*
6+
*
8
7
28
3
10
3+
This model knows four Powers of the C'tan. It can use a number of different Powers of the C’tan equal to the number in the damage table above at the end of each of your Movement phases.
4+
2D6"
D6
15-28+
8"
3+
3
8-14
6"
4+
2
1-7
4"
5+
1
This model has a 4+ invulnerable save.
5"
2+
2+
5
5
6
3
10
2+
You can re-roll hit rolls of 1 for friendly units of SAUTEKH Flayed Ones that are within 12" of Imotekh the Stormlord.
Once per battle in your Shooting phase, Imotekh can call the storm: when he does so pick an enemy unit within 48" of Imotekh, other than a CHARACTER, and roll a D6. On a 2+ that unit suffers that many mortal wounds. Then roll a D6 for each enemy unit within 6" of that unit; on a 6 the unit being rolled for suffers D3 mortal wounds.
At the beginning of your turn, choose a friendly NECRONS INFANTRY unit within 6" of Imotekh the Stormlord. Add 1 to Advance, Charge, and Hit rolls for that unit until the beginning of your next turn. A unit can only be chosen as the target of this ability once in each turn.
Imotekh the Stormlord regains D3 lost wounds at the beginning of your turn, rather than 1, from his Living Metal ability.
If your army is Battle-forged, you receive 1 additional Command Point if Imotekh the Stormlord is your Warlord.
Imhotekh the Stormlord can use his My Will Be Done ability twice a turn, but only if you choose friendly SAUTEKH INFANTRY units to be affected by it both times.
24"
Assault 5
7
0
1
Each hit roll of 6+ with this weapon causes 3 hits instead of 1.
24"
Rapid Fire 5
4
-1
1
-
24"
Heavy D3
10
-4
D6
-
36"
Heavy D6
8
-2
D3
-
72"
Heavy D6
10
-5
D6
A model can only fire the doomsday cannon at high power if it remained stationary in its preceding Movement phase.
18"
Assault D3
8
-4
D6
-
Melee
Melee
+1
-3
2
-
8"
Assault D6
4
0
1
This weapon automatically hits its target.
24"
Rapid Fire 1
4
-1
1
-
24"
Heavy 3
5
-2
1
-
12"
Assault D6
*
-4
D3
This weapon wounds on a 2+, unless it is targeting a VEHICLE, in which case it wounds on a 6+.
8"
Heavy 2D6
5
-1
1
When you use this profile, this weapon automatically hits its target.
24"
Heavy 2
8
-4
D6
When you use this profile, if the target is within half range, roll two dice when inflicting damage with it and discard the lowest result.
36"
Heavy 1
9
-4
D6
-
24"
Assault 3
6
0
1
-
24"
Heavy 6
7
-1
D3
-
24"
Heavy 6
8
-2
D3
-
Melee
Melee
User
-3
1
-
12"
Assault 1
5
-3
1
-
12"
Assault 3
5
-2
1
-
Melee
Melee
User
-2
1
-
18"
Assault 3
6
-3
2
-
Melee
Melee
+1
-3
2
-
24"
Rapid Fire 1
4
0
1
This weapon may target a CHARACTER even if it is not the closest enemy unit. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
120"
Assault 1
10
-5
D6
This weapon can only be used once per battle.
24"
Assault 3
6
0
1
Each hit roll of 6+ with this weapon causes 3 hits instead of 1.
24"
Assault 4
7
0
1
Each hit roll of 6+ with this weapon causes 3 hits instead of 1.
36"
Heavy 2
9
-4
D6
-
24"
Assault 8
7
0
1
Each hit roll of 6+ with this weapon causes 3 hits instead of 1.
10"
4+
-
3
3
3
4
10
6+
14"
3+
3+
4
5
2
1
10
4+
Your opponent must subtract 1 from hit rolls that target this unit in the Shooting phase.
10"
3+
3+
4
5
3
2
10
3+
10"
3+
3+
4
5
3
2
10
3+
At the beginning of your turn, you can roll a D6 for each <DYNASTY> Canoptek Scarabs unit from your army that is below its starting number of models and within 6" of any friendly <DYNASTY> Canoptek Spyders units. On a roll of 1, one of those Canoptek Spyders units within 6" of the unit being rolled for suffers a mortal wound. On a 2+ one of the Canoptek Spyders units within 6" of the unit being rolled for unleashes reinforcements: return a Canoptek Scarab Swarm to the depleted unit, in unit coherency and more than 1" from enemy models. If you cannot do this because there is no room to place the model, do not set it up.
6"
4+
4+
6
6
4
4
10
3+
A model with a phylactery regains D3 lost wounds at the beginning of your turn, rather than 1, from their Living Metal ability.
Melee
Melee
User
-2
D3
-
Melee
Melee
User
-4
D6
-
Melee
Melee
+2
-1
D3
If a CHARACTER is slain by an attack from this weapon, each enemy unit within 6" of the slain character suffers D3 mortal wounds.
Melee
Melee
User
0
1
If the target's Toughness is higher than this attack's Strength, this weapon always wounds the target on a wound roll of 5+.
Melee
Melee
User
0
1
You can re-roll failed wound rolls for this weapon.
Melee
Melee
User
-1
D3
-
Melee
Melee
*
-4
D6
This weapon wounds on a 2+, unless it is targeting a VEHICLE, in which case it has a Strength characteristic of 7.
Melee
Melee
User
-3
D3
You can re-roll failed hit rolls for this weapon.
Melee
Melee
User
-4
3
-
Melee
Melee
User
-2
2
-
Melee
Melee
User
-2
2
If the bearer is slain in the Fight phase before it has made its attacks, leave the model where it is. When its unit is chosen to fight in that phase, it can do so as normal. Once it has done so, remove the model from the battlefield.
*
6+
*
8
8
24
3
10
3+
6
2D6"
D6
During deployment, you can set up this model in the upper atmosphere instead of placing it on the battlefield. At the end of any of your Movement phases the Obelisk can plummet to the battlefield - set it up anywhere on the battlefield that is more than 12" away from any enemy models.
At the start of your Shooting phase, roll a dice for each enemy unit that can FLY and is within the distance specified on the damage table above. On a roll of 6, that unit suffers D3 mortal wounds.
13-24+
8"
3+
18"
7-12
6"
4+
12"
1-6
4"
5+
6"
8"
2+
2+
7
7
8
4
10
4+
*
6+
*
8
8
20
3
10
3+
This model can move and fire Heavy weapons without suffering the penalty to its hit rolls.
6
6"
D6
During deployment, you can set up an Monolith in the upper atmosphere instead of placing it on the battlefield. At the end of any of your Movement phases the Monolith can plummet to the battlefield - set it up anywhere on the battlefield that is more than 12" away from any enemy models.
When an enemy unit (other than a MONSTER or VEHICLE) finishes a charge move within 1" of this model, its portal of exile may activate. Roll a D6 and compare it to the Value required on the damage table above. If the roll is successful, the charging unit suffers D6 mortal wounds.
When you set up this model, at the same time you can also set up any number of <DYNASTY> INFANTRY units on their tomb world rather than setting them up on the battlefield. Before the Monolith moves in each of your Movement phases, a single friendly <DYNASTY> unit that was set up on their tomb world can be transported onto the battlefield by the Monolith. Set up the unit so that it is wholly within 3" of this model and more than 1" from any enemy models; the unit that has just been set up counts as having disembarked from a transport for all rules purposes. If all friendly <DYNASTY> Night Scythes and Monoliths from your army are destroyed, any friendly <DYNASTY> units still on their tomb world are considered to be slain.
6-10
5"
4+
5+
11-20+
6"
3+
4+
1-5
4"
5+
6
Distance and ranges are always measured to and from this model's hull, even though it has a base.
12"
6+
3+
5
6
8
3
10
4+
*
6+
*
6
6
14
*
10
4+
You can make Reanimation Protocol rolls for any slain models from units embarked on a Ghost Ark, even though those units are not on the battlefield. Any models returned to the unit this way are added to the number of models embarked on the Ghost Ark - if any models cannot be returned because there is no more room on the Ghost Ark, they are not returned this turn. In addition, at the end of each of your Movement phases, you can make Reanimation Protocol rolls for slain models <DYNASTY> Warriors unit within 3" of any friendly <DYNASTY> Ghost Arks. You cannot use this ability on a unit that has been the target of a resurrection orb or the Orb of Eternity this turn.
This model can transport 10 <DYNASTY> INFANTRY models, which must be Warriors or CHARACTERS. It cannot transport Destroyer Lords.
8-14+
12"
3+
3
4-7
8"
4+
D3
1-3
4"
5+
1
*
6+
*
6
6
12
*
10
3+
7-12+
20-60"
3+
3
4-6
20-40"
4+
D3
1-3
20-25"
5+
1
When you set up this model, at the same time you can also set up any number of friendly <DYNASTY> INFANTRY units on their tomb world rather than setting them up on the battlefield. Before this model moves in your Movement phase, a single friendly <DYNASTY> unit that was set up on their tomb world can be beamed onto the battlefield by the Night Scythe. Set up the unit so that it is wholly within 3" of this model and more than 1" from any enemy models; the unit that has just been set up counts as having disembarked from a transport for all rules purposes. If all <DYNASTY> Night Scythes and Monoliths are destroyed, any friendly <DYNASTY> units still on their tomb world are considered to be slain.
*
6+
*
6
6
12
*
10
3+
7-12+
20-60"
3+
3
4-6
20-40"
4+
D3
1-3
20-25"
5+
1
Models in this unit have a 3+ invulnerable save. During the Movement phase, models in this unit can move across models as if they were not there, and can move horizontally through terrain features as if they were not there (note that any vertical distance moved is still counted against the distance these models have moved). During the Charge phase, models in this unit can move across models (other than BUILDINGS) as if they were not there. Models in this unit can shoot and charge even if they Fell Back this turn.
10"
3+
3+
5
5
2
2
10
3+
*
*
*
7
6
10
3
10
3+
You can re-roll hit rolls of 1 for any friendly NECRONS that make a shooting attack against a unit that has already been attacked by any Triarch Stalkers in this phase.
6-10+
10"
3+
3+
3-5
8"
4+
4+
1-2
6"
5+
5+
6
6"
D3
8"
2+
2+
7
7
8
4
10
4+
Your opponent must add 1 to Morale tests for any enemy units within 12" of the C'tan Shard of the Deceiver.
At the beginning of the first battle round, but before the first turn begins, you can remove the C'tan Shard of the Deceiver and/or up to D3 other friendly NECRONS units from the battlefield, then set them up again more than 12" from any enemy models. If you do so, these units cannot charge in your first turn.
8"
2+
2+
7
7
8
4
10
4+
5"
3+
3+
4
4
1
1
10
4+
Roll a D6 each time a friendly <DYNASTY> CHARACTER loses a wound whilst they are within 3" of this unit; on a 2+ a model from this unit can intercept that hit - the character does not lose a wound but this unit suffers a mortal wound.
When an enemy unit is set up (other than during deployment or when disembarking) you can immediately set up a unit of Deathmarks that was set up in a hyperspace oubliette on the battlefield, anywhere more than 9" away from enemy models and within 12" of the enemy unit that has just been set up. You can then make a shooting attack with this unit as if it were your Shooting phase, but this attack must target the enemy unit that was just set up.
During deployment, you can set up a unit of Deathmarks in a hyperspace oubliette instead of placing them on the battlefield. At the end of any of your Movement phases the Deathmarks can slip back into reality - set them up anywhere on the battlefield that is more than 9" away from any enemy models.
5"
3+
3+
4
4
1
1
10
3+
During deployment, you can set up this unit in a charnel pocket-dimension instead of placing it on the battlefield. At the end of any of your Movement phases the Flayed Ones can crawl out into reality - set them up anywhere on the battlefield that is more than 9" away from enemy models.
If any Flayed Ones slay any models in a unit, that unit subtracts 1 from its Leadership characteristic until the end of the turn.
5"
3+
6+
4
4
1
3
10
4+
5"
2+
2+
6
5
6
3
10
3+
At the beginning of your turn, choose a friendly NECRONS INFANTRY unit within 6" of Anrakyr the Traveller. Add 1 to Advance, Charge, and Hit rolls for that unit until the beginning of your next turn. A unit can only be chosen as the target of this ability once in each turn.
Add 1 to the Attacks characteristic of friendly NECRON INFANTRY units within 3" of Anrakyr the Traveller.
At the start of your Shooting phase, choose an enemy VEHICLE within 12" of Anrakyr the Traveller and roll a D6. On a 4+, choose one of that vehicle's weapons. You may shoot with that weapon at another enemy unit. The weapon fires using the vehicle's Ballistic Skill.
5"
2+
2+
5
5
6
3
10
3+
At the beginning of your turn, choose a friendly NIHILAKH INFANTRY unit within 6" of Trazyn the Infinite. Add 1 to Advance, Charge, and Hit rolls for that unit until the beginning of your next turn. A unit can only be chosen as the target of this ability once in each turn.
If Trazyn the Infinite is slain, roll a D6. On a 2+, you may choose another friendly NECRONS INFANTRY CHARACTER (other than CHARACTERS you can only include once in your army). Remove that model as if it were slain and place Trazyn in its place with D3 wounds remaining. If no such CHARACTERS remain, or you rolled a 1, remove Trazyn the Infinite as a casualty as normal.
12"
2+
2+
5
6
8
3
10
3+
At the beginning of your turn, choose a friendly <DYNASTY> INFANTRY unit within 12" of this model. Add 1 to Advance, charge, and hit rolls of that unit until the beginning of your next turn. A unit can only be chosen as the target of Wave of Command or My Will Be Done once in each turn.
5"
3+
3+
4
4
5
2
10
4+
5"
2+
2+
7
7
7
4
10
4+
Friendly SAUTEKH INFANTRY units within 6" of Orikan the Diviner have a 5+ invulnerable save.
Add 1 to Reanimation Protocol rolls for models from SAUTEKH units within 3" of any friendly SAUTEKH CRYPTEKS.
Roll a D6 at the start of each of your turns. If the result is less than the current battle round number, Orikan uses the Orikan Empowered profile for the rest of the game (though any damage he has sustained is carried over).
8"
3+
3+
6
6
7
4
10
3+
Add 1 to rolls made for the Reanimation Protocols ability of friendly NECRONS units within 3" of this model. A unit cannot benefit from both the Master Technomancer and Technomancer abilities in the same turn.
At the end of your Movement phase, you can select one NECRON WARRIORS or IMMORTALS unit from your army that is within 6" of this model and has not already been affected by this ability this battle. If you do so, roll one D3 and consult the table below.
Add 1 to the Strength characteristic of models in that unit until the end of the battle.
Add 1 to the Toughness characteristic of models in that unit until the end of the battle.
Improve the Ballistic Skill characteristic of models in that unit by 1 until the end of the battle (e.g. Ballistic Skill 3+ becomes 2+).
When a Psychic test is taken for an enemy PSYKER within 9" of this model, that enemy PSYKER suffers Perils of the Warp on any dice roll that includes a double, instead of only a double 1 or double 6.
If this model destroys one or more enemy units in the Fight phase, then at the end of that phase it can use its Mechanical Augmentation ability as if it were the end of your Movement phase.
Add 1 to all Reanimation Protocol rolls for models from <DYNASTY> units within 3" of any friendly <DYNASTY> CRYPTEKS.
5"
3+
3+
4
4
4
1
10
4+
10"
3+
3+
5
6
6
4
10
3+
You can re-roll wound rolls of 1 in the Shooting phase for this model and models from friendly <DYNASTY> Destroyer and <DYNASTY> Heavy Destroyer units within 6".
5"
2+
3+
5
5
6
4
10
2+
Re-roll wound rolls of 1 for friendly SAUTEKH INFANTRY units that are within 6" of Vargard Obyron.
If Vargard Obyron is slain during the Fight phase, do not remove his model until the end of the phase. He can still fight in this phase, if he has not already done so.
At the end of any of your Movement phases, you can remove Vargard Obyron and a friendly SAUTEKH INFANTRY unit within 6" of Vargard Obyron (other than Nemesor Zahndrekh) from the battlefield and set them up so that all models are within 6" of Nemesor Zahndrekh and more than 1" from any enemy models.
Roll a D6 each time Nemesor Zahndrekh loses a wound whilst he is within 3" of Vargard Obyron; on a 2+ Obyron can intercept that hit - Zahndrekh does not lose a wound but Obyron suffers a mortal wound.
5"
2+
2+
5
5
6
3
10
2+
At the beginning of your opponent's turn, choose one enemy CHARACTER within 12" of Nemesor Zahndrekh. Any aura abilities that character has cannot be used until the beginning of your opponent's next turn.
Roll a D3 at the beginning of your turn and consult the consult the following table. Choose a friendly SAUTEKH INFANTRY unit within 6" of Nemesor Zahndrekh to gain the relevant ability until the beginning of your next turn. 1) Avenge the Fallen: Add 1 to the Attacks characteristic of models in this unit. 2) Quell the Rebellion: Improve the Ballistic Skill of models in this unit by 1 (e.g. a Ballistic Skill of 3+ becomes 2+). 3) Solarmills? Charge!: Re-roll failed charge rolls for this unit.
At the beginning of your turn, choose a friendly SAUTEKH INFANTRY unit within 6" of Nemesor Zahndrekh. Add 1 to Advance, Charge, and Hit rolls for that unit until the beginning of your next turn. A unit can only be chosen as the target of this ability once in each turn.
5"
3+
3+
5
5
4
3
10
3+
Re-roll wound rolls of 1 for friendly <DYNASTY> INFANTRY units that are within 6" of this model.
5"
2+
2+
5
5
5
3
10
3+
At the beginning of your turn, choose a friendly <DYNASTY> INFANTRY unit within 6" of this model. Add 1 to Advance, charge, and hit rolls of that unit until the beginning of your next turn. A unit can only be chosen as the target of this ability once in each turn.
If this model has a resurrection orb, once per battle, immediately after you have made your Reanimation Protocols rolls at the beginning of the turn, you can make Reanimation Protocols rolls for models from a friendly <DYNASTY> INFANTRY unit within 3" of this model.
At the end of your Movement phase a model equipped with a fabricator claw array can repair a single <DYNASTY> VEHICLE within 1". That model regains D3 wounds lost earlier in the battle. A model can only be repaired once per turn.
A model equipped with a gloom prism can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER.
Models do not receive the bonus to their save for being in cover against attacks made by a model with a nebuloscope.
A model with a shadowloom has a 5+ invulnerable save.
A model with shieldvanes has a save characteristic of 3+.
A model equipped with a dispersion shield has a 4+ invulnerable save.
5"
3+
3+
5
5
2
2
10
3+
5"
3+
3+
4
4
1
1
10
3+
This unit automatically passes Morale tests.
*
6+
*
6
6
14
*
10
4+
8-14+
12"
3+
3
4-7
8"
4+
D3
1-3
4"
5+
1
10"
3+
3+
6
7
9
6
10
3+
0"
-
*
6
8
30
0
10
3+
10-15
3+
2D6
5-9
4+
D6
1-4
5+
D3
4+
6"
D6
All friendly NECRONS models receive a 5+ invulnerable save whilst they remain within 6" of this model.
16-30+
2+
3D6
*
6+
*
5
7
10
*
10
3+
This model has a 5+ invulnerable save.
When resolving a charge against a model with this ability, roll an additional D6 and discard the highest dice before determining the final result.
4+
6"
D3
5-10+
12"
3+
3
3-4
8"
4+
D3
1-2
4"
5+
1
*
6+
*
6
7
14
*
10
3+
Once per battle, a Night Shroud can drop death spheres on an enemy unit it moves over during one of your Movement phases. After the Night Shroud has moved, pick one enemy unit that it has passed over. Then roll 3D6 for each VEHICLE or MONSTER in the unit, and roll a D6 for every other model in the unit, up to a maximum of 12D6. For each roll of 3+, the target unit suffers a mortal wound.
3-5
20-40"
4+
D3
6-14+
20-60"
3+
3
1-2
20-25"
5+
1
5"
2+
2+
5
5
6
3
10
2+
At the beginning of each of your turns, choose a friendly MAYNARKH INFANTRY unit within 6" of this model. You can add 1 to the Advance, Charge, and Hit rolls of that unit until the beginning of your next turn. A unit can only be affected by this ability once in each turn.
If this model is your Warlord, then all MAYNARKH INFANTRY within 12" may still charge in a turn in which they have Advanced.
If Kutlakh's Leadership characteristic is higher than the Leadership characteristic of the target of any hit roll made for him in the Fight phase, that roll may be re-rolled.
5"
3+
3+
4
5
4
2
10
4+
Add 1 to all Reanimation Protocol rolls for models wfrom friendly MAYNARKH units within 3" of any MAYNARKH CRYPTEKS.
Friendly MAYNARKH INFANTRY units within 3" of this unit have a 5+ invulnerable save against shooting attacks.
In scenarios that allow you to seize the initiative, you may re-roll any attempts to seize the initiative.
At that start of the first battle round, choose a friendly MAYNARKH VEHICLE unit within 6" of this model. The chosen model regains D3 lost wounds at the beginning of your turn, rather than 1, from their Living Metal ability.
6
6"
D3
This Explosion is centered on the section of the Tomb Citadel that is reduced to 0 wounds.
INFANTRY units on the Tomb Citadel tile receive the benefit of cover against attacks from units not on the same tile.
10"
3+
3+
6
7
9
4
10
3+
12"
3+
3+
5
5
3
3
10
3+
Subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
12"
Assault 1
7
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
24"
Heavy 1
12
-4
D6
-
12"
Heavy D6
10
-4
3
-
120"
Macro D6
16
-4
D3+6
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
18"
Heavy 2D6
6
-2
1
-
48"
Heavy 2
12
-4
D6
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
36"
Heavy D6
8
-4
D6
If this target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
3"
Pistol X
4
-
1
The number of shots fired by this weapon is determined by the number in the model's Damage Table.
8"
Assault D6
*
-2
1
This weapon automatically hits its target and wounds onf a 2+, unless it is targeting a VEHICLE, in which case it wounds on a 6+
48"
Heavy D6
8
-3
D6
-
24"
Assault D6
5
-4
3
-
24"
Rapid Fire D3
5
-1
1
-
Melee
Melee
User
-1
2
A unit that suffers an unsaved wound from this weapon may not Advance until the end of its next turn.
Melee
Melee
User
-3
D3
-
3"
6+
3+
4
7
8
1
10
3+
The first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.
-
-
3+
-
9
16
-
-
3+
Re-roll results of 1 for Reanimation Protocols for friendly Necron units that are on the Tomb Citadel.
Friendly NECRONS units upon the Tomb Citadel have a 5+ invulnerable save against shooting attacks.
The power crucible provides the following two additional abilities: Defence Field and Resurrection Amplifier. When this model drops below 8 wounds, choose one of these two abilities; the effects of that ability immediately stop being applied.
-
-
3+
-
9
20
-
-
3+
When you set up this model, at the same time you can also set up any number of DYNASTY INFANTRY units on their tomb world rather than setting them up on the battlefield. Before the Monolith moves in each of your Movement phases, a single unit that was set up on their tomb world can be beamed onto the battlefield by the Monolith. To do so, set up the unit so that it is wholly within 3" of friendly Tomb Ziggurats, NIGHT SCYTHES and MONOLITHS. If all friendly NIGHT SCYTHES, MONOLITHS and/or Tomb Ziggurats are destroyed, any units still on the tomb world are considered to be slain.
A single friendly MONOLITH or SENTRY PYLON can dock with the Tomb Ziggurat during deployment. Whilst upon the Tomb Ziggurat, all weapons on the docked model gain +1 to their Strength. A MONOLITH cannot use its own eternity gate whist docked with a Tomb Ziggurat.
-
-
3+
-
9
12
-
-
3+
Once per battle, at the end of any of your Movement phases, the bearer can use the Veil of Darkness. When they do, the bearer, and up to one friendly <DYNASTY> INFANTRY unit within 3" of the bearer, are removed from the battlefield. Then, set up the bearer (and the second unit you chose, if any) anywhere on the battlefield that is more than 9" from any enemy models (the second unit must be set up wholly within 6" of the bearer).
8"
Pistol 1
-
-
-
This weapon can only be fired once per battle. This weapon automatically hits its target; roll one D6 for each model in the target unit that is within 8" of the firer - that unit suffers a mortal wound for each roll of 6.
Melee
Melee
User
-2
1
This weapon automatically hits its target. The Abyssal Staff replaces the bearer's staff of light.
12"
Assault 1
*
*
*
This weapon automatically hits its target. Roll 3D6 if a unit is hit by this weapon in the Shooting phase; if the result is equal to or greater than the target unit's highest Leadership characteristic, then it suffers D3 mortal wounds. The Abyssal Staff replaces the bearer's staff of light.
12"
Assault 6
5
-3
1
Each time an enemy INFANTRY unit is hit by this weapon in the Shooting phase, roll a D6; on a 4+ the enemy unit is blinded until the end of the turn - it cannot fire Overwatch and your opponent must subtract 1 from any hit rolls made for the unit. The Solar Staff replaces the bearer's staff of light.
Melee
Melee
User
-2
1
The Solar Staff replaces the bearer's staff of light.
The bearer of the Lightning Field has a 4+ invulnerable save. In addition, roll a D6 for each enemy unit that is within 1" of the bearer at the start of the Fight phase. On a 4+ that unit suffers a mortal wound.
The Orb of Eternity replaces the bearer's resurrection orb. If a model has the Orb of Eternity, once per battle, immediately after you have made your Reanimation Protocols rolls, you can make Reanimation Protocols rolls for models from a friendly <DYNASTY> INFANTRY unit within 3" of the bearer; when making these rolls add 1 to the result of each roll.
12"
Assault 3
6
-3
2
Each time you make a wound roll of 6+ for this weapon in the Shooting phase, the target suffers a mortal wound in addition to any other damage. The Voltaic Staff replaces the bearer's staff of light.
Melee
Melee
User
-2
1
The Voltaic Staff replaces the bearer's staff of light.
The Nanoscarab Casket replaces the bearer's phylactery. The bearer of the Nanoscarab Casket regains D3 lost wounds at the beginning of your turn, rather than 1, from their Living Metal ability. In addition, the bearer also regains D3 lost wounds at the beginning of your opponent's turn. The first time the bearer is slain, roll a D6. On a 4+ set the bearer up again at the end of the phase, as close as possible to its previous position, and more than 1" from any enemy models, with D6 wounds remaining.
Increase the Toughness and Wounds characteristics of the bearer by 1.
Melee
Melee
+2
-4
2
Each time the bearer fights, it can make D3 additional attacks with this weapon. The Blood Scythe replaces the bearer's warscythe or voidscythe.
Melee
Melee
*
-4
3
This weapon wounds on a 2+, unless it is targeting a VEHICLE unit, in which case it has a Strength of 7. Voidreaper replaces the bearer's warscythe or voidscythe.
Once per battle, you can re-roll a single hit roll, wound roll, or damage roll made for the bearer of the Timesplinter Cloak. In addition, roll a dice each time the bearer loses a wound; on a 5+, the model does not lose that wound.
The bearer's Save characteristic is improved by 1 (i.e. a Save characteristic of 4+ becomes 3+, a Save characteristic of 3+ becomes 2+ etc.) In addition, enemy units subtract 1 from their Leadership characteristic whilst they are within 6" of the bearer of the Nightmare Shroud.
Melee
Melee
x2
-4
3
When attacking with this weapon, subract 1 from the hit roll.
A model equipped with a Canoptek cloak has a Move characteristic of 10" and gains the FLY keyword. In addition, at the start of your turn you can select one friendly <DYNASTY> model that has the Living Metal ability and that is within 3" of this model. That model regains D3 lost wounds, rather than 1, from its Living Metal ability.
<DYNASTY> INFANTRY units within 3" of a friendly <DYNASTY> model with a chronometron have a 5+ invulnerable save against ranged weapons.
Re-roll hit rolls of 1 for units with this code whenever they shoot, including when firing Overwatch, as long as they did not move in the preceding Movement phase and they have not disembarked from a Transport during this turn.
You can re-roll failed hit rolls in the Fight phase for units with this code if they charged, were charged, or performed a Heroic Intervention this turn.
If a unit with this code Advances, it treats all ranged weapons it is equipped with as Assault weapons until the end of the turn (e.g. a Rapid Fire 1 weapon is treated as an Assault 1 weapon, and a Heavy D6 weapon is treated as an Assault D6 weapon etc.). In addition, unless it has Advanced this turn, a unit with this code does not suffer the penalty to hit rolls for moving and firing a Heavy weapon.
If a unit with this code Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice (if the unit is being affected by the My Will Be Done or Wave of Command ability, add 7" to its Move characteristic instead). In addition, if a unit with this code Advances, its models can move across models and terrain as if they were not there.
Each time a model with this code shoots an enemy unit that is within half range of its weapon's maximum range, the Armour Penetration characteristic of that weapon's attack is improved by 1 (i.e an Armour Penetration characteristic of '0' becomes '-1', an Armour Penetration characteristic of '-1' becomes '-2', etc.).
8-14
12"
4+
4+
15-28+
16"
3+
3+
1-7
8"
5+
5+
*
*
*
8
8
28
6
10
3+
If this model is not placed on a base, imagine it is on an irregular hexagonal base, with each of the model’s legs and forelimbs at a corner, as shown in the diagram below (if a leg/forelimb is not physically on the ground, that ‘corner’ is the spot on the ground level directly beneath the tip of the leg/forelimb). For all rules purposes, this imaginary base counts as the model’s actual base; you must measure distances to and from this ‘base’, no other models can move on or through it, and so on.
This model has a 5+ invulnerable save.
6
3D6"
D6
When this model moves (including when it Falls Back), it can move over INFANTRY and SWARM models as if they were not there, though it must end its move more than 1" from any enemy units. This model can Fall Back in the Movement phase and still shoot and/or charge in the same turn. In addition, this model can move and fire Heavy weapons without suffering the penalty to its hit rolls. Finally, this model only gains a bonus to its save for being in cover if at least half of the model is obscured from the firer.
4-5
2D6"
D6
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon.
Melee
Melee
x2
-4
6
-
24"
Heavy D6
6
-3
D3
Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.
36"
Heavy 3D3
8
-3
D6
Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.
72"
Heavy D3
16
-4
6
-
Melee
Melee
User
-2
1
When the bearer fights, it makes 2 additional attacks with this weapon.
Roll a D6 for each slain model from this unit (unless the whole unit has been completely destroyed) at the beginning of your turn. Do not roll for models that have fled the unit. On a 5+, the model's reanimation protocols activate and it is returned to this unit with its full compliment of wounds, otherwise it remains inactive (although you can roll again at the start of each of your subsequent turns). When a model’s reanimation protocols activate, set it up in unit coherency with any model from this unit that has not returned to the unit as a result of reanimation protocols this turn, and more than 1" from enemy models. If you cannot do this because there is no room to place the model, do not set it up (you can make Reanimation Protocols rolls for this model again in subsequent turns).
At the beginning of your turn, this unit regains 1 lost wound.
Before the battle, generate the Powers of the C'tan for each C'tan SHARD using the table below. Roll a D6 to generate their powers randomly (re-rolling any duplicate results). Before the battle, you can instead choose the powers each of these units have, but if you do this, you cannot choose a power for a second time until all six have been chosen once each (similarly, you cannot choose a power for a third time until all six have been chosen twice each, and so on).
1) Antimatter Meteor
2) Time's Arrow
3) Sky of Falling Stars
4) Cosmic Fire
5) Seismic Assault
6) Transdimensional Thunderbolt
If your army is Battle-Forged, all Troops units in NECRONS Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.
Before the battle, you can pick one of the abilities opposite to apply to this model for the duration of the battle. Alternatively, you can roll two D6 to randomly determine two abilities and apply them both to this model for the duration of the battle (duplicate results have no effect).
1) Cosmic tyrant
2) Immune to Natural Law
3) Sentient Necrodermis
4) Transdimensional Displacement
5) Entropic Touch
6) Writhing Worldscape
This model has a 4+ invulnerable Save.
If this model has a resurrection orb, once per battle, immediately after you have made your Reanimation Protocols rolls, you can make Reanimation Protocols rolls for models from a friendly DYNASTY INFANTRY unit within 3" of this model.
A model with a phylactery regains D3 lost wounds at the beginning of your turn, rather than 1, from their Living Metal ability.
You can re-roll hit rolls of 1 for this model.
Each time this model fails a saving throw, roll a D6. If the result is less than the damage inflicted by that attack, the damage is ignored (e.g. if this model suffers 4 damage, if you then roll a 3 or less the damage is ignored). Quantium Shielding cannot prevent damage caused by mortal wounds.
Melee
Melee
+2
-4
2
-
Melee
Melee
+1
-3
1
-
24"
Assault 2
5
0
1
Each hit roll of 6+ with this weapon causes 3 hits instead of 1.
24"
Rapid Fire 1
5
-2
1
-
12"
Pistol 1
6
0
1
-
Melee
Melee
User
-3
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
This model has a 4+ invulnerable save.
4+
3"
D3
This model knows two Powers of the C'tan. It can use one of its of powers at the end of each of its Movement phases.
This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.
Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
Each time this model moves, first pivot it on the spot up to 90 degrees (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll a dice.
6
6"
D3
6
6"
D3
6
3"
1
This unit can move and fire Heavy weapons without suffering the penalty to its hit rolls.
24"
Heavy 3
6
-3
D3
-
During Deployment, you can set this unit up underground instead of placing it on the battlefield. At the end of any of your Movement phases, this unit may emerge from the ground and into battle. Set it up anywhere on the battlefield that is more than 9" away from enemy models.
If this unit has the Teleportation ability, during deployment you can set this unit up in orbit instead of placing it on the battlefield. At the end of your Movement phases, this unit may teleport into battle. Set it up anywhere on the battlefield that is more than 9" away from enemy models.
12"
3+
3+
6
5
3
3
10
4+
12"
Heavy D3
4
-3
1
Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
This model can never have a Warlord Trait.
Instead of measuring distances and ranges to and from this model's base, measure to and from this model's hull or base (whichever is closer).
Once per battle, you can re-roll a single hit roll, wound roll, or damage roll made for your Warlord. In addition, if your army is Battle-forged and your Warlord is on the battlefield, roll a D6 each time you spend a Command Point to use a Stratagem; on a 5+ that Command Point is immediately refunded.
Your Warlord always fights first in the Fight phase, even if he didn't charge. If your opponent has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
You can re-roll failed charge rolls for friendly <DYNASTY> units whilst they are within 6" of your Warlord.
This model cannot move for any reason, except when it is set up using the Teleportation Matrix ability, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. It can, except when firing Overwatch, also still fire its weapons if enemy units are within 1” of it (but only its tesla arc can target units that are within 1” of it – its other guns must target other units). In addition, friendly units can still target enemy units that are within 1” of this model.
Friendly <DYNASTY> units automatically pass Morale tests whilst they are within 6" of your Warlord. In addition, your Warlord can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER.
You can re-roll failed wound rolls for this model in the fight phase.
Add 1 to saving throws made for this model.
Enemy units do not receive a bonus to their saving throws for being in cover whilst they are within 12" of this mode.
When this model Advances, add 12" to its Move characteristic for that Movement phase instead of rolling a dice.
This model regains D3 lost wounds at the start of each of your turns.
This model can use two different Powers of the C'tan at the end of each of your Movement phases, insead of only one.
Roll a D6. On a 2+ the closest visible enemy unit within 24" of the C'tan Shard suffers D3 mortal wounds. On a 6, it suffers D6 mortal wounds instead. If the C'tan Shard using this power is a Tesseract Vault, the unit suffers D6 mortal wounds on the roll of a 5+ instead.
Pick a visible enemy unit within 24" of the C'tan Shard and roll a D6 (you can only pick a CHARACTER if it has 10 or more Wounds and/or it is the closest enemy model to the C'tan Shard). Add 1 to the result if the C'tan Shard using this power is a Tesseract Vault. On a 4+ the chosen unit suffers D3 mortal wounds, then Roll a D6 for every other enemy unit that is within 3" of the chosen enemy unit. On a 4+ the unit being rolled for suffers a mortal wound.
Pick a visible enemy unit within 24" of the C'tan Shard and roll a D6 for each model in that unit. Add 1 to the roll if the C'tan Shard using this power is a Tesseract Vault. For each result of a 6+ that unit suffers a mortal wound.
Pick a visible enemy unit within 18" of the C'tan Shard and roll a D6, adding 1 to the result if the C'tan Shard using this power is a Tesseract Vault. If the result exceeds the highest Wounds characteristic in the unit, one model from that unit, chosen by the controlling player, is slain. An unmodified roll of 1 will always fail.
Pick up to three different enemy units that are within 18" of the C'tan Shard. Roll a D6 for each, subtracting 1 from the result if the C'tan Shard using this power is a Tesseract Vault. If the result is less than the number of models in that unit, the unit suffers D3 mortal wounds. An unmodified roll of 6 will always fail.
Roll a D6 for each enemy unit within 9" of the C'tan Shard. Add 1 to the roll if the C'tan Shard using this power is a Tesseract Vault. On a 4+ the unit being rolled for suffers D3 mortal wounds.
Add 6" to the maximum range of all Assault weapons fired by your Warlord. In addition, your Warlord can shoot Assault weapons at enemy CHARACTERS even if they are not the closest enemy model.
Each time you roll an unmodified hit roll of 6 in the Fight phase for a model in a friendly NOVOKH unit that is within 6" of your Warlord, you can make one additional hit roll for that model with the same weapon against the same target. These additional hit rolls cannot themselves generate any further hit rolls.
Your opponent must subtract 1 from hit rolls that target your Warlord.
Reduce any damage inflicted on your Warlord by 1 (to a minimum of 1). For example, if your Warlord fails a saving throw against a weapon that inflicts 3 damage, they will only lose 2 wounds.
You can re-roll failed wound rolls for your Warlord in the Fight phase if he charged, was charged, or performed a Heroic Intervention this turn.
Increase the range of all abilities on your Warlord's datasheet by 3". If a Catacomb Command Barge has this Warlord Trait, this does not apply to its Explodes ability. If a Cryptek has this Warlord Trait, only increase the range of that model's Technomancer ability, not that of all other CRYPTEKS in your army. If a Cryptek with a Canoptek cloak has this Warlord Trait, this does not affect the distance the cloak allows the model to move in the Movement phase.
If your Warlord targets the same enemy CHARACTER with all their close combat attacks, add D3 to your Warlord's Attacks characteristic until the end of the phase.
If this Warlord charges in the Charge phase, add 1 to their Attacks characteristic until the end of the ensuing Fight phase.
Friendly units within 6" of this Warlord can add 1 to their Leadership characteristic.
Roll a dice each time this Warlord loses a wound. On a 6, the Warlord shrugs off the damage and does not lose the wound.