbs and fusing together shattered armour plating.
Each time an enemy unit shoots or fights, after it makes its attacks, if any models in this unit were destroyed as a result of those attacks but this unit was not destroyed, this unit's reanimation protocols are enacted and those destroyed models begin to reassemble.
Each time a unit's reanimation protocols are enacted, make Reanimation Protocol rolls for that unit by rolling a number of D6 equal to the combined Wounds characteristics of all the reassembling models. Each Reanimation Protocol roll of 5+ is put into a pool. A Reanimation Protocol roll can never be modified by more than -1 or +1.
If the number of dice in that pool is greater than or equal to the Wounds characteristic of any of the reassembling models, select one of those models to be Reanimated. A Reanimated model:
-Is added back to its unit with its full wounds remaining.
-Can only set up within Engagement Range of enemy units that are already within Engagement Range of the Reanimated model's unit.
-Cannot, if it is your Charge phase, be set up closer to any enemy units that are targets of a charge declared by its unit this phase.
-No longer counts as having been destroyed for the purposes of Morale tests this turn.
You then reduce the number of dice in that pool by a number equal to the Wounds characteristic of the Reanimated model and repeat this process until either there are no more reassembling models, or the number of dice remaining in the pool is less than the Wounds characteristic of any of the reassembling models. Any models that did not Reanimate fail to reassemble, and any dice remaining in the pool are discarded.

Detachment Rules[edit]

  • Command Protocols: The Necron nobility make war in a codified and relentless fashion. Their command protocols crackle out across multi-dimensional spectra from carrier-wave projectors, compelling their semi-sentient soldiery into battle one overriding directive at a time.
If every unit from your army (excluding DYNASTIG AGENT, C'TAN SHARD and UNALIGNED units) is from the same dynasty, and you select a NOBLE model to be your WARLORD, this unit is eligible to benefit from this ability and the following rules apply.
After both sides have deployed, but before you have determined who will have the first turn, you must assign a different one of the command protocols to each of the first five battle rounds, and note this down secretly on your army roster.
At the start of each battle round, if any NOBLE units from your army are on the battlefield, the command protocol that you assigned to that battle round becomes active for your army until the end of that battle round. Each command protocol is made up of two directives. When a command protocol becomes active for your army, reveal it to your opponent and select one of its directives. Until the assigned command protocol stops being active, while a unit that is eligible to benefit from this ability is within 6" of a friendly NECRONS CHARACTER model (excluding C'TAN SHARD models), that unit benefits from the selected directive.
If the battle lasts for more than five battle rounds, then until the end of the battle, whichever command protocol was active in the fifth battle round remains active.
  • Dynastic Agents and Star Gods: There are those who move amongst the dynasties and switch their allegiances as best suits their needs, or else are seen as naught but chattel to be used and discarded at will.
DYNASTIG AGENT and C'TAN SHARD units can be included in a Necrons Detachment without preventing other units in that Detachment from gaining a Dynastic Code.
DYNASTIG AGENT and C'TAN SHARD units never gain a Dynastic Code unless the <Dynasty> of their detachment matches that on their profile.
You can include a maximum of one C'TAN SHARD model in each Necrons Detachment in your army.
  • Dynastic Codes: The scattered dynasties of the Necrontyr pursue many different paths to dominance, embracing their own traditions, arcane technologies and martial doctrines.
If your army is Battle-forged, units with the appropriate keyword will receive the corresponding Dynastic Code, so long as every other unit in their Detachment is from the same dynasty (with the exception of those listed above).
  • Objective Secured: The Necron dynasties are assured in their supremacy, for the galaxy was once theirs and will be again. All shall kneel before the might of the phaerons or be destroyed.
If your army is Battle-forged, all Troops units in Necrons Detachments gain this ability. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.
  • The Royal Court: A strict hierarchy dictates every aspect of the Necrons' Royal Court. Though titles such as Nemesor, Vargard or Hierophactor confer far-reaching duties and martial authority, it is literally encoded into the Necrons' personality engrams to offer ultimate deference to the highest-placed noble on the battlefield.
When mustering your army, if it contains The Silent King, that model must be selected as your Warlord. Otherwise, if your army contains a Phaeron model, that model must be selected as your Warlord. Otherwise, if your army contains a Overlord or Praetorian Agent model, that model must me selected as your Warlord. Otherwise, if your army contains a Lord model, that model must be selected as your Warlord. If your army contains none of the listed models, select your Warlord as normal.

Command Protocols[edit]

  • Protocol of the Conquering Tyrant: The legions employ the strategies of their masters in perfect synchronicity, laying down hails of mechanically coordinated fire.
Directive 1: Add 3" to the range of this unit's aura abilities (to a maximum of 12") and increase the range of the following abilities this unit has by 3" (to a maximum of 12"): Lord's Will, My Will Be Done, Rites of Reanimation.
Directive 2: This unit is eligible to shoot in a turn in which it Fell Back, but if it does, then until the end of the turn, each time a model in this unit makes a ranged attack, subtract 1 from that attack's hit roll.
  • Protocol of the Eternal Warrior: Temporary dimensional shielding flickers into being around the Necrons as they stand tall upon the battlefield like graven statues.
Directive 1: Each time an attack is made against this unit, if it did not make a Normal Move, Advance or Fall Back this battle round, this unit receives the benefit of Light cover, as described in the Warhammer 40,000 Core Book.
Directive 2: Each time an enemy unit declares a charge against this unit, if this unit is not within Engagement Range of any enemy units, it can either Hold Steady or Set to Defend. If it Holds Steady, then until the end of the phase, any Overwatch attacks made by models in that unit score hits on unmodified rolls of 5+ instead of 6. If it Sets to Defend, then until the end of the phase, it cannot fire Overwatch, but until the end of the next Fight phase, each time a model in that unit makes a melee attack, add 1 to that attack's hit roll.
  • Protocol of the Hungry Void: The Necrons strike with data-augmented accuracy, their murderous attacks as inescapable as the killing cold of space.
Directive 1: Make a note of the number of wounds inflicted against enemy Infantry units during the fight phase by each friendly Necrons Infantry unit. When making reanimating protocols at the end of the fight phase add this number of dice to the reanimating protocol pool. These extra dice may be used to return models to the unit which were slain earlier in the battle, not just in this Fight phase.
Directive 2: Each time an attack made during the Fight phase against a Necrons Infantry unit results in an unmodified roll of 1, the attacking unit suffers one mortal wounds.
  • Protocol of the Slaughtering Madness: Blinded by a thirst for slaughter, Necron shells of broken minds launched themselves upon the enemy, their frantic attacks overwhelming anything they encounter.
Directive 1: Each time a model in this unit makes a melee attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1
Directive 2: Each time a model in this unit makes a melee attack, if this unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attack's Strength characteristic.
  • Protocol of the Sudden Storm: Arcing energies leap from one Necron unit to the next, lending speed to their limbs and causing their eye lenses to blaze.
Directive 1: Add 1" to the Move characteristic of models in this unit.
Directive 2: If this unit is performing an action, it can still make attacks with ranged weapons without that action failing.
  • Protocol of the Undying Legion: At a hissing static signal, nanoscarabs are released in boiling black clouds that whirl about the legions and effect constant repairs.
Directive 1: Each time this unit uses its Living Metal ability, each model in this unit regains 1 additional lost wound.
Directive 2: Each time you make Reanimation Protocol rolls for this unit, you can re-roll one of the dice.
  • Protocol of the Vengful Star: Criss-cross fire leaps from the Necron ranks, forming a blazing corona of deadly energy from which there can be no escape.
Directive 1: Each time a model in this unit makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
Directive 2: Each time a model in this unit makes a ranged attack that targets a unit within half range, the target does not receive the benefits of cover to its saving throw against that attack.

Dynastic Codes[edit]

  • MAYNARKH - Blood-Hunger: This once great dynasty is now in ruins, its warriors and constructs eaten by the madness born by the Flayer's hatred. Like mindless zombies, these machines are only driven by one thing: the thought of hunger and blood.
Chose up to half of non-Vehicle units with this code (excluding special characters), those units automatically gain the Flayed keyword. In addition, Flayed Ones count as Troops and may be taken as a Troop choice and obtain the Core keyword.
Each time a model with this code makes fights, if that model's unit made a charge move, was charged, or performed a Heroic Intervention this turn, add 1 to the attack characteristic of models in that unit and add 1 to their wound rolls.
When the Protocol of the Slaughtering Madness becomes active for your army, if every unit in your army (excluding DYNASTIC AGENT and C'TAN SHARD units) has this code, you can select both of that command protocol's directives instead of just one.
  • MEPHRIT - Solar Fury: The Mephrit have harnessed the power of captive suns to power their weapons. This raging solar energy can sear through even the thickest armour with ease.
Add 3" to the Range characteristic of ranged weapons (excluding Pistols) that models with this code are equipped with.
Each time a model with this code makes a ranged attack that targets a unit within half range, the Armour Penetration characteristic of that attack is improved by 1.
When the Protocol of the Vengeful Stars becomes active for your army, if every unit in your army (excluding DYNASTIC AGENT and C'TAN SHARD units) has this code, you can select both of that command protocol's directives instead of just one.
  • NEPHREKH - Translocation Beams: The bodies of the Nephrekh are crafted from metagold. This rare and wondrous alloy allows them to transform into beams of pure light in order to teleport across open ground and even phase through solid matter.
Models with this code have a 6+ invulnerable save.
Each time a unit with this code Advances, it can translocate. If it does, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit. If a unit translocates, until the end of the turn, models in that unit cannot shoot. Each time a unit with this code Falls Back or translocates, until the end of the phase, models in that unit can move across models and terrain as if they were not there.
When the Protocol of the Sudden Storm becomes active for your army, if every unit in your army (excluding DYNASTIC AGENT and C'TAN SHARD units) has this code, you can select both of that command protocol's directives instead of just one.
  • NIHILAKH - Aggressively Territorial: Regal and arrogant, the warriors of this proud dynasty will not give a single inch to their foes. They stand their ground defiantly, unleashing a formidably accurate hail of fire that cleanses the stain of the lesser races from their rightful lands.
Units with this code have the Objective Secured ability. If a model in such a unit already has this ability, that model counts as one additional model when determining control of an objective marker.
Each time an attack with an Armour Penetration characteristic of -1 is allocated to a model with this code, if that model's unit is wholly within its controller's deployment zone, that attack has an Armour Penetration characteristic of 0 instead. In addition, re-roll hit rolls of 1 for units with this code whenever they shoot, including when firing Overwatch, as long as they are fully within their deployment zone or they did not move in the preceding Movement phase and they have not disembarked from a Transport during this turn.
When the Protocol of the Eternal Guardian becomes active for your army, if every unit in your army (excluding DYNASTIC AGENT and C'TAN SHARD units) has this code, you can select both of that command protocol's directives instead of just one.
  • NOVOKH - Awakened by Murder: The crimson hosts of Novokh remember well the sacred rites of blooding performed by their warriors in the ancient times. The dynasty’s proud martial heritage awakens a spark of violent pride within its legions, lending power and ferocity to their attacks.
Add 1 to the charge rolls made for units with this code.
Each time a model with this code makes a melee attack, if that model's unit made a charge move, was charged, or performed a Heroic Intervention this turn, improve the Armour Penetration characteristic of that attack by 1 and you can re-roll the hit.
When the Protocol of the Hungry Void becomes active for your army, if every unit in your army (excluding DYNASTIC AGENT and C'TAN SHARD units) has this code, you can select both of that command protocol's directives instead of just one.
  • SAUTEKH - Relentless Advance: Nothing can halt the inexorable march of the Sautekh. These disdainful conquerors will stop at nothing to retake their ancient domain, obliterating any who dare defy them in a storm of death and destruction.
Each time a Morale test is taken for a unit with this code, you can re-roll that test.
Instead of following the normal rules for Rapid Fire weapons, models with this code shooting Rapid Fire weapons make double the number of attacks if the shooting model's target is within 18". In addition, if a unit with this code Advances, it treats all ranged weapons it is equipped with as Assault weapons until the end of the turn (e.g. a Rapid Fire 1 weapon is treated as an Assault 1 weapon, and a Heavy D6 weapon is treated as an Assault D6 weapon etc.).
When the Protocol of the Conquering Tyrant becomes active for your army, if every unit in your army (excluding DYNASTIC AGENT and C'TAN SHARD units) has this code, you can select both of that command protocol's directives instead of just one.
  • SZAREKHAN - Uncanny Artificers: The Szarekhan dynasty exhibit a deep-rooted ability to fashion and maintain the finest wargear of any Necron dynasty. Enemy fire ricochets harmlessly from their magnificent android forms while, in return, every blast and blade stroke the Szarekhan level at their enemies is lethal in the extreme.
Each time a model with this code would lose a wound as the result of a mortal wound, roll one D6; on a 5+ that wound is not lost.
Each time a unit with this code is selected to shoot or fight, you can re-roll one wound roll when making that unit's attacks.
When the Protocol of the Undying Legions becomes active for your army, if every unit in your army (excluding DYNASTIC AGENT and C'TAN SHARD units) has this code, you can select both of that command protocol's directives instead of just one.

Custom Dynastic Codes[edit]

If your chosen dynasty does not have an associated Dynasty Code in Codex: Necrons: /tg/'s 9th Edition, you must instead create its Dynastic Code by selecting one code from the Dynastic Traditions list below. Unless you selected the Vassal Kingdom Dynastic Code, you can then also select one Additional code from the Circumstances of Awakening list below.


Dynastic Traditions:

  • Aetheric Strikes: The arcane energies of this Dynasty pierce not only the physical plane but everything that waits across the veil.
Wound rolls of 6+ made by a unit with this code apply their Ap characteristic to the enemies invulnerability save as well as their armour save and any other save roll used against it.
  • Butchers: Whether they be battlefield vivisectors satisfying scientific curiosity or simply murderous by nature, this dynasty’s legions are eager to wreak bloody slaughter amongst the foe.
Add 1 to charge rolls made for units with this code.
  • Contemptuos of the Codes: Rarely does this dynasty see any value in the ancient Triarchal codes that dictate the strategies of their peers. Instead, they eliminate their enemies’ leaders by any means necessary.
Each time a model with this code makes an attack against a Character unit, you can add 1 to that attack's hit roll.
  • Disdain for the Weak: The weak must fall under the strong. Under the iron fists of the Necrons' legions, their enemies crumble, eaten away by the horror of death.
Whenever an enemy unit fails a morale test within 12” of a unit with this code an additional model is removed as a casualty.
  • Eternal Conquerors: Proudly arrayed in their lords' colors, the soldiery of this dynasty see all the enemy's territories as theirs for the taking by ancient right of conquest.
Units with this code have the Objective Secured ability. If a model in such a unit already has this ability, that model counts as one additional model when determining control of an objective marker.
  • Immovable Phalanx: This dynasty see hastening into battle as unseemly - the province of primitive lesser beings. Instead, they form tight and unyielding battle lines to weather the excitable assaults of their foes.
Each time an attack with a Damage characteristic of 1 is allocated to an Infantry model with this code, unless that model's unit made a Normal Move, Advanced or Fell Back this battle round, add 1 to any armour saving throws taken against that attack.
  • Masters of the Martial: Having long prized martial excellence, this dynasty has become renowned for the lethal combat abilities of their legions.
Each time a unit with this code is selected to shoot or fight, you can re-roll one hit roll when making that unit's attacks.
  • Pitiless Hunters: This dynasty have long viewed their enemies as little better than vermin, and seek to scour them from the battlefield with overwhelming weight of fire.
Instead of following the normal rules for Rapid Fire weapons, models with this code shooting Rapid Fire weapons make double the number of attacks if either the shooting model's target is within half the weapon's range, or if the shooting model is Infantry and its unit Remained Stationary in your previous Movement phase.
  • Quantum Rebirth Protocols The protocols of this dynasty are embued with dark powers and science, making their number rise in orders greater than the fallen.
when the reanimation protocols of a unit with this code are activated, add one die to the reanimation protocols pool for each model that is attempting to reanimate.
  • Rad-Wreathed: Hailing as they do from tomb worlds long bombarded by cosmic energies, the soldiery of this dynasty have become saturated with spectra of lethal radiation. Foes who draw too close soon discover this to their cost.
Units with this code have the following ability:
Rad-wreathed (Aura): Subtract 1 from the Strength and Toughness characteristics of an enemy unit (except for Vehicles) whilst it's within 1" of a unit with this code. In addition, subtract 1 from the Strength of shooting (unless the shooting weapons are used by Genestealer Cults models) and melee weapons used by Tyranids units that are within 1" of a unit with this code (the malus inflicted on shooting weapons counts even when just fired at a unit with this code [unless the shooting weapons have bio, acid, drool, flame, rupture, tentaclid or venom in their name]). All these effects cease to take effect at the end of the turn after the one in which the unit left the aura. In addition, roll a D6 for each unit that has stayed within 1" of a unit with this code for two consecutive turns; on a 4+ that unit suffers D3 mortal wounds unless the unit has the Necrons or Wraith Construct keyword.
  • Sentinel Monsters: The lumbering constructs of this dynasty wait for someone foolish enough to enter their domain, before annihilating them with stone-cold precision.
If a Canoptek or Vehicle unit with this code hasn't moved in its Movement phase, add 1 to all its hit rolls until the beginning of your next turn. Units benefiting from this code cannot perform a charge move if they didn't move during their Movement phase.
  • Severed: These mindless puppets now serve their master program.
A unit with this code benefits from the selected directive of your army's active command protocol while it is within 9" of a friendly Necrons Character model (excluding C'tan Shard models), instead of 6"
  • Superior Artisans: This dynasty employ their vast wealth of rare minerals to arm their legions with finely crafted and sublimely powerful weapons.
Each time a unit with this code is selected to shoot or fight, you can re-roll one wound roll when making that unit's attacks.
  • The Unmerciful Horde: The warriors of this dynasty know no compassion nor fear towards the enemy on the battlefield.
Each time a Morale test is taken for a unit with this code, you can re-roll that test.
  • Unyielding: This dynasty employ closely guarded metallurgical technomancy to render the endoskeletons of their soldiery exceptionally durable.
Models with this code have a 6+ invulnerable save.
  • Vassal Kingdom: Whether through allegiance or conquest, this dynasty was long ago subsumed into another greater than itself.
Select one of the following Dynasties and use the Dynastic Code of that Dynasty: Maynarkh, Mephrit, Nephrekh, Nihilakh, Novokh, Sautekh, Szarekhan.


Circumstances of Awakening:

  • Arise Against the Interlopers: This world was awakened by the presence of incautious intruders. Affronted, the risen legions seek to exact vengeance and make bloody examples at close quarters.
Each time a model with this code makes a melee attack against a unit (that is not a Monster or Vehicle), an unmodified hit roll of 6 automatically wounds the target.
  • Greatness Long Lost: The once great empire of the dynasty has fallen into ashes. These furious warriors still remember the long-lost golden age and fight tirelessly to reconstruct it.
A unit with this code may re-roll all failed hit rolls when it contains three quarters or less of its starting model count.
  • Healty Paranoia: This tomb world's leaders awoke possessed of caution bordering upon - or possibly plunging into - mania. Their legions operate accordingly, seeking to keep the lesser races at arm's length and exterminate them from afar.
Add 3" to the Range characteristic of ranged weapons (excluding Pistols) that models with this code are equipped with.
  • Interplanetary Invaders: With their full military apparatus roused and their sights set on galactic domination, this tomb worlds Royal Court send waves of war engines into battle to wreak destruction and stamp their immutable right of conquest upon the foe.
Vehicle units with this code are eligible to shoot in a turn in which they Fell Back, but if they do, then until the end of the turn, each time a model in that unit makes a ranged attack, subtract 1 from that attack's hit roll. Vehicle models with this code do not suffer the penalty to hit rolls incurred for firing Heavy weapons while enemy units are within Engagement Range of their unit.
  • Isolationists: This tomb world's rulers consider all about them to be a threat, be it the lesser races, old rival dynasties, or even the denizens of other worlds within their own dynasty! Whether this attitude is based upon dangers real or imagined, it has led to them perfecting weaponry capable of eliminating not only threats from outside their own species but also from within.
Each time a model with this code makes an attack with a Rapid Fire weapon that targets a unit within 12", add 1 to the Strength characteristic of that attack.
  • Mindless Husks: The failed revivification protocols of this dynasty's tomb world have left its inhabitants as mindless husk devoided of will.
Units with this code automatically pass all Morale tests and roll the maximum value on any check made on their leadership value. In addition, units with this code can never benefit from Command Protocols.
  • Noble Born: The mind of this lord has suffered in the great sleep. With arrogance, it guides its legions against its enemies for only greatness lies in front of its eyes.
Increase the range of aura abilities by 3” for Noble units with this code.
  • Relentlessly Expansionists: Driven by an overriding martial mindset or simply fortunate enough to have awoken to minimal enemy resistance, this tomb world's legions are on the march and seek to seize every world that lies in their path.
At the start of the first battle round, before the first turn begins, units with this code can make a Normal Move of up to 6".
  • Slayers of Upstart Rulers: In a tomb world eaten away by an internal conflict, it isn't uncommon for an aspiring noble to assassinate his rivals to the throne. For this, his followers are well suited in the art of decapitation.
Units with this code may re-roll 1’s to hit against enemy Characters.
  • The Ancient Stir: Some worlds are still only stirring. As their revivification continues, it is their Canoptek constructs - driven into a state of hyper-aggression - that bear the brunt of defensive combat operations.
Add 1" to the Move characteristic and charge distances of Canoptek models with this code. Each time a Canoptek unit with this code makes a pile-in or consolidate move, so long as each model that moves ends its move closer to the closest enemy model, you can move each model in that unit up to 4".
  • Warrior Nobles: This tomb worlds leaders are versed in the arts of combat and enhanced by their Crypteks. Perhaps they awoke to find their phaeron slain and were forced to fight for the throne, or perhaps they were beset by foes from the moment of their waking - in any case, only the strongest warriors have survived.
Each time a Noble model with this code makes a melee attack, re-roll a hit roll of 1 and re-roll a wound roll of 1.

Destroyer Cults[edit]

If a detachment in your army is composed of only <Destroyer Cult> units then choose one Cult from the ones below and replace the <Destroyer Cult> keyword with the corresponding Cult name. All units in that detachment benefit from that Cult's Creed but may not benefit from their Dynasty Traditions or any Command Protocol and may only be targeted by abilities that explicitly affect a <Destroyer Cult> unit.

  • Cult of the Blood's Bath- Blood-thirsted Assault: The forces of this cult only desire more physical annihilation. They only feel any kind of fulfillment when ripping something into grizzly chunks, but as soon as the life has drained from their enemies' eyes they again crave more. Such Necrons push their forms to extreme lengths in order to gain this feeling, to bring true, gory annihilation.
Units from this Cult can make a Charge move even if they Advanced during their Movement phase. Units from this Cult must move towards the closest enemy unit and must Advance and Charge against it (if two or more units are equally close, roll-off to decide). Each time a model from this Cult makes an attack in the Fight phase, you can re-roll a hit roll. If an enemy unit is destroyed by attacks made from a unit from this Cult, and there are no other enemy units in Engagement Range, units from this Cult must consolidate 6" towards the nearest enemy unit.
  • Cult of the Eternal Hatred- Unending Spite: Destroyers who follow this Cult's curse burn of a deep hatred for all things existent, to an extent even greater than that of other destroyers. When these insane monsters are put down by the blows of the living, their hatred bursts from their mechanical bodies, their wounds begin to repair as their deranged mind refuses to stand down at the attacks of such inferior and vile creatures.
Each time a model from this Cult would lose a wound, roll one D6; on a 5+ that wound is not lost. In addition, when making the reanimation protocols for units from this Cult, add a number of dices to the dice pool equal to the number of models that are attempting to reanimate.
  • Cult of the Unending Slaughter- Suppressive Blows: When freed on the battlefield, these deranged beasts immediately jump into a killing frenzy, extinguishing the light of life in a flurry of increasingly gruesome blows.
Each time an enemy model is destroyed by a ranged or melee attack made by a model from this Cult, after this model makes the rest of its attack, it can attack with the same weapon one additional time. These attacks can generate additional attacks but only up to three times in total. In addition, each time this model makes an additional attack because of this rule, consider its Ballistic Skill and Weapon Skill as one point worse; the effect is cumulative. (For example, a Skorpekh Lord kills with its Enmitic Annihilator four enemy models, so it can make four more attacks using the same weapon profile but considers its BS to be 4+; then it kills two more models so it can make two additional attacks like before, but its BS is considered to be 5+; finally, it kills one more model and so makes an additional attack with a BS of 6+).

Deathmark Guilds[edit]

When adding a Deathmark, Deathsight, Deathtouch unit to your army, replace its <Guild> keyword with one of the Guild names below. That unit benefits from that Guild's Combat Way. Mortrakh automatically benefits from the Crimson Ghosts' special rule.

  • Crimson Ghosts - Crimson Haze: Thick fog of blood crimson engulf the assassins of this guild, shielding them from the sight of the enemies.
Enemy units must subtract 1 from hit rolls made against a unit from this Guild.
  • Death Halo - Death's Gaze: The glowing halo used by the Deathmarks to track their target is what gave them their fearful reputation. The adepts of the Death Halo take this a step further, turning their iconic mark into a scorching ring of black flames, symbolizing the unmerciful eye of the Nightbringer and filling their prey with the paralyzing reality of death.
Units that suffer at least one unsaved wound from a model of this Guild must subtract 2 from their Leadership characteristic.
  • Jade Hunters - Hunter's Mark: The Synaptic Disgregators of this guild not only vaporize the minds of those who hit, but propagate a powerful shockwave of synaptic energies that make those around the unfortunate victim even weaker against the next blow.
Add 1 to the wound rolls of units of this Guild when they make a shooting attack against a unit that has already suffered at least one unsaved wound by a unit of this Guild.
  • Silent Reapers - Unpredictable Strike: Like a line of silk in the air, the shots fired by these careful assassins are invisible to the enemy eyes, making each of them bound to strike their real target.
Enemy units may not intercept wounds caused by models from this Guild.

Stratagems[edit]

Universal[edit]

Battle Tactic Stratagems[edit]

  • Amalgamated Targeting Data (1 CP): Synchronised targeting optics are fed to the Doom Scythe squadron, and they release a devastating pinpoint barrage.
Use this Stratagem in your Shooting phase if a <Dynasty> Doom Scythe from your army is within 6" of 2 other friendly <Dynasty> Doom Scythes. The Doom Scythes cannot fire their death rays this phase – instead, select a point on the battlefield within 24" of all three vehicles that is visible to all of them. Roll a D6 for each unit within 3" of that point. Add 1 to the result if the unit being rolled for has 5 or more models, but subtract 1 if the unit being rolled for is a Character. On a 4+, that unit suffers 6D3 mortal wounds.
  • Dimensional Corridor (1 CP): Obeying recall protocols, this unit step into a temporary dimensional displacement tunnel and re-emerge from the eternity gate of a nearby Monolith.
Use this Stratagem at the start of your Movement phase. Select one <Dynasty> Infantry unit from your army that is on the battlefield. Remove that unit from the battlefield. In the Reinforcements step of this phase, set that unit back up on the battlefield anywhere that is wholly within 3" of a friendly <Dynasty> Monolith, Tomb World Gateway or a Tomb Citadel's Eternity Gate and more than 1" away from any enemy models.
  • Enhanced Dimensional Gate (1 CP): A shimmering dimensional portal yawns wide for a few moments, spilling yet more fleshless warriors into the fray.
Use this Stratagem before you set up a unit from Strategic Reserves using the Eternity Gate ability of a Monolith or Tomb World Gateway from your army. You can set up two units from Strategic Reserves instead of one.
  • Eternal Protectors (1 CP): Lychguard are the ultimate bodyguards; they never tire, never give a thought to their own safety over that of their master and fight all the harder as the danger to that master grows greater.
Use this Stratagem in the Fight phase. Select a <Dynasty> Lychguard unit from your army. Until the end of the phase, while that unit is within 3" of a friendly <Dynasty> Noble model, add 1 to the Attacks characteristic of each model in that unit.
  • Extermination Protocols (2 CP): Destroyers have sacrificed every last ember of their souls in order to pursue the obliteration of all mortal life.
Use this Stratagem in your Shooting or Fight phase before attacking with a <Destroyer Cult> unit from your army. Re-roll failed hit and wound rolls for that unit until the end of the phase.
  • Fractal Targeting (1 CP): Augmentative targeting routines have been pre-programmed into these Tomb Blades' strategic engagement protocols, holding the craft momentarily level as they lock on to their victims and unleash a withering barrage of fire.
Use this Stratagem in your Shooting phase. Select one Tomb Blades unit from your army. Until the end of the phase:
-All Rapid Fire weapons that models in that unit are equipped with are treated as being Assault 2 weapons.
-Models in that unit do not suffer the penalty to hit rolls incurred for firing Assault weapons in the same turn that their unit has Advanced.
  • Judgment of the Triarch (1 CP): Those who defy the will of the Triarch are subject to swift and merciless retribution.
Use this Stratagem in your Shooting phase, when a Triarch unit is selected to shoot, or in the Fight phase, when a Triarch unit is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, add 1 to that attack's hit roll.
  • Null Field Matrix (2 CP): Linked together in a powerful network, the Warp-repellent properties of Necron technology grow exponentially, encompassing the enemy units in a blanket of pure, null void.
Use this Stratagem at the beginning of any Command phase. Select from 2 to up to 5 friendly Null Pylons at least within 18" of another; until the beginning of the following Command phase, extend the range of those models' Null Field special rule by 6" for each Null Pylon selected.
  • Stabilizing Thrusters (1 CP): Enormous thundering thrusters propel these instruments of massacre forward, ensuring no life form is too far away to hide from the incoming slaughter.
Use this Stratagem at the start of your Movement phase. Select one Lokhust Destroyers, Lokhust Heavy Destroyers or Lokhust Lord unit from your army. That unit can make an Advance move and still act as if it remained stationary for the remainder of the turn.
  • Storm of Flensing Blades (2 CP): Driven into a grotesque frenzy by the hot gore sluicing through their innards, the Flayed Ones lay about themselves wildly with their vicious talons.
Use this Stratagem at the end of the Fight phase. Select one Flayed Ones unit from your army within Engagement Range of any enemy units; that unit can fight again.
  • Techno-oracular Targeting (1 CP): Guided by the painstaking predictions of a conclave of astromancers, this shot strikes inescapably true.
Use this Stratagem in your Shooting phase, before making the wound roll for an attack made by a Necrons model from your army. If your army contains at least one Astromancer, do not make a wound roll for that attack: it automatically wounds the target.

Epic Deed Stratagems[edit]

  • Dimensional Destabilization (1/2 CP): As the powers of this C'tan Shard reshape reality, its aftershocks roll across the battlefield, triggering further cosmic phenomena.
Use this Stratagem at the end of your Movement phase, when a C'tan Shard model from your army has used a Power of the C'tan. Roll one D6; that model can immediately use the corresponding power from the Powers of the C'tan, even if it has already been used this turn. If that model has the Titanic keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.
  • Entropic Strike (2 CP): The disruption field emanating from this warrior’s weapon is so powerful that it entirely obliterates matter from existence.
Use this Stratagem in the Fight phase when a Necrons Character from your army is selected to fight. Until the end of the phase, each time a melee attack is made by that model, invulnerable saving throws cannot be taken against that attack.
  • Resurrection Protocols (1 CP): Necron rulers possess sophisticated self-repair systems that can knit together even the most grievous wounds.
Use this Stratagem in any phase, when a Necrons Character model (that is not a C'tan Shard) from your army is destroyed. You can choose to roll one D6 at the end of the phase instead of using any rules that are triggered when that model is destroyed (e.g. the Surrogate Hosts abilities). If you do, then on a 4+, set that model back up on the battlefield as close as possible to where they were destroyed and more than 1" away from any enemy models, with D3 wounds remaining. This Stratagem cannot be used to set the same model back up more than once per battle.
  • Strange Echoes (1 CP): Battling its imprisonment, this C'tan Shard shows a flicker of will as it moulds its powers anew to the alarm of friend and foe alike.
Use this Stratagem in your Command phase. Select one C'tan Shard model from your army. Select one of the powers from the Powers of the C'tan that the model does not know. The selected power replaces one of the Powers of the C'tan that the model does know.
  • The Deathless Arise (1 CP): Focusing all of its talents, this Technomancer drags rank upon rank of sundered Necron soldiery back to their feet.
Use this Stratagem in your Command phase. Select one Technomancer model from your army. Until the end of the phase, that model can use its Rites of Reanimation ability one additional time.

Requisition Stratagem[edit]

  • Court of the Tomb World (1/2 CP): An overlord may grow of so much influence to have an entire crowd of nobles and cryptek who follow him to battle.
Use this Stratagem before the battle, when you are mustering your army. Select one Overlord in your army; up to two Lord or Cryptek units may be taken alongside him in any combination without taking up additional Battlefield Role slots. This Stratagem costs 1 CP if it targets an Overlord and 2 CPs if it targets a Phaeron, although in that case, you can take up to four Lord or Cryptek units instead of two, and one of those Cryptek can be a Hierophactor.
  • Destoyer of All Life (2 CP): A title often devoided of meaning in the courts of the dynasties, this dark epithet finds purpose in the deranged eyes of the destroyer lords, who wear it as a badge of honor and fulfillment.
Use this Stratagem before the battle, when you are mustering your army. Select one <Destroyer Cult> Character from your army. That model gains the Maktlan keyword and each time this model or any other friendly <Destroyer Cult> unit within 6" makes an attack, you can re-roll the wound roll. You can only use this Stratagem once.
  • Dynastic Heirlooms (1 CP): In times of need, the phaerons will order the relic-vaults emptied, their priceless contents distributed amongst the legions.
Use this Stratagem before the battle, when you are mustering your army, if your Warlord has the Necrons keyword. Select one Necrons Character model (excluding C'tan Shard models) in your army and give them one Relic (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
  • High Cryptek of the Court (1 CP): Despite not being a noble, Hierophactors have a powerful presence in the hierarchy of a Tomb World, frequently gathering around themselves courts of lesser Crypteks and lackey lords.
Use this Stratagem before the battle, when you are mustering your army. If a <Dynasty> detachment in your army does not contain a model with the Hierophactor keyword, select one <Dynasty> Cryptek from your army (excluding named characters). That model gains the Hierophactor keyword, and it can use its Harbinger of the Stars, Chronometron, Harp of Dissonance, Harbinger of Destruction, Harbinger of Despair or Rites of Reanimation special rule one additional time per turn. In addition, this model can take one additional item from the Cryptek Arkana list. You can only have one Hierophactor model per <Dynasty> in your army.
  • Hyperspace Hunters: Though the codes of honor of the dynasties forbid the use of assassins, few Nemesors actually stick to this ancient mentality and prefer the annihilation of the enemy generals against any regards for useless honour.
Use this Stratagem before the battle. You can add one unit of Deathmark, Deathsight, Deathtouch, or Mortrakh to your army as reinforcements.
  • Pyrrhian Eternals (2 CP): Loyal beyond everything, these sworn warriors of Anrakyr march onward with their reinforced necrodermis, fighting tirelessly for the glory of reunification.
Use this Stratagem when mustering your army, only if it contains Anrakyr the Traveller. Select one Immortal unit from your army, that unit loses its <Dynasty> keyword but adds 1 to the Wounds and Attacks characteristic of its models and its models obtain the Living Metal special rule. In addition, when rolling for the reanimation protocols of models in that unit, you can re-roll any failed die.
  • Rarefied Nobility (1 CP): In a show of arrogant superiority, the Necrons' leader has brought the cream of their noble allies to war at their side.
Use this Stratagem before the battle, when you are mustering your army, if your Warlord has the Necrons keyword. Select one Necrons Character model (excluding C'tan Shard models) in your army and determine one Warlord Trait for that model (this must be a Warlord Trait they can have); that model is only regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly-generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
  • Tyrant of the Crown World (2 CP): The word of the Phaeron is absolute, there is no Necron being under its control that can oppose to its commands.
Use this Stratagem before the battle, when you are mustering your army. If a <Dynasty> detachment in your army does not contain a model with the Phaeron keyword, select one <Dynasty> Overlord from your army (excluding named characters). That model gains the Phaeron keyword, and in your Command phase it can use its My Will Be Done special rule one additional time. In addition, each time a <Dynasty> Core unit within 6" of this model makes an attack, you can re-roll the hit roll. You can only have one Phaeron model per <Dynasty> in your army and this Stratagem may not be used on a Maynarkh, Sautekh and Szarekhan models.

Strategic Ploy Stratagem[edit]

  • Adaptive Subroutines (1 CP): The Crypteks have invested their mechanical constructs with complex hunter-killer algorithms.
Use this Stratagem after a Canoptek unit from your army has Advanced. That unit can still shoot and/or charge this turn.
  • Aetheric Interception (1 CP): With hunters' instincts honed over eons, the Deathmarks pounce precisely at the moment their prey enter battle, gunning them down before they can even act.
Use this Stratagem in the Reinforcements step of your opponent's Movement phase, after an enemy unit has been set up on the battlefield. Select one Hyperspace Hunter unit from your army that is either on the battlefield, in a hyperspace dimension, or in Strategic Reserves.
-If that Hyperspace Hunter unit is in a hyperspace dimension or in Strategic Reserves, set it up anywhere on the battlefield that is within 18" of that enemy unit and more than 9" away from any enemy models.
-That Hyperspace Hunter unit can, at the end of the phase, shoot as if it were your Shooting phase, but until the end of the phase it can only target the enemy unit that was just set up on the battlefield (and only if that enemy unit is an eligible target for that attack).
  • Atavistic Instigation (1 CP): As the Doom Scythe screams overhead, its foes search for any cover lest they too be disintegrated in the ensuing onslaught.
Use this Stratagem in your Shooting phase, when a Doom Scythe model from your army is selected to shoot. After you select the target unit for that model's Heavy Death Ray, select one enemy unit (that is not a Vehicle or a Monster unit) within 3" of that target (you can select the target itself if you wish); that enemy unit can either brace or duck for cover.
-If that unit braces, it suffers D3 mortal wounds.
-If that unit ducks for cover, then until the end of the turn, subtract l from the Attacks characteristic of models in that unit, and that unit cannot fire Overwatch or Set to Defend.
  • Burrowing Nightmares (1 CP): Writhing and hissing, these Ophydian Destroyers plunge back into the bedrock with slashing claw strokes and flickering dimensional displacements. The foe looks on fearfully, knowing that the murderous androids will not remain buried for long.
Use this Stratagem at the start of your Movement phase. Select one Ophydian Destroyers or Ophydian Lord unit from your army that is on the battlefield. Remove that unit from the battlefield. In the Reinforcements step of your next Movement phase, you can set that unit back up on the battlefield anywhere that is more than 9" away from any enemy models. If the battle ends and that unit is not on the battlefield, it is destroyed.
  • Curse of the Phaeron (1/3 CP): Necron nobles are jealously protective of their armory - should foes destroy such a jewel of the dynastic hoard, they risk triggering vengeance protocols intended to demonstrate the Necrons' displeasure in an explosive fashion.
Use this Stratagem in any phase, when a Necrons Vehicle model from your army is destroyed. Do not roll to see if that model explodes: it does so automatically. If that model has the Titanic keyword, this Stratagem costs 3CP; otherwise, it costs 1 CP.
  • Damage Control Overrides (1 CP): Its self-repair routines overridden, the vehicle briefly operates at peak efficiency despite being critically damaged.
Use this Stratagem in the Command phase. Select one Necrons Vehicle model from your army that has a Wounds characteristic of 10 or more. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use. If that model has the Titanic keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.
  • Emergency Dimensional Corridor (1 CP): Before it is destroyed, the Necron construct shifts all power to its dimensional gateway, beaming in warriors to take its place.
Use this Stratagem when the last <Dynasty> Monolith, <Dynasty> Tomb World Gateway or <Dynasty> Tomb Citadel from your army is destroyed. Before removing the model from the battlefield, you can immediately set up a friendly <Dynasty> unit still in Tactical Reserves by following that model's Eternity Gate special rule. Units set up with this Stratagem can be set up during the first battle round regardless of any mission rule.
  • Enhanced Reanimation Protocols (2 CP): The Necrons are a deathless foe that can recover from obliteration time and again.
Use this Stratagem in the enemy Shooting or Fight phase, when a unit from your army is activating its reanimation protocols. Until the end of the phase, add 1 to the result of the rolls.
  • Enslaved Protectors (1 CP): Should danger threaten, Canoptek constructs are compelled by their programming to surge selflessly to their masters' aid.
Use this Stratagem in your opponent's Charge phase. Select one Canoptek unit from your army. Until the end of the phase, that unit is eligible to perform Heroic Interventions as if it was a Character.
  • Euclidean Mindphase (2 CP): Dark technologies hidden deep within a tomb complex twist the mind and perspective of enemy intruders, leaving them defenseless against the incoming retribution.
Use this Stratagem in your enemy Movement phase, when an enemy unit finished its movement on a friendly Tomb Citadel or City of Death. Until the beginning of your opponent's next Movement phase, each time that unit makes an attack, it has to subtract 1 from the hit roll; in addition, that unit can't be chosen to fire Overwatch.
  • From the Dust We Rise (2 CP): It is impossible to destroy the mechanical hordes of the Necron. Even when they fall, they just rise up again from the ground and continue their endless advance.
Use this Stratagem when a unit with the Reanimation Protocols special rule is completely destroyed by an enemy unit's attack. You can immediately roll for the reanimation protocols of the models in that unit that died in that attack, following the normal rules for reanimation.
  • Gauss Bisector Field (2 CP): Fields of gauss energy erupt from the walls of a City of Death, annihilating anyone so foolish to enter in its territory.
Use this Stratagem in your enemy Movement phase, when an enemy unit finished its movement on a friendly City of Death. That unit suffers a number of mortal wounds equal to 2XD3, where X is the number of working Power Crucibles in the City of Death.
  • Prismatic Dimensional Breach (1 CP): Engaging a secondary prismatic filter built into its invasion beam projector, the Necron construct splits the skin of realspace with multiple dimensional doorways from which the dynastic legions advance.
Use this Stratagem in the Reinforcements step of your Movement phase. Select one <Dynasty> Core unit from your army that is in Strategic Reserves, and then select one friendly <Dynasty> Night Scythe, <Dynasty> Monolith or <Dynasty> Tomb World Gateway model that is on the battlefield. Set that CORE unit up anywhere on the battlefield that is wholly within 3" of that Night Scythe, Monolith or Tomb World Gateway model and not within Engagement Range of any enemy units. This Stratagem cannot be used in the first battle round.
  • Reanimation Prioritisation (1 CP): Canoptek Reanimators can quickly re-prioritize which warriors are in greatest need of their healing beams.
Use this Stratagem in your opponent's Shooting phase, when a Necrons unit from your army is selected as the target of an attack. Select one Canoptek Reanimator model in your army that is within 6" of and visible to the targeted unit. That model can use its Nanoscarab Reanimation Beam ability as if it was your Command phase, selecting the targeted unit to be healed by its reanimation beam (any unit that was already being healed by that model's reanimation beam is no longer considered to be healed by it).
  • Relentless Onslaught (1 CP): The Necron soldiery stride forward, tracking their targets and unleashing volley after volley with merciless efficiency.
Use this Stratagem in your Shooting phase, when a Core Infantry unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a Rapid Fire weapon, an unmodified hit roll of 6 scores one additional hit.
  • Repair Subroutines (2 CP): When engaged in a battle of attrition, Canoptek constructs react by enabling a series of repairing adaptive subroutines.
Use this Stratagem in the enemy Shooting or Fight phase, when a Canoptek unit from your army is activating its reanimation protocols. Until the end of the phase, re-roll any failed roll.
  • Revenge of the Doomstalker (2 CP): Should their masters be slain, vengeance sub-protocols within Canoptek Doomstalkers are triggered. The looming machines swing their guns to bear upon those who struck the killing blow.
Use this Stratagem in any phase, when a <Dynasty> Character unit from your army is destroyed by an enemy unit. Select one friendly <Dynasty> Canoptek Doomstalker model from your army.
-At the end of the phase, that Canoptek Doomstalker model can shoot as if it were your Shooting phase, but it can only target that enemy unit (and only if that enemy unit is an eligible target for that attack).
-Until the end of the battle, each time that Canoptek Doomstalker model makes an attack that targets that enemy unit, add 1 to that attack's hit roll.
  • Self Destruction (1 CP): The self-destruct protocols of Canoptek Scarabs cause them to explode in a hail of razor-sharp armor fragments.
Use this Stratagem in the Fight phase, when a Canoptek Scarab Swarms unit from your army is selected to fight. Select one model in that unit. After that unit has finished piling in, you can select one enemy unit within Engagement Range of that model and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. The Canoptek Scarab Swarm model is then destroyed. If the Canoptek Scarab Swarms unit has the Flayed Constructs Upgrade then double the number of mortal wounds inflicted.
  • Shadows of Drazar (1 CP): These Flayed Ones have drawn the crawling shadows of their charnel realm through the veil with them. Now, they slink ever closer to the enemy, their red eyes glowing like eerie lanterns from amidst coiling curtains of ice-cold darkness.
Use this Stratagem in any phase, when a Flayed Ones unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack's hit roll.
  • Slayers of the Bold (1 CP): The codes of honor of the ancients grant no forgiveness to those who dare not challenge their enemies to a fair fight.
Use this Stratagem after an enemy unit successfully charged and engaged a Noble unit from your army. Enemy units within 1" of that Noble don't count as having charged with regard to abilities or for determining combat order.

Wargear Stratagem[edit]

  • Disruption Fields (1 CP): The thrumming aura of negative energy known as a disruption field warps and dissolves both armor and flesh.
Use this Stratagem in the Fight phase, when a Necrons unit from your army is selected to fight. Until the end of the phase, add 1 to the Strength characteristic of models in that unit.
  • Disintegrator Capacitators (1 CP): Molecular disintegration emitters activate within these Necrons' weapons even as they open fire, flaying away additional layers of enemy armor in explosive eruptions of glowing dust.
Use this Stratagem in your Shooting phase, when a Necrons unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a gauss weapon, a wound roll of 5+ activated the weapon's special rule instead of being on a 6+.
  • Dispersion Field Amplification (1/2 CP): Lychguard can overcharge the fields of their dispersion shields.
Use this Stratagem when an enemy unit targets with a shooting weapon a unit equipped with Dispersion Shields. Until the beginning of your next turn, that unit's Dispersion Shield special rule activates on an unmodified roll of both 5 and 6. This Stratagem costs 1 Command Point if it directly affects a Character, 2 any other time.
  • Doomsday Energy Burst (2 CP): The Doomsday Ark is a frightening weapon. The energy shackled within its shell is barely contained but if the situation would ever arise, the pilot can decide to overcharge the main cannon to a dangerous degree, trading massive power for danger to itself.
Use this Stratagem in the Shooting phase before a Doomsday Ark from your army fires. Increase its Doomsday Cannon's number of shots, Strenght, and Damage characteristics by D6 (roll separately for each one). After having fired, that model suffers an equal amount of mortal wounds.
  • Gravitic Singularity (1 CP): A pulsing gravitic anomaly appears in the sky over the Obelisk, dragging enemy aircraft into its crushing embrace.
Use this stratagem in your Shooting phase when an Obelisk from your army is targeting an enemy unit with its Gravity Pulse special rule. If the target is an Aircraft roll three D6s instead of only two for the purpose of the special rule.
  • Malevolent Arcing (1 CP): Leaping and coiling about its target with malicious pseudo-sentience, the living lightning of these tesla weapons coils outward like a slaver's whip to lash at yet more nearby victims.
Use this Stratagem in your Shooting phase, when a Necrons model from your army targets an enemy unit with a tesla weapon. After making that weapon's attacks, roll one D6 for each other unit within 6" of that enemy unit: on a 4+, the unit being rolled for suffers l mortal wound.
  • Matter Annihilation (1/2 CP): The antimatter enchased into this weapon is held with force and then unleashed fully on the enemy in a single salvo. This can prove fatal to the bearer as the annihilating reaction can occur inside the weapon itself, though the incredible destructive power it can provide is well worth the risk.
Use this Stratagem in your Shooting phase, when a unit from your army is shooting with a Particle weapon. Choose one model in the unit, and roll a die; on a 1 it is immediately slain (this model can't be reanimated later) and each unit within 3" of it suffers D3 mortal wounds. On a 2+, instead of wounding normally, roll a die for each attack that hits the target unit; on a 3+, that unit suffers D3 mortal wounds. This Stratagem costs 2 Command Points if the unit selected is a Vehicle, 1 for all other types.
  • Quantum Deflection (1 CP): Necron quantum shielding is a true marvel of techno-arcana, phasing into existence only at the moment of impact.
Use this Stratagem when an enemy unit targets a Vehicle in your army that has the Quantum Shielding ability, but before any hit rolls are made. Until the end of the phase, subtract 1 from rolls made for your vehicle’s Quantum Shielding ability to see if the damage is ignored for each unsaved wound.
  • Reconstitution Protocols (1 CP): In response to pre-programmed parameters, this Ghost Ark diverts additional power to rapidly repairing and re-deploying the fallen Necron soldiery that it has harvested from the battlefield.
Use this Stratagem in your Command phase. Select one Ghost Ark unit from your army. Until the end of the phase, each time that unit uses its Repair Barge ability, you can set up to D6 destroyed models back up on the battlefield, instead of D3.
  • Repulsive Vibrations (1 CP): The resonant chambers of these weapons pulse with great arcane energies that reaper the target's body with the strength of its own atoms.
Use this Stratagem in your Shooting phase, when a unit from your army is shooting with an Enmitic weapon. Each time a model from that unit makes an attack with that weapon, add 1 to the wound roll.
  • Solar Pulse (1 CP): Many Necron weapons contain pulsing orbs within which is bound the immense power of a solar flare.
Use this Stratagem in your Shooting phase. Select one enemy unit. Until the end of the phase, each time a model in a Necrons unit from your army makes a ranged attack against that enemy unit, the target does not receive the benefits of cover against that attack.
  • Whirling Onslaught (1 CP): Skorpekh Destroyers carom into battle with a spiraling gait that allows them to deflect enemy shots with their whirling blades.
Use this Stratagem in any phase, when a Skorpekh Destroyers, Skorpekh Heavy Destroyers or Skorpekh Lord unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract l from that attack's wound roll.

Dynasty Specific[edit]

  • MAYNARKH - Wargear Stratagem - Flensing Scarabs (1 CP): Infected by the Flayer curse, the Maynarkh make use of microscopic mechanical scarabs that tear apart the flesh of their victims in a macabre shower of gore.
Use this Stratagem in the Fight phase, before a MAYNARKH Infantry unit from your army fights. That unit can re-roll all failed wound rolls until the end of the phase.
  • MEPHRIT - Strategic Ploy Stratagem - Talent For Annihilation (1 CP): The Mephrit seek not merely to defeat their foes, but to entirely expunge them from the face of the galaxy.
Use this Stratagem in your Shooting phase, when a MEPHRIT unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
  • NEPHREKH - Wargear Stratagem - Translocation Crypt (1 CP): Masters of teleportation technology, the Nephrekh ride into battle upon blinding beams of light from deep within their armored tomb complexes.
Use this Stratagem before the battle when declaring reserves and transports (if you are playing a mission without this step, use this Stratagem during deployment instead). Select one NEPHREKH unit (excluding Vehicle or Monster units) from your army. That unit gains the Dimensional Translocation ability.
  • NIHILAKH - Strategic Ploy Stratagem - Reclaim a Lost Empire (1 CP): The Nihilakh seek to rule the galaxy, and once they have claimed a domain it is almost impossible to drive them away from it.
Use this Stratagem in your Shooting phase. Select one NIHILAKH Infantry unit from your army that is currently performing an action. That unit can still shoot this phase without that action failing.
  • NOVOKH - Battle Tactics Stratagem - Blood Rites (3 CP): Novokh’s warriors have mastered the arts of martial warfare, and their deathless bodies allow them to fight on tirelessly.
Use this Stratagem at the end of the Fight phase. Select a NOVOKH unit from your army – that unit can immediately fight for a second time.
  • SAUTEKH - Battle Tactics Stratagem - Methodological Destruction (2 CP): The Sautekh Dynasty excel in systematic killing, marking each target until it is completely obliterated.
Use this Stratagem in your Shooting phase, after a SAUTEKH unit from your army has finished making its attacks. Select one enemy unit that was targeted by an attack made by a model in that unit this phase. Until the end of the phase, each time an attack is made by a model in another friendly SAUTEKH unit against that enemy unit, add 1 to that attack's hit roll.
  • Szarekhan - Wargear Stratagem - Empyric Damping (1 CP): Many Szarekhan bear finely worked noctilith chest-ankhs that create an ambient counter-empiric field that deadens the abilities of even the most powerful psykers.
Use this Stratagem in your opponent's Psychic phase, when an enemy Psyker attempts to manifest a psychic power within 18" of a Szarekhan unit from your army. Roll one D6: on a 4+, that psychic power is denied.

Warlord Traits[edit]

Universal[edit]

  • 1: Enduring Will: This Warlord is possessed of iron resolve, and no mortal weaponry will prevent him from achieving his goals.
Each time an attack is allocated to this Warlord, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
  • 2: Eternal Madness: This Warlord’s sanity suffered during the Great Sleep, and now he is driven by a wrathful zeal.
Each time this Warlord makes a melee attack, you can re-roll the wound roll.
  • 3: Immortal Pride: This Warlord possesses an arrogance that has been honed over aeons, refusing to allow his warriors a single step backwards even in the face of intense psychic onslaught.
Each time this Warlord would lose a wound as a result of a mortal wound, roll one D6; on a 5+, that wound is not lost. This Warlord has the following ability:
Immortal Pride (Aura): While a friendly <Dynasty> Core unit is within 6" of this model, they automatically pass any Morale tests.
  • 4: Thrall of the Silent King: This Warlord pursues the veiled agenda of the Silent King, and so commands his legions with unparalleled authority.
Add 3" to the range of this Warlord's aura abilities (to a maximum of 9"). In addition, when this Warlord uses its My Will Be Done, The Lord's Will or Adaptive Strategy abilities, you can select one friendly <Dynasty> unit within 12" of this Warlord instead of 9".
  • 5: Implacable Conqueror (Aura): This Warlord is a conqueror of worlds who strides at the head of his legions and sweeps away all before him.
While a friendly <Dynasty> unit is within 6" of this Warlord, you can re-roll charge rolls made for that unit.
  • 6: Honorable Combatant: The Warlord is a strict adherent to the ancient codes of honour and sees a fight through to the end.
In the Fight phase, each time this Warlord is selected to fight, it can engage in honourable combat. If it does, select one enemy Character unit; until the end of the phase, add 2 to the Attacks characteristic of this Warlord, but it can only make attacks that target that enemy Character unit.

Dynasty Specific[edit]

  • MAYNARKH - Mad Killer: Damaged by the Flayed Virus and infected by a blind rage, this Warlord wanders the battlefield, brutally mauling anyone that comes in its path.
All friendly Flayed units within 6" of this Warlord add 1 to their hit rolls in the Fight phase. In addition, this Warlord can re-roll failed hit and wound rolls if the target is an enemy Character.
  • MEPHRIT - Merciless Tyrant: Warlords of Mephrit will suffer no threats to their rule, annihilating utterly any who dare to oppose them.
Add 6" to the maximum range of all Assault weapons fired by this Warlord. Each time you select a target for an Assault weapon this Warlord is making an attack with, you can ignore the Look Out, Sir rule.
  • NEPHREKH - Skin of Living Gold: This Nephrekh Warlord has ascended to become one with the stars themselves; those that gaze upon him are blinded by his radiant glory.
Each time an attack is made against this Warlord, subract 1 from that attack's hit roll.
  • NIHILAKH - Precognitive Strike: This Warlord of Nihilakh has foreseen his moment of glorious victory.
At the start of the Fight phase, if this Warlord is within Engagement Range of any enemy units, it can fight first that phase.
  • NOVOKH - Crimson Haze: This Warlord leads his warriors in the bloody rituals of the Novokh.
Each time you roll an unmodified hit roll of 6 in the Fight phase for a model in a friendly NOVOKH unit that is within 6" of this Warlord, you can make one additional hit roll for that model with the same weapon against the same target. These additional hit rolls cannot themselves generate any further hit rolls.
  • SAUTEKH - Hyperlogical Strategist: Sautekh Warlords can apply a filter of infallible logic to develop unbeatable strategies.
While this Warlord is on the battlefield, each time you spend a Command Point to use a Strategem you can roll one D6; on a 5+, that Command Point is refunded.
  • Szarekhan - The Triarch's Will: Certain in the knowledge that they act as arbiters of the Final Triarch, this Szarekhan warlord exercises overwhelming strategic authority.
If your Warlord has this Warlord Trait, then when assigning command protocols for the battle, you can select four command protocols instead of five, and then one of those command protocols can be assigned to two battle rounds instead of one.

Specialist Detachments[edit]

Crypteks' Conclave (2 CP)[edit]

It's not uncommon for Cryptek to be seen in a group during battle. Among members of their own discipline, these already powerful sorcerers obtain even more power to put in service to their undying masters.

All Cryptek units in this Specialist Detachment gain the Crypteks' Conclave keyword.

Warlord Trait:

  • Master of the Hidden Arts: This mysterious Cryptek has mastered multiple paths of the Necrontyr hidden ways and it's feared both on the battlefield and among its kin.
Crypteks' Conclave Cryptek only. Your Warlord immediately gains either the Harbinger of the Stars, Chronometron, Harp of Dissonance, Harbinger of Destruction, Harbinger of Despair or Rites of Reanimation special rule and can use it in addition to its own special rule during your turn. A model may not choose a rule it already has. If this Warlord Trait is selected and inside this Detachment there's a Hierophactor, then this Warlord Trait must be given to that model.

Stratagems:

  • Arcane Chanting (1 CP): Crypteks are stronger when bound in a conclave, their powerful abilities growing stronger the more of these arcane masters are present.
Use this Stratagem when a Crypteks' Conclave Cryptek uses its Harbinger of the Stars, Chronometron, Harp of Dissonance, Harbinger of Destruction, Harbinger of Despair or Rites of Reanimation special rule. If there is at least another Cryptek with the same special rule within 6" of it, then all those models may use that special rule one additional time that turn.

Relic:

  • The Phased Shard of Muthak: Once the greatest of Crypteks, Muthak was famous for disappearing and reappearing seemingly anywhere she wanted. Now, long-gone, the Unseen exist no more and only a shard of her necrodermis remains to separate her story from nonsense legends. Despite this, the cold shard of this master's body still resonates with the dark energies that once plagued her mighty body.
The bearer of this Relic has a 2+ invulnerable Save, which cannot be re-rolled for any reason. The first time this invulnerable save is failed it loses this special rule for the remainder of the battle.

Reclamation Legion (1 CP)[edit]

When a Tomb World awakens, legions of skeletal automatons march from within the black ivory gates of the buried citadels and bring destruction to anyone who dares interrupt their master's plan.

All Noble and Core units in this Specialist Detachment gain the Reclamation Legion keyword.

Warlord Trait:

  • Commander of Deathless Legions: The will of this fearsome Nemesor reaches every corner of the battlefield. If one enemy is deemed unworthy then no distance is enough to save it from this noble's wrath.
Reclamation Legion Noble only. When your Warlord uses it's My Will Be Done or Lord's Will special rule, you can choose an eligible Reclamation Legion Core unit while it is within any range of your Warlord's special rule, instead of 6".

Stratagems:

  • Reclamation Directive (1 CP): Even though the great Necron empire has since faded, this doesn't stop nobles of forgotten domains to try and reconquer their usurped land.
Use this Stratagem at the end of your turn. Select one Reclamation Legion Core unit from your army. That unit gains the Objective Secured ability. If a model in such a unit already has this ability, that model counts as one additional model when determining control of an objective marker.

Relic:

  • Cortex Imperative Emitter: This little chip implanted in the neural cortex of the noble and its legions allows it to send the battleplans prepared to any warrior under its commands instantly, assuring a clear and rapid execution.
Reclamation Legion Noble only. Reclamation Legion Core units will benefit from the selected directive of your army's active command protocol while it is within any range of the bearer of this Relic, instead of 6".

Specialist Formations[edit]

Special Formations are a special kind of detachment that is made up of variable and specific units. Each formation has to be made inside its own detachment and counts as an organized detachment. Stratagems found in this section can only be used on units from the correspondent formation.

Infinite Phalanx (3 CP)[edit]

Countless waves of necron warriors form seas of formidable silver enemies. Where they set foot, massacre is assured.

Composition:

  • 10 units of Necron Warriors

Restrictions:

  • None

Effects:

  • Silver Tide: All units in this formation are treated as one for all intents and purposes.
  • The Soulless Horde: As long as this formation has at least 100 alive models in it, enemy units within 18" must add 1 to their roll when taking a Morale test; if the models alive are at least 150, they must add 2 instead.
  • Their Number is Legion, Their Name is Death: As long as this formation has at least 100 alive models in it, re-roll Reanimation Protocol rolls of 2 made for models in this formation; re-roll Reanimation Protocol rolls of 2 and 3 made for models in this formation if the models alive are at least 150.

Special Stratagems:

  • Hail of Gauss Fire (3 CP): The overwhelming rate of fire displayed by this squadron makes sure nothing can hope to stand against in battle.
Use this Stratagem when shooting with this formation. Consider the wound rolls of attacks made by this formation as 1 point higher to see if their Gauss Flayers' special rule activates.

Rise of the C'tans (3 CP)[edit]

In desperate times, a battle may call for a desperate measure. These many C'tan shards can indeed prove useful, but the concentrated amount of energies around these stellar deities may reveal fatal, especially against their usurper masters.

Composition:

  • 1 C'tan Shard of the Burning One
  • 1 C'tan Shard of the Deceiver
  • 1 C'tan Shard of the Endless Swarm
  • 1 C'tan Shard of the Nightbringer
  • 1 C'tan Shard of the Void Dragon
  • 1-3 Transcendent C'tan units

Restrictions:

  • None

Effects:

  • Reality Shatters: Models in this formation may re-roll Save rolls of 1.
  • Unchained Gods: Each C'tan Shard unit in this formation is considered to be a Tesseract Vault for the purpose of their C'tan Powers' effects.

Special Stratagems:

  • Celestial Singularity (5 CP): The presence of so many C'tans shatters the veil of reality, causing intense damages to anyone on the battlefield
Use this Stratagem at the end of your Movement phase. Each C'tan Shard unit in this formation is considered to be Tsara'noga for the purpose of their C'tan Powers' effects and may cast one additional randomly-selected C'tan Power against the closest non-C'tan Shard unit (friend or foe).

Tomb World Artillery Node (2 CP)[edit]

Large tomb complex are heavily guarder by networks of Gauss and Sentry Pylons, semi-sentient guardians capable of whiping the enemy from both the sky and land.

Composition:

  • 3 Gauss Pylons
  • 1-3 units of Sentry Pylons

Restrictions:

  • Each unit of Sentry Pylons must contain at least three models.

Effects:

  • Supreme Shield Matrix: All friendly Necrons models receive a 4+ invulnerable save whilst they remain within 6" of a Gauss Pylon from this formation.

Special Stratagems:

  • Coordinated Fire Network (2 CP): The quantum algorithm of the Necron pylons recognizes priority targets and redirects the firepower towards its annihilation.
Use this Stratagem in your Shooting phase, after a Gauss Pylon from this formation has finished making its attacks. Select one enemy unit that was targeted by that model. Until the end of the phase, each time an attack is made by a model in this formation against that enemy unit, add 1 to that attack's hit and wound roll.

Wrath of the Triarch (2 CP)[edit]

Tireless agents of order, the triarch praetorians are present wherever the Great King desires, acting as its eyes and hears and as the weapon with which he vages war.

Composition:

  • 1-3 Praetorian Agents
  • 3-6 units of Triarch Praetorians
  • 1-6 units of Triarch Stalkers

Restrictions:

  • None

Effects:

  • Arms of Szarekh: Add 1 to the Attack characteristic of a unit from this detachment when it's charged, 2 if it charges or performs and heroic intervention.
  • Harbingers of the Triarch: All units in this detachment gain the Objective Secured ability and each model counts as five models for the purpose of determining which player has the most number of models within the range of an objective.

Special Stratagems:

  • Agent of the Silent King (2 CP): Any who dares defy the will of the Silent King must be gifted a swift and painful death.
Use this Stratagem at the beginning of your turn. Choose a unit in line of sight of a Triarch unit, until the beginning of your next turn, all units in this formation can re-roll all to-hit, to-wound and charge rolls against that unit.

Powers of the C'tan[edit]

Universal[edit]

  • Antimatter Meteor: The C’tan Shard gathers an orb of roiling antimatter, before hurling the crackling projectile into the midst of the foe.
Roll one D6, adding 1 to the roll if this C'tan Shard is a Tesseract Vault, or 2 if it's Tsara'noga; on a 3-5, the closest enemy unit that is within 24" of and visible to this C'tan Shard suffers 3 mortal wounds; on a 6+, that enemy unit suffers D3+3 mortal wounds.
  • Time's Arrow: Mutating the flow of causality and remoulding the temporal streams, the C’tan Shard erases its foe’s very existence from space and time.
Select one enemy unit within 18" of and visible to this C'tan Shard. Roll one D6, adding 1 to the roll if this C'tan Shard is a Tesseract Vault, or 2 if it's Tsara'noga; if the total equals or exceeds the Wounds characteristic of any models in that enemy unit, your opponent selects one of those models to be destroyed.
  • Sky of Falling Stars: Savagely beautiful orbs of coruscating light plummet from the cold depths of space, growing to roaring bale-stars as they approach.
Select up to three enemy units within 24" of this C'tan Shard. For each of those units, roll one D6; on a 1-5, if the dice result is less than the number of models in that unit, that unit suffers D3 mortal wounds. If this C'tan Shard is a Tesseract Vault, that unit suffers 3 mortal wounds from this power instead of D3; 6 if it's Tsara'noga.
  • Cosmic Fire: At the C’tan Shard’s gestured command, a pillar of black fire streaks down from the heavens to consume the foe.
Roll one D6 for each enemy unit within 9" of this C'tan Shard; on a 4+, that unit suffers D3 mortal wounds. If this C'tan Shard is a Tesseract Vault, units suffer 3 mortal wounds from this power instead of D3; 6 if it's Tsara'noga.
  • Seismic Assault: Stone fractures and ores melt as the C’tan Shard drags up tides of magma from deep below.
Select one enemy unit within 18" of and visible to this C'tan Shard. Roll one D6 for each model in that unit, adding 1 to the roll if this C'tan Shard is a Tesseract Vault, or 2 if it's Tsara'noga; for each 6+, that unit suffers 1 mortal wound, to a maximum of 10 mortal wounds.
  • Transdimensional Thunderbolt: The C’tan Shard projects a crackling bolt of energy from its outstretched palm, blasting its foe into oblivion.
Select one enemy unit within 24" of and visible to this C'tan Shard (an enemy Character unit with a Wounds characteristic of 9 or less cannot be selected for this power while it is within 3" of another enemy unit, unless that Character unit is the closest visible enemy unit). Roll one D6; on a 2+, that unit suffers D3 mortal wounds. Then, roll one D6 for each other enemy unit within 3" of the selected unit; on a 4+, that unit suffers 1 mortal wound. If this C'tan Shard is a Tesseract Vault, roll for each other enemy unit within 6" of the selected unit, instead of 3"; 9" if it's Tsara'noga.

Shard Specific[edit]

  • C'tan Shard of the Burning One - Cleansing Flames: Swirling tongues of fire emerge from the Burning One's body, engulfing its victims in a hellish storm. Nothing can survive this flames as everything boils to plasma under this impossible temperature
Roll one D6 for each enemy unit within 6" of this C'tan Shard; on a 3+, that unit suffers 3 mortal wounds. Rules that ignore wounds cannot be used against these mortal wounds.
  • C'tan Shard of the Deceiver - Mind Tricks: The words of the Deceiver, the same that led to the death of countless civilization, echo through the battlefield, warping the perception of anyone caught listening.
Pick a visible enemy unit within 18" of this C'tan Shard and roll 3D6; if the result is higher than that unit's leadership characteristic, you may shoot with that unit at another enemy one.
  • C'tan Shard of the Endless Swarm - Metal Tide: From the body of the C'tan Shard, a sea of little scarabs flood the battlefield, drowning and devouring any creature they get into contact with.
Select up to three enemy units within 18" of and visible to this C'tan Shard. Roll one D6 for each model in those units; for each 4+, its unit suffers 1 mortal wound.
  • C'tan Shard of the Nightbringer - Gaze of Death: Dark energies leap from the Shard's eyes and its distended maw, reducing foes to blackened bones crawling with frost.
Select one enemy unit within 9" of and visible to this C'tan Shard. Roll three D6s; for each 4+, that unit suffers D3 mortal wounds.
  • C'tan Shard of the Void Dragon - Voltaic Storm: When this C'tan points one imperious hand, foes reel as the air sings with a monstrous whine. The awful sound builds, then erupts into a sudden and ferocious storm of emerald lightning to annihilate all it touches.
Select one enemy unit within 18" of and visible to this C'tan Shard (an enemy Character unit with a Wounds characteristic of 9 or less cannot be selected for this power while it is within 3" of another enemy unit, unless that Character unit is the closest visible enemy unit). Roll one D6; on a 2+ that unit suffers D3 mortal wounds (it suffers D6 mortal wounds instead if it has the Vehicle keyword) and, until the start of your next turn, if that unit is a Vehicle whose characteristics change as it loses wounds, then it halves the number of wounds it has remaining when determining what characteristics to use.
  • Tsara'noga, the Outsider - Sanity Swallower: Tsara'noga, the devourer of gods; as its brothers perished under its unsatiable maws, the sanity of those who look at it is torn apart, eaten away by its impossible form.
Pick a visible enemy unit within 18" of this model and roll 2D6, subtracting 3 from the result. The unity must immediately take a morale test with a number of dices equal to the result.

Wargear[edit]

Melee Weapons[edit]

  • Abyssal Lance:
Weapon Range Type S AP D Abilities
Abyssal Lance Melee Melee User -3 1 Each time an attack is made with this weapon, that attack automatically hits the target.
  • Aeonstave:
Weapon Range Type S AP D Abilities
Aeonstave Melee Melee User -2 1 Each time an attack is made with this weapon, invulnerable saves cannot be taken against that attack. A unit that suffers an unsaved wound from this weapon has to always attack for last and subtract 1 from its hit rolls until your next Fighting phase.
  • Automaton Claws:
Weapon Range Type S AP D Abilities
Automaton Claws Melee Melee +2 -3 2 -
  • C'tan Phase Blade:
Weapon Range Type S AP D Abilities
C'tan Phase Blade Melee Melee +2 -4 3 Invulnerable saves may not be taken against wounds inflicted by this weapon.
  • Canoptek Claws:
Weapon Range Type S AP D Abilities
Canoptek Claws Melee Melee x2 -5 D3+6 If a VEHICLE or MONSTER that doesn't have the Titanic keyword is slain by this weapon, pick an enemy unit within 12" of the bearer and roll a D6. On a 4+ that unit suffers D3+3 mortal wounds.
  • Canoptek Tail Blades:
Weapon Range Type S AP D Abilities
Canoptek Tail Blades Melee Melee User -2 1 Each time the bearer attacks, it makes D6 additional attacks with this weapon.
  • Canoptek Wings:
Weapon Range Type S AP D Abilities
Canoptek Wings Melee Melee User -2 2 -
  • Chronotendrils:
Weapon Range Type S AP D Abilities
Chronotendrils Melee Melee User 0 1 Each time the bearer attacks, it makes 3 additional attacks with this weapon.
  • Crackling Tendrils:
Weapon Range Type S AP D Abilities
Crackling Tendrils Melee Melee User -4 D6 -
  • Eldritch Lance:
Weapon Range Type S AP D Abilities
Eldritch Lance Melee Melee +2 -3 2 -
  • Empathic Obliterator:
Weapon Range Type S AP D Abilities
Empathic Obliterator Melee Melee +2 -1 D3 If a CHARACTER is slain by an attack from this weapon, each enemy unit within 6" of the slain character suffers D3 mortal wounds.
  • Entropic Lance:
Weapon Range Type S AP D Abilities
Entropic Lance Melee Melee User -3 3 -
  • Feeder Mandibles:
Weapon Range Type S AP D Abilities
Feeder Mandibles Melee Melee User 0 1 Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically inflicts 1 mortal wound on the target. Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound instead of the normal damage.
  • Fire Whips:
Weapon Range Type S AP D Abilities
Fire Whips Melee Melee User -4 D6 When inflicting damage, roll two dice and discard the lowest result.
  • Flaying Claws:
Weapon Range Type S AP D Abilities
Flayer Claws Melee Melee User -1 1 Each time you make a wound roll with this weapon, you can re-roll the result.
Flensing Claw Melee Melee User -1 1 Each time you make a wound roll with this weapon, you can re-roll the result. Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
Scything Claws Melee Melee User -3 1 Each time you make a wound roll with this weapon, you can re-roll the result. Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
  • Giant Tentacles:
Weapon Range Type S AP D Abilities
Giant Tentacles Melee Melee User -4 6 Each time an attack is made with this weapon, make 4 hit rolls instead of 1.
  • God's Maw:
Weapon Range Type S AP D Abilities
God's Maw Melee Melee User -4 6 Invulnerable saves may not be taken against wounds inflicted by this weapon. If this weapon kills a model with wound characteristic of 6 or more, Tsara'noga heals D6 wounds it had previously lost.
  • Golden Fists:
Weapon Range Type S AP D Abilities
Golden Fists Melee Melee User -3 3 -
  • Hyperphase Weaponry:
Weapon Range Type S AP D Abilities
Hyperphase Glaive Melee Melee +2 -2 3 When making a save roll against a wound caused by this weapon, subtract 1 from the result.
Hyperphase Guillotine Melee Melee +3 -1 3 Each time the bearer fights, it makes 3 additional attacks with this weapon. When making a save roll against a wound caused by this weapon, subtract 2 from the result. Each time an attack is made with this weapon, subtract 1 from that attack's hit roll.
Hyperphase Halberd Melee Melee +1 -2 2 Each time the bearer fights, it makes 2 additional attacks with this weapon. When making a save roll against a wound caused by this weapon, subtract 2 from the result.
Hyperphase Reap-blade Melee Melee +2 -3 3 When making a save roll against a wound caused by this weapon, subtract 1 from the result.
Hyperphase Sword Melee Melee +1 -2 1 When making a save roll against a wound caused by this weapon, subtract 1 from the result.
Hyperphase Threshsers Melee Melee User -2 2 When making a save roll against a wound caused by this weapon, subtract 1 from the result. Each time the bearer attacks, it makes 1 additional attack with this weapon.
  • Impaling Legs:
Weapon Range Type S AP D Abilities
Impaling Legs Melee Melee User -2 1 Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
  • Monomolecular Proboscis:
Weapon Range Type S AP D Abilities
Monomolecular Proboscis Melee Melee User -1 1 -
  • Ophydian Claws:
Weapon Range Type S AP D Abilities
Ophydian Claws Melee Melee User -1 1 Each time the bearer attacks, it makes 2 additional attack with this weapon.
  • Plasmic Lance:
Weapon Range Type S AP D Abilities
Plasmic Lance Melee Melee User -3 2 -
  • Portal of Exile:
Weapon Range Type S AP D Abilities
Portal of Exile Melee Melee User -3 2 Each time an attack is made with this weapon, that attack automatically hits the target.
  • Reanimator's Claws:
Weapon Range Type S AP D Abilities
Reanimator's Claws Melee Melee User -2 1 -
  • Rod of Covenant:
Weapon Range Type S AP D Abilities
Rod of Covenant Melee Melee User -3 2 -
  • Scarab Swarm:
Weapon Range Type S AP D Abilities
Scarab Swarm Melee Melee 3 - 1 Each time an attack is made with this weapon, make 20 hit rolls instead of 1. Attacks made with this weapon always hit on a 3+. If the target's Toughness is higher than this attack's Strength, this weapon always wounds the target on a wound roll of 5+. Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound instead of the normal damage. For each wound inflicted by this weapon, the Abattoir regains one wound lost previously in the game.
  • Sceptre of Eternal Glory:
Weapon Range Type S AP D Abilities
Sceptre of Eternal Glory Melee Melee +4 -3 2 -
  • Scythe of Dust:
Weapon Range Type S AP D Abilities
Scythe of Dust Melee Melee +3 -4 3 Each time the bearer attacks, it makes 4 additional attack with this weapon and no more than 4 attacks can be made with this weapon.
  • Scythe of Light:
Weapon Range Type S AP D Abilities
Scythe of Light Melee Melee +2 -3 2 When attacking with this weapon, you can re-roll every wound roll if the target is a Vehicle. Each time an attack is made with this weapon, invulnerable saves cannot be taken against that attack.
  • Scythe of the Nightbringer:
Weapon Range Type S AP D Abilities
Scythe of the Nightbringer (Reaping Sweep) Melee Melee User -3 1 Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
Scythe of the Nightbringer (Entropic Blow) Melee Melee x2 -4 D6 Each time an attack is made with this weapon, invulnerable saves cannot be taken against that attack.
  • Scythed Limbs:
Weapon Range Type S AP D Abilities
Scythed Limbs Melee Melee User -1 1 -
  • Silver Tide:
Weapon Range Type S AP D Abilities
Silver Tide Melee Melee User -1 1 Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically inflicts 1 mortal wound on the target. Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound instead of the normal damage. For each wound that this weapon inflicts, the C'tan Shard of the Endless Swarm regains a single wound previously lost in the battle.
  • Spear of the Void Dragon:
Weapon Range Type S AP D Abilities
Spear of the Void Dragon Melee Melee +3 -4 D6 Each time an attack made with this weapon is allocated to a Vehicle model, that attack has a Damage characteristic of D3+3.
  • Staff of Light:
Weapon Range Type S AP D Abilities
Staff of Light Melee Melee User -2 1 -
  • Staff of Stars:
Weapon Range Type S AP D Abilities
Staff of Stars Melee Melee User -2 1 Each time the bearer attacks, it makes 3 additional attack with this weapon and no more than 3 attacks can be made with this weapon.
  • Staff of the Destroyer:
Weapon Range Type S AP D Abilities
Staff of the Destroyer Melee Melee +1 -3 2 -
  • Staff of the Oath:
Weapon Range Type S AP D Abilities
Staff of the Oath Melee Melee +1 -3 3 -
  • Staff of Tomorrow:
Weapon Range Type S AP D Abilities
Staff of Tomorrow Melee Melee User -3 D3 Each time an attack is made with this weapon, you can re-roll the hit roll. Each time an attack is made with this weapon, invulnerable saves cannot be taken against that attack. A unit that suffers an unsaved wound from this weapon has to always attack for last and subtract 1 from its hit rolls until your next Fighting phase.
  • Stalker's Forelimbs:
Weapon Range Type S AP D Abilities
Stalker's Forelimbs Melee Melee User -2 3 -
  • Stellar Spear:
Weapon Range Type S AP D Abilities
Stellar Spear Melee Melee * -1 1 Each time an attack is made with this weapon, that attack automatically wounds the target.
  • The Obsidax:
Weapon Range Type S AP D Abilities
The Obsidax Melee Melee +1 -4 3 Each time an attack is made with this weapon, you can re-roll the wound roll. Each time you roll a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to any other damage.
  • Tendrils of the Banished:
Weapon Range Type S AP D Abilities
Tendrils of the Banished (Flurry of Madness) Melee Melee User -2 3 Each time an attack is made with this weapon, make 3 hit rolls instead of 1.
Tendrils of the Banished (Breaking Slash) Melee Melee x2 -4 6 Each time an attack is made with this weapon, invulnerable saves cannot be taken against that attack.
  • Titanic Forelimbs:
Weapon Range Type S AP D Abilities
Titanic Forelimbs (Reaping Sweep) Melee Melee User -2 D3 Each time an attack is made with this weapon, make 3 hit rolls instead of 1.
Titanic Forelimbs (Impaling Strike) Melee Melee x2 -4 6 -
  • Titanic Limbs:
Weapon Range Type S AP D Abilities
Titanic Limbs Melee Melee User -3 3 Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
  • Tremor Staff:
Weapon Range Type S AP D Abilities
Tremor Staff Melee Melee * -5 D3 Each time an attack is made with this weapon, invulnerable saves cannot be taken against that attack, and a wound is scored on a roll equal or higher than the target unmodified Armour Save characteristic.
  • Vicious Claws:
Weapon Range Type S AP D Abilities
Vicious Claws Melee Melee +2 -2 2 -
  • Void Weaponry:
Weapon Range Type S AP D Abilities
Voidblade Melee Melee User -2 1 Each time the bearer attacks, it makes 1 additional attack with this weapon. When making a save roll against a wound caused by this weapon, subtract 1 from the result.
Voidscythe Melee Melee x2 -3 3 Each time an attack is made with this weapon, subtract 1 from the attack's hit roll. When making a save roll against a wound caused by this weapon, subtract 1 from the result.
  • Warscythe:
Weapon Range Type S AP D Abilities
Warscythe Melee Melee +2 -3 2 When making a save roll against a wound caused by this weapon, subtract 1 from the result.
  • Whip Coils:
Weapon Range Type S AP D Abilities
Whip Coils Melee Melee User -1 1 Each time an attack is made with this weapon, make 2 hit rolls instead of 1.

Ranged Weapons[edit]

  • Abyssal Lance:
Weapon Range Type S AP D Abilities
Abyssal Lance 18" Assault 3 * * * Each time an attack is made with this weapon, that attack automatically hits the target. Roll 3D6 if a unit is hit by this weapon in the Shooting phase; if the result is equal to or greater than the target unit's highest Leadership characteristic, then it suffers D3 mortal wounds.
  • Aeonstave:
Weapon Range Type S AP D Abilities
Aeonstave 18" Assault D3 5 -2 1 Each time an attack is made with this weapon, invulnerable Saves cannot be taken against that attack.
  • Annihilator Beam:
Weapon Range Type S AP D Abilities
Annihilator Beam 36" Heavy 1 12 -4 6 -
  • Atomiser Beam:
Weapon Range Type S AP D Abilities
Atomiser Beam 12" Assault 3 6 -2 2 -
  • Death Rays:
Weapon Range Type S AP D Abilities
Death Ray 24" Heavy 1 9 -3 D6 -
Heavy Death Ray 24" Heavy 3 12 -4 D3+3 -
Focused Death Ray 36" Heavy 1 14 -4 6 -
  • Doomsday Weaponry:
Weapon Range Type S AP D Abilities
Doomsday Blaster (Low Power) 24" Heavy D6 8 -2 D3 Blast.
Doomsday Blaster (High Power) 36" Heavy D6 10 -5 D6 Blast. The bearer can only make attacks with this profile if it Remained Stationary during its previous Movement phase.
Doomsday Cannon (Low Power) 36" Heavy D6 8 -2 D3 Blast.
Doomsday Cannon (High Power) 72" Heavy D6 10 -5 D3+3 Blast. The bearer can only make attacks with this profile if it Remained Stationary during its previous Movement phase.
  • Eldritch Lance:
Weapon Range Type S AP D Abilities
Eldritch Lance 36" Assault D3 8 -4 D6 -
  • Enmitic Weaponry:
Weapon Range Type S AP D Abilities
Enmitic Disgregator Pistol 18" Pistol 1 6 -1 1 -
Enmitic Annihilator 18" Assault 2D3 6 -1 1 Blast.
Enmitic Exterminator 36" Heavy 3D3 7 -1 1 Blast.
  • Entropic Lance:
Weapon Range Type S AP D Abilities
Entropic Lance 18" Assault 1 8 -3 D3+3 -
  • Fire Whips:
Weapon Range Type S AP D Abilities
Fire Whips (Flame Burst) 12" Assault 2D6 5 -2 1 Each time an attack is made with this weapon, that attack automatically hits the target.
Fire Whips (Solar Flare) 18" Assault 1 10 -5 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+3.
  • Gauntlet of Fire:
Weapon Range Type S AP D Abilities
Gauntlet of Fire 12" Pistol D6 5 -1 1 Each time an attack is made with this weapon, that attack automatically hits the target.
  • Gauss Weaponry:
Weapon Range Type S AP D Abilities
Gauss Coil 12" Pistol 1 4 -1 1 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target instead of normal damage.
Gauss Flayer 24" Rapid Fire 1 4 -1 1 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target instead of normal damage.
Gauss Flayer Array 24" Rapid Fire 5 4 -1 1 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target instead of normal damage.
Gauss Slicer 24" Rapid Fire 1 5 -1 1 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target instead of normal damage.
Gauss Reaper 12" Assault 2 5 -2 1 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target instead of normal damage.
Gauss Blaster 30" Rapid Fire 1 5 -2 1 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target instead of normal damage.
Relic Gauss Blaster 30" Rapid Fire 2 5 -2 2 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.
Gauss Flux Arc 30" Rapid Fire 3 5 -2 1 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target instead of normal damage.
Gauss Lightning Grid 24" Heavy 24 5 -2 D3 This weapon can target up to three different units in the shooting phase, choose how many hits to allocate to each unit before rolling. Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.
Empowered Gauss Lightning Grid 36" Heavy 36 6 -3 D3+1 This weapon replaces the "Gauss Lightning Grid" once the Abattoir reaches the third tier on the Altar of Sacrifice special rule. This weapon can target up to three different units in the shooting phase, choose how many hits to allocate to each unit before rolling. Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.
Gauss Cannon 24" Heavy 3 6 -3 D3 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.
Heavy Gauss Cannon 30" Heavy 3 7 -3 D3 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.
Doomsday Gauss Flux Arc 36" Heavy 6 7 -3 3 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.
Decimator Gauss Array 48" Heavy 5 9 -4 D3+3 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.
Gauss Destructor 36" Heavy 1 10 -4 3D3 Each time an attack is made with this weapon a wound roll of 6+ inflicts D3 mortal wounds on the target in addition to any normal damage.
Gauss Exterminator 48" Heavy 2 12 -4 D6 Each time an attack is made with this weapon against an Aircraft unit, add 2 to that attack's hit roll. Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.
Gauss Obliterator 48" Macro 6 12 -5 6 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.
Gauss Annihilator (Flux Arc) 30" Rapid Fire 6 6 -2 2 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.
Gauss Annihilator (Focused Beam) 120" Macro 2D3 16 -4 D3+6 Each time an attack is made with this weapon against an Aircraft unit, add 2 to that attack's hit roll. Each time an attack is made with this weapon a wound roll of 6+ inflicts D3 mortal wounds on the target in addition to any normal damage.
Gauss Matrix 60" Macro 2D6 14 -5 9 Each time an attack is made with this weapon a wound roll of 6+ inflicts D3 mortal wounds on the target in addition to any normal damage.
  • Heat Weaponry:
Weapon Range Type S AP D Abilities
Cutting Beam 12" Assault 1 7 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Heat Ray (Dispersed) 18" Heavy 2D6 5 -1 1 Each time an attack is made with this weapon, that attack automatically hits the target.
Heat Ray (Focused) 36" Heavy 2 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Heat Cannon 36" Heavy D6 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Heat Cannon Devastator (Dispersed) 18" Heavy 3D6 6 -2 2 Each time an attack is made with this weapon, that attack automatically hits the target.
Heat Cannon Devastator (Focused) 36" Macro D6 14 -4 6 -
  • Particle Weaponry:
Weapon Range Type S AP D Abilities
Particle Caster 12" Pistol 2 6 0 1 -
Particle Beamer 18" Assault 6 5 0 1 -
Particle Shredder 24" Heavy 8 6 -1 2 -
Partcile Whip 36" Heavy D6 12 -3 D3 Blast. Roll a die for each enemy unit within 3" of the target unit, on a 5+ it suffers D3 mortal wounds.
Particle Collider (Diffused) 32" Heavy 2D6 8 -3 D3+1 Blast.
Empowered Particle Collider (Diffused) 48" Heavy 3D6 9 -4 4 Blast. This weapon replaces the "Particle Collider (Diffused)" once the Abattoir reaches the fourth tier on the Altar of Sacrifice special rule.
Particle Collider (Focused) 48" Heavy 6 12 -4 D3+3 -
Empowered Particle Collider (Focused) 72" Macro 9 16 -6 9 This weapon replaces the "Particle Collider (Focused)" once the Abattoir reaches the fifth tier on the Altar of Sacrifice special rule.
  • Plasmic Lance:
Weapon Range Type S AP D Abilities
Plasmic Lance 18" Assault D3 7 -3 2 -
  • Rod of Covenant:
Weapon Range Type S AP D Abilities
Rod of Covenant 12" Assault 1 5 -3 2 -
  • Sceptre of Eternal Glory:
Weapon Range Type S AP D Abilities
Sceptre of Eternal Glory 24" Assault 3 8 -3 2 -
  • Scouring Eye:
Weapon Range Type S AP D Abilities
Scouring Eye 12" Pistol 2 5 -2 1 -
  • Spear of the Void Dragon:
Weapon Range Type S AP D Abilities
Spear of the Void Dragon 12" Heavy 1 9 -4 D6 Each time an attack is made with this weapon, if a hit is scored, draw a line between the closest point of this model's base (or hull) and that of the closest model in the target unit. Make one wound roll against the target unit and each other unit the line passes over. Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of D3+3.
  • Scythe of Light:
Weapon Range Type S AP D Abilities
Scythe of Light 12" Assault 1 5 -3 2 -
  • Singularity Weaponry:
Weapon Range Type S AP D Abilities
Singularity Chamber (Particle Hurricane) 8" Assault 2D6 * -2 1 This weapon automatically hits its target and wounds onf a 2+, unless it is targeting a VEHICLE, in which case it wounds on a 6+. Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.
Singularity Chamber (Seismic Lash) 24" Assault D6 5 -4 3 Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.
Singularity Chamber (Solar Fire) 36" Heavy D6 8 -3 D6 Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.
Singularity Generator 36" Heavy 3D3 8 -3 D6 Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.
  • Staff of Light:
Weapon Range Type S AP D Abilities
Staff of Light 18" Assault 3 5 -2 1 -
  • Staff of Stars:
Weapon Range Type S AP D Abilities
Staff of Stars 24" Assault 9 6 -2 1 -
  • Staff of the Destroyer:
Weapon Range Type S AP D Abilities
Staff of the Destroyer 18" Assault 3 6 -3 2 -
  • Staff of the Oath:
Weapon Range Type S AP D Abilities
Staff of the Oath 12" Assault 2 6 -3 3 -
  • Staff of Tomorrow:
Weapon Range Type S AP D Abilities
Staff of Tomorrow 18" Assault D3 6 -3 D3 Each time an attack is made with this weapon, you can re-roll the hit roll. Each time an attack is made with this weapon, invulnerable Saves cannot be taken against that attack.
  • Star-Cage:
Weapon Range Type S AP D Abilities
Star-Cage (Solar Burst) 72" Heavy 3 * * * This weapon can target up to three different units in the shooting phase, choose how many hits to allocate to each unit before rolling. For each attack that its roll one D6 for each model in the target unit; on a 3+ that model suffers 3 mortal wounds.
Star-Cage (Solar Flare) 180" Macro 1 * -5 24 Attacks made with this weapon always wound on a 2+. Your opponent must subtract 3 from every kind of Save used against attacks from this profile. Each time you roll a wound roll of 6+ for this weapon, the target suffers 6 mortal wounds in addition to any other damage. If this attack hits, roll a die for every unit within 9" of the target; on a 3+ that unit suffers D6 mortal wounds.
  • Stellar Spear:
Weapon Range Type S AP D Abilities
Stellar Spear 18" Assault 1 * -1 3 Each time an attack is made with this weapon, that attack automatically wounds the target.
  • Storm Gauntlet:
Weapon Range Type S AP D Abilities
Storm Gauntlet 12" Pistol D6 6 -1 1 Blast. Each time an attack is made with this weapon, that attack automatically hits the target. Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage. If the enemy unit contains 10 or more models, consider this weapon's Type as Pistol 2D6.
  • Storm Pyramid:
Weapon Range Type S AP D Abilities
Storm Pyramid (Wave) 24"-60" * 6 -2 1 When using this weapon profile, every non-Necron model that is inside this weapon's range automatically suffers one hit with this profile.
Storm Pyramid (Dispersed) 24"-120" Heavy 3D6 8 -4 3 -
Storm Pyramid (Focused) 24"-360" Macro D3 16 -5 D3+6 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.
  • Synaptic Weaponry:
Weapon Range Type S AP D Abilities
Synaptic Disintegrator 36" Heavy 1 5 -2 1 Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.
Synaptic Incinerator 36" Heavy 3 5 -3 D3 Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.
Synaptic Obliterator 72" Heavy D3 16 -4 6 Each time an attack is made with this weapon a wound roll of 6+ inflicts D3 mortal wounds on the target in addition to any normal damage.
Synaptic Annihilator 96" Macro D6 10 -4 6 Each time an attack is made with this weapon a wound roll of 6+ inflicts D3 mortal wounds on the target in addition to any normal damage.
  • Tachyon Arrow:
Weapon Range Type S AP D Abilities
Tachyon Arrow 120" Assault 1 * * * This weapon can only be used once per battle. Each time an attack is made with this weapon, if a hit is scored, draw a line between the closest point of this model's base (or hull) and that of the closest model in the target unit. Roll a die for the target unit and each other unit the line passes over; on a 1 the unit escapes unharmed, on a 2-3 it suffers D3 mortal wounds, on a 4-5 it suffers D3+3 mortal wounds, and on a 6 it suffers 6 mortal wounds. On a hit roll of 1, the bearer suffers D3 mortal wounds after this weapon's shot has been resolved.
  • Tesla Weaponry:
Weapon Range Type S AP D Abilities
Tesla Arc 3" Assault 3D6 4 0 1 Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.
Tesla Coil 12" Pistol 2 4 0 1 Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.
Tesla Carbine 24" Assault 2 5 0 1 Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.
Relic Tesla Carbine 24" Assault 4 5 0 2 Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.
Tesla Cannon 30" Heavy 3 6 -1 1 Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.
Tesla Destructor 36" Heavy 5 7 -1 1 Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.
Tesla Sphere 35" Heavy 6 8 -2 1 Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.
  • Transdimensional Weaponry:
Weapon Range Type S AP D Abilities
Transdimensional Beamer 12" Assault 1 4 -3 3 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.
Transdimensional Abductor 12" Assault D3 4 -3 3 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.
Transdimensional Projector 24" Heavy D6 6 -3 D3 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.
Exile Cannon 12" Heavy D6 10 -4 3 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.
Banishment Cannon 24" Heavy D6 14 -4 D6 Each time an attack is made with this weapon a wound roll of 6+ inflicts D3 mortal wounds on the target in addition to any normal damage.
  • Tremor Staff:
Weapon Range Type S AP D Abilities
Tremor Staff 18" Assault 1 * * * Each time an attack is made with this weapon, if a hit is scored, draw a line between the closest point of this model's base (or hull) and that of the closest model in the target unit. The target unit suffers D6 mortal wounds while each enemy unit the line passes over suffers D3 mortal wounds.

Artefacts[edit]

Universal[edit]

  • Conduit of Stars: At this gun's heart lies a condensed particle-prison within which the dying heart of a star writhes in endless death throes. Though vast power must be expended to contain this volatile star-fragment, bleeding off even the merest flickers of its energies produces lethal blasts.
This Relic replaces a Relic Gauss Blaster and has the following profile:
Weapon Range Type S AP D Abilities
Conduit of Stars 36" Rapid Fire 3 6 -2 2 -
  • Funeral Mask: This Ancient Necrontyr funeral mask contains a fragment of Aza'Gorod's ethereal body. On the field, the mask acts as a black sink of life, projecting the fear of death into the enemies, making them shake with existential dread.
Enemy units cannot fire Overwatch at a model with the Funeral Mask and enemy units within 1" of the bearer are not eligible to fight until after all eligible units from your army have done so. In addition, enemy units within 6" of this model must subtract 2 from their Leadership characteristic.
  • Gauntlet of the Conflagrator: Crafted by the Cryptek Harri’apt the Conflagrator, this gauntlet uses interdimensional energy-exchangers to open a microscopic conduit to the raging heart of a star. The superheated plasmic flame that erupts through this hole is forced down a cone of hyperdense gravitons that spew the energy forth in a blazing cloud of unstoppable fury.
This Relic replaces a Gauntlet of Fire and has the following profile:
Weapon Range Type S AP D Abilities
Gauntlet of the Conflagrator 18" Assault 2D6 * -4 2 This weapon can only be fired once per battle. This weapon automatically hits its target. This weapon wounds on a 2+.
  • Lightning Field: This formidable adaptation of tesla weapon technology is a defensive shield that surrounds the bearer with a web of emerald lightning. Any foe that attempts to draw close is engulfed in this living electricity, and swiftly transformed into a blackened, smoking skeleton.
The bearer of the Lightning Field has a 4+ invulnerable save. In addition, roll a D6 for each enemy unit that is within 1" of the bearer at the start of the Fight phase. On a 4+ that unit suffers a mortal wound.
  • Mindshackle Scarabs: Thousands of miniature canoptek scarabs swarm from the necrodermis body of the wielder, entering the blood vessels of the victim and reaching the central nervous system, where they can control it like a puppet under the pharaoh's will.
At the beginning of the Fight phase, before any blows are struck, select a model within 1" of a model with Mindshackle Scarabs and roll 3D6, if the result is higher than that model's Leadership characteristic, that model cannot attack any of your units and has to attack his own unit or another enemy one within 3" (you choose which one).
  • Nanoscarab Casket: Invented by the Cryptek scientist known as the Onyx Swarm, this unassuming vial of black crystal is filled with thousands of tiny writhing Canoptek automatons. Once released, the swarm of miniaturised constructs envelops the bearer’s necrodermis, repairing grievous wounds and flooding their body with synthetic stimuli.
The Nanoscarab Casket replaces the bearer's Phylactery. The bearer of the Nanoscarab Casket regains D3 lost wounds at the beginning of your turn, rather than 1, from their Living Metal ability. In addition, the bearer also regains D3 lost wounds at the beginning of your opponent's turn. The first time the bearer is slain, roll a D6. On a 4+ set the bearer up again at the end of the phase, as close as possible to its previous position, and more than 1" from any enemy models, with D6 wounds remaining (if the roll exceeds the maximum number of wounds of that model, it's instead brought back with all its wounds).
  • Sempiternal Weave: Only the finest Cryptek artificers know the secret of crafting a Sempiternal Weave. These gossamer-thin plates are formed from phase-hardened amaranthine and threads of adamantium. They are then layered over the bearer’s carapace of living metal, and when struck they stiffen and contract, turning aside energy blades, bolt shells and even the searing heat of a plasma burst.
Add 1 to the Toughness and Wounds characteristics of the bearer.
  • Tesseract Labyrinth: Disguised as a simple cube, the Tesseract Labyrinth is the physical manifestation of a pocket-dimensional prison gateway, used by the Necrons to imprison those enemies they find too difficult to face directly head-on. These arcane relicts are extremely dangerous as once one is trapped inside, there is no escape.
Once per battle, before the model with the Tesseract Labyrinth attacks, select an Infantry enemy model that is within 1" of it. Roll a die, if the result is higher than that model's remaining number of wounds, remove it from play.
  • The Arrow of Infinity: This advanced tachyon weapon contains a gravitationally compressed sliver of the Star of Ages, the magnificent energy crystal that was the heart of the Khosyphane civilisation, The Crypteks of the Mandrakyn Conclave eradicated the Khosyphane to seize the crystal, and now use its tremendous destructive force to subjugate new foes.
This Relic replaces a Tachyon Arrow and has the following profile:
Weapon Range Type S AP D Abilities
The Arrow of Infinity 360" Assault 1 * * * This weapon can only be used once per battle. Each time an attack is made with this weapon, if a hit is scored, draw a line between the closest point of this model's base (or hull) and that of the closest model in the target unit. Roll a die for the target unit and each other unit the line passes over; on a 1 the unit escapes unharmed, on a 2-3 it suffers D3+3 mortal wounds, on a 4-5 it suffers 6 mortal wounds, and on a 6 it suffers 9 mortal wounds. On a hit roll of 1, the bearer is immediately slain.
  • The Nightmare Shroud: This heavy cloak of living-metal scales was forged by Ut-Hekneth the Unsleeping during his million-year madness. The cloak itself is virtually indestructible, each scale formed from quantum-folded layers of void-hardened adamantium bonded with a hyper-flexible energy weave. This is a by-product of its primary design, however, which is to project the worst excesses of Ut-Hekneth’s madness, assailing nearby enemies with phantasms of dread as potent as any mortal danger.
The bearer's Save characteristic is improved by 1 (i.e. a Save characteristic of 4+ becomes 3+, a Save characteristic of 3+ becomes 2+ etc.) In addition, enemy units subtract 1 from their Leadership characteristic whilst they are within 6" of the bearer of the Nightmare Shroud.
  • The Orb of Eternity: The Orb of Eternity is thought to be the first resurrection orb ever created. For millennia, it rested in a primitive fane on the world of Ormandus, where the indigenous populace marvelled at its seemingly divine ability to effect repairs upon their technologies. Ever since this state of affairs was righted by a host of Triarch Praetorians, the orb is imparted as a boon to those nobles who are deemed worthy.
This relic replaces a resurrection orb. Once per battle, in your Command phase, the bearer can use this Relic. If it does, select one friendly <DYNASTY> unit within 6" of the bearer that is not at its Starting Strength and has not had its reanimation protocols enacted this phase. That unit's reanimation protocols are enacted, and every destroyed model in that unit begins to reassemble. Each time a Reanimation Protocol roll is made for those reanimation protocols, add 1 to the result.
  • The Veil of Darkness: This device was fashioned from transpositanium, a substance so rare that it can only be found in a handful of places in the galaxy. It is highly sought after by the Necrons, and wars have been waged to secure it. Activated with a thought, the veil causes space and time to warp around its user and those near them, enfolding them in a swirling darkness. As the darkness fades, the user and their comrades appear elsewhere on the battlefield, transported through a miracle of arcane science.
Once per battle, in your Movement phase, the bearer can use this Relic. If it does, the bearer's unit and up to one friendly <DYNASTY> Infantry unit within 3" of the bearer can be removed from the battlefield and set back up anywhere on the battlefield that is more than 9" away from any enemy models. If two units are set back up on the battlefield using this Relic, both units must be placed wholly within 6" of each other.
  • Voidreaper: Legend has it that on the day Aza’gorod the Nightbringer was sundered into shards, this warscythe appeared in the armoury of the Nekthyst Dynasty’s crownworld. Its blade is a sliver of the void, and when swung, it cuts through more than just mere physical forms. Its victims drop to the ground as husks, their souls torn from their bodies like tattered shrouds before dissipating with final screams of horror.
This Relic replaces a Warscythe and has the following profile:
Weapon Range Type S AP D Abilities
The Voidreaper Melee Melee +2 -2 3 When making a save roll against a wound caused by this weapon, subtract 2 from the result. Each time an attack is made with this weapon, rules that ignore wounds cannot be used.

Dynasty Specific[edit]

  • MAYNARKH - The Butcher Sword: An ancient sword property of the Maynarkh dynasty imbued with the flayer virus. This weapon seems to possess a mind of its own and actively seeks gruesome conflicts, driving the owner's hand into the massacre to bathe in the enemy blood.
This Relic replaces a Hyperphase Sword.
Weapon Range Type S AP D Abilities
The Butcher Sword Melee Melee +1 -3 2 An enemy unit that has to make a save roll against a wound caused by this weapon has to subtract 1 from the result. Each time you roll a hit roll of 6+ for an attack made with this weapon in the Fight phase, you can immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
  • MEPHRIT - The Voltaic Staff: The Mephrit are masters of the art of aethermancy, and the greatest of their creations is the Voltaic Staff. Blazing arcs of lightning continuously ripple down the shaft of this onyx stave, and the bearer can send these electrostatic beams hurtling towards his enemies with fearsome rapidity. Living targets are enveloped in a searing halo of bone-charring voltage, while vehicles find their guidance systems burned out and their hulls peeled open.
This Relic replaces a Staff of Light.
Weapon Range Type S AP D Abilities
The Voltaic Staff (Melee) Melee Melee +1 -2 2 -
The Voltaic Staff (Shooting) 18" Assault 4 6 -2 2 Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.
  • NEPHREKH - The Solar Staff: Forged within the Heliaconvarium of Aryand, the Solar Staff burns with the light of truth and honour. Set loose, the staff’s energies blaze outward in a mighty flare, as though a new sun was born. The darkness is driven back by this false dawn, and the foe reels as their eyes are blinded and their deceptions are laid bare.
This Relic replaces a Staff of Light and has the following profile:
Weapon Range Type S AP D Abilities
The Solar Staff (Melee) Melee Melee User -2 1 Each time an attack is made with this weapon against an Infantry unit, if a hit is scored, then until the end of the turn that unit is blinded. Blinded units cannot fire Overwatch or Set to Defend.
The Solar Staff (Shooting) 24" Assault 6 5 -3 1 Each time an attack is made with this weapon against an Infantry unit, if a hit is scored, then until the end of the turn that unit is blinded. Blinded units cannot fire Overwatch or Set to Defend.
  • NIHILAKH - Timesplinter Cloak: Fashioned by the chronomancers of the Nihilakh Dynasty, this relic grants the bearer the ability to alter their destiny. This glittering shroud is formed from slivers of crystallized time, and the bearer can expend the power of these shards to glimpse a matrix of potential futures. The knowledge granted by this foresight allows them to perform incredible feats in battle.
Once per turn, you can re-roll a single hit roll, wound roll, or damage roll made for the bearer of the Timesplinter Cloak. In addition, roll a dice each time the bearer loses a wound; on a 5+, the model does not lose that wound.
  • NOVOKH - The Blood Scythe: It is said that Ultep the Divider fought ten thousand duels, and was never once defeated. He is amongst the greatest heroes of the Novokh, venerated to this day by the dynasty’s warrior cults. Only the untrammeled power of a rampaging C’tan finally scattered Ultep’s metal body to atoms, though his crimson war scythe survived his destruction. Forged from sanguiphagic starmetal alloys, a single cut from this blade can siphon a torrent of blood from an opponent.
This Relic replaces a Warscythe and has the following profile:
Weapon Range Type S AP D Abilities
The Blood Scythe Melee Melee +2 -3 2 When making a save roll against a wound caused by this weapon, subtract 1 from the result. Each time the bearer fights, it makes 2 additional attacks with this weapon. You can re-roll failed wound rolls for this weapon.
  • SAUTEKH - The Abyssal Staff: To succumb to the swirling ebon mist called forth from an abyssal staff is to be swallowed by impenetrable madness. Legend has it that Sautekh Crypteks have embedded each of these artefacts with a tiny sliver from the necrodermis of the Deceiver, allowing the bearer to summon wisps of shadow imbued with the star god’s anarchic insanity. These emanations drive victims to tear at their flesh and gouge out their eyes, gibber uncontrollably, or open fire on their allies.
This Relic replaces a Staff of Light and has the following profile:
Weapon Range Type S AP D Abilities
The Abyssal Staff (Melee) Melee Melee User -2 1 This weapon automatically hits its target.
The Abyssal Staff (Shooting) 12" Assault 3 * * * This weapon automatically hits its target. Roll 3D6 if a unit is hit by this weapon in the Shooting phase; if the result is equal to or greater than the target unit's highest Leadership characteristic, then it suffers D3 mortal wounds.
  • SZAREKHAN - The Sovereign Coronal: A hand of living quicksilver, this strange artefact is shot through with artificial networks of command-wave nanocircuitry. This strange pseudo-animate crown is gifted to especially prominent nobles amongst the Szarekhan Dynasty. As it is donned it sinks through the metallic skin of its wearer's brow and meshes with their synthetic cortex, enhancing and projecting their dominating will through multiple spectra across a substantial distance.
The bearer has the following special rules:
Command-wave Amplifier (Aura): While a friendly SZAREKHAN unit is within 9" of the bearer, that unit benefits from the selected directive of your army's active command protocol while it is within 9" of a friendly Necrons Character model (excluding C'tan Shard models), instead of 6".
Synthetic Cortex Enhancer (Aura): While a friendly SZAREKHAN Core unit is within 9" of the bearer, that unit benefits from both directives of your army's active command protocol, instead of just the selected one.

Cryptek Arkana[edit]

  • Atavindicator: Employing psycho-interrogative transoptic projectors, this cruel device plucks the target's most primitive fears from their mind and projects them in a bewildering assault upon their field of vision. Bombarded by horrible visions of their own onrushing death, foes are likely to harm themselves in an effort to escape their hallucinatory fate, or else suffer crippling psychological and physical side effects from their state of abject terror.
Psychomancer model only. At the end of your Movement phase, select one enemy unit (excluding Vehicle units) within 18" of the bearer and roll 3D6; if the total is equal to or greater than that enemy unit's Leadership characteristic, it suffers D3 mortal wounds.
  • Cortical Subjugator Scarabs: Paranoid and self-obsessed, this Cryptek has seen to it that key underlings are infested - without their knowledge, of course - with a specialized variant of mind shackle scarabs. In an emergency, these allow the parasitized minion to be activated, their thought patterns overridden by the singular and overwhelming desire to storm into battle and protect their master, no matter the cost.
Once per battle, at the start of the Heroic Interventions step of your opponent's Charge phase, you can select one friendly <Dynasty> unit within 6" of the bearer. Unless that unit is within Engagement Range of any enemy units, it can perform a Heroic Intervention as if it were a Character.
  • Countertemporal Nanomines: Released from a hive-gem about the bearer's person, a swarm of nanoscarabs sweep out and lace the ground before them with microscopic temporal charges. Foes advancing into this invisible minefield find reality stuttering and glitching around them as they trigger one minute chronofault after another.
Chronomancer model only. In your Shooting phase, you can select one enemy unit within 18" of the bearer. Until the start of your next turn, halve Advance rolls and charge rolls made for that unit.
  • Crust Destabilizer: At the activation of this device, the ground around the cryptek begins to shift and erupt. Buildings are eradicated, hills are rewritten and the enemy is deprived of any means to hide from the incoming salvos.
Geomancer model only. At the beginning of your Command phase, you can select one piece of terrain or Building within 18" of this model; if it's a terrain, then it loses all of its special rules; in addition, if that piece of terrain is a Ruin, roll a die for each model inside, on a 6 that model's unit suffers 1 mortal wound. If it's a Building, then it suffers 3D3 mortal wounds; in addition, roll a die for each model embarked inside it, on a 6 that model's unit suffers 1 mortal wound.
  • Cryptogeometric Adjuster: Keyed to trigger vertiginous responses in the sensory apparatus of non-Necron life forms, this malicious device causes nearby foes to shoot wildly and inaccurately as their perception of space and time warps in a dizzying rush.
At the start of your opponent's Shooting phase, you can select one enemy unit that is within 12" of and visible to the bearer. Until the end of the phase, each time a model in that unit makes an attack, subtract 1 from that attack's hit roll.
  • Dimensional Sanctum: This Cryptek has had a personal dimensional pocket-reality crafted for them, from which they can emerge into battle at will.
The bearer gains the Dimensional Translocation special rule.
  • Ether Crystal: In the hands of a Plasmancer, this glowing crystal is an incredible source of destruction. Bolts of lightning strike from the sky and black clouds cover the sun as the victims of the Cryptek's wrath are torn apart by the force of nature.
Plasmancer model only. Once per battle, at the beginning of your Command phase, you can select one enemy unit within 18" of this model; that unit suffers 3D3 mortal wounds. In addition, until the beginning of your next Command phase, that unit and every unit within 12" of it must subtract one from their hit rolls and counts its targets as being in Heavy Cover.
  • Fail-Safe Overcharger: By triggering the override protocols embedded in this stave, the bearer can activate the guardian fail-safes in nearby Canoptek constructs. Believing the Master Program of their tomb world to be under direct assault, the constructs access hidden power reservoirs and enter a furious state of aggressive overdrive.
Technomancer model only. In your Command phase, you can select one friendly Canoptek unit within 9" of the bearer. Until the start of your next Command phase, add 1 to the Attacks characteristic of models in that unit. If that unit is a Monster or Vehicle unit, add D3 to the Attacks characteristic of models in that unit instead of 1.
  • Hypermaterial Ablator: By simply pointing and activating this slender quasinium rod, the bearer shrouds their targeted allies in a whirling field of accumulated hyper matter.
In your Command phase, you can select one friendly <Dynasty> Core or <Dynasty> Canoptek unit within 9" of the bearer. Until the start of your next Command phase, each time a ranged attack is made against that unit, if the attacker is more than 12" away, then the unit you selected is treated as having the benefits of Light Cover.
  • Metalodermal Tesla Weave: 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.
At the end of the Charges step of your opponent's Charge phase, you can select one enemy unit that finished a charge move within 6" of the bearer this phase. Roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds.
  • Multi-linear Destiny Analyzer: Reading the stars, this Cryptek's cortex is able to track the course of destiny, identifying its branches and blocking the reach of one target's.
Astromancer model only. At the beginning of your Command phase, you can select an enemy unit that is visible to this model. Until the beginning of your next Command phase, your opponent can't use any Stratagem on that unit.
  • Photonic Transubjector: This device fashions temporary, hard-light hologrammatic simulacra of its user to bewilder attackers and confound assassins.
Once per turn, the first time a saving throw is failed for the bearer, the Damage characteristic of that attack is changed to 0.
  • Phylacterine Hive: Held in a stabilized flux-field within this small mica-steel orb is a swarm of particularly potent, if short-lived, nanoscarabs. By deactivating the field, then tossing the hive into the midst of a friendly Necron unit, these quick-burning repair drones can be unleashed to restore the physical forms of even the most complex or unusual android soldiery.
Technomancer model only. Once per battle, when the bearer uses its Rites of Reanimation ability, you can select one friendly <Dynasty> Canoptek, <Dynasty> <Destoryer Cult> or Triarch Praetorian unit to be affected by that ability instead of one friendly <Dynasty> Core unit.
  • Prismatic Obfuscatron: The bearer of this glimmering inter-spatial gem is surrounded by a multispectral glare so dazzling to organic sight, and so bewildering to artificial senses, that they resemble nothing less than a blazing star. Even looking at them is a trial, much less attempting to fire upon them. Only as they draw nearer does the cosmic glamour subside and the bearer resolves into their true self.
Unless the bearer is the closest eligible target, enemy models cannot target it with ranged attacks.
  • Quantum Orb: This smooth and featureless orb is activated by the depression of a series of hidden triggers across its surface in a particular sequence. This act releases the safeguard fields within it one at a time. When the last of these is released, the device is annihilated along with those nearby as it frees the collapsing quantum singularity at its heart.
Plasmancer model only. Once per battle, in your Command phase, the bearer can activate this item of Cryptek Arkana. If it does, select one point on the battlefield anywhere within 24" of the bearer and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6" of the center of that marker, subtracting 1 if the unit being rolled for is a Character. On a 4-5, that unit suffers D3 mortal wounds, and on a 6, that unit suffers 3 mortal wounds. The marker is then removed.
  • Seismic Crucible: This small hand-held device is capable of emitting earth-shattering pulses that reap the ground and open the enemy for retaliation.
Geomancer model only. At the beginning of your Command phase, you can select one enemy unit within 18" of this model; that unit suffers D3 mortal wounds. In addition, until the beginning of your next Command phase, that unit must halve its Movement characteristic and charge distances and may not choose to Hold Steady or Set for Defence.
  • Stellar Alignment Projection: Through this intricately crafted heirloom, an Astromancer is able to read the wisdom of the stars, gifting their secrets to its master.
Astromancer model only. At the beginning of your Command phase, roll a die; if the result is equal or lower to the current battle round number, you gain that many Command Points.
  • Synaptic Horror Implanter: An irradiating light emitting from the Cryptek's wrist breaks the minds of those who watch it, greatly impacting the fear region of their brain.
Psychomancer model only. In your enemy Morale phase, you can select one enemy unit within 12" of this model; until the end of the Phase, that unit must halve its Leadership characteristic.
  • Temporal Flux Manipulator: Shifting the temporal lines of the target, this device can invert the effects of time, repairing damage sustained by erasing it in the first place.
Chronomancer model only. In your Command phase, you can select one friendly <Dynasty> unit; that unit immediately recovers D3 previously lost wounds.

Other Wargear[edit]

  • Canoptek Cloak: A tool of the Technomancer, this semi-sentient mantle lets the bearer float into the air to keep up with its tasks at hand.
A model equipped with a Canoptek Cloak has a Move characteristic of 10" and gains the Fly keyword. In addition, at the end of your Movement phase, you can select one friendly <DYNASTY> model that is within 3" of this model. That model regains D3 lost wounds. Each model can only be repaired once per turn.
  • Canoptek Control Node: This small wrist device forcefully links itself to the neural cortex of nearby canoptek construct, allowing the bearer to better guide their actions.
The bearer has the following ability:
Control Node (Aura): While a friendly <DYNASTY> Canoptek unit is within 6" of this model, each time a model in that unit makes an attack, add 1 to that attack's hit roll.
  • Dispersion Shield: Disguised as a simple obsidian shield, this piece of advanced Necron technology hides a kinetic-repulsion field generator able to not only protect the bearer and its master but deflect the blows it sustains right back at the attacker.
A model equipped with a Dispersion Shield has a 4+ invulnerable Save. In addition, add 2 to armor saving throws made for that model. Each time you roll an unmodified 6 for this model's invulnerable saving throw, the unit that made that attack suffers a mortal wound after it has finished making all of its attacks for that phase.
  • Fabricator Claw Array: Tasked with maintaining the advanced structures of a tomb complex, these small maintainance tools can find their worth even in the heat of battle, repairing vital war engines on the fly.
At the end of your Movement phase a model equipped with a fabricator claw array can repair a single <DYNASTY> Vehicle within 1". That model regains D3 wounds lost earlier in the battle. A model can only be repaired once per turn.
  • Gloom Prism: Pulsating with dark arcane energies, this small pendant is able to fend off the influence of the Warp, protecting the bearer and those around it from the Dark Gods.
A model equipped with a Gloom Prism can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER. In addition, a model equipped with this can never be targeted or affected by psychic powers in any way. In addition, enemy PSYKER units must subtract 1 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 18" of them.
  • Nebuloscope: Relic from the War in Heaven, the Nebuloscope grants the already lethal weapons of the Necrons the ability to by-pass solid matter, making so that no creature can hide from the deadly barrage.
Each time the bearer makes a ranged attack, it can target units that are not inside its line of sight and the target does not receive the benefits of cover against that attack.
  • Phylactery: This small amulet contains a swarm of repair nanoscarabs that come to aid their master against the gruesomest of wounds.
Each time this model uses its Living Metal special rule, it regains up to D3 lost wounds instead of 1.
  • Repair Nanoscarabs: Thousands of minuscule canoptek scarabs swarm the outer shell of the Necron war engine, repairing every damage with surgical precision.
Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.
  • Resurrection Orb: A perfect sphere of shiny stone. In the hands of a lesser creature, it's nothing but a jewel, but in the hands of a Necron its energies are able to move mountains and make the deathless march once again on the earth.
Once per battle, in your Command phase, the bearer can use its Resurrection Orb. If it does, select one friendly <DYNASTY> unit within 6" of the bearer that is not at its Starting Strength and has not had it Reanimation Protocols enacted this phase. That unit's reanimation protocols are enacted, and every destroyed model in that unit begins to reassemble.
  • Shadowloom: A Shadowloom is a small device commonly found mounted on Tomb Blades, once active, it creates a zone of space devoided of light, cloaking the vehicle in a dark mist.
The bearer has a 5+ invulnerable Save.
  • Shieldvanes: Tomb Blades are usually equipped with additional armour platings enhancing their survivability against the toughest of foes.
The bearer has a Save characteristic of 3+.

Necron Wargear List[edit]

Units[edit]

HQs[edit]

Catacomb Command Barge[edit]

This unit contains 1 Catacomb Command Barge (Power Rating: 7).

Name M WS BS S T W A Ld Sv Pts/model
Catacomb Command Barge 12" 2+ 2+ 5 6 9 4 10 3+ 145

Wargear:

-Staff of Light

Weapon Range Type S AP D Abilities
Staff of Light Melee Melee User -2 1 -
Staff of Light 18" Assault 3 5 -2 1 -

-Tesla Cannon

Weapon Range Type S AP D Abilities
Tesla Cannon 30" Heavy 3 6 -1 1 Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.

Special Rules:

See Army Rules - Detachment Rules

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 3" suffers a mortal wound.

Instead of measuring distances and ranges to and from this model's base, measure to and from this model's hull or base (whichever is closer).

See Army Rules - Universal

In your Command phase, you can select one <Dynasty> unit within 9" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, add one to that attack's hit roll. Each unit can only be selected for this ability once per phase.

Each time this model fails a saving throw, roll a D6. If the result is less than the damage inflicted by that attack, the damage is ignored (e.g. if this model suffers 4 damage, if you then roll a 3 or less the damage is ignored); an unmodified roll of 6 will always fail. Quantum Shielding cannot prevent damage caused by mortal wounds.

While a friendly <Dynasty> Core unit is within 6" of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1" to the Move characteristic of models in that unit.

Increase the range of this model's My Will Be Done and Relentless March special rules to 12" and 9" respectively.

Upgrades:

Add 2 to this model's Attack characteristic. In addition, each time this model makes an attack, subtract 1 from the attack's hit roll. While a friendly <Dynasty> Flayed unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.

Options:

This model may replace its Tesla Cannon with a Gauss Cannon - +5 pts.

Weapon Range Type S AP D Abilities
Gauss Cannon 24" Heavy 3 6 -3 D3 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.

This model may replace its Staff of Light with one of the followings:

-Hyperphase Glaive - +5 pts.

Weapon Range Type S AP D Abilities
Hyperphase Glaive Melee Melee +2 -2 3 When making a save roll against a wound caused by this weapon, subtract 1 from the result.

-Hyperphase Sword - free

Weapon Range Type S AP D Abilities
Hyperphase Sword Melee Melee +1 -2 1 When making a save roll against a wound caused by this weapon, subtract 1 from the result.

-Voidblade - free

Weapon Range Type S AP D Abilities
Voidblade Melee Melee User -2 1 Each time the bearer attacks, it makes 1 additional attack with this weapon. When making a save roll against a wound caused by this weapon, subtract 1 from the result.

-Voidscythe - +15 pts.

Weapon Range Type S AP D Abilities
Voidscythe Melee Melee x2 -3 3 Each time an attack is made with this weapon, subtract 1 from the attack's hit roll. When making a save roll against a wound caused by this weapon, subtract 1 from the result.

-Warscythe - +5 pts.

Weapon Range Type S AP D Abilities
Warscythe Melee Melee +2 -3 2 When making a save roll against a wound caused by this weapon, subtract 1 from the result.

This model may take any of the followings:

-Phylactery - +5 pts.

Phylactery: Each time this model uses its Living Metal special rule, it regains up to D3 lost wounds instead of 1.

-Repair Nanoscarabs - +15 pts.

Repair Nanoscarabs: Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.

-Resurrection Orb - +30 pts.

Resurrection Orb: Once per battle, in your Command phase, the bearer can use its Resurrection Orb. If it does, select one friendly <DYNASTY> unit within 6" of the bearer that is not at its Starting Strength and has not had it Reanimation Protocols enacted this phase. That unit's reanimation protocols are enacted, and every destroyed model in that unit begins to reassemble.

This model may take one of the followings:

-Gauntlet of Fire - +5 pts.

Weapon Range Type S AP D Abilities
Gauntlet of Fire 12" Pistol D6 5 -1 1 Each time an attack is made with this weapon, that attack automatically hits the target.

-Tachyon Arrow - +35 pts.

Weapon Range Type S AP D Abilities
Tachyon Arrow 120" Assault 1 * * * This weapon can only be used once per battle. Each time an attack is made with this weapon, if a hit is scored, draw a line between the closest point of this model's base (or hull) and that of the closest model in the target unit. Roll a die for the target unit and each other unit the line passes over; on a 1 the unit escapes unharmed, on a 2-3 it suffers D3 mortal wounds, on a 4-5 it suffers D3+3 mortal wounds, and on a 6 it suffers 6 mortal wounds. On a hit roll of 1, the bearer suffers D3 mortal wounds after this weapon's shot has been resolved.

This model may take the Flayed King upgrade and the Flayed keyword - +20 pts.

Keywords:

  • Faction: <Dynasty>, Necrons
  • HQ, Vehicle, Character, Fly, Overlord, Noble, Quantum Shielding, Catacomb Command Barge


Crypteks[edit]

Astromancer[edit]

This unit contains 1 Astromancer (Power Rating: 4).

Name M WS BS S T W A Ld Sv Pts/model
Astromancer 5" 3+ 3+ 4 4 4 1 10 4+ 65

Wargear:

-Stellar Spear

Weapon Range Type S AP D Abilities
Stellar Spear Melee Melee * -1 1 Each time an attack is made with this weapon, that attack automatically wounds the target.
Stellar Spear 18" Assault 1 * -1 3 Each time an attack is made with this weapon, that attack automatically wounds the target.

Special Rules:

See Army Rules - Detachment Rules

If your army is Battle-forged, then for each Cryptek unit included in a Detachment that also contains at least one Noble unit, a second Cryptek unit (excluding Dynastic Agents units) can be included in that Detachment without taking up an additional Battlefield Role slot.

At the start of your Command phase, you can select one friendly <Dynasty> unit within 9" of this model. Until the start of your next Command phase, you can re-roll a failed to hit, to wound, or armour saving throw made by that unit.

See Army Rules - Universal

Upgrades:

This model has a 4+ invulnerable Save.

Options:

This model may take any of the followings:

-Phase Shifter upgrade - +15 pts.

-Phylactery - +5 pts.

Phylactery: Each time this model uses its Living Metal special rule, it regains up to D3 lost wounds instead of 1.

-Gloom Prism - +15 pts.

Gloom Prism: A model equipped with a Gloom Prism can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER. In addition, a model equipped with this can never be targeted or affected by psychic powers in any way. In addition, enemy PSYKER units must subtract 1 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 18" of them.

This model may take one item from the Cryptek Arcana list.

-Cortical Subjugator Sacrabs - 15 pts. / 1 PL

Cortical Subjugator Scarabs: Once per battle, at the start of the Heroic Interventions step of your opponent's Charge phase, you can select one friendly <Dynasty> unit within 6" of the bearer. Unless that unit is within Engagement Range of any enemy units, it can perform a Heroic Intervention as if it were a Character.

-Cryptogeometric Adjuster - 15 pts. / 1 PL

Cryptogeometric Adjuster: At the start of your opponent's Shooting phase, you can select one enemy unit that is within 12" of and visible to the bearer. Until the end of the phase, each time a model in that unit makes an attack, subtract 1 from that attack's hit roll.

-Dimensional Sanctum - 15 pts. / 1 PL

Dimensional Sanctum: The bearer gains the Dimensional Translocation special rule.

-Hypermaterial Ablator - 25 pts. / 1 PL

Hypermaterial Ablator: In your Command phase, you can select one friendly <Dynasty> Core or <Dynasty> Canoptek unit within 9" of the bearer. Until the start of your next Command phase, each time a ranged attack is made against that unit, if the attacker is more than 12" away, then the unit you selected is treated as having the benefits of Light Cover.

-Metalodermal Tesla Weave - 20 pts. / 1 PL

Metalodermal Tesla Weave: At the end of the Charges step of your opponent's Charge phase, you can select one enemy unit that finished a charge move within 6" of the bearer this phase. Roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds.

-Multi-linear Destiny Analyzer - 35 pts. / 2 PL

Multi-linear Destiny Analyzer: Astromancer model only. At the beginning of your Command phase, you can select an enemy unit that is visible to this model. Until the beginning of your next Command phase, your opponent can't use any Stratagem on that unit.

-Photonic Transubjector - 20 pts. / 1 PL

Photonic Transubjector: Once per turn, the first time a saving throw is failed for the bearer, the Damage characteristic of that attack is changed to 0.

-Prismatic Obfuscatron - 20 pts. / 1 PL

Prismatic Obfuscatron: Unless the bearer is the closest eligible target, enemy models cannot target it with ranged attacks.

-Stellar Alignment Projection - 20 pts. / 1 PL

Stellar Alignment Projection: Astromancer model only. At the beginning of your Command phase, roll a die; if the result is equal or lower to the current battle round number, you gain that many Command Points.

Keywords:

  • Faction: <Dynasty>, Necrons
  • HQ, Infantry, Character, Cryptek, Astromancer


Chronomancer[edit]

This unit contains 1 Chronomancer (Power Rating: 4).

Name M WS BS S T W A Ld Sv Pts/model
Chronomancer 8" 3+ 3+ 4 4 4 1 10 4+ 80

Wargear:

-Aeonstave

Weapon Range Type S AP D Abilities
Aeonstave Melee Melee User -2 1 Each time an attack is made with this weapon, invulnerable saves cannot be taken against that attack. A unit that suffers an unsaved wound from this weapon has to always attack for last and subtract 1 from its hit rolls until your next Fighting phase.
Aeonstave 18" Assault D3 5 -2 1 Each time an attack is made with this weapon, invulnerable Saves cannot be taken against that attack.

Special Rules:

In your Command phase, you can select one friendly <Dynasty> unit within 9" of this model. Until the start of your next Command phase, you can re-roll charge rolls made for that unit and models in that unit have a 5+ invulnerable save.

See Army Rules - Detachment Rules

If your army is Battle-forged, then for each Cryptek unit included in a Detachment that also contains at least one Noble unit, a second Cryptek unit (excluding Dynastic Agents units) can be included in that Detachment without taking up an additional Battlefield Role slot.

See Army Rules - Universal

This model has a 4+ invulnerable Save.

Options:

This model may replace its Aeonstave with an Entropic Lance - free

Weapon Range Type S AP D Abilities
Entropic Lance Melee Melee User -3 3 -
Entropic Lance 18" Assault 1 8 -3 D3+3 -

This model may take any of the followings:

-Phylactery - +5 pts.

Phylactery: Each time this model uses its Living Metal special rule, it regains up to D3 lost wounds instead of 1.

-Gloom Prism - +15 pts.

Gloom Prism: A model equipped with a Gloom Prism can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER. In addition, a model equipped with this can never be targeted or affected by psychic powers in any way. In addition, enemy PSYKER units must subtract 1 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 18" of them.

This model may take one item from the Cryptek Arcana list.

-Cortical Subjugator Sacrabs - 15 pts. / 1 PL

Cortical Subjugator Scarabs: Once per battle, at the start of the Heroic Interventions step of your opponent's Charge phase, you can select one friendly <Dynasty> unit within 6" of the bearer. Unless that unit is within Engagement Range of any enemy units, it can perform a Heroic Intervention as if it were a Character.

-Countertemporal Nanomines - 30 pts./ 2 PL

Countertemporal Nanomines: Chronomancer model only. In your Shooting phase, you can select one enemy unit within 18" of the bearer. Until the start of your next turn, halve Advance rolls and charge rolls made for that unit.

-Cryptogeometric Adjuster - 15 pts. / 1 PL

Cryptogeometric Adjuster: At the start of your opponent's Shooting phase, you can select one enemy unit that is within 12" of and visible to the bearer. Until the end of the phase, each time a model in that unit makes an attack, subtract 1 from that attack's hit roll.

-Dimensional Sanctum - 15 pts. / 1 PL

Dimensional Sanctum: The bearer gains the Dimensional Translocation special rule.

-Hypermaterial Ablator - 25 pts. / 1 PL

Hypermaterial Ablator: In your Command phase, you can select one friendly <Dynasty> Core or <Dynasty> Canoptek unit within 9" of the bearer. Until the start of your next Command phase, each time a ranged attack is made against that unit, if the attacker is more than 12" away, then the unit you selected is treated as having the benefits of Light Cover.

-Metalodermal Tesla Weave - 20 pts. / 1 PL

Metalodermal Tesla Weave: At the end of the Charges step of your opponent's Charge phase, you can select one enemy unit that finished a charge move within 6" of the bearer this phase. Roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds.

-Photonic Transubjector - 20 pts. / 1 PL

Photonic Transubjector: Once per turn, the first time a saving throw is failed for the bearer, the Damage characteristic of that attack is changed to 0.

-Prismatic Obfuscatron - 20 pts. / 1 PL

Prismatic Obfuscatron: Unless the bearer is the closest eligible target, enemy models cannot target it with ranged attacks.

-Temporal Flux Modification - 30 pts./ 2 PL

Temporal Flux Manipulator: Chronomancer model only. In your Command phase, you can select one friendly <Dynasty> unit; that unit immediately recovers D3 previously lost wounds.

Keywords:

  • Faction: <Dynasty>, Necrons
  • HQ, Infantry, Fly, Character, Cryptek, Chronomancer


Geomancer[edit]

This unit contains 1 Geomancer (Power Rating: 4).

Name M WS BS S T W A Ld Sv Pts/model
Geomancer 5" 3+ 3+ 4 4 4 1 10 4+ 80

Wargear:

-Aeonstave

Weapon Range Type S AP D Abilities
Tremor Staff Melee Melee * -5 D3 Each time an attack is made with this weapon, invulnerable saves cannot be taken against that attack, and a wound is scored on a roll equal or higher than the target unmodified Armour Save characteristic.
Tremor Staff 18" Assault 1 * * * Each time an attack is made with this weapon, if a hit is scored, draw a line between the closest point of this model's base (or hull) and that of the closest model in the target unit. The target unit suffers D6 mortal wounds while each enemy unit the line passes over suffers D3 mortal wounds.

Special Rules:

See Army Rules - Detachment Rules

If your army is Battle-forged, then for each Cryptek unit included in a Detachment that also contains at least one Noble unit, a second Cryptek unit (excluding Dynastic Agents units) can be included in that Detachment without taking up an additional Battlefield Role slot.

At the beginning of your Shooting phase, select an enemy unit within 18" of this model and roll a die; if the result is equal or higher than that unit's armour save, it suffers a permanent penalty of 1 to its armour save.

See Army Rules - Universal

Upgrades:

This model has a 4+ invulnerable Save.

Options: This model may take any of the followings:

-Phase Shifter upgrade - +15 pts.

-Phylactery - +5 pts.

Phylactery: Each time this model uses its Living Metal special rule, it regains up to D3 lost wounds instead of 1.

-Gloom Prism - +15 pts.

Gloom Prism: A model equipped with a Gloom Prism can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER. In addition, a model equipped with this can never be targeted or affected by psychic powers in any way. In addition, enemy PSYKER units must subtract 1 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 18" of them.

This model may take one item from the Cryptek Arcana list.

-Cortical Subjugator Sacrabs - 15 pts. / 1 PL

Cortical Subjugator Scarabs: Once per battle, at the start of the Heroic Interventions step of your opponent's Charge phase, you can select one friendly <Dynasty> unit within 6" of the bearer. Unless that unit is within Engagement Range of any enemy units, it can perform a Heroic Intervention as if it were a Character.

-Crust Destabilizer - 30 pts./ 2 PL

Crust Destabilizer: Geomancer model only. At the beginning of your Command phase, you can select one piece of terrain or Building within 18" of this model; if it's a terrain, then it loses all of its special rules; in addition, if that piece of terrain is a Ruin, roll a die for each model inside, on a 6 that model's unit suffers 1 mortal wound. If it's a Building, then it suffers 3D3 mortal wounds; in addition, roll a die for each model embarked inside it, on a 6 that model's unit suffers 1 mortal wound.

-Cryptogeometric Adjuster - 15 pts. / 1 PL

Cryptogeometric Adjuster: At the start of your opponent's Shooting phase, you can select one enemy unit that is within 12" of and visible to the bearer. Until the end of the phase, each time a model in that unit makes an attack, subtract 1 from that attack's hit roll.

-Dimensional Sanctum - 15 pts. / 1 PL

Dimensional Sanctum: The bearer gains the Dimensional Translocation special rule.

-Hypermaterial Ablator - 25 pts. / 1 PL

Hypermaterial Ablator: In your Command phase, you can select one friendly <Dynasty> Core or <Dynasty> Canoptek unit within 9" of the bearer. Until the start of your next Command phase, each time a ranged attack is made against that unit, if the attacker is more than 12" away, then the unit you selected is treated as having the benefits of Light Cover.

-Metalodermal Tesla Weave - 20 pts. / 1 PL

Metalodermal Tesla Weave: At the end of the Charges step of your opponent's Charge phase, you can select one enemy unit that finished a charge move within 6" of the bearer this phase. Roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds.

-Photonic Transubjector - 20 pts. / 1 PL

Photonic Transubjector: Once per turn, the first time a saving throw is failed for the bearer, the Damage characteristic of that attack is changed to 0.

-Prismatic Obfuscatron - 20 pts. / 1 PL

Prismatic Obfuscatron: Unless the bearer is the closest eligible target, enemy models cannot target it with ranged attacks.

-Seismic Crucible - 35 pts. / 2 PL

Seismic Crucible: Geomancer model only. At the beginning of your Command phase, you can select one enemy unit within 18" of this model; that unit suffers D3 mortal wounds. In addition, until the beginning of your next Command phase, that unit must halve its Movement characteristic and charge distances and may not choose to Hold Steady or Set for Defence.

Keywords:

  • Faction: <Dynasty>, Necrons
  • HQ, Infantry, Character, Cryptek, Geomancer


Plasmancer[edit]

This unit contains 1 Plasmancer (Power Rating: 4).

Name M WS BS S T W A Ld Sv Pts/model
Plasmancer 5" 3+ 3+ 4 4 4 1 10 4+ 70

Wargear:

-Plasmic Lance

Weapon Range Type S AP D Abilities
Plasmic Lance Melee Melee User -3 2 -
Plasmic Lance 18" Assault D3 7 -3 2 -

Special Rules:

See Army Rules - Detachment Rules

If your army is Battle-forged, then for each Cryptek unit included in a Detachment that also contains at least one Noble unit, a second Cryptek unit (excluding Dynastic Agents units) can be included in that Detachment without taking up an additional Battlefield Role slot.

At the end of your Movement phase, if this model did not Fall Back that phase, roll three D6s; for each 4+, the closest enemy unit within 24" of and visible to this model suffers 1 mortal wound.

At the start fo the Fight phase, roll one D6 for each enemy unit within 6" of this model; on a 4+, that unit suffers 1 mortal wound.

See Army Rules - Universal

Upgrades:

This model has a 4+ invulnerable Save.

Options:

This model may replace its Plasmic Lance with an Storm Gauntlet - free

Weapon Range Type S AP D Abilities
Storm Gauntlet 12" Pistol D6 6 -1 1 Blast. Each time an attack is made with this weapon, that attack automatically hits the target. Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage. If the enemy unit contains 10 or more models, consider this weapon's Type as Pistol 2D6.

This model may take any of the followings:

-Phase Shifter upgrade - +15 pts.

-Phylactery - +5 pts.

Phylactery: Each time this model uses its Living Metal special rule, it regains up to D3 lost wounds instead of 1.

-Gloom Prism - +15 pts.

Gloom Prism: A model equipped with a Gloom Prism can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER. In addition, a model equipped with this can never be targeted or affected by psychic powers in any way. In addition, enemy PSYKER units must subtract 1 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 18" of them.

This model may take one item from the Cryptek Arcana list.

-Cortical Subjugator Sacrabs - 15 pts. / 1 PL

Cortical Subjugator Scarabs: Once per battle, at the start of the Heroic Interventions step of your opponent's Charge phase, you can select one friendly <Dynasty> unit within 6" of the bearer. Unless that unit is within Engagement Range of any enemy units, it can perform a Heroic Intervention as if it were a Character.

-Cryptogeometric Adjuster - 15 pts. / 1 PL

Cryptogeometric Adjuster: At the start of your opponent's Shooting phase, you can select one enemy unit that is within 12" of and visible to the bearer. Until the end of the phase, each time a model in that unit makes an attack, subtract 1 from that attack's hit roll.

-Dimensional Sanctum - 15 pts. / 1 PL

Dimensional Sanctum: The bearer gains the Dimensional Translocation special rule.

-Ether Crystal - 30 pts. / 2 PL

Ether Crystal: Plasmancer model only. Once per battle, at the beginning of your Command phase, you can select one enemy unit within 18" of this model; that unit suffers 3D3 mortal wounds. In addition, until the beginning of your next Command phase, that unit and every unit within 12" of it must subtract one from their hit rolls and counts its targets as being in Heavy Cover.

-Hypermaterial Ablator - 25 pts. / 1 PL

Hypermaterial Ablator: In your Command phase, you can select one friendly <Dynasty> Core or <Dynasty> Canoptek unit within 9" of the bearer. Until the start of your next Command phase, each time a ranged attack is made against that unit, if the attacker is more than 12" away, then the unit you selected is treated as having the benefits of Light Cover.

-Metalodermal Tesla Weave - 20 pts. / 1 PL

Metalodermal Tesla Weave: At the end of the Charges step of your opponent's Charge phase, you can select one enemy unit that finished a charge move within 6" of the bearer this phase. Roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds.

-Photonic Transubjector - 20 pts. / 1 PL

Photonic Transubjector: Once per turn, the first time a saving throw is failed for the bearer, the Damage characteristic of that attack is changed to 0.

-Prismatic Obfuscatron - 20 pts. / 1 PL

Prismatic Obfuscatron: Unless the bearer is the closest eligible target, enemy models cannot target it with ranged attacks.

-Quantum Orb - 20 pts. / 1 PL

Quantum Orb: Plasmancer model only. Once per battle, in your Command phase, the bearer can activate this item of Cryptek Arkana. If it does, select one point on the battlefield anywhere within 24" of the bearer and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6" of the centre of that marker, subtracting 1 if the unit being rolled for is a Character. On a 4-5, that unit suffers D3 mortal wounds, and on a 6, that unit suffers 3 mortal wounds. The marker is then removed.

Keywords:

  • Faction: <Dynasty>, Necrons
  • HQ, Infantry, Character, Cryptek, Plasmancer


Psychomancer[edit]

This unit contains 1 Psychomancer (Power Rating: 4).

Name M WS BS S T W A Ld Sv Pts/model
Psychomancer 5" 3+ 3+ 4 4 4 1 10 4+ 70

Wargear:

-Abyssal Lance

Weapon Range Type S AP D Abilities
Abyssal Lance Melee Melee User -3 1 Each time an attack is made with this weapon, that attack automatically hits the target.
Abyssal Lance 18" Assault 3 * * * Each time an attack is made with this weapon, that attack automatically hits the target. Roll 3D6 if a unit is hit by this weapon in the Shooting phase; if the result is equal to or greater than the target unit's highest Leadership characteristic, then it suffers D3 mortal wounds.

Special Rules:

See Army Rules - Detachment Rules

If your army is Battle-forged, then for each Cryptek unit included in a Detachment that also contains at least one Noble unit, a second Cryptek unit (excluding Dynastic Agents units) can be included in that Detachment without taking up an additional Battlefield Role slot.

In your Morale phase, you can select one enemy unit within 12" of this model and roll 3D6; if the result is greater than the enemy unit's Leadership characteristic, select one of the results opposite to take effect until the start of your next Morale phase. Each unit can only be selected for this ability once per phase.

Despair 1: The selected unit cannot perform actions (if that unit is currently performing an action, it immediately fails).
Despair 2: The selected unit loses the Objective Secured special rule.
Despair 3: Halve Advance rolls and charge rolls made for the selected unit.
Despair 4: The selected unit cannot fire Overwatch or Set to Defend, and is not eligible to fight in the Fight phase until after all eligible units from your army have done so.

See Army Rules - Universal

While an enemy unit is within 6" of this model, subtract 1 from the Leadership characteristic of models in that unit and subtract 1 from the Combat Attrition tests taken for that unit.

Upgrades:

This model has a 4+ invulnerable Save.

Options:

This model may take any of the followings:

-Phase Shifter upgrade - +15 pts.

-Phylactery - +5 pts.

Phylactery: Each time this model uses its Living Metal special rule, it regains up to D3 lost wounds instead of 1.

-Gloom Prism - +15 pts.

Gloom Prism: A model equipped with a Gloom Prism can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER. In addition, a model equipped with this can never be targeted or affected by psychic powers in any way. In addition, enemy PSYKER units must subtract 1 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 18" of them.

This model may take one item from the Cryptek Arcana list.

-Atavindicator - 25 pts. / 1 PL

Atavindicator: Psychomancer model only. At the end of your Movement phase, select one enemy unit (excluding Vehicle units) within 18" of the bearer and roll 3D6; if the total is equal to or greater than that enemy unit's Leadership characteristic, it suffers D3 mortal wounds.

-Cortical Subjugator Sacrabs - 15 pts. / 1 PL

Cortical Subjugator Scarabs: Once per battle, at the start of the Heroic Interventions step of your opponent's Charge phase, you can select one friendly <Dynasty> unit within 6" of the bearer. Unless that unit is within Engagement Range of any enemy units, it can perform a Heroic Intervention as if it were a Character.

-Cryptogeometric Adjuster - 15 pts. / 1 PL

Cryptogeometric Adjuster: At the start of your opponent's Shooting phase, you can select one enemy unit that is within 12" of and visible to the bearer. Until the end of the phase, each time a model in that unit makes an attack, subtract 1 from that attack's hit roll.

-Dimensional Sanctum - 15 pts. / 1 PL

Dimensional Sanctum: The bearer gains the Dimensional Translocation special rule.

-Hypermaterial Ablator - 25 pts. / 1 PL

Hypermaterial Ablator: In your Command phase, you can select one friendly <Dynasty> Core or <Dynasty> Canoptek unit within 9" of the bearer. Until the start of your next Command phase, each time a ranged attack is made against that unit, if the attacker is more than 12" away, then the unit you selected is treated as having the benefits of Light Cover.

-Metalodermal Tesla Weave - 20 pts. / 1 PL

Metalodermal Tesla Weave: At the end of the Charges step of your opponent's Charge phase, you can select one enemy unit that finished a charge move within 6" of the bearer this phase. Roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds.

-Photonic Transubjector - 20 pts. / 1 PL

Photonic Transubjector: Once per turn, the first time a saving throw is failed for the bearer, the Damage characteristic of that attack is changed to 0.

-Prismatic Obfuscatron - 20 pts. / 1 PL

Prismatic Obfuscatron: Unless the bearer is the closest eligible target, enemy models cannot target it with ranged attacks.

-Synaptic Horror Implanter - 30 pts. / 2 PL

Synaptic Horror Implanter: Psychomancer model only. In your enemy Morale phase, you can select one enemy unit within 12" of this model; until the end of the Phase, that unit must halve its Leadership characteristic.

Keywords:

  • Faction: <Dynasty>, Necrons
  • HQ, Infantry, Character, Cryptek, Psychomancer


Technomancer[edit]

This unit contains 1 Technomancer (Power Rating: 4).

Name M WS BS S T W A Ld Sv Pts/model
Technomancer 5" 3+ 3+ 4 4 4 1 10 4+ 75

Wargear:

-Staff of Light

Weapon Range Type S AP D Abilities
Staff of Light Melee Melee User -2 1 -
Staff of Light 18" Assault 3 5 -2 1 -

Special Rules:

See Army Rules - Detachment Rules

If your army is Battle-forged, then for each Cryptek unit included in a Detachment that also contains at least one Noble unit, a second Cryptek unit (excluding Dynastic Agents units) can be included in that Detachment without taking up an additional Battlefield Role slot.

See Army Rules - Universal

In your Command phase, you can select one friendly <Dynasty> Core unit within 6" of this model. One destroyed model from that unit is Reanimated. If the selected unit is a Necron Warriors unit, D3 destroyed models from that unit are Reanimated instead. Each unit can only be selected for this ability once per phase.

Upgrades:

This model has a 4+ invulnerable Save.

Options:

  • This model may take one of the following:

-Canoptek Cloak - +5 pts.

Canoptek Cloak: The bearer has the following ability:

Control Node (Aura): While a friendly <DYNASTY> Canoptek unit is within 6" of this model, each time a model in that unit makes an attack, add 1 to that attack's hit roll.

-Canoptek Control Node - +15 pts.

Gloom Prism: A model equipped with a Gloom Prism can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER. In addition, a model equipped with this can never be targeted or affected by psychic powers in any way. In addition, enemy PSYKER units must subtract 1 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 18" of them.

-Canoptek Cloak and Canoptek Control Node - +30 pts./ +1PP

This model may take any of the followings:

-Phase Shifter upgrade - +15 pts.

-Phylactery - +5 pts.

Phylactery: Each time this model uses its Living Metal special rule, it regains up to D3 lost wounds instead of 1.

-Gloom Prism - +15 pts.

Gloom Prism: A model equipped with a Gloom Prism can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER. In addition, a model equipped with this can never be targeted or affected by psychic powers in any way. In addition, enemy PSYKER units must subtract 1 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 18" of them.

This model may take one item from the Cryptek Arcana list.

-Cortical Subjugator Sacrabs - 15 pts. / 1 PL

Cortical Subjugator Scarabs: Once per battle, at the start of the Heroic Interventions step of your opponent's Charge phase, you can select one friendly <Dynasty> unit within 6" of the bearer. Unless that unit is within Engagement Range of any enemy units, it can perform a Heroic Intervention as if it were a Character.

-Cryptogeometric Adjuster - 15 pts. / 1 PL

Cryptogeometric Adjuster: At the start of your opponent's Shooting phase, you can select one enemy unit that is within 12" of and visible to the bearer. Until the end of the phase, each time a model in that unit makes an attack, subtract 1 from that attack's hit roll.

-Dimensional Sanctum - 15 pts. / 1 PL

Dimensional Sanctum: The bearer gains the Dimensional Translocation special rule.

-Fail-safe Overcharger - 30 pts. / 2 PL

Fail-Safe Overcharger: Technomancer model only. In your Command phase, you can select one friendly Canoptek unit within 9" of the bearer. Until the start of your next Command phase, add 1 to the Attacks characteristic of models in that unit. If that unit is a Monster or Vehicle unit, add D3 to the Attacks characteristic of models in that unit instead of 1.

-Hypermaterial Ablator - 25 pts. / 1 PL

Hypermaterial Ablator: In your Command phase, you can select one friendly <Dynasty> Core or <Dynasty> Canoptek unit within 9" of the bearer. Until the start of your next Command phase, each time a ranged attack is made against that unit, if the attacker is more than 12" away, then the unit you selected is treated as having the benefits of Light Cover.

-Metalodermal Tesla Weave - 20 pts. / 1 PL

Metalodermal Tesla Weave: At the end of the Charges step of your opponent's Charge phase, you can select one enemy unit that finished a charge move within 6" of the bearer this phase. Roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds.

-Photonic Transubjector - 20 pts. / 1 PL

Photonic Transubjector: Once per turn, the first time a saving throw is failed for the bearer, the Damage characteristic of that attack is changed to 0.

-Phylacterine Hive - 20 pts. / 1 PL

Phylacterine Hive: Technomancer model only. Once per battle, when the bearer uses its Rites of Reanimation ability, you can select one friendly <Dynasty> Canoptek, <Dynasty> <Destoryer Cult> or Triarch Praetorian unit to be affected by that ability instead of one friendly <Dynasty> Core unit.

-Prismatic Obfuscatron - 20 pts. / 1 PL

Prismatic Obfuscatron: Unless the bearer is the closest eligible target, enemy models cannot target it with ranged attacks.

Keywords:

  • Faction: <Dynasty>, Necrons
  • HQ, Infantry, Character, Cryptek, Technomancer


Lokhust Lord[edit]

This unit contains 1 Lokhust Lord (Power Rating: 6).

A Lokhust Overlord with canoptek body equipped with Warscythe and Resurrection Orb (Credits to Chaledy's Art Creations)
Name M WS BS S T W A Ld Sv Pts/model
Lokhust Lord 8" 2+ 3+ 5 6 6 4 10 3+ 105
Lokhust Overlord 8" 2+ 2+ 5 6 6 5 10 3+ 125

Wargear:

-Staff of Light

Weapon Range Type S AP D Abilities
Staff of Light Melee Melee User -2 1 -
Staff of Light 18" Assault 3 5 -2 1 -

Special Rules:

See Army Rules - Detachment Rules

Each time a model in this unit makes an attack, re-roll a hit roll of 1.

See Army Rules - Universal

This model has a 4+ invulnerable Save.

Models in this unit do not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved.

While a friendly <Dynasty> <Destroyer Cult> unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.

Upgrades:

A model equipped with a Canoptek Body loses its Repulsor Platform special rule.

Add 2 to this model's Attack characteristic. In addition, each time this model makes an attack, subtract 1 from the attack's hit roll. While a friendly <Dynasty> Flayed <Destroyer Cult> unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.

Options:

This model may replace its Staff of Light with one of the followings:

-Enmitic Annihilator - free

Weapon Range Type S AP D Abilities
Enmitic Annihilator 18" Assault 2D3 6 -1 1 Blast.

-Gauss Cannon - +20 pts.

Weapon Range Type S AP D Abilities
Gauss Cannon 24" Heavy 3 6 -3 D3 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.

-Hyperphase Glaive - +5 pts.

Weapon Range Type S AP D Abilities
Hyperphase Glaive Melee Melee +2 -2 3 When making a save roll against a wound caused by this weapon, subtract 1 from the result.

-Hyperphase Sword - free

Weapon Range Type S AP D Abilities
Hyperphase Sword Melee Melee +1 -2 1 When making a save roll against a wound caused by this weapon, subtract 1 from the result.

-Tesla Cannon - +15 pts.

Weapon Range Type S AP D Abilities
Tesla Cannon 30" Heavy 3 6 -1 1 Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.

-Voidblade - free

Weapon Range Type S AP D Abilities
Voidblade Melee Melee User -2 1 Each time the bearer attacks, it makes 1 additional attack with this weapon. When making a save roll against a wound caused by this weapon, subtract 1 from the result.

-Voidscythe - +15 pts.

Weapon Range Type S AP D Abilities
Voidscythe Melee Melee x2 -3 3 Each time an attack is made with this weapon, subtract 1 from the attack's hit roll. When making a save roll against a wound caused by this weapon, subtract 1 from the result.

-Warscythe - +5 pts.

Weapon Range Type S AP D Abilities
Warscythe Melee Melee +2 -3 2 When making a save roll against a wound caused by this weapon, subtract 1 from the result.

This model may take any of the followings:

-Phylactery - +5 pts.

Phylactery: Each time this model uses its Living Metal special rule, it regains up to D3 lost wounds instead of 1.

-Resurrection Orb - +30 pts.

Resurrection Orb: Once per battle, in your Command phase, the bearer can use its Resurrection Orb. If it does, select one friendly <DYNASTY> unit within 6" of the bearer that is not at its Starting Strength and has not had it Reanimation Protocols enacted this phase. That unit's reanimation protocols are enacted, and every destroyed model in that unit begins to reassemble.

This model may take one of the followings:

-Dispersion Shield - +15 pts.

Dispersion Shield: A model equipped with a Dispersion Shield has a 4+ invulnerable Save. In addition, add 2 to armor saving throws made for that model. Each time you roll an unmodified 6 for this model's invulnerable saving throw, the unit that made that attack suffers a mortal wound after it has finished making all of its attacks for that phase.

-Gauntlet of Fire - +5 pts.

Weapon Range Type S AP D Abilities
Gauntlet of Fire 12" Pistol D6 5 -1 1 Each time an attack is made with this weapon, that attack automatically hits the target.

-Tachyon Arrow - +35 pts.

Weapon Range Type S AP D Abilities
Tachyon Arrow 120" Assault 1 * * * This weapon can only be used once per battle. Each time an attack is made with this weapon, if a hit is scored, draw a line between the closest point of this model's base (or hull) and that of the closest model in the target unit. Roll a die for the target unit and each other unit the line passes over; on a 1 the unit escapes unharmed, on a 2-3 it suffers D3 mortal wounds, on a 4-5 it suffers D3+3 mortal wounds, and on a 6 it suffers 6 mortal wounds. On a hit roll of 1, the bearer suffers D3 mortal wounds after this weapon's shot has been resolved.

This model may take the Flayed Destroyer upgrade and Flayed keyword - +20 pts.

This model may be upgraded to a Lokhust Overlord - +20 pts./1 PP

This model may take the Canoptek Body upgrade and be equipped with Automaton Claws- free

Weapon Range Type S AP D Abilities
Automaton Claws Melee Melee +2 -3 2 -

If this model has the Canoptek Body upgrade, it may replace its Automaton Claws for Whip Coils - free

Weapon Range Type S AP D Abilities
Whip Coils Melee Melee User -1 1 Each time an attack is made with this weapon, make 2 hit rolls instead of 1.

If this model has the Canoptek Body upgrade, it may take a Gloom Prism - +15 pts

Gloom Prism: A model equipped with a Gloom Prism can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER. In addition, a model equipped with this can never be targeted or affected by psychic powers in any way. In addition, enemy PSYKER units must subtract 1 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 18" of them.

Keywords:

  • Faction: <Dynasty>, Necrons, <Destroyer Cult>
  • HQ, Infantry, Character, Fly, Lokhust Lord


Lord[edit]

This unit contains 1 Lord (Power Rating: 3).

Name M WS BS S T W A Ld Sv Pts/model
Lord 6" 3+ 3+ 5 5 4 3 10 3+ 50

Wargear:

-Staff of Light

Weapon Range Type S AP D Abilities
Staff of Light Melee Melee User -2 1 -
Staff of Light 18" Assault 3 5 -2 1 -

Special Rules:

See Army Rules - Detachment Rules

See Army Rules - Universal

While a friendly <Dynasty> Core unit is within 6" of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1" to the Move characteristic of models in that unit.

In your Command phase, you can select one <Dynasty> unit within 9" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, re-roll a hit roll of 1. Each unit can only be selected for this ability once per phase.

Upgrades:

Add 1 to this model's Attack characteristic. In addition, each time this model makes an attack, subtract 1 from the attack's hit roll. While a friendly <Dynasty> Flayed unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.

This model has a 4+ invulnerable Save.

Options:

This model may replace its Staff of Light with one of the followings:

-Hyperphase Glaive - +5 pts.

Weapon Range Type S AP D Abilities
Hyperphase Glaive Melee Melee +2 -2 3 When making a save roll against a wound caused by this weapon, subtract 1 from the result.

-Hyperphase Sword - free

Weapon Range Type S AP D Abilities
Hyperphase Sword Melee Melee +1 -2 1 When making a save roll against a wound caused by this weapon, subtract 1 from the result.

-Voidblade - free

Weapon Range Type S AP D Abilities
Voidblade Melee Melee User -2 1 Each time the bearer attacks, it makes 1 additional attack with this weapon. When making a save roll against a wound caused by this weapon, subtract 1 from the result.

-Voidscythe - +15 pts.

Weapon Range Type S AP D Abilities
Voidscythe Melee Melee x2 -3 3 Each time an attack is made with this weapon, subtract 1 from the attack's hit roll. When making a save roll against a wound caused by this weapon, subtract 1 from the result.

-Warscythe - +5 pts.

Weapon Range Type S AP D Abilities
Warscythe Melee Melee +2 -3 2 When making a save roll against a wound caused by this weapon, subtract 1 from the result.

This model may take any of the followings:

-Phylactery - +5 pts.

Phylactery: Each time this model uses its Living Metal special rule, it regains up to D3 lost wounds instead of 1.

-Resurrection Orb - +30 pts.

Resurrection Orb: Once per battle, in your Command phase, the bearer can use its Resurrection Orb. If it does, select one friendly <DYNASTY> unit within 6" of the bearer that is not at its Starting Strength and has not had it Reanimation Protocols enacted this phase. That unit's reanimation protocols are enacted, and every destroyed model in that unit begins to reassemble.

This model may take one of the followings:

-Dispersion Shield - +15 pts.

Dispersion Shield: A model equipped with a Dispersion Shield has a 4+ invulnerable Save. In addition, add 2 to armor saving throws made for that model. Each time you roll an unmodified 6 for this model's invulnerable saving throw, the unit that made that attack suffers a mortal wound after it has finished making all of its attacks for that phase.

-Gauntlet of Fire - +5 pts.

Weapon Range Type S AP D Abilities
Gauntlet of Fire 12" Pistol D6 5 -1 1 Each time an attack is made with this weapon, that attack automatically hits the target.

-Tachyon Arrow - +35 pts.

Weapon Range Type S AP D Abilities
Tachyon Arrow 120" Assault 1 * * * This weapon can only be used once per battle. Each time an attack is made with this weapon, if a hit is scored, draw a line between the closest point of this model's base (or hull) and that of the closest model in the target unit. Roll a die for the target unit and each other unit the line passes over; on a 1 the unit escapes unharmed, on a 2-3 it suffers D3 mortal wounds, on a 4-5 it suffers D3+3 mortal wounds, and on a 6 it suffers 6 mortal wounds. On a hit roll of 1, the bearer suffers D3 mortal wounds after this weapon's shot has been resolved.

This model may take any of the following upgrades:

-Flayed Lord upgrade and Flayed keyword - +15 pts.

-Phase Shifter upgrade - +10 pts.

Keywords:

  • Faction: <Dynasty>, Necrons
  • HQ, Infantry, Character, Lord, Noble


Ophydian Lord[edit]

This unit contains 1 Ophydian Lord (Power Rating: 7).

A Ophydian Lord (Credits to Chaledy's Art Creations)
Name M WS BS S T W A Ld Sv Pts/model
Ophydian Lord 10" 2+ 3+ 4 5 6 4 10 4+ 130
Ophydian Overlord 10" 2+ 2+ 4 5 6 5 10 4+ 150

Wargear:

-Flensing Claw

Weapon Range Type S AP D Abilities
Flensing Claw Melee Melee User -1 1 Each time you make a wound roll with this weapon, you can re-roll the result. Each time an attack is made with this weapon, make 2 hit rolls instead of 1.

-Hyperphase Reap-blade

Weapon Range Type S AP D Abilities
Hyperphase Reap-blade Melee Melee +2 -3 3 When making a save roll against a wound caused by this weapon, subtract 1 from the result.

-Hyperphase Threshers

Weapon Range Type S AP D Abilities
Hyperphase Threshsers Melee Melee User -2 2 When making a save roll against a wound caused by this weapon, subtract 1 from the result. Each time the bearer attacks, it makes 1 additional attack with this weapon.

Special Rules:

See Army Rules - Detachment Rules

Each time a model in this unit makes an attack, re-roll a hit roll of 1.

See Army Rules - Universal

This model has a 4+ invulnerable Save.

During deployment, you can set up this unit underground instead of setting it up on the battlefield. If you do, then during the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.

While a friendly <Dynasty> <Destroyer Cult> unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.

Each time a melee attack is made against this unit, subtract 1 from that attack's hit roll. In addition, this unit is eligible to shoot and declare a charge with in a turn in which it Fell Back.

Upgrades:

Add 2 to this model's Attack characteristic. In addition, each time this model makes an attack, subtract 1 from the attack's hit roll. While a friendly <Dynasty> Flayed <Destroyer Cult> unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.

Options:

This model may take a Phylactery - +5 pts.

Phylactery: Each time this model uses its Living Metal special rule, it regains up to D3 lost wounds instead of 1.

This model may take the Flayed Destroyer upgrade and the Flayed keyword - +20 pts.

This model may be upgraded to an Ophydian Overlord - +20 pts./ +1 PP

Keywords:

  • Faction: <Dynasty>, Necrons, <Destroyer Cult>
  • HQ, Infantry, Character, Ophydian Lord


Overlord[edit]

This unit contains 1 Overlord (Power Rating: 5).

Name M WS BS S T W A Ld Sv Pts/model
Overlord 6" 2+ 2+ 5 5 5 4 10 3+ 85

Wargear:

-Staff of Light

Weapon Range Type S AP D Abilities
Staff of Light Melee Melee User -2 1 -
Staff of Light 18" Assault 3 5 -2 1 -

Special Rules:

See Army Rules - Detachment Rules

See Army Rules - Universal

In your Command phase, you can select one <Dynasty> unit within 9" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, add one to that attack's hit roll. Each unit can only be selected for this ability once per phase.

This model has a 4+ invulnerable Save.

While a friendly <Dynasty> Core unit is within 6" of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1" to the Move characteristic of models in that unit.

Upgrades:

Add 2 to this model's Attack characteristic. In addition, each time this model makes an attack, subtract 1 from the attack's hit roll. While a friendly <Dynasty> Flayed unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.

Options:

This model may replace its Staff of Light with one of the followings:

-Hyperphase Glaive - +5 pts.

Weapon Range Type S AP D Abilities
Hyperphase Glaive Melee Melee +2 -2 3 When making a save roll against a wound caused by this weapon, subtract 1 from the result.

-Hyperphase Sword - free

Weapon Range Type S AP D Abilities
Hyperphase Sword Melee Melee +1 -2 1 When making a save roll against a wound caused by this weapon, subtract 1 from the result.

-Voidblade - free

Weapon Range Type S AP D Abilities
Voidblade Melee Melee User -2 1 Each time the bearer attacks, it makes 1 additional attack with this weapon. When making a save roll against a wound caused by this weapon, subtract 1 from the result.

-Voidscythe - +15 pts.

Weapon Range Type S AP D Abilities
Voidscythe Melee Melee x2 -3 3 Each time an attack is made with this weapon, subtract 1 from the attack's hit roll. When making a save roll against a wound caused by this weapon, subtract 1 from the result.

-Warscythe - +5 pts.

Weapon Range Type S AP D Abilities
Warscythe Melee Melee +2 -3 2 When making a save roll against a wound caused by this weapon, subtract 1 from the result.

This model may take any of the followings:

-Phylactery - +5 pts.

Phylactery: Each time this model uses its Living Metal special rule, it regains up to D3 lost wounds instead of 1.

-Resurrection Orb - +30 pts.

Resurrection Orb: Once per battle, in your Command phase, the bearer can use its Resurrection Orb. If it does, select one friendly <DYNASTY> unit within 6" of the bearer that is not at its Starting Strength and has not had it Reanimation Protocols enacted this phase. That unit's reanimation protocols are enacted, and every destroyed model in that unit begins to reassemble.

This model may take one of the followings:

-Dispersion Shield - +15 pts.

Dispersion Shield: A model equipped with a Dispersion Shield has a 4+ invulnerable Save. In addition, add 2 to armor saving throws made for that model. Each time you roll an unmodified 6 for this model's invulnerable saving throw, the unit that made that attack suffers a mortal wound after it has finished making all of its attacks for that phase.

-Gauntlet of Fire - +5 pts.

Weapon Range Type S AP D Abilities
Gauntlet of Fire 12" Pistol D6 5 -1 1 Each time an attack is made with this weapon, that attack automatically hits the target.

-Tachyon Arrow - +35 pts.

Weapon Range Type S AP D Abilities
Tachyon Arrow 120" Assault 1 * * * This weapon can only be used once per battle. Each time an attack is made with this weapon, if a hit is scored, draw a line between the closest point of this model's base (or hull) and that of the closest model in the target unit. Roll a die for the target unit and each other unit the line passes over; on a 1 the unit escapes unharmed, on a 2-3 it suffers D3 mortal wounds, on a 4-5 it suffers D3+3 mortal wounds, and on a 6 it suffers 6 mortal wounds. On a hit roll of 1, the bearer suffers D3 mortal wounds after this weapon's shot has been resolved.

This model may take the Flayed King upgrade and the Flayed keyword - +20 pts.

Keywords:

  • Faction: <Dynasty>, Necrons
  • HQ, Infantry, Character, Overlord, Noble


Pariah Lord[edit]

This unit contains 1 Pariah Lord (Power Rating: 5).

Name M WS BS S T W A Ld Sv Pts/model
Pariah Lord 5" 3+ 3+ 5 5 4 3 10 3+ 100

Wargear:

-Scythe of Light

Weapon Range Type S AP D Abilities
Scythe of Light Melee Melee +2 -3 2 When attacking with this weapon, you can re-roll every wound roll if the target is a Vehicle. Each time an attack is made with this weapon, invulnerable saves cannot be taken against that attack.
Scythe of Light 12" Assault 1 5 -3 2 -

Special Rules:

See Army Rules - Detachment Rules

This model can never be targeted or affected by psychic powers in any way. In addition, enemy PSYKERS must subtract 2 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 18" of them.

This model can never be your Warlord or have a Warlord Trait.

Any enemy unit within 12" of this model counts as having a Leadership characteristic of 7 unless it would normally be less than that.

Each time this unit loses a wound, roll a D6; on a 5+, the unit does not lose that wound.

Keywords:

  • Faction: <Dynasty>, Necrons
  • HQ, Infantry, Pariah Lord, Lord, Character


Praetorian Agent[edit]

This unit contains 1 Praetorian Agent (Power Rating: 4).

A Praetorian Agent with Phase Shifter and a Staff of the Oath (Credits to Chaledy's Art Creations)
Name M WS BS S T W A Ld Sv Pts/model
Praetorian Agent 10" 2+ 2+ 5 5 5 4 10 3+ 70

Wargear:

-Rod of Covenant

Weapon Range Type S AP D Abilities
Rod of Covenant Melee Melee User -3 2 -
Rod of Covenant 12" Assault 1 5 -3 2 -

Special Rules:

See Army Rules - Detachment Rules

When this unit makes a Normal Move Advances or Falls Back, do not count any vertical distance its models move against the total that it can move this turn.

See Army Rules - Universal

This model has a 4+ invulnerable Save.

While a friendly Triarch unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll and wound roll of 1.

Upgrades:

In your Command phase, you can select one Triarch unit within 12" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, add one to that attack's hit roll. Each unit can only be selected for this ability once per phase. Also, if a Praetorian Agent with this rule is your Warlord, Triarch Infantry units count as Troops and may be taken as a TROOP choice.

Warlord Trait: If a Praetorian Agent is your Warlord, it has the Thrall of the Silent King Warlord Trait. Change "My Will Be Done, The Lord's Will or Adaptive Strategy" with Szarekh's Hand.

Options:

This model may replace its Rod of Covenant with one of the followings:

-Staff of the Oath - +10 pts.

Weapon Range Type S AP D Abilities
Staff of the Oath Melee Melee +1 -3 3 -
Staff of the Oath 12" Assault 2 6 -3 3 -

-Voidblade and Particle Caster - free

Weapon Range Type S AP D Abilities
Particle Caster 12" Pistol 2 6 0 1 -
Voidblade Melee Melee User -2 1 Each time the bearer attacks, it makes 1 additional attack with this weapon. When making a save roll against a wound caused by this weapon, subtract 1 from the result.

This model may take a Phylactery - +5 pts.

Phylactery: Each time this model uses its Living Metal special rule, it regains up to D3 lost wounds instead of 1.

This model may take one of the followings:

-Gauntlet of Fire - +5 pts.

Weapon Range Type S AP D Abilities
Gauntlet of Fire 12" Pistol D6 5 -1 1 Each time an attack is made with this weapon, that attack automatically hits the target.

-Tachyon Arrow - +35 pts.

Weapon Range Type S AP D Abilities
Tachyon Arrow 120" Assault 1 * * * This weapon can only be used once per battle. Each time an attack is made with this weapon, if a hit is scored, draw a line between the closest point of this model's base (or hull) and that of the closest model in the target unit. Roll a die for the target unit and each other unit the line passes over; on a 1 the unit escapes unharmed, on a 2-3 it suffers D3 mortal wounds, on a 4-5 it suffers D3+3 mortal wounds, and on a 6 it suffers 6 mortal wounds. On a hit roll of 1, the bearer suffers D3 mortal wounds after this weapon's shot has been resolved.

This model may take the Szarekh's Hand upgrade - +20 pts.

Keywords:

  • Faction: Szarekhan, Necrons, Triarch
  • HQ, Infantry, Character, Praetorian Agent, Fly, Dynastic Agent


Royal Warden[edit]

This unit contains 1 Royal Warden (Power Rating: 4).

A Royal Warden equipped with a Relic Tesla Carbine (Credits to Chaledy's Art Creations)
Name M WS BS S T W A Ld Sv Pts/model
Royal Warden 6" 3+ 3+ 5 5 4 3 10 3+ 75

Wargear:

-Relic Gauss Blaster

Weapon Range Type S AP D Abilities
Relic Gauss Blaster 30" Rapid Fire 2 5 -2 2 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.

Special Rules:

In your Command phase, you can select one <Dynasty> unit within 9" of this model. Until the end of the turn, that unit is eligible to shoot and declare a charge with in a turn in which they Fell Back.

See Army Rules - Detachment Rules

See Army Rules - Universal

While a friendly <Dynasty> Core unit is within 6" of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1" to the Move characteristic of models in that unit.

Upgrades:

Add 1 to this model's Attack characteristic. In addition, each time this model makes an attack, subtract 1 from the attack's hit roll. While a friendly <Dynasty> Flayed unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.

This model has a 4+ invulnerable Save.

Options:

This model may replace its Relic Gauss Blaster with a Relic Tesla Carbine - free

Weapon Range Type S AP D Abilities
Tesla Carbine 24" Assault 2 5 0 1 Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.

This model may take a Phylactery - +5 pts.

Phylactery: Each time this model uses its Living Metal special rule, it regains up to D3 lost wounds instead of 1.

This model may take any of the following upgrades:

-Flayed Warden upgrade and Flayed keyword - +5 pts.

-Phase Shifter upgrade - +10 pts.

Keywords:

  • Faction: <Dynasty>, Necrons
  • HQ, Infantry, Character, Royal Warden


Skorpekh Lord[edit]

This unit contains 1 Skorpekh Lord (Power Rating: 7).

Name M WS BS S T W A Ld Sv Pts/model
Skorpekh Lord 8" 3+ 3+ 5 6 6 4 10 3+ 130
Skorpekh Overlord 8" 2+ 2+ 5 6 6 5 10 3+ 150

Wargear:

-Enmitic Annihilator

Weapon Range Type S AP D Abilities
Enmitic Annihilator 18" Assault 2D3 6 -1 1 Blast.

-Flensing Claw

Weapon Range Type S AP D Abilities
Flensing Claw Melee Melee User -1 1 Each time you make a wound roll with this weapon, you can re-roll the result. Each time an attack is made with this weapon, make 2 hit rolls instead of 1.

-Hyperphase Reap-blade

Weapon Range Type S AP D Abilities
Hyperphase Reap-blade Melee Melee +2 -3 3 When making a save roll against a wound caused by this weapon, subtract 1 from the result.

Special Rules:

See Army Rules - Detachment Rules

Each time a model in this unit makes an attack, re-roll a hit roll of 1.

See Army Rules - Universal

This model has a 4+ invulnerable Save.

While a friendly <Dynasty> <Destroyer Cult> unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.

Models in this unit can charge even if they Advanced during their turn.

Upgrades:

Add 2 to this model's Attack characteristic. In addition, each time this model makes an attack, subtract 1 from the attack's hit roll. While a friendly <Dynasty> Flayed <Destroyer Cult> unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.

Options:

This model may take a Phylactery - +5 pts.

Phylactery: Each time this model uses its Living Metal special rule, it regains up to D3 lost wounds instead of 1.

This model may take the Flayed Destroyer upgrade and the Flayed keyword - +20 pts.

This model may be upgraded to a Skorpekh Overlord - +20 pts./ +1 PP

Keywords:

  • Faction: <Dynasty>, Necrons, <Destroyer Cult>
  • HQ, Infantry, Character, Skorpekh Lord


Special Characters[edit]

Anrakyr the Traveller[edit]

This unit contains 1 Anrakyr the Traveller (Power Rating: 7). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Anrakyr the Traveller 6" 2+ 2+ 6 5 6 4 10 3+ 140

Wargear:

-Tachyon Arrow

Weapon Range Type S AP D Abilities
Tachyon Arrow 120" Assault 1 * * * This weapon can only be used once per battle. Each time an attack is made with this weapon, if a hit is scored, draw a line between the closest point of this model's base (or hull) and that of the closest model in the target unit. Roll a die for the target unit and each other unit the line passes over; on a 1 the unit escapes unharmed, on a 2-3 it suffers D3 mortal wounds, on a 4-5 it suffers D3+3 mortal wounds, and on a 6 it suffers 6 mortal wounds. On a hit roll of 1, the bearer suffers D3 mortal wounds after this weapon's shot has been resolved.

-Warscythe

Weapon Range Type S AP D Abilities
Warscythe Melee Melee +2 -3 2 When making a save roll against a wound caused by this weapon, subtract 1 from the result.

Special Rules:

See Army Rules - Detachment Rules

See Army Rules - Universal

While a friendly Necrons Core unit is within 6" of this model, add 1 to the Attacks characteristic of models in that unit.

At the start of your Shooting phase, you can select one enemy Vehicle model that is visible to and within 12" of this model and roll 3D6 (if the model you selected is Titanic, roll 2D6 instead). If the result is greater than or equal to the Leadership characteristic of the selected model, you can shoot one fo that model's ranged weapons as if that model was a unit from your army, using this model's Ballistic Skill characteristic instead of the target model's.

In your Command phase, you can select one Necrons unit within 9" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, add one to that attack's hit roll. Each unit can only be selected for this ability once per phase.

This model has a 4+ invulnerable Save.

While a friendly Necrons Core unit is within 6" of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1" to the Move characteristic of models in that unit.

Warlord Trait: If this model is your Warlord, it has the following Warlord Trait:

While a friendly Necrons unit is within 6" of this Warlord, you can re-roll charge rolls made for that unit. In addition, This model and friendly Necrons unit is within 6" can re-roll all failed to hit and to wound rolls if they target an enemy unit that has wiped out a friendly Necrons unit.

Keywords:

  • Faction: Necrons
  • HQ, Infantry, Character, Overlord, Noble, Anrakyr the Traveller, Dynastic Agent


Catherine the Pariah[edit]

This unit contains 1 Catherine the Pariah (Power Rating: 3). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Catherine the Pariah 5" 2+ 5+ 4 4 2 3 10 4+ 60

Wargear:

-Scything Claws

Weapon Range Type S AP D Abilities
Scything Claws Melee Melee User -3 1 Each time you make a wound roll with this weapon, you can re-roll the result. Each time an attack is made with this weapon, make 2 hit rolls instead of 1.

Special Rules:

See Army Rules - Detachment Rules

This model can never be targeted or affected by psychic powers in any way. In addition, enemy PSYKERS must subtract 2 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 18" of them.

This model can never be your Warlord or have a Warlord Trait.

Enemy units cannot fire Overwatch at this model. In addition, enemy units within 6" of this model must subtract 1 from their hit rolls.

Any enemy unit within 12" of this model counts as having a Leadership characteristic of 7 unless it would normally be less than that.

Each time this unit loses a wound, roll a D6; on a 5+, the unit does not lose that wound.

Keywords:

  • Faction: Necrons
  • HQ, Infantry, Catherine the Pariah, Character, Dynastic Agent


Illuminor Szeras[edit]

This unit contains 1 Illuminor Szeras (Power Rating: 9). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Illuminor Szeras 8" 3+ 3+ 6 6 7 4 10 3+ 170

Wargear:

-Eldritch Lance

Weapon Range Type S AP D Abilities
Eldritch Lance Melee Melee +2 -3 2 -
Eldritch Lance 36" Assault D3 8 -4 D6 -

-Impaling Legs

Weapon Range Type S AP D Abilities
Impaling Legs Melee Melee User -2 1 Each time an attack is made with this weapon, make 2 hit rolls instead of 1.

Special Rules:

In the Fight phase, if this model destroys one or more enemy models, then at the end of that phase it can use its Mechanical Augmentation special rule as if it were the end of your Movement phase.

See Army Rules - Detachment Rules

This model can use its Rites of Reanimation special rule one additional time per turn.

See Army Rules - Universal

This model can never be targeted or affected by psychic powers in any way. In addition, PSYKERS must subtract 2 from Psychic tests and Deny the witch tests they take if they are within 18" of this model. Finally, when a Psychic test is taken for a PSYKER within 9" of this model, that PSYKER suffers Perils of the Warp on any roll that includes a double, instead of only a double 1 or double 6.

At the end of your Movement phase, you can choose a friendly Necrons Infantry unit within 6" of Illuminor Szeras that isn't a Character and that has not already been affected by this special rule this battle. Roll a D3 to see what characteristic modifier models in that unit gain for the rest of the battle:

-1: Add 1 to the Strenght characteristic of models in that unit until the end of the battle.
-2: Add 1 to the Toughness characteristic of models in that unit until the end of the battle.
-3: Improve the Ballistic Skill or Weapon Skill of models in that unit by 1 until the end of the battle (e.g. Weapon Skill 3+ becomes 2+).
Instead of rolling a D3 you can instead select one of the bonuses and apply it to the unit; if so, roll a die for each model in the unit, on a 1 that model is immediately slain.

This model has a 4+ invulnerable Save.

In your Command phase, you can select one friendly Necrons Core unit within 6" of this model. One destroyed model from that unit is Reanimated. If the selected unit is a Necron Warriors unit, D3 destroyed models from that unit are Reanimated instead. Each unit can only be selected for this ability once per phase.

Warlord Trait: If this model is your Warlord, it has the following Warlord Trait:

Each time this Warlord would lose a wound as a result of a mortal wound, roll one D6; on a 4+, that wound is not lost. In addition, when using its Rites of Reanimation special rule, double the number of models that are returned to the unit.

Keywords:

  • Faction: Necrons
  • HQ, Infantry, Character, Cryptek, Illuminor Szeras, Technomancer, Dynastic Agent


Imotekh the Stormlord[edit]

This unit contains 1 Imotekh the Stormlord (Power Rating: 7). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Imotekh the Stormlord 6" 2+ 2+ 5 5 6 3 10 2+ 145

Wargear:

-Gauntlet of Fire

Weapon Range Type S AP D Abilities
Gauntlet of Fire 12" Pistol D6 5 -1 1 Each time an attack is made with this weapon, that attack automatically hits the target.

-Phylactery

Phylactery: Each time this model uses its Living Metal special rule, it regains up to D3 lost wounds instead of 1.

-Staff of the Destroyer

Weapon Range Type S AP D Abilities
Staff of the Destroyer Melee Melee +1 -3 2 -
Staff of the Destroyer 18" Assault 3 6 -3 2 -

Special Rules:

See Army Rules - Detachment Rules

If your army is Battle-forged, you receive 2 additional Command Points if you select this model as your Warlord.

See Army Rules - Universal

Once per battle, in your Shooting phase, this model can call the storm. If it does, select one enemy model within 48" of and visible to it (you can only select a Character model with a Wounds characteristic of 9 or less if it is the closest enemy model to Imotekh). Roll one D6 for each other enemy unit within 6" of that model; on a 4+, that unit suffers D3 mortal wounds. Then roll one D6; on a 4+, that model suffers 3 mortal wounds.

In your Command phase, you can select one Sautekh unit within 9" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, add one to that attack's hit roll. Each unit can only be selected for this ability once per phase.

This model can use its My Will Be Done one additional time per turn. In addition, each time a Sautekh Core unit within 6" of this model makes an attack, you can re-roll the hit roll.

This model has a 4+ invulnerable Save.

While a friendly Sautekh Core unit is within 6" of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1" to the Move characteristic of models in that unit.

Warlord Trait: If this model is your Warlord, it has the following Warlord Trait:

While this model is on the battlefield, each time you spend a Command Point to use a Strategem you can roll one D6; on a 5+, that Command Point is refunded. In addition, in the Fight phase, each time this model is selected to fight, it can engage in a battle for supremacy. If it does, select one enemy Character unit; until the end of the phase, re-roll all failed to hit and to wound rolls for attacks made by this model, but it can only make attacks that target that enemy Character unit.

Keywords:

  • Faction: Sautekh, Necrons
  • HQ, Infantry, Character, Overlord, Imotekh the Stormlord, Noble, Phaeron


Kutlakh the World Killer[edit]

This unit contains 1 Kutlakh the World Killer (Power Rating: 8). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Kutlakh the World Killer 6" 2+ 2+ 5 5 6 3 10 2+ 160

Wargear:

-Phylactery

Phylactery: Each time this model uses its Living Metal special rule, it regains up to D3 lost wounds instead of 1.

-Staff of Light

Weapon Range Type S AP D Abilities
Staff of Light Melee Melee User -2 1 -
Staff of Light 18" Assault 3 5 -2 1 -

-The Obsidax

Weapon Range Type S AP D Abilities
The Obsidax Melee Melee +1 -4 3 Each time an attack is made with this weapon, you can re-roll the wound roll. Each time you roll a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to any other damage.

Special Rules:

See Army Rules - Detachment Rules

If this model is your Warlord, then all Maynarkh Core units within 12" may still charge in a turn in which they have Advanced.

See Army Rules - Universal

In your Command phase, you can select one Maynarkh unit within 9" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, add one to that attack's hit roll. Each unit can only be selected for this ability once per phase.

This model has a 4+ invulnerable Save.

While a friendly Maynarkh Core unit is within 6" of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1" to the Move characteristic of models in that unit.

If Kutlakh’s Leadership characteristic is higher than the Leadership characteristic of the target of any hit roll made for him in the Fight phase, that roll may be re-rolled.

Warlord Trait: If this model is your Warlord, it has the following Warlord Trait:

All friendly Flayed units within 6" of this Warlord add 1 to their hit rolls in the Fight phase. In addition, this model can re-roll failed hit and wound rolls if the target is an enemy Character. Finally, each time you roll a hit roll of 6+ in the Fight phase for this model, you can make one additional hit roll with the same weapon against the same target. These additional hit rolls cannot themselves generate any further hit rolls.

Keywords:

  • Faction: Maynarkh, Necrons
  • HQ, Infantry, Flayed, Character, Overlord, Noble, Kutlakh the World Killer


Mortrakh the Hunter[edit]

This unit contains 1 Mortrakh the Hunter (Power Rating: 5). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Mortrakh 6" 3+ 2+ 4 5 4 1 10 3+ 110

Wargear:

-Synaptic Incinerator

Weapon Range Type S AP D Abilities
Synaptic Incinerator 36" Heavy 3 5 -3 D3 Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.

Special Rules:

See Army Rules - Detachment Rules

At the start of the first battle round but before the first turn begins, pick a Character from the opposing army. That model must subtract 1 from its Leadership characteristic and other enemy models cannot intercept wounds allocated to that model.

See Army Rules - Universal

Each time a Crimson Ghosts unit within 6" of this model makes an attack with one of its ranged weapons, you can re-roll wound rolls of 1.

This model can never be your Warlord or have a Warlord Trait.

On a player turn in which this unit is set up through the Dimensional Translocation special rule or the Ethereal Interception Stratagem, all attacks made by models in this unit will wound on a wound roll of 2+, regardless of the target's Toughness.

See Army Rules - Universal

At the beginning of any of your Movement phases, any unit with this rule that is not within 1" of an enemy unit can enter a hyperspace oubliette. Remove it from the battlefield - it can return as described in the Dimensional Translocation special rule. A unit may not phase out and return to the battlefield in the same turn. If the battle ends while this unit is phased out, it is considered to be slain.

Keywords:

  • Faction: Crimson Ghosts, Necrons
  • HQ, Infantry, Character, Mortrakh, Dynastic Agent, Hyperspace Hunter


Nemesor Zahndrekh[edit]

This unit contains 1 Nemesor Zahndrekh (Power Rating: 7). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Nemesor Zahndrekh 6" 2+ 2+ 5 5 6 4 10 2+ 135

Wargear:

-Staff of Light

Weapon Range Type S AP D Abilities
Staff of Light Melee Melee User -2 1 -
Staff of Light 18" Assault 3 5 -2 1 -

Special Rules:

See Army Rules - Detachment Rules

Once per battle, when your opponent declares they will use a Strategem during a battle round but before any Command points are spent, this model can engage its counter tactics. If it does, your opponent cannot use that Strategem this battle round.

See Army Rules - Universal

In your Command phase, you can select one Sautekh unit within 9" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, add one to that attack's hit roll. Each unit can only be selected for this ability once per phase.

This model has a 4+ invulnerable Save.

While a friendly Sautekh Core unit is within 6" of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1" to the Move characteristic of models in that unit.

In your Command phase, you can select one friendly Sautekh Core unit within 9" of this model and roll 3D6. If the total is less than this model's Leadership characteristic, you can select one of the results below to apply to that unit; otherwise, roll one D3 to dertermine which of the results below applies to that unit.

1) Avenge the Fallen: Until the start of your next Command phase, add 1 to the Attacks characteristic of models in that unit.
2) Quell the Rebellion: Until the start of your next Command phase, improve the Ballistic Skill of models in that unit by 1.
3) Solarmills? Charge!: Until the start of your next Command phase, you can re-roll charge rolls made for that unit.

Warlord Trait: If this model is your Warlord, it has the following Warlord Trait:

At the start of each of your Command phases, roll a die and consult the list below, the effects take place until your next Command phase.

-1): Each time this Warlord makes a melee attack, you can re-roll the wound roll.
-2): Each time an attack is allocated to this Warlord, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
-3): While a friendly Sautekh unit is within 6" of this Warlord, you can re-roll charge rolls made for that unit.

Keywords:

  • Faction: Sautekh, Necrons
  • HQ, Infantry, Character, Overlord, Noble, Nemesor Zahndrekh


Orikan the Diviner[edit]

This unit contains 1 Orikan the Diviner (Power Rating: 6). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Orikan the Diviner 5" 3+ 3+ 4 4 5 2 10 4+ 120
Orikan Empowered 5" 2+ 2+ 7 7 7 4 10 4+ 120

Wargear:

-Staff of Tomorrow

Weapon Range Type S AP D Abilities
Staff of Tomorrow Melee Melee User -3 D3 Each time an attack is made with this weapon, you can re-roll the hit roll. Each time an attack is made with this weapon, invulnerable saves cannot be taken against that attack. A unit that suffers an unsaved wound from this weapon has to always attack for last and subtract 1 from its hit rolls until your next Fighting phase.
Staff of Tomorrow 18" Assault D3 6 -3 D3 Each time an attack is made with this weapon, you can re-roll the hit roll. Each time an attack is made with this weapon, invulnerable saves cannot be taken against that attack.

Special Rules:

In your Command phase, you can select one friendly Necrons unit within 9" of this model. Until the start of your next Command phase, you can re-roll charge rolls made for that unit and models in that unit have a 5+ invulnerable save.

See Army Rules - Detachment Rules

See Army Rules - Universal

This model can use its Chronometron special rule one additional time each turn.

At the start of the Fight phase, if this model is within Engagement Range of any enemy units, it can fight first that phase.

At the beginning of your Command phase, select one enemy unit within 12" of this model. Until the beginning of your next Command phase, that unit must halve its Movement characteristic and charge distances. In addition, that unit can only fight during the Fight phase once all other eligible units have done so.

In your Command phase, if this model is on the battlefield, roll one D6; if the result is less than the current battle round number, then until the end of the battle, use the Orikan Empowered profile for this model (note that any wounds it has already lost remain lost).

This model has a 4+ invulnerable Save.

Warlord Trait: If this model is your Warlord, it has the following Warlord Trait:

When this model is wounded by an attack, you can re-roll the saving throw. In addition, when having to roll a die for the effect of a special rule or a Stratagem that targets this model or any other friendly Necrons unit within 12", you can re-roll the result.

Keywords:

  • Faction: Necrons
  • HQ, Infantry, Character, Cryptek, Orikan The Deviner, Astronomancer, Chronomancer, Dynastic Agent


Toholk the Blinded[edit]

This unit contains 1 Toholk the Blinded (Power Rating: 6). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Toholk the Blinded 5" 2+ 2+ 5 5 6 3 10 2+ 125

Wargear:

-Aeonstave

Weapon Range Type S AP D Abilities
Aeonstave Melee Melee User -2 1 Each time an attack is made with this weapon, invulnerable saves cannot be taken against that attack. A unit that suffers an unsaved wound from this weapon has to always attack for last and subtract 1 from its hit rolls until your next Fighting phase.
Aeonstave 18" Assault D3 5 -2 1 Each time an attack is made with this weapon, invulnerable saves cannot be taken against that attack.

-Transdimensional Beamer

Weapon Range Type S AP D Abilities
Transdimensional Beamer 12" Assault 1 4 -3 3 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.

Special Rules:

In your Command phase, you can select one friendly Maynarkh unit within 9" of this model. Until the start of your next Command phase, you can re-roll charge rolls made for that unit and models in that unit have a 5+ invulnerable save.

See Army Rules - Detachment Rules

At the start of the first battle round, choose a friendly Maynarkh Vehicle unit within 6" of this model. Each time that unit uses its Living Metal special rule, it regains up to D3 lost wounds instead of 1..

See Army Rules - Universal

In scenarios that allow you to seize the initiative, you may re-roll any attempts to seize the initiative.

Warlord Trait: If this model is your Warlord, it has the following Warlord Trait:

When using this model's Chronometron special rule, roll a die, on a 2+ the selected unit gains a 4+ invulnerable Save instead of a 5+; on a 1, the unit suffers D6 mortal wounds instead.

Keywords:

  • Faction: Maynarkh, Necrons
  • HQ, Infantry, Character, Cryptek, Chronomancer, Toholk the Blinded


Trazyn the Infinite[edit]

This unit contains 1 Trazyn the Infinite (Power Rating: 5). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Trazyn the Infinite 6" 2+ 2+ 5 5 6 3 10 3+ 100

Wargear:

-Empathic Obliterator

Weapon Range Type S AP D Abilities
Empathic Obliterator Melee Melee +2 -1 D3 If a CHARACTER is slain by an attack from this weapon, each enemy unit within 6" of the slain character suffers D3 mortal wounds.

-Resurrection Orb

Resurrection Orb: Once per battle, in your Command phase, the bearer can use its Resurrection Orb. If it does, select one friendly Necrons unit within 6" of the bearer that is not at its Starting Strength and has not had it Reanimation Protocols enacted this phase. That unit's reanimation protocols are enacted, and every destroyed model in that unit begins to reassemble.

Special Rules:

If this model is included in your army, the Dynastic Heirlooms Strategem costs 1 fewer Command points to use the first time you use it. If this model is included in your Crusade force, the Relic Requisition costs 0 Requisition Points to use.

See Army Rules - Detachment Rules

See Army Rules - Universal

In your Command phase, you can select one Necrons unit within 9" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, add one to that attack's hit roll. Each unit can only be selected for this ability once per phase.

This model has a 4+ invulnerable Save.

While a friendly Necrons Core unit is within 6" of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1" to the Move characteristic of models in that unit.

When this model is destroyed, instead of using any other rule that is triggered when a model is destroyed, after removing it from play you can roll one D6; on a 2+, you can select another friendly Necrons Infantry Character or Lychguard model on the battlefield (excluding named characters, <Guild>, <Destroyer Cult> or Flayed models). Remove that model as if it were destroyed (you cannot use any rules that are triggered when a model is destroyed) and return this model to play, placing it in the removed model's place with a number of wounds remaining equal to those the removed models had (but never more than 6).

Warlord Trait: If this model is your Warlord, it has the following Warlord Trait:

Each time this model makes an attack against an enemy model that has a Relic, you can re-roll any failed to hit and to wound roll. In addition, each time a melee attack made by this model destroys an enemy model that has a Relic, you immediately gain D3+3 Victory Points.

Keywords:

  • Faction: Necrons
  • HQ, Infantry, Character, Overlord, Noble, Trazyn the Infinite, Dynastic Agent


Vargard Obyron[edit]

This unit contains 1 Vargard Obyron (Power Rating: 5). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Vargard Obyron 6" 2+ 3+ 5 5 6 4 10 2+ 100

Wargear:

-Warscythe

Weapon Range Type S AP D Abilities
Warscythe Melee Melee +2 -3 2 When making a save roll against a wound caused by this weapon, subtract 1 from the result.

Special Rules:

During the Fight phase, this model gains a bonus to its Attack characteristic equal to the number of attacks enemy units have made against this model but that have failed to hit. In addition, when this model is destroyed by a melee attack, do not remove this model from play; after the attacking model's unit has finished making its attacks, this model fights as if it were the Fight phase. This model is then removed from play.

See Army Rules - Detachment Rules

See Army Rules - Universal

If a Detachment includes Nemesor Zahndrekh, then Vargard Obyron can be included in that Detachment without taking up a Battlefield Role slot. You cannot include Vargard Obyron in a Detachment if there's no Nemesor Zahndrekh in that Detachment.

At the start of your Movement phase, you can remove this model from the battlefield. If you do, then in the Reinforcements step of that phase, set this model back up on the battlefield, anywhere within 3" of a friendly Nemesor Zahndrekh model.

See Army Rules - Universal

In your Command phase, you can select one Sautekh unit within 9" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, re-roll a hit roll of 1. Each unit can only be selected for this ability once per phase.

While a friendly Nemesor Zahndrekh unit is within 3" of this model, enemy models cannot target that unit with ranged attacks.

Warlord Trait: If this model is your Warlord, it has the following Warlord Trait:

In the Fight phase, each time this model is selected to fight, if it's within 3" of Nemesor Zandrekh, add 3 to the Attacks characteristic of this model and re-roll all failed hit rolls.

Keywords:

  • Faction: Sautekh, Necrons
  • HQ, Infantry, Character, Lord, Noble, Vargard Obyron


Xun'bakyr, the Mother of Oblivion[edit]

This unit contains 1 Xun'bakyr, the Mother of Oblivion (Power Rating: 9). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Xun'bakyr, the Mother of Oblivion 6" 2+ 2+ 5 5 6 4 10 2+ 180

Wargear:

-Phylactery

Phylactery: Each time this model uses its Living Metal special rule, it regains up to D3 lost wounds instead of 1.

-Resurrection Orb

Resurrection Orb: Once per battle, in your Command phase, the bearer can use its Resurrection Orb. If it does, select one friendly Maynarkh unit within 6" of the bearer that is not at its Starting Strength and has not had it Reanimation Protocols enacted this phase. That unit's reanimation protocols are enacted, and every destroyed model in that unit begins to reassemble.

-Voidscythe

Weapon Range Type S AP D Abilities
Voidscythe Melee Melee x2 -3 3 Each time an attack is made with this weapon, subtract 1 from the attack's hit roll. When making a save roll against a wound caused by this weapon, subtract 1 from the result.

Special Rules:

See Army Rules - Detachment Rules

See Army Rules - Universal

Each time this model makes an attack, you can re-roll the wound rolls.

In your Command phase, you can select one Maynarkh unit within 9" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, add one to that attack's hit roll. Each unit can only be selected for this ability once per phase.

This model can use its My Will Be Done one additional time per turn. In addition, each time a Maynarkh Core unit within 6" of this model makes an attack, you can re-roll the hit roll.

This model has a 4+ invulnerable Save.

While a friendly Maynarkh Core unit is within 6" of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1" to the Move characteristic of models in that unit.

Warlord Trait: If this model is your Warlord, it has the following Warlord Trait:

Each time an attack is made by this model, invulnerable saves cannot be taken against that attack. Enemy units within 12" must subtract 2 from their Attacks and Leadership characteristics and can only fight during the Fight phase once all other eligible units have done so.

Keywords:

  • Faction: Maynarkh, Necrons
  • HQ, Infantry, Character, Overlord, Noble, Xun'bakyr, the Mother of Oblivion, Phaeron

Troops[edit]

Canoptek Lathrellites[edit]

This unit contains 10 Canoptek Lathrellites (Power Rating: 3). It can include up to 10 more Canoptek Lathrellites (Power Rating: +3) or up to 20 more Canoptek Lathrellites (Power Rating: +6).

Name M WS BS S T W A Ld Sv Pts/model
Canoptek Lathrellite 8" 4+ 4+ 3 4 1 1 10 5+ 6

Wargear:

-Gauss Coil

Weapon Range Type S AP D Abilities
Gauss Coil 12" Pistol 1 4 -1 1 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target instead of normal damage.

Special Rules:

See Army Rules - Detachment Rules

See Army Rules - Universal

Upgrades:

Add 2 to this model's Attack characteristic. In addition, each time this model makes an attack, subtract 1 from the attack's hit roll. At the beginning of your Command phase roll a die; on a 1-2 this unit must move closer to the closest unit (even if friendly) and has to attack it both in the Shooting and Fight phase (if possible); on a 3-5 this unit must move closer to the enemy's closest unit and has to attack it both in the Shooting and Fight phase (if possible); on a 6 this unit acts as normal.

Options:

Any model may replace its Gauss Coil for a Tesla Coil - free

Weapon Range Type S AP D Abilities
Tesla Coil 12" Pistol 2 4 0 1 Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.
  • The entire unit may take the Flayed Constructs upgrade and Flayed keyword - +1 pts./model

Keywords:

  • Faction: <Dynasty>, Necrons, Canoptek
  • Troops, Infantry, Canoptek Lathrellite, Core


Immortals[edit]

This unit contains 5 Immortals (Power Rating: 4). It can include up to 5 more Immortals (Power Rating: +4), or up to 10 more Immortals (Power Rating: +8).

Name M WS BS S T W A Ld Sv Pts/model
Immortal 5" 3+ 3+ 4 5 1 2 10 3+ 17

Wargear:

-Gauss Blaster

Weapon Range Type S AP D Abilities
Gauss Blaster 30" Rapid Fire 1 5 -2 1 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target instead of normal damage.

Special Rules:

See Army Rules - Detachment Rules

See Army Rules - Universal

Upgrades:

Add 1 to this model's Attack characteristic. In addition, each time this model makes an attack, subtract 1 from the attack's hit roll.

Options:

Any model may replace its Gauss Blaster for a Tesla Carbine - free

Weapon Range Type S AP D Abilities
Tesla Carbine 24" Assault 2 5 0 1 Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.
  • The entire unit may take the Flayed Immortals upgrade and Flayed keyword - +4 pts./model

Keywords:

  • Faction: <Dynasty>, Necrons
  • Troops, Infantry, Immortals, Core


Warriors[edit]

This unit contains 10 Warriors (Power Rating: 6). It can include up to 5 more Warriors (Power Rating: +3), up to 10 more Warriors (Power Rating: +6), up to 15 more Warriors (Power Rating: +9) or up to 20 more Warriors (Power Rating: +12).

Name M WS BS S T W A Ld Sv Pts/model
Warrior 5" 3+ 3+ 4 4 1 1 10 4+ 13

Wargear:

-Gauss Flayer

Weapon Range Type S AP D Abilities
Gauss Flayer 24" Rapid Fire 1 4 -1 1 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target instead of normal damage.

Special Rules:

See Army Rules - Detachment Rules

See Army Rules - Universal

Re-roll Reanimation Protocol rolls of 1 made for this unit.

Upgrades:

Add 1 to this model's Attack characteristic. In addition, each time this model makes an attack, subtract 1 from the attack's hit roll.

Options:

Any model may replace its Gauss Flayer for a Gauss Reaper - free

Weapon Range Type S AP D Abilities
Gauss Reaper 12" Assault 2 5 -2 1 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target instead of normal damage.
  • The entire unit may take the Flayed Warriors upgrade and Flayed keyword - +2 pts./model

Keywords:

  • Faction: <Dynasty>, Necrons
  • Troops, Infantry, Warriors, Core

Elites[edit]

C'tan Shard of the Burning One[edit]

This unit contains 1 C'tan Shard of the Burning One (Power Rating: 18). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
C'tan Shard of the Burning One 8" 2+ 2+ 7 6 9 4 10 4+ 350

Wargear:

-Fire Whips

Weapon Range Type S AP D Abilities
Fire Whips Melee Melee User -4 D6 When inflicting damage, roll two dice and discard the lowest result.
Fire Whips (Flame Burst) 12" Assault 2D6 5 -2 1 Each time an attack is made with this weapon, that attack automatically hits the target.
Fire Whips (Solar Flare) 18" Assault 1 10 -5 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+3.

Special Rules:

This model can never have a Relic or a Warlord Trait. In addition, enemy models can ignore the Look Out, Sir rule when selecting this model as the target of a ranged attack.

This model is unaffected by all weapons that have flame, heat, infern, plasm, volcano, melta, las, phosphor, incendi, solar, sulphur, thermal, volkite, hot-shot, wyrm, lightning, burn, bright, pulsar, fusion, prism, skorcha, pulse, ion, mega-, conflagration, fire or gamma in their name.

See Army Rules - Universal

This model has a 4+ invulnerable save. In addition, this model cannot lose more than 3 wounds in the same phase. Any wounds that would be lost after that point are not lost.

This model may target units that are not in its line of sight. In addition, units attacked by this model do not gain any bonus to their saving throws for being in Light or Heavy Cover.

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ it explodes, and each unit within 6" suffers D3 mortal wounds.

Powers of the C'tan: This model knows the Cosmic Fire and Cleansing Flames C'tan Powers. At the end of the Movement phase, if this model did not Advance or Fall Back that phase, it can use two of the C'tan Powers it knows. It cannot use the same C'tan Power more than once per turn.

Keywords:

  • Faction: C'tan Shard, Necrons
  • Elites, Monster, C'tan Shard of the Burning One, Character, Fly


C'tan Shard of the Deceiver[edit]

This unit contains 1 C'tan Shard of the Deceiver (Power Rating: 18). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
C'tan Shard of the Deceiver 8" 2+ 2+ 6 7 9 5 10 4+ 350

Wargear:

-Golden Fists

Weapon Range Type S AP D Abilities
Golden Fists Melee Melee User -3 3 -

Special Rules:

See Army Rules - Universal

This model can never have a Relic or a Warlord Trait. In addition, enemy models can ignore the Look Out, Sir rule when selecting this model as the target of a ranged attack.

At the start of the first battle round, you can select up to three friendly Necrons units. Remove those units from the battlefield, then set them up anywhere on the battlefield that is wholly within your deployment zone. If the mission you are playing uses the Strategic Reserves rules, you can place any of those units into Strategic Reserves instead.

See Army Rules - Universal

Each time an attack is made against this model, subtract 1 from the hit roll.

This model has a 4+ invulnerable save. In addition, this model cannot lose more than 3 wounds in the same phase. Any wounds that would be lost after that point are not lost.

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ it explodes, and each unit within 6" suffers D3 mortal wounds.

Powers of the C'tan: This model knows the Mind Tricks C'tan Power and one other C'tan Power selected from the Powers of the C'tan. At the end of the Movement phase, if this model did not Advance or Fall Back that phase, it can use two of the C'tan Powers it knows. It cannot use the same C'tan Power more than once per turn.

Keywords:

  • Faction: C'tan Shard, Necrons
  • Elites, Monster, C'tan Shard of the Deceiver, Character, Fly


C'tan Shard of the Endless Swarm[edit]

This unit contains 1 C'tan Shard of the Endless Swarm (Power Rating: 18). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
C'tan Shard of the Endless Swarm 8" 2+ 3+ 6 5 9 6 10 4+ 350

Wargear:

-Silver Tide

Weapon Range Type S AP D Abilities
Silver Tide Melee Melee User -1 1 Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically inflicts 1 mortal wound on the target. Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound instead of the normal damage. For each wound that this weapon inflicts, the C'tan Shard of the Endless Swarm regains a single wound previously lost in the battle.

Special Rules:

Each time an enemy unit makes an attack against this model, subtract 2 from the wound roll.

This model can never have a Relic or a Warlord Trait. In addition, enemy models can ignore the Look Out, Sir rule when selecting this model as the target of a ranged attack.

See Army Rules - Universal

This model has a 4+ invulnerable save. In addition, this model cannot lose more than 3 wounds in the same phase. Any wounds that would be lost after that point are not lost.

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ it explodes, and each unit within 6" suffers D3 mortal wounds.

Powers of the C'tan: This model knows the Metal Tide C'tan Power and one other C'tan Power selected from the Powers of the C'tan. At the end of the Movement phase, if this model did not Advance or Fall Back that phase, it can use two of the C'tan Powers it knows. It cannot use the same C'tan Power more than once per turn.

Keywords:

  • Faction: C'tan Shard, Necrons
  • Elites, Monster, C'tan Shard of the Endless Swarm, Character, Fly


C'tan Shard of the Nightbringer[edit]

This unit contains 1 C'tan Shard of the Nightbringer (Power Rating: 18). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
C'tan Shard of the Nightbringer 8" 2+ 2+ 7 7 9 6 10 4+ 350

Wargear:

-Scythe of the Nightbringer

Weapon Range Type S AP D Abilities
Scythe of the Nightbringer (Reaping Sweep) Melee Melee User -3 1 Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
Scythe of the Nightbringer (Entropic Blow) Melee Melee x2 -4 D6 Each time an attack is made with this weapon, invulnerable saves cannot be taken against that attack.

Special Rules:

Each time this model makes a melee attack that is allocated to an enemy model, that enemy model cannot use any rules to ignore the wounds it loses. In addition, at the end of each phase, roll one D6 for each enemy infantry model destroyed as a result of an attack made by this model or a C'tan Power used by this model that phase; for each 2+, this model regains 1 lost wound.

This model can never have a Relic or a Warlord Trait. In addition, enemy models can ignore the Look Out, Sir rule when selecting this model as the target of a ranged attack.

See Army Rules - Universal

This model has a 4+ invulnerable save. In addition, this model cannot lose more than 3 wounds in the same phase. Any wounds that would be lost after that point are not lost.

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ it explodes, and each unit within 6" suffers D3 mortal wounds.

Powers of the C'tan: This model knows the Gaze of Death C'tan Power and one other C'tan Power selected from the Powers of the C'tan. At the end of the Movement phase, if this model did not Advance or Fall Back that phase, it can use two of the C'tan Powers it knows. It cannot use the same C'tan Power more than once per turn.

Keywords:

  • Faction: C'tan Shard, Necrons
  • Elites, Monster, C'tan Shard of the Nightbringer, Character, Fly


C'tan Shard of the Void Dragon[edit]

This unit contains 1 C'tan Shard of the Void Dragon (Power Rating: 18). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
C'tan Shard of the Void Dragon 8" 2+ 2+ 6 7 9 5 10 3+ 350

Wargear:

-Canoptek Tail Blades

Weapon Range Type S AP D Abilities
Canoptek Tail Blades Melee Melee User -2 1 Each time the bearer attacks, it makes D6 additional attacks with this weapon.

-Spear of the Void Dragon

Weapon Range Type S AP D Abilities
Spear of the Void Dragon Melee Melee +3 -4 D6 Each time an attack made with this weapon is allocated to a Vehicle model, that attack has a Damage characteristic of D3+3.
Spear of the Void Dragon 12" Heavy 1 9 -4 D6 Each time an attack is made with this weapon, if a hit is scored, draw a line between the closest point of this model's base (or hull) and that of the closest model in the target unit. Make one wound roll against the target unit and each other unit the line passes over. Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of D3+3.

Special Rules:

This model can never have a Relic or a Warlord Trait. In addition, enemy models can ignore the Look Out, Sir rule when selecting this model as the target of a ranged attack.

See Army Rules - Universal

At the end of the Movement phase, roll a die for any enemy vehicle (that isn't Titanic) between 12" of this model; on a 4-5, until the beginning of your next turn, that model may not move/advance/charge and only hits on an unmodified roll of 6. On a 6, until the beginning of your next turn, consider that model as it was part of your army.

At the end of each phase, roll one D6 for each enemy Vehicle model destroyed as a result of an attack made by this model or a C'tan Power used by this model that phase; for each 2+, this model regains 1 lost wound.

This model has a 4+ invulnerable save. In addition, this model cannot lose more than 3 wounds in the same phase. Any wounds that would be lost after that point are not lost.

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ it explodes, and each unit within 6" suffers D3 mortal wounds.

Powers of the C'tan: This model knows the Voltaic Storm C'tan Power and one other C'tan Power selected from the Powers of the C'tan. At the end of the Movement phase, if this model did not Advance or Fall Back that phase, it can use two of the C'tan Powers it knows. It cannot use the same C'tan Power more than once per turn.

Keywords:

  • Faction: C'tan Shard, Necrons
  • Elites, Monster, C'tan Shard of the Void Dragon, Character, Fly


Canoptek Plasmacyte[edit]

This unit contains 1 Canoptek Plasmacyte (Power Rating: 1).

Name M WS BS S T W A Ld Sv Pts/model
Canoptek Plasmacyte 8" 4+ 4+ 4 5 1 1 10 4+ 15

Wargear:

-Monomolecular Proboscis

Weapon Range Type S AP D Abilities
Monomolecular Proboscis Melee Melee User -1 1 -

Special Rules:

See Army Rules - Detachment Rules

See Army Rules - Universal

While this model is within 3" of a friendly <Dynasty> <Destroyer Cult> unit, enemy models cannot target this model with ranged weapons unless it is the closest eligible target. In addition, this unit cannot perform actions.

Once per turn, at the start of either your Charge phase or the Fight phase, you can select one friendly <Dynasty> <Destroyer Cult> unit within 3" of this model. If you do, roll one D6: on a 1, one model in that unit is destroyed. Regardless of the result, until the end of the turn, add 1 to the Strength and Attacks characteristics of models in that unit. Each unit can only be selected for this ability once per turn.

If a friendly <Dynasty> <Destroyer Cult> within 3" of this model makes a successful charge, then move this model counts as having made a charge move as part of that unit. Move this model in unit coherency with the charging unit.

If your army is Battle-forged, then for each <Dynasty> <Destroyer Cult> unit included in a Detachment, one <Dynasty> Canoptek Plasmacyte unit can be included in that Detachment without taking up a Battlefield Role slot. You cannot include more <Dynasty> Canoptek Plasmacyte units in a Detachment than there are <Dynasty> <Destroyer Cult> units in that Detachment.

Upgrades:

Add 2 to this model's Attack characteristic. In addition, each time this model makes an attack, subtract 1 from the attack's hit roll. At the beginning of your Command phase roll a die; on a 1-2 this unit must move closer to the closest unit (even if friendly) and has to attack it both in the Shooting and Fight phase (if possible); on a 3-5 this unit must move closer to the enemy's closest unit and has to attack it both in the Shooting and Fight phase (if possible); on a 6 this unit acts as normal.

Options: May take the Flayed Constructs upgrade and FLAYED keyword - +5 pts.

Keywords:

  • Faction: <Dynasty>, Necrons, Canoptek
  • Elites, Beast, Canoptek Plasmacyte, Fly


Canoptek Reanimator Squadron[edit]

This unit contains 1 Canoptek Reanimator (Power Rating: 6). It can include 1 additional Canoptek Reanimator (Power Rating: +6) or 2 additional Canoptek Reanimators (Power Rating: +12)

Name M WS BS S T W A Ld Sv Pts/model
Canoptek Reanimator 8" 4+ 4+ 5 6 9 4 10 3+ 110

Wargear:

-Reanimator's Claws

Weapon Range Type S AP D Abilities
Reanimator's Claws Melee Melee User -2 1 -

-Two Atomiser Beams

Weapon Range Type S AP D Abilities
Atomiser Beam 12" Assault 3 6 -2 2 -

Special Rules:

The maximum cohesion distance of models in this unit is 6" instead of 2".

See Army Rules - Detachment Rules

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

See Army Rules - Universal

In your Command phase, you can select one friendly <Dynasty> unit within 6" of and visible to this model. Until the start of your next Command phase, while that unit is within 6" of and visible to this model, that unit is being healed by this model's reanimation beam. While a unit is being healed by a reanimation beam, add 1 to Reanimation Protocol rolls made for that unit. Each unit can only ever be healed by one reanimation beam at a time.

Upgrades:

Add 2 to this model's Attack characteristic. In addition, each time this model makes an attack, subtract 1 from the attack's hit roll. At the beginning of your Command phase roll a die; on a 1-2 this unit must move closer to the closest unit (even if friendly) and has to attack it both in the Shooting and Fight phase (if possible); on a 3-5 this unit must move closer to the enemy's closest unit and has to attack it both in the Shooting and Fight phase (if possible); on a 6 this unit acts as normal.

Options:

Any model may take Repair Nanoscarabs - +15 pts.

Repair Nanoscarabs: Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.

The entire unit may take the Flayed Constructs upgrade and FLAYED keyword - +10 pts./model

Keywords:

  • Faction: <Dynasty>, Necrons, Canoptek
  • Elites, Monster, Canoptek Reanimator


Cryptothralls[edit]

This unit contains 2 Cryptothralls (Power Rating: 2).

Name M WS BS S T W A Ld Sv Pts/model
Cryptothralls 5" 4+ 4+ 5 5 2 3 10 3+ 20

Wargear:

-Scouring Eye

Weapon Range Type S AP D Abilities
Scouring Eye 12" Pistol 2 5 -2 1 -

-Scythed Limbs

Weapon Range Type S AP D Abilities
Scythed Limbs Melee Melee User -1 1 -

Special Rules:

If your army is Battle-forged, then for each Cryptek unit included in a Detachment, one Cryptothralls unit can be included in that Detachment without taking up a Battlefield Role slot. You cannot include more Cryptothralls units in a Detachment than there are Cryptek units in that Detachment.

See Army Rules - Detachment Rules

See Army Rules - Universal

While a friendly Cryptek unit is within 3" of this unit, enemy units cannot target that Cryptek unit with ranged weapons.

See Army Rules - Universal

While this unit is within 6" of any friendly Cryptek units, models in this unit have a Weapon Skill and Ballistic Skill of 3+ and an Attacks characterisitc of 6.

Upgrades:

Add 2 to this model's Attack characteristic. In addition, each time this model makes an attack, subtract 1 from the attack's hit roll. At the beginning of your Command phase roll a die; on a 1-2 this unit must move closer to the closest unit (even if friendly) and has to attack it both in the Shooting and Fight phase (if possible); on a 3-5 this unit must move closer to the enemy's closest unit and has to attack it both in the Shooting and Fight phase (if possible); on a 6 this unit acts as normal.

Options:

The entire unit may take the Flayed Constructs upgrade and FLAYED keyword - +5 pts./model

Keywords:

  • Faction: <Dynasty>, Necrons, Canoptek
  • Elites, Infantry, Cryptothralls


Deathmarks[edit]

A Deathmark of the Jade Hunters Guild (Credits to Chaledy's Art Creations)

This unit contains 5 Deathmarks (Power Rating: 5). It can include up to 5 more Deathmarks (Power Rating: +5).

Name M WS BS S T W A Ld Sv Pts/model
Deathmark 5" 3+ 2+ 4 5 1 1 10 3+ 18

Wargear:

-Synaptic Disintegrator

Weapon Range Type S AP D Abilities
Synaptic Disintegrator 36" Heavy 1 5 -2 1 Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.

Special Rules:

See Army Rules - Detachment Rules

See Army Rules - Universal

On a player turn in which this unit is set up through the Dimensional Translocation special rule or the Ethereal Interception Stratagem, all attacks made by models in this unit will wound on a wound roll of 2+, regardless of the target's Toughness.

At the beginning of any of your Movement phases, any unit with this rule that is not within 1" of an enemy unit can enter a hyperspace oubliette. Remove it from the battlefield - it can return as described in the Dimensional Translocation special rule. A unit may not phase out and return to the battlefield in the same turn. If the battle ends while this unit is phased out, it is considered to be slain.

See Army Rules - Universal

Keywords:

  • Faction: <Guild>, Necrons
  • Elites, Infantry, Deathmarks, Dynastic Agent, Hyperspace Hunter


Deathsight[edit]

This unit contains 1 Deathsight (Power Rating: 4).

Name M WS BS S T W A Ld Sv Pts/model
Deathsight 5" 3+ 2+ 4 5 4 1 10 3+ 80

Wargear: Wargear:

-Synaptic Incinerator

Weapon Range Type S AP D Abilities
Synaptic Incinerator 36" Heavy 3 5 -3 D3 Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.

Special Rules:

See Army Rules - Detachment Rules

See Army Rules - Universal

On a player turn in which this unit is set up through the Dimensional Translocation special rule or the Ethereal Interception Stratagem, all attacks made by models in this unit will wound on a wound roll of 2+, regardless of the target's Toughness.

See Army Rules - Universal

At the beginning of any of your Movement phases, any unit with this rule that is not within 1" of an enemy unit can enter a hyperspace oubliette. Remove it from the battlefield - it can return as described in the Dimensional Translocation special rule. A unit may not phase out and return to the battlefield in the same turn. If the battle ends while this unit is phased out, it is considered to be slain.

Keywords:

  • Faction: <Guild>, Necrons
  • Elites, Infantry, Character, Deathsight, Dynastic Agent, Hyperspace Hunter


Deaththouch[edit]

Fluff:

Deathtouchs are Deathsight that have forsaken their long-range assassination methods in favour of more close-up encounters. They are viewed slightly higher than Deathmarks and Deathsights for the ancient codes of honor are less strict when it comes to direct approach, and even if the kills of a Deaththouch may be considered lacking in honour, it is far more excusable with the matter of efficiency.

This unit contains 1 Deaththouch (Power Rating: 5).

Name M WS BS S T W A Ld Sv Pts/model
Deaththouch 5" 2+ 3+ 4 5 4 4 10 3+ 95

Wargear:

-C'tan Phase Blade

Weapon Range Type S AP D Abilities
C'tan Phase Blade Melee Melee +2 -4 3 Invulnerable saves may not be taken against wounds inflicted by this weapon.

-Scouring Eye

Weapon Range Type S AP D Abilities
Scouring Eye 12" Pistol 2 5 -2 1 -

Special Rules:

See Army Rules - Detachment Rules

During deployment, you can set up this unit in a hyperspace dimension instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than D3" away from any enemy models.

On a player turn in which this unit is set up through the Dimensional Assassination special rule or the Ethereal Interception Stratagem, all attacks made by models in this unit will wound on a wound roll of 2+, regardless of the target's Toughness.

See Army Rules - Universal

At the beginning of any of your Movement phases, any unit with this rule that is not within 1" of an enemy unit can enter a hyperspace oubliette. Remove it from the battlefield - it can return as described in the Dimensional Translocation special rule. A unit may not phase out and return to the battlefield in the same turn. If the battle ends while this unit is phased out, it is considered to be slain.

Keywords:

  • Faction: <Guild>, Necrons
  • Elites, Infantry, Character, Deaththouch, Dynastic Agent, Hyperspace Hunter


Flayed Ones[edit]

This unit contains 5 Flayed Ones (Power Rating: 3). It can include up to 5 more Flayed Ones (Power Rating: +3), up to 10 more Flayed Ones (Power Rating: +6) or up to 15 more Flayed Ones (Power Rating: +9),.

Name M WS BS S T W A Ld Sv Pts/model
Flayed Ones 5" 3+ 6+ 4 4 1 3 10 4+ 13

Wargear:

-Flayer Claws

Weapon Range Type S AP D Abilities
Flayer Claws Melee Melee User -1 1 Each time you make a wound roll with this weapon, you can re-roll the result.

Special Rules:

See Army Rules - Detachment Rules

See Army Rules - Universal

Each time a model in this unit makes a melee attack against an enemy non-Vehicle unit, an unmodified hit roll of 6 scores 1 additional hit.

See Army Rules - Universal

While an enemy unit is within 3" of this unit, subtract 2 from the Leadership characteristic of models in that unit.

Re-roll Reanimation Protocol rolls of 1 made for this unit.

Keywords:

  • Faction: <Dynasty>, Necrons
  • Elites, Infantry, Flayed Ones, Flayed


Hexmark Destroyer[edit]

This unit contains 1 Hexmark Destroyer (Power Rating: 4).

Name M WS BS S T W A Ld Sv Pts/model
Hexmark Destroyer 8" 3+ 2+ 5 5 5 4 10 3+ 75

Wargear:

-Six Enmitic Disgregator Pistols

Weapon Range Type S AP D Abilities
Enmitic Disgregator Pistol 18" Pistol 1 6 -1 1 -

Special Rules:

See Army Rules - Detachment Rules

See Army Rules - Universal

Each time a model in this unit makes an attack, re-roll a hit roll of 1.

On a player turn in which this unit is set up through the Dimensional Translocation special rule or the Ethereal Interception Stratagem, all attacks made by models in this unit will wound on a wound roll of 2+, regardless of the target's Toughness.

Each time this model makes a ranged attack, you can ignore and or all hit roll and Ballistic Skill modifiers, and the target does not receive the benefits of cover against that attack. In addition, each time this model fires Overwatch, it scores hits on unmodified hit rolls of 2+, instead of 6.

See Army Rules - Universal

Each time an enemy model is destroyed by a ranged attack made by this model's Enmitic Disintegrator pistols, after this model makes the rest of its attacks, it can shoot with one of its Enmitic Disintegrator pistols one additional time. These attacks cannot generate additional attacks.

At the beginning of any of your Movement phases, any unit with this rule that is not within 1" of an enemy unit can enter a hyperspace oubliette. Remove it from the battlefield - it can return as described in the Dimensional Translocation special rule. A unit may not phase out and return to the battlefield in the same turn. If the battle ends while this unit is phased out, it is considered to be slain.

Upgrades:

Add 2 to this model's Attack characteristic. In addition, each time this model makes an attack, subtract 1 from the attack's hit roll.

Options:

This model may take any of the Flayed Destroyer upgrade and Flayed keyword - +10 pts.

Keywords:

  • Faction: <Dynasty>, Necrons, <Destroyer Cult>
  • Elites, Infantry, Hexmark Destroyer, Character, Hyperspace Hunter


Kopekh Destroyer[edit]

Fluff:

A Lychguard that has fallen to madness, the Kopekh Destroyer is the shield of the broken lords of the Destroyer Lords. Its modified body sports the same legs as the Skorpekh strain but differentiates from other brethren 'cause of the four arms it uses to wield dangerous hyperphase weaponry. Occasionally, it can wield a dispersion shield, trading a fragment of its attack for better survivability, maybe a choice of the leftover guardian protocols buried deep within its madness.

This unit contains 1 Kopekh Destroyer (Power Rating: 4).

Name M WS BS S T W A Ld Sv Pts/model
Kopekh Destroyer 8" 3+ 3+ 5 5 5 4 10 3+ 85

Wargear:

-Hyperphase Reap-blade

Weapon Range Type S AP D Abilities
Hyperphase Reap-blade Melee Melee +2 -3 3 When making a save roll against a wound caused by this weapon, subtract 1 from the result.

-Two Hyperphase Swords

Weapon Range Type S AP D Abilities
Hyperphase Sword Melee Melee +1 -2 1 When making a save roll against a wound caused by this weapon, subtract 1 from the result.

Special Rules:

If your army is Battle-forged, then for each <Destroyer Cult> Character unit included in a Detachment, one Kopekh Destroyer unit can be included in that Detachment without taking up a Battlefield Role slot.

See Army Rules - Detachment Rules

Each time a model in this unit makes an attack, re-roll a hit roll of 1.

See Army Rules - Universal

While a friendly <Destroyer Cult> Character is within 3" of this unit, enemy units cannot target that unit with ranged weapons. In addition, while this model is within 6" of any friendly <Destroyer Cult> Character units, it has a Weapon Skill of 2+ and an Attacks characteristic of 6.

Upgrades:

Add 2 to this model's Attack characteristic. In addition, each time this model makes an attack, subtract 1 from the attack's hit roll.

Options:

This model may replace its Hyperphase Reap-blade with one of the followings:

-Hyperphase Glaive - +5 pts.

Weapon Range Type S AP D Abilities
Hyperphase Glaive Melee Melee +2 -2 3 When making a save roll against a wound caused by this weapon, subtract 1 from the result.

-Hyperphase Halberd - +10 pts.

Weapon Range Type S AP D Abilities
Hyperphase Halberd Melee Melee +1 -2 2 Each time the bearer fights, it makes 2 additional attacks with this weapon. When making a save roll against a wound caused by this weapon, subtract 2 from the result.

This model may replace one of its Hyperphase Swords with a Dispersion Shield and lose its Hyperphase Sword's additional attacks ability - +15 pts.

Dispersion Shield: A model equipped with a Dispersion Shield has a 4+ invulnerable save. In addition, add 2 to armor saving throws made for that model. Each time you roll an unmodified 6 for this model's invulnerable saving throw, the unit that made that attack suffers a mortal wound after it has finished making all of its attacks for that phase.

This model may take any of the Flayed Destroyer upgrade and Flayed keyword - +15 pts.

Keywords:

  • Faction: <Dynasty>, Necrons, <Destroyer Cult>
  • Elites, Infantry, Character, Kopekh Destroyer


Lychguards[edit]

This unit contains 5 Lychguards (Power Rating: 7). It can include up to 5 more Lychguards (Power Rating: +7).

Name M WS BS S T W A Ld Sv Pts/model
Lychguard 5" 3+ 3+ 5 5 2 3 10 3+ 28

Wargear:

-Warscythe

Weapon Range Type S AP D Abilities
Warscythe Melee Melee +2 -3 2 When making a save roll against a wound caused by this weapon, subtract 1 from the result.

Special Rules:

See Army Rules - Detachment Rules

While a friendly <Dynasty> Infantry Noble or Dynastic Agent Infantry Noble is within 3" of this unit, enemy units cannot target that unit with ranged weapons. In addition, this unit can perform a Heroic Intervention as if it was a Character and if does against an enemy unit that charged a friendly <Dynasty> Infantry Noble or Dynastic Agent Infantry Noble is within 3" of this unit, the enemy unit may only attack this model instead of the unit they charged.

See Army Rules - Universal

If your army is Battle-forged, then for each <Dynasty> Infantry Noble or Dynastic Agent Infantry Noble unit included in a Detachment, one Lychguards unit can be included in that Detachment without taking up a Battlefield Role slot. You cannot include more Lychguards units in a Detachment than there are <Dynasty> Infantry Noble or Dynastic Agent Infantry Noble units in that Detachment.

See Army Rules - Universal

Upgrades:

Add 2 to this model's Attack characteristic. In addition, each time this model makes an attack, subtract 1 from the attack's hit roll.

Options:

Any model may replace its Warscythes with a Hyperphase Sword and a Dispersion Shield - free

Dispersion Shield: A model equipped with a Dispersion Shield has a 4+ invulnerable save. In addition, add 2 to armor saving throws made for that model. Each time you roll an unmodified 6 for this model's invulnerable saving throw, the unit that made that attack suffers a mortal wound after it has finished making all of its attacks for that phase.

Weapon Range Type S AP D Abilities
Hyperphase Sword Melee Melee +1 -2 1 When making a save roll against a wound caused by this weapon, subtract 1 from the result.

The entire unit may take the Flayed Guards upgrade and Flayed keyword - +15 pts./model

Keywords:

  • Faction: <Dynasty>, Necrons
  • Elites, Infantry, Lychguards, Core


Lychguard Vargard[edit]

A Lychguard Vargard with Warscythe and Dispersion Shield (Credits to Chaledy's Art Creations)

This unit contains 1 Lychguard Vargard (Power Rating: 4).

Name M WS BS S T W A Ld Sv Pts/model
Lychguard Vargard 6" 3+ 3+ 5 5 3 3 10 3+ 50

Wargear:

-Dispersion Shield

Dispersion Shield: A model equipped with a Dispersion Shield has a 4+ invulnerable save. In addition, add 2 to armor saving throws made for that model. Each time you roll an unmodified 6 for this model's invulnerable saving throw, the unit that made that attack suffers a mortal wound after it has finished making all of its attacks for that phase.

-Warscythe

Weapon Range Type S AP D Abilities
Warscythe Melee Melee +2 -3 2 When making a save roll against a wound caused by this weapon, subtract 1 from the result.

Special Rules:

See Army Rules - Detachment Rules

If your army is Battle-forged, then for each <Dynasty> Infantry Noble or Dynastic Agent Infantry Noble unit included in a Detachment, one Lychguard Vargard unit can be included in that Detachment without taking up a Battlefield Role slot. You cannot include more Lychguard Vargard units in a Detachment than there are <Dynasty> Infantry Noble or Dynastic Agent Infantry Noble units in that Detachment.

See Army Rules - Universal

While a friendly <Dynasty> Infantry Noble or Dynastic Agent Infantry Noble is within 3" of this unit, enemy units cannot target that unit with ranged weapons. In addition, if this model performs a Heroic Intervention against an enemy unit that charged a friendly <Dynasty> Infantry Noble or Dynastic Agent Infantry Noble is within 3" of this unit, the enemy unit may only attack this model instead of the unit they charged.

Upgrades:

Add 2 to this model's Attack characteristic. In addition, each time this model makes an attack, subtract 1 from the attack's hit roll.

Options:

This model may replace its Warscythe with one of the followings:

-Hyperphase Glaive - +5 pts.

Weapon Range Type S AP D Abilities
Hyperphase Glaive Melee Melee +2 -2 3 When making a save roll against a wound caused by this weapon, subtract 1 from the result.

-Hyperphase Sword - free

Weapon Range Type S AP D Abilities
Hyperphase Sword Melee Melee +1 -2 1 When making a save roll against a wound caused by this weapon, subtract 1 from the result.

-Voidblade - free

Weapon Range Type S AP D Abilities
Voidblade Melee Melee User -2 1 Each time the bearer attacks, it makes 1 additional attack with this weapon. When making a save roll against a wound caused by this weapon, subtract 1 from the result.

-Voidscythe - +15 pts.

Weapon Range Type S AP D Abilities
Voidscythe Melee Melee x2 -3 3 Each time an attack is made with this weapon, subtract 1 from the attack's hit roll. When making a save roll against a wound caused by this weapon, subtract 1 from the result.

This model may take the Flayed Vargard upgrade and Flayed keyword - +10 pts.

Keywords:

  • Faction: <Dynasty>, Necrons
  • Elites, Infantry, Character, Lychguard Vargard


Necron Pariahs[edit]

This unit contains 5 Necron Pariahs (Power Rating: 7). It can include up to 5 more Necron Pariahs (Power Rating: +7).

Name M WS BS S T W A Ld Sv Pts/model
Necron Pariah 5" 3+ 3+ 5 5 2 2 10 3+ 28

Wargear:

-Scythe of Light

Weapon Range Type S AP D Abilities
Scythe of Light Melee Melee +2 -3 2 When attacking with this weapon, you can re-roll every wound roll if the target is a Vehicle. Each time an attack is made with this weapon, invulnerable saves cannot be taken against that attack.
Scythe of Light 12" Assault 1 5 -3 2 -

Special Rules:

See Army Rules - Detachment Rules

This unit automatically passes Morale tests.

This unit can never be targeted or affected by psychic powers in any way. In addition, enemy PSYKERS must subtract 2 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 18" of them.

Each time this unit loses a wound, roll a D6; on a 5+, the unit does not lose that wound.

Keywords:

  • Faction: <Dynasty>, Necrons
  • Elites, Infantry, Necron Pariahs


Skorpekh Destroyers[edit]

This unit contains 3 Skorpekh Destroyer (Power Rating: 5). It can include up to 3 additional Skorpekh Destroyers (Power Rating: +5) or up to 6 additional Skorpekh Destroyers (Power Rating: +10). It can include 1 Skorpekh Heavy Destroyer (Power Rating: +3).

Name M WS BS S T W A Ld Sv Pts/model
Skorpekh Destroyer 8" 3+ 3+ 5 5 3 3 10 3+ 30
Skorpekh Heavy Destroyer 8" 3+ 3+ 5 5 4 4 10 3+ 50

Wargear (Skorpekh Destroyer):

-Hyperphase Threshers

Weapon Range Type S AP D Abilities
Hyperphase Threshsers Melee Melee User -2 2 When making a save roll against a wound caused by this weapon, subtract 1 from the result. Each time the bearer attacks, it makes 1 additional attack with this weapon.

Wargear (Skorpekh Heavy Destroyer):

-Hyperphase Reap-blade

Weapon Range Type S AP D Abilities
Hyperphase Reap-blade Melee Melee +2 -3 3 When making a save roll against a wound caused by this weapon, subtract 1 from the result.

Special Rules:

See Army Rules - Detachment Rules

Each time a model in this unit makes an attack, re-roll a hit roll of 1.

See Army Rules - Universal

See Army Rules - Universal

Models in this unit can charge even if they Advanced during their turn.

Upgrades:

Add 2 to this model's Attack characteristic. In addition, each time this model makes an attack, subtract 1 from the attack's hit roll.

Options:

Any Skorpekh Destroyer may replace it Hyperphase Threshers with one of the followings:

-Hyperphase Reap-blade - +7 pts.

Weapon Range Type S AP D Abilities
Hyperphase Reap-blade Melee Melee +2 -3 3 When making a save roll against a wound caused by this weapon, subtract 1 from the result.

-Two Hyperphase Swords - free

Weapon Range Type S AP D Abilities
Hyperphase Sword Melee Melee +1 -2 1 When making a save roll against a wound caused by this weapon, subtract 1 from the result.

A Skorpekh Heavy Destroyer can be included in the unit - +50 pts.

The Skorpekh Heavy Destroyer can replace its Hyperphase Reap-blade with one of the followings:

-Hyperphase Halberd - +10 pts.

Weapon Range Type S AP D Abilities
Hyperphase Halberd Melee Melee +1 -2 2 Each time the bearer fights, it makes 2 additional attacks with this weapon. When making a save roll against a wound caused by this weapon, subtract 2 from the result.

-Two Flensing Claws - free

Weapon Range Type S AP D Abilities
Flensing Claws Melee Melee User -1 1 Each time you make a wound roll with this weapon, you can re-roll the result. Each time an attack is made with this weapon, make 2 hit rolls instead of 1.

The entire unit may take the Flayed Destroyers upgrade and Flayed keyword - +15 pts./model

Keywords (Skorpekh Destroyer):

  • Faction: <Dynasty>, Necrons, <Destroyer Cult>
  • Elites, Infantry, Skorpekh Destroyers

Keywords (Skorpekh Heavy Destroyer):

  • Faction: <Dynasty>, Necrons, <Destroyer Cult>
  • Elites, Infantry, Skorpekh Heavy Destroyers


Skorpekh Heavy Destroyers[edit]

This unit contains 1 Skorpekh Heavy Destroyer (Power Rating: 3). It can include 1 additional Skorpekh Heavy Destroyer (Power Rating: +3), 2 additional Skorpekh Heavy Destroyers (Power Rating: +6), 3 additional Skorpekh Heavy Destroyers (Power Rating: +9) or 4 additional Skorpekh Heavy Destroyers (Power Rating: +12).

Skorpekh Heavy Destroyer wielding an Hyperphase Halberd (Credits to Chaledy's Art Creations)
Name M WS BS S T W A Ld Sv Pts/model
Skorpekh Heavy Destroyer 8" 3+ 3+ 5 5 4 4 10 3+ 50

Wargear:

-Hyperphase Reap-blade

Weapon Range Type S AP D Abilities
Hyperphase Reap-blade Melee Melee +2 -3 3 When making a save roll against a wound caused by this weapon, subtract 1 from the result.

Special Rules:

See Army Rules - Detachment Rules

Each time a model in this unit makes an attack, re-roll a hit roll of 1.

See Army Rules - Universal

See Army Rules - Universal

Models in this unit can charge even if they Advanced during their turn.

Upgrades:

Add 2 to this model's Attack characteristic. In addition, each time this model makes an attack, subtract 1 from the attack's hit roll.

Options:

Any model may replace it Hyperphase Reap-blade with one of the followings:

-Hyperphase Halberd - +10 pts.

Weapon Range Type S AP D Abilities
Hyperphase Halberd Melee Melee +1 -2 2 Each time the bearer fights, it makes 2 additional attacks with this weapon. When making a save roll against a wound caused by this weapon, subtract 2 from the result.

-Two Flensing Claws - free

Weapon Range Type S AP D Abilities
Flensing Claws Melee Melee User -1 1 Each time you make a wound roll with this weapon, you can re-roll the result. Each time an attack is made with this weapon, make 2 hit rolls instead of 1.

The entire unit may take the Flayed Destroyers upgrade and Flayed keyword - +15 pts./model

Keywords:

  • Faction: <Dynasty>, Necrons, <Destroyer Cult>
  • Elites, Infantry, Skorpekh Heavy Destroyers


Transcendent C'tan[edit]

This unit contains 1 Transcendent C'tan (Power Rating: 14).

Name M WS BS S T W A Ld Sv Pts/model
Transcendent C'tan 8" 2+ 2+ 6 7 9 5 10 4+ 270

Wargear:

-Crackling Tendrils

Weapon Range Type S AP D Abilities
Crackling Tendrils Melee Melee User -4 D6 -

Special Rules:

This model can never have a Relic or a Warlord Trait. In addition, enemy models can ignore the Look Out, Sir rule when selecting this model as the target of a ranged attack.

Before the battle, you can pick one of the following abilities to apply to this model for the duration of the battle. Alternatively, you can roll two D6 to randomly determine two abilities and apply them both to this model for the duration of the battle (duplicate result have no effect).

-1) Cosmic Tyrant: This model can use two different Powers of the C'tan at the end of each of your Movement phases, instead of only one.
-2) Immune to Natural Law: Add 1 to saving throws made for this model.
-3) Sentient Necrodermis: This model regains D3 previously lost wounds at the start of each of your turn.
-4) Transdimensional Displacement: When this model Advances, add 12" to this model's Move characteristic for that Movement phase instead of rolling a dice.
-5) Entropic Touch: You can re-roll failed wound rolls for this model in the Fight phase.
-6) Writhing Worldscape: Enemy units do not receive a bonus to their saving throws for being in cover whilst they are within 12" of this model.

See Army Rules - Universal

This model has a 4+ invulnerable save. In addition, this model cannot lose more than 3 wounds in the same phase. Any wounds that would be lost after that point are not lost.

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ it explodes, and each unit within 6" suffers D3 mortal wounds.

Powers of the C'tan: This model knows two C'tan Powers from the Powers of the C'tan. At the end of the Movement phase, if this model did not Advance or Fall Back that phase, it can use one of the C'tan Powers it knows.

Keywords:

  • Faction: C'tan Shard, Necrons
  • Heavy Support, Monster, Transcendent C'tan, Character, Fly

Fast Attacks[edit]

Canoptek Acanthrites[edit]

This unit contains 3 Canoptek Acanthrites (Power Rating: 6). It can include up to 3 more Canoptek Acanthrites (Power Rating: +6) or up to 6 more Canoptek Acanthrites (Power Rating: +12).

Name M WS BS S T W A Ld Sv Pts/model
Canoptek Acanthrite 12" 4+ 4+ 5 5 3 3 10 3+ 40

Wargear:

-Cutting Beam

Weapon Range Type S AP D Abilities
Cutting Beam 12" Assault 1 7 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Voidblade

Weapon Range Type S AP D Abilities
Voidblade Melee Melee User -2 1 Each time the bearer attacks, it makes 1 additional attack with this weapon. When making a save roll against a wound caused by this weapon, subtract 1 from the result.

Special Rules:

See Army Rules - Detachment Rules

See Army Rules - Universal

See Army Rules - Universal

Models in this unit have a 5+ invulnerable save. Each time a ranged attack is made against this unit, subtract 1 from that attack's hit roll.

Upgrades:

Add 2 to this model's Attack characteristic. In addition, each time this model makes an attack, subtract 1 from the attack's hit roll. At the beginning of your Command phase roll a die; on a 1-2 this unit must move closer to the closest unit (even if friendly) and has to attack it both in the Shooting and Fight phase (if possible); on a 3-5 this unit must move closer to the enemy's closest unit and has to attack it both in the Shooting and Fight phase (if possible); on a 6 this unit acts as normal.

Options:

Any model may replace its Cutting Beam with one of the followings:

-Particle Beamer - free

Weapon Range Type S AP D Abilities
Particle Beamer 18" Assault 6 5 0 1 -

-Transdimensional Beamer - +10 pts.

Weapon Range Type S AP D Abilities
Transdimensional Beamer 12" Assault 1 4 -3 3 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.

The entire unit may take the Flayed Constructs upgrade and FLAYED keyword - +10 pts./model

Keywords:

  • Faction: <Dynasty>, Necrons, Canoptek
  • Fast Attack, Beast, Canoptek Acanthrites, Fly


Canoptek Scarab Swarms[edit]

This unit contains 3 Canoptek Scarab Swarms (Power Rating: 2). It can include up to 3 more Canoptek Scarab Swarms (Power Rating: +2), up to 6 more Canoptek Scarab Swarms (Power Rating: +4), up to 9 more Canoptek Scarab Swarms (Power Rating: +6) or up to 12 more Canoptek Scarab Swarms (Power Rating: +8).

Name M WS BS S T W A Ld Sv Pts/model
Canoptek Scarab Swarm 10" 4+ - 3 3 4 4 10 6+ 15

Wargear:

-Feeder Mandibles

Weapon Range Type S AP D Abilities
Feeder Mandibles Melee Melee User 0 1 Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically inflicts 1 mortal wound on the target. Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound instead of the normal damage.

Special Rules:

See Army Rules - Detachment Rules

See Army Rules - Universal

Each time a Canoptek Scarab Swarmslays a model using its Feeder Mandibles, it heals one wound its unit lost previously in the game. This ability can revive models and even bring the unit above its starting number of models.

See Army Rules - Universal

Upgrades:

Add 2 to this model's Attack characteristic. In addition, each time this model makes an attack, subtract 1 from the attack's hit roll. At the beginning of your Command phase roll a die; on a 1-2 this unit must move closer to the closest unit (even if friendly) and has to attack it both in the Shooting and Fight phase (if possible); on a 3-5 this unit must move closer to the enemy's closest unit and has to attack it both in the Shooting and Fight phase (if possible); on a 6 this unit acts as normal.

Options:

The entire unit may take the Flayed Constructs upgrade and FLAYED keyword - +10 pts./model

Keywords:

  • Faction: <Dynasty>, Necrons, Canoptek
  • Fast Attack, Beast, Canoptek Scarabs, Fly


Canoptek Spiders[edit]

This unit contains 1 Canoptek Spider (Power Rating: 3). It can include 1 additional Canoptek Spider (Power Rating: +3) or 2 additional Canoptek Spiders (Power Rating: +6).

Name M WS BS S T W A Ld Sv Pts/model
Canoptek Spider 6" 4+ 4+ 6 6 6 5 10 3+ 60

Wargear:

-Automaton Claws

Weapon Range Type S AP D Abilities
Automaton Claws Melee Melee +2 -3 2 -

Special Rules:

See Army Rules - Detachment Rules

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 3" suffers a mortal wound.

See Army Rules - Universal

See Army Rules - Universal

In your Command phase, one destroyed model from each friendly <DYNASTY> Canoptek Scarab Swarm unit within 6" of this unit is Reanimated. Each unit can only be affected by this ability once per phase.

Upgrades:

Add 2 to this model's Attack characteristic. In addition, each time this model makes an attack, subtract 1 from the attack's hit roll. At the beginning of your Command phase roll a die; on a 1-2 this unit must move closer to the closest unit (even if friendly) and has to attack it both in the Shooting and Fight phase (if possible); on a 3-5 this unit must move closer to the enemy's closest unit and has to attack it both in the Shooting and Fight phase (if possible); on a 6 this unit acts as normal.

Options:

Any model may take any of the followings:

-Fabricator Claw Array - +5 pts.

Fabricator Claw Array: At the end of your Movement phase a model equipped with a fabricator claw array can repair a single <DYNASTY> Vehicle within 1". That model regains D3 wounds lost earlier in the battle. A model can only be repaired once per turn.

-Gloom Prism - +15 pts.

Gloom Prism: A model equipped with a Gloom Prism can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER. In addition, a model equipped with this can never be targeted or affected by psychic powers in any way. In addition, enemy PSYKER units must subtract 1 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 18" of them.

-Two Particle Beamers - +10 pts.

Weapon Range Type S AP D Abilities
Particle Beamer 18" Assault 6 5 0 1 -

Any model may replace its Automaton Claws with Whip Coils - free

Weapon Range Type S AP D Abilities
Whip Coils Melee Melee User -1 1 Each time an attack is made with this weapon, make 2 hit rolls instead of 1.

The entire unit may take the Flayed Construct upgrade and FLAYED keyword - +10 pts./model

Keywords:

  • Faction: <Dynasty>, Necrons, Canoptek
  • Heavy Support, Monster, Fly, Canoptek Spider


Canoptek Tomb Stalker Squadron[edit]

This unit contains 1 Canoptek Tomb Stalker (Power Rating: 6). It can include 1 additional Canoptek Tomb Stalker (Power Rating: +6) or 2 additional Canoptek Tomb Stalkers (Power Rating: +12)

Name M WS BS S T W A Ld Sv Pts/model
Canoptek Tomb Stalker 10" 4+ 4+ 6 7 9 6 10 3+ 90

Wargear:

-Automaton Claws

Weapon Range Type S AP D Abilities
Automaton Claws Melee Melee +2 -3 2 -

-Two Gauss Slicers

Weapon Range Type S AP D Abilities
Gauss Slicer 24" Rapid Fire 1 5 -1 1 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target instead of normal damage.

Special Rules:

See Army Rules - Detachment Rules

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 3" suffers a mortal wound.

The first time this unit is set up on the battlefield, all of its models must be placed within 6" of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.

See Army Rules - Universal

See Army Rules - Universal

During Deployment, you can set this unit up underground instead of placing it on the battlefield. During the Reinforcements step of one of your Movement phases, this unit may emerge from the ground and into battle. Set it up anywhere on the battlefield that is more than 9" away from enemy models. At the beginning of any of your Movement phases, any Canoptek Tomb Stalker that is not within 1" of an enemy unit can phase underground. Remove it from the battlefield - it can return as described above. A Canoptek Tomb Stalker may not phase out and return to the battlefield in the same turn. If the battle ends while the Canoptek Tomb Stalker is phased out, it is considered to be slain.

Upgrades:

Add 2 to this model's Attack characteristic. In addition, each time this model makes an attack, subtract 1 from the attack's hit roll. At the beginning of your Command phase roll a die; on a 1-2 this unit must move closer to the closest unit (even if friendly) and has to attack it both in the Shooting and Fight phase (if possible); on a 3-5 this unit must move closer to the enemy's closest unit and has to attack it both in the Shooting and Fight phase (if possible); on a 6 this unit acts as normal.

Options:

Any model may take any of the followings:

-Gloom Prism - +15 pts.

Gloom Prism: A model equipped with a Gloom Prism can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER. In addition, a model equipped with this can never be targeted or affected by psychic powers in any way. In addition, enemy PSYKER units must subtract 1 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 18" of them.

-Repair Nanoscarabs - +15 pts.

Repair Nanoscarabs: Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.

The entire unit may take the Flayed Constructs upgrade and FLAYED keyword - +10 pts./model

Keywords:

  • Faction: <Dynasty>, Necrons, Canoptek
  • Fast Attack, Monster, Canoptek Tomb Stalker


Canoptek Wraiths[edit]

This unit contains 3 Canoptek Wraiths (Power Rating: 5). It can include up to 3 more Canoptek Wraiths (Power Rating: +5) or up to 6 more Canoptek Wraiths (Power Rating: +10).

Name M WS BS S T W A Ld Sv Pts/model
Canoptek Wraith 12" 4+ 4+ 4 5 3 4 10 3+ 35

Wargear:

-Vicious Claws

Weapon Range Type S AP D Abilities
Vicious Claws Melee Melee +2 -2 2 -

Special Rules:

See Army Rules - Detachment Rules

See Army Rules - Universal

See Army Rules - Universal

This unit is eligible to shoot and declare a charge with in a turn in which it Fell Back.

Models in this unit have a 4+ invulnerable save. In addition, each time this unit makes a Normal Move, Advances, Falls Back or it makes a charge move, until that move is finished, models in this unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base).

Upgrades:

Add 2 to this model's Attack characteristic. In addition, each time this model makes an attack, subtract 1 from the attack's hit roll. At the beginning of your Command phase roll a die; on a 1-2 this unit must move closer to the closest unit (even if friendly) and has to attack it both in the Shooting and Fight phase (if possible); on a 3-5 this unit must move closer to the enemy's closest unit and has to attack it both in the Shooting and Fight phase (if possible); on a 6 this unit acts as normal.

Options:

Any model may take one of the followings:

-Particle Caster - +5 pts.

Weapon Range Type S AP D Abilities
Particle Caster 12" Pistol 2 6 0 1 -

-Transdimensional Beamer - +10 pts.

Weapon Range Type S AP D Abilities
Transdimensional Beamer 12" Assault 1 4 -3 3 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.

Any model may replace its Vicious Claws with Whip Coils - free

Weapon Range Type S AP D Abilities
Whip Coils Melee Melee User -1 1 Each time an attack is made with this weapon, make 2 hit rolls instead of 1.

The entire unit may take the Flayed Constructs upgrade and FLAYED keyword - +10 pts./model

Keywords:

  • Faction: <Dynasty>, Necrons, Canoptek
  • Fast Attack, Beast, Canoptek Wraiths


Ophydian Destroyers[edit]

This unit contains 3 Ophydian Destroyer (Power Rating: 5). It can include up to 3 additional Ophydian Destroyers (Power Rating: +5) or up to 6 additional Ophydian Destroyers (Power Rating: +10).

Name M WS BS S T W A Ld Sv Pts/model
Ophydian Destroyer 10" 3+ 3+ 4 4 3 3 10 4+ 30

Wargear:

-Hyperphase Threshers

Weapon Range Type S AP D Abilities
Hyperphase Threshsers Melee Melee User -2 2 When making a save roll against a wound caused by this weapon, subtract 1 from the result. Each time the bearer attacks, it makes 1 additional attack with this weapon.

-Ophydian Claws

Weapon Range Type S AP D Abilities
Ophydian Claws Melee Melee User -1 1 Each time the bearer attacks, it makes 2 additional attack with this weapon.

Special Rules:

See Army Rules - Detachment Rules

Each time a model in this unit makes an attack, re-roll a hit roll of 1.

Each time a model in this unit makes an attack with a hyperphase reap-blade, an unmodified hit roll of 6 scores 1 additional hit.

See Army Rules - Universal

See Army Rules - Universal

During deployment, you can set up this unit underground instead of setting it up on the battlefield. If you do, then during the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.

Each time a melee attack is made against this unit, subtract 1 from that attack's hit roll. In addition, this unit is eligible to shoot and declare a charge with in a turn in which it Fell Back.

Upgrades:

Add 2 to this model's Attack characteristic. In addition, each time this model makes an attack, subtract 1 from the attack's hit roll.

Options:

Any model may replace its Hyperphase Threshers with a Hyperphase Reap-blade - +7 pts.

Weapon Range Type S AP D Abilities
Hyperphase Reap-blade Melee Melee +2 -3 3 When making a save roll against a wound caused by this weapon, subtract 1 from the result.

The entire unit may take the Flayed Destroyers upgrade and Flayed keyword - +15 pts./model

Keywords:

  • Faction: <Dynasty>, Necrons, <Destroyer Cult>
  • Elites, Infantry, Ophydian Destroyers


Tomb Blades[edit]

This unit contains 3 Tomb Blades (Power Rating: 4). It can include up to 3 more Tomb Blades (Power Rating: +4) or up to 6 more Tomb Blades (Power Rating: +8).

Name M WS BS S T W A Ld Sv Pts/model
Tomb Blade 14" 3+ 3+ 4 5 2 1 10 4+ 25

Wargear:

-Particle Beamer

Weapon Range Type S AP D Abilities
Particle Beamer 18" Assault 6 5 0 1 -

Special Rules:

See Army Rules - Detachment Rules

Each time a ranged attack is made against this unit, subtract 1 from that attack's hit roll.

See Army Rules - Universal

See Army Rules - Universal

Options:

Any model may replace its Particle Beamer with one of the followings:

-Two Gauss Blasters - +5 pts.

Weapon Range Type S AP D Abilities
Gauss Blaster 30" Rapid Fire 1 5 -2 1 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target instead of normal damage.

-Two Tesla Carbines - +5 pts.

Weapon Range Type S AP D Abilities
Tesla Carbine 24" Assault 2 5 0 1 Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.

For every three models in the unit, one model may replace its Particle Beamer with one of the followings:

-Gauss Cannon - +15 pts.

Weapon Range Type S AP D Abilities
Gauss Cannon 24" Heavy 3 6 -3 D3 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.

-Tesla Cannon - +10pts.

Weapon Range Type S AP D Abilities
Tesla Cannon 30" Heavy 3 6 -1 1 Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.

Any model may take Shieldvanes - +3 pts.

Shieldvanes: The bearer has a Save characteristic of 3+.

Any model may take one of the followings:

-Nebuloscope - +3 pts.

Nebuloscope: Each time the bearer makes a ranged attack, it can target units that are not inside its line of sight and the target does not receive the benefits of cover against that attack.

-Shadowloom - +5 pts.

Shadowloom: The bearer has a 5+ invulnerable save.

Keywords:

  • Faction: <Dynasty>, Necrons
  • Fast Attack, Biker, Tomb Blades, Fly, Core


Triarch Praetorians[edit]

This unit contains 5 Triarch Praetorians (Power Rating: 6). It can include up to 5 more Triarch Praetorians (Power Rating: +6).

Name M WS BS S T W A Ld Sv Pts/model
Triarch Praetorian 10" 3+ 3+ 5 5 2 3 10 3+ 25

Wargear:

-Rod of Covenant

Weapon Range Type S AP D Abilities
Rod of Covenant Melee Melee User -3 2 -
Rod of Covenant 12" Assault 1 5 -3 2 -

Special Rules:

This unit automatically passes Morale tests.

See Army Rules - Detachment Rules

When this unit makes a Normal Move Advances or Falls Back, do not count any vertical distance its models move against the total that it can move this turn.

See Army Rules - Universal

See Army Rules - Universal

Options:

Any model may replace its Rod of Covenant with a Voidblade and a Particle Caster - free

Weapon Range Type S AP D Abilities
Particle Caster 12" Pistol 2 6 0 1 -
Voidblade Melee Melee User -2 1 Each time the bearer attacks, it makes 1 additional attack with this weapon. When making a save roll against a wound caused by this weapon, subtract 1 from the result.

Keywords:

  • Faction: Szarekhan, Necrons, Triarch
  • Elites, Infantry, Triarch Praetorians, Fly, Dynastic Agent

Heavy Supports[edit]

Annihilation Barge Squadron[edit]

This unit contains 1 Annihilation Barge (Power Rating: 6). It can include 1 additional Annihilation Barge (Power Rating: +6) or 2 additional Annihilation Barges (Power Rating: +12).

Name M WS BS S T W A Ld Sv Pts/model
Annihilation Barge 12" 6+ 3+ 5 6 8 3 10 3+ 120

Wargear:

-Tesla Cannon

Weapon Range Type S AP D Abilities
Tesla Cannon 30" Heavy 3 6 -1 1 Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.

-Two Tesla Destructor

Weapon Range Type S AP D Abilities
Tesla Destructor 36" Heavy 5 7 -1 1 Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.

Special Rules:

See Army Rules - Detachment Rules

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 3" suffers a mortal wound.

Instead of measuring distances and ranges to and from this model's base, measure to and from this model's hull or base (whichever is closer).

See Army Rules - Universal

Each time this model fails a saving throw, roll a D6. If the result is less than the damage inflicted by that attack, the damage is ignored (e.g. if this model suffers 4 damage, if you then roll a 3 or less the damage is ignored); an unmodified roll of 6 will always fail. Quantum Shielding cannot prevent damage caused by mortal wounds.

The maximum cohesion distance of models in this unit is 6" instead of 2".

Options:

Any model may replace its Tesla Cannon with a Gauss Cannon - +5 pts.

Weapon Range Type S AP D Abilities
Gauss Cannon 24" Heavy 3 6 -3 D3 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.

Any model may take Repair Nanoscarabs - +15 pts.

Repair Nanoscarabs: Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.

Keywords:

  • Faction: <Dynasty>, Necrons
  • Heavy Support, Vehicle, Quantum Shielding, Fly, Annihilation Barge


Canoptek Doomstalker Squadron[edit]

This unit contains 1 Canoptek Doomstalker (Power Rating: 7). It can include 1 additional Canoptek Doomstalker (Power Rating: +7) or 2 additional Canoptek Doomstalkers (Power Rating: +14)

Name M WS BS S T W A Ld Sv Pts/model
Canoptek Doomstalker 10" 4+ 4+ 5 5 7-12 3 10 3+ 140
Canoptek Doomstalker 8" 5+ 4+ 5 5 4-6 2 10 3+ 140
Canoptek Doomstalker 6" 6+ 4+ 5 5 1-3 1 10 3+ 140

Wargear:

-Doomsday Blaster

Weapon Range Type S AP D Abilities
Doomsday Blaster (Low Power) 24" Heavy D6 8 -2 D3 Blast.
Doomsday Blaster (High Power) 36" Heavy D6 10 -5 D6 Blast. The bearer can only make attacks with this profile if it Remained Stationary during its previous Movement phase.

-Two Gauss Flayers

Weapon Range Type S AP D Abilities
Gauss Flayer 24" Rapid Fire 1 4 -1 1 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target instead of normal damage.

Special Rules:

The maximum cohesion distance of models in this unit is 6" instead of 2".

See Army Rules - Detachment Rules

This model has a 4+ invulnerable save.

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 5+ it explodes, and each unit within 6" suffers D3 mortal wounds.

See Army Rules - Universal

Each time an enemy unit declares a charge against a friendly <Dynasty> or Dynastic Agent unit within 6" of this model, unless this model is within Engagement Range of any enemy models, this model can fire Overwatch at the charging unit as if it was also a target of that charge (this is in an addition to any other units that are firing Overwatch). Each time this model fires Overwatch, it makes attacks with its Doomsday Blaster using the High Power profile and always hit on unmodified rolls of 5 and 6, instead of only 6.

Upgrades:

Add 2 to this model's Attack characteristic. In addition, each time this model makes an attack, subtract 1 from the attack's hit roll. At the beginning of your Command phase roll a die; on a 1-2 this unit must move closer to the closest unit (even if friendly) and has to attack it both in the Shooting and Fight phase (if possible); on a 3-5 this unit must move closer to the enemy's closest unit and has to attack it both in the Shooting and Fight phase (if possible); on a 6 this unit acts as normal.

Options:

Any model may take Repair Nanoscarabs - +15 pts.

Repair Nanoscarabs: Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.

The entire unit may take the Flayed Constructs upgrade and FLAYED keyword - +10 pts./model

Keywords:

  • Faction: <Dynasty>, Necrons, Canoptek
  • Heavy Support, Monster, Canoptek Doomstalker


Canoptek Tomb Sentinel Squadron[edit]

This unit contains 1 Canoptek Tomb Sentinel (Power Rating: 7). It can include 1 additional Canoptek Tomb Sentinel (Power Rating: +7) or 2 additional Canoptek Tomb Sentinels (Power Rating: +14)

Name M WS BS S T W A Ld Sv Pts/model
Canoptek Tomb Sentinel 10" 4+ 4+ 6 7 9 4 10 3+ 125

Wargear:

-Automaton Claws

Weapon Range Type S AP D Abilities
Automaton Claws Melee Melee +2 -3 2 -

-Exile Cannon

Weapon Range Type S AP D Abilities
Exile Cannon 12" Heavy D6 10 -4 3 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.

Special Rules:

See Army Rules - Detachment Rules

The first time this unit is set up on the battlefield, all of its models must be placed within 6" of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.

See Army Rules - Universal

During Deployment, you can set this unit up underground instead of placing it on the battlefield. During the Reinforcements step of one of your Movement phases, this unit may emerge from the ground and into battle. Set it up anywhere on the battlefield that is more than 9" away from enemy models. At the beginning of any of your Movement phases, any Canoptek Tomb Stalker that is not within 1" of an enemy unit can phase underground. Remove it from the battlefield - it can return as described above. A Canoptek Tomb Stalker may not phase out and return to the battlefield in the same turn. If the battle ends while the Canoptek Tomb Stalker is phased out, it is considered to be slain.

Upgrades:

Add 2 to this model's Attack characteristic. In addition, each time this model makes an attack, subtract 1 from the attack's hit roll. At the beginning of your Command phase roll a die; on a 1-2 this unit must move closer to the closest unit (even if friendly) and has to attack it both in the Shooting and Fight phase (if possible); on a 3-5 this unit must move closer to the enemy's closest unit and has to attack it both in the Shooting and Fight phase (if possible); on a 6 this unit acts as normal.

Options:

Any model may take any of the followings:

-Gloom Prism - +15 pts.

Gloom Prism: A model equipped with a Gloom Prism can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER. In addition, a model equipped with this can never be targeted or affected by psychic powers in any way. In addition, enemy PSYKER units must subtract 1 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 18" of them.

-Repair Nanoscarabs - +15 pts.

Repair Nanoscarabs: Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.

The entire unit may take the Flayed Constructs upgrade and FLAYED keyword - +10 pts./model

Keywords:

  • Faction: <Dynasty>, Necrons, Canoptek
  • Heavy Support, Monster, Canoptek Tomb Sentinel


Doomsday Ark Squadron[edit]

This unit contains 1 Doomsday Ark (Power Rating: 10). It can include 1 additional Doomsday Ark (Power Rating: +10) or 2 additional Doomsday Arks (Power Rating: +20).

Name M WS BS S T W A Ld Sv Pts/model
Doomsday Ark 12" 6+ 3+ 6 6 8-14 3 10 3+ 190
Doomsday Ark 8" 6+ 4+ 6 6 4-7 D3 10 3+ 190
Doomsday Ark 4" 6+ 5+ 6 6 1-3 1 10 3+ 190

Wargear:

-Doomsday Cannon

Weapon Range Type S AP D Abilities
Doomsday Cannon (Low Power) 36" Heavy D6 8 -2 D3 Blast.
Doomsday Cannon (High Power) 72" Heavy D6 10 -5 D3+3 Blast. The bearer can only make attacks with this profile if it Remained Stationary during its previous Movement phase.

-Two Gauss Flayer Arrays

Weapon Range Type S AP D Abilities
Gauss Flayer Array 24" Rapid Fire 5 4 -1 1 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target instead of normal damage.

Special Rules:

See Army Rules - Detachment Rules

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Instead of measuring distances and ranges to and from this model's base, measure to and from this model's hull or base (whichever is closer).

See Army Rules - Universal

Each time this model fails a saving throw, roll a D6. If the result is less than the damage inflicted by that attack, the damage is ignored (e.g. if this model suffers 4 damage, if you then roll a 3 or less the damage is ignored); an unmodified roll of 6 will always fail. Quantum Shielding cannot prevent damage caused by mortal wounds.

The maximum cohesion distance of models in this unit is 6" instead of 2".

Options:

Any model may take Repair Nanoscarabs - +15 pts.

Repair Nanoscarabs: Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.

Keywords:

  • Faction: <Dynasty>, Necrons
  • Heavy Support, Vehicle, Quantum Shielding, Doomsday Ark, Fly


Exekhan Destroyer[edit]

Fluff:

Driven beyond the edge by a madness deeper than any other destroyer's, these Necrons become the subject of a mindless killing spree. An Exekhan Destroyer sees no rhyme nor reason, with its wrped body it moves through the battlefield as its own chambers looking for a foe to decimate. It doesn't matter if the creature encountered is a living vermin or a member of its own specie, everyone must fall under this monster's blade.
Exekhan Destroyer.jpg

This unit contains 1 Kopekh Destroyer (Power Rating: 6).

Name M WS BS S T W A Ld Sv Pts/model
Exekhan Destroyer 8" 2+ 3+ 6 5 5 5 10 2+ 120

Wargear:

-Flensing Claw

Weapon Range Type S AP D Abilities
Flensing Claws Melee Melee User -1 1 Each time you make a wound roll with this weapon, you can re-roll the result. Each time an attack is made with this weapon, make 2 hit rolls instead of 1.

-Hyperphase Guillotine

Weapon Range Type S AP D Abilities
Hyperphase Guillotine Melee Melee +3 -1 3 Each time the bearer fights, it makes 3 additional attacks with this weapon. When making a save roll against a wound caused by this weapon, subtract 2 from the result. Each time an attack is made with this weapon, subtract 1 from that attack's hit roll.

Special Rules:

At the beginning of your Command phase roll a die; on a 3+ this model acts as normal. On a 2, this unit must move closer to the closest unit (even if friendly) and has to charge and attack it in the Fight phase (if possible). On a 1, in addition to this, it doubles the number of attacks it make and can only attack with its Hyperphase Guillotine, also, consider this model to have a Weapon Skill of 5+.

See Army Rules - Detachment Rules

Each time this model makes an attack using its Hyperphase Guillotine against a Character unit, you can re-roll the wound roll. In addition, if the target is a Character, for each wound roll of 6+ the target suffers D3 mortal wounds.

Each time a model in this unit makes an attack, re-roll a hit roll of 1.

See Army Rules - Universal

Upgrades:

Add 2 to this model's Attack characteristic. In addition, each time this model makes an attack, subtract 1 from the attack's hit roll. When rolling the die for this model's Blood-drunk Monstrosity special rule, consider the result as always being a 1.

Options:

This model may take any of the Flayed Behemoth upgrade and Flayed keyword - +15 pts.

Keywords:

  • Faction: <Dynasty>, Necrons, <Destroyer Cult>
  • Heavy Support, Infantry, Character, Exekhan Destroyer


Flayed Horrors[edit]

Fluff:

These towering giants slowly walk upon the battlefield, their face and phorm hidden away by the cloak of flesh they sport on the back. When they spot a prey, they begin to charge and scream out of their broken core, paralyzing their soon to be new mantles with a deep horror.

This unit contains 1 Flayed Horror (Power Rating: 6). It can contain 1 additional Flayed Horror (Power Rating: +6) or 2 additional Flayed Horrors (Power Rating: +12).

Name M WS BS S T W A Ld Sv Pts/model
Flayed Horror 6" 3+ 3+ 6 6 8 6 10 3+ 120

Wargear:

-Two Flensing Claws

Weapon Range Type S AP D Abilities
Flensing Claws Melee Melee User -1 1 Each time you make a wound roll with this weapon, you can re-roll the result. Each time an attack is made with this weapon, make 2 hit rolls instead of 1.

Special Rules:

This unit can only attempt to charge units that are within 6" of it. In addition, when making a charge roll for this unit, you can re-roll the result.

See Army Rules - Detachment Rules

Enemy units within 6" of this unit must subtract 2 from their Leadership characteristic and subtract 1 from the Combat Attrition tests taken for that unit. In addition, enemy units may not fire Overwatch against this unit.

Each time a model in this unit makes an attack, re-roll a hit roll of 1.

See Army Rules - Universal

Keywords:

  • Faction: <Dynasty>, Necrons
  • Heavy Support, Infantry, Flayed Horror, Flayed


Lokhust Destroyers[edit]

This unit contains 1 Lokhust Destroyer (Power Rating: 3). It can include 1 additional Lokhust Destroyer (Power Rating: +3), 2 additional Lokhust Destroyers (Power Rating: +6), 3 additional Lokhust Destroyers (Power Rating: +9), 4 additional Lokhust Destroyers (Power Rating: +12), 5 additional Lokhust Destroyers (Power Rating: +15), 6 additional Lokhust Destroyers (Power Rating: +18), 7 additional Lokhust Destroyers (Power Rating: +21), or up to 8 more Lokhust Destroyers (Power Rating: +24). It can include 1 Lokhust Heavy Destroyer (Power Rating: +4).

Name M WS BS S T W A Ld Sv Pts/model
Lokhust Destroyer 8" 3+ 3+ 4 5 3 2 10 3+ 50
Lokhust Heavy Destroyer 8" 3+ 3+ 4 5 4 2 10 3+ 70

Wargear (Lokhust Destroyer):

-Tesla Cannon

Weapon Range Type S AP D Abilities
Tesla Cannon 30" Heavy 3 6 -1 1 Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.

Wargear (Lokhust Heavy Destroyer):

-Gauss Destructor

Weapon Range Type S AP D Abilities
Gauss Destructor 36" Heavy 1 10 -4 3D3 Each time an attack is made with this weapon a wound roll of 6+ inflicts D3 mortal wounds on the target in addition to any normal damage.

Special Rules:

See Army Rules - Detachment Rules

Each time a model in this unit makes an attack, re-roll a hit roll of 1.

See Army Rules - Universal

See Army Rules - Universal

Models in this unit do not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved.

Upgrades:

Add 2 to this model's Attack characteristic. In addition, each time this model makes an attack, subtract 1 from the attack's hit roll.

Options:

Any Lokhust Destroyer in this unit may replace its Tesla Cannon with a Gauss Cannon - +5 pts.

Weapon Range Type S AP D Abilities
Gauss Cannon 24" Heavy 3 6 -3 D3 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.

A Lokhus Heavy Destroyer can be included in the unit - +70 pts.

The Lokhust Heavy Destroyer in the unit may replace its Gauss Destructor with an Enmitic Exterminator - free

Weapon Range Type S AP D Abilities
Enmitic Exterminator 36" Heavy 3D3 7 -1 1 Blast.

The entire unit may take the Flayed Destroyers upgrade and FLAYED keyword - +10 pts./model

Keywords (Lokhust Destroyer):

  • Faction: <Dynasty>, Necrons, <Destroyer Cult>
  • Heavy Support, Infantry, Lokhust Destroyers, Fly

Keywords (Lokhust Heavy Destroyer):

  • Faction: <Dynasty>, Necrons, <Destroyer Cult>
  • Heavy Support, Infantry, Lokhust Heavy Destroyers, Fly


Lokhust Heavy Destroyers[edit]

This unit contains 1 Lokhust Heavy Destroyer (Power Rating: 4). It can include 1 additional Lokhust Heavy Destroyer (Power Rating: +4), 2 additional Lokhust Heavy Destroyers (Power Rating: +8), 3 additional Lokhust Heavy Destroyers (Power Rating: +12) or 4 additional Lokhust Heavy Destroyers (Power Rating: +16).

Name M WS BS S T W A Ld Sv Pts/model
Lokhust Heavy Destroyer 8" 3+ 3+ 4 5 3 2 10 3+ 70

Wargear:

-Gauss Destructor

Weapon Range Type S AP D Abilities
Gauss Destructor 36" Heavy 1 10 -4 3D3 Each time an attack is made with this weapon a wound roll of 6+ inflicts D3 mortal wounds on the target in addition to any normal damage.

Special Rules:

See Army Rules - Detachment Rules

Each time a model in this unit makes an attack, re-roll a hit roll of 1.

See Army Rules - Universal

See Army Rules - Universal

Models in this unit do not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved.

  • Upgrades:

Add 2 to this model's Attack characteristic. In addition, each time this model makes an attack, subtract 1 from the attack's hit roll.

Options:

Any model may replace its Gauss Destructor with an Enmitic Exterminator - free

Weapon Range Type S AP D Abilities
Enmitic Exterminator 36" Heavy 3D3 7 -1 1 Blast.

The entire unit may take the Flayed Destroyers upgrade and FLAYED keyword - +10 pts./model

Keywords:

  • Faction: <Dynasty>, Necrons, <Destroyer Cult>
  • Heavy Support, Infantry, Lokhust Heavy Destroyers, Fly


Tesseract Ark Squadron[edit]

This unit contains 1 Tesseract Ark (Power Rating: 9). It can include 1 additional Tesseract Ark (Power Rating: +9) or 2 additional Tesseract Arks (Power Rating: +18).

Name M WS BS S T W A Ld Sv Pts/model
Tesseract Ark 12" 6+ 3+ 5 7 7-12 3 10 3+ 170
Tesseract Ark 8" 6+ 4+ 5 7 4-6 D3 10 3+ 170
Tesseract Ark 4" 6+ 5+ 5 7 1-3 1 10 3+ 170

Wargear:

-Singularity Chamber

Weapon Range Type S AP D Abilities
Singularity Chamber (Particle Hurricane) 8" Assault 2D6 * -2 1 This weapon automatically hits its target and wounds onf a 2+, unless it is targeting a VEHICLE, in which case it wounds on a 6+. Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.
Singularity Chamber (Seismic Lash) 24" Assault D6 5 -4 3 Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.
Singularity Chamber (Solar Fire) 36" Heavy D6 8 -3 D6 Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.

-Two Particle Beamers

Weapon Range Type S AP D Abilities
Particle Beamer 18" Assault 6 5 0 1 -

Special Rules:

See Army Rules - Detachment Rules

This model has a 4+ invulnerable save.

When resolving a charge against a model with this ability, roll an additional D6 and discard the highest dice before determining the final result.

Instead of measuring distances and ranges to and from this model's base, measure to and from this model's hull or base (whichever is closer).

See Army Rules - Universal

Each time this model fails a saving throw, roll a D6. If the result is less than the damage inflicted by that attack, the damage is ignored (e.g. if this model suffers 4 damage, if you then roll a 3 or less the damage is ignored); an unmodified roll of 6 will always fail. Quantum Shielding cannot prevent damage caused by mortal wounds.

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ it explodes, and each unit within 6" suffers D3 mortal wounds.

The maximum cohesion distance of models in this unit is 6" instead of 2".

Options:

Any model may take Repair Nanoscarabs - +15 pts.

Repair Nanoscarabs: Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.

Any model may replace its two Particle Beamers with one of the followings:

-Two Gauss Cannons - +15 pts.

Weapon Range Type S AP D Abilities
Gauss Cannon 24" Heavy 3 6 -3 D3 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.

-Two Tesla Cannons - +10 pts.

Weapon Range Type S AP D Abilities
Tesla Cannon 30" Heavy 3 6 -1 1 Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.

Keywords:

  • Faction: <Dynasty>, Necrons
  • Heavy Support, Vehicle, Quantum Shielding, Tesseract Ark, Fly


Triarch Stalker Squadron[edit]

This unit contains 1 Triarch Stalker (Power Rating: 6). It can include 1 additional Triarch Stalker (Power Rating: +6) or 2 aditional Triarch Stalkers (Power Rating: +12).

Name M WS BS S T W A Ld Sv Pts/model
Triarch Stalker 10" 3+ 3+ 7 6 7-12 3 10 3+ 135
Triarch Stalker 8" 4+ 4+ 7 6 4-6 3 10 3+ 135
Triarch Stalker 6" 5+ 5+ 7 6 1-3 3 10 3+ 135

Wargear:

-Particle Shredder

Weapon Range Type S AP D Abilities
Particle Shredder 24" Heavy 8 6 -1 2 -

-Stalker's Forelimbs

Weapon Range Type S AP D Abilities
Stalker's Forelimbs Melee Melee User -2 3 -

Special Rules:

See Army Rules - Detachment Rules

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

See Army Rules - Universal

Each time this model fails a saving throw, roll a D6. If the result is less than the damage inflicted by that attack, the damage is ignored (e.g. if this model suffers 4 damage, if you then roll a 3 or less the damage is ignored); an unmodified roll of 6 will always fail. Quantum Shielding cannot prevent damage caused by mortal wounds.

Each time this model makes a ranged attack against an enemy unit, if a hit is scored, until the end of the phase, each time another friendly NECRONS model makes a ranged attack against that enemy unit, re-roll a hit roll of 1.

The maximum cohesion distance of models in this unit is 6" instead of 2".

Options:

Any model may take Repair Nanoscarabs - +15 pts.

Repair Nanoscarabs: Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.

Any model may replace its Particle Shredder with one of the followings:

-Heat Ray - +5 pts.

Weapon Range Type S AP D Abilities
Heat Ray (Dispersed) 18" Heavy 2D6 5 -1 1 Each time an attack is made with this weapon, that attack automatically hits the target.
Heat Ray (Focused) 36" Heavy 2 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Two Heavy Gauss Cannons - +15 pts.

Weapon Range Type S AP D Abilities
Heavy Gauss Cannon 30" Heavy 3 7 -3 D3 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.

-Two Tesla Destructors - +15 pts.

Weapon Range Type S AP D Abilities
Tesla Destructor 36" Heavy 5 7 -1 1 Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.

Keywords:

  • Faction: Szarekhan, Necrons, Triarch
  • Heavy Support, Vehicle, Quantum Shielding, Triarch Stalker, Dynastic Agent

Aircrafts[edit]

Doom Scythe Formation[edit]

This unit contains 1 Doom Scythe (Power Rating: 10). It can contain 1 additional Doom Scythe (Power Rating: +10) or 2 additional Doom Scythes (Power Rating: +20).

Name M WS BS S T W A Ld Sv Pts/model
Doom Scythe 20"-50" 6+ 3+ 6 7 7-12 3 10 3+ 200
Doom Scythe 20"-40" 6+ 4+ 6 7 4-6 D3 10 3+ 200
Doom Scythe 20"-30" 6+ 5+ 6 7 1-3 1 10 3+ 200

Wargear:

-Heavy Death Ray

Weapon Range Type S AP D Abilities
Heavy Death Ray 24" Heavy 3 12 -4 D3+3 -

-Two Tesla Destructors

Weapon Range Type S AP D Abilities
Tesla Destructor 36" Heavy 5 7 -1 1 Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.

Special Rules:

You cannot declare a charge with this model and it can only be chosen as a target of a charge if the unit making the charge can Fly. You can only fight with this model if it is within Engagement range of any enemy units that can Fly, and this model can only make melee attacks against units that can Fly. Enemy units can only make melee attacks against this model if they can Fly.

The first time this unit is set up on the battlefield, all of its models must be placed within 9" of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.

See Army Rules - Detachment Rules

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it crashes and explodes, and each unit within 6" suffers D3 mortal wounds.

See Army Rules - Universal

Each time a ranged attack is made against this unit, subtract 1 from that attack's hit roll.

Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase. In addition, each time this model moves, firstly pivot it on the spot up to 90 degrees (this does not contribute to how far the model moves) and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll any dice.

Options:

Any model may take Repair Nanoscarabs - +15 pts.

Repair Nanoscarabs: Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.

One model may replace its Heavy Death Ray with a Focussed Death Ray - +15 pts.

Weapon Range Type S AP D Abilities
Focused Death Ray 36" Heavy 1 14 -4 6 -

Keywords:

  • Faction: <Dynasty>, Necrons
  • Aircraft, Vehicle, Doom Scythe, Fly


Night Scythe Formation[edit]

This unit contains 1 Night Scythe (Power Rating: 8). It can contain 1 additional Night Scythe (Power Rating: +8) or 2 additional Night Scythes (Power Rating: +16).

Name M WS BS S T W A Ld Sv Pts/model
Night Scythe 20"-50" 6+ 3+ 6 7 7-12 3 10 3+ 145
Night Scythe 20"-40" 6+ 4+ 6 7 4-6 D3 10 3+ 145
Night Scythe 20"-30" 6+ 5+ 6 7 1-3 1 10 3+ 145

Wargear:

-Two Tesla Destructors

Weapon Range Type S AP D Abilities
Tesla Destructor 36" Heavy 5 7 -1 1 Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.

Special Rules:

You cannot declare a charge with this model and it can only be chosen as a target of a charge if the unit making the charge can Fly. You can only fight with this model if it is within Engagement range of any enemy units that can Fly, and this model can only make melee attacks against units that can Fly. Enemy units can only make melee attacks against this model if they can Fly.

The first time this unit is set up on the battlefield, all of its models must be placed within 9" of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.

See Army Rules - Detachment Rules

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it crashes and explodes, and each unit within 6" suffers D3 mortal wounds.

See Army Rules - Universal

Each time a ranged attack is made against this unit, subtract 1 from that attack's hit roll.

Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase. In addition, each time this model moves, firstly pivot it on the spot up to 90 degrees (this does not contribute to how far the model moves) and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll any dice.

Options:

Any model may take Repair Nanoscarabs - +15 pts.

Repair Nanoscarabs: Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.

Transport Capacity:

This model can transport 20 <Dynasty> Infantry models. It cannot transport <Destroyer Cult> models.

Keywords:

  • Faction: <Dynasty>, Necrons
  • Aircraft, Vehicle, Night Scythe, Fly


Night Shroud Formation[edit]

This unit contains 1 Night Shroud (Power Rating: 9). It can contain 1 additional Night Shroud (Power Rating: +9) or 2 additional Night Shroud (Power Rating: +18).

Name M WS BS S T W A Ld Sv Pts/model
Night Shroud 20"-50" 6+ 3+ 6 7 8-14 3 10 3+ 165
Night Shroud 20"-40" 6+ 4+ 6 7 4-7 D3 10 3+ 165
Night Shroud 20"-30" 6+ 5+ 6 7 1-3 1 10 3+ 165

Wargear:

-Two Tesla Destructors

Weapon Range Type S AP D Abilities
Tesla Destructor 36" Heavy 5 7 -1 1 Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.

Special Rules:

You cannot declare a charge with this model and it can only be chosen as a target of a charge if the unit making the charge can Fly. You can only fight with this model if it is within Engagement range of any enemy units that can Fly, and this model can only make melee attacks against units that can Fly. Enemy units can only make melee attacks against this model if they can Fly.

The first time this unit is set up on the battlefield, all of its models must be placed within 9" of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.

See Army Rules - Detachment Rules

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it crashes and explodes, and each unit within 6" suffers D3 mortal wounds.

A Night Shroud can drop death spheres on an enemy unit it moves over during one of your Movement phases. After the Night Shroud has moved, pick one enemy unit that it has passed over. Then roll 3D6 for each Vehicle or Monster in the unit, and roll a D6 for every other model in the unit, up to a maximum of 12D6. For each roll of 3+, the target unit suffers a mortal wound.

See Army Rules - Universal

Each time a ranged attack is made against this unit, subtract 1 from that attack's hit roll.

Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase. In addition, each time this model moves, firstly pivot it on the spot up to 90 degrees (this does not contribute to how far the model moves) and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll any dice.

Options:

Any model may take Repair Nanoscarabs - +15 pts.

Repair Nanoscarabs: Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.

Keywords:

  • Faction: <Dynasty>, Necrons
  • Aircraft, Vehicle, Night Shroud, Fly

Dedicated Transports[edit]

Canoptek Elekas Squadron[edit]

Fluff:

Canoptek Elekas are Necron constructs resembling Terran crustaceans that are used to rapidly deploy other canoptek units in a critically damaged section of a tomb world. In battles, these serve a pretty similar function, rapidly relocating units from one key location to another, while making use of their transdimensional tools to banish annoying foes who stand in their way.

This unit contains 1 Canoptek Elekas (Power Rating: 8). It can include 1 additional Canoptek Elekas (Power Rating: +8) or 2 additional Canoptek Elekases (Power Rating: +16).

Name M WS BS S T W A Ld Sv Pts/model
Canoptek Elekas 18" 6+ 4+ 6 7 7-12 3 10 3+ 145
Canoptek Elekas 12" 6+ 5+ 6 7 4-6 D3 10 3+ 145
Canoptek Elekas 6" 6+ 6+ 6 7 1-3 1 10 3+ 145

Wargear:

-Automaton Claws

Weapon Range Type S AP D Abilities
Automaton Claws Melee Melee +2 -3 2 -

-Scouring Eye

Weapon Range Type S AP D Abilities
Scouring Eye 12" Pistol 2 5 -2 1 -

-Two Transdimensional Abductors

Weapon Range Type S AP D Abilities
Transdimensional Abductor 12" Assault D3 4 -3 3 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.

-Whip Coils

Weapon Range Type S AP D Abilities
Whip Coils Melee Melee User -1 1 Each time an attack is made with this weapon, make 2 hit rolls instead of 1.

Special Rules:

See Army Rules - Detachment Rules

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Instead of measuring distances and ranges to and from this model's base, measure to and from this model's hull or base (whichever is closer).

See Army Rules - Universal

This model has a 4+ invulnerable Save.

Models embarked in this unit can disembark even after this transport has moved.

In your Command phase, one destroyed model from each friendly <Dynasty> Canoptek Scarab Swarm unit within 6" of this unit is Reanimated. Each unit can only be affected by this ability once per phase.

The first time this unit is set up on the battlefield, all of its models must be placed within 6" of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.

Options:

Any model may take Repair Nanoscarabs - +15 pts.

Repair Nanoscarabs: Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.

Transport Capacity:

This model can transport 12 Canoptek Beasts and Swarm models (Beasts models count as two models for the purpose of capacity).

Keywords:

  • Faction: <Dynasty>, Necrons, Canoptek
  • Dedicated Transport, Monster, Canoptek Elekas, Fly, Transport


Ghost Ark Squadron[edit]

This unit contains 1 Ghost Ark (Power Rating: 7). It can include 1 additional Ghost Ark (Power Rating: +7) or 2 additional Ghost Arks (Power Rating: +14).

Name M WS BS S T W A Ld Sv Pts/model
Ghost Ark 12" 6+ 3+ 6 6 8-14 3 10 3+ 145
Ghost Ark 8" 6+ 4+ 6 6 4-7 D3 10 3+ 145
Ghost Ark 4" 6+ 5+ 6 6 1-3 1 10 3+ 145

Wargear:

-Two Gauss Flayer Arrays

Weapon Range Type S AP D Abilities
Gauss Flayer Array 24" Rapid Fire 5 4 -1 1 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target instead of normal damage.

Special Rules:

See Army Rules - Detachment Rules

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Instead of measuring distances and ranges to and from this model's base, measure to and from this model's hull or base (whichever is closer).

See Army Rules - Universal

Models embarked in this model may still shoot as normal in the Shooting phase. Measure distances and line of sight from any point of this model's hull.

Each time this model fails a saving throw, roll a D6. If the result is less than the damage inflicted by that attack, the damage is ignored (e.g. if this model suffers 4 damage, if you then roll a 3 or less the damage is ignored); an unmodified roll of 6 will always fail. Quantum Shielding cannot prevent damage caused by mortal wounds.

In your Command phase, you can select one friendly <Dynasty> Infantry unit within 6" of this model or embarked inside it. One destroyed model from that unit is Reanimated. If the selected unit is a Necron Warriors unit, D3 destroyed models from that unit are Reanimated instead. If the reanimated unit is embarked inside the Ghost Ark, then the reanimated models may not take the number of models inside the Ghost Ark above its Transport Capacity; models in excess are immediately destroyed.

The maximum cohesion distance of this unit is 6".

Options:

Any model may take Repair Nanoscarabs - +15 pts.

Repair Nanoscarabs: Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.

Transport Capacity:

This model can transport 10 <Dynasty> Infantry models. It cannot transport <Destroyer Cult> models and models with the Flayed keyword.

Keywords:

  • Faction: <Dynasty>, Necrons
  • Dedicated Transport, Vehicle, Quantum Shielding, Ghost Ark, Fly, Transport

Lords of War[edit]

Abattoir[edit]

This unit contains 1 Abattoir (Power Rating: 500).

Name M WS BS S T W A Ld Sv Pts/model
Abattoir 24” 4+ 2+ 18 18 161-200 6 10 2+ 10000
Abattoir 20” 4+ 2+ 18 18 121-160 D3+2 10 2+ 10000
Abattoir 16” 5+ 3+ 18 18 81-120 3 10 2+ 10000
Abattoir 12” 6+ 4+ 18 18 41-80 D3 10 2+ 10000
Abattoir 8” 7+ 5+ 18 18 1-40 1 10 2+ 10000

Wargear:

-Gauss Lightning Grid

Weapon Range Type S AP D Abilities
Gauss Lightning Grid 24" Heavy 24 5 -2 D3 This weapon can target up to three different units in the shooting phase, choose how many hits to allocate to each unit before rolling. Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.
Empowered Gauss Lightning Grid 36" Heavy 36 6 -3 D3+1 This weapon replaces the "Gauss Lightning Grid" once the Abattoir reaches the third tier on the Altar of Sacrifice special rule. This weapon can target up to three different units in the shooting phase, choose how many hits to allocate to each unit before rolling. Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.

-Giant Tentacles

Weapon Range Type S AP D Abilities
Giant Tentacles Melee Melee User -4 6 Each time an attack is made with this weapon, make 4 hit rolls instead of 1.

-Particle Collider

Weapon Range Type S AP D Abilities
Particle Collider (Diffused) 32" Heavy 2D6 8 -3 D3+1 Blast.
Empowered Particle Collider (Diffused) 48" Heavy 3D6 9 -4 4 Blast. This weapon replaces the "Particle Collider (Diffused)" once the Abattoir reaches the fourth tier on the Altar of Sacrifice special rule.
Particle Collider (Focused) 48" Heavy 6 12 -4 D3+3 -
Empowered Particle Collider (Focused) 72" Macro 9 16 -6 9 This weapon replaces the "Particle Collider (Focused)" once the Abattoir reaches the fifth tier on the Altar of Sacrifice special rule.

-Repair Nanoscarabs

Repair Nanoscarabs: Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.

-Scarab Swarm

Weapon Range Type S AP D Abilities
Scarab Swarm Melee Melee 3 - 1 Each time an attack is made with this weapon, make 20 hit rolls instead of 1. Attacks made with this weapon always hit on a 3+. If the target's Toughness is higher than this attack's Strength, this weapon always wounds the target on a wound roll of 5+. Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound instead of the normal damage. For each wound inflicted by this weapon, the Abattoir regains one wound lost previously in the game.

Special Rules:

Throughout the course of the battle keep track of how many models this model has slain (Bikers count as 3, Vehicles and MONSTERS count as 7 and TITANIC models count as 30) and consult the table below, each effect is not cumulative:

0-49; Hungering Gods: Subtract 1 from this model's hit rolls, but add 4” to this model's movement, advance and charge distances.
50-99; Satisfied Thirst: This model now knows two powers of the C’tan and may cast one of them per turn.
100-149; Lust for Slaughter: This model knows three powers of the C'tan and may cast up to two of them per turn. Also, its Gauss Lightning Grid is swapped for an Empowered Gauss Lightning Grid.
150-199; Supercharged: This model knows four powers of the C'tan and may cast up to three of them per turn. Also, the Diffused profile of its Particle Accelerator is swapped for the Empowered Particle Accelerator (Diffuse).
200+; Maximium Power: This model knows all the powers of the C'tan and may cast up to five of them per turn. Also, the Focused profile of its Particle Accelerator is swapped for the Empowered Particle Accelerator (Focused). However, the model suffers D6 additional damage whenever it suffers an unsaved wound and you have to add 2 to the die to see if it explodes.

See Army Rules - Detachment Rules

This model has a 4+ invulnerable save. In addition, if this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 3+ the containment grid fails and explodes, each unit within 2D6" suffers 2D6+3 mortal wounds. On a 6 the energy stored inside the Abbatoir bursts out, shattering the ground and violating the very fabric of reality, every unit within 2D6+6" suffers 2D6+6 mortal wounds. If this model has reached the fifth tier on the Altar of Sacrifice special rule consider every D6 (both for damage and range) as a 6.

This model can only be charged by units that can FLY and can only be attacked in the Fight phase by units that can FLY. In addition, unless the attacking unit can FLY, add 12" to the measured distance to determine the range when making shooting attacks against it. Note that this means many short-ranged shooting weapons will not be able to hit this model.

Any non-NECRONS unit that has line of sight to this model must subtract 1 from its Leadership characteristic and automatically loses 1 additional model during any Attrition test.

This model can Fall Back in the Movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can move over enemy models that don't have the TITANIC keyword, though at the end of its move it must be more than 1" away from all enemy units. This model can fire its shooting weapons even if there are enemy models within 1" unless those enemy models are TITANIC. In this case, it can shoot the enemy unit that is within 1" of it or any other visible enemy unit that is within range and more than 1" away from any friendly models.

At the start of your Command phase, this model regains a number of lost wounds equal to the table below.

Remaining W Scarab Repair Swarm
161-200 6
121-160 D6
81-120 D3+3
41-80 D3
1-40 1

Keywords:

  • Faction: <Dynasty>, C'tan Shards, Necrons
  • Lord of War, Fly, Abattoir, Titanic, Vehicle


Æonic Orb[edit]

This unit contains 1 Æonic Orb (Power Rating: 300).

Name M WS BS S T W A Ld Sv Pts/model
Æonic Orb 24” 6+ 2+ 16 18 121-150 6 10 2+ 6000
Æonic Orb 20” 6+ 3+ 16 18 121-150 D6 10 2+ 6000
Æonic Orb 16” 6+ 3+ 16 18 121-150 3 10 2+ 6000
Æonic Orb 12” 6+ 4+ 16 18 121-150 D3 10 2+ 6000
Æonic Orb 8” 6+ 5+ 16 18 121-150 1 10 2+ 6000

Wargear:

-Repair Nanoscarabs

Repair Nanoscarabs: Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.

-Star Cage

Weapon Range Type S AP D Abilities
Star-Cage (Solar Burst) 72" Heavy 3 * * * This weapon can target up to three different units in the shooting phase, choose how many hits to allocate to each unit before rolling. For each attack that its roll one D6 for each model in the target unit; on a 3+ that model suffers 3 mortal wounds.
Star-Cage (Solar Flare) 180" Macro 1 * -5 24 Attacks made with this weapon always wound on a 2+. Your opponent must subtract 3 from every kind of save used against attacks from this profile. Each time you roll a wound roll of 6+ for this weapon, the target suffers 6 mortal wounds in addition to any other damage. If this attack hits, roll a die for every unit within 9" of the target; on a 3+ that unit suffers D6 mortal wounds.

Special Rules:

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4-5, each unit within 3D6" suffers 2D6 mortal wounds. On a 6 the security protocols fail to banish the compressed star into a pocket dimension, each unit within 36" suffers 18 mortal wounds.

Non-Necron units that have line of sight to this model must subtract 1 from their hit roll each time they attack and may only re-roll hit rolls of 1.

See Army Rules - Detachment Rules

This model has a 3+ Invulnerable save. Each time this model fails a saving throw, roll a D6; on an unmodified roll of 6, this model suffers D6 additional wounds.

At the start of your Command phase, each model in this unit regains D6 lost wounds.

This model can Fall Back in the Movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can move over enemy models that don't have the TITANIC keyword, though at the end of its move it must be more than 1" away from all enemy units. This model can fire its shooting weapons even if there are enemy models within 1" unless those enemy models are TITANIC. In this case, it can shoot the enemy unit that is within 1" of it or any other visible enemy unit that is within range and more than 1" away from any friendly models.

At the start of your Shooting phase, roll a dice for each non-Necron unit that can Fly and is within 24" of this model; on a 4+ that unit suffers D6+6 mortal wounds. Roll two dices and pick the highest result if the target is a Aircraft.

Keywords:

  • Faction: <Dynasty>, Necrons
  • Lord of War, Æonic Orb, Titanic, Vehicle, Fly


Canoptek Leviathan[edit]

This unit contains 1 Canoptek Leviathan (Power Rating: 30).

Canoptek Leviathan soaring the skies (Credits to The Warsinger)
Name M WS BS S T W A Ld Sv Pts/model
Canoptek Leviathan 24” 4+ 4+ 7 8 13-24 3 10 3+ 600
Canoptek Leviathan 20” 4+ 5+ 7 8 7-12 D3 10 3+ 600
Canoptek Leviathan 16” 4+ 6+ 7 8 1-6 1 10 3+ 600

Wargear:

-Banishment Cannon

Weapon Range Type S AP D Abilities
Banishment Cannon 24" Heavy D6 14 -4 D6 Each time an attack is made with this weapon a wound roll of 6+ inflicts D3 mortal wounds on the target in addition to any normal damage.

-Canoptek Wings

Weapon Range Type S AP D Abilities
Canoptek Wings Melee Melee User -2 2 -

-Repair Nanoscarabs

Repair Nanoscarabs: Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.

-Six Gauss Flayer Arrays

Weapon Range Type S AP D Abilities
Gauss Flayer Array 24" Rapid Fire 5 4 -1 1 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target instead of normal damage.

Special Rules:

At the start of your Command phase, this model regains D3 lost wounds.

See Army Rules - Detachment Rules

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.

A model with this rule can Fall Back in the movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can even move over enemy models as long as they don't possess the Titanic keyword and as long as it ends it's moving more than 1” from enemy models. This model may still shoot if there are enemy models within 1” of it as long as they don't possess the Titanic keyword. In this case, it can shoot at enemies within 1” of itself or any other visible enemy unit that is not within 1” of a friendly unit. Finally, this model may only be charged by units that can Fly.

Each time a ranged attack is made against this unit, subtract 1 from that attack's hit roll.

This model has a 4+ Invulnerable save.

Roll a die for every enemy unit within 12" of this model; on a 4+ it suffers D3 mortal wounds. In addition, roll a die whenever this model charges or it is charged; on a 2+ that unit suffers D3 mortal wounds.

Upgrades:

This model can attempt to deny up to three psychic powers in each enemy Psychic phase in the same manner as a PSYKER. In addition, a model equipped with these can never be targeted or affected by psychic powers in any way. In addition, enemy PSYKERs must subtract 3 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 24" of them.

Options:

This model may take the Null Prisms upgrade - +50 pts.

Keywords:

  • Faction: <Dynasty>, Necrons, Canoptek
  • Lord of War, Fly, Canoptek Leviathan, Titanic, Vehicle


Doomsday Monolith[edit]

This unit contains 1 Doomsday Monolith (Power Rating: 50).

Name M WS BS S T W A Ld Sv Pts/model
Doomsday Monolith 8” 6+ 3+ 12 12 21-40 6 10 2+ 1000
Doomsday Monolith 6” 6+ 4+ 12 12 11-20 D6 10 2+ 1000
Doomsday Monolith 4” 6+ 5+ 12 12 1-10 D3 10 2+ 1000

Wargear:

-Four Doomsday Gauss Flux Arcs

Weapon Range Type S AP D Abilities
Doomsday Gauss Flux Arc 36" Heavy 6 7 -3 3 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.

-Gauss Obliterator

Weapon Range Type S AP D Abilities
Gauss Obliterator 48" Macro 6 12 -5 6 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.

-Portal of Exile

Weapon Range Type S AP D Abilities
Portal of Exile Melee Melee User -3 2 Each time an attack is made with this weapon, that attack automatically hits the target.

-Repair Nanoscarabs

Repair Nanoscarabs: Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.

Special Rules:

See Army Rules - Detachment Rules

This model has a 5+ invulnerable save. In addition, for every friendly powered up <DYNASTY> Monolith within 6" of this model, increase its invulnerable save by one (up to a 2+). At the beginning of each of your Shooting phases you can choose up to 5 friendly powered up <Dynasty> Monoliths within 6". They can't use their Particle Whip during that phase but for each of them increase this model's Gauss Obliterator Strength, Ap and Damage characteristics by one. If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ each unit within 6" suffers D6 mortal wounds, on a 6 each unit within D6+6" suffers D6+3 mortal wounds.

In your Movement phase, if this model Remains Stationary, then in the Reinforcement step of that phase it can summon a unit. If it does, select one <Dynasty> Infantry unit from your army that is in Strategic Reserves: set up that unit anywhere on the battlefield that it is wholly within 3" of this model and not within Engagement Range of any enemy models. Models in units that are set up using this ability count as having moved a distance in inches equal to their Move characteristic in the Movement phase.

Distance and ranges are always measured to and from this model's hull, even though it has a base. In addition, during deployment, you can set up a Doomsday Monolith in the upper atmosphere instead of placing it on the battlefield. During the Reinforcements step of one of your Movement phases, the Doomsday Monolith can plummet to the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models.

At the start of your Command phase, this model regains D6 lost wounds.

Keywords:

  • Faction: <DYNASTY>, NECRONS
  • LORD OF WAR, FLY, Doomsday Monolith, TITANIC, VEHICLE


Gauss Pylon[edit]

This unit contains 1 Gauss Pylon (Power Rating: 24).

Name M WS BS S T W A Ld Sv Pts/model
Gauss Pylon - 6+ 3+ 6 8 16-30 - 10 3+ 475
Gauss Pylon - 6+ 4+ 6 8 8-15 - 10 3+ 475
Gauss Pylon - 6+ 5+ 6 8 1-7 - 10 3+ 475

Wargear:

-Gauss Annihilator

Weapon Range Type S AP D Abilities
Gauss Annihilator (Flux Arc) 30" Rapid Fire 6 6 -2 2 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.
Gauss Annihilator (Focused Beam) 120" Macro 2D3 16 -4 D3+6 Each time an attack is made with this weapon against an Aircraft unit, add 2 to that attack's hit roll. Each time an attack is made with this weapon a wound roll of 6+ inflicts D3 mortal wounds on the target in addition to any normal damage.

-Repair Nanoscarabs

Repair Nanoscarabs: Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.

-Tesla Arc

Weapon Range Type S AP D Abilities
Tesla Arc 3" Assault 3D6 4 0 1 Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.

Special Rules:

At the start of your Command phase, this model regains D3 lost wounds.

See Army Rules - Detachment Rules

This model cannot move for any reason, except when it is set up using the Teleportation Matrix ability, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. It can, except when firing Overwatch, also still fire its weapons if enemy units are within 1" of it (but only its tesla arc can target units that are within 1" of it – its other guns must target other units). In addition, friendly units can still target enemy units that are within 1" of this model.

All friendly Necrons models receive a 5+ invulnerable save whilst they remain within 6" of this model.

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ it explodes, and each unit within 6" suffers D6 mortal wounds.

During deployment, you can set this unit up in orbit instead of placing it on the battlefield. During the Reinforcements step of one of your Movement phases, this unit may teleport into battle. Set it up anywhere on the battlefield that is more than 9" away from enemy models. At the beginning of any of your Movement phases, any Gauss Pylon that is not within 1" of an enemy unit can teleport away. Remove it from the battlefield - replace it following the rules above.

Keywords:

  • Faction: <Dynasty>, Necrons
  • Lord of War, Vehicle, Gauss Pylon, Artillery, Titanic


Megalith[edit]

This unit contains 1 Megalith (Power Rating: 150).

Name M WS BS S T W A Ld Sv Pts/model
Megalith 12” 6+ 2+ 18 18 71-90 3 10 2+ 3000
Megalith 10” 6+ 3+ 18 18 51-70 3 10 2+ 3000
Megalith 8” 6+ 4+ 18 18 31-50 3 10 2+ 3000
Megalith 6” 6+ 5+ 18 18 11-30 3 10 2+ 3000
Megalith 4" 6+ 6+ 18 18 1-10 3 10 2+ 3000

Wargear:

-Four Decimator Gauss Arrays

Weapon Range Type S AP D Abilities
Decimator Gauss Array 48" Heavy 5 9 -4 D3+3 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.

-Gauss Matrix

Weapon Range Type S AP D Abilities
Gauss Matrix 60" Macro 2D6 14 -5 9 Each time an attack is made with this weapon a wound roll of 6+ inflicts D3 mortal wounds on the target in addition to any normal damage.

-Portal of Exile

Weapon Range Type S AP D Abilities
Portal of Exile Melee Melee User -3 2 Each time an attack is made with this weapon, that attack automatically hits the target.

-Repair Nanoscarabs

Repair Nanoscarabs: Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.

Special Rules:

See Army Rules - Detachment Rules

During deployment, you can set up a Megalith in the upper atmosphere instead of placing it on the battlefield. During the Reinforcements step of one of your Movement phases, the Megalith can plummet to the battlefield - set it up anywhere on the battlefield that is more than 18" away from any enemy models.

In your Movement phase, if this model Remains Stationary, then in the Reinforcement step of that phase it can summon a unit. If it does, select one <Dynasty> Infantry unit from your army that is in Strategic Reserves: set up that unit anywhere on the battlefield that it is wholly within 3" of this model and not within Engagement Range of any enemy models. Models in units that are set up using this ability count as having moved a distance in inches equal to their Move characteristic in the Movement phase.

This model can Fall Back in the Movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can move over enemy models that don't have the TITANIC keyword, though at the end of its move it must be more than 1" away from all enemy units. This model can fire its shooting weapons even if there are enemy models within 1" unless those enemy models are TITANIC. In this case, it can shoot the enemy unit that is within 1" of it or any other visible enemy unit that is within range and more than 1" away from any friendly models.

At the start of your Command phase, this model regains D6 lost wounds.

When you set up this model, at the same time you can also set up to four friendly <DYNASTY> Monoliths inside it rather than setting them up on the battlefield. At the end of your Movement phase, you can disembark any of the Monoliths. Set them up within 6" of this model, they can then act as normal. Once a Monolith has exited the Megalith, it cannot re-enter it.

Keywords:

  • Faction: <DYNASTY>, NECRONS
  • LORD OF WAR, FLY, Megalith, TITANIC, VEHICLE


Monolith[edit]

This unit contains 1 Monolith (Power Rating: 19).

Name M WS BS S T W A Ld Sv Pts/model
Monolith 8" 6+ 3+ 8 8 13-24 6 10 2+ 360
Monolith 6" 6+ 4+ 8 8 7-12 D6 10 2+ 360
Monolith 4" 6+ 5+ 8 8 1-6 D3 10 2+ 360

Wargear:

-Four Gauss Flux Arcs

Weapon Range Type S AP D Abilities
Gauss Flux Arc 30" Rapid Fire 3 5 -2 1 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target instead of normal damage.

-Particle Whip

Weapon Range Type S AP D Abilities
Partcile Whip 36" Heavy D6 12 -3 D3 Blast. Roll a die for each enemy unit within 3" of the target unit, on a 5+ it suffers D3 mortal wounds.

-Portal of Exile

Weapon Range Type S AP D Abilities
Portal of Exile Melee Melee User -3 2 Each time an attack is made with this weapon, that attack automatically hits the target.

-Repair Nanoscarabs

Repair Nanoscarabs: Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.

Special Rules:

See Army Rules - Detachment Rules

During deployment, you can set up this model in the upper atmosphere instead of placing it on the battlefield. If you do, then during the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.

In your Movement phase, if this model Remains Stationary, then in the Reinforcement step of that phase it can summon a unit. If it does, select one <Dynasty> Infantry unit from your army that is in Strategic Reserves: set up that unit anywhere on the battlefield that it is wholly within 3" of this model and not within Engagement Range of any enemy models. Models in units that are set up using this ability count as having moved a distance in inches equal to their Move characteristic in the Movement phase.

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ it explodes, and each unit within 2D6" suffers D6 mortal wounds.

Distances are measured to and from either this model's hull or its base, whichever is the closest.

At the start of your Command phase, this model regains D6 lost wounds.

When you deploy a Monolith, you can choose whether it is powered up or powered down. If it is powered up, it functions as normal. If it is powered down, it may not move or shoot, nor use its Eternity Gate special rule, but has a 3+ invulnerable save. You can choose to power up or down the Monolith at the start of any of your Movement phases.

Options:

  • This model may replace any of its four Gauss Flux Arcs with a Death Ray - +5 pts./weapon
Weapon Range Type S AP D Abilities
Death Ray 24" Heavy 1 9 -3 D6 -

Keywords:

  • Faction: <Dynasty>, Necrons
  • Lord of War, Vehicle, Monolith, Fly, Titanic


Obelisk[edit]

This unit contains 1 Obelisk (Power Rating: 15).

Name M WS BS S T W A Ld Sv Pts/model
Obelisk 8" 6+ 3+ 8 8 15-28 6 10 2+ 300
Obelisk 6" 6+ 4+ 8 8 8-14 D6 10 2+ 300
Obelisk 4" 6+ 5+ 8 8 1-7 D3 10 2+ 300

Wargear:

-Four Tesla Spheres

Weapon Range Type S AP D Abilities
Tesla Sphere 35" Heavy 6 8 -2 1 Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.

-Repair Nanoscarabs

Repair Nanoscarabs: Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.

Special Rules:

At the start of your Command phase, this model regains D3 lost wounds.

See Army Rules - Detachment Rules

During deployment, you can set up this model in the upper atmosphere instead of placing it on the battlefield. If you do, then during the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ it explodes, and each unit within 2D6" suffers D6 mortal wounds.

At the start of your Shooting phase, roll a dice for each enemy unit that can Fly within 12" of this model. On a roll of 4+, that unit suffers D3 mortal wounds. Double the number of mortal wounds if the target is an Aircraft.

Distances are measured to and from either this model's hull or its base, whichever is the closest.

In your Movement phase, if this model Remains Stationary, then until the start of your next Movement phase, its Tesla Spheres have a Type of Heavy 8, a Strength characteristic of 9 and a Damage characteristic of 2.

When you deploy an Obelisk, you can choose whether it is powered up or powered down. If it is powered up, it functions as normal. If it is powered down, it may not move or shoot, but has a 3+ invulnerable save. You can choose to power up the Obelisk at the start of any of your Movement phases. An Obelisk that arrives through its Death Descending special rule is automatically considered to be powered up. Once powered up, an Obelisk cannot power down later in the game.

Keywords:

  • Faction: <Dynasty>, Necrons
  • Lord of War, Vehicle, Obelisk, Fly, Titanic


Seraptek Heavy Construct[edit]

This unit contains 1 Seraptek Heavy Construct (Power Rating: 18).

Name M WS BS S T W A Ld Sv Pts/model
Seraptek Heavy Construct 16" 4+ 4+ 8 8 15-28 6 10 3+ 360
Seraptek Heavy Construct 12" 5+ 4+ 8 8 8-14 D6 10 3+ 360
Seraptek Heavy Construct 8" 6+ 4+ 8 8 1-7 D3 10 3+ 360

Wargear:

-Repair Nanoscarabs

Repair Nanoscarabs: Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.

-Two Singularity Generators

Weapon Range Type S AP D Abilities
Singularity Generator 36" Heavy 3D3 8 -3 D6 Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.

-Titanic Forelimbs

Weapon Range Type S AP D Abilities
Titanic Forelimbs (Reaping Sweep) Melee Melee User -2 D3 Each time an attack is made with this weapon, make 3 hit rolls instead of 1.
Titanic Forelimbs (Impaling Strike) Melee Melee x2 -4 6 -

Special Rules:

At the start of your Command phase, this model regains D3 lost wounds.

See Army Rules - Detachment Rules

See Army Rules - Universal

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4-5 it explodes, and each unit within 2D6" suffers D6 mortal wounds; on a 6 it explodes and breaches the transdimensional barrier, and each unit within 3D6" suffers D6+3 mortal wounds.

When this model moves (including when it Falls Back), it can move over Infantry, Beast and Swarm models as if they were not there, though it must end its move more than 1" from any enemy units. This model can Fall Back in the Movement phase and still shoot and/or charge in the same turn.

Options:

This model may replace its two Singularity Generators with two Synaptic Obliterators and two Transdimensional Projectors - free

Weapon Range Type S AP D Abilities
Synaptic Obliterator 72" Heavy D3 16 -4 6 Each time an attack is made with this weapon a wound roll of 6+ inflicts D3 mortal wounds on the target in addition to any normal damage.
Transdimensional Projector 24" Heavy D6 6 -3 D3 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.

Keywords:

  • Faction: <Dynasty>, Necrons, Canoptek
  • Lord of War, Vehicle, Seraptek Heavy Construct, Titanic


Szarekh, the Last Silent King[edit]

This unit contains 1 Szarekh, the Last Silent King and 2 Triarchal Guards (Power Rating: 10). Only one of this unit can be included i your army. You cannot include this unit if your army already includes The Triarch.

Name M WS BS S T W A Ld Sv Pts/model
Szarekh 6" 2+ 2+ 5 6 8 5 10 3+ 210
Triarchal Guard 10" 2+ 2+ 5 5 5 4 10 3+ free

Wargear (Szarekh):

-Sceptre of Eternal Glory

Weapon Range Type S AP D Abilities
Sceptre of Eternal Glory Melee Melee +4 -3 2 -
Sceptre of Eternal Glory 24" Assault 3 8 -3 2 -

Wargear (Triarchal Guard):

-Dispersion Shield

Dispersion Shield: A model equipped with a Dispersion Shield has a 4+ invulnerable save. In addition, add 2 to armor saving throws made for that model. Each time you roll an unmodified 6 for this model's invulnerable saving throw, the unit that made that attack suffers a mortal wound after it has finished making all of its attacks for that phase.

-Staff of the Oath

Weapon Range Type S AP D Abilities
Staff of the Oath Melee Melee +1 -3 3 -
Staff of the Oath 12" Assault 2 6 -3 3 -

Special Rules (Szarekh):

See Army Rules - Detachment Rules

In your Command phase, you can select one friendly Necrons unit within 9" of this unit. Until the start of your next Command phase, each time a model in that unit makes an attack, add 1 to that attack's hit roll. Each unit can only be selected for this ability once per phase.

This model can use its My Will Be Done two additional times per turn. In addition, each time a Necrons Core unit within 6" of this model makes an attack, you can re-roll the hit roll.

While a friendly Necrons Core or Triarch unit is within 6" of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1" to the Move characteristic of models in that unit.

  • Supreme Living Metal: At the start of your Command phase, this model regains 3 wounds lost previously in the battle.

If your army is Battle-forged, Szarekh must be your army's Warlord. You receive 3 additional Command points if Szarekh is your Warlord.

At the start of your Command phase, each model in this unit regains 3 lost wounds. In addition, this model cannot lose more than 5 wounds in the same phase. Any wounds that would be lost after that point are not lost.

This model has a 4+ invulnerable save.

Once per battle, at the start of any battle round, if Szarekh is on the battlefield he can alter your command protocols. If he does, the command protocol that you did not assign to any battle rounds before the battle becomes active for your army for that battle round, instead of one that you assigned to it.

Special Rules (Triarchal Guard):

See Army Rules - Detachment Rules

When this unit makes a Normal Move Advances or Falls Back, do not count any vertical distance its models move against the total that it can move this turn.

See Army Rules - Universal

Szarekh and his two Triarchal Guards all count as different units although the two Triarchal Guards must always be within 3" of Szarekh. While Szarekh is within 3" of this unit, enemy units cannot target it with ranged weapons. In addition, if this model performs a Heroic Intervention against an enemy unit that charged Szarekh within 3" of this unit, the enemy unit may only attack this unit instead of Szarekh. When doing so, add 2 to the Attacks characteristic of models in this unit. If slain, the two Triarchal Guards do not count towards any sort of Agenda or Mission rule. If Szarekh is slain, remove the two Triarchal Guards too.

At the start of your Command phase, each model in this unit regains 3 lost wounds. In addition, when the reanimation protocols of this unit are activated, add three dices to the reanimation protocols pool for each model that is attempting to reanimate.

Warlord Trait: If this model is your Warlord, it has the following Warlord Trait:

The Last of the Silent Kings: When assigning command protocols for the battle, you can select any protocol for any number of battle rounds up to the fifth.

Keywords (Szarekh):

  • Faction: Szarekhan, Necrons
  • Lord of War, Infantry, The Silent King, Szarekh, Phaeron, Noble, Supreme Commander, Dynastic Agent, Character

Keywords (Triarchal Guard):

  • Faction: Szarekhan, Necrons
  • Lord of War, Infantry, The Silent King, Fly, Triarchal Guard, Dynastic Agent, Character


Tesseract Vault[edit]

This unit contains 1 Tesseract Vault (Power Rating: 23).

Name M WS BS S T W A Ld Sv Pts/model
Tesseract Vault 8" 6+ 3+ 8 8 16-30 6 10 2+ 450
Tesseract Vault 6" 6+ 4+ 8 8 9-15 D6 10 2+ 450
Tesseract Vault 4" 6+ 5+ 8 8 1-8 D3 10 2+ 450

Wargear:

-Four Tesla Spheres

Weapon Range Type S AP D Abilities
Tesla Sphere 35" Heavy 6 8 -2 1 Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.

-Repair Nanoscarabs

Repair Nanoscarabs: Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.

Special Rules:

At the start of your Command phase, this model regains D3 lost wounds.

See Army Rules - Detachment Rules

Distances are measured to and from either this model's hull or its base, whichever is the closest.

This model doesn't count as having the C'tan Shard keyword for the purpose of the Dynastic Agents and Star Gods Detachment Ability.

This model has a 4+ invulnerable save.

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ the Transcendent C’tan contained within takes their vengeance, and each unit within 2D6" suffers D6 mortal wounds.

Powers of the C'tan: This model knows four C'tan Power selected from the Powers of the C'tan. At the end of the Movement phase, if this model did not Advance or Fall Back that phase, it can use a number of C'tan Powers it knows equal to the number in the table below. It cannot use the same C'tan Power more than once per turn.

Remaining W Powers of the C'tan
16-30 3
9-15 2
1-8 1

Keywords:

  • Faction: <Dynasty>, Necrons, C'tan Shard
  • Lord of War, Vehicle, Tesseract Vault, Fly, Titanic


The Triarch[edit]

This unit contains 1 Dias of Dominion and 2 Triarchal Menhir (Power Rating: 23). Only one of this unit can be included i your army. You cannot include this unit if your army already includes Szarekh, the Last Silent King.

Name M WS BS S T W A Ld Sv Pts/model
Dias of Dominion 8" 2+ 2+ 5 7 9-16 6 10 3+ 450
Dias of Dominion 6" 2+ 2+ 5 7 5-8 4 10 3+ 450
Dias of Dominion 4" 2+ 2+ 5 7 1-4 3 10 3+ 450
Triarchal Menhir 8" 6+ 2+ 5 7 5 1 10 3+ free

Wargear (Dias of Dominion):

-Sceptre of Eternal Glory

Weapon Range Type S AP D Abilities
Sceptre of Eternal Glory Melee Melee +4 -3 2 -
Sceptre of Eternal Glory 24" Assault 3 8 -3 2 -

-Scythe of Dust

Weapon Range Type S AP D Abilities
Scythe of Dust Melee Melee +3 -4 3 Each time the bearer attacks, it makes 4 additional attack with this weapon and no more than 4 attacks can be made with this weapon.

-Staff of Stars

Weapon Range Type S AP D Abilities
Staff of Stars Melee Melee User -2 1 Each time the bearer attacks, it makes 3 additional attack with this weapon and no more than 3 attacks can be made with this weapon.
Staff of Stars 24" Assault 9 6 -2 1 -

Wargear (Triarchal Menhir):

-Annihilator Beam

Weapon Range Type S AP D Abilities
Annihilator Beam 36" Heavy 1 12 -4 6 -

Special Rules (Dias of Dominion):

See Army Rules - Detachment Rules

In your Command phase, you can select one friendly Necrons unit within 9" of this unit. Until the start of your next Command phase, each time a model in that unit makes an attack, add 1 to that attack's hit roll. Each unit can only be selected for this ability once per phase.

This model can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a Psyker. In addition, a model equipped with this can never be targeted or affected by psychic powers in any way. In addition, enemy Psyker units must subtract 3 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 18" of them.

At the start of the Fight phase, if there are any enemy units within Engagement Range of Szarekh, then until the end of the phase, those units cannot fight until after all other eligible units from your army have done so.

This model can use its My Will Be Done two additional times per turn. In addition, each time a Necrons Core unit within 6" of this model makes an attack, you can re-roll the hit roll.

While a friendly Necron Core unit or Triarch unit is within 6" of Szarekh, each time a melee attack is made by a model in that unit, you can re-roll the wound roll.

While a friendly Necron Core unit or Triarch unit is within 6" of Szarekh, each time a ranged attack is made by a model in that unit, you can re-roll the hit roll.

If Szarekh has 8 or fewer wounds remaining, it cannot make attacks with its Staff of Stars and loses the Phaeron of the Stars ability. If Szarekh has 4 or fewer wounds remaining, it cannot make attacks with its Scythe of Dust and loses the Phaeron of the Blades ability.

While a friendly Necrons Core or Triarch unit is within 6" of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1" to the Move characteristic of models in that unit.

  • Supreme Living Metal: At the start of your Command phase, this model regains 3 wounds lost previously in the battle.

If your army is Battle-forged, Szarekh must be your army's Warlord. You receive 3 additional Command points if Szarekh is your Warlord.

At the start of your Command phase, this model regains 3 lost wounds.

This model has a 4+ invulnerable save.

While this unit contains any Triarchal Menhirs models, it does not count as a Character for the purposes of the Look Out, Sir rule, and each time an attack successfully wounds this unit, that attack must be allocated to one of those models. The destruction of Triarchal Menhirs is ignored for the purposes of Morale tests. If Szarekh is ever destroyed, any remaining Triarchal Menhirs in this unit are also destroyed.

If Szarekh is destroyed, roll a D6 before removing it from the battlefield. On a 4+ it explodes, and each unit within 2D6" suffers D6 mortal wounds.

Once per battle, at the start of any battle round, if Szarekh is on the battlefield he can alter your command protocols. If he does, the command protocol that you did not assign to any battle rounds before the battle becomes active for your army for that battle round, instead of one that you assigned to it.

Special Rules (Triarchal Menhir):

See Army Rules - Detachment Rules

At the start of your Command phase, each model in this unit regains 3 lost wounds.

Powers of the C'tan: This model knows two C'tan Powers from the Powers of the C'tan. At the end of the Movement phase, if this model did not Advance or Fall Back that phase, it can use two of the C'tan Powers it knows. It cannot use the same C'tan Power more than once per turn.

Warlord Trait: If this model is your Warlord, it has the following Warlord Trait:

The Last of the Silent Kings: When assigning command protocols for the battle, you can select any protocol for any number of battle rounds up to the fifth.

Keywords (Dias of Dominion):

  • Faction: Szarekhan, Necrons
  • Lord of War, Vehicle, The Silent King, Fly, Szarekh, Phaeron, Noble, Supreme Commander, Dynastic Agent

Keywords (Triarchal Menhir):

  • Faction: Szarekhan, Necrons
  • Lord of War, Vehicle, The Silent King, Fly, Triarchal Menhir, Dynastic Agent


Tomb Harvester[edit]

This unit contains 1 Tomb Harvester (Power Rating: 60).

Tomb Harvester harvesting the leftovers of a gruesome battle (Credits to The Warsinger)
Name M WS BS S T W A Ld Sv Pts/model
Tomb Harvester 24” 4+ 4+ 9 10 26-50 6 10 2+ 1200
Tomb Harvester 18” 4+ 4+ 9 10 13-25 D6 10 2+ 1200
Tomb Harvester 12” 5+ 5+ 9 10 7-12 3 10 2+ 1200
Tomb Harvester 6” 6+ 6+ 9 10 1-6 D3 10 2+ 1200

Wargear:

-Canoptek Claws

Weapon Range Type S AP D Abilities
Canoptek Claws Melee Melee x2 -5 D3+6 If a VEHICLE or MONSTER that doesn't have the Titanic keyword is slain by this weapon, pick an enemy unit within 12" of the bearer and roll a D6. On a 4+ that unit suffers D3+3 mortal wounds.

-Heat Ray Devastator

Weapon Range Type S AP D Abilities
Heat Cannon Devastator (Dispersed) 18" Heavy 3D6 6 -2 2 Each time an attack is made with this weapon, that attack automatically hits the target.
Heat Cannon Devastator (Focused) 36" Macro D6 14 -4 6 -

-Repair Nanoscarabs

Repair Nanoscarabs: Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.

-Two Particle Beamers

Weapon Range Type S AP D Abilities
Particle Beamer 18" Assault 6 5 0 1 -

-Two Synaptic Annihilators

Weapon Range Type S AP D Abilities
Synaptic Annihilator 96" Macro D6 10 -4 6 Each time an attack is made with this weapon a wound roll of 6+ inflicts D3 mortal wounds on the target in addition to any normal damage.

Special Abilities:

At the start of your Command phase, this model regains D3 lost wounds.

Each time this model kills a Vehicle in the Fight phase or when it finds itself within 6" of a place where a Vehicle lost its last wound, this model gains one Material Token. At the beginning of your turn, you may expend any number of Tokens to produce a Canoptek unit. Choose one of the following and then roll a die; if the result is equal or higher the unit is spawned, place it within 6" of this model; if the roll fails, this model suffers D3 mortal wounds. The units spawned by this rule count as reinforcements for all intents and purposes.

-Canoptek Scarabs (X Tokens): Roll a die for any Token spent, then place a new unit composed of that many models.
-Canoptek Spyder (2 Tokens/model): Roll a die, on a 6 you may give the spawned Canoptek Spider any upgrade (The Flayed Constructs upgrade may not be taken).
-Canoptek Acanthrites (2 Tokens/3 models): Roll a die, on a 6 you may give any spawned Canoptek Acanthrite any upgrade (The Flayed Constructs upgrade may not be taken).
-Canoptek Wraiths (2 Tokens/3 models): Roll a die, on a 6 you may give any spawned Canoptek Wraith any upgrade (The Flayed Constructs upgrade may not be taken).
-Canoptek Tomb Stalker (3 Tokens/model): Roll a die, on a 6 you may give the spawned Canoptek Tomb Stalker any upgrade (The Flayed Constructs upgrade may not be taken).
-Canoptek Tomb Sentinel (3 Tokens/model): Roll a die, on a 6 you may give the spawned Canoptek Tomb Sentinel any upgrade (The Flayed Constructs upgrade may not be taken).

See Army Rules - Detachment Rules

At the end of your Movement phase this model can repair a single <Dynasty> Vehicle within 1". That model regains D6 wounds lost earlier in the battle. A model can only be repaired once per turn.

This model has a 4+ invulnerable save. Add 1 to the result against Macro weapons. In addition, if this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ it explodes, and each unit within 2D6" suffers D6 mortal wounds.

A model with this rule can Fall Back in the movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can even move over enemy models as long as they don't possess the Titanic keyword and as long as it ends it's moving more than 1” from enemy models. This model may still shoot if there are enemy models within 1” of it as long as they don't possess the Titanic keyword. In this case, it can shoot at enemies within 1” of itself or any other visible enemy unit that is not within 1” of a friendly unit.

Upgrades:

This model can attempt to deny up to three psychic powers in each enemy Psychic phase in the same manner as a PSYKER. In addition, a model equipped with these can never be targeted or affected by psychic powers in any way. In addition, enemy PSYKERs must subtract 3 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 24" of them.

Options:

This model may take the Null Prisms upgrade - +50 pts.

Keywords:

  • Faction: <Dynasty>, Necrons, Canoptek
  • Lord of War, Fly, Tomb Harvester, Titanic, Vehicle


Tomb Jackal[edit]

This unit contains 1 Tomb Jackal (Power Rating: 250). Each Tomb Jackal contains 1 Tomb Jackal and 1 Storm Pyramid.

A Tomb Jackal overlooking the battlefield for targets to smite (Credits to The Warsinger)
Name M WS BS S T W A Ld Sv Pts/model
Storm Pyramid - - - - 16 20 - - 2+ free
Tomb Jackal 20" 4+ 2+ 14 16 61-80 6 10 2+ 5000
Tomb Jackal 16” 4+ 3+ 14 16 41-60 D6 10 2+ 5000
Tomb Jackal 12” 5+ 4+ 14 16 21-40 3 10 2+ 5000
Tomb Jackal 8” 6+ 5+ 14 16 1-20 D3 10 2+ 5000

Wargear:

-Repair Nanoscarabs

Repair Nanoscarabs: Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.

-Six Particle Whips

Weapon Range Type S AP D Abilities
Partcile Whip 36" Heavy D6 12 -3 D3 Blast. Roll a die for each enemy unit within 3" of the target unit, on a 5+ it suffers D3 mortal wounds.

-Six Tesla Destructors

Weapon Range Type S AP D Abilities
Tesla Destructor 36" Heavy 5 7 -1 1 Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.

-Storm Pyramid

Weapon Range Type S AP D Abilities
Storm Pyramid (Wave) 24"-60" * 6 -2 1 When using this weapon profile, every non-Necron model that is inside this weapon's range automatically suffers one hit with this profile.
Storm Pyramid (Dispersed) 24"-120" Heavy 3D6 8 -4 3 -
Storm Pyramid (Focused) 24"-360" Macro D3 16 -5 D3+6 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.

-Titanic Limbs

Weapon Range Type S AP D Abilities
Titanic Limbs Melee Melee User -3 3 Each time an attack is made with this weapon, make 2 hit rolls instead of 1.

-Two Gauss Exterminators

Weapon Range Type S AP D Abilities
Gauss Exterminator 48" Heavy 2 12 -4 D6 Each time an attack is made with this weapon against an Aircraft unit, add 2 to that attack's hit roll. Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.

Special Rules:

At the start of your Command phase, each part of this model regains D3 lost wounds.

See Army Rules - Detachment Rules

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ it explodes, and each unit within 2D6" suffers D3+6 mortal wounds.

If this model did not Advance or Fall Back and hasn't shot with its Storm Pyramid in this Shooting phase, it can use this ability. Select a unit that is directly below this model and roll a dice; if the result is equal or higher than that unit's highest Armor Save value, the unit suffers 4D6 mortal wounds.

The Storm Pyramid provides the following three additional abilities: Gravitational Well, Null Zone and Quantic-Void Shields. When this component drops below 10 wounds, choose one of these three abilities; the effects of that ability immediately stop being applied. When this component drops below 5 wounds, choose one of the remaining two abilities; the effects of that ability immediately stop being applied. As soon as this component reaches 0 wounds the Tomb Jackal may no more fire its Storm Pyramid or use its Macro-Gravitational Killer special rule. In addition, roll a die; on a 4+ the Tomb Jackal suffers D6 mortal wounds.

-Gravitational Well: At the start of your Shooting phase, roll a dice for each enemy unit that can Fly and is within 18" of this model; on a 4+ that unit suffers 2D6 mortal wounds.
-Null Zone: This model can never be targeted or affected by psychic powers in any way. In addition, enemy PSYKERS must subtract 6 from Psychic tests and Deny the witch tests they take for each model with this ability that is within 24" of them and they automatically suffer Perils of the Warp.
-Quantic-Void Shields: Each time this model fails a saving throw, roll a D6. If the result is equal or less than the damage inflicted by that attack, the damage is ignored (e.g. if this model suffers 4 damage and you then roll a 3 or less the damage is ignored). This also provides a 4+ save against mortal wounds.

When friendly <Dynasty> unit within 24" shoot with weapons from the Tesla Weaponry list, consider their hit roll as 1 point higher to see if the weapons special effect triggers.

A model with this rule can Fall Back in the movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can even move over enemy models as long as they don't possess the Titanic keyword and as long as it ends it's moving more than 1” from enemy models. This model may still shoot if there are enemy models within 1” of it as long as they don't possess the Titanic keyword. In this case, it can shoot at enemies within 1” of itself or any other visible enemy unit that is not within 1” of a friendly unit. Finally, this model only gains a cover bonus to its armour save if at least half of it is obscured from the firing unit.

Keywords:

  • Faction: <Dynasty>, Necrons
  • Lord of War, Tomb Jackal, Titanic, Vehicle


Tsara'noga, the Outsider[edit]

This unit contains 1 Tsara'noga (Power Rating: 60). Only one of this model may be incuded in your army.

Name M WS BS S T W A Ld Sv Pts/model
Tsara'noga 12" 2+ 2+ 9 8 24 4 10 3+ 1200

Wargear:

-God's Maw

Weapon Range Type S AP D Abilities
God's Maw Melee Melee User -4 6 Invulnerable saves may not be taken against wounds inflicted by this weapon. If this weapon kills a model with wound characteristic of 6 or more, Tsara'noga heals D6 wounds it had previously lost.

-Tendrils of the Banished

Weapon Range Type S AP D Abilities
Tendrils of the Banished (Flurry of Madness) Melee Melee User -2 3 Each time an attack is made with this weapon, make 3 hit rolls instead of 1.
Tendrils of the Banished (Breaking Slash) Melee Melee x2 -4 6 Each time an attack is made with this weapon, invulnerable saves cannot be taken against that attack.

Special Rules:

At the start of each of your turn, roll a D6 and consult the table below. Each effect remains until the beginning of your next turn.

-1) Tormented Screams: Add D3 to this model's attack characteristic.
-2) Deceiving Whispers: Choose one enemy unit within 18" of this model, that unit must subtract 1 from all its hit rolls.
-3) Incorporeal Voice: Instead of moving this model like normally, chose a point on the battlefield; remove this model and place it as close as possible to that point. If this brings Tsara'noga within 1" of an enemy unit, it counts as having charged and can fight as normal.
-4) Ground-shacking Truth: Roll a die at the end of both the Shooting and Fight phase for each unit within 12" of this model. On a 2+ that unit suffers 2D3 mortal wounds, 4D3 on a 4+, 8D3 on a 6.
-5) Piercing Lies: The damage dealt by Tsara'noga is converted into mortal wounds.
-6) Frenzy Rampage: Add 3 to this model's attack characteristic and movement, advance and charge distances. This model can charge even if it advanced in its previous movement phase but it has to move towards the nearest unit (even if friendly) and to attack it (even if friendly)

Enemy units do not receive a bonus to their saving throws for being in cover whilst they are within 18" of this model. Also, at the start of your Command phase, this model regains D6 lost wounds.

This model has a 3+ invulnerable save. In addition, this model cannot lose more than 3 wounds in the same phase. Any wounds that would be lost after that point are not lost.

Each time a unit that has line of sight to this model has to take a Leadership or Morale test, consider its Leadership characteristic equal to 5 unless it was already lower than that. In addition, non-Necron units are forced to take said tests, regardless of any special rule or stratagem.

Powers of the C'tan: This model knows the Sanity Swallower C'tan Power and all other C'tan Powers from the Powers of the C'tan. At the end of the Movement phase, if this model did not Advance or Fall Back that phase, it can use all of the C'tan Powers it knows. It cannot use the same C'tan Power more than once per turn.

Keywords:

  • Faction: C'tan Shard, Necrons
  • Lord of War, Fly, Tsara'noga, the Outsider, Titanic, Monster

Fortifications[edit]

Convergence of Dominion[edit]

This unit contains 3 Starsele (Power Rating: 6). It can contain up to 6 additional Starsele (Power Rating: +2/model)

Name M WS BS S T W A Ld Sv Pts/model
Starsele - - 3+ 6 8 10 - - 3+ 40

Wargear:

-Transdimensional Abductor

Weapon Range Type S AP D Abilities
Transdimensional Abductor 12" Assault D3 4 -3 3 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.

Special Rules:

See Army Rules - Detachment Rules

When this unit is first set up on the battlefield, its models do not have to be set up in unit coherency. Instead, each model must be set up wholly within 12" of one other model from its unit. From that point on, each model in this unit is treated as a separate unit.

While a command protocol is active for your army, friendly units with the Command Protocols ability that are within 6" of this model benefit from the selected directive(s) of the active comand protocol.

At the start of your Command phase, each model in this unit regains D3 lost wounds.

While a friendly <Dynasty> unit is within 6" of this model, when rolling for reanimation protocols for that unit, you can re-roll a single failed roll, 3 if the unit is Core.

While there are any Starsele units from y our army on the battlefield, Cryptek units in your army can attempt the following action:

Activate Translocation Protocols (Action): At the end of your Movement phase, one friendly Cryptek unit from your army that is within 3" of any friendly Starsele units can start to perform this action. The action is completed at the end of your turn. Once completed, select one of those Starsele units and remove it from the battlefield; in the Reinforcements step of your next Movement phase, set that Starsele unit back up on the battlefield, anywhere that is more than 9" away from any enemy models. If the battle ends and that Starstele unit is not on the battlefield, it is destroyed.'

Keywords:

  • Faction:<Dynasty>, Necrons
  • Fortification, Convergence of Dominion, Starsele, Building


Null Pylons[edit]

This unit contains 1 Null Pylon (Power Rating: 9). It can include 1 additional Null Pylon (Power Rating: +9) or 2 additional Null Pylons (Power Rating: +18).

Name M WS BS S T W A Ld Sv Pts/model
Null Pylon - - - - 9 20 - - 3+ 180

Wargear:

-Repair Nanoscarabs

Repair Nanoscarabs: Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.

Special Rules:

See Army Rules - Detachment Rules

This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. Friendly units can still target enemy units that are within Engagement Range of this model.

At the start of your Command phase, each model in this unit regains D3 lost wounds.

This model can never be targeted or affected by psychic powers in any way. In addition, enemy PSYKERS must subtract 4 from Psychic tests and Deny the witch tests they take for each model with this ability that is within 18" of them. Finally, Daemon units may not utilize their invulnerable save while they are within 18" of this model.

A Null Pylon is no larger than 5"x5"x18". These pieces must be deployed at the same time once both players have finished setting their armies on the table, but they don't need to be set near each other. When a Null Pylon loses its last wound it loses its Null Field and Living Structure special rules and becomes a regular terrain piece.

Keywords:

  • Faction:<Dynasty>, Necrons
  • Fortification, Null Pylon, Building


Sentry Pylons[edit]

This unit contains 1 Sentry Pylon (Power Rating: 6). It can include 1 additional Sentry Pylon (Power Rating: +6), 2 additional Sentry Pylon (Power Rating: +12), 3 additional Sentry Pylons (Power Rating: +18) or 4 additional Sentry Pylons (Power Rating: +24).

Name M WS BS S T W A Ld Sv Pts/model
Sentry Pylon 3" 6+ 3+ 4 7 8 1 10 3+ 100

Wargear:

-Gauss Exterminator

Weapon Range Type S AP D Abilities
Gauss Exterminator 48" Heavy 2 12 -4 D6 Each time an attack is made with this weapon against an Aircraft unit, add 2 to that attack's hit roll. Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.

Special Rules:

The first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.

See Army Rules - Detachment Rules

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds.

At the start of your Command phase, each model in this unit regains D3 lost wounds.

During deployment you can set this unit up in orbit instead of placing it on the battlefield. At the end of your Movement phases, this unit may teleport into battle. Set it up anywhere on the battlefield that is more than 9" away from enemy models. At the beginning of any of your Movement phases, any Sentry Pylon with a Teletrasportation Matrix that is not within 1" of an enemy unit can teleport away. Remove it from the battlefield - replace it following the rule above.

Options:

Any model may replace its Gauss Exterminator with one of the followings:

-Focussed Death Ray - free

Weapon Range Type S AP D Abilities
Focused Death Ray 36" Heavy 1 14 -4 6 -

-Heat Cannon - +25 pts

Weapon Range Type S AP D Abilities
Heat Cannon 36" Heavy D6 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

Any model may take Repair Nanoscarabs - +15 pts.

Repair Nanoscarabs: Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.

Keywords:

  • Faction: <Dynasty>, Necrons
  • Fortification, Vehicle, Sentry Pylons, Artillery


Tomb Citadel[edit]

This unit contains 1 Tomb Citadel (Power Rating: 28). Each Tomb Citadel contains 1 Tomb Ziggurat, 1 Power Crucible and 2 Gun Emplacements. This unit can contain 1 additional Tomb Citadel (Power Rating: +28), 2 additional Tomb Citadel (Power Rating: +56) or 3 additional Tomb Citadel (Power Rating: +84).

Name M WS BS S T W A Ld Sv Pts/model
Gun Emplacement - - 3+ - 9 12 - - 3+ free
Power Crucible - - 3+ - 9 16 - - 3+ free
Tomb Ziggurat - - 3+ - 9 20 - - 2+ 550

Wargear:

-Repair Nanoscarabs - +15 pts.

Repair Nanoscarabs: Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.

-Tesla Destructor (one for each Gun Emplacement)

Weapon Range Type S AP D Abilities
Tesla Destructor 36" Heavy 5 7 -1 1 Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.

Special Rules:

Infantry units on the Tomb Citadel tile receive the benefit of Light Cover against attacks from units not on the same tile.

See Army Rules - Detachment Rules

If you purchase additional Tomb Citadels as part of this unit, then all Tomb Citadels in this unit count as one City of Death that is equipped with a number of Gun Emplacements, Power Crucibles, and Tomb Ziggurats equal to the sum of those from the separate Tomb Citadels (e.s. a Tomb Citadel unit has 3 Tomb Citadels in it; this means that the unit counts as one City of Death that has 6 Gun Emplacements, 3 Power Crucibles, and 3 Tomb Ziggurats). A City of Death is only destroyed once all of its Tomb Ziggurats are destroyed. In addition, instead of following the normal rules for the Power Crucible, you only need to chose which effect to discard when the collective number of wounds of the Power Crucibles gets below half.

In your Movement phase, if this model Remains Stationary, then in the Reinforcement step of that phase it can summon a unit. If it does, select one <Dynasty> Infantry unit from your army that is in Strategic Reserves: set up that unit anywhere on the battlefield that it is wholly within 3" of this model and not within Engagement Range of any enemy models. Models in units that are set up using this ability count as having moved a distance in inches equal to their Move characteristic in the Movement phase.

Whenever a part of the Tomb Citadel reaches 0 wounds roll a die; on a 6 it explodes. All units within 6" suffer D3 mortal wounds.

This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. Friendly units can still target enemy units that are within Engagement Range of this model.

At the start of your Command phase, each model in this unit regains D6 lost wounds.

The power crucible provides the following two additional abilities: Defence Field and Resurrection Amplifier. When this model drops below 8 wounds, choose one of these two abilities; the effects of that ability immediately stop being applied.

-Defence Field: Friendly Necron units upon the Tomb Citadel have a 5+ invulnerable save against shooting attacks.

-Resurrection Amplifier: When making rolling for the reanimation protocols of a friendly Necrons unit that is on the Tomb Citadel, add to the dice pool a number of die equal to the number of models attempting to reanimate.

A single friendly Monolith or Gauss Pylon can dock with the Tomb Ziggurat during deployment. Whilst upon the Tomb Ziggurat, all weapons on the docked model gain +1 to their Strength. A Monolith cannot use its own Eternity Gate special rule whilst docked with a Tomb Ziggurat.

Option:

Any Gun Emplacement may replace its Tesla Destructor with one of the followings:

-Focussed Death Ray - +20 pts.

Weapon Range Type S AP D Abilities
Focused Death Ray 36" Heavy 1 14 -4 6 -

-Gauss Exterminator - +10 pts.

Weapon Range Type S AP D Abilities
Gauss Exterminator 48" Heavy 2 12 -4 D6 Each time an attack is made with this weapon against an Aircraft unit, add 2 to that attack's hit roll. Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.

-Heat Cannon - +25 pts

Weapon Range Type S AP D Abilities
Heat Cannon 36" Heavy D6 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

Keywords:

  • Faction:<Dynasty>, Necrons
  • Fortification, Vehicle, Tomb Citadel, Building


Tomb World Gateway[edit]

This unit contains 1 Tomb World Gateway (Power Rating: 6).

Name M WS BS S T W A Ld Sv Pts/model
Tomb World Gateway - - - - 9 20 - - 3+ 120

Wargear:

-Repair Nanoscarabs - +15 pts.

Repair Nanoscarabs: Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.

Special Rules:

See Army Rules - Detachment Rules

This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. Friendly units can still target enemy units that are within Engagement Range of this model.

At the start of your Command phase, each model in this unit regains D3 lost wounds.

In your Movement phase, if this model Remains Stationary, then in the Reinforcement step of that phase it can summon a unit. If it does, select one <Dynasty> Infantry unit from your army that is in Strategic Reserves: set up that unit anywhere on the battlefield that it is wholly within 3" of this model and not within Engagement Range of any enemy models. Models in units that are set up using this ability count as having moved a distance in inches equal to their Move characteristic in the Movement phase.

A Tomb World Gateway is no larger than 5"x8"x10". It must be deployed once both players have finished setting their armies on the table. When a Tomb World Gateway loses its last wound it loses its Portal to Homeworld and Living Structure special rules, and becomes a regular terrain piece.

Keywords:

  • Faction:<Dynasty>, Necrons
  • Fortification, Tomb World Gateway, Building

Crusade Rules[edit]

Agendas[edit]

Universal[edit]

  • Inescapable Retribution: As though it were not enough of an insult that the creeping thieves of the lesser races defiled the dynastic tombs with their intrusion, they also stole precious artifacts whose true worth they cannot comprehend. These must be recovered, even if the quest should take a thousand years!
If you selected this Agenda, then after both sides have finished deploying, your opponent must set up one objective marker on the battlefield that is not within their own deployment zone. This objective marker represents the Dynastic Treasure, but does not count as an objective marker for any rules purpose other than for this Agenda.
Necrons Infantry units from your army can attempt the following action:
Recover Treasure (Action): At the end of your Movement phase, one unit from your army that is within 3" of the Dynastic Treasure objective marker can start to perform this action. This action is completed at the start of your next Command phase. If completed, remove the Dynastic Treasure objective marker from the battlefield.
A unit gains 3 experience points if it completed this action. If that unit is either within your deployment zone at the end of the battle, or if every enemy unit on the battlefield is destroyed, and if that unit is a Character, you can additionally use the Relic Requisition or Cryptek Arkana Requisition to give that model a Relic or Cryptek Arkana as if it had gained a rank, without spending a Requisition point (that model must be able to take either a Relic or an item of Cryptek Arkana).
  • Mechanical Support: Canoptek constructs have only one purpose in existence, to serve their Necron masters.
Keep a Support tally for each Canoptek unit in your army. Add 1 to that unit's Support tally each time they destroy an enemy unit or use their Fabricator Claw Array on a friendly Necrons unit.
Each unit gains a number of experience points equal to half its Support Tally (rounding up).
  • 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 races to be truly put in their place?
Keep an Annihilation tally for each Necrons unit from your army. At the start of each battle round, select one enemy unit that is at its Starting Strength in which every model has its starting number of wounds. If that enemy unit is destroyed this battle round, add 1 to the Annihilation tally of each unit from your army that destroyed one or more models from that enemy unit during this battle round.
Each unit gains a number of experience points equal to their Annihilation tally.
  • 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.
Keep an Unending tally for each Necrons <Destroyer Cult> unit from your army. At the end of each battle round, add 1 to that unit's Unending tally if it destroyed 2 or more enemy units that battle round.
At the end of the battle, each unit gains 2 experience points for every mark on its Unending tally.
  • 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 loathe to lose any more ground.
Keep a Territorial Imperative tally for each Necrons unit in your army. Add 1 to a unit's Territorial Imperative tally each time it destroys an enemy unit that started the turn within 3" of an objective marker and each time it completes the Territorial Imperative action (see below).
If you selected this Agenda, Necrons Infantry units (excluding Character units) from your army can attempt the following action:
Territorial Imperative (Action): At the end of your Movement phase, one Necrons Infantry unit from your army (excluding Characters) that is within range of an objective marker that is not wholly within your own deployment zone, can start to perform this action. A unit cannot start to perform this action while there are any enemy unit (excluding Aircraft) within range of the same objective marker. This action is completed at the start of your next Command phase.
Each unit gains a number of experience points equal to their Territorial Imperative tally.

Dynasty Specific[edit]

  • MAYNARKH - Decayed Glory: The once-great warriors of the Maynarkh are now blood-drunk killer machines. They don't care about glory but instead only to satiate their unending thirst for blood.
Keep a Decayed Glory tally for each MAYNARKH Flayed unit in your army. Add 1 to that unit's Decayed Glory each time they destroy an enemy unit.
At the end of the battle, if a unit has a Decayed Glory tally of at least three, that unit gains a Battle Trait; increase its Crusade points accordingly and make a note on its Crusade card.
  • MEPHRIT - Slayer of Giants: Once these warriors were capable of extinguishing the light of stars in spectacular supernovas. Now, although those terrifying weapons have long been lost, the weaponry of the Mephrit still holds the potential to bring down giants.
Keep a Solar Killer tally for each MEPHRIT in your army. Add 1 to that unit's Solar Killer tally each time they destroy an enemy Monster or Vehicle unit.
Each unit gains a number of experience points equal to double its Solar Killer tally.
  • NEPHREKH - Devout to the Light: The members of the Nephrekh dynasty wish to become beings of pure light. Although this is a dream long distant from reality, the metagold in their bodies is able to make them live their ambition.
Keep a Devout tally for each NEPHREKH unit in your army. Add 1 to a unit's Devout tally each time it translocates.
Each unit gains a number of victory points equal to their Devout tally.
  • NIHILAKH - Eternal Protectors: The Nihilakh dynasty is well known for its territorial brutality and it will defend its domain with everything it's got.
Keep an Eternal Protectors tally for your army. Add 1 to the Eternal Protectors tally if, at the start of your Command phase, there are no enemy units within your deployment zone. Add 2 to the Eternal Protectors tally each time an enemy unit that is inside your deployment zone is destroyed by a NIHILAKH unit.
You gain a number of victory points equal to the Eternal Protectors tally.
  • NOVOKH - Blood Ritual: In the age of flesh, the warriors of the Novokh used to paint their bodies with the blood of their enemies. Despite these times having long come to past, the members of this dynasty still seak the thrill of combat as to mark their honor inside their culture.
Keep a Blood Ritual tally for each NOVOKH unit from your army. Add 1 to a unit's Blood Ritual tally each time they destroy an enemy unit during the Fight phase.
At the end of the battle, if a unit has a Blood Ritual tally of at least two, that unit gains a Weapon Enhancement; increase its Crusade points accordingly and make a note on its Crusade card.
  • SAUTEKH - Merciless Conquest: The great Sautekh dynasty knows no border and instead directly attacks the heart of the enemy territory to assure a quick and flawless victory.
Keep a Conquest tally for each SAUTEKH unit from your army. Add 1 to a unit's Conquest tally if at the start of your Command phase it controls an objective that isn't inside your deployment zone (2 if it's inside the enemy's deployment zone).
Each unit gains a number of victory points equal to double their Conquest tally.
  • SZAREKHAN - Harbingers of Unity: As done once, the forces of the last Silent King march to give unity to the Necron race and eradicate anyone that opposes them.
Keep a Unity tally for your army. Add 1 to the Unity tally at the start of your Command phase for each objective you control. Add 1 to the Unity tally for each enemy Character destroyed by a SZAREKHAN unit from your army.
You gain a number of victory points equal to half the Unity tally (rounding up).

Requisitions[edit]

  • Cryptek Arkana (1 RP): Crypteks are forever inventing, seeking to bend the laws of the material universe to their whims by shackling those forces within devices that stand testament to their subjugation of the living cosmos. Here is but the latest product of that endless quest.
Purchase this Requisition when you add a Cryptek unit to your Order of Battle (excluding named characters), or when a Cryptek model in your Crusade force gains a rank. That model is upgraded to have one item of Cryptek Arkana; increase its Power Rating accordingly and make a note on its Crusade card. A model can never have more than one item of Cryptek Arkana. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force's Supply Limit.
  • Cunning Advisors (1 RP): The greater a Necron nobles reputation, the more cunning and accomplished are the Crypteks who seek them out and offer them service.
Purchase this Requisition when you add a Cryptek unit to your Order of Battle if your Crusade force already includes a Noble unit of at least Blooded rank. That Cryptek unit gains 6 experience points (and therefore gains the Blooded rank). Select one Battle Honour for them as normal.
  • Eldritch Artifice (1 RP): No greater status symbols are there to the Necron nobility than mighty war engines. Any dynastic leader with designs on hierarchical elevation would do well to pour all the resources they can into furnishing their armory with the finest weapons they possibly can.
Purchase this Requisition when you add a