Advancing in inexorable lockstep come the deathless legions of the Necrons. Eldritch energy weapons crackle and howl, erasing swathes of the enemy. Godlike beings twist reality to their will. The living fall to dust, swept away by ancient powers beyond comprehension. The Necrons have risen to reclaim the stars, and none shall stand in their way.
|
|
| Book | Kind | Edition | Version | Last update |
Necrons |
Necrons | Faction Pack | 11 | 1.1 | July 2026 |
| 11 | 1.0 | June 2026 |
| 10 | 1.3 | March 2026 |
500 Worlds: Dread Incursions |
500 Worlds: Dread Incursions | Expansion | 10 | | January 2026 |
Boarding Actions |
Boarding Actions | Expansion | 10 | 1.1 | July 2025 |
Munitorum Field Manual |
Munitorum Field Manual | Expansion | 11 | 1.1 | |
Faction Pack: Necrons
| Q: | Can a Cryptothrall that has used its Systematic Vigour ability to ‘fight on death’ later fight again if returned to its unit before that unit is selected to fight? |
| A: | Yes. |
| Q: | When using the Protocol of the Undying Legions Stratagem, are any other rules that are applicable to Reanimation Protocols applied (e.g. Necron Warriors’ Their Number is Legion ability)? |
| A: | Yes. |
| Q: | If I am using the Canoptek Court Detachment, if there are no objective markers within No Man’s Land or within my opponent’s deployment zone, can those areas be within my army’s Power Matrix? |
| A: | No. |
| Q: | Can I use the Cosmic Precision Stratagem to set up a unit anywhere on the battlefield instead of only wholly within 6" of a battlefield edge, even if it doesn’t have the Deep Strike ability? |
| A: | Yes. |
| Q: | When using the Protocol of the Conquering Tyrant Stratagem or Lokhust Destroyers’ Hard-wired for Destruction ability, to be eligible to re-roll the Hit roll, does the unit also need to be eligible to re-roll a Hit roll of 1? |
| A: | Yes (see ‘Rules with Multiple Conditions and Effects’ in the Rules Commentary). |
| Q: | When I set up a unit using the MONOLITH’s Eternity Gate ability, do I have to set that unit up wholly within 6" of one battlefield edge? |
| A: | No. |
| Q: | When I set up a unit using the MONOLITH’s Eternity Gate ability, and that unit is not wholly within 6" of one battlefield edge, is that unit eligible to shoot in my Shooting phase? |
| A: | Yes. |
| Q: | Does the Canoptek Court Autodivinator Enhancement trigger when army rule effects such as Code Chivalric (Imperial Knights) award a player CP, or when an opponent discards a Secondary Mission card for 1CP? |
| A: | No in both cases. It only triggers when your opponent gains CP as the result of an ability (not any other kind of rule). |
| Q: | If a unit is removed from the battlefield using the Hypercrypt Legion Hyperphasing Detachment rule and it has the Deep Strike ability, can that unit arrive from Reserves in the first battle round? |
| A: | No. |
| Q: | If I target a CANOPTEK WRAITHS unit with the Canoptek Court Reactive Subroutines Stratagem, can this trigger that unit’s Wraith Form ability? |
| A: | Yes. |
| Q: | Do rules that activate Reanimation Protocols (e.g. the Protocol of the Undying Legions Stratagem) only apply to a Bodyguard unit whose attached Leader unit is on the battlefield if one or more models from that Bodyguard unit are also still on the battlefield? |
| A: | Yes. |
| Q: | When being set up using the Cosmic Precision Stratagem, does a model that is large (e.g. a Tesseract Vault) have to follow the rules for large models in the Setting Up Large Models Appendix (03.02.02)? |
| A: | Yes. |
Keywords
AIRCRAFT (2);
BATTLELINE (2);
BEASTS (4);
CANOPTEK (10);
CHARACTER (26);
CRYPTEK (7);
DEDICATED TRANSPORT (1);
DESTROYER CULT (8);
EPIC HERO (12);
FLY (26);
FORTIFICATION (4);
FRAME (12);
INFANTRY (28);
MONSTER (6);
MOUNTED (4);
NECRONS (64);
NOBLE (7);
SWARM (1);
TITANIC (6);
TOWERING (5);
TRANSPORT (2);
TRIARCH (3);
VEHICLE (21);
WALKER (4)
The keywords presented in this section have a number of special features:
- CLICK on the link to open the tooltip.
- The number in parentheses indicates the number of datasheets containing this keyword. This number represents the total number of datasheets in the faction, regardless of the filter.
- The list does not include named keywords that match the datasheet’s name (unless there are other datasheets with such a keyword).
On the following pages you will find several
NECRONS Detachments you can select from, as described in the Core Rules (see the Select Detachment Rules step). If you are playing a
Crusade battle, see the equivalent step in the
Mustering a Crusade Army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Necrons - the rules they include are as follows:
DETACHMENT RULEThe Detachment rule listed here will apply to either your whole army or to particular units within it.
ENHANCEMENTSWhen mustering your army, your chosen Detachment enables you to upgrade
CHARACTERS using the Enhancements listed here, as described in the Core Rules (see the Select Units step). If you are playing a Crusade battle, you can instead use the
Renowned Heroes Requisition to give your
CHARACTERS Enhancements, as described in the main Crusade rules.
STRATAGEMSYour chosen Detachment gives you access to the Stratagems listed here in addition to the
Core Stratagems listed in the Core Rules. During the battle, you can spend
Command points (CP) to
use these Stratagems.
The Necron dynasties benefit from the nigh-on supernatural technologies that once saw them dominate the galaxy, perhaps the most unsettling of which are their reanimation protocols. Should a Necron be slain, its body becomes wreathed in an eerie glow. Crawling limbs reattach. Sundered torsos and smashed skulls reform amidst emerald sparks. Witch lights flare back to life within dead eye-lenses and the Necron rises again, shambling back into their battle line. Those Necrons too catastrophically damaged to reform vanish instead, teleported away to their tombs for repair.
If your Army Faction is
NECRONS, at the end of your
Command phase, each friendly unit with this ability that is on the battlefield activates its
Reanimation Protocols:
- When a unit’s Reanimation Protocols activate, that unit heals D3 wounds.
Example: A unit of
Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining.
UNIQUE: DYNASTY
The Necron nobility and their high-ranking courtiers make war in a codified and relentless fashion. Their command protocols crackle out across multi-dimensional spectra from carrier-wave projectors, compelling their semi-sentient soldiery into battle one overriding directive at a time
While a
NECRONS CHARACTER model is leading this unit, each time a model in this unit makes an attack, add 1 to the
Hit roll.
Enhancements
With this device the bearer can twist space and time about them, enfolding them in a swirling darkness. When it fades, they have vanished, rematerialising elsewhere through a miracle of arcane science. NECRONS model only. (Once per battle, per army) At the end of your opponent’s turn, if this unit is unengaged, you can use this ability. If you do:
|
- Nether-realm Casket 20 pts
Clouds of hyper-dense particles billow from this small artefact, to obscure and shield the bearer from the foe. NECRONS model only. While the bearer is leading a unit, models in that unit have the Stealth ability. |
- Phasal Subjugator (Aura) 35 pts
This engraved sigil-circuitry transforms the fierce will of the bearer into a surging lash across every phasal state. NECRONS model only. While a friendly NECRONS unit (excluding CHARACTER units) is within 6" of the bearer, each time a model in that unit makes an attack, add 1 to the Hit roll. |
- Enaegic Dermal Bond 30 pts
The bearers living metal mantle is bonded to mirror versions of itself across many dimensional thresholds. NECRONS model only. The bearer has the Feel No Pain 4+ ability. |
Stratagems
PROTOCOL OF THE ETERNAL REVENANT
1CP
Awakened Dynasty – Epic Deed Stratagem
Necron rulers possess enhanced self-repair systems.
WHEN: Any phase.
TARGET: One
NECRONS INFANTRY CHARACTER model from your army that was just
destroyed. You can use this
Stratagem on that model even though it was just destroyed.
EFFECT: At the end of the phase, set up the destroyed model on the battlefield,
unengaged and
as close as possible to where it was destroyed. That model is not part of an
attached unit and its unit has a
starting strength of 1. That model has half of its starting number of wounds remaining.
RESTRICTION: Each model can only be targeted with this
Stratagem once per battle.
PROTOCOL OF THE UNDYING LEGIONS
1CP
Awakened Dynasty – Strategic Ploy Stratagem
Nanoscarabs are released in boiling black clouds that whirl about the legions and effect rapid repairs
WHEN: Your opponent’s
Shooting phase or the
Fight phase, just after an enemy unit has resolved its attacks.
TARGET: One
NECRONS unit from your army that had one or more of its models
destroyed as a result of the attacking unit’s attacks.
EFFECT: Your unit activates its
Reanimation Protocols and reanimates D3 wounds (or D3+1 wounds if a
NECRONS CHARACTER is leading your unit].
PROTOCOL OF THE HUNGRY VOID
1CP
Awakened Dynasty – Battle Tactic Stratagem
Necrons strike with data-augmented accuracy.
WHEN: Fight phase.
TARGET: One
NECRONS unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in your unit. In addition, If a
NECRONS CHARACTER is leading your unit, until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1. (this is not cumulative with any other modifiers that improve Armour Penetration].
PROTOCOL OF THE SUDDEN STORM
1CP
Awakened Dynasty – Strategic Ploy Stratagem
Arcing energies leap from one Necron to the next, lending them unnatural speed and surety
WHEN: Your
Movement phase.
TARGET: One
NECRONS unit from your army.
EFFECT: Until the end of the turn, ranged weapons equipped by models in your unit have the
[ASSAULT] ability. In addition, if a
NECRONS CHARACTER is leading your unit, until the end of the phase, you can re-roll
Advance rolls made for your unit.
PROTOCOL OF THE CONQUERING TYRANT
1CP
Awakened Dynasty – Battle Tactic Stratagem
The legions employ the strategies of their masters in perfect synchronicity, laying down hails of mechanically coordinated fire.
WHEN: Your
Shooting phase.
TARGET: One
NECRONS unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit within half range, re-roll a
Hit roll of 1. If a
NECRONS CHARACTER is leading your unit, until the end of the phase, you can re-roll the Hit roll for that attack instead.
PROTOCOL OF THE VENGEFUL STARS
2CP
Awakened Dynasty – Strategic Ploy Stratagem
Criss-crossfire leaps from the Necron ranks, forming a blazing corona of deadly energy to punish those who dare threaten the indignant nobility's legions.
WHEN: Your opponent’s
Shooting phase, just after an enemy unit destroys a
NECRONS unit from your army.
TARGET: One
NECRONS CHARACTER unit from your army that was within 6" of that
NECRONS unit when it was
destroyed.
EFFECT: After the attacking unit has resolved its attacks, your unit can shoot as if it were your Shooting phase, but it must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.
The most murderous Necrons of an Annihilation Legion retain no thought processes beyond destroying anything in reach. They are mechanised death, echoes of the industrialised and brutal processes of bio transference made manifest. Whether soullessly efficient or frenziedly deluded, these killing machines follow protocols that have atrophied into a singular and all-consuming insanity.
Each time a
DESTROYER CULT or
FLAYED ONES unit from your army
declares a charge, you can re-roll the
Charge roll. If one or more targets of that charge are
Below Half-strength, add 1 to the Charge roll as well.
Each time a
DESTROYER CULT unit from your army makes a ranged attack that targets the closest eligible target, add 1 to the Armour Penetration characteristic of that attack.
Enhancements
This Necrons sanity suffered during the Great Sleep. Now they are driven by a wrathful zeal, one which has seeped through the carrier waves of their commandments and into their followers. NECRONS model only. In the Fight phase, each time a model in the bearer’s unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking models unit has finished making its attacks, and is then removed from play. |
- Ingrained Superiority 5 pts
An immortal destroyer, this war leaders every victim is etched irrevocably into their cognitive engrams. Every weakness they ever overcame is recalled, frailties they can exploit on each new battlefield. NECRONS model only. Each time a model in the bearer’s unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1. |
This deathly killer exudes a soul-sapping presence, the promise of lifes’ end so explicit in their chilling gaze that few can muster the strength of will to evade it. DESTROYER CULT model only. Each time an enemy unit within Engagement Range of the bearer’s unit is selected to Fall Back, roll one D6: on a 3+, that unit cannot Fall Back this phase and must Remain Stationary. |
- Eldritch Nightmare 10 pts
Atavistic fears are summoned from the pits of nightmare and thrust into the minds of all foes near this metal-skinned horror. DESTROYER CULT model only. At the start of the Fight phase, each enemy unit within Engagement Range of the bearer must take a Battle-shock test. |
Stratagems
Annihilation Legion – Strategic Ploy Stratagem
Wreathed in tendrils of transdimensional shadow that intensify their deathly visages, these killing machines evoke such terror that steady aims tremble and blade arms are sapped of strength.
WHEN: Your opponent’s
Shooting phase or the
Fight phase, just after an enemy unit has selected its targets.
TARGET: One
DESTROYER CULT or
FLAYED ONES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the
Hit roll.
Annihilation Legion – Battle Tactic Stratagem
Where one foe falls, logic dictates all others must follow. Where blood is shed, ever must more flow.
WHEN: Your
Shooting phase or the
Fight phase.
TARGET: One
DESTROYER CULT or
FLAYED ONES unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model from your unit makes an attack that targets a unit below
Starting Strength, add 1 to the
Hit roll. If the target is
Below Half-strength, add 1 to the
Wound roll as well.
MURDEROUS REANIMATION
1CP
Annihilation Legion – Battle Tactic Stratagem
Through some quirk of their kind's shared insanity, a spark of gruesome satisfaction surges through them with every enemy life snuffed out, triggering quiescent power reserves that drive them onwards.
WHEN: Fight phase.
TARGET: One
DESTROYER CULT or
FLAYED ONES unit from your army that has just
destroyed an enemy unit, or just caused an enemy unit that was not
Below Half-strength to become Below Half-strength.
EFFECT: Your unit’s
Reanimation Protocols activate.
Annihilation Legion – Battle Tactic Stratagem
Driven into a state of hyperaggression, an Annihilation Legion's most eager hunters plunge into their prey's midst to maximise their butchery.
WHEN: Fight phase.
TARGET: One
DESTROYER CULT or
FLAYED ONES unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes a
Pile-in or
Consolidation move, it can move up to 6" instead of up to 3".
BLOOD-FUELLED CRUELTY
1CP
Annihilation Legion – Battle Tactic Stratagem
Whatever strange afflictions eat away at the sanity of Destroyers and Flayed Ones, mercy is not one of them.
WHEN: Your opponent’s
Movement phase, just after an enemy unit ends a
Fall Back move.
TARGET: One
DESTROYER CULT or
FLAYED ONES unit from your army that started the phase within
Engagement Range of that enemy unit.
EFFECT: Roll one D6: on a 2-5, that enemy unit suffers D3
mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. Your unit can then make a
Normal move, but must end that move as close as possible to that enemy unit.
Annihilation Legion – Strategic Ploy Stratagem
To strike down one horror is merely to draw the rest of the pack's insane and murderous focus.
WHEN: Your opponent’s
Shooting phase, when an enemy unit that targeted a friendly
unengaged DESTROYER CULT/
FLAYED ONES unit this phase has
shot.
TARGET: That
DESTROYER CULT/FLAYED ONES unit.
EFFECT: Your unit can make a
surge move of up to D6".
Countless worlds across the galaxy harbour quiescent Necron technology, buried beneath the surface or mistaken for mere xenoarchaeological ruins. Whether part of an awakening tomb world’s defences, phased beneath the crust of a planet to empower the Cryptek’s conquest or perhaps the very objects they seek, these strange engines can be roused to wakefulness. Linked in an interdimensional matrix, their ancient energy cores can be vampirically bled to empower the Crypteks’ arcane technologies as well as their artificial and servile constructs.
Certain areas of the battlefield are considered to be within your army’s Power Matrix, as follows:
- Your deployment zone is always within your army’s Power Matrix.
- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Power Matrix.
- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Power Matrix.
Each time a model in a
CRYPTEK or
CANOPTEK unit from your army makes an attack, re-roll a
Hit roll of 1. If such a unit is wholly within your army’s Power Matrix, you can re-roll the Hit roll instead.
Enhancements
- Dimensional Sanctum 20 pts
This Cryptek has had a personal dimensional pocket reality crafted for them, from which they can emerge into battle at will. CRYPTEK model only. Models in the bearer’s unit have the Infiltrators ability. |
- Hyperphasic Fulcrum 15 pts
With this small orb, its surface shimmering in fractal hues and shifting in multidimensional facets, a Cryptek can bypass the ancient security protocols placed upon the areas dormant machineries. Esoteric data and unusual strands of energy can be accessed, the orb acting as a skeleton key to greater power.
CRYPTEK model only. While the bearer is leading a unit, if that unit is wholly within your army’s Power Matrix, each time a model in that unit makes an attack, re-roll a Wound roll of 1. |
This cryptogeometric puzzle box harbours a chronoscarab. The tiny construct creeps forward in time along temporal webs before hauling back a captured net of future moments. Its master can scry these wriggling futures to predict their foe’s strategies, using the knowledge to develop new counter-tactics to ambush the attackers.
CRYPTEK model only. Each time your opponent gains a CP as the result of an ability, roll one D6: on a 2+, you also gain 1CP. |
- Metalodermal Tesla Weave 10 pts
This microsilicate weave generates a cyclical electrostatic overload that, providing its user triggers it in time, sends arcing lightning leaping out to roast onrushing attackers. CRYPTEK model only. Once per phase, when an enemy unit selects the bearer’s unit as a target of a charge, roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. |
Stratagems
Canoptek Court – Battle Tactic Stratagem
Vindictive Crypteks often hardwire vengeance sub protocols into the ancient cores of their unliving servants, by which a last act of reprisal is assured.
WHEN: Your opponent’s
Shooting phase or the
Fight phase, just after an enemy unit has shot or fought.
TARGET: One
CRYPTEK model from your army that was
destroyed by one of the attacking unit’s attacks.
You can use this Stratagem on that model even though it was just destroyed.
EFFECT: Until the end of the battle, each time a friendly
CANOPTEK model makes an attack that targets the attacking unit, add 1 to the
Hit roll and add 1 to the
Wound roll.
CYNOSURE OF ERADICATION
2CP
Canoptek Court – Battle Tactic Stratagem
Only the foolish tread where a Cryptek has set their sights, for these arcane scientists will suffer no threat to their works.
WHEN: The start of your
Shooting phase or the start of the
Fight phase.
TARGET: One
CRYPTEK or
CANOPTEK unit from your army that is wholly within your army’s
Power Matrix.
EFFECT: Until the end of the phase, weapons equipped by
CRYPTEK or
CANOPTEK models in your unit have the
[DEVASTATING WOUNDS] ability.
Canoptek Court – Strategic Ploy Stratagem
By remotely accessing a hidden engine's most illuminating protocols, a Cryptek can release the awesome power of a caged solar flare.
WHEN: Start of your
Shooting phase.
TARGET: One
CRYPTEK model from your army.
EFFECT: Select one objective marker within 18" of your
CRYPTEK model. Until the end of the phase, weapons equipped by friendly
NECRONS models have the
[IGNORES COVER] ability while targeting units within range of that objective marker.
Canoptek Court – Strategic Ploy Stratagem
Canoptek constructs spent the long Great Sleep in watchful vigilance. Triggering a surge of power, they are capable of responsive manoeuvres to outwit the swiftest of attackers.
WHEN: Your opponent’s
Movement phase, just after an enemy unit ends a
Normal,
Advance or
Fall Back move.
TARGET: One
CANOPTEK unit from your army that is within 8" of that enemy unit.
EFFECT: Your unit can make a Normal move of up to 6".
COUNTERTEMPORAL SHIFT
1CP
Canoptek Court – Strategic Ploy Stratagem
With a twist to the fabric of time, a bubble of another moment enshrouds these constructs. Strange emissions from long-dead elder stars or utter darkness from a nighttime far in the future occludes them from their master’s foes.
WHEN: Your opponent’s
Shooting phase, just after an enemy unit has selected its targets.
TARGET: One
CANOPTEK unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
Canoptek Court – Strategic Ploy Stratagem
Canoptek constructs use sophisticated metalogic to craft sinister ambushes. Luring the foe in by appearing at suboptimal operation, a surge of reanimation protocols suddenly swells their numbers.
WHEN: Your opponent’s
Charge phase, just after an enemy unit has
declared a charge.
TARGET: One
CANOPTEK unit from your army that was selected as a target of that charge and is wholly within your army’s
Power Matrix.
EFFECT: Your unit’s
Reanimation Protocols activate.
With a command transmitted by regal carrier wave, signalled by a glowing glyph or via a haughty gesture with their blade, the ruling nobles mark their chosen enemy. With this declaration are the Triarchal Codes observed, and the ignorant foe doomed. The nobles’ powerful servants and the Triarch’s guardians of tradition march to war obediently, driven to best the mightiest of foes on the battlefield as a demonstration of the dynasty’s honour and a warning to the rest of their enemies’ foolish kind.
In your
Command phase, select one enemy unit. Until the start of your next Command phase, each time a
NOBLE,
LYCHGUARD or
TRIARCH unit from your army makes an attack that targets that unit, add 1 to the
Wound roll.
Enhancements
- Honourable Combatant 10 pts
A strict adherent to the ancient codes, this noble reserves their greatest displays of power to execute the enemy's leaders. Such champions are brought low in ostentatious manner, the inspiration or strategy they once provided severed at a stroke. OVERLORD model only. Each time the bearer’s unit destroys an enemy CHARACTER unit, your opponent loses 1CP if they have any. |
With sheer will this noble drives their warriors into battle against the most malevolent foes. Not from pretenders to nobility, nor marauding beasts, nor titanic machineries will this noble turn; they have faced greater horrors during their long existence. OVERLORD model only. The bearer’s melee weapons have the [PRECISION] and [ANTI-INFANTRY 5+] abilities. |
This dynastic scion is an expert in the arts of martial excellence, and their living metal form has been enhanced by their Crypteks. With effortless arrogance, they and their guardians parry or contemptuously swat aside the strikes of those they see as their lessers. OVERLORD model only. Each time a melee attack targets the bearer’s unit, subtract 1 from the Hit roll. |
This insatiable subjugator sees all before them as theirs for the taking by ancient right of conquest. They wield their legion like an iron gauntlet, using it to seize the battlefield in a demonstration of their power and strength, daring others to try taking it from them. OVERLORD model only. Each time a model in the bearer’s unit makes an attack that targets an enemy unit within range of an objective marker, you can re-roll the Hit roll. |
Stratagems
Obeisance Phalanx – Epic Deed Stratagem
With a pulse of necroneural energy that erodes the foe’s will, the Necron commander declares the fall of the enemy general, promising their remaining forces that it is only a matter of time until they join their master in ignoble death.
WHEN: Any phase, just after your opponent’s
WARLORD is
destroyed.
TARGET: Your
NECRONS WARLORD.
EFFECT: Until the end of the battle, each time an enemy unit takes a
Battle-shock or
Leadership test, subtract 1 from the result.
Obeisance Phalanx – Battle Tactic Stratagem
It is not only android soldiery that be compelled to serve. With a command, prized war engines and ornate weapons are empowered to hyperlethality.
WHEN: Your
Shooting phase or the
Fight phase.
TARGET: One
NECRONS unit from your army (excluding
TITANIC units) that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, an unmodified
Hit roll of 5+ scores a
Critical Hit.
NANOASSEMBLY PROTOCOLS
1CP
Obeisance Phalanx – Battle Tactic Stratagem
A tomb world’s war engines are the pride of its nobility and they will suffer no affront to them, demanding the reassembly of slablike armour atom by atom even as the foe seek to sunder the vehicles.
WHEN: Your opponent’s
Shooting phase or the
Fight phase, just after an enemy unit has selected its targets.
TARGET: One
NECRONS VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
SENTINELS OF ETERNITY
1CP
Obeisance Phalanx – Epic Deed Stratagem
Lychguard never tire, nor give a thought to their own safety over that of their master. With parrying blows and blocking shots they protect their liege even as they continue to strike down their opponents.
WHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One
LYCHGUARD or
TRIARCH PRAETORIANS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time a model in your unit is
destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished
making attacks, and is then removed from play.
Obeisance Phalanx – Battle Tactic Stratagem
Few enemy are worthy of a duel. What dangerous vermin are encountered are prioritised for execution to safeguard the nobles' honour.
WHEN: Fight phase.
TARGET: One
LYCHGUARD or
TRIARCH unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the
[PRECISION] ability.
TERRITORIAL OBSESSION
1CP
Obeisance Phalanx – Strategic Ploy Stratagem
The ancient and arrogant will of the nobility drives their powerful servants to stand their ground defiantly as they claim the dynasty's rightful lands.
WHEN: Your
Command phase.
TARGET: One
LYCHGUARD or
TRIARCH unit from your army.
EFFECT: Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit. If your unit has the
VEHICLE keyword, add 3 to the Objective Control characteristic instead.
UNIQUE: HYPERCRYPT
Employing fractal corridors, dolmen gates and ancient translocation science, the Necrons are able to phase in and out of existence. Nowhere is safe for the terrified foe as mechanoid hunters appear from unfolding planar lattices to slaughter or escape retribution into gulfs of darkness, only to materialise elsewhere to kill anew.
At the end of your opponent’s turn, you can select a number of
NECRONS units from your army (excluding units that are within
Engagement Range of one or more enemy units). The maximum number of units you can select depends on the battle size, as follows:
| BATTLE SIZE | NUMBER OF UNITS | | Incursion | Up to 1 units | | Strike Force | Up to 2 units | | Onslaught | Up to 3 units | | | | | | | | | | |
|
Once you have made your selections, remove those units from the battlefield and place them into
Strategic Reserves.
Enhancements
- Dimensional Overseer 25 pts
With a mind as labyrinthine as the multi-dimensional tomb itself, this commander directs their servants in complex forays through the tomb’s hyperspatial architecture, catching the witless enemy off guard. NECRONS model only. While the bearer is on the battlefield or in Strategic Reserves, add one to the number of units from your army that you can select for the Hyperphasing rule. |
This ancient being will suffer no threats to their rule, stepping imperiously from twisting nightmare dimensions to annihilate any who dare to oppose them. NECRONS model only. Each time a model in the bearer’s unit makes an attack, re-roll a Hit roll of 1. If the bearer’s unit was set up on the battlefield this turn, you can re-roll the Hit roll instead. |
- Hyperspatial Transfer Node 15 pts
Wound with filaments of temporal circuitry, this amulet enables the bearer to accelerate themselves and their closest guardians in stuttering bursts of compressed time. NECRONS model only. Each time the bearer’s unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in the bearer’s unit. |
- Osteoclave Fulcrum 20 pts
This hypermaterial key unlocks portals between transpatial dimensions embedded into a tomb’s architecture. Through such limitless doorways, the Necrons can pursue their quarry wherever they hide. NECRONS model only. Models in the bearer’s unit have the Deep Strike ability. |
Stratagems
Hypercrypt Legion – Strategic Ploy Stratagem
Obeying recall protocols, threatened tomb defenders will phase out of existence, only to be relocated to a more advantageous position by the tomb's hulking Monoliths.
WHEN: Your opponent’s
Shooting phase or the
Fight phase, just after an enemy unit has shot or fought.
TARGET: One
NECRONS INFANTRY unit from your army that had one or more of its models
destroyed as a result of the attacking unit’s attacks and one friendly
MONOLITH model.
EFFECT: Remove your
INFANTRY unit from the battlefield and then set it back up anywhere on the battlefield that is wholly within 6" of your
MONOLITH model and not within
Engagement Range of one or more enemy units.
Hypercrypt Legion – Wargear Stratagem
Necron quantum shielding is a true marvel of techno-arcana. Channelled with energy reserves from the rising tomb structures, the shielding is capable of adaptive remodulation to diffuse and deflect the most powerful enemy attacks.
WHEN: Your opponent’s
Shooting phase or the
Fight phase, just after an enemy unit has selected its targets.
TARGET: One
NECRONS VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.
Hypercrypt Legion – Strategic Ploy Stratagem
There is no rest for Necrons who fall in the service of their master. In dark crypts, their bodies are repaired and they are dispatched once more to war.
WHEN: Your
Command phase.
TARGET: Your
NECRONS WARLORD.
EFFECT: For each of your
NECRONS units in
Reserves, that Reserves unit’s
Reanimation Protocols activate.
Hypercrypt Legion – Strategic Ploy Stratagem
With a sanity-defying mechanism at the heart of the tomb, dynastic astromancers divine the pre-aligned point in space and time where a crucial role can be played in the wider battle plan.
WHEN: Your
Movement phase.
TARGET: One
NECRONS unit from your army (excluding
MONSTER units) that is arriving using the
Deep Strike or
Hyperphasing abilities this phase.
EFFECT: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy models.
RESTRICTIONS: A unit targeted with this Stratagem is not eligible to
declare a charge in the same turn.
Hypercrypt Legion – Strategic Ploy Stratagem
As the tomb's warriors pass through a dimensional displacement corridor, the passage’s surface is lit with data-glyphs providing hyperlogical tactical information. When they step from an eternity gate, they are already prepared for the hunt.
WHEN: Your
Charge phase.
TARGET: One
NECRONS unit from your army that was set up on the battlefield this turn using the Eternity Gate ability of a
MONOLITH model that started the turn on the battlefield.
EFFECT: Your unit is
eligible to charge this phase.
Hypercrypt Legion – Wargear Stratagem
Towering war engines rise from an erupting tomb in its defence, directing entropic energies to weaken and fracture the enemies' own weapons and turning them into dangerous tools only the desperate would use.
WHEN: Your opponent’s
Shooting phase, just after an enemy unit has selected its targets.
TARGET: One
TITANIC model from your army that was selected as the target of one or more of the attacking unit’s attacks and is within 18" of the attacking unit.
EFFECT: Until the end of the phase, weapons equipped by models in the attacking unit have the
[HAZARDOUS] ability.
A wide range of mechanical treasures are stored within the grand armouries of the Necron dynasties. Some Necron nobles prefer to wage mobile warfare, utilising the swiftest of these vehicles, including imperious anti-grav war barques, looming mechanical walkers and supersonic assault craft powered by eldritch technologies to outflank, outrun and eliminate their enemies. As the armoured tide sweeps over the hopelessly outmatched foe, Ghost Arks swoop low to disgorge rank upon rank of skeletal Necron Warriors. Other forms of servile construct and maniacal killing machines join the lethal procession, too, adding their firepower to the cosmic wrath, and when the foe inevitably breaks, dynastic soldiery piloting – or fused with – repulsor-driven platforms surge forwards to scythe down any who would attempt to flee.
The Necrons possess countless terrifying engines of war. When mustered in great number, these instruments of annihilation sweep across the battlefield, seeking to reclaim lost realms and obliterate any foolish enough to trespass upon the territories of their ancient dynasty.
Each time a
NECRONS model (excluding
MONSTER models) from your army makes an attack that targets a unit within range of one or more objective markers, add 1 to the
Hit roll. In addition, ranged weapons equipped by
NECRONS VEHICLE and
NECRONS MOUNTED models (excluding
TITANIC models) from your army have the
[ASSAULT] ability.
Enhancements
- Dread Majesty (Aura) 30 pts
When this noble unleashes the might of their cosmic armoury, their followers are left in no doubt as to the importance of the battle at hand. If they do not strive to live up to the lethal effectiveness of the dynasty’s war engines, their Overlord’s wrath will be terrible. OVERLORD or CATACOMB COMMAND BARGE model only. While a friendly NECRONS unit (excluding MONSTER and TITANIC units) is within 6" of the bearer, each time a model in that unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. |
- Miniaturised Nebuloscope 15 pts
Feeding vampirically on datastreams from the dynasty’s war engines, this device enables its owner to track enemies through multiple dimensions, leaving them no hiding place. NECRONS model only. Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability. |
This Necron noble is a master of rapid warfare, commanding armoured columns with great precision. NECRONS model only. In your Command phase, select one friendly NECRONS VEHICLE or NECRONS MOUNTED unit (excluding TITANIC units) within 6" of the bearer. Until the start of your next Command phase, that unit is eligible to shoot in a turn in which it Fell Back. |
- Chrono-impedance Fields 25 pts
When activated, this device wreathes dynastic craft in a time-dilation field that reduces the force of incoming blows and shots. NECRONS model only. In your Command phase, select one friendly NECRONS VEHICLE or NECRONS MOUNTED unit (excluding TITANIC units) within 6" of the bearer. Until the start of your next Command phase, each time an attack is allocated to a model in that unit, subtract 1 from the Damage characteristic of that attack. |
Stratagems
MERCILESS RECLAMATION
2CP
Starshatter Arsenal – Battle Tactic Stratagem
The Necrons are driven to reclaim what is theirs, exterminating all who would impede such efforts without mercy.
WHEN: Your
Shooting phase or the
Fight phase.
TARGET: One
NECRONS unit (excluding
MONSTER and
TITANIC units) from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if the target of that attack is within range of one or more objective markers, add 1 to the
Wound roll.
Starshatter Arsenal – Battle Tactic Stratagem
Wrought from living metal and further protected by the arcane technologies of Crypteks, the forms of Necron vehicles and steeds are almost impervious to conventional weapons.
WHEN: Your opponent’s
Shooting phase or the
Fight phase, just after an enemy unit has selected its targets.
TARGET: One
NECRONS VEHICLE or
NECRONS MOUNTED unit (excluding
TITANIC units) from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets a model in your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the
Wound roll.
Starshatter Arsenal – Strategic Ploy Stratagem
The time-bending technologies in the nobility’s powerful vehicles allow them to traverse the battlefield in stuttering bursts of hypervelocity.
WHEN: Your
Movement phase.
TARGET: One
NECRONS VEHICLE or
NECRONS MOUNTED unit (excluding
TITANIC units) from your army that has not been selected to move this phase.
EFFECT: Until the end of the phase, if your unit Advances, do not make an
Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.
Starshatter Arsenal – Strategic Ploy Stratagem
Using phase-shifting technology, Necron war engines can slip into alternate dimensions, leaving only ghostly traces as they move through solid matter.
WHEN: Your
Movement phase.
TARGET: One
NECRONS VEHICLE or
NECRONS MOUNTED unit (excluding
TITANIC units) from your army.
EFFECT: Until the end of the phase, models in your unit can move horizontally through models and
terrain features.
Starshatter Arsenal – Strategic Ploy Stratagem
Should the unclean thralls of lesser species threaten dynastic territories, the fallen Necron soldiery will rise to repel the interlopers.
WHEN: End of your
Fight phase.
TARGET: One
NECRONS unit (excluding
MONSTER and
TITANIC units) from your army that is within range of one or more objective markers you control.
EFFECT: Your unit’s
Reanimation Protocols activate.
Starshatter Arsenal – Strategic Ploy Stratagem
Subroutines buried deep within the neural networks of Necron soldiers and crews enable them to react instantaneously to targeting locks, repositioning themselves to evade incoming fire or close in upon the foe.
WHEN: Your opponent’s
Shooting phase, just after an enemy unit has shot.
TARGET: One
NECRONS unit from your army (excluding
MONSTER and
TITANIC units) that was the target of one or more of the attacking unit’s attacks.
EFFECT: Your unit can make a
Normal move of up to D6".
It was during the ongoing war in the Nephilim Anomaly that Szarekh, the Silent King, issued an edict of unprecedented technological freedom. No weapon of science-sorcery was to be off limits in the Necrons’ campaign to reclaim galactic dominance. With the Silent King’s blessings, ever more conclaves of like-minded Crypteks are now gathering power and influence throughout the Necrons’ domains. Some such conclaves have arisen across the region now designated Greater Ultramar, either in answer to the onset of Human invaders or as a defensive measure against the rampage of Ammentar’s cursed legion. They see powerful Crypteks compete with one another to fashion the greatest weapons and augment their android phalanxes in the most cunning ways. For those enemies unlucky enough to stand in their way, the conclaves are a byword for terror.
Whether building on one anothers’ shared results or vying to produce the most ingenious adaptations, the Crypteks treat the battlefield as an opportunity to test their latest scientific and technological breakthroughs.
- Ranged weapons equipped by CRYPTEK models from your army have the [ASSAULT] ability.
- In your Shooting phase, each time a CRYPTEK unit from your army is selected to shoot, select one of the following abilities: [ANTI-INFANTRY 3+], [ANTI-MOUNTED 4+], [ASSAULT], [HEAVY], [IGNORES COVER]. Until the end of the phase, ranged weapons equipped by models in that unit have that ability.
Enhancements
This cloud-like familiar of fractal computational electrons possesses a cogitational intellect that, when fed raw data, produces inspired strategic guidance. NECRONS model only. Each time you select the bearer’s unit as the target of a Stratagem, roll one D6, adding 1 if it is within range of one or more objectives: on a 4+, you gain 1CP. |
- Atomic Disintegrators 10 pts
Energy lenses project in a web from a central node borne by the Cryptek, coalescing about Necron weapon systems and focusing their power still further. CRYPTEK model only. In your Shooting phase, each time the bearer’s unit is selected to shoot, when selecting an ability for the Technosorcerous Augmentations Detachment rule, you can also select from the following abilities: [ANTI-MONSTER 5+], [ANTI-VEHICLE 5+]. |
- Gauntlet of Compression 20 pts
Clinging to the bearer’s hand like a glove woven from shadow, this strange device folds space-time with a single gesture, momentarily compressing the relative distance between Necron weapons and their targets. NECRONS model only. Add 6" to the Range characteristic of ranged weapons equipped by models in the bearer’s unit. |
Projected from the bearer’s staff as a secondary energistic emission, these solid-state electroshackles bind and trammel their victims in crackling fetters. CRYPTEK model only. In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks (excluding TITANIC units); until the start of your next turn, that enemy unit is pinned. While a unit is pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for that unit. |
Stratagems
Cryptek Conclave – Battle Tactic Stratagem
Targeting analysis of the targets’ molecular makeup allows all attempts at shielding or obfuscation to be bypassed with contemptuous ease.
WHEN: Your
Shooting phase or the
Fight phase.
TARGET: One
NECRONS unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to the following: that attack’s Ballistic Skill or Weapon Skill characteristic; the
Hit roll. If your unit has the
CRYPTEK keyword, you can also ignore any or all modifiers to the
Wound roll.
Cryptek Conclave – Wargear Stratagem
This thrumming cloud of minute nanoscarabs whirls around the Necrons, affecting instantaneous repairs.
WHEN: Your opponent’s
Shooting phase or the
Fight phase, just after an enemy unit has selected its targets.
TARGET: One
CRYPTEK INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: If your unit has the
NECRON WARRIORS keyword, until the end of the phase, models in your unit have a 5+ invulnerable save. If your unit has the
IMMORTALS keyword, until the end of the phase, models in your unit have a 4+ invulnerable save.
Cryptek Conclave – Wargear Stratagem
A portion of the Cryptek’s animus clings to the battlefield just long enough to possess their servants and use them to exact revenge.
WHEN: Your opponent’s
Shooting phase or the
Fight phase, just after an enemy unit has shot or fought.
TARGET: One
CRYPTEK model from your army that was destroyed by one of the attacking unit’s attacks. You can use this Stratagem on that model even though it was just destroyed.
EFFECT: Until the end of the battle, each time a friendly
NECRONS model makes an attack that targets the attacking unit, you can re-roll the
Hit roll.
SYNERGISTIC EMPOWERMENT
1CP
Cryptek Conclave – Strategic Ploy Stratagem
Quantum reservoirs of potent energies held within this Cryptek’s warrior jewellery release a fragment of their charge to augment nearby Necron forces.
WHEN: Start of your
Shooting phase.
TARGET: One
CRYPTEK unit from your army.
EFFECT: Select one friendly
NECRONS model (excluding
MONSTERS and
VEHICLES) within 12" of a
CRYPTEK model in your unit. Until the end of the phase, that friendly
NECRONS model has the
CRYPTEK keyword.
Cryptek Conclave – Battle Tactic Stratagem
Accessing previously undreamed of skeins of cosmic power, the Cryptek unleashes terrible destructive energies onto the battlefield.
WHEN: Your
Shooting phase.
TARGET: One
CRYPTEK unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, each time your unit is selected to shoot, when selecting an ability for the
Technosorcerous Augmentations Detachment Rule, you can select one additional ability from those available.
Cryptek Conclave – Strategic Ploy Stratagem
Drawing upon the accumulated precausal potential energies that coalesce around significant locations, the conclave are able to steal that power and use it to trigger the unrealized probable remanifestation matrices of their own forces.
WHEN: Your opponent’s
Command phase.
TARGET: One
NECRONS unit from your army within range of one or more objective markers.
EFFECT: Your unit’s
Reanimation Protocols activate. If it is a
CRYPTEK unit, it reanimates an additional 1 wound.
The cursed legion of Nekrosor Ammentar sweeps across the stars like some android plague. They are avatars of death, a fanatical host through whose ranks the Destroyer madness is allowed to spread unchecked. Those gripped by the madness are fanatical in their devotion to the Nekrosor and vigorous in their efforts to forcibly inflict their blessed curse upon the lower ranks in their service. Entire phalanxes of android soldiery surge into battle with a sickly, killing light dancing in their ocular lenses. Even the lowliest Warriors fight with cold ferocity, while the Destroyers kill with nightmarish speed and efficiency born of zeal. With every conflict the ranks of the cursed legion swell with new converts, and the trail of carnage they leave in their wake grows all the bloodier.
The fury of the Destroyers and – by extension – of the cursed legion is not a wild or reckless thing. It is rather a ruthlessly methodical annihilation of the enemy, in which the Destroyers take the lead while ripples of their strange madness roll out to infect nearby Necrons and goad them, too, to greater efforts of tireless murder.
- Add 2 to the Strength characteristic of weapons equipped by DESTROYER CULT models from your army.
- The first time each turn that a DESTROYER CULT unit from your army makes attacks that destroy a unit or cause it to become Below Half-strength, after that unit has finished resolving its attacks, until the end of the turn, add 2 to the Strength characteristic of weapons equipped by friendly NECRONS models (excluding DESTROYER CULT, MONSTER and TITANIC models).
Enhancements
Though it resembles a typical ankh, this chest piece fills its host with an insatiable need to exterminate the foe. CATACOMB COMMAND BARGE or OVERLORD model only. The bearer has the DESTROYER CULT keyword. Add 2" to the Move characteristic of models in the bearer’s unit and add 2 to the Attacks characteristic of melee weapons equipped by the bearer. |
Consumed by the Destroyer madness, this Cryptek’s powerful intellect is turned entirely toward killing. CRYPTEK model only. The bearer has the DESTROYER CULT keyword. Add 3" to the Move characteristic of the bearer. |
- Mark of the Nekrosor 20 pts
The malevolent madness of Ammentar itself burns in the minds of this warrior and their comrades. DESTROYER CULT model only. Each time a model in the bearer’s unit makes an attack, add 1 to the Hit roll. |
This band of living metal sinks into the bearer’s brow and floods their neural cortex with a murderous urge. DESTROYER CULT model only. In your opponent’s Shooting phase, when an enemy unit has shot, if a model in this unit was destroyed by those attacks, this unit can make a surge move of up to D6". |
Stratagems
Cursed Legion – Battle Tactic Stratagem
In the grip of the Destroyer madness, these Necrons strike and slay with inhuman speed and efficiency.
WHEN: Your
Shooting phase or the
Fight phase.
TARGET: One
NECRONS unit (excluding
MONSTERS and
VEHICLES) from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, weapons equipped by models in your unit have the
[SUSTAINED HITS 1] ability.
Cursed Legion – Battle Tactic Stratagem
Confronted with these android spectres of terminal mortality, even the most courageous enemies find their aim wavering and their limbs shaking.
WHEN: Your opponent’s
Shooting phase or the
Fight phase, just after an enemy unit has selected its targets.
TARGET: One
DESTROYER CULT unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the
Hit roll.
Cursed Legion – Strategic Ploy Stratagem
In the absolute destruction of their enemies, the corrupted Necrons find fresh purpose and a macabre simulacrum of new life.
WHEN: Your
Shooting phase or the
Fight phase, just after the first time a
DESTROYER CULT unit from your army destroys an enemy unit this turn.
TARGET: One friendly
NECRONS unit (excluding
MONSTERS and
VEHICLES) within 9" of that
DESTROYER CULT unit.
EFFECT: The friendly unit’s
Reanimation Protocols activate.
Cursed Legion – Strategic Ploy Stratagem
The murderous goad of the Destroyer madness pushes these android killers to seemingly impossible efforts to get to grips with the foe.
WHEN: Your
Shooting phase or your
Charge phase.
TARGET: One
DESTROYER CULT unit from your army.
EFFECT: Until the end of the turn, your unit is eligible to
shoot and
declare a charge in a turn in which it
Advanced.
RESTRICTIONS: You can only use this Stratagem once per turn.
Cursed Legion – Battle Tactic Stratagem
It is as though witnessing other Necrons engaged in acts of merciless butchery stokes the Destroyer madness in their fellows.
WHEN: Your
Charge phase.
TARGET: One
NECRONS unit (excluding
MONSTERS and
VEHICLES) from your army that has not
declared a charge this phase.
EFFECT: Until the end of the phase, each time your unit declares a charge, if one or more targets of that charge are within
Engagement Range of one or more friendly units, add 2 to the
Charge roll.
Cursed Legion – Strategic Ploy Stratagem
The android soldiery of the cursed legion are maddened with the desire to engage and slay their victims at close quarters.
WHEN: End of your opponent’s
Charge phase.
TARGET: One
NECRONS unit (excluding
MONSTERS and
VEHICLES) from your army that is within 6" of one or more enemy units and would be eligible to
declare a charge against one or more of those enemy units if it were your Charge phase.
EFFECT: Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
To unleash such a power is a strategy of last resort for most Necrons, for it sees multiple C’tan shards released from tesseract oubliettes and hurled into the heart of the foe. Though the Necrons employ powerful mechanisms to control the shattered remains of the star gods, still it is a risk deploying even one such fettered abomination amidst the mayhem of war lest it slip its bonds and go on the rampage. Concentrating the power of multiple shards upon a single battlefield, meanwhile, has a warping effect upon reality itself, and requires the efforts of skilled Crypteks using complex necrodermal bindings to prevent the C’tan shards from breaking free. For all this, the sheer cosmic devastation unleashed by several shards on a single battlefield is breathtaking to behold.
The quantum dissonance and molecular erosion caused by multiple C’tan shards in close proximity is enough to fray the very physical being of the foe at an atomic level.
NECRONS MONSTER units from your army have the following ability:
Distortion Fields (Aura): While an enemy unit is within 6" of this unit, it is unravelling. While an enemy unit is unravelling, each time an attack targets that unit, improve the Armour Penetration characteristic of that attack by 1.
At the start of each phase, for each
NECRONS MONSTER unit from your army, that unit can suffer 3
mortal wounds. If it does, until the end of the phase, the range of that unit’s Distortion Fields
Aura ability is increased to 9".
Designer’s Note: If your army contains more than one TRANSCENDENT C’TAN unit, each of those units must take the Reletavistic Tether ability.RESTRICTIONSWhen mustering your army, each
NECRONS MONSTER unit from your army has the relevant
Necrodermal Binding ability shown below, and you must increase the points cost of each of those units by the amount shown in the
Munitorum Field Manual. If this causes your army to exceed the points limit for the battle you are playing, you cannot include that unit in your army.
Necrodermal Binding Abilities
- Singularity Matrix 45 pts
This eldritch device fetters and directs the Deceiver’s powers within a vortex that devours lesser wits entirely. C’TAN SHARD OF THE DECEIVER model only. This model has the following ability:
Lord of Deceit (Aura): Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP. |
This device bleeds off the Void Dragon shard’s energies and earths them violently through nearby machines. C’TAN SHARD OF THE VOID DRAGON model only. Once per turn, at the start of your opponent’s Shooting phase, select one enemy VEHICLE unit visible to the bearer. That unit must take a Leadership test. Until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll and, if that Leadership test was failed, subtract 1 from the Wound roll as well. |
- Reletavistic Tether 40 pts
This binding uses atomic resonance magnetism to compel the shard into the midst of the foe. TRANSCENDENT C’TAN model only. In your turn, when this unit makes an ingress/advance move using its Transdimensional Displacement ability, this unit can end that move more than 6" horizontally from all enemy units (instead of more than 8"). When this unit ends that move within 8" of an enemy unit, this unit is not eligible to declare a charge until the end of the turn. |
Stratagems
DISHARMONISATION CASCADE
1CP
Pantheon of Woe – Epic Deed Stratagem
Tear one shard suddenly from the complex web of atomic resonances and its severing triggers a violent energistic dissonance blast.
WHEN: Any phase, just after a NECRONS MONSTER model from your army is destroyed, before making its Deadly Demise roll.
TARGET: That NECRONS MONSTER model. You can use this Stratagem on that model even though it was just destroyed.
EFFECT: Until the end of the phase, your model’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 3+ instead of on a 6.
Pantheon of Woe – Strategic Ploy Stratagem
Those without the will to hold themselves together start to physically tatter apart in a molecular haze in the presence of so many god shards.
WHEN: Command phase.
TARGET: One
NECRONS MONSTER unit from your army.
EFFECT: Select one
unravelling enemy unit
visible to your unit. That enemy unit must take a
Battle-shock test. When doing so, subtract 1 from the result. If that test is failed, that enemy unit suffers D3+1
mortal wounds.
RESTRICTIONS: You can only use this Stratagem once per
battle round.
MASS TRANSMOGRIFICATION
1CP
Pantheon of Woe – Epic Deed Stratagem
The power of the C’tan rips the foe’s greatest assets apart and forcibly reknits nearby Necron soldiery using the stolen corporeal matter.
WHEN: Your
Shooting phase or the
Fight phase, just after a
NECRONS MONSTER unit from your army destroys an enemy unit.
TARGET: One friendly
NECRONS unit (excluding
MONSTERS) within 6" of that
MONSTER unit.
EFFECT: If that enemy unit was
unravelling at the start of the phase, your friendly unit’s
Reanimation Protocols activate.
RESTRICTIONS: You can only use this Stratagem once per turn.
ENTROPHASIC AURA TARGETING
1CP
Pantheon of Woe – Battle Tactic Stratagem
Necrons’ android senses can target the foe by reading the exotic radiation signatures wreathed about them by the C’tan shards onslaught.
WHEN: Your
Shooting phase or the
Fight phase.
TARGET: One
NECRONS unit (excluding
MONSTERS) from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a
Hit roll of 1. If the target of that attack is unravelling, re-roll a
Wound roll of 1 as well.
Pantheon of Woe – Battle Tactic Stratagem
With the battlefield shuddering in and out of sync with time and space, slain Necrons still strike at their enemies through cracks in temporal causality
WHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One
NECRONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 if the attacking unit is
unravelling: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
Pantheon of Woe – Strategic Ploy Stratagem
The very stuff of reality flows together at an atomic level, and the foe find to their horror that they are literally – and gruesomely – rooted to the spot.
WHEN: Your opponent’s
Movement phase, when an
unravelling enemy unit is selected to
Fall Back.
TARGET: One
NECRONS unit from your army that is within
Engagement Range of that enemy unit.
EFFECT: When that enemy unit Falls Back, all models in that enemy unit must take a
Desperate Escape test. When doing so, if that enemy unit is
Battle-shocked, subtract 1 from each of those tests.
UNIQUE: DYNASTY
PHALANXES OF NECRON SOLDIERY RECLAIM THE BATTLEFIELD FOR THEIR DYNASTY
Command protocols and neural impulses flood the mechanical bodies of these android warriors, lending them greater speed of thought and movement.
This
detachment has the
DYNASTY tag and cannot be taken with another
DYNASTY detachment.
Enhancements
- Enlivened SentinelsUPGRADE 20 pts
Goaded into battle by overriding imperatives, these Warriors march relentlessly out to enact the will of their masters. NECRON WARRIORS unit only. This unit has Scouts 5" |
- Tools of DominionUPGRADE 15 pts
Nobles are not above expending additional resources to improve the armaments of their more valuable soldiery. IMMORTALS unit only. This unit’s ranged attacks have [RAPID FIRE 1]. |
Stratagems
Hand of the Dynasty Stratagem
Simple and inescapable directives compel these Immortals to seize strategically vital battlefield sites and fight with redoubled fury to defend them from the foe.
WHEN: Command phase.
TARGET: One friendly
IMMORTALS unit.
EFFECT: Your unit has +1
OC until the end of the turn.
WILL OF THE CONQUEROR
1CP
Hand of the Dynasty Stratagem
Moved like playing pieces by the irresistible will of their noble masters, the Necron soldiery rapidly secured ever more dynastic territory.
WHEN: End of your
Movement phase.
TARGET: One friendly
IMMORTALS/
NECRON WARRIORS unit.
EFFECT: Select one
objective your unit is controlling. That objective is
secured.
Hand of the Dynasty Stratagem
In response to enemy threats, these Necron footsoldiers unseal canoptek urns and unleash a localised nanoscarab plague to saturate the site they are holding.
WHEN: Your opponent’s
Shooting phase, when an enemy unit that targeted a friendly
IMMORTALS/
NECRON WARRIORS unit has
shot.
TARGET: That
IMMORTALS/NECRON WARRIORS unit.
EFFECT: Your unit shoots using
snap shooting, but while doing so your unit can only target that enemy unit.
LIKE A PLAGUE FROM ANCIENT MYTH, MURDEROUS GRAV‑SKIMMING NECRON SWARMS FILL THE SKIES
Transported to the battlefield via dimension-shifting technologies, Tomb Blades materialise in crackling fields of energy and strafe unprepared targets, often to devastating effect.
- Friendly TOMB BLADES units have Deep Strike.
- When a friendly TOMB BLADES unit is selected to shoot, if that unit made an ingress move this turn, that unit’s ranged attacks have +1 to hit rolls.
Enhancements
- Recursive ReanimationUPGRADE 5 pts
Ancillary reclamators capture the molecular matter of these Tomb Blades even as it is blasted apart, drawing it in a swirling comet trail behind them and working it back into their physical forms. TOMB BLADES unit only. When this unit activates its Reanimation Protocols, +1 to the roll. |
- Deepening MadnessUPGRADE 20 pts
Like some echo of the Nekrosor’s own murder‑madness, a coldly efficient kill‑frenzy grips these Lokhust Destroyers so that – even as they streak into battle – they lay down one ferocious volley of fire after another. DESTROYER CULT MOUNTED unit only. This unit’s ranged attacks have [ASSAULT]. |
Stratagems
Skyshroud Spearhead Stratagem
Once their targeting imperatives are locked in place, these hurtling Necron killers keep hammering their targets with fire even as they spiral and swoop back and forth across the enemy lines.
WHEN: Your
Movement phase, when a friendly
NECRONS MOUNTED unit is selected to make a
fall-back move.
TARGET: That
NECRONS MOUNTED unit.
EFFECT: That move does not prevent your unit from being
eligible to shoot.
Skyshroud Spearhead Stratagem
Reacting with android hyperresponsiveness, these skimmer Necrons fire thrusters and surge across the battlefield.
WHEN: Your opponent’s
Movement phase, when an enemy unit ends a move within 8" of a friendly
unengaged NECRONS MOUNTED unit.
TARGET: That
NECRONS MOUNTED unit.
EFFECT: Your unit can make a
normal move of up to D3+3".
Skyshroud Spearhead Stratagem
So rapidly and seemingly randomly does this skyborne unit jink through incoming fire that it is almost impossible for foes to land a solid direct hit.
WHEN: Your opponent’s
Shooting phase, when an enemy unit targets a friendly
NECRONS MOUNTED unit.
TARGET: That
NECRONS MOUNTED unit.
EFFECT: Ranged attacks that target your unit with a
S greater than your unit’s
T have -1 to
wound rolls.
UNIQUE: HYPERCRYPT
WAR ENGINES ARE UNLEASHED FROM WITHIN THE TOMB WORLD’S ROYAL ARMOURY TO CRUSH THE FOE
When a Necron ruler unleashes the mightiest war engines from amongst their armoury, they may charge their finest Crypteks to enhance them first.
Friendly
NECRONS TITANIC FLY units have +6"
M.
This
detachment has the
HYPERCRYPT tag and cannot be taken with another
HYPERCRYPT detachment.
Enhancements
- Relocational Optimiser 25 pts
Subtle transplanar optics allow this war leader to peer through the energy veil of a Monolith’s eternity gate and dissect the defences and weaknesses of the enemies beyond it. This ensures their emergence from the portal is as grandly bloody and spectacular as possible. NECRONS model only. When this unit is selected to shoot, if this unit was set up using a Monolith’s Eternity Gate ability this turn, this unit’s ranged attacks have:
- [LETHAL HITS].
- Or: [SUSTAINED HITS 1].
|
- Mortality Shroud (Aura)UPGRADE 10 pts
Projecting a subtly tailored weave of spiritual entropy fields, antiphotons and infrasonic oppression waves, this war engine projects a sense of ominous dread and impending death like a shadow before it. OBELISK unit only. In your opponent’s Battle-shock step, if an enemy unit within 8" of this unit is below starting strength, that enemy unit makes a battle-shock roll. |
Stratagems
SUBSURFACE QUANTUMWEAVE
1CP
The Phaeron's Armoury Stratagem
The layers of this war machine’s armour are interspersed with molecule‑thin webs of additional quantum shielding to absorb and localise impacts.
WHEN: Your opponent’s
Shooting phase or the
Fight phase, when an enemy unit targets a friendly
NECRONS TITANIC FLY unit.
TARGET: That
NECRONS TITANIC FLY unit.
EFFECT: Attacks that target your unit have -1
AP until that enemy unit has attacked.
The Phaeron's Armoury Stratagem
From the war machine’s pinnacle rolls an expanding wave of invisible particles that paints the foe in sharp relief upon Necron targeting systems.
WHEN: Start of your
Shooting phase.
TARGET: One friendly
NECRONS TITANIC FLY unit.
EFFECT: Select one
visible enemy unit within 12" of your unit. That enemy unit has +3"
detection range.
The Phaeron's Armoury Stratagem
Transdimensional conduits harvest esoteric energy from coronal stellar scoops, beaming its coruscating fury into capacitor channels within this war engine, thence into the enemy lines in vivid arcs.
WHEN: Your
Shooting phase, when a friendly
OBELISK/
TESSERACT VAULT unit is
selected to shoot.
TARGET: That
OBELISK/TESSERACT VAULT unit.
EFFECT: Your unit’s Tesla Sphere weapons have +1
AP.
In this section you’ll find additional rules for playing Crusade battles that are bespoke to NECRONS units.
This section contains the following rules:
AWAKENING A TOMB WORLDAs a tomb world is reawakened, its Systems come online by the order of the Necron royalty, giving them access to new abilities.
AGENDASNECRONS armies can attempt to achieve unique
Agendas in addition to those found in other publications. These represent the faction’s unique goals and their particular methods of waging war.
REQUISITIONSNECRONS armies have access to a number of bespoke
Requisitions in addition to those found in other publications.
BATTLE SCARSThemed to the unique nature of
NECRONS, these
Battle Scars represent long-lasting effects units from your Crusade force may come to carry.
CRUSADE RELICSIn addition to the
Crusade Relics in other publications,
NECRONS CHARACTER models can claim one of the Crusade Relics found here.
CRUSADE BADGESHere you will find three
Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once one is achieved, you could set yourself a new goal, or take the opportunity to start a new Crusade force.
A Necron tomb world’s awakening is a multi-stage process, with each System being responsible for different aspects of mobilising the dynasty’s forces. To represent this process, your Crusade force will be able to utilise the Systems of the tomb world awakening and direct power to each System as befitting their mission. Upon distributing all available power, your Crusade force will receive special bonuses known as Master System abilities based on how the power has been distributed.
Awakening Points
Awakening points are a limited resource that a
NECRONS Crusade force can use to empower its three Systems. Your Crusade force starts with 3 Awakening points to distribute across each System, with each System having three possible bonuses to choose from. By completing Awakening Agendas, you can distribute all three Awakening points as you see fit, but your total distribution spread will dictate which Master System abilities you have access to once all three have been allocated.
System Bonuses
Each System has three bonuses to choose from which offer your Crusade army additional benefits in battles. To gain access to a System bonus, you must allocate an Awakening point to it by completing the relevant Awakening Agenda for its System.
Awakening Agendas
To allocate an Awakening point, you must successfully complete the Awakening Agenda for that System. An Awakening Agenda can be selected as one of your two Agendas instead of one from another source. Once you have done so, select a bonus in that System that you want to activate and allocate an Awakening point to it.
Master Systems
When all three of your
Awakening points have been allocated to
System bonuses, you gain access to Master System abilities. For instance, if you have chosen to allocate Awakening points to System bonuses in the Translocation and Reanimation Systems, you have access to each of those Master System abilities.
During a battle, you can choose to use one Master System ability, granting a bonus for use during that battle. If you do, you must immediately roll one D3 and remove that many Awakening points from your Systems, starting with a System bonus in the same System as that Master System ability. This results in your Crusade army immediately losing access to those System bonuses, whether or not you have used them yet.
The Awakening points removed can be reallocated via the completion of
Awakening Agendas once again as you see fit, representing the changing needs of the dynasty as it conquers the galaxy. As noted, a Master System ability can only be used when all three of your Awakening points have been allocated.
The invigoration of a tomb world’s command systems reinforces the neural dominion of the world’s awakening android warriors to their immortal masters. As more of the command systems are awoken, as more Necrons rise from the torpor of their stasis crypts, the tomb’s ancient nobility - or their favoured legates - exercise an authority that is as ingrained in their servants’ psyche as it is hardwired into their cogitational processes.
AWAKENING AGENDA
SUBJUGATION DECREE
To master the fate of others is a heady tonic to those whose existences are forged to rule. There are few more potent expressions of control than the breaking of other beings.
Each time your
WARLORD’s unit destroys an enemy unit, your
WARLORD gains 1XP If your
WARLORD gains 3XP or more in a battle as a result of this Agenda, you can select a Command
System bonus to activate and must allocate 1
Awakening point to do so.
Choose one of the following System bonuses to activate:1. HARMONISED DYNASTIC HYPERDERMISAt the start of the battle, select one
CHARACTER unit and add 1 to the Toughness characteristic of models in that unit until the end of the battle.
2. SERVILE PRESERVATION PROTOCOLSAt the start of the battle, select one
CHARACTER unit. Each time a Bodyguard model in that unit is destroyed by a melee attack, if that model has not fought that phase, roll one D6: on a 3+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
3. REMASTERED DEFICIENCYOnce per battle round, you can target a
NECRONS CHARACTER unit from your army with the
Command Re-roll Stratagem for 0CP and can do so even if you have already targeted a different unit with that Stratagem this phase.
COMMAND MASTER SYSTEM ABILITY
DIRECTIVE OVERRIDEIf you have access to this
Master System ability, you can use it in one of the following ways:
Once per battle, at the start of your Command phase, you can use this ability. If you do, until the end of the phase, you can re-roll Battle-shock tests taken for NECRONS units from your Crusade army.
Once per battle, at the start of your Command phase, you can use this ability. If you do, until the end of the phase, add 1 to the Objective Control characteristic of NECRONS units from your Crusade army.
The semi-sentient substance comprising the bodies of the tomb world’s guardians can be augmented or accelerated with ghostly signals that flicker across dimensions between the tomb world and whatever distant war zone has claimed its fallen people. Once empowered, the tomb’s reanimation systems can cause the living metal to enter new and horrific states of spasming unlife that drag the Necrons back from extinction’s edge time and again.
AWAKENING AGENDA
IMMORTAL SERVITUDE
Prestige among the wider dynasty is measured not only in the tomb world's conquests but in the ceaseless return of its eternal crusaders to their rightful place amongst the phalanxes at war.
Keep a note of each wound recovered as a result of your Crusade army’s
Reanimation Protocols ability. For every 12 wounds recovered, your
WARLORD gains 1XP (to a maximum of 3XP). If you recover 12 or more wounds, you can select a Reanimation System to activate and must allocate 1
Awakening point to do so.
Choose one of the following System bonuses to activate:1. RAPID REANIMATIONOnce per
battle round, you can re-roll the roll for one unit in your Crusade army’s
Reanimation Protocols ability.
2. RESURRECTION FLUXWhile a unit is
Below Half-strength, add 1 to the result of that unit’s Reanimation Protocols roll.
3. ANASTASIC CONTINGENCYOnce per battle, after an enemy unit has caused a unit from your Crusade army to go below its
Starting Strength, that unit can use its Reanimation Protocols ability.
REANIMATION MASTER SYSTEM ABILITY
CONTRA-MORTIS PROTOCOLIf you have access to this
Master System ability, you can use it in one of the following ways:
Once per battle, when a NECRONS unit uses its Reanimation Protocols ability, you can use this ability. If you do, that NECRONS unit can immediately use its Reanimation Protocols ability a second time.
Once per battle, at the start of your
Command phase, you can use this ability. If you do, until the end of the phase, each time a
NECRONS unit from your Crusade army uses its Reanimation Protocols ability, add 1 to the result.
The Necrons’ hyperscience enables their legions to conquer territories far from their tomb world, its warriors’ shambling gait belying a horrifying manoeuvrability. By activating additional translocation systems within the tomb’s insane architecture, dimensional corridors, dolmen gates and eldritch portals - gateways unused for millions of years - are unsealed, opening uncanny pathways that echo once more with the footfalls of advancing doom.
AWAKENING AGENDA
RELENTLESS EXPANSION
Possessing an overriding martial mindset, a desire to purge or conquer the galaxy, the tomb world's legions are on the march, driven to seize every prize their masters deem of worth.
At the end of the battle, you can select up to three
NECRONS units from your Crusade army (excluding
AIRCRAFT) that are wholly within 6" of your opponent’s battlefield edge. If your opponent does not have a battlefield edge in the mission being played, you can select up to three such units that are wholly within your opponent’s deployment zone instead. Each of those units gains 3XP. If three or more units gain XP as a result of this Agenda, you may select a Translocation System to activate and must allocate 1
Awakening point to do so.
Choose one of the following System bonuses to activate:1. ASTROMANTIC PERCEPTION PORTALOnce per turn, select one
NECRONS unit that was set up on the battlefield using the
Deep Strike ability this turn. Until the end of the turn, each time a model in that unit makes an attack, you can re-roll the
Hit roll.
2. DIMENSIONAL CATACOMBSBefore the start of the battle, select up to three
NECRONS INFANTRY units from your Crusade army. Those units have the
Scouts 6" ability, and while using that ability, they can
FLY.
3. TRANSTEMPORAL ACCELERATIONOnce per battle, in your
Command phase, select one
NECRONS unit from your Crusade army. Until the end of the turn, add 2 to
Advance and
Charge rolls made for that unit.
TRANSLOCATION MASTER SYSTEM ABILITY
SPECTRAL RELOCATIONIf you have access to this
Master System ability, you can use it in one of the following ways:
Once per battle, at the end of your
Movement phase, select one
NECRONS INFANTRY unit from your Crusade army and remove it from the battlefield and place it into
Reserves. You can select another
NECRONS INFANTRY unit from your Crusade army that is in Reserves and set it up as close as possible to where the previous unit was and not within
Engagement Range of any enemy units. Until the end of the battle, the unit placed into Reserves has the Deep Strike ability if it did not already have it.
Once per battle, after both players have deployed their armies and determined who has the first turn, you can select up to three
NECRONS INFANTRY units from your Crusade army and redeploy all of those units. When doing so, any of those units can be placed into
Strategic Reserves, regardless of how many units are already in Strategic Reserves.
If your Crusade army includes any
NECRONS units, you can select Agendas from those presented here.
Destroyers care only for the murder of organic life - their obsession is monomaniacal, their tally of the slain ever growing and their joyless appetite never sated.
Each time a
DESTROYER CULTS unit from your Crusade army destroys two or more enemy units in a
battle round, it gains 2XP.
SUPREMACY THROUGH ANNIHILATION To the Necrons it is not enough to simply defeat their enemies. They must prove their superiority by completely obliterating them with contemptuous ease. How else, after all, are the lesser species to be truly put in their place?
At the start of the battle, select up to three units from your opponents Crusade army that have the highest points value (when doing so, treat
Bodyguard and
Leader units as separate selections). These are your Crusade army’s Annihilation targets. Each time a unit from your Crusade army destroys an Annihilation target, it gains 2XP.
During the Great Sleep, the Necrons' once-sprawling territories were steadily eroded, conquered and parcelled up by other beings. Now that they are rising once more, the dynasties are loath to lose any more ground.
Each time a
NECRONS unit from your Crusade army destroys an enemy unit that started the turn within range of an objective marker, that
NECRONS unit gains 1XP.
In addition, at the start of your
Shooting phase, you can select one
NECRONS INFANTRY unit within range of an objective marker outside your deployment zone from your Crusade army that is not
Battle-shocked and is eligible to shoot. The selected unit can conquer that objective marker, and until the end of your turn that unit is not eligible to shoot or
declare a charge. Each objective marker can only be conquered once per battle, and the unit that conquers it gains 2XP.
As though it were not enough of an insult that the creeping thieves of the lesser species defiled the dynastic tombs with their intrusion, they also stole precious artefacts whose true worth they cannot comprehend. These must be recovered, even if the quest should take a thousand years.
At the start of the battle, your opponent must select one objective marker in No Man’s Land that represents Dynastic Treasure.
At the end of your
Movement phase, one
NECRONS CHARACTER unit from your Crusade army (excluding
Battle-shocked units) that is eligible to shoot and is within range of that objective marker can attempt to reclaim this treasure. If attempted, that unit cannot shoot or
declare a charge until your next turn. If this unit is within range of that objective marker at the start of your next
Command phase, the treasure is reclaimed and that objective marker is removed from the battlefield.
The
CHARACTER model that successfully reclaimed the treasure gains 4XP. After the battle, that
CHARACTER can exchange one
Crusade Relic it possesses with a
NECRONS Crusade Relic it is eligible for.
If your Crusade army includes any
NECRONS units, you can spend
Requisition points (RPs) on any of the following Requisitions.
VIRAL VECTORS1RP
Exactly how the dreaded Flayer virus spreads is beyond the grasp of the most knowledgeable Cryptek. Some have attempted to rationalise it as a physical pathogen, info-virus or energistic flaw, yet none truly understand this almost supernatural curse or why it is that entire groups of Necrons can fall victim to it.
When a
NECRONS BATTLELINE unit would gain a
Battle Scar, you can instead remove it from your
Order of Battle and add a
FLAYED ONES unit in its place. The newly added unit gains the same XP and number of
Battle Honours as the replaced unit, but all of its Battle Honours must be generated randomly from a relevant table.
CUNNING ADVISORS1RP
The greater a Necron noble's reputation, the more cunning and accomplished are the Crypteks who seek them out and offer them service.
Purchase this
Requisition immediately after a battle in which a
CRYPTEK unit from your Crusade army
destroyed one or more enemy units and your Crusade army contained one or more
NOBLE units. You can select that
CRYPTEK unit to be
Marked for Greatness in addition to any other unit that was Marked for Greatness as a result of that battle.
THE SLOW DECAY OF THE SELF1RP
Many afflicted with the Destroyer curse have awoken from the Great Sleep that way, yet more frightening is for the nihilistic madness to find purchase within the personality engrams of formerly stable Necrons. Their ambition and psyche atrophies until all that remains is the cold-hearted desire for annihilation.
Purchase this
Requisition when a
NOBLE model would gain a third
Battle Scar. Instead of gaining a third Battle Scar, that unit instead gains the
DESTROYER CULT keyword and loses all of its Battle Scars. In addition, it loses the
Leader ability and gains the
Lone Operative ability, as well as the ability below:
Destroyer Madness: Each time this model makes an attack, you can re-roll the
Hit roll.
POWER RESERVES REALLOCATED1RP
By manipulating the hypercircuits of the tomb world's esoteric subsystems, some can be returned to quiescent dormancy as others shudder into semi-sentient activation.
Purchase this
Requisition before a battle. For that battle, you can choose an Awakening Agenda even if you do not have any Awakening points unallocated. If you complete that Awakening Agenda, after the battle, you can remove the Awakening point from a System bonus and reallocate it using that Agenda.
When a
NECRONS unit gains a
Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.
With a possessiveness born of arrogance, this most determined ancient seizes what they desire through sheer will.
At the start of the battle, select one objective marker in No Man’s Land. While this model is within range of that objective marker, change its Objective Control characteristic to 4.
The passing aeons provide ample opportunity to improve one's bladesmanship when mortality is but a dim memory.
Each time this model makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
As more systems awake upon this Necron's tomb world, greater legions become theirs to command.
At the end of the battle, If this model is part of your Crusade army and it gained 3 or more XP (excluding XP gained from
Marked for Greatness), you gain 1RP.
Excluding
CHARACTER units
These combatants have developed a truly indomitable will, rapidly recovering from even the most catastrophic damage in their determination to serve their masters.
Out of Action tests taken for this unit are automatically passed.
The soldiers in this unit are receptive to the desires and commands of their betters even at great distances.
While this unit is within 6" of one or more CHARACTER models from your Crusade army, each time a model in this unit makes an attack, re-roll a Hit roll of 1.
These Necrons rise again and again despite the most grievous injuries, resolutely refusing to succumb to their wounds.
Each time you make a Reanimation Protocols roll for this unit, add 1 to the result.
Excluding
CANOPTEK units
HYPERGRAV FIELD MANIPULATION Cravitic repulsion fields can be enfolded via enhanced protocols so as to accelerate the mechanisms that will ensure the foes' doom.
Add 2" to the Move characteristic of models in this unit.
SPECTRAL DISASSEMBLY TARGETERS With prismatic arrays that can force temporary wormholes through intervening defences, no foe is safe from this machine's weapons.
Ranged weapons equipped by models in this unit have the [IGNORES COVER] ability.
When heavily damaged or suppressed, Necron war machines can exert a carrier wave of atavistic intimidation with which to exert their master's will.
While this unit is
Battle-shocked, halve the Objective Control characteristic of models in this unit instead of changing it to 0.
These constructs exhibit hyperdeveloped protective subroutines, engaging extermination protocols to defend their Cryptek masters.
While a friendly CRYPTEK unit is on the battlefield, each time a model in this unit makes a melee attack, re-roll a Wound roll of 1.
Their duties as tomb guardians discharged, these Canoptek constructs have adapted to focus on speed and aggression.
You can re-roll
Advance and
Charge rolls made for this unit.
Augmented with advanced matter-replication capabilities, these Canoptek constructs can swiftly repair themselves in battle.
Once per turn, one unit from your Crusade army with this
Battle Trait can change the result of its
Reanimation Protocols roll to 3.
When a
NECRONS unit gains a
Battle Scar, you can use one of the tables presented here to determine which Battle Scar that unit has gained.
If you wish to randomly determine which
Battle Scar your unit has gained, roll one D6 and consult the table below:
Generate a
Battle Scar from this book (see below).
If your unit already has the relevant Battle Scar from this book, generate a Battle Scar from the main
Crusade rules instead.
CREEPING MADNESS
This noble's sanity is unravelling one engram at a time, lending them a savage vitality, but rendering their capacity to issue rational commands non-existent.
- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by this unit. This unit has the Lone Operative ability and loses the Leader ability.
MINDLESS REAPER
Whatever dregs of personality or intellect this being possessed are draining away, replaced by their mechanistic obsession with endless slaughter.
- Each time a model in this unit makes an attack, you can re-roll the Hit roll.
- Worsen the Leadership and Objective Control characteristics of this unit by 1.
Excluding
C’TAN SHARD units
ENGRAMMATIC DEGRADATION
So damaged has this unit been that their core personality engrams have become scrambled.
- Each time you target this unit with a Stratagem, reduce that Stratagem’s cost by 1CP for that usage.
- This unit cannot Fall Back or Advance.
DEPLETED TRANSMATERIAL RESERVES
These constructs are running on exhausted power supplies, leaving them nothing in reserve to effect self-repair during battle.
- Add 1 to the Attacks characteristic of melee weapons equipped by models in this unit.
- This unit cannot use its Reanimation Protocols ability.
When a
NECRONS CHARACTER model gains a
Crusade Relic, you can select one of the Crusade Relics presented here.
GODPYRE MANTLE
Ever burning, this robe-like skein is a remnant of necrodermis - a material that once caged a C’tan Shard. The haze of its smoky particles, each tinged with a micro-echo of their once-prisoner’s insanity, can obfuscate biological senses and technological augurs that rely on rationality and logic.
Models in the bearers unit have the
Stealth ability.
TACHYON FIELD PHASE INDUCER
A dangerous weapons technology, this device generates a tachyon energy field around its bearer’s blade, resulting in their every blow striking faster than light and discharging tremendous destructive energy into their victims. Should the bearer be slain, the field rapidly overloads and detonates in a blinding flash of lethal power.
The bearer has the
Deadly Demise D3 ability. In addition, select one of the bearers melee weapons; add 2 to the Strength and Attacks characteristics of that weapon, and that weapon has the
[LETHAL HITS] ability.
ORB OF ETERNITY
For millennia, the Orb of Eternity rested in a primitive fane on the world of Ormandus, where the indigenous populace marvelled at its ability to repair their technologies. Ever since this state of affairs was righted by a host of Triarch Praetorians, the Orb has been imparted as a boon to those deemed worthy of such power.
While the bearer is leading a unit, each time that unit’s
Reanimation Protocols activate, it reanimates 3 wounds instead of D3 wounds.
CASKET OF HESHKEFNET
Heshkefnet’s name endures where her dynasty is long forgotten. The phaeron’s tyrannic will haunts the blackstone engrams in this small artefact, an imprint which can be invoked to reinforce the most imperious demand for eradication.
Once per battle, at the start of your
Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, each time a model from your Crusade army makes an attack that targets that enemy unit, you can re-roll the
Hit roll.
When your
Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.
Awakened Tomb
You have reached out your enduring will from the cold and sterile heart of your tomb world and reasserted your right to the stars. A t your command, awakened legions march to reclaim the tomb world’s territory where it lies scattered, ruined or invaded. With every harrowing purge and each ruthless repossession, the remnants of your realm are remade and revived to regal superiority. With every victory is this new age revealed: the opportunities for expansion and prestige; the verminous species to be crushed. The galaxy has changed much, but conquest is an eternal concept. The galaxy will learn once more to fear your dominion.
- You have used a Master System ability once.
- You have won at least two battles
Conquering Tomb
The ancient stasis-crypts and darkened cities of your tomb world actuate with increasing frequency. Your dynastic legions enlarge day by day, fresh phalanxes of metallic soldiery awoken to serve your ambitions. Pulses of esoteric energy surge through newly activated systems that empower greater campaigns of conquest. None can resist your inexorable rise, not savage hordes, nor youthful and naive empires, nor dishonourable thieves and assassins. All will cower in obeisance, or be cast into oblivion.
- You have used a Master System ability three or more times.
- At least one CHARACTER from your Order of Battle has reached the Heroic rank.
- You have won at least six battles
Subjugating Tomb
Your dominion has moved far beyond the reclamation of lost power as your legions seize new worlds and entire planetary systems. Your nobles and Crypteks lead armies on unending campaigns of systematic conquest, eradication and enslavement, and your tomb world stands as a linchpin of the wider dynasty’s expansion. The stars themselves will be shackled to your will as you eclipse your dynastic rivals in an immortal reign of subjugation!
- You have used a Master System ability ten or more times.
- At least one CHARACTER from your Order of Battle has reached the Legendary rank.
- You have won at least ten battles.
Download blank Awakening Points Remaining:

Introduction
Within the following pages you will find numerous Boarding Actions Detachments that can be used in your Boarding Actions games. Each lists which units you can include in your army, any modifications to those units’ army rule as presented in their Codex or Index, a Detachment rule unique to that Detachment, and a number of Enhancements and Stratagems that you can use.ARMY FACTIONA keyword that will be shared by all units in your army.
MUSTERING RULESWhich units you are allowed to include in your army.
FORMING BOARDING SQUADSAny additional rules that will apply in the missions
Form Boarding Squads step. Note that not all Detachments will have these.
RULES ADAPTATIONSSome units will be unable to use certain abilities in Boarding Actions battles. Where this is the case, these units and their relevant abilities will be listed here.
ARMY RULEDue to the distinct nature of close-quarters battle in Boarding Actions, most army rules require some modifications to their effects. Where this is the case, these will be described here.
DETACHMENT RULEEach faction will have a number of different Detachments to choose from, each with its own Detachment rule to reflect the unique fighting methods of such forces.
ENHANCEMENTSFurther Enhancements that you can give to
CHARACTER models from your army, beyond those(
Boarding Actions Enhancments), will be found here.
STRATAGEMSAdditional Stratagems that you can use, in addition to those (
Boarding Actions Stratagems), will be found here.
The phaerons of the Necron dynasties possess some of the most powerful voidships in the known galaxy. These gigantic vessels carry full complements of Necron Warriors, Lychguard, Canoptek constructs and other lethal assets that can repel boarders or slaughter enemy crews with ease.
You can include up to one of the following units:
You can include up to one of the following units:
You can include up to three of each of the following units:
You can include up to one of each of the following units:
You can include up to one of the following units:
Transdimensional Reinforcement
Necron voidships possess dimensional translocators that allow Cryptek engineers to withdraw damaged assets from the field and replace them in short order.
Units from your army with the
Reanimation Protocols ability lose that ability. Such units, if they are not
CHARACTER units, then gain this one.
Once per battle, in your
Command phase, this unit can request
reinforcement. When it does, roll one D6 for each
destroyed model in this unit: for each 5+, return 1 destroyed model to this unit with its full wounds remaining.
If this unit is destroyed without having requested reinforcement, after removing the last model from the battlefield, it immediately requests reinforcement as above. If one or more destroyed models are returned to this unit, set it back up on the battlefield wholly within one of your Entry Zones, containing just the returned models. If this is not possible, the unit remains destroyed.
Designer’s Note: Rules that refer to Reanimation Protocols activating do not apply to this rule, and have no effect.
Conquest Protocols
The Necron commander seeks to regain lost ground from their upstart foe. Those who seek to prevent the dynasty from reclaiming that which is rightfully theirs are marked for immediate termination.
Each time a
NECRONS model from your army makes an attack, if that model is within range of an
objective marker or the target of that attack is within range of an objective marker, on a
Critical Wound, improve the Armour Penetration characteristic of that attack by 1.
Resurrection Protocols This Necron commanders body has been fitted with a miniaturised resurrection field. This device greatly enhances the bearer’s regenerative abilities. The first time the bearer is destroyed, roll one D6 at the end of the phase. On a 2+, set the bearer back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with D3 wounds remaining. |
Mindshackle Scarabs Mindshackle scarabs burrow into the brains of a living host and wrest control of their faculties. CRYPTEK model only. In your Command phase, select one enemy unit within 12" of and visible to the bearer. That enemy unit must take a Leadership test, subtracting 1 from the result: if failed, until the start of your next Command phase, subtract 2" from the Move characteristic of models in that enemy unit and subtract 2 from Advance and Charge rolls made for it. |
Stratagems
Tomb Ship Complement – Battle Tactic Stratagem
Fitted by ingenious Cryptek engineers, disruption fields lend Necron infantry greater killing power.
WHEN: Fight phase.
TARGET: One
NECRONS unit from your army.
EFFECT: Until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in your unit.
Tomb Ship Complement – Battle Tactic Stratagem
When tasked with defending a position, Necron infantry will fight with unwavering determination and uncanny skill.
WHEN: Fight phase.
TARGET: One
NECRONS unit from your army that is
Set to Defend and has not fought this phase.
EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the
[SUSTAINED HITS 2] ability.
CONCENTRATED ATOMISATION
1CP
Tomb Ship Complement – Battle Tactic Stratagem
Concentrated gauss fire is exceptionally difficult to avoid in the tight confines of a voidship.
WHEN: Your
Shooting phase.
TARGET: One
NECRON WARRIORS or
IMMORTALS unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the
Hit roll.
Tomb Ship Complement – Strategic Ploy Stratagem
Necron boarding parties are often fitted with disintegrator tools, perfect for breaching solid metal to strike hidden foes.
WHEN: Your
Movement phase, just after an enemy unit attempts to prevent a
NECRONS unit from you army from operating a closed
Hatchway.
TARGET: That
NECRONS unit.
EFFECT: Roll one D6: on a 2-4, that enemy unit suffers 1
mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds.
Whilst the minds of many Necrons have been afflicted by the Great Sleep, the outcast Destroyer Cults and Flayed Ones have lost all semblance of sanity. Necron commanders often unleash these insane killers on their most hated foes, trusting that they will slaughter every last living being.
Transdimensional Reinforcement
Necron voidships possess dimensional translocators that allow Cryptek engineers to withdraw damaged assets from the field and replace them in short order.
Units from your army with the
Reanimation Protocols ability lose that ability. Such units, if they are not
CHARACTER units, then gain this one.
Once per battle, in your
Command phase, this unit can request
reinforcement. When it does, roll one D6 for each
destroyed model in this unit: for each 5+, return 1 destroyed model to this unit with its full wounds remaining.
If this unit is destroyed without having requested reinforcement, after removing the last model from the battlefield, it immediately requests reinforcement as above. If one or more destroyed models are returned to this unit, set it back up on the battlefield wholly within one of your Entry Zones, containing just the returned models. If this is not possible, the unit remains destroyed.
Designer’s Note: Rules that refer to Reanimation Protocols activating do not apply to this rule, and have no effect.
You can include up to two of the following units (duplicates are not allowed):
You can include up to two of each of the following units:
- When setting up a SKORPEKH LORD on the battlefield, no other units can be set up within the same Entry Zone they are set up in.
- DESTROYER CULT units lose the Plasmacyte ability.
- The HEXMARK DESTROYER model loses the Inescapable Death ability.
- The OPHYDIAN DESTROYERS unit loses the Tunnelling Horrors ability.
- The SKORPEKH LORD model loses the Crimson Harvest ability.
Terrifying Charge
The murderous onslaughts of the Destroyer Cults and the hideous skin-wearing Flayed Ones are utterly terrifying to their living victims. To witness their bloody advance is an experience that can break the will of even the most hardened veteran.
Each time a
NECRONS unit from your army
declares a charge, each enemy unit that is a target of that charge must take a
Leadership test: if failed, until the end of the turn, each time a model in that enemy unit makes an attack, subtract 1 from the
Hit roll.
Inured to Damage Those who lead the Destroyer Cults will brook no impediment to slaughter. Thus, many of their number bid the Crypteks remove all protective systems, allowing the Destroyer to fight until the very moment their broken form is phased back to their stasis-tomb. The bearer has the Feel No Pain 6+ ability. Once the bearer has destroyed one or more enemy units, it has the Feel No Pain 5+ ability instead. |
Domineering Presence This monstrous Lord has long transcended their limiting Necron form and been wrought anew as a monstrously intimidating killing machine. In your opponent’s Command phase, at the start of the Battle-shock step, select one enemy unit within 3" of the bearer; that enemy unit must take a Battle-shock test. When doing so, if that enemy unit is Below Half-strength, subtract 1 from that test. This Enhancement cannot cause a unit to take two Battle-shock tests in the same phase. |
Stratagems
Deranged Outcasts – Strategic Ploy Stratagem
The Destroyer Cults leave only blood, yore and butchered bodies to mark the decks they have taken.
WHEN: Fight phase, just after an enemy unit is
destroyed by a
DESTROYER CULT unit from your army
TARGET: That
DESTROYER CULT unit.
EFFECT: Select one
objective marker that your unit or the destroyed unit was within range of at the start of the phase. That objective marker is
Secured by your army.
Deranged Outcasts – Strategic Ploy Stratagem
Flayed Ones stalk the shadowy perimeters of the battlefield, descending upon the unwary to spill blood and harvest trophies from their corpses.
WHEN: Your
Movement phase, at the start of the
Reinforcements step.
TARGET: One
FLAYED ONES unit from your army that is in
Reserves.
EFFECT: Until the end of the phase, models in your unit have the
Deep Strike ability.
RESTRICTIONS: You can only use this Stratagem once.
Deranged Outcasts – Strategic Ploy Stratagem
Often drawn to the same blood-soaked environs, Flayed Ones and Destroyers weave around one another in their desire to kill.
WHEN: Your
Movement phase.
TARGET: One
NECRONS unit from your army that has not been selected to move this phase.
EFFECT: Until the end of the phase, if your unit has the
FLAYED ONES keyword, each time it moves, models in that unit can move through friendly
DESTROYER CULT models as if they were not there. If your unit has the
DESTROYER CULT keyword, models in it can move through friendly
FLAYED ONES models as if they were not there.
Deranged Outcasts – Strategic Ploy Stratagem
The sudden appearance through a bulkhead or a hatchway of a blood-slick Necron Destroyer is enough to cause the boldest warrior to quiver.
WHEN: Your
Movement phase, just after a
DESTROYER CULT unit from your army opens a
Hatchway.
TARGET: That
DESTROYER CULT unit.
EFFECT: For each enemy unit within 3" of that Hatchway, if that Hatchway is
visible to that unit and that unit is wholly on the opposite side of it from your unit, that unit must take a
Leadership test, subtracting 2 from the result: if failed, until the end of the phase, that enemy unit cannot fire
Overwatch.
Created to defend the Necrons’ tomb worlds, Canoptek constructs are often repurposed to harvest valuable resources for their Cryptek overseers. These murderous automatons will phase through walls, atomise deck plates and obliterate the living in order to achieve their masters’ goals.
You can include up to three of the following units (duplicates are not allowed):
You can include up to two of each of the following units:
- CRYPTEK units can perform the Secure Site Tactical Manoeuvre as if they had the BATTLELINE keyword.
- When setting up ILLUMINOR SZERAS on the battlefield, no other units can be set up within the same Entry Zone they are set up in.
- The CANOPTEK SCARAB SWARMS unit loses the Self-destruction ability.
- The CANOPTEK WRAITHS unit loses the Wraith Form ability.
- The CHRONOMANCER model loses the Chronometron ability.
- The ORIKAN THE DIVINER model loses the The Stars are Right ability.
- The PLASMANCER model loses the Living Lightning ability.
- The PSYCHOMANCER model loses the Harbinger of Despair ability.
- The TECHNOMANCER model loses the Technomancer ability.
Transdimensional Reinforcement
Necron voidships possess dimensional translocators that allow Cryptek engineers to withdraw damaged assets from the field and replace them in short order.
Units from your army with the
Reanimation Protocols ability lose that ability. Such units, if they are not
CHARACTER units, then gain this one.
Once per battle, in your
Command phase, this unit can request
reinforcement. When it does, roll one D6 for each
destroyed model in this unit: for each 5+, return 1 destroyed model to this unit with its full wounds remaining.
If this unit is destroyed without having requested reinforcement, after removing the last model from the battlefield, it immediately requests reinforcement as above. If one or more destroyed models are returned to this unit, set it back up on the battlefield wholly within one of your Entry Zones, containing just the returned models. If this is not possible, the unit remains destroyed.
Designer’s Note: Rules that refer to Reanimation Protocols activating do not apply to this rule, and have no effect.
Retribution Protocols
Those Canoptek constructs and Necron Warriors that serve the Crypteks are inloaded with instructions to defend their master. Should a Crypteks physical form be destroyed, a vengeful wrath will awaken within their followers.
Each time an enemy unit destroys a
CRYPTEK model from your army, until the end of the battle, each time a
NECRONS model from your army makes an attack that targets that enemy unit, you can re-roll the
Hit roll.
Nanoscarab Reconstitution This Crypteks living metal form crawls with nanoscarabs, further enhancing its regenerative properties. In each player’s Command phase, the bearer regains 1 lost wound. |
Impromptu Translocation Many Necrons make use of dimensional translocation technology to traverse the battlefield. This miniaturised translocator allows a Cryptek to make a single dimensional leap, taking them out of harm’s way. Once per battle, after the bearer has shot, it can make a Normal move of up to 6". |
Stratagems
Canoptek Harvesters – Battle Tactic Stratagem
A Cryptek's enhanced oculars possess exceptional visual acuity. Even in pitch-dark corridors, there can be no hiding from a Cryptek's wrath.
WHEN: Your
Shooting phase or the
Fight phase.
TARGET: One
CRYPTEK model from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time your model makes an attack, you can re-roll the
Hit roll and you can re-roll the
Wound roll.
Canoptek Harvesters – Wargear Stratagem
Crypteks enhance their living metal forms with all manner of reactive defences, including single-use quantum shields that flare into life to deflect incoming fire.
WHEN: Your opponent’s
Shooting phase or the
Fight phase, just after an enemy unit has selected its targets.
TARGET: One
CRYPTEK model from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, your model has a 4+ invulnerable save.
Canoptek Harvesters – Strategic Ploy Stratagem
A Canoptek Wraith's dimensional destabilisation matrix allows it to phase through solid matter to breach sealed hatches and even solid walls.
WHEN: Your
Movement phase.
TARGET: One
CANOPTEK WRAITHS unit from your army that has not been selected to move this phase.
EFFECT: The next time your unit is selected to move this phase, models in that unit can move through
Walls and closed
Hatchways as if they were not there, but when doing so, no model can move more than 6".
RESTRICTIONS: You can only use this Stratagem once.
Canoptek Harvesters – Strategic Ploy Stratagem
The Necrons possess swarms of minute nanoscarabs that burrow into power networks and wrest control of cogitator systems.
WHEN: End of your
Movement phase.
TARGET: One
CRYPTEK unit from your army.
EFFECT: For each
open Hatchway within 3" of your unit, you can close that Hatchway.
RESTRICTIONS: You can only use this Stratagem once.
Ominous heralds on missions of acquisition for their dynastic betters or the Nekrosor itself, cabals of Crypteks wield technosorcerous ingenuity. The space lanes and hidden sites of Ultramar are preyed upon by many such groups whose unliving soldiery attack with reality-warping augmentations.
You can include up to three of the following units (duplicates are not allowed):
You can include up to three of each of the following units:
- When setting up ILLUMINOR SZERAS on the battlefield, no other units can be set up within the same Entry Zone they are set up in.
- The CHRONOMANCER model loses the Chronometron ability.
- The GEOMANCER model loses the Molecular Breach ability.
- The ORIKAN THE DIVINER model loses the The Stars are Right ability.
- The PLASMANCER model loses the Living Lightning ability.
- The PSYCHOMANCER model loses the Harbinger of Despair ability.
- The TECHNOMANCER model loses the Technomancer ability.
Transdimensional Reinforcement
Necron voidships possess dimensional translocators that allow Cryptek engineers to withdraw damaged assets from the field and replace them in short order.
Units from your army with the
Reanimation Protocols ability lose that ability. Such units, if they are not
CHARACTER units, then gain this one.
Once per battle, in your
Command phase, this unit can request
reinforcement. When it does, roll one D6 for each
destroyed model in this unit: for each 5+, return 1 destroyed model to this unit with its full wounds remaining.
If this unit is destroyed without having requested reinforcement, after removing the last model from the battlefield, it immediately requests reinforcement as above. If one or more destroyed models are returned to this unit, set it back up on the battlefield wholly within one of your Entry Zones, containing just the returned models. If this is not possible, the unit remains destroyed.
Designer’s Note: Rules that refer to Reanimation Protocols activating do not apply to this rule, and have no effect.
Arcanoscientific Expertise
Dispatched to acquire eldritch artefacts in the deadliest of confines, Crypteks augment their immortal retinues with their arcane technical knowledge and devices, ensuring they are sufficient to dominate the vessels and complexes they invade.
In your
Command phase, for each
CRYPTEK unit in your army, select one of the following abilities. Until the start of your next Command phase, your unit has that ability.
- Hyperlocation Stutter (Aura): While a friendly NECRONS unit is within 6" of this model, add 2 to Advance rolls made for that unit.
- Transharmonic Disruption (Aura): While a friendly NECRONS unit is within 6" of this model, add 1 to the Strength characteristic of weapons equipped by models in that unit.
- Quantum Interface (Aura): While a friendly NECRONS unit is within 6" of this model, models in that unit have a 5+ invulnerable save.
Cryptometric Experimentation This Cryptek's living metal body has long been the foundation for their most ingenious alterations. Add 1 to the Toughness and Wounds characteristics of the bearer. The bearer has a 4+ invulnerable save. |
Portal Transmuter With a gesture, the bearer of this device can cosmically link one doorway to somewhere else entirely. Once per turn, when the bearer ends a Normal, Advance or Fall Back move within 3" of an open Hatchway or when the bearer opens a Hatchway, it can, before any units decide if they wish to fire Overwatch, use this ability. If it does, remove the bearer from the battlefield and set it back up on the battlefield wholly within 3" of another open Hatchway and not within Engagement Range of one or more enemy units. When doing so, if the bearer cannot be set back up on the battlefield, it is destroyed. |
Stratagems
DYNAMIC RECONFIGURATION
1CP
Harbinger Cabal – Strategic Ploy Stratagem
When a Cryptek's foes threaten to thwart their schemes, rapid reassessment of the situation ensures the most effective technoarcana is employed.
WHEN: Start of any phase.
TARGET: One
CRYPTEK unit from your army.
EFFECT: Select one of the abilities from the
Arcanoscientific Expertise Detachment rule. Until the start of your next
Command phase, your unit has that ability instead of any others from the Detachment Rule.
Harbinger Cabal – Battle Tactic Stratagem
By creating a bubble of cycling holographic simulations, a Cryptek can analyse thousands of minutely varying outcomes in a moment, ensuring they or their servants can exploit their foes' weaknesses.
WHEN: Your
Shooting phase or the
Fight phase.
TARGET: One
NECRONS unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if your unit is within 6" of a friendly
CRYPTEK unit, you can re-roll the
Hit roll. If your unit has the
CRYPTEK keyword, you can re-roll the
Wound roll as well.
ANTI-PROXIMAL SUBROUTINES
1CP
Harbinger Cabal – Battle Tactic Stratagem
To counter the close-quarters threats in the depths of enemy vessels, Necrons employ firing patterns to scour enemy positions regardless of their proximity.
WHEN: Your
Shooting phase.
TARGET: One
NECRONS unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the
[PISTOL] ability.
CONTINUUM REALIGNMENT
1CP
Harbinger Cabal – Strategic Ploy Stratagem
Crypteks use strange technologies beyond the ken of other species, and are capable of altering space-time itself to ensure they are exactly where they need to be.
WHEN: End of your
Fight phase.
TARGET: One
CRYPTEK unit from your army.
EFFECT: Your unit can make a
Normal move of up to 3".