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NECRONS

In this section you'll find rules for Battle-forged armies that include Necron
Detachments - that is any Detachment which only includes units with the
NECRON​keyword. This rules include abilities below and a series of Stratagems. This
section also includes unique Warlord Traits, C'Tan Power and Relics. Together, these
rules will reflect the character and fighting style of the Necrons in your games of
Warhammer 40,000.

DYNASTIC PROTOCOLS
When the war in heaven was completed and the C'tan destroyed for their abuse of the
Necrontyr the Silent King absolved his influence that had won the Necrons the war
and gave them, or at least the nobility, back their free will. This means that in-fighting
is once again complete and Necrons no longer follow a single code of combat, instead
the eccentricities of the nobles of each Necron Dynasty shapes the way in which that
particular dynasty wages war.
If your army is Battle-forged, units with the appropriate keyword will receive the
corresponding Dynastic Protocol, detailed opposite, so long as every other unit in their
Detachment is from the same dynasty. If you have chosen a dynasty that does not feature
on this list, you can choose the protocol that best suits the fighting style and battlefield
strategies of the nobility that hail from it.

SARNEKH
Sarnekh is ruled Thaszar the Invincible known by his moniker the Pirate King, for he did not
achieve his dynasty through an ancient lineage linked to the Necrontyr nobility of old, but
through stealing the crown while Sarnekh's true leadership continued their slumber.
Sarnekh's armies are as ruthless and honourless as their dreaded leader.
Honourless:​ Whenever a unit with this protocol Advances it moves an extra 2" in addition to
the distance rolled (​BIKER​ units with the Turbo-boost ability, therefore, move an additional
8" when Advancing). In addition, units with this protocol can still charge in a turn in which
they Fell Back.

SAUTEKH
While the nobility of Sautekh were squabling among themselves Imotekh quickly seized the
initiative and ruthlessly crushed any opposition. To many in the Imperium the Sautekh
dynasty embodies the Necrons, once the third strongest dynasty through Imotekh's fast
expansion of his empire it is now the most powerful dynasty in all of the galaxy. The rulers of
Sautekh give their opposition three options, flee before our ever growing empire, join us in
servitude or die.
Servitude or Death:​ After deployment, you may choose a number of enemy units including
more than one model equal to or lower than the number of units in your army with this
protocol, roll 2d6 for each chosen unit and subtract the lowest Wound characteristic in the
unit from the result. If the result exceeds the highest Leadership characteristic in the unit, the
test is failed. For each point that the test is failed by, one model in that unit must flee and is
removed from play. Your opponent chooses which models flee from the units you chose.

MAYNARKH
The Maynarkh dynasty is ruled by the female Phaerekh Xun'bakyr, but she is rarely seen on
the battlefield, rumour has it that she as many among her dynasty has been inflicted with the
flayer virus, a curse granted from a dying C'tan. The Maynarkh favour a straight forward way
of war, while others look down on them for their lack of subtley, none can deny the
effectiveness of this dynasty which has given them their reputation as exterminators, for they
leave none alive to tell of their victories, but the skinned flesh that adorns the streets of
Maynarkh's tomb worlds tell a long and grim tale.
Corpse Party:​ Models with this protocol can re-roll failed charge rolls.

MEPHRIT
The Mephrit Dynasty stands leaderless, while several Overlords vie for the title of Phaeron,
Zarathusa the Ineffable seems the most likely candidate. The leadership of Mephrit are
pitiless, they had to be, for they were tasked with wiping out the most troublesome of the
Triarch's foes using ancient technology that overcharged stars causing them to go
supernova and destroy any life in the starsystem. While they loathe to use this technology,
the effeciency with which they slew their enemies in ancient times still shines through to this
day.
Pitiless Efficiency:​ Models with this protocol can re-roll hit rolls of 1 against units which
have suffered one or more casualties this turn. When shooting at a unit affected by a Triarch
Stalker's Targeting Relay ability you can re-roll all hit rolls against units which have suffered
one or more casualties this turn.

NOVOKH
Novokh is a newly awakened and aggressive dynasty, they have faced the Orks numerous
times since their awakening, trying to outwit these beasts proved futile, the only thing that
proved effective was an immediate and overwhelming show of force, an art the rulers of the
Novokh dynasty has perfected. Their armour is painted red in memory of the ancient rites of
their dynasty, the bloodlust hidden deep in the code of some Necrons when they do battle is
no more evident than among the soldiery of the Novokh dynasty.
Memories of Blood:​ Add +1 to Hit rolls for units with this protocol while they are entirely
outside your deployment zone. A unit affected by this protocol cannot be affected by the My
Will Be Done or Wave of Command abilities.

NEPHREK
Nephrek is the wealthiest among all the dynasties, their ruler as effective at organizing
industry as he is at waging war. The worlds near the galactic core which the Nephrek call
their home are heavy with precious and rare metals which the Nephrek use to make the
finest living metal known among any dynasty. The home system of the Nephrek has three
suns, a celestial organization that normally cannot persist, the Nephrek harvest the
gravitational force that should collapse the stars into a single superstar to fuel their powerful
economy.
Solar Masters:​ Add +1 to the saving throws of units with this protocol against ranged
attacks with an AP of -2 or better. ​CANOPTEK WRAITHS​ and ​C'TAN​ except Tesseract
Vaults are unaffected.

NIHILAKH
The Nihilakh dynasty is ruled by Trazyn the Infinite, a madman obsessed not with
conquering the universe but with collecting artifacts of history. The crownworld of Nihilakh is
filled with warriors of various epic and important battles forever locked in stasis for the
amusement of Trazyn. The Nihilakh only ever wage war when their phaeron finds a new
object or equally often beast or person to add to his collection or when a fool dares enter the
Nihilakh dynasty's territories. It is a foolish thing indeed, for the armies Nihilakh stand
unblemished and ready for war, having not been forced to wage wars of conquest like the
armies of other dynasties have. The tomb worlds of Nihilakh are filled with various
contraptions which increase the defensibility of their worlds, the key being ressurection
amplifiers that make the forces of Nihilakh all but indestructible in defence, ensuring Trazyn's
collection is left untouched by those unworthy.
Resurrection Hub:​ Add +1 to Reanimation Protocol rolls for units with this protocol while
they are entirely within your deployment zone. A unit cannot both be affected by this protocol
and the Technomancer ability. Units with this protocol regain 1 additional wound with the
Living Metal ability than they otherwise would.

THOKT
The Thokt dynasty makes its home within the Hyrakii Deeps a region known for emitting
strange types of radiation, while the lesser races remain confounded by this radiation, the
Thokt Crypteks have deciphered the underlying code within this radiation and have used it
as a power source for a defensive technology that punishes any who would destroy the
Phaeron's property.
Exotic Energy:​ When a model with this protocol is destroyed in the Fight phase it inflicts a
number of automatic hits at its own Strength AP0 D1 to the unit that destroyed it equal to its
W characteristic.

STRATAGEMS
If your army is Battle-forged and includes any Necron Detachments you have access
to the Stratagems listed here, meaning you can spend Command Points to activate
them. These help to reflect the unique technologies and overwhelming might of the
Necrons on the battlefield.

ADAPTIVE SUBROUTINES
When a Tomb World is assaulted it is the Canoptek Harvests that initiate contact with the
enemy, their jobs are two-fold, to obtain information about the enemy and to destroy them if
possible. The Canoptek Spyders lead the Canoptek defenders of the Necrons' tombs, their
intellect is relatively small, but they can network with nearby Canoptek units to create a
networked artificial intelligence far greater than the sum of its parts.
2 CP:​ Use this Stratagem at the start of your turn by choosing a ​CANOPTEK​ unit within 6” of
a ​CANOPTEK SPYDER​ unit, that unit can advance, shoot and charge in the same turn this
turn. In addition, the chosen gain the Reanimation Protocols ability this turn.

BLOOD RITUAL
The Novokh dynasty certainly was not the only dynasty making use of bloody rituals in the
time before the biotransference, but most dynasties have cast aside such rituals as illogical
superstition. That said, it is hard to deny the effect on both the warriors of Novokh and its
enemies when the elite forces of Novokh engage their enemy smeared in bloody tatoos.
1 CP:​ Use this Stratagem in the Fight phase just before a friendly ​NOVOKH LYCHGUARD
or ​NOVOKH IMMORTAL​ unit fights. That unit can make one additional attack for each
casualty it causes with when it fights this Fight phase (these bonus attacks cannot
themselves generate any further attacks).

FLENSING SCARABS
No larger than the biting insect they resemble, Maynarkh Crypteks assign these murderous
machines to larger bodies of the dynasty's troops to assist in the bloodletting and the
rendering down of bodies for prompt harvesting.
3 CP:​ Use this Stratagem at the end of the Fight phase. Select a ​MAYNARKH​ unit that unit
can immediately fight for a second time.

DEATH KNELL
Too heavy to be wielded by the lesser forms of mortal men, the Necrons make the most of
this heavy energy weapon. Even with the Necrons incredible strength each strike must be
made to count.
1 CP:​ Use this Stratagem when a model armed with a warscythe is about to attack, instead
of rolling to wound as normal each succesful hit inflicts a single mortal wound.

EXTERMINATION PROTOCOLS
Destroyers are drawn together by their shared hatred of all living things. Alone Destroyers
are killing machines without equal, but when drawn together in a Destroyer Cult they are a
restless plague upon all beings that draw breath.
3 CP:​ You can use this Stratagem at the start of your turn by choosing a friendly
DESTROYER LORD​. All friendly ​DESTROYER​ units within 6” of the chosen model add +1
to their to wound rolls.

HARBINGER OF DESPAIR
Otherwise known as psychomancers these Crypteks are highly sought after for they
understand living beings to a degree that few among the Necrons can claim to. These
masters of psychology wield their knowledge as a weapon against the living.
3 CP:​ Use this Stratagem before the battle. Select a ​NECRON CRYPTEK​ in your army. It
gains the following ability: ‘HARBINGER OF DESPAIR: Enemy units that suffer one or more
casualties from a ​<DYNASTY>​ unit within 3” of this model suffer a -1 to their Ld until the end
of the turn.

HARBINGER OF DESTRUCTION
Plasmancers are not subtle beings, for they choose to wield raw energy rather than go to the
trouble of binding it into other forms. Thus they are known as Harbingers of Destruction, as
that is their gift to the galaxy.
3 CP:​ Use this Stratagem before the battle. Select a ​NECRON CRYPTEK​ in your army. It
gains the following ability: ‘HARBINGER OF DESTRUCTION: Friendly ​<DYNASTY>​ units
within 3” of this model can re-roll wound rolls of 1 in the Shooting phase.

HARBINGER OF ETERNITY
Knowledge of the future is a hard thing to come by, while other races must harbour
dangerous psychic beings in order to gain this most sought after knowledge, the Crypteks
known as Chronomancers have mastered quantum computation to a degree that allows
them to predict and even alter the strings of fate.
3 CP:​ Use this Stratagem before the battle. Select a ​NECRON CRYPTEK​ in your army. It
gains the following ability: ‘HARBINGER OF ETERNITY: Once each game round a friendly
<DYNASTY>​ unit within 3” of this model can re-roll a single roll.

HARBINGER OF THE STORM


Ethermancers have a keen understanding of the behaviour of weather phenomena, both
arcane and mundane, this knowledge is always convenient for a Necron Warlord. But the
true extent of their knowledge and power is revealed when they predict enemy
reinforcements long before their arrival by reading the winds of the battlefield.
3 CP:​ Use this Stratagem before the battle. Select a ​NECRON CRYPTEK​ in your army. It
gains the following ability: ‘HARBINGER OF THE STORM: When an enemy unit arrives as
reinforcements within 12” of a friendly ​<DYNASTY>​ unit within 3” of this model the unit within
3” of this model can immediately shoot at the enemy unit as if it were the Shooting phase.

HARBINGER OF TRANSMOGRIFICATION
Adepts of geomancy and masters of the science of alchemy, Harbingers of
Transmogrification can adapt the layout of the battlefield to quickly raise defensive positions
and to reinforce existing battlelines.
3 CP:​ Use this Stratagem before the battle. Select a ​NECRON CRYPTEK​ in your army. It
gains the following ability: ‘HARBINGER OF TRANSMOGRIFICATION: Friendly
<DYNASTY>​ units within 3” of this model benefit from cover against shooting attacks if at
least half the models in the unit would be in cover against the shooting attack.

HONOUR PROTOCOLS DISENGAGED


The use of Deathmarks is a highly frowned upon protocol, most dynasties get around the
tabboo of using Deathmarks in battle by categorising military conflicts as extermination
campaigns rather than proper wars. The Sarnekh dynasty is one of a select few dynasties
that disregard the ancient honour protocols entirely and make full use of these expert
assasins.
1 CP:​ Use this Stratagem when a ​SARNEKH DEATHMARK​ unit is chosen to attack in the
Shooting phase. The unit can re-roll wound rolls of 1 against ​CHARACTERS​this turn and
can re-roll all failed wound roll against ​CHARACTERS​ more than 12" away.

JUDICIAL PROTOCOLS
When the Silent King first witnessed the Great Devourer he knew that absolving his controls
of the dynasties was a mistake. The Judicator Battalions have this most important task of
maintaining peace among the dynasties. By only working for dynasties that avoid conflict
with other dynasties the Silent King has subtly incentiviced the dynasties to work together.
1 CP:​ Use this Stratagem after a Triarch Stalker inflicts one or more hits on an enemy unit.
All friendly ​TRIARCH PRAETORIAN​ units can re-roll failed wound rolls of 1 against that unit
until the end of the turn.

ENTROPIC TOUCH
Canoptek constructs are able to break down both organic and inorganic matter into raw
energy. This energy can be expended to force the Canoptek constructs into a feeding frenzy,
rapidly tearing apart anything in their vicinity.
2 CP:​ Use this Stratagem immediately before attacking with a ​CANOPTEK​ unit during the
Fight phase – add +1 to the damage characteristic of its weapons and lower the AP by -1.

NODAL GRID
While the nature of the immaterium is anathema to the cold logic of the Necrons, the
Necrons hold control over a vast number of other dimensions. By using their mastery over
space and time and the vast mass of their largest vehicles, the Necrons can create stable
null veils that protect Necrons hidden behind this nodal grid.
3 CP:​ This Stratagem can be used at the start of your opponent's Shooting phase and its
effects last until the end of the Shooting phase. Choose two ​NECRON TITANIC​ units – trace
a line between the centers of the two models. Any shooting attack that is traced through the
line counts its target as being in cover, even if it is a ​VEHICLE​ or a ​MONSTROUS
CREATURE​ that is not 50% covered. If either of the two chosen vehicles for this Stratagem
is destroyed while this Stratagem is active you regain 3 Command Points.

OUR NAME IS DEATH


The Eldar have a name for the Necrons, it is Yngir demi-god giants. The Eldar have spent
eternity watching for the return of their most feared and hated enemy. Now whispers of their
name echo through empty halls and the Necrons laugh at their once great enemy now
withered away into nothingness by the onslaught of time.
2 CP:​ Use this Stratagem just before a ​NECRON​ unit attacks in the Shooting phase. Each
time you make a Wound roll of 6+ for any Gauss weapons that unit is firing, the target suffers
one Mortal Wound in addition to the normal damage.

OUR NUMBER IS LEGION


Necrons do not die when their shells are destroyed, they lay in wait while their bodies repair
themselves. Should their forms be so badly damaged that self-repair mechanisms be too
little to sustain them, each Necron is armed with a teleportation mechanism to a Tomb World
to allow for more extensive repairs. As such, any victory against the Necrons is hollow, the
advance of the Necrons is as certain as death.
1 CP:​ Use this Stratagem immediately before a ​NECRON​ unit is about to take a Morale test.
The unit counts its Leadership as being equal to the number of models in the largest friendly
NECRON WARRIOR​ unit on the table.

PHAERON
Wicked rulers of once great dynasties, the Phaerons of today are but a fickle afterimage of
the true power of the ancient star kings of the Necrontyr. While the modern Phaerons lack
the power to shake space as they did in ancient times, the name holds meaning, it is less so
a statement of power as it was in ancient times, it is a statement of intent, the subjugation of
all living beings.
3 CP:​ Use this Stratagem before the battle. Select a ​NECRON OVERLORD​ in your army.
Replace this model’s ​OVERLORD​ keyword with P ​ HAERON​ and gains the following ability:
‘PHAERON: At the beginning of each of your turns, choose a friendly ​NECRON 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 Catacomb Command Barge with this ability can
choose a friendly ​NECRON INFANTRY​ unit within 12”. You can only use this Stratagem
once.

PITILESS PLANETKILLER
Unleashing weapons of mass-destruction is the key tactic of the Mephrit. Flinging asteroids
into population centers, using arcane technologies to rad-fry entire worlds. The Mephrit
dynasty holds untold ways to kill their enemies, but in the late Phaeron's quest to secure his
throne he rid himself of many of the Crypteks that knew how to properly use these devices.
3 CP:​ This Stratagem can be used once per battle, in the Shooting phase, if you have a
MEPHRIT​ Warlord that did not move during your Movement phase. Instead of shooting with
your Warlord’s weapons, select a visible point on the battlefield and roll a D6. On a 4+ every
unit within D6" of that point suffer D3 mortal wounds. Subtract 1 from the number of wounds
caused to ​CHARACTERS​.

RARE-EARTH PARTICLES
Particle weapons make use of anti-matter technology, anti-matter collides with regular matter
causing horrendous explosions. The Thokt have developed a way to further weaponize the
exocit particles that develop in the Hyrakii Deeps.
1 CP:​ Use this Stratagem instead of firing normally with a particle beamer on a ​THOKT
model; make a single hit roll, if succesful the unit suffers D3 mortal wounds.

RELICS OF THE DYNASTY


Each Necron relic is a artefact of untold millenia, all dating far before the rise of man, they
are seldomly used en masse, but when a dynasty is threatened it may reveal an untold
amount of artefacts of arcane technology.
1 CP/2 CP:​ Use this Stratagem before the battle. Your army can have one extra Dynasty
Relic. All of the Dynasty Relics that you include must be different and be given to different
NECRON CHARACTERS​. This Stratagem costs 1 CP the first time it is used and 2 CP
every time after the first.

CANNIBALISE
Nihilakh vehicles are often equipped with microscopic cannibal scarabs, adapt at quickly
processing metals and reforming it into living metal to be used for the vehicle's repairs.
1 CP:​ Use this Stratagem when an enemy vehicle is destroyed. All friendly ​NIHILAKH
models with the Living Metal ability within 3" regain a single wound lost earlier in the battle,
or D3 if the destroyed model was ​TITANIC​.

SWEEPING BURST
Some Doom Scythes are equipped with specialized focussing crystals allowing them to
transform their focussed blast into a shearing ray of pure energy.
1 CP:​ Use this Stratagem when a Doom Scythe is selected to attack in the Shooting phase.
Instead of firing its death ray you can pick a point within 12" of the Doom Scythe and pick a
new point within 6" from the first point. Every unit which has one or more models beneath the
line suffers a single mortal wound.

TOMB NEXUS
The true might of a Necron army is rarely visible upon facing them, each Monolith and Night
Scythe able to quickly bring a vast amount of Necron forces to bear. Every roving pack of
Night Scythes scouting enemy forces could suddenly be backed by a massive amount of
Necron Warriors or any amount of other more specialized and elite warriors. Even with a
minimal amount of Warriors Necrons can rapidly extend their influence over an entire planet
through their mastery of teleportation technologies.
1 CP:​ This Stratagem can be used at the end of your Movement phase. All Monoliths can
immediately use their Eternity Gate ability and all Night Scythes can immediately use their
Invasion Beams ability.

QUANTUM DEFLECTION
The vehicles of the Necrons are precious things and are not sacrificed as easily as the
lesser warriors of a dynasty. To ensure the survival of a key possession a Necron Nemesor
may siphon the power of several of the vehicles under his control to make that key
possession truly unbreakable.
1 CP:​ This Stratagem can be used at the start of your opponent's Movement phase on a
friendly model with the Quantum Shielding ability within 6” of at least two other models with
the Quantum Shielding ability. The chosen model can re-roll Quantum Shielding rolls until
the end of your opponent's Shooting phase.
WAILING CACAPHONY
Necron flyers emmit a unique high-pitched whine when they fly low to the ground, most living
beings have an innate fear of certain frequencies and this particular sound was engineered
to emmitate the cries of flying predators. When several vehicles work in unison to release a
barrage of these predatory screams upon their enemies it can drive anyone to madness.
2 CP:​ This Stratagem can be used before your opponent has to take a Morale test with a
unit that is within 12” of two or more ​NECRON​ units with the Supersonic ability – that unit
must take the Morale test using a Leadership value of 1. Your opponent can still use the
INSANE BRAVERY​ Stratagem to automatically pass the Morale test.

WAVE OF DEATH
Once the march of the Sautkeh dynasty toward their objective has begun nothing can stop it.
A barrage of gauss, particle and tesla fire annihilates the enemy's weakest foes as the
nobility and their bodyguards engage the enemy's most hardened warriors and cut them into
pieces.
3 CP:​ This Stratagem can be used at the start of your Shooting phase if you have a
SAUTEKH​ Warlord. All friendly ​INFANTRY​, ​BIKER​, ​CATACOMB COMMAND BARGE​ and
TRIARCH STALKER​ units within 6” of your Warlord can immediately move, as if it were your
Movement phase.

WITH THE FORCE OF THREE SUNS


The bodies of the Nephrek hold sunforce accentuators which can turn the energy of any
nearby star into a fuel source for single overwhelming strike.
2 CP:​ Use this Stratagem before attacking with a ​NEPHREK​ unit, if the unit is a ​NEPHREK
CHARACTER​ the unit only makes one attack, but it triples its Strength and Damage, an
Overlord with a Warscythe would become S 17 (5x3+2) D 6 (2x3) for example. If the unit is
not a Character it adds +2 to its Strength and Damage until the end of the Fight phase.

WE'LL BE BACK
Whole worlds quake when the Necrons march to war. Their forms are indestructible and their
firepower absolute. Their cunning and intellect is unequaled. Yet it is the will of Necrontyr
nobility that is the most dangerous aspect of a Necron army. The success of the mission is
paramount and the death of their warriors an inconvenience in a plan cannot be stopped.
1 CP:​ This Stratagem can be used immediately after a friendly ​<DYNASTY> INFANTRY​ unit
within 3” of a friendly model armed with a resurrection orb has made its Reanimation
Protocol rolls, you can make Reanimation Protocol rolls for that unit again.

WARLORD TRAITS
If the Warlord of your army is a ​NECRON CHARACTER​, you can pick their Warlord Trait
from the Necrons Warlord Traits table, or roll a dice and consult the table to generate their
Warlord Trait.
1. ENDURING WILL
This Warlord is possessed of the iron resolve that has allowed the Necron race to cheat
death and endure eternity. No mere mortal weapon, no matter its strength will prevent him
from achieving his goals.
Roll a D6 each time your Warlord takes a wound if the roll is less than the damage
characteristic the damage is ignored.

2. ETERNAL MADNESS
This Warlord's sanity suffered more than most during the Great Sleep, but for all his ravings
and strange commands, his every action is driven by a zealous conviction.
Once per game immediately after generating an objective you may choose to discard it and
generate a new one. Once per game immediately after you generate an objective your
opponent may force you to discard it and generate a new one. In addition, if your Warlord
charges in the Charge phase, add D3 to his Attacks characteristic until the end of the Fight
phase.

3. IMMORTAL HUBRIS
To this Necron noble, the lesser races of the galaxy are little better than crawling vermin,
and he knows nothing but amused contempt for even the most fearsome of foes.
Friendly ​<DYNASTY>​ units within 12" of your Warlord automatically pass Morale tests.

4. HYPERLOGICAL STRATEGIST
This Warlord can apply a filter of infallible logic to develop unbeatable strategies.
Whilst your Warlord is alive, roll a dice each time you spend a Command Point to use a
Stratagem; on a 6+ that CP is immediately refunded. Add +1 to attempts to seize the
initiative, unless the enemy Warlord is an ​ORK​.

5. IMPLACABLE CONQUEROR
This Warlord is a merciless foe, a conqueror of worlds who strides at the head of his legions
and sweeps away all who stand before him.
Friendly ​<DYNASTY>​ units within 6” of your Warlord can move an additional D3” when they
consolidate.

6. MECHANICAL SUPERIORITY
This Warlord's robotic excoskeleton has been improved beyond even the regular limits of
Necron nobility.
Add 1 to the Strength characteristic of your Warlord

DYNASTY WARLORD TRAITS


If you wish, you can pick a Warlord Trait from the list below instead of the Necron Warlord
Traits to the left, but only if your Warlord is from the relevant Dynasty.
NAMED CHARACTERS AND WARLORD TRAITS
The most notable nobles of the Necron Dynasties are exemplars of their Dynasty’s methods
of waging war. If a named character is your Warlord, they must be given the associated
Warlord Trait of their Dynasty. For example, if Trazyn the Infinite is your Warlord, he would
have the ​NIHILAKH​’ Another Piece for the Collection Warlord Trait.

SARNEKH
Much of the new nobility of Sarnekh hold nought but contempt for the codes of honour that
guide the happenings among noble courts in other dynasties.
No Strings To Hold Me Back:​ Friendly units within 6" of your Warlord may Advance the
turn they Fall Back and count their Rapid Fire and Heavy weapons as Assault weapons
when Advancing.

SAUTEKH
The Sautekh are more bound by honour than any other, not only because of Imotekh's wish
to see himself the Phaeron supreme, ruler of all the galaxy, which neccisitates the protocols
of old be followed lest any may truefully negate Imotekh's rightful rule. The other reason for
their binding to tradition is that once their enemies know they can be defeaten, the fear that
Imotekh and his nobility have built over the last few millinia will be lost.
Honourable Combatant​ You can add 1 to all Hit and Wound rolls made for this Warlord in
the Fight phase when targeting enemy ​CHARACTERS​. When an enemy ​CHARACTER​ falls
back from within 1” of your Warlord you gain 1 CP. If your Warlord falls back from within 1” of
an enemy ​CHARACTER​ your opponent gains 1 CP.

MAYNARKH
The Maynarkh dynasty is the sole dynasty to have succesfully fully annihilated a C'tan,
rather than simply shattering it into pieces. On the day the Flayer was rendered out of
existice, as was a part of the universe and a curse was put upon the Necrons and the
Maynarkh in particular.
Curse of the Flayer:​ Your Warlord gains a single flayer counter each time a unit is
destroyed within 6". Subtract 1 from the Leadership characteristic of friendly units other than
FLAYED ONES​ within 6" of your Warlord for each Flayer Counter your Warlord has. Add 1
to the Attacks characteristic of your Warlord for each flayer counter your Warlord has.

MEPHRIT
The nobility of Mephrit have no time for playing with their enemies and things such as single
combat is never engaged for show or enjoyment. The Mephrit are with combat, as all things.
Effecient
Off with His Head!:​ At the end of your Fight phase if your Warlord is fighting only a single
model in close combat roll a D6; on a 4+ that model suffers a mortal wound.

NEPHREK
The Nephrek are masters of crafting the toughest armour and the most powerful bodies
among any Necron dynasty, but it is precious few that are gifted with Sempiternal Weaves, a
thousand layers of armour, between each a tiny forcefield, making the hides of these most
gifted Warlords, truly unbreakable.
Sempiternal Weave:​ Add +1 to the model's Sv characteristic.

NOVOKH
Novokh Warlords regularly partake in orgies of violence, sending off their Lychguard
bodyguards so they may savour the feeling of shedding the blood of entire regiments of
Guardsmen all by themselves.
Bloodshed Protocols:​ If there are at least 10 enemy models within 6" of your Warlord when
he fights in the Fight phase, add D3 to his Attacks until the end of the phase.

NIHILAKH
The Nihilakh never engage an enemy without good reason, reasons however can always be
found, whether the sword of a long dead hero, hidden deep beneath the catacombs of an
Imperial temple or the ancient map of hidden treasure locked within a spacehulk. These
treasures and an impossible amount more are all waiting to be collected.
Another Piece for the Collection:​ Your Warlord has the Objective Secured ability. Models
with the Objective Secured ability control objectives even if they have fewer models than
your opponent within 3” of the objective unless at least one of those enemy models also has
the Objective Secured ability.

THOKT
Those within the Thokt dynasty may dorn the Mantle of Doom, this mantle may not be taken
lightly for when it is used the necrodermis of the holder is reformed to house the essence of
a shattered shard of Aza'gorod the Nightbringer.
Mantle of Doom:​ If the C'tan Shard of the Nightbringer under your control has been
destroyed previously during this game; you may place the C'tan Shard of the Nightbringer
anywhere within 6" of this model more than 1" from enemy models, then remove this model
as a casualty. You do not pay reinforcement points for the C'tan Shard of the Nightbringer.

DYNASTY RELICS
If your army is led by a Necrons Warlord, you may give one of the following Dynasty Relics
to a ​NECRON INFANTRY CHARACTER​ in your army. Named characters such as Trazyn
the Infinite already have one or more artefacts, and cannot be given any of the following
relics.
Note that some weapons replace one of the character’s existing weapons. Where this is the
case, you must, if you are playing a matched play game or are otherwise using points
values, still pay the cost of the weapon that is being replaced. Write down any Dynasty
Relics your characters may have on your army roster.

ABYSSAL STAFF
The Crypteks of Sautekh are particular masters in the Necron field of study Psychomancy,
the study of the fragile minds of mortals and how best to break them. The Abyssal Staff
unleashes waves of darkness, those that it touches lose their sanity and if they survive the
horror inflicted unto them it is to find themselves having clawed their faces raw in
desperation or having killed their comrades in a manic attack.
SAUTEKH CRYPTEK​ only. Instead of firing their staff of light normally the bearer can
choose to use its special attack. Instead of rolling to wound the target suffers a -1 penalty to
their Ld until the end of the turn for each hit the bearer inflicts.

BLOODSCYTHE
The Bloodscythe interacts with the haemoglobin molecules found in blood and causes a
chain reaction that freezes the blood of the target, the target will find themselves unable to
move as their blood freezes over, a sculpture of agony amidst a sea of frozen blood. Unable
to move, witnessing only the Bloodscythe's wielder's continued rampage through their
comrades before the chain reaction reaches their brain and their brains stop to function as
the blood in their brains crystallise, expand and break the skull showering the battlefield in
red snow.
NOVOKH​ model armed with Warscythe only. The Bloodscythe replaces the model's
Warscythe.
Range Type S AP D

Melee Melee +2 -4 1 The bearer wounds on a 2+ in the Fight phase,


unless they are targeting a ​VEHICLE​. Make 2
hit rolls for each attack made with this weapon
instead of 1.

GAUNTLET OF THE CONFLAGRATOR


Crafted by the Cryptek Harri'apt the Conflagrator, this gauntlet uses interdimensional
energy-exchangers to open a microscopic conduit to the raging heart of a star. The
superheated plasmic flame that erupts through this hole is forced down a cone of
hyperdense gravitons that spew the energy forth in a balzing split-second cloud of
unstoppable fury.
NEPHREK​ model only. Once per game the Gauntlet of the Conflagrator can be used as a
shooting attack with the following profile:
Range Type S AP D

8" Assault D6 7 -3 2 This weapon automatically hits its target.

GAZE OF FLAME
The Gaze of Flame is an ocular device that replaces the regular vision of the bearer, the
bearer no longer sees things in colour but only in terms of hot and cold. Necrons highly value
tradition and protocol, the breaking of ancient protocols can not only lead to being shunned
by the court of a Phaeron but more often than not leads to death. This archaic device will set
fire to any warm-blooded creature and undeserving coward that dares enter the gaze of true
nobility.
Enemy units cannot fire Overwatch at the bearer.

HARP OF DISSONANCE
Humanity once gave up the research of alchemy, leaving it for the pursuit of the more
mundane sciences, branding the practitioners either charlatans or insane. But the line
between insanity brilliance is thin and the Necrons have long discovered the truth of
alchemy, turning one substance into another. By playing a single booming note on the
electrum strings of the Harp of Dissonance the wielder may shake the sub-atomic particles of
a vehicle and thereby turn the unbreakable adamantite hide of a Land Raider brittle as glass.
At the start of each of your Shooting phases you may nominate an enemy ​VEHICLE​ the
model with the Harp of Dissonance can see. The nominated model's Toughness
characteristic is reduced by 1 until the end of the Shooting phase.

HEART OF DARKNESS
The Heart of Darkness is an advanced self-repair system, when the wielder is slain the living
metal condenses an impossible amount into a single speck of matter only to explode in a
flash of sickly green light and reveal the regenerated form of the wielder. This technology
however does not come without a cost, for it can only be recharged with the souls of sentient
beings, ten thousand sentient souls must be sacrificed to use this arcane device, but to the
Necrons this is no real cost at all.
Before the model equipped with the Heart of Darkness is removed from the table, place a
coin or other marker directly beneath where the model was destroyed. At the start of your
next turn the model is returned to play within 3" of the middle of the marker and more than 1"
away from enemy models. No reserve points is payed for using this Relic. If the model
cannot be placed for any reason this Relic has no effect.

MINDSHACKLE SCARABS
Most every Dynasty makes use of Mindshackle Scarabs, nano-scarabs that burrow into the
brains of their target and alter the brain chemistry of their target, forcing them to obey the
subtle commands sent by the Dynasty's leaders. Whole planetary systems are lead to
collapse as the Planetary governor suddenly finds himself obsessed with art, demanding that
all planets be beautified and all production stopped in favour of more base pleasures,
leaving the systems ripe for the taking. Yet only the Sarnekh are dishonourable enough to
use such technology in battle, where it's effects are blatant and as such much easier to
notice and resist.
SARNEKH​ model only. Instead of attacking normally the bearer may choose to randomly
select an enemy model in base contact with the bearer. Your opponent must roll 3D6. If the
roll is lower than the target's Ld the Mindshackle Scarabs have no effect. If the roll is higher
the target cannot attack normally, instead it inflicts D3 hits on a unit of your choice within 1”
of the target using a melee weapon the model is armed with of your choice.

THE HEAVENLY WRATH


The Maynarkh cut a bloody swathe through their enemies, utterly heartless and without even
the restraint they had before the great sleep. The Heavenly Wrath is a tuning crystal that
allows the wielder to tune themselves into a Necron vehicle and overtake its controls,
unleashing the heavenly fire of the Necrons vehicles, focussed by the intense hatred
Maynarkh nobility hold for all living things. Nothing can hide before the Maynarkh, only by
storming forth can you hope to have a quick death, rather than slowly having your
squadmates packed off by the roving packs of Flayed Ones that permeate the battlefields on
which the Maynarkh do battle.
MAYNARKH​ model only. The bearer may choose a friendly ​VEHICLE​ at the start of each of
your Shooting phases. Until the end of the phase enemy units do not benefit from Cover
against shooting attacks made by the chosen model.

TESSERACT LABYRINTH
Tesseract Labyrinths are arcane and insanely expensive pieces of technology, usually
reserved for capturing the essence of a C'tan and forcing it into battle, the Nihilakh's policy of
non-aggression and their seldom employment of their C'tan Shards has meant they have an
abundance of these arcane devices. However, Trazyn the Infinite has put them to good use,
he commands his lessers to go out and capture their most impressive enemies inside these
stasis-locks so they may be displayed in Trazyn's vast stasis collection.
NIHILAKH​ model only. Once per game the bearer can use the Tesseract Labyrinth instead
of attacking normally to make a single attack. If the attack hits roll a D6, if the total is above
the remaining number of wounds of the model in the unit with the least remaining wounds,
that model is removed from play. The owner of the target unit chooses which model to
remove if multiple models are eligible.

THE GOD SHACKLE


The Phaeron of the Mephrit was a nervous individual, ever afraid of everyone's betrayal, that
very fear lead to him being a weak and unassertive leader of his dynasty, causing his
assasination attempts to be manyfold and the replacement within his court came more often
than among any other. When he entered his slumber it was beneath a mountain of traps that
should have stopped any trespassers before he was ready to raise from his slumber, alas he
was murdered in his sleep long before the awakening of the Necrons. The Phaeron's
neuroticism did produce one thing though, a powerful artefact that ensured that the C'tan
Shards under his control were unable to rebel... As long as the Crypteks in his court
remained loyal.
MEPHRIT CRYPTEK​ only. Before deployment nominate a single ​C'TAN​ unit in your army.
While the bearer is alive the nominated model has a 2+ Sv but cannot use its Powers of the
C'tan ability.

THE NIGHTMARE SHROUD


This heavy cloak of quantum-folded living-metal scales was forged by Ut-hekneth the
unsleeping during his million-year madness. Ut-hekneth had a warped view of the galaxy,
making him untold enemies in his own court and among others, the cloak allowed him to
share the wealth of his memories that had so warped him. Necrons can withstand the impact
of such visions, most mortals however, falter when they see the untold horrors which the
Uk-hekneth witnessed and commited.
The Nightmare Shroud confers a 2+ Armour Save. Once per game, during any friendly
Shooting phase, the bearer can choose one enemy unit within 18”. That unit suffers a -2
penalty to its Ld until the end of the turn.

THE ORB OF ETERNITY


The Orb of Eternity is thought to be the first resurrection orb ever created. For millennia, it
rested in a primitive fane on the world of Ormandus, where the indegenous populace
marvelled at its seemingly divine ability to effect repairs upon their technologies. Ever since
this state of affairs was righted by a battalion of Triarch Praetorians, the orb is imparted as a
boon to those nobles who are deemed worthy of such incredible power.
Model with Resurrection Orb only. When the model's resurrection orb is activated the
affected unit adds +2 to its resurrection protocol rolls for that roll.

THE SOLAR STAFF


The Solar Staff burns with the light of truth and honour, and when its powers are unleashed
they are a bane to all shadows. Set loose, the staff's energies blaze outward in a mighty
flare, as though a new sun was born. The darkness is driven back by this false dawn, and
the foe reels as their deceptions are laid bare.
Model with Staff of Light only. Choose an enemy unit within 12" at the start of each of your
Shooting phases, friendly units ignore negative Hit modifiers when Shooting at that unit until
the end of the Shooting phase. Note that the penalty for Shooting an Assault weapon after
Advancing is also ignored.

THE VEIL OF DARKNESS


This device was fashioned from transpositanium, a substance so rare that it can only be
found in a handful of places in the galaxy. It is highly sought after by the Necrons, and wars
have been waged to secure it. Activated with a thought, the veil causes space and time to
warp around its user and those near him, enfolding them in a swirling darkness. As the
darkness fades, the user and his comrades appear on the battlefield, transported through a
miracle of arcane science.
During deployment, you can set up the bearer and one other friendly non-vehicle unit behind
the veil instead of placing it on the battlefield. At the end of any of your Movement phases,
the bearer and the other unit can tread out from behind the veil – set them up anywhere on
the battlefield that is more than 12” from any enemy models. The other unit has to be set up
entirely within 3” of the bearer.

VOIDREAPER
Legend has it that on the day Aza'gorod the Nightbringer was sundered into shards, this
warscythe appeared in the armoury of the Thokt Dynasty's Crownworld. Its blade is a sliver
of the void; when swung, it cuts through more than just mere physical forms. Its victims drop
to the ground as husks, their souls torn from their bodies like tattered shrouds before
dissipating with final screams of horror.
THOKT​ model with Warscythe only. Voidreaper replaces the model's Warscythe.
Range Type S AP D

Melee Melee +2 -4 D6 This weapon automatically hits its target.

POWERS OF THE C'TAN


Before the battle, generate the Powers of the C'tan for each ​C'TAN SHARD​ using the table
below. You can either roll a D6 to generate their powers randomly (re-roll any duplicate
results), or you can select the powers you wish the ​C'TAN SHARD​ to have.

1. ANTIMATTER METEOR
The C'tan Shard gathers an orb of roiling antimatter, before hurling the crackling projectile
into the midst of the foe.
Roll a D6; on a 2+ the closest visible enemy unit within 24” of the ​C'TAN SHARD​ suffers D3
mortal wounds.

2. TIME'S ARROW
Mutating the flow of causality and remoulding the temporal stream, the C'tan erases its foe's
very existince from space and time.
Pick a visible enemy unit within 24” of the C'tan Shard and roll a D6. If the result is higher
than the highest Wounds characteristic in the unit, one model of your opponent's choice from
that unit is slain.

3. SEISMIC ASSAULT
Stone fractures and ores flash burn into silvered steam as the C'tan Shard drags up tides of
magma from deep below.
Roll a D6 for each model in the closest enemy unit within 24” of the ​C'TAN SHARD​. For
each roll of 6 that unit suffers a mortal wound.

4. COSMIC FIRE
A the C'tan Shard's gestured command, a pillar of black fire streaks down from the heavens.
Roll a D6; on a 2+ the closest visible enemy unit within 8” of the ​C'TAN SHARD​ suffers D6
mortal wounds.

5. SKY OF FALLING STARS


Savagely beatiful orbs of coruscating light plummet from the cold depths of space, growing
to roaring bale-stars as they approach.
Pick a point within 24”; each enemy unit within 3” suffers a single mortal wound on a D6 roll
of 5+.

6. TRANSDIMENSIONAL THUNDERBOLT
The C'tan Shard projects a crackling bolt of energy from its outstretched palm, blasting tis
foe into oblivion.
Roll a D6; on a 2+ the closest enemy unit within 24” suffers a single mortal wound. On a roll
of 6+ the two closest enemy units within 6” of the first unit also suffer a mortal wound.

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