Codex - Necrons: /tg/'s 8th Edition
This Codex was made to bring Necrons up to their power in the lore. All the rules in this page are meant to be used alongside the normal Necrons Codex. If a rule isn't explained, look it up on the Codex.
Expansions:
Here you can find extra rules for additional powerful Dynasties, alongside sceneries for campaigns and special missions.
Killer Pride (WIP)
Dynastic Codes
- MAYNARKH - Blood-Hunger: All non-Vehicle MAYNARKH unit automatically gains the Flayed keyword. In addition, each time a MAYNARKH unit charges, is charged or performed an Heroic Intervention, add 1 to the attack characteristic of that unit for the remainder of the turn.
- MEPHRIT - Solar Fury
- NEPHREKH - Translocation Beams
- NIHILAKH - Aggressively Territorial
- NOVOKH - Awakened by Murder
- SAUTEKH - Relentless Advance
Guild Ways
If a detachment in your army is composed of only Deathmarks and Deathsight units and/or Mortrakh then choose one Guild from the ones below, replace the <Guild> keyword with the corresponding Guild name. All units in that detachment benefit from that Guild's combat way.
- Crimson Ghosts - Crimson Haze: Enemy units must subtract 1 from hit rolls made against a unit from this Guild.
- Death Halo - Death's Gaze: Units that suffer at least one unsaved wound from a model of this Guild must subtract 1 from their Leadership characteristic.
- Jade Hunters - xxx: 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.
- Pale Skull - xxx:
- Silent Reapers - Unpredictable Strike: Enemy units may not intercept wounds caused by models from this Guild.
The Triarch Wrath
If a detachment in your army is composed of only Triarch units then all units in that detachment benefit from the following rules:
- xxx: 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.
- xxx: 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 detachment can re-roll all to hit, to wound and charge rolls against that unit.
- xxx: All units in this detachment that are within range of an objective marker control it even if they are more enemy models within range of it. In addition, all models count as five for the purpose of determining which player has the most number of models within the range of an objective.
Stratagems
Universal
- Adaptive Subroutines (1 CP)
- Amalgamated Targeting Data (1 CP)
- Cosmic Powers (1 CP)
- Damage Control Overrides (1 CP)
- Doomsday Energy Burst (2 CP): Use this 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 characteristic by D6 (roll separately for each one). After having fired, that model suffers an equal amount of mortal wounds.
- Dimensional Corridor (1 CP)
- Dispersion Field Amplification (1/2 CP): Use this Stratagem when an enemy unit targets with a shooting weapon a unit equipped with Dispersion Shields or a Character from the same <Dynasty> within 3" of it. Until the beginning of your next turn, that unit's Dispersion Shield, Guardian Protocols or Vargard Protocols special rule's special effect 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.
- Disruption Fields (1 CP)
- Dynastic Heirlooms (1/3 CP)
- Emergency Invasion Beam (1 CP)
- Enhanced Invasion Beam (1 CP)
- Enhanced Reanimation Protocols (2 CP): Use this Stratagem before making Reanimation Protocols rolls for a unit from your army. When making these rolls add 1 to the result of each roll.
- Entropic Strike (2 CP): Use this Stratagem in the Fight phase before a Necrons Character from your army fights. Invulnerable saves may not be taken against that model's attacks.
- Extermination Protocols (1 CP)
- From the Dust We Rise (2 CP): Use this stratagem at the start of your turn. Select a unit from your army that possesses the Reanimation Protocols special rule and that was completely destroyed during the game. Immediately set it up again as close as possible from where the last model in the unit was destroyed (models that had been removed as a result of a Moral test may not be brought back thanks to this stratagem).
- Gravitic Singularity (1 CP): Use this stratagem at the start of your Shooting phase. Select an Obelisk from your army. When resolving this model's Gravity Pulse ability this phase, each enemy unit within range that can Fly suffers D3 mortal wounds on a roll of 2+, instead of a roll of 4+.
- Judgment of the Triarch (1 CP)
- Phaeron's Will (1 CP)
- Quantum Deflection (1 CP)
- Repair Subroutines (2 CP)
- Resurrection Protocols (1 CP)
- Self Destruction (1 CP)
- Solar Pulse (1 CP)
- Wrath of the C'Tan (2 CP): Use this Stratagem after a C'tan Shard from your army has resolved a Power of the C'tan. Select a Power of the C'tan from the list. The C'tan Shard immediately uses that power, even if it has already used that power in this phase.
Dynasty-Specific
- MAYNARKH - Flensing Scarabs (1 CP): USe this Stratagem in the Fight phase, before a non-Vehicle MAYNARKH unit from your army fights. That unit can re-roll all failed wound rolls until the end of the phase.
- MEPHRIT - Talent For Annihilation (1 CP)
- NEPHREKH - Translocation Crypt (1 CP)
- NIHILAKH - Reclaim a Lost Empire (2 CP)
- NOVOKH - Blood Rites (3 CP)
- SAUTEKH - Methodological Destruction (2 CP)
Warlord Traits
Universal
- 1: Enduring Will
- 2: Eternal Madness
- 3: Immortal Pride
- 4: Thrall of the Silent King
- 5: Implacable Conqueror
- 6: Honorable Combatant
Dynasty-Specific
- MAYNARKH - Mad Killer: All friendly Flayed units within 6" of this model add 1 to their hit rolls in the Fight phase. In addition, your Warlord can re-roll failed hit and wound rolls if the target is an enemy Character.
- MEPHRIT - Merciless Tyrant
- NEPHREKH - Skin of Living Gold
- NIHILAKH - Precognitive Strike
- NOVOKH - Crimson Haze
- SAUTEKH - Hyperlogical Strategist
Specialist Detachments
C'tan Conclave (1CP)
All Cryptek and C'tan Shards units in this Specialist Detachment gain the C'tan Conclave keyword.
- Warlord Trait: Guidor of the Gods: Roll a dice after a C'tan Conclave C'tan Shards manifested a power from the Powers of the C'tan list while within 6" of your Warlord; on a 4+ that unit may manifest another power it knows from the Powers of the C'tan list.
- Stratagems:
- XX (1 CP):
- XX (1 CP):
- Relic: The Staff of Khasht: The Staff of Khasht replaces the model's Staff of Light.
Weapon Range Type S AP D Abilities The Staff of Khasht 18" Assault 3 6 -4 D3 Each hit roll of 6+ with this weapon causes 3 hits instead of 1. The Staff of Khasht Melee Melee +2 -4 D3 Each hit roll of 6+ with this weapon causes 3 hits instead of 1.
Powers of the C'tan
Universal
- Antimatter Meteor: Roll a D6. On a 2+ the closest visible enemy unit within 24" of the C'tan Shard suffers D3 mortal wounds. On a 6, it suffers D6 mortal wounds instead. If the C'tan Shard using this power is a Tesseract Vault, the unit suffers D6 mortal wounds on the roll of a 5+ instead. If Tsara'noga is using this power, the unit suffers D6 mortal wounds on a roll of 4+ instead.
- Time's Arrow: Pick a visible enemy unit within 18" of the C'tan Shard and roll a D6, adding 1 to the result if the C'tan Shard using this power is a Tesseract Vault, or 2 if Tsara'noga is using it. If the result exceeds the highest Wounds characteristic in the unit, one model from that unit, chosen by the controlling player, is slain. An unmodified roll of 1 will always fail.
- Sky of Falling Stars: Pick up to three different enemy units that are within 18" of the C'tan Shard. Roll a D6 for each, subtracting 1 from the result if the C'tan Shard using this power is a Tesseract Vault, or 2 if Tsara'noga is using it. If the result is less than the number of models in that unit, the unit suffers D3 mortal wounds. An unmodified roll of 6 will always fail.
- Cosmic Fire: Roll a D6 for each enemy unit within 9" of the C'tan Shard. Add 1 to the roll if the C'tan Shard using this power is a Tesseract Vault, or 2 if Tsara'noga is using it. On a 4+ the unit being rolled for suffers D3 mortal wounds.
- Seismic Assault: Pick a visible enemy unit within 24" of the C'tan Shard and roll a D6 for each model in that unit. Add 1 to the roll if the C'tan Shard using this power is a Tesseract Vault, or 2 if Tsara'noga is using it. For each result of a 6+ that unit suffers a mortal wound.
- Transdimensional Thunderbolt: Pick a visible enemy unit within 24" of the C'tan Shard and roll a D6 (you can only pick a CHARACTER if it has 10 or more Wounds and/or it is the closest enemy model to the C'tan Shard). Add 1 to the result if the C'tan Shard using this power is a Tesseract Vault, or 2 if Tsara'noga is using it. On a 4+ the chosen unit suffers D3 mortal wounds, then Roll a D6 for every other enemy unit that is within 3" of the chosen enemy unit. On a 4+ the unit being rolled for suffers a mortal wound.
Shard Specific
- C'tan Shard of the Burning One- Cleansing Flames: Roll a D6 for each enemy unit within 6" of the C'tan Shard of the Burning One. On a 3+ the unit being rolled for suffers D3 mortal wounds. These mortal wounds may not be negated in any way.
- C'tan Shard of the Deceiver- Mind Tricks: Pick a visible enemy unit within 18" of the C'tan Shard of the Deceiver 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 Nightbringer- Death's Touch: Select one non-Vehicle enemy model that is within 1" of the C'tan Shard of the Nightbringer and roll a die; if the result is higher than that model's remaining number of wounds, it is immediately slain.
- C'tan Shard of the Void Dragon- Omnissah's Wrath: Pick a visible enemy unit within 12" of the C'tan Shard of the Void Dragon and roll 3D6, discarding the lowest result; if the result is higher than that unit's toughness characteristic, that unit suffers that many mortal wounds.
- Tsara'noga, the Outsider- Sanity Swallower: Pick a visible enemy unit within 18" of Tsara'noga 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
Melee Weapons
- Aeonstave:
Weapon Range Type S AP D Abilities Aeonstave Melee Melee User -1 2 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 User -2 D3 -
- 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 Wings:
Weapon Range Type S AP D Abilities Canoptek Wings Melee Melee User -2 2 -
- Chronostaff:
Weapon Range Type S AP D Abilities Chronostaff Melee Melee User -1 1 You can re-roll failed hit rolls for this weapon.
- Claws of the Dragon:
Weapon Range Type S AP D Abilities Claws of the Dragon Melee Melee User -4 D6 Invulnerable saves may not be taken against wounds inflicted by this weapon.
- Crackling Tendrils:
Weapon Range Type S AP D Abilities Crackling Tendrils Melee Melee User -4 D6 -
- Destroyer Blades:
Weapon Range Type S AP D Abilities Destroyer Blades Melee Melee +1 -1 2 An enemy unit that has to take a save roll against a wound caused by this weapon has to subtract 1 from the result.
- Eldritch Lance:
Weapon Range Type S AP D Abilities Eldritch Lance Melee Melee User -2 1 -
- 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.
- Feeder Mandibles:
Weapon Range Type S AP D Abilities Feeder Mandibles Melee Melee User 0 1 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.
- 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.
- Flayer Claws:
Weapon Range Type S AP D Abilities Flayer Claws Melee Melee User -1 1 You can re-roll failed wound rolls for this weapon.
- Giant Tentacles:
Weapon Range Type S AP D Abilities Giant Tentacles Melee Melee User -4 6 Make 4 hit rolls for each attack assigned to this weapon.
- 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.
- Hyperphase Sword:
Weapon Range Type S AP D Abilities Hyperphase Sword Melee Melee +1 -2 1 An enemy unit that has to take a save roll against a wound caused by this weapon has to subtract 1 from the result.
- Massive Forelimbs:
Weapon Range Type S AP D Abilities Massive Forelimbs Melee Melee User -1 D3 -
- Rod of Covenant:
Weapon Range Type S AP D Abilities Rod of Covenant Melee Melee User -3 1 -
- Scarab Swarm:
Weapon Range Type S AP D Abilities Scarab Swarm Melee Melee 3 - 1 Make 20 hit rolls for each attack assigned to this weapon. This weapon hits 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.
- Scythe of Light:
Weapon Range Type S AP D Abilities Scythe of Light Melee Melee +2 -3 D3 When attacking with this weapon, you can re-roll every wound roll if the target is a Vehicle. Invulnerable saves may not be taken against wounds inflicted by this weapon.
- Scythe of the Nightbringer:
Weapon Range Type S AP D Abilities Scythe of the Nightbringer Melee Melee * -4 D6 This weapon wounds on a 2+, unless it is targeting a VEHICLE, in which case it has a Strength characteristic of 7.
- Staff of Destruction:
Weapon Range Type S AP D Abilities Staff of Destruction Melee Melee +2 -3 2 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 Melee Melee User -2 1 -
- 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 2 -
- Staff of Tomorrow:
Weapon Range Type S AP D Abilities Staff of Tomorrow Melee Melee User -3 D3 You can re-roll failed hit rolls for this weapon.
- Star-God Fists:
Weapon Range Type S AP D Abilities Star-God Fists Melee Melee User -4 3 -
- The Obsidax:
Weapon Range Type S AP D Abilities The Obsidax Melee Melee +1 -4 3 You can re-roll failed wound rolls for this weapon. 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 Breaking Slash Melee Melee x2 -4 6 Invulnerable saves may not be taken against wounds inflicted by this weapon. Flurry of Madness Melee Melee User -2 3 Make 3 hit rolls for each attack made with this weapon.
- Titanic Forelimbs:
Weapon Range Type S AP D Abilities Impaling Strike Melee Melee x2 -4 6 - Reaping Sweep Melee Melee User -2 D3 Make 3 hit rolls for each attack made with this weapon.
- Titanic Limbs:
Weapon Range Type S AP D Abilities Titanic Limbs Melee Melee User -3 3 Make 2 hit rolls for each attack made with this weapon.
- Vicious Claws:
Weapon Range Type S AP D Abilities Vicious Claws Melee Melee User -2 2 -
- Voidblade:
Weapon Range Type S AP D Abilities Voidblade Melee Melee User -2 1 Each time the bearer fights, it can make 1 additional attack with this weapon. An enemy unit that has to take a save roll against a wound caused by this weapon has to subtract 1 from the result.
- Voidscythe:
Weapon Range Type S AP D Abilities Voidscythe Melee Melee x2 -3 3 When attacking with this weapon, subract 1 from the hit roll. An enemy unit that has to take a save roll against a wound caused by this weapon has to subtract 1 from the result.
- Warscythe:
Weapon Range Type S AP D Abilities Warscythe Melee Melee +2 -3 2 An enemy unit that has to take a save roll against a wound caused by this weapon has to subtract 1 from the result.
- Whip Coils:
Weapon Range Type S AP D Abilities Whip Coils Melee Melee User -2 2 If the bearer is slain in the Fight phase before it has made its attacks, leave the model where it is. When its unit is chosen to fight in that phase, it can do so as normal as long as it uses this weapon to attack. Once it has done so, remove the model from the battlefield.
Ranged Weapons
- Chronostaff:
Weapon Range Type S AP D Abilities Chronostaff 12" Assault 3 5 -1 1 A unit that suffers an unsaved wound from this weapon has to halve its movement, advance and charge distances.
- Death Rays:
Weapon Range Type S AP D Abilities Death Ray 24" Heavy D3 10 -4 D6 Treat damage rolls of 1 or 2 made by this weapon as 3 instead. Focused Death Ray 24" Heavy 1 12 -4 D6 Treat damage rolls of 1 or 2 made by this weapon as 3 instead.
- Doomsday Cannon:
Weapon Range Type S AP D Abilities Doomsday Cannon (Low Power) 36" Heavy D6 8 -2 D3 - Doomsday Cannon (High Power) 72" Heavy D6 10 -5 D6 A model can only fire the doomsday cannon at high power if it remained stationary in its preceding Movement phase. Treat damage rolls of 1, 2 or 3 made by this weapon as 4 instead.
- Eldritch Lance:
Weapon Range Type S AP D Abilities Eldritch Lance 36" Assault 1 8 -4 D6 -
- Fire Whips:
Weapon Range Type S AP D Abilities Fire Whips (Flame Burst) 12" Assault 2D6 5 -2 1 This weapon automatically hits its target. Fire Whips (Solar Flare) 18" Assault 1 10 -5 D6 If this target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
- Gauntlet of Fire:
Weapon Range Type S AP D Abilities Gauntlet of Fire 8" Pistol D6 5 -1 1 This weapon automatically hits its target.
- Gauss Weaponry:
Weapon Range Type S AP D Abilities Gauss Flayer 24" Rapid Fire 1 4 -1 1 Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound instead of the normal damage. Gauss Flayer Array 24" Rapid Fire 5 4 -1 1 Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound instead of the normal damage. Twin Gauss Slicer 24" Rapid Fire D3 5 -1 1 Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage. Gauss Blaster 24" Rapid Fire 1 5 -2 1 Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage. Gauss Flux Arc 24" Heavy 3 5 -2 1 Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other 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 you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other 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 you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage. Gauss Cannon 24" Heavy 3 6 -3 D3 Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage. Doomsday Gauss Flux Arc 36" Heavy 6 7 -3 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. Heavy Gauss Cannon 36" Heavy 1 9 -4 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. Decimator Gauss Array 48" Heavy 5 9 -4 D6 Treat damage rolls of 1 or 2 made by this weapon as 3 instead. Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage. Gauss Exterminator 48" Heavy 2 12 -4 D6 Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets. Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage. Gauss Obliterator 48" Macro 6 12 -5 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. Gauss Annihilator (Flux Arc) 18" Heavy 2D6 6 -2 1 Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage. Gauss Annihilator (Focused Beam) 120" Macro D6 16 -4 D3+6 Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets. Each time you roll a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to any other damage. Gauss Matrix 60" Macro 2D6 14 -5 9 Each time you roll a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to any other damage.
- Gaze of Death:
Weapon Range Type S AP D Abilities Gaze of Death 12" Assault D6 * -4 D3 This weapon wounds on a 2+, unless it is targeting a VEHICLE, in which case it wounds on a 6+.
- Heat Weaponry:
Weapon Range Type S AP D Abilities Cutting Beam 12" Assault 1 7 -4 D6 If this target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. Heat Ray (Dispersed) 8" Heavy 2D6 5 -1 1 When you use this profile, this weapon automatically hits its target. Heat Ray (Focused) 24" Heavy 2 8 -4 D6 When you use this profile, if the target is within half range, roll two dice when inflicting damage with it and discard the lowest result. Heat Cannon 36" Heavy D6 8 -4 D6 If this target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. Heat Cannon Devastator (Dispersed) 18" Heavy 3D6 6 -2 2 When you use this profile, this weapon automatically hits its target. Heat Cannon Devastator (Focused) 36" Macro D6 14 -4 6 -
- Particle Weaponry:
Weapon Range Type S AP D Abilities Particle Caster 12" Pistol 1 6 0 1 - Particle Beamer 24" Assault 3 6 0 1 - Particle Shredder 24" Heavy 6 7 -1 D3 - Partcile Whip 24" Heavy 6 8 -2 D3 Double the amount of shots if this weapon targets a unit made up of 10 or more models. In addition, 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 - Empowered Particle Collider (Diffused) 48" Heavy 3D6 9 -4 4 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 D6 Treat damage rolls of 1, 2 or 3 made by this weapon as 4 instead. 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.
- Rod of Covenant:
Weapon Range Type S AP D Abilities Rod of Covenant 12" Assault 1 5 -3 1 -
- Scythe of Light:
Weapon Range Type S AP D Abilities Scythe of Light 12" Assault 1 5 -3 1 -
- 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 Destruction:
Weapon Range Type S AP D Abilities Staff of Destruction 12" Assault 3 5 -3 1 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 12" Assault 3 5 -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 2 -
- 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 This weapon always wounds 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.
- Storm Gauntlet:
Weapon Range Type S AP D Abilities Storm Gauntlet 8" Pistol D6 6 -1 1 This weapon automatically hits its target. Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage. If the enemy unit contains 10 or more models, consider this weapon 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 you roll a wound roll of 6+ for this weapon, the target suffers D6 mortal wounds in addition to any other damage.
- Synaptic Weaponry:
Weapon Range Type S AP D Abilities Synaptic Disintegrator 24" Rapid Fire 1 4 0 1 This weapon may target a CHARACTER even if it is not the closest enemy unit. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. Synaptic Incinerator 24" Assault 3 5 -2 D3 This weapon may target a CHARACTER even if it is not the closest enemy unit. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. Synaptic Obliterator 72" Heavy D3 16 -4 6 Each time you roll a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to any other damage. Synaptic Annihilator 96" Macro D6 10 -4 6 Each time you roll a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to any other damage.
- Tachyon Arrow:
Weapon Range Type S AP D Abilities Tachyon Arrow 120" Assault 1 * * * This weapon can only be used once per battle. Select a visible enemy unit within 120" of the firing model. Draw an imaginary straight line between the model and the model in that unit that is closer to the firer; if this weapon hits, roll a die for each enemy unit that this line passes over or through; 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" Pistol X 4 0 1 The number of shots fired by this weapon is determined by the number in the model's Damage Table. Each hit roll of 6+ with this weapon causes 3 hits instead of 1. Tesla Carbine 24" Assault 2 5 0 1 Each hit roll of 6+ with this weapon causes 3 hits instead of 1. Tesla Cannon 24" Assault 3 6 0 1 Each hit roll of 6+ with this weapon causes 3 hits instead of 1. Tesla Destructor 24" Assault 4 7 0 1 Each hit roll of 6+ with this weapon causes 3 hits instead of 1. Tesla Sphere 24" Assault 5 8 0 1 Each hit roll of 6+ with this weapon causes 3 hits instead of 1.
- Transdimensional Weaponry:
Weapon Range Type S AP D Abilities Transdimensional Beamer 12" Heavy D3 4 -3 1 Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. Transdimensional Projector 24" Heavy D6 6 -3 D3 Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage. Exile Cannon 12" Heavy D6 10 -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. Banishment Cannon 24" Heavy D6 14 -4 D6 Each time you roll a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to any other damage.
Artefacts
Universal
- Funeral Mask: Enemy units cannot fire Overwatch at a model with the Funeral Mask. In addition, enemy units within 6" of this model must subtract 1 from their Leadership characteristic.
- Gauntlet of the Conflagrator: Model with Gauntlet of Fire only. The Gauntlet of the Conflagrator replaces the model's Gauntlet of Fire.
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: 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: 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" (choose you which one).
- Nanoscarab Casket: 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).
- Nightmare Shroud: 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.
- Orb of Eternity: The Orb of Eternity replaces the bearer's resurrection orb. If a model has the Orb of Eternity, once per battle, immediately after you have made your Reanimation Protocols rolls, you can make Reanimation Protocols rolls for models from a friendly <DYNASTY> INFANTRY unit within 3" of the bearer; when making these rolls add 1 to the result of each roll.
- Sempiternal Weave: Increase the Toughness and Wounds characteristics of the bearer by 1.
- Tesseract Labyrinth: 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.
- Veil of Darkness: Once per battle, at the end of any of your Movement phases, the bearer can use the Veil of Darkness. When they do, the bearer, and up to one friendly <DYNASTY> INFANTRY unit within 3" of the bearer, are removed from the battlefield. Then, set up the bearer (and the second unit you chose, if any) anywhere on the battlefield that is more than 9" from any enemy models (the second unit must be set up wholly within 6" of the bearer).
- Voidreaper: Model with Warscythe only. The Voidreaper replaces the model's Warscythe.
Weapon Range Type S AP D Abilities The Voidreaper Melee Melee * -2 3 An enemy unit that has to make a save roll against a wound caused by this weapon has to subtract 2 from the result. This weapon wounds on a 2+, unless it is targeting a VEHICLE unit, in which case it has a Strength of 7.
Dynasty Specific
- MAYNARKH - The Butcher Sword: Model with Hyperphase Sword only. The Butcher Sword replaces the model's 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: Model with Staff of Light only. The Voltaic Staff replaces the model's Staff of Light.
Weapon Range Type S AP D Abilities The Voltaic Staff (Melee) Melee Melee User -3 1 - The Voltaic Staff (Shooting) 12" Assault 3 6 -3 2 Each time you make a wound roll of 6+ for this weapon the target suffers a mortal wound in addition to any other damage.
- NEPHREKH - The Solar Staff: Model with Staff of Light only. The Solar Staff replaces the model's Staff of Light.
Weapon Range Type S AP D Abilities The Solar Staff (Melee) Melee Melee User -2 1 - The Solar Staff (Shooting) 12" Assault 6 5 -3 1 Each time an enemy INFANTRY unit is hit by this weapon in the Shooting phase, roll a D6; on a 4+ the enemy unit is blinded until the end of the turn - it cannot fire Overwatch and your opponent must subtract 2 from any hit rolls made for the unit.
- NIHILAKH - Timesplinter Cloak: 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: Model with Warscythe only. The Blood Scythe replaces the model's Warscythe.
Weapon Range Type S AP D Abilities The Blood Scythe Melee Melee +2 -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 the bearer fights, it can make D3 additional attacks with this weapon. You can re-roll failed wound rolls for this weapon.
- SAUTEKH - The Abyssal Staff: Model with Staff of Light only. The Abyssal Staff replaces the model's Staff of Light.
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.
Other Wargear
- Canoptek Cloak: A model equipped with a Canoptek Cloak has a Move characteristic of 10" and gains the Fly keyword. In addition, at the start of your turn, you can select one friendly <DYNASTY> model that has the Living Metal ability and that is within 3" of this model. That model regains D3 lost wounds, rather than 1, from its Living Metal ability.
- Chronometron: <DYNASTY> Infantry units within 3" of a friendly <DYNASTY> model with a Chronometron have a 5+ invulnerable save against ranged weapons.
- Dispersion Shield: A model equipped with a Dispersion Shield has a 3+ invulnerable save. 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 attacksvfor that phase.
- 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: 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 PSYKERs 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: Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.
- Nebuloscope: Models do not receive the bonus to their save for being in cover against attacks made by a model with a Nebuloscope.
- Phylactery: A model with a Phylactery regains D3 lost wounds at the beginning of your turn, rather than 1, from their Living Metal ability.
- Resurrection Orb: If this model has a Resurrection Orb, once per battle, immediately after you have made your Reanimation Protocols rolls at the beginning of the turn, you can make Reanimation Protocols rolls for models from a friendly <DYNASTY> Infantry unit within 3" of this model.
- Shadowloom: A model with a Shadowloom has a 5+ invulnerable save. In addition, your opponent must subtract 1 from hit rolls that target this model.
- Shieldvanes: A model with Shieldvanes has a save characteristic of 3+.
Units
HQ
Catacomb Command Barge
This unit contains 1 Catacomb Command Barge (Power Rating 9).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Catacomb Command Barge | 12" | 2+ | 2+ | 5 | 6 | 8 | 3 | 10 | 3+ |
Wargear:
- Staff of Light
- Gauss Cannon
Special Rules:
- Explodes: 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.
- Hovering: 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).
- Living Metal
- Quantum Shielding
- Wave of Command
Upgrades:
- Dynastic Phaeron: Every <Dynasty> unit within 6" of this model may re-roll every hit roll.
- Flayed King: Add 2 to this model's Attack characteristic and subtract 2 from this model's hit rolls in the Shooting phase and 1 from this model's hit rolls in the Fighting phase. Re-roll hit rolls of 1 for friendly <Dynasty> Flayed units that are within 6" of this model.
Options:
- May exchange its Gauss Cannon for a Tesla Cannon - 13 pts.
- May exchange its Staff of Light for one of the following:
- -Hyperphase Sword - 3 pts.
- -Voidblade - 6 pts.
- -Voidscythe - 15 pts.
- -Warscythe - 9 pts.
- May take any of the following:
- -Phylactery - 20 pts.
- -Repair nanoscarabs - 15 pts.
- -Resurrection Orb - 35 pts.
- May take one of the following:
- -Gauntlet of Fire - 10 pts.
- -Tachyon Arrow - 40 pts.
- May take the Flayed King upgrade and Flayed keyword - 20 pts.
- One Overlord per <Dynasty> in your army may take the Dynastic Phaeron upgrade - 35 pts./1 PP
Keywords:
- Faction:<Dynasty>, Necrons
- HQ, Vehicle, Character, Fly, Overlord, Catacomb Command Barge
Cryptek
This unit contains 1 Cryptek (Power Rating 5).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Cryptek | 5" | 3+ | 3+ | 4 | 4 | 4 | 1 | 10 | 4+ |
Wargear:
- Staff of Light
Special Rules:
- Living Metal
- Technomancer
Upgrades:
- Flayed Priest: Add 1 to this model's Attack characteristic and subtract 2 from this model's hit rolls in the Shooting phase and 1 from this model's hit rolls in the Fighting phase. Re-roll hit rolls of 1 for friendly <Dynasty> Flayed units that are within 6" of this model.
- Harbinger of Despair: Enemy units must subtract 1 from their Leadership for each model with this rule that's within 12" of them.
- Harbinger of Destruction: Consider the Ap of all weapons from <Dynasty> units within 6" of any friendly <Dynasty> Crypteks with this rule as 1 point better.
- Harbinger of Eternity: Friendly <Dynasty> units within 6" of any friendly <Dynasty> Crypteks with this rule may re-roll a single die each phase.
- Harbinger of the Stars: At the beginning of your turn roll a die for every Cryptek with this rule; if the result is equal to the current battle round number, you gain that many Command Points.
- Harbinger of the Storm: Roll a die for every enemy unit within 12" of every Cryptek with this rule; on a 4+ it suffers 1 mortal wound. In addition, roll a die whenever this model charges or it is charged; on a 2+ that unit suffers D3 mortal wounds.
- Harbinger of Transmogrification: At the beginning of the 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 penalty of 1 to its armour save.
- Phase Shifter
Options:
- May take any of the following:
- -Phase Shifter upgrade - 15 pts.
- -Phylactery - 20 pts.
- -Gloom Prism - 10 pts.
- May take one of the following:
- -Canoptek Cloak - 5 pts.
- -Chronometron - 15 pts.
- -Canoptek Cloak and Chronometron - 30 pts./ 1PP
- May take one of the following upgrades (only one of each can be included in the same detachment):
- -Flayed Priest upgrade and Flayed keyword - 20 pts.
- -Harbinger of Despair upgrade - 25 pts.
- -Harbinger of Destruction upgrade and Staff of Destruction (replaces the model's Staff of Light)- 45 pts.
- -Harbinger of Eternity upgrade and Chronostaff (replaces the model's Staff of Light) - 25 pts.
- -Harbinger of the Stars upgrade - 25 pts.
- -Harbinger of the Storm upgrade and Storm Gauntlet (replaces the model's Staff of Light) - 25 pts.
- -Harbinger of Transmogrification upgrade - 25 pts.
Keywords:
- Faction:<Dynasty>, Necrons
- HQ, Infantry, Character, Cryptek
Destroyer Lord
This unit contains 1 Destroyer Lord (Power Rating 7).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Destroyer Lord | 10" | 3+ | 3+ | 5 | 6 | 6 | 4 | 10 | 3+ |
Destroyer Overlord | 10" | 2+ | 2+ | 5 | 6 | 6 | 5 | 10 | 3+ |
Wargear:
- Automaton Claws (Canoptek Body only)
- Staff of Light
Special Rules:
- Hardwired Hatred
- Living Metal
- Phase Shifter
- Repulsor Platform
- The Lord's Will
Upgrades:
- Canoptek Body: A model equipped with a Canoptek Body has a Move characteristic of 8" and loses its Repulsor Platform special rule.
- Flayed Destroyer: Add 2 to this model's Attack characteristic and subtract 2 from this model's hit rolls in the Shooting phase and 1 from this model's hit rolls in the Fighting phase. Re-roll hit rolls of 1 for friendly <Dynasty> Flayed units that are within 6" of this model.
- My Will Be Done
Options:
- May exchange its Staff of Light for one of the following:
- -Gauss Cannon - 20 pts.
- -Hyperphase Sword - 3 pts.
- -Tesla Cannon - 13 pts.
- -Voidblade - 6 pts.
- -Voidscythe - 15 pts.
- -Warscythe - 9 pts.
- May take any of the following:
- -Phylactery - 20 pts.
- -Resurrection Orb - 35 pts.
- May take one of the following:
- -Gauntlet of Fire - 10 pts.
- -Tachyon Arrow - 40 pts.
- May take a Dispersion Shield (May not be taken if it is equipped with a Staff of Light, a Warscythe, a Voidscythe, a Gauntlet of Fire or a Resurrection Orb) - 15 pts.
- May take the Flayed Lord upgrade and Flayed keyword - 20 pts.
- May take be upgraded to a Destroyer Overlord and exchange its The Lord's Will special rule for the My Will Be Done upgrade - 19 pts./1 PP
- May take the Canoptek Body upgrade - free
- If this model has the Canoptek Body upgrade, it may swap its Automaton Claws for one of the following:
- -Vicious Claws - free
- -Whip Coils - 9 pts.
- If this model has the Canoptek Body upgrade, it may take a Gloom Prism - 10 pts
Keywords:
- Faction:<Dynasty>, Necrons
- HQ, Infantry, Character, Fly, Destroyer Lord
Deathsight
This unit contains 1 Deathsight (Power Rating 4).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Deathsight | 5" | 3+ | 2+ | 4 | 4 | 2 | 1 | 10 | 3+ |
Wargear:
- Synaptic Disintegrator
Special Rules:
- Ethereal Interception
- Hunters from Hyperspace: During deployment, you can set up a Deathsight in a hyperspace oubliette instead of placing it on the battlefield. At the end of any of your Movement phases, the Deathsight can slip back into reality - set them up anywhere on the battlefield that is more than 9" away from any enemy models. On a player turn in which this unit is set up through this or the Ethereal Interception special rules, all shooting attacks made by this unit will wound on To Wound rolls of 2+, regardless of the target's Toughness.
- Phasing Device: At the beginning of any of your Movement phases, any Deathsight 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 Hunters from Hyperspace ability. A Deathsight may not phase out and return to the battlefield in the same turn. If the battle ends while the Deathsight is phased out, it is considered to be slain.
- Living Metal
Keywords:
- Faction:<Dynasty>, <Guild>, Necrons
- HQ, Infantry, Character, Deathsight
Lord
This unit contains 1 Lord (Power Rating 5).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Lord | 5" | 3+ | 3+ | 5 | 5 | 4 | 3 | 10 | 3+ |
Wargear:
- Staff of Light
Special Rules:
- Living Metal
- The Lord's Will
Upgrades:
- Flayed Lord: Add 1 to this model's Attack characteristic and subtract 2 from this model's hit rolls in the Shooting phase and 1 from this model's hit rolls in the Fighting phase. Re-roll hit rolls of 1 for friendly <Dynasty> Flayed units that are within 6" of this model.
- Phase Shifter
Options:
- May exchange its Staff of Light for one of the following:
- -Hyperphase Sword - 3 pts.
- -Voidblade - 6 pts.
- -Voidscythe - 15 pts.
- -Warscythe - 9 pts.
- May take any of the following:
- -Phylactery - 20 pts.
- -Resurrection Orb - 35 pts.
- May take one of the following:
- -Gauntlet of Fire - 10 pts.
- -Tachyon Arrow - 40 pts.
- May take a Dispersion Shield (May not be taken if it is equipped with a Staff of Light, a Warscythe, a Voidscythe, a Gauntlet of Fire or a Resurrection Orb) - 15 pts.
- May take any of the following:
- -Flayed Lord upgrade and Flayed keyword - 20 pts.
- -Phase Shifter upgrade - 15 pts.
Keywords:
- Faction:<Dynasty>, Necrons
- HQ, Infantry, Character, Lord
Lychguard Vargard
This unit contains 1 Lychguard Vargard (Power Rating 2).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Lychguard Vargard | 5" | 3+ | 3+ | 5 | 5 | 3 | 3 | 10 | 3+ |
Wargear:
- Warscythe
Special Rules:
- Vargard Protocols: Roll a D6 each time a friendly <Dynasty> Character loses a wound whilst they are within 3" of this model; on a 2+ this model can intercept that hit - the character does not lose a wound but this unit suffers a mortal wound. If this model is equipped with a Dispersion Shield, roll a die for each mortal wound it suffers from this rule; on a 3+ it does not lose that wound. In addition, on an unmodified roll of 6 the unit that made that attack suffers a mortal wound after it has finished making all of its attacks for that phase.
- Living Metal
Upgrades:
- Flayed Vargard: Add 2 to this model's Attack characteristic and subtract 2 from this model's hit rolls in the Shooting phase and 1 from this model's hit rolls in the Fighting phase.
- Phase Shifter
Options:
- May exchange its War Scythe for one of the following:
- -Hyperphase Sword - 3 pts.
- -Voidblade - 6 pts.
- -Voidscythe - 15 pts.
- May take a Dispersion Shield (may not be taken if it is equipped with a Warscythe or a Voidscythe) - 15 pts.
- May take any of the following:
- -Flayed Vargard upgrade and Flayed keyword - 20 pts.
- -Phase Shifter upgrade - 15 pts.
Keywords:
- Faction:<Dynasty>, Necrons
- HQ, Infantry, Character, Lychguard Vargard
Overlord
This unit contains 1 Overlord (Power Rating 5).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Overlord | 5" | 2+ | 2+ | 5 | 5 | 5 | 3 | 10 | 3+ |
Wargear:
- Staff of Light
Special Rules:
- Living Metal
- My Will Be Done
- Phase Shifter
Upgrades:
- Dynastic Phaeron: Every <Dynasty> unit within 6" of this model may re-roll every hit roll.
- Flayed King: Add 2 to this model's Attack characteristic and subtract 2 from this model's hit rolls in the Shooting phase and 1 from this model's hit rolls in the Fighting phase. Re-roll hit rolls of 1 for friendly <Dynasty> Flayed units that are within 6" of this model.
Options:
- May exchange its Staff of Light for one of the following:
- -Hyperphase Sword - 3 pts.
- -Voidblade - 6 pts.
- -Voidscythe - 15 pts.
- -Warscythe - 9 pts.
- May take any of the following:
- -Phylactery - 20 pts.
- -Resurrection Orb - 35 pts.
- May take one of the following:
- -Gauntlet of Fire - 10 pts.
- -Tachyon Arrow - 40 pts.
- May take a Dispersion Shield (May not be taken if it is equipped with a Staff of Light, a Warscythe, a Voidscythe, a Gauntlet of Fire or a Resurrection Orb) - 15 pts.
- May take the Flayed King upgrade and Flayed keyword - 20 pts.
- One Overlord per <Dynasty> in your army may take the Dynastic Phaeron upgrade - 35 pts./1 PP
Keywords:
- Faction:<Dynasty>, Necrons
- HQ, Infantry, Character, Overlord
Pariah Lord
This unit contains 1 Pariah Lord (Power Rating 6).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Pariah Lord | 5" | 3+ | 3+ | 5 | 5 | 4 | 3 | 10 | 3+ |
Wargear:
- Scythe of Light
Special Rules:
- Pariah Gene: 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.
- Souless: Any enemy unit within 12" of this model counts as having a Leadership characteristic of 7 unless it would normally be less than that.
- Superior Metal Skin: 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
Praetorian Agent
This unit contains 1 Praetorian Agent (Power Rating 6).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Praetorian Agent | 10" | 2+ | 2+ | 5 | 5 | 5 | 3 | 10 | 3+ |
Wargear:
- Rod of Covenant
Special Rules:
- Living Metal
- Phase Shifter
- The Will of the Silent King Re-roll hit and wound rolls of 1 for friendly Triarch units that are within 6" of this model.
Upgrades:
- Szarekh's Hand: At the beginning of your turn, choose a friendly Triarch unit within 6" of this model. Add 1 to Advance, charge, and hit rolls of that unit until the beginning of your next turn. A unit can only be chosen as the target of this ability once in each turn. Also, if a Praetorian Lord 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.
Options:
- May exchange its Rod of Covenant for one of the following:
- -Staff of the Oath - 20 pts.
- -Voidblade and Particle Caster - 10 pts.
- May take a Phylactery - 20 pts.
- May take one of the following:
- -Gauntlet of Fire - 10 pts.
- -Tachyon Arrow - 40 pts.
- May take the Szarekh's Hand upgrade - 20 pts.
Keywords:
- Faction:Triarch, Necrons
- HQ, Infantry, Character, Praetorian Agent, Fly
Anrakyr the Traveller
This unit contains 1 Anrakyr the Traveller (Power Rating 8). Only one of this model may be included in your army.
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Anrakyr the Traveller | 5" | 2+ | 2+ | 6 | 5 | 6 | 4 | 10 | 3+ |
Wargear:
- Tachyon Arrow
- Warscythe
Special Rules:
- Living Metal
- Lord of the Pyrrhian Legions
- Mind in the Machine
- My Will Be Done: At the beginning of your turn, choose a friendly Necrons Infantry unit within 6" of Anrakyr the Traveller. Add 1 to Advance, Charge, and Hit rolls for that unit until the beginning of your next turn. A unit can only be chosen as the target of this ability once in each turn.
- Phase Shifter
Warlord Trait: If this model is your Warlord, it has the Implacable Conqueror Warlord Trait.
Keywords:
- Faction: Necrons
- HQ, Infantry, Character, Overlord, Anrakyr the Traveller
Illuminor Szeras
This unit contains 1 Illuminor Szeras (Power Rating 7). Only one of this model may be included in your army.
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Illuminor Szeras | 6" | 3+ | 3+ | 4 | 4 | 5 | 3 | 10 | 3+ |
Wargear:
- Eldritch Lance
Special Rules:
- Living Metal
- Master Technomancer
- Mechanical Augmentation
Warlord Trait: If this model is your Warlord, it has the Immortal Pride Warlord Trait.
Keywords:
- Faction: Necrons
- HQ, Infantry, Character, Cryptek, Illuminor Szeras
Imotekh the Stormlord
This unit contains 1 Imotekh the Stormlord (Power Rating 8). Only one of this model may be included in your army.
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Imotekh the Stormlord | 5" | 2+ | 2+ | 5 | 5 | 6 | 3 | 10 | 2+ |
Wargear:
- Gauntlet of Fire
- Staff of the Destroyer
Special Rules:
- Bloodswarm Nanoscarabs: You can re-roll hit rolls of 1 for friendly units of Sautekh Flayed units that are within 12" of Imotekh the Stormlord.
- Grand Strategist
- Living Metal
- Lord of the Storm
- Phaeron of the Sautekh Dynasty: Every Sautekh unit within 6" of this model may re-roll every hit roll. In addition, at the beginning of your turn, choose up to two friendly Sautekh Infantry units within 6" of Imotekh the Stormlord. Add 1 to Advance, Charge, and Hit rolls for that unit until the beginning of your next turn. A unit can only be chosen as the target of this ability once in each turn.
- Phase Shifter
- Undying
Warlord Trait: If this model is your Warlord, it has the Hyperlogical Strategist Warlord Trait.
Keywords:
- Faction:Sautekh, Necrons
- HQ, Infantry, Character, Overlord, Imotekh the Stormlord
Kutlakh the World Killer
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 |
---|---|---|---|---|---|---|---|---|---|
Kutlakh the World Killer | 5" | 2+ | 2+ | 5 | 5 | 6 | 3 | 10 | 2+ |
Wargear:
- Phylactery
- Staff of Light
- The Obsidax
Special Rules:
- Death Incarnate: If this model is your Warlord, then all Maynarkh units within 12" may still charge in a turn in which they have Advanced.
- Living Metal
- My Will Be Done: At the beginning of your turn, choose one friendly Maynarkh Infantry units within 6" of Kutlakh the World Killer. Add 1 to Advance, Charge, and Hit rolls for that unit until the beginning of your next turn. A unit can only be chosen as the target of this ability once in each turn.
- Phase Shifter
- Splinter of Madness
Warlord Trait: If this model is your Warlord, it has the Mad Killer Warlord Trait.
Keywords:
- Faction:Maynarkh, Necrons
- HQ, Infantry, Character, Overlord, Kutlakh the World Killer
Mortrakh the Hunter
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 |
---|---|---|---|---|---|---|---|---|---|
Mortrakh | 5" | 3+ | 2+ | 4 | 5 | 4 | 1 | 10 | 3+ |
Wargear:
- Synaptic Incinerator
Special Rules:
- Assassin from Hyperspace: During deployment, you can set up Mortrakh in a hyperspace oubliette instead of placing it on the battlefield. At the end of any of your Movement phases, Mortrakh can slip back into reality - set it up anywhere on the battlefield that is more than 9" away from any enemy models. On a player turn in which this unit is set up through this or the Ethereal Interception special rules, all shooting attacks made by Mortrakh will wound on To Wound rolls of 2+, regardless of the target's Toughness.
- Death Marked: 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.
- Ethereal Interception: When an enemy unit is set up (other than during deployment or when disembarking) you can immediately set up this unit on the battlefield, anywhere more than 9" away from enemy models and within 12" of the enemy unit that has just been set up. You can then make a shooting attack with it as if it were your Shooting phase, but this attack must target the enemy unit that was just set up.
- Guild Master: This model and all friendly Crimson Ghosts units within 6" can re-roll any wound roll of 1.
- Living Metal
- Phasing Device: At the beginning of any of your Movement phases, if Mortrakh is not within 1" of an enemy unit, it can enter a hyperspace oubliette. Remove it from the battlefield - it can return as described in the Hunters from Hyperspace ability. Mortrakh unit may not phase out and return to the battlefield in the same turn. If the battle ends while Mortrakh is phased out, it is considered to be slain.
Keywords:
- Faction:Crimson Ghosts, Necrons
- HQ, Infantry, Character, Mortrakh
Nemesor Zahndrekh
This unit contains 1 Nemesor Zahndrekh (Power Rating 8). Only one of this model may be included in your army.
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Nemesor Zahndrekh | 5" | 2+ | 2+ | 5 | 5 | 6 | 3 | 10 | 2+ |
Wargear:
- Staff of Light
Special Rules:
- Counter Tactics
- Living Metal
- My Will Be Done: At the beginning of your turn, choose a friendly Sautekh Infantry unit within 6" of Nemesor Zahndrekh. Add 1 to Advance, Charge, and Hit rolls for that unit until the beginning of your next turn. A unit can only be chosen as the target of this ability once in each turn.
- Phase Shifter
- Transient Madness
Warlord Trait: If this model is your Warlord, it has the Eternal Madness Warlord Trait.
Keywords:
- Faction:Sautekh, Necrons
- HQ, Infantry, Character, Overlord, Nemesor Zahndrekh
Orikan the Diviner
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 |
---|---|---|---|---|---|---|---|---|---|
Orikan the Diviner | 5" | 3+ | 3+ | 4 | 4 | 5 | 2 | 10 | 4+ |
Orikan Empowered | 5" | 2+ | 2+ | 7 | 7 | 7 | 4 | 10 | 4+ |
Wargear:
- Staff of Tomorrow
Special Rules:
- Living Metal
- Master Chronomancer
- Technomancer: Add 1 to Reanimation Protocol rolls for models from Sautekh units within 3" of any friendly Sautekh Crypteks.
- The Stars Are Right
Warlord Trait: If this model is your Warlord, it has the Enduring Will Warlord Trait.
Keywords:
- Faction:Sautekh, Necrons
- HQ, Infantry, Character, Cryptek, Nemesor Zahndrekh
Toholk the Blinded
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 |
---|---|---|---|---|---|---|---|---|---|
Toholk the Blinded | 5" | 2+ | 2+ | 5 | 5 | 6 | 3 | 10 | 2+ |
Wargear:
- Aeonstave
- Transdimensional Beamer
Special Rules:
- Mad Chronomancer: Friendly Maynarkh Infantry units within 3" of this unit have a 5+ invulnerable save against shooting attacks.
- Eternal Engines
- Living Metal
- Predictive Strategist
- Technomancer: Add 1 to Reanimation Protocol rolls for models from Maynarkh units within 3" of any friendly Maynarkh Crypteks.
Warlord Trait: If this model is your Warlord, it has the Eternal Madness Warlord Trait.
Keywords:
- Faction:Maynarkh, Necrons
- HQ, Infantry, Character, Cryptek, Toholk the Blinded
Trazyn the Infinite
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 |
---|---|---|---|---|---|---|---|---|---|
Trazyn the Infinite | 5" | 2+ | 2+ | 5 | 5 | 6 | 3 | 10 | 3+ |
Wargear:
- Empathic Obliterator
Special Rules:
- Living Metal
- My Will Be Done: At the beginning of your turn, choose a friendly Nihilakh Infantry unit within 6" of Nemesor Zahndrekh. Add 1 to Advance, Charge, and Hit rolls for that unit until the beginning of your next turn. A unit can only be chosen as the target of this ability once in each turn.
- Phase Shifter
- Surrogate Hosts
Warlord Trait: If this model is your Warlord, it has the Enduring Will Warlord Trait.
Keywords:
- Faction:Nihilakh, Necrons
- HQ, Infantry, Character, Overlord, Trazyn the Infinite
Vargard Obyron
This unit contains 1 Vargard Obyron (Power Rating 6). Only one of this model may be included in your army.
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Vargard Obyron | 5" | 2+ | 3+ | 5 | 5 | 6 | 4 | 10 | 2+ |
Wargear:
- Warscythe
Special Rules:
- Cleaving Counterblow
- Ghostwalk Mantle
- Living Metal
- The Lord's Will: Re-roll wound rolls of 1 for friendly Sautekh Infantry units that are within 6" of Vargard Obyron.
- The Vargard's Duty
Warlord Trait: If this model is your Warlord, it has the Honourable Combatant Warlord Trait.
Keywords:
- Faction:Sautekh, Necrons
- HQ, Infantry, Character, Lord, Vargard Obyron
Troops
Immortals
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 |
---|---|---|---|---|---|---|---|---|---|
Immortal | 5" | 3+ | 3+ | 4 | 4 | 1 | 2 | 10 | 3+ |
Wargear:
- Gauss Blaster
Special Rules:
- Reanimation Protocols
Upgrades:
- Flayed Immortals: Add 1 to this model's Attack characteristic and subtract 2 from this model's hit rolls in the Shooting phase and 1 from this model's hit rolls in the Fighting phase.
Options:
- The entire unit may exchange their Gauss Blasters for Tesla Carabines - 7 pts.
- The entire unit may take the Flayed Immortals upgrade and Flayed keyword - 4 pts./model
Keywords:
- Faction:<Dynasty>, Necrons
- Troops, Infantry, Immortals
Necron Warriors
This unit contains 10 Necron Warriors (Power Rating 6). It can include up to 5 more Necron Warriors (Power Rating +3), up to 10 more Necron Warriors (Power Rating +6), up to 15 more Necron Warriors (Power Rating +9) or up to 20 more Necron Warriors (Power Rating +12).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Necron Warrior | 5" | 3+ | 3+ | 4 | 4 | 1 | 1 | 10 | 4+ |
Wargear:
- Gauss Flayer
Special Rules:
- Reanimation Protocols
Upgrades:
- Flayed Warriors Add 1 to this model's Attack characteristic and subtract 2 from this model's hit rolls in the Shooting phase and 1 from this model's hit rolls in the Fighting phase.
Options:
- The entire unit may take the Flayed Warriors upgrade and Flayed keyword - 2 pts./model
Keywords:
- Faction:<Dynasty>, Necrons
- Troops, Infantry, Warriors
Elites
C'tan Shard of the Burning One
This unit contains 1 C'tan Shard of the Burning One (Power Rating 12). Only one of this model may be included in your army.
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
C'tan Shard of the Burning One | 8" | 2+ | 2+ | 7 | 7 | 8 | 4 | 10 | 4+ |
Wargear:
- Fire Whips
Special Rules:
- Enslaved Star God
- Fire Body: This model is unaffected by all weapons that have flame, heat, inferno, volcano or melta in their name.
- Necrodermis
- No Escape From The Flames: This model may target units that are not visible to him. In addition, units attacked by this model do not gain any bonus to their saving throws for being in cover.
- Powers of the C'tan: This model knows the Cosmic Fire and Cleansing Flames Powers of the C'tan. It can use one of its powers at the end of each of its Movement phases.
- Reality Unravels
Keywords:
- Faction:C'tan Shards, Necrons
- Elites, Monster, C'tan Shard of the Burning One, Character, Fly
C'tan Shard of the Deceiver
This unit contains 1 C'tan Shard of the Deceiver (Power Rating 11). Only one of this model may be included in your army.
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
C'tan Shard of the Deceiver | 8" | 2+ | 2+ | 7 | 7 | 8 | 4 | 10 | 4+ |
Wargear:
- Star-God Fists
Special Rules:
- Dread
- Enslaved Star God
- Grand Illusion
- Necrodermis
- Powers of the C'tan: This model knows Mind Tricks and another Power of the C'tan. It can use one of its powers at the end of each of its Movement phases.
- Reality Unravels
Keywords:
- Faction:C'tan Shards, Necrons
- Elites, Monster, C'tan Shard of the Deceiver, Character, Fly
C'tan Shard of the Nightbringer
This unit contains 1 C'tan Shard of the Nightbringer (Power Rating 9). Only one of this model may be included in your army.
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
C'tan Shard of the Nightbringer | 8" | 2+ | 2+ | 7 | 7 | 8 | 4 | 10 | 4+ |
Wargear:
- Gaze of Death
- Scythe of the Nightbringer
Special Rules:
- Enslaved Star God
- Necrodermis
- Powers of the C'tan: This model knows Death's Touch and another Power of the C'tan. It can use one of its powers at the end of each of its Movement phases.
- Reality Unravels
Keywords:
- Faction:C'tan Shards, Necrons
- Elites, Monster, C'tan Shard of the Nightbringer, Character, Fly
C'tan Shard of the Void Dragon
This unit contains 1 C'tan Shard of the Void Dragon (Power Rating 13). Only one of this model may be included in your army.
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
C'tan Shard of the Void Dragon | 8" | 2+ | 2+ | 8 | 8 | 9 | 5 | 10 | 4+ |
Wargear:
- Claws of the Dragon
Special Rules:
- Enslaved Star God
- Machine God: Roll a die for any enemy vehicle between 18" 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.
- Necrodermis
- Powers of the C'tan: This model knows Omnissah's Wrath and two other Powers of the C'tan. It can use two of its powers at the end of each of its Movement phases.
- Reality Unravels
Keywords:
- Faction:C'tan Shards, Necrons
- Elites, Monster, C'tan Shard of the Void Dragon, Character, Fly
Canoptek Tomb Stalker
This unit contains 1 Canoptek Tomb Stalker (Power Rating 7). It can include 1 additional Canoptek Tomb Stalker (Power Rating +7) or 2 additional Canoptek Tomb Stalkers (Power Rating +14)
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Canoptek Tomb Stalker | 10" | 3+ | 3+ | 6 | 7 | 9 | 6 | 10 | 3+ |
Wargear:
- Automaton Claws
- Twin Gauss Slicers
Special Rules:
- Independent Maintenance Units: 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.
- Living Metal
- Phasic Tunnelling: During Deployment, you can set this unit up underground instead of placing it on the battlefield. At the end of any 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:
- Flayed Constructs: Add 2 to this model's Attack characteristic and subtract 1 from this model's hit rolls. At the beginning of your turn roll a die; on a 1-2 the unit must move closer to the closest unit (even if yours) and has to attack it both in the shooting and assault phase (if possible); on a 3-5 the unit must move closer to the enemy's closest unit and has to attack it both in the shooting and assault phase (if possible); on a 6 the unit acts as normal.
Options:
- May take a Gloom Prism - 10 pts.
- May take Repair Nanoscarabs - 15 pts.
- The entire unit may take the Flayed Constructs upgrade and FLAYED keyword - 10 pts./model
Keywords:
- Faction:<Dynasty>, Necrons, Canoptek
- Elites, Monster, Canoptek Tomb Stalker
Deathmarks
This unit contains 5 Deathmarks (Power Rating 5). It can include up to 5 more Deathmarks (Power Rating +4).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Deathmark | 5" | 3+ | 3+ | 4 | 4 | 1 | 1 | 10 | 3+ |
Wargear:
- Synaptic Disintegrator
Special Rules:
- Ethereal Interception
- Hunters from Hyperspace: During deployment, you can set up a unit of Deathmarks in a hyperspace oubliette instead of placing them on the battlefield. At the end of any of your Movement phases, the Deathmarks can slip back into reality - set them up anywhere on the battlefield that is more than 9" away from any enemy models. On a player turn in which this unit is set up through this or the Ethereal Interception special rules, all shooting attacks made by the Deathmarks in this unit will wound on To Wound rolls of 2+, regardless of the target's Toughness.
- Phasing Device: At the beginning of any of your Movement phases, any Deathmarks unit 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 Hunters from Hyperspace ability. A Deathmarks unit may not phase out and return to the battlefield in the same turn. If the battle ends while the Deathmarks unit is phased out, it is considered to be slain.
- Reanimation Protocols
Keywords:
- Faction:<Dynasty>, <Guild>, Necrons
- Elites, Infantry, Deathmarks
Flayed Ones
This unit contains 5 Flayed Ones (Power Rating 4). It can include up to 5 more Flayed Ones (Power Rating +4), up to 10 more Flayed Ones (Power Rating +8) or up to 15 more Flayed Ones (Power Rating +12),.
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Flayed Ones | 5" | 3+ | 6+ | 4 | 4 | 1 | 3 | 10 | 4+ |
Wargear:
- Flayer CLaws
Special Rules:
- Flesh Hunger
- Haunting Horrors
- Reanimation Protocols
Keywords:
- Faction:<Dynasty>, Necrons
- Elites, Infantry, Flayed Ones, Flayed
Lychguards
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 |
---|---|---|---|---|---|---|---|---|---|
Lychguard | 5" | 3+ | 3+ | 5 | 5 | 2 | 2 | 10 | 3+ |
Wargear:
- Warscythe
Special Rules:
- Guardian Protocols: Roll a D6 each time a friendly <Dynasty> Character loses a wound whilst they are within 3" of this unit; on a 2+ a model from this unit can intercept that hit - the character does not lose a wound but this unit suffers a mortal wound. If this unit is equipped with a Dispersion Shield, roll a die for each mortal wound it suffers from this rule; on a 3+ it does not lose that wound. In addition, on an unmodified roll of 6 the unit that made that attack suffers a mortal wound after it has finished making all of its attacks for that phase.
- Reanimation Protocols
Upgrades:
- Flayed Guards Add 2 to this model's Attack characteristic and subtract 2 from this model's hit rolls in the Shooting phase and 1 from this model's hit rolls in the Fighting phase.
Options:
- The entire unit may exchange their Warscythes with a Hyperphase Sword and a Dispersion Shield - 9 pts./model
- The entire unit may take the Flayed Guards upgrade and Flayed keyword - 10 pts./model
Keywords:
- Faction:<Dynasty>, Necrons
- Elites, Infantry, Lychguards
Necron Pariahs
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 |
---|---|---|---|---|---|---|---|---|---|
Necron Pariah | 5" | 3+ | 3+ | 5 | 5 | 2 | 2 | 10 | 3+ |
Wargear:
- Scythe of Light
Special Rules:
- Fearless: This unit automatically passes Morale tests.
- Pariah Gene: 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.
- Superior Metal Skin: 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
Triarch Praetorians
This unit contains 5 Triarch Praetorians (Power Rating 8). It can include up to 5 more Triarch Praetorians (Power Rating +8).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Triarch Praetorian | 10" | 3+ | 3+ | 5 | 5 | 2 | 2 | 10 | 3+ |
Wargear:
- Rod of Covenant
Special Rules:
- A Purpose Unshakeable
- Reanimation Protocols
Options:
- The entire unit may exchange their Rod of Covenants with a Voidblade and a Particle Caster - 10 pts./model
Keywords:
- Faction:Triarch, Necrons
- Elites, Infantry, Triarch Praetorians, Fly
Triarch Stalker
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 |
---|---|---|---|---|---|---|---|---|---|
Triarch Stalker | * | * | * | 7 | 6 | 10 | 3 | 9 | 3+ |
Remaining W | M | WS | BS |
---|---|---|---|
6-10+ | 10" | 3+ | 3+ |
3-5 | 8" | 4+ | 4+ |
1-2 | 6" | 5+ | 5+ |
Wargear:
- Heat Ray
- Massive Forelimbs
Special Rules:
- Explodes: 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.
- Living Metal
- Quantum Shielding
- Targeting Relay
- Vehicle Squadron: The maximum cohesion distance of this unit is 6".
Options:
- Any model may swap its Heat Ray for one of the following:
- -Particle Shredder - 30 pts.
- -Twin Heavy Gauss Cannon - 40 pts.
- -Twin Tesla Destructor - 20 pts.
Keywords:
- Faction:Triarch, Necrons
- Elites, Infantry, Triarch Stalker
Fast Attacks
Canoptek Acanthrites
This unit contains 3 Canoptek Acanthrites (Power Rating 9). It can include up to 3 more Canoptek Acanthrites (Power Rating +9) or up to 6 more Canoptek Acanthrites (Power Rating +18).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Canoptek Acanthrite | 12" | 3+ | 3+ | 5 | 5 | 3 | 3 | 10 | 3+ |
Wargear:
- Cutting Beam
- Voidblade
Special Rules:
- Shadowed Wings: This model has a 5+ invulnerable save. Also, subtract 1 from hit rolls for attacks that target this model.
Upgrades:
- Flayed Constructs: Add 2 to this model's Attack characteristic and subtract 1 from this model's hit rolls. At the beginning of your turn roll a die; on a 1-2 the unit must move closer to the closest unit (even if yours) and has to attack it both in the shooting and assault phase (if possible); on a 3-5 the unit must move closer to the enemy's closest unit and has to attack it both in the shooting and assault phase (if possible); on a 6 the unit acts as normal.
Options:
- Any model in the unit may exchange their Cutting Beam for one of the following:
- -Particle Caster - 4 pts.
- -Transdimensional Beamer - 14 pts.
- 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 Scarabs
This unit contains 3 Canoptek Scarabs (Power Rating 2). It can include up to 3 more Canoptek Scarabs (Power Rating +2), up to 6 more Canoptek Scarabs (Power Rating +4), up to 9 more Canoptek Scarabs (Power Rating +6) or up to 12 more Canoptek Scarabs (Power Rating +8).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Canoptek Scarab | 10" | 4+ | - | 3 | 3 | 3 | 4 | 10 | 5+ |
Wargear:
- Feeder Mandibles
Special Rules:
- Matter Converter: Each time a Canoptek Scarab slays 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.
Upgrades:
- Flayed Constructs: Add 2 to this model's Attack characteristic and subtract 1 from this model's hit rolls. At the beginning of your turn roll a die; on a 1-2 the unit must move closer to the closest unit (even if yours) and has to attack it both in the shooting and assault phase (if possible); on a 3-5 the unit must move closer to the enemy's closest unit and has to attack it both in the shooting and assault phase (if possible); on a 6 the 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 Tomb Sentinel
This unit contains 1 Canoptek Tomb Sentinel (Power Rating 8). It can include 1 additional Canoptek Tomb Sentinel (Power Rating +8) or 2 additional Canoptek Tomb Sentinels (Power Rating +16)
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Canoptek Tomb Sentinel | 10" | 3+ | 3+ | 6 | 7 | 9 | 4 | 10 | 3+ |
Wargear:
- Automaton Claws
- Exile Cannon
Special Rules:
- Independent Maintenance Units: 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.
- Living Metal
- Phasic Tunneling: During Deployment, you can set this unit up underground instead of placing it on the battlefield. At the end of any 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 Sentinel 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 Sentinel may not phase out and return to the battlefield in the same turn. If the battle ends while the Canoptek Tomb Sentinel is phased out, it is considered to be slain.
Upgrades:
- Flayed Constructs: Add 2 to this model's Attack characteristic and subtract 1 from this model's hit rolls. At the beginning of your turn roll a die; on a 1-2 the unit must move closer to the closest unit (even if yours) and has to attack it both in the shooting and assault phase (if possible); on a 3-5 the unit must move closer to the enemy's closest unit and has to attack it both in the shooting and assault phase (if possible); on a 6 the unit acts as normal.
Options:
- May take any of the following:
- -Gloom Prism - 10 pts.
- -Repair Nanoscarabs - 15 pts.
- 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 Sentinel
Canoptek Wraiths
This unit contains 3 Canoptek Wraiths (Power Rating 8). It can include up to 3 more Canoptek Wraiths (Power Rating +8) or up to 6 more Canoptek Wraiths (Power Rating +16).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Canoptek Wraith | 12" | 3+ | 3+ | 6 | 5 | 3 | 3 | 10 | 3+ |
Wargear:
- Vicious Claws
Special Rules:
- Wraith Form
Upgrades:
- Flayed Constructs: Add 2 to this model's Attack characteristic and subtract 1 from this model's hit rolls. At the beginning of your turn roll a die; on a 1-2 the unit must move closer to the closest unit (even if yours) and has to attack it both in the shooting and assault phase (if possible); on a 3-5 the unit must move closer to the enemy's closest unit and has to attack it both in the shooting and assault phase (if possible); on a 6 the unit acts as normal.
Options:
- Any model in the unit may take any of the following:
- -Particle Caster - 4 pts.
- -Transdimensional Beamer - 14 pts.
- -Whip Coils - 9 pts.
- 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
Destroyers
This unit contains 1 Destroyer (Power Rating 3). It can include 1 additional Destroyer (Power Rating +3), 2 additional Destroyers (Power Rating +6), 3 additional Destroyers (Power Rating +9), 4 additional Destroyers (Power Rating +12), or up to 5 more Destroyers (Power Rating +15).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Destroyer | 10" | 3+ | 3+ | 4 | 5 | 3 | 2 | 10 | 3+ |
Heavy Destroyer | 10" | 3+ | 3+ | 4 | 5 | 3 | 2 | 10 | 3+ |
Wargear:
- Gauss Cannon
Special Rules:
- Hardwired Hatred
- Repulsor Platform
Upgrades:
- Flayed Destroyers: Add 2 to this model's Attack characteristic and subtract 2 from this model's hit rolls in the Shooting phase and 1 from this model's hit rolls in the Fighting phase.
Options:
- Any Destroyer in the unit may exchange its Gauss Cannon for a Tesla Cannon - 13 pts.
- For every three Destroyers in the unit, one can be upgraded to a Heavy Destroyer equipped with a Heavy Gauss Cannon - free
- Any Heavy Destroyer in the unit may exchange its Heavy Gauss Cannon for a Tesla Destructor - 15 pts.
- The entire unit may take the Flayed Destroyers upgrade and FLAYED keyword, replaces their weapons with Destroyers Blades - 10 pts./model
Keywords:
- Faction:<Dynasty>, Necrons
- Fast Attack, Infantry, Destroyers, Fly
Tomb Blades
This unit contains 3 Tomb Blades (Power Rating 5). It can include up to 3 more Tomb Blades (Power Rating +5) or up to 6 more Tomb Blades (Power Rating +9).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Tomb Blade | 14" | 3+ | 3+ | 4 | 5 | 2 | 1 | 10 | 4+ |
Wargear:
- Two Gauss Blasters
Special Rules:
- Evasion Engrams
- Reanimation Protocols
Options:
- Any model in the unit may exchange both their Gauss Blasters for one of the following:
- -Particle Beamer - 10 pts.
- -Two Tesla Carabines - 14 pts.
- One model in the unit may exchange both its Gauss Blasters for one of the following:
- -Gauss Cannon - 20 pts.
- -Tesla Cannon - 13 pts.
- Any model may take Shieldvanes - 3 pts.
- Any model may take one of the following:
- -Nebuloscope - 2 pts.
- -Shadowloom - 7 pts.
Keywords:
- Faction:<Dynasty>, Necrons
- Fast Attack, Biker, Tomb Blades, Fly
Heavy Supports
Annihilation Barge Squadron
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 |
---|---|---|---|---|---|---|---|---|---|
Annihilation Barge | 12" | 6+ | 3+ | 5 | 6 | 8 | 3 | 10 | 4+ |
Wargear:
- Gauss Cannon
- Twin Tesla Destructor
Special Rules:
- Explodes: 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.
- Hovering: 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).
- Living Metal
- Quantum Shielding
- Vehicle Squadron: The maximum cohesion distance of this unit is 6".
Options:
- Any model may exchange its Gauss Cannon for a Tesla Cannon - 13 pts.
- Any model may take Repair Nanoscarabs - 15 pts.
Keywords:
- Faction:<Dynasty>, Necrons
- Heavy Support, Vehicle, Fly, Annihilation Barge
Canoptek Spiders
This unit contains 1 Canoptek Spider (Power Rating 4). It can include 1 additional Canoptek Spider (Power Rating +4) or 2 additional Canoptek Spiders (Power Rating +8).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Canoptek Spider | 6" | 4+ | 4+ | 6 | 6 | 4 | 4 | 10 | 3+ |
Wargear:
- Automaton Claws
Special Rules:
- Scarab Hive
Upgrades:
- Flayed Construct: Add 2 to this model's Attack characteristic and subtract 1 from this model's hit rolls. At the beginning of your turn roll a die; on a 1-2 the unit must move closer to the closest unit (even if yours) and has to attack it both in the shooting and assault phase (if possible); on a 3-5 the unit must move closer to the enemy's closest unit and has to attack it both in the shooting and assault phase (if possible); on a 6 the unit acts as normal.
Options:
- Any model may take any of the following:
- -Fabricator Claw Array - 10 pts.
- -Gloom Prism - 5 pts.
- -Two Particle Beamers - 20 pts.
- Any model may exchange its Automaton Claws for one of the following:
- -Vicious CLaws - free
- -Whip Coils - 9 pts.
- 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
Doomsday Ark Squadron
This unit contains 1 Doomsday Ark (Power Rating 8). It can include 1 additional Doomsday Ark (Power Rating +8) or 2 additional Doomsday Arks (Power Rating +16).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Doomsday Ark | * | 6+ | * | 6 | 6 | 14 | * | 10 | 4+ |
Remaining W | M | BS | A |
---|---|---|---|
8-14+ | 12" | 3+ | 3 |
4-7 | 8" | 4+ | D3 |
1-3 | 4" | 5+ | 1 |
Wargear:
- Doomsday Cannon
- Two Gauss Flayer Arrays
Special Rules:
- Explodes: 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.
- Hovering: 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).
- Living Metal
- Quantum Shielding
- Vehicle Squadron: The maximum cohesion distance of this unit is 6".
Options:
- Any model may take Repair Nanoscarabs - 15 pts.
Keywords:
- Faction:<Dynasty>, Necrons
- Heavy Support, Vehicle, Doomsday Ark, Fly
Heavy Destroyers
This unit contains 1 Heavy Destroyer (Power Rating 3). It can include 1 additional Heavy Destroyer (Power Rating +3) or 2 additional Heavy Destroyers (Power Rating +6).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Heavy Destroyer | 10" | 3+ | 3+ | 4 | 5 | 3 | 2 | 10 | 3+ |
Wargear:
- Heavy Gauss Cannon
Special Rules:
- Hardwired Hatred
- Repulsor Platform
- Upgrades:
- Flayed Destroyers: Add 2 to this model's Attack characteristic and subtract 2 from this model's hit rolls in the Shooting phase and 1 from this model's hit rolls in the Fighting phase.
Options:
- Any model may exchange its Heavy Gauss Cannon for a Tesla Destructor - 15 pts.
- The entire unit may take the Flayed Destroyers upgrade and FLAYED keyword, replaces their weapons with Destroyers Blades - 10 pts./model
Keywords:
- Faction:<Dynasty>, Necrons
- Heavy Support, Infantry, Heavy Destroyers, Fly
Monolith
This unit contains 1 Monolith (Power Rating 16).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Monolith | * | 6+ | * | 8 | 8 | 20 | 3 | 10 | 2+ |
Remaining W | M | BS | Portal of Exile |
---|---|---|---|
11-20+ | 6" | 3+ | 3+ |
6-10 | 5" | 4+ | 4+ |
1-5 | 4" | 5+ | 5+ |
Wargear:
- Four Gauss Flux Arcs
- Particle Whip
- Repair Nanoscarabs
Special Rules:
- Death Descending: During deployment, you can set up an Monolith in the upper atmosphere instead of placing it on the battlefield. At the end of any of your Movement phases the Monolith can plummet to the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
- Eternity Gate: When you set up this model, at the same time you can also set up any number of <Dynasty> Infantry or Beast units on their tomb world rather than setting them up on the battlefield. At the end of any Movement phase, a single friendly <Dynasty> unit that was set up on their tomb world can be transported onto the battlefield by the Monolith. Set up the unit so that it is wholly within 3" of this model and more than 1" from any enemy models; the unit that has just been set up counts as having disembarked from a transport for all rules purposes. If all friendly <Dynasty> Night Scythes, Monoliths and Doomsday Monoliths from your army are destroyed, any friendly <Dynasty> units still on their tomb world are considered to be slain.
- Explodes: 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 D6 mortal wounds.
- Hovering: Distance and ranges are always measured to and from this model's hull, even though it has a base.
- Living Fortress: This model can move and fire Heavy weapons without suffering the penalty to its hit rolls. In addition, if this model remains stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it can shoot its weapons twice in the following Shooting phase. At the beginning of your turn, this model recovers D6 wounds lost previously in the game.
- Portal of Exile: When an enemy unit (other than a Monster or Vehicle) finishes a charge move within 1" of this model, or the Mononlith itself finishes a charge move within 1" of an enemy unit, its portal of exile may activate. Roll a D6 and compare it to the Value required on the damage table above. If the roll is successful, the unit suffers D6 mortal wounds.
- Sleeping Structure: 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 Portal of Exile or 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.
Keywords:
- Faction:<Dynasty>, Necrons
- Heavy Support, Vehicle, Monolith, Fly
Sentry Pylons
This unit contains 1 Sentry Pylon (Power Rating 8). It can include 1 additional Sentry Pylon (Power Rating +7) or 2 additional Sentry Pylons (Power Rating +14).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Sentry Pylon | 3" | 6+ | 3+ | 4 | 7 | 8 | 1 | 10 | 3+ |
Wargear:
- Gauss Exterminator
Special Rules:
- Artillery Battery
- Explodes: 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.
Upgrades:
- Teletrasportation Matrix: If this unit has the Teleportation Matrix special rule, 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 exchange its Gauss Exterminator for one of the following:
- -Focused Death Ray - 35 pts.
- -Heat Cannon - 65 pts.
- The entire unit may take the Teletrasportation Matrix upgrade - 20 pts./model
Keywords:
- Faction:<Dynasty>, Necrons
- Heavy Support, Infantry, Sentry Pylons, Artillery
Tesseract Ark Squadron
This unit contains 1 Tesseract Ark (Power Rating 10). It can include 1 additional Tesseract Ark (Power Rating +10) or 2 additional Tesseract Arks (Power Rating +20).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Tesseract Ark | * | 6+ | * | 5 | 7 | 12 | * | 10 | 3+ |
Remaining W | M | BS | A |
---|---|---|---|
7-12+ | 12" | 3+ | 3 |
4-6 | 8" | 4+ | D3 |
1-3 | 4" | 5+ | 1 |
Wargear:
- Singularity Chamber
- Two Tesla Cannons
Special Rules:
- Containment Field
- Gravitational Flux
- Hovering: 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).
- Living Metal
- Quantum Shielding
- Tesseract Implosion: 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.
- Vehicle Squadron: The maximum cohesion distance of this unit is 6".
Options:
- Any model may take Repair Nanoscarabs - 15 pts.
- Any model may exchange its two Tesla Cannons for one of the following:
- -Two Gauss Cannons - 40 pts.
- -Two Particle Beamers - 40 pts.
Keywords:
- Faction:<Dynasty>, Necrons
- Heavy Support, Vehicle, Tesseract Ark, Fly
Transcendent C'tan
This unit contains 1 Transcendent C'tan (Power Rating 11).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Transcendent C'tan | 8" | 2+ | 2+ | 7 | 7 | 8 | 4 | 10 | 4+ |
Wargear:
- Crackling Tendrils
Special Rules:
- Enslaved Star God
- Fractured Personalities: 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.
- Necrodermis
- Powers of the C'tan: This model knows two Powers of the C'tan. It can use one of its powers at the end of each of its Movement phases.
- Reality Unravels
Keywords:
- Faction:C'tan Shards, Necrons
- Heavy Support, Monster, Transcendent C'tan, Character, Fly
Flyers
Doom Scythe Squadron
This unit contains 1 Doom Scythe (Power Rating 8). It can contain 1 additional Doom Scythe (Power Rating +8) or 2 additional Doom Scythes (Power Rating +16).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Doom Scythe | * | 6+ | * | 6 | 7 | 12 | * | 10 | 3+ |
Remaining W | M | BS | A |
---|---|---|---|
7-12+ | 20"-60" | 3+ | 3 |
4-6 | 20"-40" | 4+ | D3 |
1-3 | 20"-25" | 5+ | 1 |
Wargear:
- Death Ray
- Two Tesla Destructors
Special Rules:
- Advance Targeting Sensors: This model can move and fire Heavy weapons without suffering the penalty to its hit rolls.
- Airborn
- Crash and Burn
- Flyer Squadron: The maximum cohesion distance of this unit is 9".
- Hard to Hit
- Living Metal
- Supersonic: 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:
- One model in the unit may upgrade its Death Ray to a Focussed Death Ray - 15 pts.
Keywords:
- Faction:<Dynasty>, Necrons
- Flyer, Vehicle, Doom Scythe, Fly
Night Scythe Squadron
This unit contains 1 Night Scythe (Power Rating 7). It can contain 1 additional Night Scythe (Power Rating +7) or 2 additional Night Scythes (Power Rating +14).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Night Scythe | * | 6+ | * | 6 | 7 | 12 | * | 10 | 3+ |
Remaining W | M | BS | A |
---|---|---|---|
7-12+ | 20"-60" | 3+ | 3 |
4-6 | 20"-40" | 4+ | D3 |
1-3 | 20"-25" | 5+ | 1 |
Wargear:
- Two Tesla Destructors
Special Rules:
- Airborn
- Crash and Burn
- Flyer Squadron: The maximum cohesion distance of this unit is 9".
- Hard to Hit
- Invasion Beams: Each time you set up one of this model, at the same time you can also set up any number of friendly <Dynasty> Infantry units on their tomb world rather than setting them up on the battlefield. Before one of this model moves in your Movement phase, a single friendly <Dynasty> unit that was set up on their tomb world can be beamed onto the battlefield by a Night Scythe. Set up the unit so that it is wholly within 3" of this model and more than 1" from any enemy models; the unit that has just been set up counts as having disembarked from a transport for all rules purposes. If all <Dynasty> Night Scythes, Monoliths and Tomb World Gateways are destroyed, any friendly <Dynasty> units still on their tomb world are considered to be slain.
- Living Metal
- Supersonic: 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.
Keywords:
- Faction:<Dynasty>, Necrons
- Flyer, Vehicle, Night Scythe, Fly
Night Shroud Squadron
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 |
---|---|---|---|---|---|---|---|---|---|
Night Scythe | * | 6+ | * | 6 | 7 | 14 | * | 10 | 3+ |
Remaining W | M | BS | A |
---|---|---|---|
6-14+ | 20"-60" | 3+ | 3 |
3-5 | 20"-40" | 4+ | D3 |
1-2 | 20"-25" | 5+ | 1 |
Wargear:
- Two Tesla Destructors
Special Rules:
- Airborn
- Crash and Burn
- Death Sphere Bombardment: Once per battle, 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.
- Flyer Squadron: The maximum cohesion distance of this unit is 9".
- Hard to Hit
- Living Metal
- Supersonic: 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.
Upgrades:
- Death Sphere Fabricator: Roll a dice whenever this model uses its Death Sphere Bombardment special rule; on a 2+ it can use it again in your next turn.
Options:
- Any model in the unit may take the Death Sphere Fabricator upgrade - 40 pts.
Keywords:
- Faction:<Dynasty>, Necrons
- Flyer, Vehicle, Night Shroud, Fly
Dedicated Transports
Ghost Ark Squadron
This unit contains 1 Ghost Ark (Power Rating 8). It can include 1 additional Ghost Ark (Power Rating +8) or 2 additional Ghost Arks (Power Rating +16).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Ghost Ark | * | 6+ | * | 6 | 6 | 14 | * | 10 | 4+ |
Remaining W | M | BS | A |
---|---|---|---|
8-14+ | 12" | 3+ | 3 |
4-7 | 8" | 4+ | D3 |
1-3 | 4" | 5+ | 1 |
Wargear:
- Two Gauss Flayer Arrays
Special Rules:
- Explodes: 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.
- Hovering: 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).
- Living Metal
- Open-topped: 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.
- Quantum Shielding
- Repair Barge: You can make Reanimation Protocol rolls for any slain models from units embarked on a Ghost Ark, even though those units are not on the battlefield. Any models returned to the unit this way are added to the number of models embarked on the Ghost Ark - if any models cannot be returned because there is no more room on the Ghost Ark, they are not returned this turn. In addition, at the end of each of your Movement phases, you can make Reanimation Protocol rolls for slain models of a <Dynasty> Infantry unit within 3" of any friendly <Dynasty> Ghost Arks. You cannot use this ability on a unit that has been the target of a resurrection orb or the Orb of Eternity this turn.
- Vehicle Squadron: The maximum cohesion distance of this unit is 6".
Options:
- Any model may take Repair Nanoscarabs - 15 pts.
Transport Capacity: This model can transport 10 <Dynasty> Infantry models. It cannot transport Destroyers, Heavy Destroyers, Destroyer Lords and models with the Flayed keyword.
Keywords:
- Faction:<Dynasty>, Necrons
- Dedicated Transport, Vehicle, Ghost Ark, Fly, Transport
Lords of War
Abattoir
This unit contains 1 Abattoir (Power Rating 500).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Abattoir | * | * | * | 18 | 18 | 200 | * | 10 | 2+ |
Remaining W | M | WS | BS | A | Scarab Repair Swarm |
---|---|---|---|---|---|
161-200+ | 24” | 4+ | 2+ | 6 | 6 |
121-160 | 20” | 4+ | 2+ | D3+2 | D6 |
81-120 | 16” | 5+ | 3+ | 3 | D3+3 |
41-80 | 12” | 6+ | 4+ | D3 | D3 |
1-40 | 8” | 7+ | 5+ | 1 | 1 |
Wargear:
- Forty Giant Tentacles
- Gauss Lightning Grid
- Particle Collider
- Repair Nanoscarabs
- Scarab Swarm
Special Rules:
- Energy Containment Field: This model has a 4+ invulnerability 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.
- Harbinger of the End: 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. In addition, this model can move and fire Heavy weapons without any penalty to its hit rolls. Finally, this model can never gain a bonus to its save in cover even if at least half of the model is obscured from the firing unit.
- Floating Fortress: 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.
- Altar of Sacrifice: 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.
- Grisly Sight: Any non NECRONS unit that has line of sight of this model subtracts 4 from its leadership characteristic.
- Scarab Repair Swarm: Consult the damage table above, at the beginning of each of your turns this model heals that many previously lost wounds as shown by the Scarab Repair Swarm section.
Keywords:
- Faction: <Dynasty>, C'tan Shards, Necrons
- Lord of War, Fly, Abattoir, Titanic, Vehicle
Æonic Orb
This unit contains 1 Æonic Orb (Power Rating 300).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Æonic Orb | * | 6+ | * | 16 | 18 | 150 | * | 10 | 2+ |
Remaining W | M | BS | A |
---|---|---|---|
121-150+ | 24” | 2+ | 6 |
91-120 | 20” | 3+ | D6 |
61-90 | 16” | 3+ | 3 |
31-60 | 12” | 4+ | D3 |
1-30 | 8” | 5+ | 1 |
Wargear:
- Repair Nanoscarabs
- Star-Cage
Special Rules:
- Banishment Security Measures: 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.
- Blinding Light: Non-Necron that have line of sight of this model subtract 2 from their hit rolls during the Shooting phase.
- Containment Field: This model has a 3+ Invulnerable save. Each time this model fails a saving throw, roll a D6. On a 6, this model suffers D6 additional wounds.
- Giant Construct: 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. In addition, this model can move and fire Heavy weapons without any penalty to its hit rolls. Finally, this model only gains a cover bonus to its armour save if at least half of it is obscured from the firing unit.
- Living Fortress: At the beginning of your turn this model recovers D6 wounds lost previously in the game.
- Stellar Gravity Core: 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 Flyer.
Keywords:
- Faction: <Dynasty>, Necrons
- Lord of War, Æonic Orb, Titanic, Vehicle, Fly
Canoptek Leviathan
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This unit contains 1 Canoptek Leviathan (Power Rating 30).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Canoptek Leviathan | * | 5+ | * | 7 | 8 | 24 | * | 10 | 3+ |
Remaining W | M | BS | A |
---|---|---|---|
13-24+ | 24” | 3+ | 3 |
7-12 | 20” | 4+ | D3 |
1-6 | 16” | 5+ | 1 |
Wargear:
- Banishment Cannon
- Canoptek Wings
- Repair Nanoscarabs
- Six Gauss Flayer Array
Special Rules:
- Advanced Living Metal: At the beginning of your turn this model regains D3 wounds lost previously in the battle.
- Explodes: 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.
- Flying Construct: 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. This model may only be charged by units that can Fly.
- Hard to Hit
- Particle Shields: This model has a 4+ Invulnerable save.
- Repulsor Systems: This model can move and fire Heavy weapons without suffering the penalty to its hit rolls.
- Thunderbolt Field: 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:
- Null Prisms: 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:
- May take the Null Prisms upgrade - 50 pts.
Keywords:
- Faction: <Dynasty>, Necrons, Canoptek
- Lord of War, Fly, Canoptek Leviathan, Titanic, Vehicle
Doomsday Monolith
This unit contains 1 Doomsday Monolith (Power Rating 50).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Doomsday Monolith | * | 6+ | * | 12 | 12 | 40 | 3 | 10 | 2+ |
Remaining W | M | BS | Portal of Exile |
---|---|---|---|
30-40 | 8” | 2+ | 3+ |
20-29 | 6” | 3+ | 4+ |
10-19 | 5” | 4+ | 5+ |
1-9 | 4” | 5+ | 6+ |
Wargear:
- Four Doomsday Gauss Flux Arc
- Gauss Obliterator
- Repair Nanoscarabs
Special Rules:
- Eternity Gate: When you set up this model, at the same time you can also set up any number of <Dynasty> Infantry or Beast units on their tomb world rather than setting them up on the battlefield. At the end of any Movement phase, a single friendly <Dynasty> unit that was set up on their tomb world can be transported onto the battlefield by the Doomsday Monolith. Set up the unit so that it is wholly within 3" of this model and more than 1" from any enemy models; the unit that has just been set up counts as having disembarked from a transport for all rules purposes. If all friendly <Dynasty> Night Scythes, Monoliths and Doomsday Monoliths from your army are destroyed, any friendly <Dynasty> units still on their tomb world are considered to be slain.
- Doomsday Power Matrix: 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.
- Flying Fortress: This model can move and fire Heavy weapons without any penalty to its hit rolls and only gains a bonus to its save from cover if at least half of the model is obscured from the firer. Also, distance and ranges are always measured to and from this model's hull, even though it has a base. Finally, during deployment, you can set up a Doomsday Monolith in the upper atmosphere instead of placing it on the battlefield. At the end of any 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.
- Living Fortress: At the beginning of your turn this model recovers D6 wounds lost previously in the game.
- Portal of Exile: When an enemy unit (other than a Monster or Vehicle) finishes a charge move within 1" of this model, or the Doomsday Mononlith itself finishes a charge move within 1" of an enemy unit, its portal of exile may activate. Roll a D6 and compare it to the Value required on the damage table above. If the roll is successful, the unit suffers D6 mortal wounds.
Keywords:
- Faction: <DYNASTY>, NECRONS
- LORD OF WAR, FLY, Doomsday Monolith, TITANIC, VEHICLE
Gauss Pylon
This unit contains 1 Gauss Pylon (Power Rating 24).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Gauss Pylon | - | 6+ | * | 6 | 8 | 30 | - | 10 | 3+ |
Remaining W | BS | Tesla Arc Shots |
---|---|---|
16-30+ | 2+ | 3D6 |
10-15 | 3+ | 2D6 |
5-9 | 4+ | D6 |
1-4 | 5+ | D3 |
Wargear:
- Gauss Annihilator
- Tesla Arc
Special Rules:
- Advanced Living Metal: At the beginning of your turn this model regains D3 wounds lost previously in the battle.
- Immobile
- Phase Shift Generator
- Reactor Explosion: 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.
- Teleportation Matrix: 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 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.
Options:
- May take Repair Nanoscarabs - 15 pts.
Keywords:
- Faction:<Dynasty>, Necrons
- Lord of War, Vehicle, Gauss Pylon, Artillery, Titanic
Megalith
This unit contains 1 Megalith (Power Rating 150).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Megalith | * | 6+ | * | 18 | 18 | 90 | D3 | 10 | 2+ |
Remaining W | M | BS |
---|---|---|
71-90+ | 12” | 2+ |
51-70 | 10” | 3+ |
31-50 | 8” | 4+ |
11-30 | 6” | 5+ |
1-10 | 4" | 6+ |
Wargear:
- Four Decimator Gauss Array
- Gauss Matrix
- Repair Nanoscarabs
Special Rules:
- Death Landing: During deployment, you can set up a Megalith in the upper atmosphere instead of placing it on the battlefield. At the end of any 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.
- Giant Construct: 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. In addition, this model can move and fire Heavy weapons without any penalty to its hit rolls. Finally, this model only gains a cover bonus to its armour save if at least half of it is obscured from the firing unit.
- Living Fortress: At the beginning of your turn this model recovers D6 wounds lost previously in the game.
- Monolith Transport: 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
Obelisk
This unit contains 1 Obelisk (Power Rating 24).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Obelisk | * | 6+ | * | 8 | 8 | 24 | 3 | 10 | 3+ |
Remaining W | M | BS | Gravity Pulse Range |
---|---|---|---|
13-24 | 8" | 3+ | 18" |
7-12 | 6" | 4+ | 12" |
1-6 | 4" | 5+ | 6" |
Wargear:
- Four Tesla Spheres
Special Rules:
- Advanced Living Metal: At the beginning of your turn this model regains D3 wounds lost previously in the battle.
- Explodes: 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.
- Gravity Pulse: At the start of your Shooting phase, roll a dice for each enemy unit that can Fly and is within the distance specified on the damage table above. On a roll of 4+, that unit suffers D3 mortal wounds.
- Hovering Sentinel
- Sleeping Sentry: 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 Hovering Sentinel ability is automatically considered to be powered up. Once powered up, an Obelisk cannot power down later in the game.
Options:
- May take Repair Nanoscarabs - 15 pts.
Keywords:
- Faction:<Dynasty>, Necrons
- Lord of War, Vehicle, Obelisk, Fly, Titanic
Seraptek Heavy Construct
This unit contains 1 Seraptek Heavy Construct (Power Rating 31).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Seraptek Heavy Construct | * | * | * | 8 | 8 | 28 | 6 | 10 | 3+ |
Remaining W | M | WS | BS |
---|---|---|---|
15-28 | 16" | 3+ | 3+ |
8-14 | 12" | 4+ | 4+ |
1-7 | 8" | 5+ | 5+ |
Wargear:
- Two Singularity Generators
- Titanic Forelimbs
Special Rules:
- Advanced Living Metal: At the beginning of your turn this model regains D3 wounds lost previously in the battle.
- Quantum Shielding
- Towering Construct
- Transdimensional Explosion: 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.
- Unstoppable Colossus
Options:
- May exchange its two Singularity Generators for two Synaptic Obliterators and two Transdimensional Projectors - free
- May take Repair Nanoscarabs - 15 pts.
Keywords:
- Faction:<Dynasty>, Necrons, Canoptek
- Lord of War, Vehicle, Seraptek Heavy Construct, Titanic
Tesseract Vault
This unit contains 1 Tesseract Vault (Power Rating 24).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Tesseract Vault | * | 6+ | * | 8 | 8 | 28 | 3 | 10 | 3+ |
Remaining W | M | BS | Powers of the C'tan |
---|---|---|---|
15-28 | 8" | 3+ | 3 |
8-14 | 6" | 4+ | 2 |
1-7 | 4" | 5+ | 1 |
Wargear:
- Four Tesla Spheres
- Repair Nanoscarabs
Special Rules:
- Advanced Living Metal: At the beginning of your turn this model regains D3 wounds lost previously in the battle.
- Powers of the C'tan: This model knows four Powers of the C'tan. It can use a number of different Powers of the C’tan equal to the number in the damage table above at the end of each of your Movement phases.
- Transtemporal Force Field
- Vengeance of the Enchained: 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.
Keywords:
- Faction:<Dynasty>, Necrons
- Lord of War, Vehicle, Tesseract Vault, Fly, Titanic
Tomb Harvester
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This unit contains 1 Tomb Harvester (Power Rating 60).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Tomb Harvester | * | * | * | 9 | 10 | 50 | 6 | 10 | 2+ |
Remaining W | M | WS | BS |
---|---|---|---|
41-50+ | 24” | 4+ | 2+ |
31-40 | 20” | 4+ | 3+ |
21-30 | 16” | 5+ | 3+ |
11-20 | 12” | 5+ | 4+ |
1-10 | 8” | 6+ | 5+ |
Wargear:
- Canoptek Claws
- Heat Ray Devastator
- Repair Nanoscarabs
- Two Particle Beamers
- Two Synaptic Annihilators
Special Abilities:
- Advanced Living Metal: At the beginning of your turn this model regains D3 wounds lost previously in the battle.
- Canoptek Forge: 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).
- Necrodermis Repair System: 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.
- Titanic Containment Field: 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.
- Towering Construct: 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.
Upgrades:
- Null Prisms: 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:
- May take the Null Prisms upgrade - 50 pts.
Keywords:
- Faction: <Dynasty>, Necrons, Canoptek
- Lord of War, Fly, Tomb Harvester, Titanic, Vehicle
Tomb Jackal
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This unit contains 1 Tomb Jackal (Power Rating 250).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Storm Pyramid | - | - | - | - | 16 | 20 | - | - | 2+ |
Tomb Jackal | * | * | * | 14 | 16 | 80 | 6 | 10 | 2+ |
Remaining W | M | WS | BS |
---|---|---|---|
61-80+ | 20” | 4+ | 2+ |
41-60 | 16” | 4+ | 3+ |
21-40 | 12” | 5+ | 4+ |
1-20 | 8” | 6+ | 5+ |
Wargear:
- Repair Nanoscarabs
- Six Particle Whips
- Six Tesla Destructors
- Storm Pyramid
- Titanic Limbs
- Two Gauss Exterminators
Special Rules:
- Advanced Living Metal: At the beginning of your turn this model regains D3 wounds lost previously in the battle.
- Energy Core Failure: 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.
- Macro-Gravitational Killer: If this model hasn't advanced 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.
- Storm Pyramid: 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.
- Tesla Amplifier: 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.
- Towering Construct: 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
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 |
---|---|---|---|---|---|---|---|---|---|
Tsara'noga | 12" | 2+ | 2+ | 9 | 8 | 24 | 4 | 10 | 3+ |
Wargear:
- God's Maw
- Tendrils of the Banished
Special Rules:
- Echoes of the Swallowed: 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) xx:
- -4) xx:
- -5) xx:
- -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)
- Powers of the C'tan: This model knows Sanity Swallower and all other Powers of the C'tan. It can use all of its powers at the end of each of its Movement phases.
- Stellar Deity: This model has a 3+ Invulnerable Save. 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 each of your turn, Tsara'noga regains D6 preciously lost wounds. Finally, when this model Advances, add 2D6" to this model's Move characteristic for that Movement phase.
- Transcendent Madness: Each time a unit that has line of sight to this model has to take a Leadership or Morale test, consider its Leadership characteristic as 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.
Keywords:
- Faction: Necrons, C'tan Shards
- Lord of War, Fly, Tsara'noga, the Outsider, Titanic, Monster
Fortifications
Null Pylons
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). A Null Pylon is a Battlefield Debris no more large than 5"x5"x18". These pieces must be deployed at the same time once both players have finished to set 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 Battlefield Debris.
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Null Pylon | - | - | - | - | 9 | 20 | - | - | 3+ |
Wargear:
- Repair Nanoscarabs
Special Rules:
- Immobile
- Living Structure: At the beginning of your turn this model recovers D3 wounds lost previously in the game.
- Null Field: 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.
Keywords:
- Faction:<Dynasty>, Necrons
- Fortification, Null Pylon, Building
Tomb Citadel
This unit contains 1 Tomb Citadel (Power Rating 38).
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Gun Emplacement | - | - | 3+ | - | 9 | 12 | - | - | 3+ |
Power Crucible | - | - | 3+ | - | 9 | 16 | - | - | 3+ |
Tomb Ziggurat | - | - | 3+ | - | 9 | 20 | - | - | 2+ |
Wargear:
- Repair Nanoscarabs
- Tesla Destructor (one for each Gun Emplacement)
Special Rules:
- Battlements
- Eternity Gate
- Explode: 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.
- Immobile
- Living Fortress: At the beginning of your turn each part of this model recovers D6 wounds lost previously in the game.
- Power Crucible: 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: Re-roll results of 1 for Reanimation Protocols for friendly Necron units that are on the Tomb Citadel.
- Ziggurat Dock
Option:
- May exchange each Gun Emplacement's Tesla Destructor for one of the following:
- -Focussed Death Ray - 35 pts.
- -Gauss Exterminator - 50 pts.
- -Heat Cannon - 75 pts.
Keywords:
- Faction:<Dynasty>, Necrons
- Fortification, Vehicle, Tomb Citadel, Building
Tomb World Gateway
This unit contains 1 Tomb World Gateway (Power Rating 6). A Tomb World Gateway is a Battlefield Debris no more large than 5"x8"x10". It must be deployed once both players have finished to set 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 Battlefield Debris.
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Tomb World Gateway | - | - | - | - | 9 | 20 | - | - | 3+ |
Wargear:
- Repair Nanoscarabs
Special Rules:
- Immobile
- Living Structure: At the beginning of your turn this model recovers D3 wounds lost previously in the game.
- Portal to Homeworld: After you set up this model, any Necrons units you have not yet set up during deployment, other than fortifications, can be set up on their Tomb World rather than being set up on the battlefield. One unit on the Tomb World can emerge from each friendly Tomb World Gateway at the end of each of your movement phases - Set them up wholly within 3" of the Tomb World Gateway and more than 9" away from any enemy models. If all friendly Tomb World Gateway have been destroyed, any units that have not yet arrived from the Tomb World are considered to be slain.
Keywords:
- Faction:<Dynasty>, Necrons
- Fortification, Tomb World Gateway, Building
Point Costs
Units
HQs
Unit | Models per unit | Points per model (weapons not included) |
---|---|---|
Catacomb Command Barge | 1 | 124 |
Cryptek | 1 | 70 |
Destroyer Lord | 1 | 110 |
Lord | 1-3 | 65 |
Lychguard Vargard | 1 | 50 |
Overlord | 1 | 84 |
Pariah Lord | 1 | 100 |
Praetorian Agent | 1 | 70 |
Characters
Unit | Models per unit | Points per model (weapons included) |
---|---|---|
Anrakyr the Traveller | 1 | 167 |
C'tan Shard of the Burning One | 1 | 240 |
C'tan Shard of the Deceiver | 1 | 225 |
C'tan Shard of the Nightbringer | 1 | 180 |
C'tan Shard of the Void Dragon | 1 | 260 |
Illuminor Szeras | 1 | 120 |
Imotekh the Stormlord | 1 | 160 |
Kutlakh the World Killer | 1 | 160 |
Mortrakh the Hunter | 1 | 110 |
Nemesor Zandrekh | 1 | 150 |
Orikan the Diviner | 1 | 115 |
Toholk the Blinded | 1 | 125 |
Trazyn the Infinite | 1 | 90 |
Troops
Unit | Models per unit | Points per model (weapons not included) |
---|---|---|
Immortals | 5-15 | 8 |
Necron Warriors | 10-30 | 11 |
Elites
Unit | Models per unit | Points per model (weapons not included) |
---|---|---|
Canoptek Tomb Stalker | 1-3 | 130 |
Deathmarks | 5-10 | 17 |
Flayed Ones | 5-20 | 17 |
Lychguards | 5-10 | 19 |
Necron Pariahs | 5-10 | 28 |
Triarch Praetorians | 5-10 | 160 |
Triarch Stalker | 1-3 | 85 |
Fast Attacks
Unit | Models per unit | Points per model (weapons not included) |
---|---|---|
Canoptek Acanthrites | 3-9 | 48 |
Canoptek Scarabs | 3-15 | 13 |
Canoptek Tomb Sentinel | 1-3 | 145 |
Canoptek Wraiths | 3-9 | 48 |
Destroyers | 1-6 | 30 |
Tomb Blades | 3-9 | 28 |
Heavy Supports
Unit | Models per unit | Points per model (weapons not included) |
---|---|---|
Annihilation Barge Squadron | 1-3 | 100 |
Canoptek Spyders | 1-3 | 65 |
Doomsday Ark Squadron | 1-3 | 160 |
Heavy Destroyers | 1-3 | 30 |
Monolith | 1 | 300 |
Sentry Pylons | 1-3 | 70 |
Tesseract Ark Squadron | 1-3 | 160 |
Transcendent C'tan | 1 | 200 |
Flyers
Unit | Models per unit | Points per model (weapons included) |
---|---|---|
Doom Scythe Squadron | 1-3 | 150 |
Night Scythe Squadron | 1-3 | 135 |
Night Shroud Squadron | 1-3 | 185 |
Dedicated Transports
Unit | Models per unit | Points per model (weapons included) |
---|---|---|
Ghost Ark Squadron | 1-3 | 145 |
Lords of War
Unit | Models per unit | Points per model (weapons included) |
---|---|---|
Abattoir | 1 | 10000 |
Æonic Orb | 1 | 6000 |
Canoptek Leviathan | 1 | 600 |
Doomsday Monolith | 1 | 1000 |
Gauss Pylon | 1 | 475 |
Megalith | 1 | 3000 |
Obelisk | 1 | 380 |
Seraptek Heavy Construct | 1 | 625 |
Tesseract Vault | 1 | 566 |
Tomb Harvester | 1 | 1200 |
Tomb Jackal | 1 | 5000 |
Tsara'noga, the Outsider | 1 | 1200 |
Fortifications
Unit | Models per unit | Points per model (weapons included) |
---|---|---|
Null Pylons | 1-3 | 180 |
Tomb Citadel | 1 | 730 |
Tomb World Gateway | 1 | 120 |
Weapons
Shooting Weapons
Unit | Points per weapon |
---|---|
Cutting Beam | 0 |
Doomsday Cannon | 0 |
Exile Cannon | 0 |
Gauss Blaster | 7 |
Gauss Cannon | 20 |
Gauss Exterminator | 50 |
Gauss Flayer | 0 |
Gauss Flayer Array | 0 |
Gauss Flux Arc | 0 |
Heat Ray | 40 |
Heavy Gauss Cannon | 20 |
Particle Whip | 0 |
Rod of Covenant | 10 |
Scythe of Light | 0 |
Staff of Light | 10 |
Synaptic Disintegrator | 0 |
Tesla Cannon | 13 |
Tesseract Singularity Chamber | 0 |
Twin Gauss Slicers | 0 |
Twin Tesla Destructor | 0 |
Melee Weapons
Unit | Points per weapon |
---|---|
Automaton Claws | 0 |
Crackling Tendrils | 0 |
Feeder Mandibles | 0 |
Flayer Claws | 0 |
Massive Forelimbs | 0 |
Rod of Covenant | 10 |
Scythe of Light | 10 |
Vicious Claws | 0 |
Voidblade | 6 |
Warscythe | 9 |