Codex - Necrons: /tg/'s 8th Edition

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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:[edit | edit source]

Here you can find extra rules for additional powerful Dynasties, alongside sceneries for campaigns and special missions.

Killer Pride (WIP)[edit | edit source]

Army Rules[edit | edit source]

Universal[edit | edit source]

  • Living Metal: The composite metals that comprise a Necron’s skeletal form are all but impervious to destruction, and ensure that only the most grievous wounds can lay these ancient creatures low.
At the beginning of your turn, this unit regains 1 lost wound.
  • Reanimation Protocols: The moment a Necron is laid low, its metal body enacts complex self-repair routines, reattaching severed limbs and fusing together shattered armour plating.
Roll a D6 for each slain model from this unit (unless the whole unit has been completely destroyed) at the beginning of your turn. Do not roll for models that have fled the unit. On a 5+, the model’s reanimation protocols activate and it is returned to this unit with its full complement of wounds, otherwise it remains inactive (although you can roll again at the start of each of your subsequent turns). When a model’s reanimation protocols activate, set it up in unit coherency with any model from this unit that has not returned to the unit as a result of reanimation protocols this turn, and more than 1" from enemy models. If you cannot do this because there is no room to place the model, do not set it up (you can make Reanimation Protocols rolls for this model again in subsequent turns).

Detachment Rules[edit | edit source]

  • Dynastic Agents and Star Gods: The units listed below can be included in a Necrons Detachment without preventing other units in that Detachment from gaining a Dynastic Code. Note, however, that the units listed below can never themselves benefit from a Dynastic Code.
Anrakyr the Traveller
C'tan Shard units
Deathmarks
Deathsight
Illuminor Szeras
Mortrakh the Hunter
Praetorian Agent
Triarch Praetorians
Triarch Stalkers
  • Dynastic Codes: The scattered dynasties of the Necrontyr pursue many different paths to dominance, embracing their own traditions, arcane technologies and martial doctrines.
If your army is Battle-forged, units with the appropriate keyword will receive the corresponding Dynastic Code, so long as every other unit in their Detachment is from the same dynasty (with the exception of those listed above).
  • Their Number is Legion, their Name is Death: The Necron dynasties are assured in their supremacy, for the galaxy was once theirs and will be again. All shall kneel before the might of the phaerons or be destroyed.
If your army is Battle-forged, all Troops units in Necrons Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

Dynastic Codes[edit | edit source]

  • MAYNARKH - Blood-Hunger: This once great dynasty is now in ruins, its warriors and constructs eaten by the madness born by the Flayer's hatred. Like mindless zombies, these machines are only driven by one thing. The thought of hunger and blood.
All non-Vehicle MAYNARKH unit automatically gains the Flayed keyword. In addition, each time a MAYNARKH unit charges, is charged or performed a Heroic Intervention, add 1 to the attack characteristic of that unit for the remainder of the turn.
  • MEPHRIT - Solar Fury: The Mephrit have harnessed the power of captive suns to power their weapons. This raging solar energy can sear through even the thickest armour with ease.
Each time a model with this code shoots an enemy unit that is within half range of its weapon’s maximum range, the Armour Penetration characteristic of that weapon’s attack is improved by 1 (i.e. an Armour Penetration characteristic of ‘0’ becomes ‘-1’, an Armour Penetration characteristic of ‘-1’ becomes ‘-2’, etc.).
  • NEPHREKH - Translocation Beams: The bodies of the Nephrekh are crafted from metagold. This rare and wondrous alloy allows them to transform into beams of pure light in order to teleport across open ground and even phase through solid matter.
If a unit with this code Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice (if the unit is being affected by the My Will Be Done or Wave of Command special rule, add 7" to its Move characteristic instead). In addition, if a unit with this code Advances, its models can move across models and terrain as if they were not there.
  • NIHILAKH - Aggressively Territorial: Regal and arrogant, the warriors of this proud dynasty will not give a single inch to their foes. They stand their ground defiantly, unleashing a formidably accurate hail of fire that cleanses the stain of the lesser races from their rightful lands.
Re-roll hit rolls of 1 for units with this code whenever they shoot, including when firing Overwatch, as long as they are fully within their deployment zone or they did not move in the preceding Movement phase and they have not disembarked from a Transport during this turn.
  • NOVOKH - Awakened by Murder: The crimson hosts of Novokh remember well the sacred rites of blooding performed by their warriors in the ancient times. The dynasty’s proud martial heritage awakens a spark of violent pride within its legions, lending power and ferocity to their attacks.
You can re-roll failed hit rolls in the Fight phase for units with this code if they charged, were charged, or performed a Heroic Intervention this turn.
  • SAUTEKH - Relentless Advance: Nothing can halt the inexorable march of the Sautekh. These disdainful conquerors will stop at nothing to retake their ancient domain, obliterating any who dare defy them in a storm of death and destruction.
If a unit with this code Advances, it treats all ranged weapons it is equipped with as Assault weapons until the end of the turn (e.g. a Rapid Fire 1 weapon is treated as an Assault 1 weapon, and a Heavy D6 weapon is treated as an Assault D6 weapon etc.). In addition, units with this code can fire with Heavy weapons without penalties even if they moved and can fire Assault weapons without penalties even if they advanced.

Custom Dynastic Codes[edit | edit source]

If your chosen dynasty does not have an associated Dynasty Code in Codex: Necrons: /tg/'s 8th Edition, you can create its Dynastic Code by selecting two rules from the following list:

  • Aetheric Strikes: The arcane energies of this Dynasty pierce not only the physical plane but everything that waits across the veil.
Wound rolls of 6+ made by a unit with this code apply their Ap characteristic to the enemies invulnerability save as well as their armour save and any other save roll used against it.
  • Anguish of Flesh Forgotten: These Necrons remember enough of their former lives to almost imagine what it felt like to be warm under the sun, or have their hair blow in the wind. This is just enough to drive them mad with loathing towards those who still have flesh, a bitter hatred which drives them to greater heights of brutality.
Units with this code re-roll failed hit and wound rolls of 1 against INFANTRY units (unless they have the keyword Necron and do not possess the keyword Flayed, or have the keyword Wraith Construct), but subtract 2 from their leadership characteristics. This code may not be taken alongside Mindless Husks.
  • Disdain for the Weak: The weak must fall under the strong. Under the iron fists of the Necrons' legions, their enemies crumble, eaten away by the horror of death.
Whenever an enemy unit fails a morale test within 12” of a unit with this code an additional model is removed as a casualty.
  • Greatness Long Lost: The once great empire of the Necrons has fallen into ashes. These furious warriors still remember the long-lost golden age and fight tirelessly to reconstruct it.
A unit with this code may re-roll all failed hit rolls when it contains three quarters or less of its starting model count. This code may not be taken alongside Illusion of Grandeur.
  • Illusion of Grandeur: To the lords of this Dynasty, victory can only be achieved by the strong, and they make sure to let all enemies know of their defeat with a brutal display of their greatness.
A unit with this code may re-roll all failed hit rolls when it contains at least half of its starting model count. This code may not be taken alongside Greatness Long Lost.
  • Mindless Husks: Gone are the days of the Necrontyr people, now there's nothing left of their mind and emotion, transforming them into mindless husks without fear.
Units with this code automatically pass all Morale tests and roll the maximum value on any check made on their leadership value. This code may not be taken alongside Anguish of Flesh Forgotten or Warped Servants.
  • Noble Born: The mind of this lord has suffered in the great sleep. With arrogance, it guides its legions against its enemies for only greatness lies in front of its eyes.
Increase the range of aura abilities by 3” for Characters with this code.
  • Power through Suffering: Some Necron Nobles find pleasure in the suffering of their flesh enemies. This amusement has spilt into their ranks, making them stronger as the screams grow louder.
Roll a D6 for each enemy model slain within 6” of a unit with this code. For each roll of 5+, each unit within 6” of that enemy unit may immediately make that many reanimation protocol rolls.
  • Quantum Rebirth Protocols The protocols of this dynasty are embued with dark powers and science, making their number rise in orders greater than the fallen.
When a unit with this code makes a successful Reanimation Protocol roll add 1 to the overall number of slain models which are returned to the unit.
  • Radiation Aura: The Crypteks of this Dynasty have harnessed radiation to power their Dynasty's troops, which causes them to emit radiation from every recess of their torso, causing their enemies to sicken and die.
Subtract 1 from the Strength and Toughness characteristics of an enemy model whilst it's within 3" of a unit with this code. In addition, subtract 1 from the Strength of shooting (unless the shooting weapons are used by Genestealer Cults models) and melee weapons used by Tyranids models that are within 3" of a unit with this code (the malus inflicted on shooting weapons counts even when just fired at a unit with this code [unless the shooting weapons have bio, acid, drool, flame, rupture, tentaclid or venom in their name]). All these effects cease to take effect at the end of the turn after the one in which the unit left the aura. In addition, roll a D6 for each model that has stayed within 3" of a unit with this code for two turns; on a 4+ that unit suffers D3 mortal wounds unless the unit has the Necrons or Wraith Construct keyword. If this code is picked, you may not pick another.
  • Sentinel Monsters: These lumbering pieces of necrodermis wait for someone foolish enough to enter their domain, before annihilating them with stone-cold precision.
If a Canoptek or Vehicle unit with this code hasn't moved in its Movement phase, add 1 to all its hit rolls until the beginning of your next turn. Units benefiting from this code cannot perform a charge move if they didn't move during their Movement phase.
  • Slayers of the Bold: The codes of honour of the ancients grant no forgiveness to those who dare not challenge their enemies to a fair fight.
Enemy units which successfully charge and engage a unit with this code do not count as having charged with regard to abilities or for determining combat order.
  • Shreds of Past Souls: Even if by little, a Necron can still feel its slumbering being deep beneath the protocols that bound it. This shard of its past life is enough to make it stand against even the toughest of blows.
Roll a D6 every time a unit with this code would suffer a wound, on a 6+ that wound is ignored.
  • Slayers of Upstart Rulers: It isn't uncommon for an aspiring noble to assassinate his rivals to the throne. For this, his followers are well suited in the art of decapitation.
Units with this code may re-roll 1’s to hit against enemy Characters.
  • Warped Servants: Once, in the days of gold and flesh, these creatures were the humble and noble servants of their kings. Now, they are broken, twisted by the shattered minds of their sick masters.
Add 1 to the Strength and Toughness characteristic of Necron Warriors with this code, but subtract 2 from their leadership characteristic and they count as half as many models when contesting objectives. This code may not be taken alongside Mindless Husks.

Guild Ways[edit | edit source]

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. If the detachment contains Mortrakh, then the guild selected must be Crimson Ghosts.

  • 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 - Hunter's Mark: 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 - Ghostly Curse: Units that inflicted an unsaved wound on a model of this Guild or are within 12" of a model of this Guild must add 1 to their Morale test.
  • Silent Reapers - Unpredictable Strike: Enemy units may not intercept wounds caused by models from this Guild.

Stratagems[edit | edit source]

Universal[edit | edit source]

  • Adaptive Subroutines (1 CP): The Crypteks have invested their mechanical constructs with complex hunter-killer algorithms.
Use this Stratagem after a Canoptek unit from your army has Advanced. That unit can still shoot and/or charge this turn.
  • Amalgamated Targeting Data (1 CP): Synchronised targeting optics are fed to the Doom Scythe squadron, and they release a devastating pinpoint barrage.
Use this Stratagem in your Shooting phase if a <Dynasty> Doom Scythe from your army is within 6" of 2 other friendly <Dynasty> Doom Scythes. The Doom Scythes cannot fire their death rays this phase – instead, select a point on the battlefield within 24" of all three vehicles that is visible to all of them. Roll a D6 for each unit within 3" of that point. Add 1 to the result if the unit being rolled for has 5 or more models, but subtract 1 if the unit being rolled for is a Character. On a 4+, that unit suffers 6D3 mortal wounds.
  • Cosmic Powers (1 CP): The powers of the C’tan are myriad and terrifying. To battle a fragment of these shackled star gods is to find reality unbound.
Use this Stratagem at the start of your Movement phase. Select a C'tan Shard from your army. That model can replace one of its Powers of the C’tan with a different Power of the C’tan of your choice.
  • Damage Control Overrides (1 CP): Its self-repair routines overridden, the vehicle briefly operates at peak efficiency despite being critically damaged.
Use this Stratagem at the start of any turn. Pick a Necrons Vehicle from your army. Until the end of this turn, use the top row of that vehicle’s damage table, regardless of how many wounds it has left. This ends immediately if the model is reduced to 0 wounds.
  • Doomsday Energy Burst (2 CP): The Doomsday Ark is a frightening weapon. The energy shackled within its shell is barely contained but if the situation would ever arise, the pilot can decide to overcharge the main cannon to a dangerous degree, trading massive power for danger to itself.
Use this Stratagem in the Shooting phase before a Doomsday Ark from your army fires. Increase its Doomsday Cannon's number of shots, Strenght and Damage characteristic by D6 (roll separately for each one). After having fired, that model suffers an equal amount of mortal wounds.
  • Dimensional Corridor (1 CP): Necron Monoliths can redirect a tomb world’s forces by projecting a series of short-ranged dimensional portals.
Use this Stratagem at the start of your Movement phase. Select a <Dynasty> Infantry unit from your army that is more than 1" from any enemy models and remove it from the battlefield. Then, set the unit up again so that it is wholly within 3" of a <Dynasty> Monolith from your army and more than 1" from any enemy models. That unit counts as having disembarked from the Monolith this turn and can move normally.
  • Dispersion Field Amplification (1/2 CP): Lychguard can overcharge the fields of their dispersion shields.
Use this Stratagem when an enemy unit targets with a shooting weapon a unit equipped with Dispersion Shields 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): The thrumming aura of negative energy known as a disruption field warps and dissolves both armour and flesh.
Use this Stratagem before a Necrons Infantry unit from your army fights in the Fight phase. Increase the Strength characteristic of all models in that unit by 1 until the end of the phase.
  • Dynastic Heirlooms (1/3 CP): In times of need, the phaerons will order the relic-vaults emptied, their priceless contents distributed amongst the legions.
Use this Stratagem before the battle. Your army can have one extra Artefact of the Aeons for 1 CP, or two extra Artefacts of the Aeons for 3 CPs. All of the Artefacts of the Aeons that you include must be different and be given to different Necrons Characters. This Stratagem can only be used once per battle.
  • Emergency Invasion Beam (1 CP): Before it is destroyed, the Necron construct shifts all power to its dimensional gateway, beaming in warriors to take its place.
Use this Stratagem when the last <Dynasty> Night Scythe and/or Monolith from your army is destroyed. Before removing the model from the battlefield, you can immediately set up a friendly <Dynasty> unit still on their tomb world wholly within 3" of the Night Scythe/Monolith and more than 1" from any enemy models. Units set up with this Stratagem can be set up during the first battle round regardless of any mission rule.
  • Enhanced Invasion Beam (1 CP): A shimmering dimensional portal yawns wide for a few moments, spilling yet more fleshless warriors into the fray.
Use this Stratagem before you set up a unit from a tomb world using the Invasion Beams ability of a Night Scythe from your army, or the Eternity Gate ability of a Monolith from your army. You can set up two units from a tomb world instead of one.
  • Enhanced Reanimation Protocols (2 CP): The Necrons are a deathless foe that can recover from obliteration time and again.
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): The disruption field emanating from this warrior’s weapon is so powerful that it entirely obliterates matter from existence.
Use this Stratagem in the Fight phase before a Necrons Character from your army fights. Invulnerable saves may not be taken against that model's attacks.
  • Extermination Protocols (1 CP): Destroyers have sacrificed every last ember of their souls in order to pursue the obliteration of all mortal life.
Use this Stratagem in your Shooting phase before shooting with a Destroyer Lord, a unit of Destroyers or a unit of Heavy Destroyers from your army. Re-roll failed hit and wound rolls for that unit until the end of the phase.
  • From the Dust We Rise (2 CP): It is impossible to destroy the mechanical hordes of the Necron. Even when they fall, they just rise up again from the ground and continue their endless advance.
Use this Stratagem 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): A pulsing gravitic anomaly appears in the sky over the Obelisk, dragging enemy aircraft into its crushing embrace.
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): Those who defy the will of the Triarch are subject to swift and merciless retribution.
Use this Stratagem before a unit of Triarch Praetorians from your army shoots in the Shooting phase or fights in the Fight phase. Add 1 to hit rolls made for this unit until the end of the phase.
  • Phaeron's Will (1 CP): The generals of the Necron Empire are peerless strategists who have overseen the obliteration of countless civilisations.
Use this Stratagem after an Overlord from your army has used their My Will Be Done or Wave of Command special rule. That model can immediately use that ability for a second time this turn.
  • Quantum Deflection (1 CP): Necron quantum shielding is a true marvel of techno-arcana, phasing into existence only at the moment of impact.
Use this Stratagem when an enemy unit targets a Vehicle in your army that has the Quantum Shielding ability, but before any hit rolls are made. Until the end of the phase, subtract 1 from rolls made for your vehicle’s Quantum Shielding ability to see if damage is ignored for each unsaved wound.
  • Repair Subroutines (2 CP): When engaged in a battle of attrition, Canoptek constructs react by enabling a series of repairing adaptive subroutines.
Use this Stratagem at the start of your turn, before making any Reanimation Protocols rolls. Select a Canoptek unit from your army that is on the battlefield. That unit gains the Reanimation Protocols ability until the end of your turn.
  • Resurrection Protocols (1 CP): Necron rulers possess sophisticated self-repair systems that can knit together even the most grievous wounds.
Use this Stratagem when a Necrons Character from your army (excluding Trazyn the Infinite and C'tan Shards) is slain. At the end of that phase, roll a D6. On a 4+ set the character up again, as close as possible to his previous position, and more than 1" from any enemy models, with 1 wound remaining. This Stratagem cannot be used to resurrect the same model more than once per battle.
  • Self Destruction (1 CP): The self-destruct protocols of Canoptek Scarabs cause them to explode in a hail of razor-sharp armour fragments.
Use this Stratagem after a unit of Canoptek Scarabs from your army piles in, but before they make their close combat attacks. Select a Canoptek Scarab Swarm model in your unit and then pick an enemy unit within 1" of it. Your Canoptek Scarab Swarm model is destroyed. Remove it from the battlefield and roll a D6; on a 2+ the enemy unit you picked suffers D3 mortal wounds. If that model was from a unit that has the Flayed Construct Upgrade then the unit suffers 2D3 mortal wounds instead.
  • Solar Pulse (1 CP): Many Necron weapons contain pulsing orbs within which is bound the power of a solar flare.
Use this Stratagem after a Necrons unit from your army has declared its targets in the Shooting phase, but before any hit rolls are made. Pick one of the enemy units that your unit is targeting. The enemy unit does not receive the benefit of cover against your unit’s weapons this phase.
  • Wrath of the C'Tan (2 CP): The C’tan’s ever-burning rage at their enslavement is turned upon the enemy with cataclysmic results.
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[edit | edit source]

  • MAYNARKH - Flensing Scarabs (1 CP): Infected by the Flayer curse, the Maynarkh make use of microscopic mechanical scarabs that tear apart the flesh of their victims in a macabre shower of gore.
Use this Stratagem in the Fight phase, before a MAYNARKH Infantry unit from your army fights. That unit can re-roll all failed wound rolls until the end of the phase.
  • MEPHRIT - Talent For Annihilation (1 CP): The Mephrit seek not merely to defeat their foes, but to entirely expunge them from the face of the galaxy.
Use this Stratagem before a MEPHRIT unit from your army attacks in the Shooting phase. Each time you make an unmodified hit roll of 6 for a model in that unit, you can make one additional hit roll for that model with the same weapon against the same target. These additional hit rolls cannot themselves generate any further hit rolls.
  • NEPHREKH - Translocation Crypt (1 CP): Masters of teleportation technology, the Nephrekh ride into battle upon blinding beams of light.
Use this Stratagem during deployment. You can set up a NEPHREKH Infantry, Beast or Swarm unit from your army in a translocation crypt instead of placing it on the battlefield. At the end of any of your Movement phases, this unit can translocate into battle – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
  • NIHILAKH - Reclaim a Lost Empire (2 CP): The Nihilakh seek to rule the galaxy, and once they have claimed a domain it is almost impossible to drive them away from it.
Use this Stratagem at the end of your turn. Select a NIHILAKH unit from your army. If the unit is within 3" of an objective marker, or if it did not move for any reason during its turn, then until the start of your next turn you can add 1 to saving throws made for that unit and increase the Attacks characteristic of models in that unit by 1.
  • NOVOKH - Blood Rites (3 CP): Novokh’s warriors have mastered the arts of martial warfare, and their deathless bodies allow them to fight on tirelessly.
Use this Stratagem at the end of the Fight phase. Select a NOVOKH unit from your army – that unit can immediately fight for a second time.
  • SAUTEKH - Methodological Destruction (2 CP): The Sautekh Dynasty excel in systematic killing, marking each target until it is completely obliterated.
Use this Stratagem after a SAUTEKH unit from your army has attacked an enemy unit and the attack resulted in the enemy unit losing one or more wounds. Add 1 to hit rolls for attacks made by other SAUTEKH units from your army that target the same enemy unit this phase.

Warlord Traits[edit | edit source]

Universal[edit | edit source]

  • 1: Enduring Will: This Warlord is possessed of iron resolve, and no mortal weaponry will prevent him from achieving his goals.
Reduce any damage inflicted on your Warlord by 1 (to a minimum of 1). For example, if your Warlord fails a saving throw against an attack that inflicts 3 damage, they will only lose 2 wounds.
  • 2: Eternal Madness: This Warlord’s sanity suffered during the Great Sleep, and now he is driven by a wrathful zeal.
You can re-roll failed wound rolls for your Warlord in the Fight phase if he charged, was charged, or performed a Heroic Intervention this turn.
  • 3: Immortal Pride: This Warlord possesses an arrogance that has been honed over aeons, refusing to allow his warriors a single step backwards even in the face of intense psychic onslaught.
Friendly <DYNASTY> units automatically pass Morale tests whilst they are within 6" of your Warlord. In addition, your Warlord can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a Psyker.
  • 4: Thrall of the Silent King: This Warlord pursues the veiled agenda of the Silent King, and so commands his legions with unparalleled authority.
Increase the range of all abilities on your Warlord’s datasheet by 3". If a Catacomb Command Barge has this Warlord Trait, this does not apply to its Explodes ability. If a Cryptek has this Warlord Trait, only increase the range of that model’s Technomancer ability. If a Cryptek with a Canoptek cloak has this Warlord Trait, this does not affect the distance the cloak allows the model to move in the Movement phase.
  • 5: Implacable Conqueror: This Warlord is a conqueror of worlds who strides at the head of his legions and sweeps away all before him.
You can re-roll failed charge rolls for friendly <DYNASTY> units whilst they are within 6" of your Warlord.
  • 6: Honorable Combatant: The Warlord is a strict adherent to the ancient codes of honour and sees a fight through to the end.
If your Warlord targets the same enemy Character with all their close combat attacks, add D3 to your Warlord’s Attacks characteristic until the end of the phase.

Dynasty-Specific[edit | edit source]

  • MAYNARKH - Mad Killer: Damaged by the Flayed Virus and infected by a blind rage, this Warlord wanders the battlefield, brutally mauling anyone that comes in its path.
All friendly Flayed units within 6" of this 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: Warlords of Mephrit will suffer no threats to their rule, annihilating utterly any who dare to oppose them.
Add 6" to the maximum range of all Assault weapons fired by your Warlord. Each time you select a target for an Assault weapon this Warlord is making an attack with, you can ignore the Look Out, Sir rule.
  • NEPHREKH - Skin of Living Gold: This Nephrekh Warlord has ascended to become one with the stars themselves; those that gaze upon him are blinded by his radiant glory.
Your opponent must subtract 1 from hit rolls that target your Warlord.
  • NIHILAKH - Precognitive Strike: This Warlord of Nihilakh has foreseen his moment of glorious victory.
Your Warlord always fights first in the Fight phase, even if he didn’t charge. If your opponent has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
  • NOVOKH - Crimson Haze: This Warlord leads his warriors in the bloody rituals of the Novokh.
Each time you roll an unmodified hit roll of 6 in the Fight phase for a model in a friendly NOVOKH unit that is within 6" of your Warlord, you can make one additional hit roll for that model with the same weapon against the same target. These additional hit rolls cannot themselves generate any further hit rolls.
  • SAUTEKH - Hyperlogical Strategist: Sautekh Warlords can apply a filter of infallible logic to develop unbeatable strategies.
Once per turn, you can re-roll a single hit roll, wound roll or damage roll made for your Warlord. In addition, if your army is Battle-forged and your Warlord is on the battlefield, roll a D6 each time you spend a Command Point to use a Stratagem; on a 5+ that Command Point is immediately refunded.

Specialist Detachments[edit | edit source]

C'tan Conclave (1 CP)[edit | edit source]

All Crypteks and non-Titanic C'tan Shards units in this Specialist Detachment gain the C'tan Conclave keyword.

Warlord Trait:

  • Guider of the Gods: x
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:

  • Broken Personality (2 CP): x
Use this Stratagem at the end of your Movement phase. Select one C'tan Conclave Transcendent C'tan from your army, change one of its traits from the Fractured Personality special rule with another.
  • Gods' Hatred (1 CP): x
Use this Stratagem when a C'tan Conclave C'tan Shard is manifesting a power from Powers of the C'tan; consider that model as being a Tesseract Vault.

Relic:

  • The Staff of Khasht: x
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.

Specialist Formations[edit | edit source]

Special Formations are a special kind of detachment that is made up of variable and specific units. Each formation has to be made inside its own detachment and counts as an organized detachment that subtracts a set number of Command Points from the player's pool.

Infinite Phalanx (3 CP)[edit | edit source]

Infinite Phalanx:

  • Composition:
- 10 units of Necron Warriors
  • Restrictions:
-None
  • Effects:
-All units in this formation are treated as one for all intents and purposes.
-As long as this formation has at least 100 alive models in it, add 1 to the reanimation protocols rolls for this formation; add 2 if the models alive are at least 150.
-As long as this formation has at least 100 alive models in it, enemy units within 18" must add 1 to their roll when taking a Morale tests; if the models alive are at least 150, they must add 2 instead.
  • Special Stratagems:
-Hail of Gauss Fire (3 CP):
Use this Stratagem when shooting with this formation. Consider the wound rolls of attacks made by this formation as 1 point higher to see if their Gauss Flayers' special rule activates.

Wrath of the Triarch (2 CP)[edit | edit source]

Wrath of the Triarch:

  • Composition:
- 1-3 Praetorian Agents
- 3-6 units of Triarch Praetorians
- 1-6 units of Triarch Stalkers
  • Restrictions:
-None
  • Effects:
-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.
-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.
  • Special Stratagems:
-Agent of the Silent King (2 CP):
Use this Stratagem at the beginning of your turn. Choose a unit in line of sight of a Triarch unit, until the beginning of your next turn, all units in this formation can re-roll all to-hit, to-wound and charge rolls against that unit.

Powers of the C'tan[edit | edit source]

Universal[edit | edit source]

  • Antimatter Meteor: The C’tan Shard gathers an orb of roiling antimatter, before hurling the crackling projectile into the midst of the foe.
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: Mutating the flow of causality and remoulding the temporal streams, the C’tan Shard erases its foe’s very existence from space and time.
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: Savagely beautiful orbs of coruscating light plummet from the cold depths of space, growing to roaring bale-stars as they approach.
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: At the C’tan Shard’s gestured command, a pillar of black fire streaks down from the heavens to consume the foe.
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: Stone fractures and ores melt as the C’tan Shard drags up tides of magma from deep below.
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: The C’tan Shard projects a crackling bolt of energy from its outstretched palm, blasting its foe into oblivion.
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[edit | edit source]

  • C'tan Shard of the Burning One - Cleansing Flames: Swirling tongues of fire emerge from the Burning One's body, engulfing its victims in a hellish storm. Nothing can survive this flames as everything boils to plasma under this impossible temperature
Roll 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: The words of the Deceiver, the same that led to the death of countless civilization, echo through the battlefield, warping the perception of anyone caught listening.
Pick a visible enemy unit within 18" of 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: Harbinger of the night and embodiment of the silent end, the Nightbringer's touch reaps the souls of the mortal enemies who dared to challenge It Who Takes All.
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: Bound in its necrodermis prison, the Void Dragon turns in anger at the sight of its captors. Unable to escape its prison, it turns its hatred to the metal of the lesser beings, crumpling their week constructions under the force of their own weight.
Pick a visible enemy Vehicle 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: Tsara'noga, the devourer of gods; as its brothers perished under its unsatiable maws, the sanity of those who look at it is torn apart, eaten away by its impossible form.
Pick a visible enemy unit within 18" of 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[edit | edit source]

Melee Weapons[edit | edit source]

  • 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 +2 -3 2 -
  • Empathic Obliterator:
Weapon Range Type S AP D Abilities
Empathic Obliterator Melee Melee +2 -1 D3 If a CHARACTER is slain by an attack from this weapon, each enemy unit within 6" of the slain character suffers D3 mortal wounds.
  • 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.
  • Impaling Legs:
Weapon Range Type S AP D Abilities
Impaling Legs Melee Melee User -2 1 Make 2 hit rolls for each attack made with this weapon, instead of 1.
  • 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[edit | edit source]

  • 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 24" Assault D3 9 -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 Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. 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 Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. 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[edit | edit source]

Universal[edit | edit source]

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

  • MAYNARKH - The Butcher Sword: An ancient sword property of the Maynarkh dynasty imbued with the flayer virus. This weapon seems to possess a mind of its own and actively seeks gruesome conflicts, driving the owner's hand into the massacre to bathe in the enemy blood.
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: The Mephrit are masters of the art of aethermancy, and the greatest of their creations is the Voltaic Staff. Blazing arcs of lightning continuously ripple down the shaft of this onyx stave, and the bearer can send these electrostatic beams hurtling towards his enemies with fearsome rapidity. Living targets are enveloped in a searing halo of bone-charring voltage, while vehicles find their guidance systems burned out and their hulls peeled open.
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: Forged within the Heliaconvarium of Aryand, the Solar Staff burns with the light of truth and honour. Set loose, the staff’s energies blaze outward in a mighty flare, as though a new sun was born. The darkness is driven back by this false dawn, and the foe reels as their eyes are blinded and their deceptions are laid bare.
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: Fashioned by the chronomancers of the Nihilakh Dynasty, this relic grants the bearer the ability to alter their destiny. This glittering shroud is formed from slivers of crystallised time, and the bearer can expend the power of these shards to glimpse a matrix of potential futures. The knowledge granted by this foresight allows them to perform incredible feats in battle.
Once per turn, you can re-roll a single hit roll, wound roll, or damage roll made for the bearer of the Timesplinter Cloak. In addition, roll a dice each time the bearer loses a wound; on a 5+, the model does not lose that wound.
  • NOVOKH - The Blood Scythe: It is said that Ultep the Divider fought ten thousand duels, and was never once defeated. He is amongst the greatest heroes of the Novokh, venerated to this day by the dynasty’s warrior cults. Only the untrammelled power of a rampaging C’tan finally scattered Ultep’s metal body to atoms, though his crimson war scythe survived his destruction. Forged from sanguiphagic starmetal alloys, a single cut from this blade can siphon a torrent of blood from an opponent.
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: To succumb to the swirling ebon mist called forth from an abyssal staff is to be swallowed by impenetrable madness. Legend has it that Sautekh Crypteks have embedded each of these artefacts with a tiny sliver from the necrodermis of the Deceiver, allowing the bearer to summon wisps of shadow imbued with the star god’s anarchic insanity. These emanations drive victims to tear at their flesh and gouge out their eyes, gibber uncontrollably, or open fire on their allies.
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[edit | edit source]

  • 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 attacks for 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[edit | edit source]

HQ[edit | edit source]

Catacomb Command Barge[edit | edit source]

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

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 - 4 pts.
-Voidscythe - 12 pts.
-Warscythe - 9 pts.
  • May take any of the following:
-Phylactery - 10 pts.
-Repair nanoscarabs - 15 pts.
-Resurrection Orb - 18 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[edit | edit source]

This unit contains 1 Cryptek (Power Rating 4).

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[edit | edit source]

This unit contains 1 Destroyer Lord (Power Rating 5).

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 - 4 pts.
-Voidscythe - 12 pts.
-Warscythe - 9 pts.
  • May take any of the following:
-Phylactery - 10 pts.
-Resurrection Orb - 18 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 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[edit | edit source]

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:<Guild>, Necrons
  • HQ, Infantry, Character, Deathsight


Lord[edit | edit source]

This unit contains 1 Lord (Power Rating 3).

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 - 4 pts.
-Voidscythe - 12 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[edit | edit source]

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 Warscythe for one of the following:
-Hyperphase Sword - 3 pts.
-Voidblade - 4 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[edit | edit source]

This unit contains 1 Overlord (Power Rating 4).

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 - 4 pts.
-Voidscythe - 12 pts.
-Warscythe - 9 pts.
  • May take any of the following:
-Phylactery - 10 pts.
-Resurrection Orb - 18 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[edit | edit source]

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

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, Character


Praetorian Agent[edit | edit source]

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

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 Agent with this rule is your warlord, Triarch Infantry units count as Troops and may be taken as a TROOP choice.

Warlord Trait: If a Praetorian Agent is your Warlord, it has the Thrall of the Silent King Warlord Trait.

Options:

  • May exchange its Rod of Covenant for one of the following:
-Staff of the Oath - 10 pts.
-Voidblade and Particle Caster - 6 pts.
  • May take a Phylactery - 10 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[edit | edit source]

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 with the keyword <Dynasty> replaced by Necrons.

Keywords:

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


Illuminor Szeras[edit | edit source]

This unit contains 1 Illuminor Szeras (Power Rating 8). Only one of this model may be included in your army.

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

Wargear:

  • Eldritch Lance
  • Impaling Legs

Special Rules:

  • Atomic Energy Manipulator
  • Empyric Overcharger: This model can never be targeted or affected by psychic powers in any way. In addition, PSYKERS must subtract 2 from Psychic tests and Deny the witch tests they take if they are within 18" of this model. Finally, when a Psychic test is taken for a PSYKER within 9" of this model, that PSYKER suffers Perils of the Warp on any roll that includes a double, instead of only a double 1 or double 6.
  • Living Metal
  • Master Technomancer
  • Mechanical Augmentation: At the end of your Movement phase, you can choose a friendly Necrons Infantry unit within 6" of Illuminor Szeras that isn't a Character and that has not already been affected by this special rule this battle. Roll a D3 to see what characteristic modifier models in that unit gain for the rest of the battle:
-1: Add 1 to the Strenght characteristic of models in that unit until the end of the battle.
-2: Add 1 to the Toughness characteristic of models in that unit until the end of the battle.
-3: Improve the Ballistic Skill or Weapon Skill of models in that unit by 1 until the end of the battle (e.g. Weapon Skill 3+ becomes 2+).
Instead of rolling a D3 you can instead select one of the bonuses and apply it to the unit; if so, roll a die for each model in the unit, on a 1 that model is immediately slain.
  • Phase Shifter

Warlord Trait: If this model is your Warlord, it has the Immortal Pride Warlord Trait with the keyword <Dynasty> replaced by Necrons.

Keywords:

  • Faction: Necrons
  • HQ, Infantry, Character, Cryptek, Illuminor Szeras


Imotekh the Stormlord[edit | edit source]

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

Name M WS BS S T W A Ld Sv
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[edit | edit source]

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, Flayed, Character, Overlord, Kutlakh the World Killer


Mortrakh the Hunter[edit | edit source]

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 Assassin 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[edit | edit source]

This unit contains 1 Nemesor Zahndrekh (Power Rating 6). 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[edit | edit source]

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[edit | edit source]

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, Flayed, Character, Cryptek, Toholk the Blinded


Trazyn the Infinite[edit | edit source]

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 Trazyn the Infinite. 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: If Trazyn the Infinite is slain, roll a D6. On a 2+, you may choose another friendly Necrons Infantry Character or Lychguard model (other than Characters that you can only include once in your army, Deathsights, Flayed models and models with the Dynastic Phaeron upgrade). Remove that model as if it were slain and place Trazyn in its place with D3 wounds remaining. If no such models remain, or you rolled a 1, remove Trazyn the Infinite as a casualty as normal. Models removed by this rule cannot be brought back with the Resurrection Protocols stratagem and ability.

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[edit | edit source]

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[edit | edit source]

Immortals[edit | edit source]

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


Warriors[edit | edit source]

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

Name M WS BS S T W A Ld Sv
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[edit | edit source]

C'tan Shard of the Burning One[edit | edit source]

This unit contains 1 C'tan Shard of the Burning One (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 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, infern, plasm, volcano, melta, las, phosphor, incendi, solar, sulphur, thermal, volkite, hot-shot, wyrm, lightning, burn, bright, pulsar, fusion, prism, skorcha, pulse, ion, mega-, conflagration, fire or gamma in their name.
  • 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[edit | edit source]

This unit contains 1 C'tan Shard of the Deceiver (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 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[edit | edit source]

This unit contains 1 C'tan Shard of the Nightbringer (Power Rating 8). 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[edit | edit source]

This unit contains 1 C'tan Shard of the Void Dragon (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 Void Dragon 8" 2+ 2+ 8 8 9 5 10 4+

Wargear:

  • Claws of the Dragon

Special Rules:

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

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

Name M WS BS S T W A Ld Sv
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[edit | edit source]

This unit contains 5 Deathmarks (Power Rating 4). 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:<Guild>, Necrons
  • Elites, Infantry, Deathmarks


Flayed Ones[edit | edit source]

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

Name M WS BS S T W A Ld Sv
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[edit | edit source]

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

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[edit | edit source]

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[edit | edit source]

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

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 - 6 pts./model

Keywords:

  • Faction:Triarch, Necrons
  • Elites, Infantry, Triarch Praetorians, Fly


Triarch Stalker[edit | edit source]

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 - 25 pts.
-Twin Heavy Gauss Cannon - 30 pts.
-Twin Tesla Destructor - 20 pts.

Keywords:

  • Faction:Triarch, Necrons
  • Elites, Infantry, Triarch Stalker

Fast Attacks[edit | edit source]

Canoptek Acanthrites[edit | edit source]

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

Name M WS BS S T W A Ld Sv
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 - 2 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[edit | edit source]

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[edit | edit source]

This unit contains 1 Canoptek Tomb Sentinel (Power Rating 7). It can include 1 additional Canoptek Tomb Sentinel (Power Rating +7) or 2 additional Canoptek Tomb Sentinels (Power Rating +14)

Name M WS BS S T W A Ld Sv
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[edit | edit source]

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

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: Models in this unit have a 3+ invulnerable save. Each time this unit makes a Normal Move, Advances, Falls Back or makes a charge move, until that move is finished, models in this unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base).

Upgrades:

  • 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 - 2 pts.
-Transdimensional Beamer - 14 pts.
-Whip Coils - 4 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[edit | edit source]

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 - 10 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[edit | edit source]

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

Name M WS BS S T W A Ld Sv
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[edit | edit source]

Annihilation Barge Squadron[edit | edit source]

This unit contains 1 Annihilation Barge (Power Rating 5). It can include 1 additional Annihilation Barge (Power Rating +5) or 2 additional Annihilation Barges (Power Rating +10).

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[edit | edit source]

This unit contains 1 Canoptek Spider (Power Rating 2). It can include 1 additional Canoptek Spider (Power Rating +2) or 2 additional Canoptek Spiders (Power Rating +4).

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 - 5 pts.
-Gloom Prism - 10 pts.
-Two Particle Beamers - 20 pts.
  • Any model may exchange its Automaton Claws for one of the following:
-Vicious Claws - free
-Whip Coils - 4 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[edit | edit source]

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[edit | edit source]

This unit contains 1 Heavy Destroyer (Power Rating 2). It can include 1 additional Heavy Destroyer (Power Rating +2) or 2 additional Heavy Destroyers (Power Rating +4).

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 - 10 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[edit | edit source]

This unit contains 1 Monolith (Power Rating 15).

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 not within Engagement Range of any enemy units ; 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[edit | edit source]

This unit contains 1 Sentry Pylon (Power Rating 6). It can include 1 additional Sentry Pylon (Power Rating +6) or 2 additional Sentry Pylons (Power Rating +12).

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[edit | edit source]

This unit contains 1 Tesseract Ark (Power Rating 9). It can include 1 additional Tesseract Ark (Power Rating +9) or 2 additional Tesseract Arks (Power Rating +18).

Name M WS BS S T W A Ld Sv
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 - 20 pts.

Keywords:

  • Faction:<Dynasty>, Necrons
  • Heavy Support, Vehicle, Tesseract Ark, Fly


Transcendent C'tan[edit | edit source]

This unit contains 1 Transcendent C'tan (Power Rating 9).

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[edit | edit source]

Doom Scythe Squadron[edit | edit source]

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:

  • Advanced 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 first time this unit is set up on the battlefield, all of its models must be placed within 9" of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.
  • 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 exchange its Death Ray for a Focussed Death Ray - 35 pts.

Keywords:

  • Faction:<Dynasty>, Necrons
  • Flyer, Vehicle, Doom Scythe, Fly


Night Scythe Squadron[edit | edit source]

This unit contains 1 Night Scythe (Power Rating 6). It can contain 1 additional Night Scythe (Power Rating +6) or 2 additional Night Scythes (Power Rating +12).

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 first time this unit is set up on the battlefield, all of its models must be placed within 9" of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.
  • 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 not within Engagement Range of any enemy units; 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[edit | edit source]

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 Shroud * 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 first time this unit is set up on the battlefield, all of its models must be placed within 9" of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.
  • 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[edit | edit source]

Ghost Ark Squadron[edit | edit source]

This unit contains 1 Ghost Ark (Power Rating 6). It can include 1 additional Ghost Ark (Power Rating +6) or 2 additional Ghost Arks (Power Rating +12).

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[edit | edit source]

Abattoir[edit | edit source]

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+ invulnerable save. In addition, if this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 3+ the containment grid fails and explodes, each unit within 2D6" suffers 2D6+3 mortal wounds. On a 6 the energy stored inside the Abbatoir bursts out, shattering the ground and violating the very fabric of reality, every unit within 2D6+6" suffers 2D6+6 mortal wounds. If this model has reached the fifth tier on the Altar of Sacrifice special rule consider every D6 (both for damage and range) as a 6.
  • 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[edit | edit source]

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[edit | edit source]

The Warsinger's awesome conversion which appearences and rules have inspired this section

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[edit | edit source]

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[edit | edit source]

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: This model cannot move for any reason, except when it is set up using the Teleportation Matrix ability, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. It can, except when firing Overwatch, also still fire its weapons if enemy units are within 1" of it (but only its tesla arc can target units that are within 1" of it – its other guns must target other units). In addition, friendly units can still target enemy units that are within 1" of this model.
  • 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[edit | edit source]

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[edit | edit source]

This unit contains 1 Obelisk (Power Rating 18).

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[edit | edit source]

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[edit | edit source]

This unit contains 1 Tesseract Vault (Power Rating 23).

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[edit | edit source]

Another of The Warsinger's beautiful conversions. The rules written here are inspired by this model and its creator's custom rules.

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[edit | edit source]

Yet another of The Warsinger's Necron models. This thing's look and rules sure are a beast!

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[edit | edit source]

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) Incorporeal Voice: Instead of moving this model like normally, chose a point on the battlefield; remove this model and place it as close as possible to that point. If this brings Tsara'noga within 1" of an enemy unit, it counts as having charged and can fight as normal.
-4) Ground-shacking Truth: Roll a die at the end of both the Shooting and Fight phase for each unit within 12" of this model. On a 2+ that unit suffers 2D3 mortal wounds, 4D3 on a 4+, 8D3 on a 6.
-5) Piercing Lies: The damage dealt by Tsara'noga is converted into mortal wounds.
-6) Frenzy Rampage: Add 3 to this model's attack characteristic and movement, advance and charge distances. This model can charge even if it advanced in its previous movement phase but it has to move towards the nearest unit (even if friendly) and to attack it (even if friendly)
  • 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[edit | edit source]

Null Pylons[edit | edit source]

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[edit | edit source]

This unit contains 1 Tomb Citadel (Power Rating 28).

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[edit | edit source]

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; if the unit is placed within 1" of an enemy unit, it counts as having made a charge move and can attack and fire as normal (if the weapon used are able to shoot while in combat). If all friendly Tomb World Gateways 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[edit | edit source]

Units[edit | edit source]

HQs[edit | edit source]

Unit Models per unit Points per model (weapons not included)
Catacomb Command Barge 1 105
Cryptek 1 70
Destroyer Lord 1 95
Lord 1 55
Lychguard Vargard 1 50
Overlord 1 70
Pariah Lord 1 100
Praetorian Agent 1 70

Characters[edit | edit source]

Unit Models per unit Points per model (weapons included)
Anrakyr the Traveller 1 160
C'tan Shard of the Burning One 1 170
C'tan Shard of the Deceiver 1 180
C'tan Shard of the Nightbringer 1 155
C'tan Shard of the Void Dragon 1 240
Illuminor Szeras 1 170
Imotekh the Stormlord 1 140
Kutlakh the World Killer 1 160
Mortrakh the Hunter 1 110
Nemesor Zahndrekh 1 125
Orikan the Diviner 1 115
Toholk the Blinded 1 125
Trazyn the Infinite 1 90
Vargard Obyron 1 115

Troops[edit | edit source]

Unit Models per unit Points per model (weapons not included)
Immortals 5-15 8
Necron Warriors 10-30 11

Elites[edit | edit source]

Unit Models per unit Points per model (weapons not included)
Canoptek Tomb Stalker 1-3 110
Deathmarks 5-10 14
Flayed Ones 5-20 13
Lychguards 5-10 17
Necron Pariahs 5-10 28
Triarch Praetorians 5-10 16
Triarch Stalker 1-3 85

Fast Attacks[edit | edit source]

Unit Models per unit Points per model (weapons not included)
Canoptek Acanthrites 3-9 42
Canoptek Scarabs 3-15 13
Canoptek Tomb Sentinel 1-3 130
Canoptek Wraiths 3-9 42
Destroyers 1-6 30
Tomb Blades 3-9 14

Heavy Supports[edit | edit source]

Unit Models per unit Points per model (weapons not included)
Annihilation Barge Squadron 1-3 70
Canoptek Spyders 1-3 45
Doomsday Ark Squadron 1-3 160
Heavy Destroyers 1-3 17
Monolith 1 300
Sentry Pylons 1-3 70
Tesseract Ark Squadron 1-3 160
Transcendent C'tan 1 180

Flyers[edit | edit source]

Unit Models per unit Points per model (weapons included)
Doom Scythe Squadron 1-3 110
Night Scythe Squadron 1-3 95
Night Shroud Squadron 1-3 165

Dedicated Transports[edit | edit source]

Unit Models per unit Points per model (weapons included)
Ghost Ark Squadron 1-3 120

Lords of War[edit | edit source]

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 1 350
Seraptek Heavy Construct 1 625
Tesseract Vault 1 450
Tomb Harvester 1 1200
Tomb Jackal 1 5000
Tsara'noga, the Outsider 1 1200

Fortifications[edit | edit source]

Unit Models per unit Points per model (weapons included)
Null Pylons 1-3 180
Tomb Citadel 1 550
Tomb World Gateway 1 120

Weapons[edit | edit source]

Shooting Weapons[edit | edit source]

Weapon Points per weapon
Cutting Beam 0
Doomsday Cannon 0
Death Ray 20
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 30
Heavy Gauss Cannon 20
Particle Whip 0
Rod of Covenant 4
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 20

Melee Weapons[edit | edit source]

Weapon Points per weapon
Automaton Claws 0
Crackling Tendrils 0
Feeder Mandibles 0
Flayer Claws 0
Massive Forelimbs 0
Rod of Covenant 4
Scythe of Light 10
Vicious Claws 0
Voidblade 4
Warscythe 9