Necrons 9th Edition

Necrons 9th edition was released on 7-30-20

Unit points throughout Time

NameBattlefield RoleChapter Approved 2020Forgeworld 2020Codex 2020Imperial Armour Compendium 2020
Ghost ArkDedicated Transport140145
DeathmarksElites1618
Flayed OnesElites1413
LychguardElites3028
Triarch PraetoriansFast Attack2325
Triarch StalkerElites95135
Canoptek ReaniamatorElites110-
CryptothrallsElites20-
Skorpekh DestroyersElites4035
Canoptek PlasmacyteElites15-
Canoptek Tomb StalkerElites130-90
Canoptek ScarabsFast Attack15-
Canoptek WraithsFast Attack4535
Lokhust DestroyersHeavy Support55-
Tomb BladesFast Attack1725
Canoptek AcanthritesFast Attack55-40
Canoptek Tomb SentinelFast Attack150-125
Doom ScytheFlyer170200
Night ScytheFlyer135145
Night Shroud
Flyer210-190
Tomb CitadelFortification730-0
Sentry PylonFortifications80-100
Annihilation BargeHeavy Support115.0120
Canoptek SpydersElites60
Doomsday ArkHeavy Support180190
Heavy DestroyersHeavy Support40-
Heavy DestroyersHeavy Support40-
MonolithLords of War270360
Transcendent C'tanElites195270
Canoptek DoomstalkerHeavy Support130140
Lokhurst Heavy DestroyersHeavy Support70-
Tesseract ArkHeavy Support210-170
Catacomb Command BargeHQ145-
CryptekHQ85-
Lukhust LordHQ110105
LordHQ70-
OverlordHQ8595
Anrakyr the TravellerHQ130140
C'tan shard of the deceiverElites190350
C'tan shard of the nightbringerElites165350
Illuminator SzerasHQ145160
Imotekh the StormlordHQ150145
Nemesor ZahndrekhHQ135-
Orikan the DivinerHQ110-
Trazyn the InfiniteHQ100-
Vanguard ObyronHQ120100
PlasmancerHQ8070
Royal WardenHQ8075
Skorpekh LordHQ130130
ObeliskLords of War390370
Tesseract VaultLords of War550500
Gauss PylonLords of War500475
Seraptek Heavy ConstructLords of War660650
Automation clawsMelee0-
Crackling tendrilsMelee0-
Feeder mandiblesMelee0-
Flayer clawsMelee0-
Hyperphase swordMelee0-
Massive forelimbsMelee0-
Vicious clawsMelee0-
VoidbladeMelee0-
VoidscytheMelee515
WarscytheMelee05
Whip coilsMelee5-
Death rayRanged05
Doomsday cannonRanged0-
Gauss blasterRanged0-
Twin Gauss blasterRanged155
Gauss cannon (vehicle)Ranged05
Gauss cannon (other)Ranged5-
Gauss flayerRanged0-
Gauss flayer arrayRanged0-
Gauss flux arcRanged0-
Heat rayRanged305
Heavy gauss cannonRanged015
Particle beamerRanged105
Patricle casterRanged05
Particle shredderRanged250
Particle whipRanged0-
Rod of covenantRanged0-
Staff of LightRanged0-
Synaptic disintegratorRanged0-
Tesla cannonRanged0-
Tesla carbineRanged05
Twin Tesla carbineRanged155
Tesla destructorRanged0-
Tesla sphereRanged0-
Transdimensional beamerRanged150
Twin heavy gauss cannonRanged4015
Twin tesla destructorRanged0-
Cutting beamRanged00
Exile cannonRanged00
Focussed death rayRanged350
Guass annihilatorRanged00
Guass exterminatorRanged500
Heat CannonRanged7525
Tesseract singularity chamberRanged00
Twin gauss slicersRanged00
ImmortalsTroops1817
Necron WarriorsTroops1213
Canoptek cloakWargear105
ChronometronWargear150
Dispersion shieldWargear0-
Fabricator claw arrayWargear5-
Gloom prismWargear5-
NebuloscopeWargear3-
PhylacteryWargear105
Resurrection orbWargear2030
ShadowloomWargear5-
ShieldvanesWargear3-
Teleportation matrixWargear100
Tachyon arrowRanged-5
ChronomancerHQ-80
PsychomancerHQ-70
TechnomancerHQ-75
Canoptek control nodeWargear-15
AtavindictoryUpgrade-25
Cortical subjugator scarabsUpgrade-15
Countertemporal nanominesUpgrade-30
Cryptogeometric adjusterUpgrade-15
Dimensional sanctumUpgrade-15
Fail-safe overchargerUpgrade-30
Hypermeterial ablatorUpgrade-25
Metalodermal tesla waveUpgrade-20
Photonic transubjectorUpgrade-20
Phylacterine hiveUpgrade-20
Prismatic obfuscatronUpgrade-20
Quantrum orbUpgrade-20
C'tan Shard of the Void DragonElites-350
Hexmark DestroyerElites-75
Ophydian DestroyersFast Attack-35
Canoptek DoomstalkerHeavy Support-140
The Silent KingLords of War-450
NameBattlefield RoleChapter Approved 2020Forgeworld 2020Codex 2020Imperial Armour Compendium 2020

Necrons Special Rules

A Necrons Detachment is one that only includes models with the Necrons keyword.

Necron Detachments gain the Royal Court and Dynastic Agents and Star Gods abilities.

Necron units in Necron Detachments gain the Dynastic Codes Ability

Troops units in Necrons Detachments gain the Objective Secured ability.

Reanimation Protocols: Each time an enemy unit shoots or fights, after it makes its attacks, if any models in this unit were destroyed as a result of those attacks but this unit was not destroyed, this unit’s reanimation protocols are enacted and those destroyed models begin to reassemble. Each time a unit’s reanimation protocols are enacted, make Reanimation Protocol rolls for that unit by rolling a number of D6 equal to the combined Wounds characteristics of all the reassembling models. Each Reanimation Protocol roll of 5+ is put into a pool. A Reanimation Protocol roll can never be modified by more than -1 or +1.

If the number of dice in that pool is greater than or equal to the Wounds characteristic of any of the reassembling models, select one of those models to be Reanimated. A Reanimated model:
-Is added back to its unit with its full wounds remaining.
-Can only set up within Engagement Range of enemy units that are already within Engagement Range of the Reanimated model’s unit.
-Cannot, if it is your Charge phase, be set up closer to any enemy units that are targets of a charge declared by its unit this phase.
-No longer counts as having been destroyed for the purposes of Morale tests this turn.

You then reduce the number of dice in that pool by a number equal to the Wounds characteristic of the Reanimated model and repeat this process until either there are no more reassembling models, or the number of dice remaining in the pool is less than the Wounds characteristic of any of the reassembling models. Any models that did not Reanimate fail to reassemble, and any dice remaining in the pool are discarded.

Living Metal: At the start of your Command phase, each model in this unit regains 1 lost wound

Command Protocols: If every unit from your army (excluding DYNASTIC AGENT, C’TAN SHARD and UNALIGNED units) is from the same dynasty, and you select a NOBLE model to be your WARLORD, this unit is eligible to benefit from this ability and the following rules apply. After both sides have deployed, but before you have determined who will have the first turn, you must assign a different one of the command protocols to each of the first five battle rounds, and note this down secretly on your army roster.At the start of each battle round, if any NOBLE units from your army are on the battlefield, the command protocol that you assigned to that battle round becomes active for your army until the end of that battle round. Each command protocol is made up of two directives. When a command protocol becomes active for your army, reveal it to your opponent and select one of its directives. Until the assigned command protocol stops being active, while a unit that is eligible to benefit from this ability is within 6″ of a friendly NECRONS CHARACTER model (excluding C’TAN SHARD models), that unit benefits from the selected directive. If the battle lasts for more than five battle rounds, then until the end of the battle, whichever command protocol was active in the fifth battle round remains active.

The Royal Court: When mustering your army, if it contains The Silent King model that model must be selected as your Warlord. Otherwise, if you army contains a Phaeron model, that model must be selected as your Warlord. Otherwise , if your army contains an Overlord model, that model must be selected as your Warlord. Otherwise if your army contains a Lord model, that model must be selected as your Warlord. If your army contains none of the listed models select your Warlord as normal.

Dynastic Agents and Star Gods: Dynastic Agents and C’tan Shard units can be included in a Necrons Detachment without preventing other units in that Detachment from gaining a Dynastic code. Dynastic Agent and C’tan Shard units never gain a Dynastic Code. You can include a maximum of one C’tan Shard model in each Necrons Detachment in your army.

Dynastic Codes

All Necrons units with this ability, and all models in them gain a Dynastic Code so long as every unit in that Detachment is from the same dynasty. The Dynastic Code they gain depends upon which dynasty they are from. If you Dynasty does not have an associated Dynastic Code for them as described below, you can instead create a new Dynastic Code using the Ancient Dynasties rules.

Szarekhan – Uncanny Artificers:

Each time a model with this code would lose a wound as the result of a mortal wound, roll one D6; on a 5+ that wound is not lost. Each time a unit with this code is selected to shoot or fight, you can re-roll one wound roll when making that unit’s attacks. When the Protocol of the Undying Legions becomes active for your army, if every unit in your army (excluding DYNASTIC AGENT and C’TAN SHARD units) has this code, you can select both of that command protocol’s directives instead of just one.

Mephrit – Solar Fury:

Add 3″ to the Range characteristic of ranged weapons (excluding Pistols) that models with this code are equipped with. Each time a model with this code makes a ranged attack that targets a unit within half range, the Armour Penetration characteristic of that attack is improved by 1. When the Protocol of the Vengeful Stars becomes active for your army, if every unit in your army (excluding DYNASTIC AGENT and C’TAN SHARD units) has this code, you can select both of that command protocol’s directives instead of just one.

Nephrekh – Translocation Beams:

Models with this code have a 6+ invulnerable save. Each time a unit with this code Advances, it can translocate. If it does, do not make an Advance roll for it. Instead until the end of the phase, add 6″ to the Move characteristic of models in that unit. If a unit translocates, until the end of the turn, models in that unit cannot shoot. Each time a unit with this code Falls Back or translocates, until the end of the phase, models in that unit can move across models and terrain as if they were not there. When the Protocol of the Sudden Storm becomes active for your army, if every unit in your army (excluding DYNASTIC AGENT and C’TAN SHARD units) has this code, you can select both of that command protocol’s directives instead of just one.

Nihilakh – Aggressively Territorial:

Units with this code have the Objective Secured ability. If a model in such a unit already has this ability, that model counts as one additional model when determining control of an objective marker. Each time an attack with an Armour Penetration characteristic of -1 is allocated to a model with this code, if that model’s unit is wholly within its controller’s deployment zone, that attack has an Armour Penetration characteristic of 0 instead. When the Protocol of the Eternal Guardian becomes active for your army, if every unit in your army (excluding DYNASTIC AGENT and C’TAN SHARD units) has this code, you can select both of that command protocol’s directives instead of just one.

Novokh – Awakened By Murder:

Add 1 to the charge rolls made for units with this code. Each time a model with this code makes a melee attack, if that model’s unit made a charge move, was charged, or performed a Heroic Intervention this turn, improve the Armour Penetration characteristic of that attack by 1. When the Protocol of the Hungry Void becomes active for your army, if every unit in your army (excluding DYNASTIC AGENT and C’TAN SHARD units) has this code, you can select both of that command protocol’s directives instead of just one.

Sautekh – Relentless Advance:

Each time a Morale test is taken for a unit with this code, you can re-roll that test. Instead of following the normal rules for Rapid Fire weapons, models with this code shooting Rapid Fire weapons make double the number of attacks if the shooting model’s target is within 18″. When the Protocol of the Conquering Tyrant becomes active for your army, if every unit in your army (excluding DYNASTIC AGENT and C’TAN SHARD units) has this code, you can select both of that command protocol’s directives instead of just one.

Ancient Dynasties

All Necrons units with this ability, and all models in them gain a Dynastic Code so long as every unit in that Detachment is from the same dynasty. The Dynastic Code they gain depends upon which dynasty they are from. If you Dynasty does not have an associated Dynastic Code for them as described below, you can instead create a new Dynastic Code using the Ancient Dynasties rules by selecting one code from the Dynastic Traditions list below. Unless you selected the Vassal Kingdom Dynastic Code, you can then also select one additional code from the Circumstances of Awakening list.

Dynastic Traditions

Dynastic Traditions – Butchers:

Add 1 to charge rolls made for units with this code.

Dynastic Traditions – Contemptuous of the Codes:

Each time a model with this code makes an attack against a CHARACTER unit, you can add 1 to that attack’s hit roll.

Dynastic Traditions – Eternal Conquerors:

Units with this code have the Objective Secured ability. If a model in such a unit already has this ability, that model counts as one additional model when determining control of an objective marker.

Dynastic Traditions – Immovable Phalanx:

Each time an attack with a Damage characteristic of 1 is allocated to an INFANTRY model with this code, unless that model’s unit made a Normal Move, Advanced or Fell Back this battle round, add 1 to any armour saving throws taken against that attack.

Dynastic Traditions – Masters of the Martial:

Each time a unit with this code is selected to shoot or fight, you can re-roll one hit roll when making that unit’s attacks.

Dynastic Traditions – Pitiless Hunters:

Instead of following the normal rules for Rapid Fire weapons, models with this code shooting Rapid Fire weapons make double the number of attacks if either the shooting model’s target is within half the weapon’s range, or if the shooting model is INFANTRY and its unit Remained Stationary in your previous Movement phase

Dynastic Traditions – Rad-weathered:

Units with this code have the following ability: “Rad-wreathed (Aura)” While an enemy unit (excluding VEHICLE units) is within 1″ of this unit, subtract 1 from the Toughness characteristic of models in that enemy unit.

Dynastic Traditions – Severed:

A unit with this code benefits from the selected directive of your army’s active command protocol while it is within 9″ of a friendly NECRONS CHARACTER model (excluding C’TAN SHARD models), instead of 6″

Dynastic Traditions – Superior Artisans:

Each time a unit with this code is selected to shoot or fight, you can re-roll one wound roll when making that unit’s attacks.

Dynastic Traditions – Unyielding:

Models with this code have a 6+ invulnerable save.

Circumstances of Awakening 

Circumstances of Awakening – Arise Against the Interlopers:

Each time a model with this code makes a melee attack against an INFANTRY or BIKER unit, an unmodified hit roll of 6 automatically wounds the target.

Circumstances of Awakening – Healthy Paranoia:

Add 3″ to the Range characteristic of ranged weapons (excluding Pistols) that models with this code are equipped with.

Circumstances of Awakening – Isolationists:

Each time a model with this code makes an attack with a Rapid Fire weapon that targets a unit within 12″, add 1 to the Strength characteristic of that attack.

Circumstances of Awakening – Relentlessly Expansionist:

At the start of the first battle round, before the first turn begins, units with this code can make a Normal Move of up to 6″.

Circumstances of Awakening – The Ancients Stir:

Add 1″ to the Move characteristic of CANOPTEK models with this code. Each time a CANOPTEK unit with this code makes a pile-in or consolidate move, so long as each model that moves ends its move closer to the closest enemy model, you can move each model in that unit up to 4″.

Circumstances of Awakening – Warrior Nobles:

Each time a NOBLE model with this code makes a melee attack, re-roll a hit roll of 1 and re-roll a wound roll of 1.

Command Protocols

If every unit from your army (excluding Dynastic Agent, C’tan Shard and Unaligned units) is from the same dynasty, and you select a Noble model to be your Warlord, this unit is eligible to benefit from this ability and the following rules apply. After both side have deployed, but before you have determined who will have the first turn, you must assign a different on of the command protocols below to each of the first five battle rounds, and note this down secretly on your army roster. At the start of each battle round, if any Noble units from your army are on the battlefield the command protocol that you assign that battle round becomes active for your army unit the end of that battle round. Until the assigned command protocol stops being active, while a unit that is eligible to benefit from this abilities is within 6″ of a friendly Necrons Character model (excluding C’tan Shard models), that unit benefits from selected directive. 

Command Protocols – Protocol of the Conquering Tyrant:
Directive 1: Add 3″ to the range of this unit’s aura abilities (to a maximum of 12″) and increase the range of the following abilities this unit has by 3″ (to a maximum of 12″): Lord’s Will, My Will Be Done, Rites of Reanimation.

Directive 2: This unit is eligible to shoot in a turn in which it Fell Back, but if it does, then until the end of the turn, each time a model in this unit makes a ranged attack, subtract 1 from that attack’s hit roll.

Command Protocols – Protocol of the Eternal Guardian:
Directive 1: Each time an attack is made against this unit, if it did not make a Normal Move, Advance or Fall Back this battle round, this unit receives the benefit of Light cover, as described in the Warhammer 40,000 Core Book.

Directive 2: Each time an enemy unit declares a charge against this unit, if this unit is not within Engagement Range of any enemy units, it can either Hold Steady or Set to Defend.
-If it Holds Steady, then until the end of the phase, any Overwatch attacks made by models in that unit score hits on unmodified rolls of 5+ instead of 6.
-If it Sets to Defend, then until the end of the phase, it cannot fire Overwatch, but until the end of the next Fight phase, each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.

Command Protocols – Protocol of the Hungry Void:
Directive 1: Each time a model in this unit makes a melee attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1

Directive 2: Each time a model in this unit makes a melee attack, if this unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attack’s Strength characteristic

Command Protocols – Protocol of the Sudden Storm:
Directive 1: Add 1″ to the Move characteristic of models in this unit.

Directive 2: If this unit is performing an action, it can still make attacks with ranged weapons without that action failing. 

Command Protocols – Protocol of the Undying Legions:
Directive 1: Each time this unit uses its Living Metal ability, each model in this unit regains 1 additional lost wound.

Directive 2: Each time you make Reanimation Protocol rolls for this unit, you can re-roll one of the dice.

Command Protocols – Protocol of the Vengeful Stars:
Directive 1: Each time a model in this unit makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.

Directive 2: Each time a model in this unit makes a ranged attack that targets a unit within half range, the target does not receive the benefits of cover to its saving throw against that attack.

Cryptek Arkana

If your army is Battle-forged and includes any Necrons Detachmetns, then you can upgrade any Cryptek models in your army by giving them an item of Cryptek Arkana. Named characters cannot be given Cryptek Arkana. Each Cryptek model can only have one item of Cryptek Arkana. An army cannot include the same item of Cryptek Arkana more than once. Cryptek Arkana are not considered to be Relics for any rules purposes. 

Atavindicator:

Psychomancer model only. At the end of your Movement phase, select one enemy unit (excluding VEHICLE units) within 18″ of the bearer and roll 3D6; if the total is equal to or greater than that enemy unit’s Leadership characteristic, it suffers D3 mortal wounds.

Cryptogeometric Adjuster:

At the start of your opponent’s Shooting phase, you can select one enemy unit that is within 12″ of and visible to the bearer. Until the end of the phase, each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll.

Photonic Transubjector:

Once per turn, the first time a saving throw is failed for the bearer, the Damage characteristic of that attack is changed to 0.

Dimensional Sanctum:

The bearer gains the Dimensional Translocation ability.

Cortical Subjugator Scarabs:

Once per battle, at the start of the Heroic Interventions step of your opponent’s Charge phase, you can select one friendly <DYNASTY> unit within 6″ of the bearer. Unless that unit is within Engagement Range of any enemy units, it can perform a Heroic Intervention as if it were a CHARACTER.

Countertemporal Nanomines:

Chronomancer model only. In your Shooting phase, you can select one enemy unit within 18″ of the bearer. Until the start of your next turn, halve Advance rolls and charge rolls made for that unit.

Fail-Safe Overcharger:

Technomancer model only. In your Command phase, you can select one friendly CANOPTEK unit within 9″ of the bearer. Until the start of your next Command phase, add 1 to the Attacks characterisitc of models in that unit. If that unit is a MONSTER or VEHICLE unit, add D3 to the Attacks characteristic of models in that unit instead of 1.

Hypermaterial Ablator:

In your Command phase, you can select one friendly <DYNASTY> CORE or DYNASTY> CANOPTEK unit within 9″ of the bearer. Until the start of your next Command phase, each time a ranged attack is made against that unit, if the attacker is more than 12″ away, then the unit you selected is treated as having the benefits of light cover.

Quantum Orb:

Plasmancer model only: Once per battle, in your Command phase, the bearer can activate this item of Cryptek Arkana. If it does, select one point on the battlefield anywhere within 24″ of the bearer and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6″ of the centre of that marker, subtracting 1 if the unit being rolled for is a CHARACTER. On a 4-5, that unit suffers D3 mortal wounds, and on a 6, that unit suffers 3 mortal wounds. The marker is then removed.

Metalodermal Tesla Weave:

At the end of the Charges step of your opponent’s Charge phase, you can select one enemy unit that finished a charge move within 6″ of the bearer this phase. Roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds

Phylacterine Hive:

Technomancer model only. Once per battle, when the bearer uses its Rites of Reanimation ability, you can select one friendly <DYNASTY> CANOPTEK, <DYNASTY> DESTROYER CULT or TRIARCH PRAETORIAN unit to be affected by that ability instead of one friendly <DYNASTY> CORE unit

Prismatic Obfuscatron:

Unless the bearer is the closest eligible target, enemy models cannot target it with ranged attacks.

Powers of the C'tan

Before the battle, generate the Powers of the C’tan for C’TAN SHARD units from your army using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers each unit knows. If selecting powers, a power cannot be selected for a second time until all other powers have been selected at least once by units in your army, and no unit can know the same power more than once. Write down any Powers of the C’tan your units know on your army roster.

  1. Antimatter Meteor: Roll one D6, adding 1 to the roll if this C’TAN SHARD is a TESSERACT VAULT; on a 3-5, the closest enemy unit that is within 24″ of and visible to this C’TAN SHARD suffers 3 mortal wounds; on a 6+, that enemy unit suffers D3+3 mortal wounds.
  2. Time’s Arrow: Select one enemy unit within 18″ of and visible to this C’TAN SHARD. Roll one D6, adding 1 to the roll if this C’TAN SHARD is a TESSERACT VAULT; if the total equals or exceeds the Wounds characteristic of any models in that enemy unit, your opponent selects one of those models to be destroyed.
  3. Sky of Falling Stars: Select up to three enemy units within 24″ of this C’TAN SHARD. For each of those units, roll one D6; on a 1-5, if the dice result is less than the number of models in that unit, that unit suffers D3 mortal wounds. If this C’TAN SHARD is a TESSERACT VAULT, that unit suffers 3 mortal wounds from this power instead of D3.
  4. Cosmic Fire: Roll one D6 for each enemy unit within 9″ of this C’TAN SHARD; on a 4+, that unit suffers D3 mortal wounds. If this C’TAN SHARD is a TESSERACT VAULT, units suffer 3 mortal wounds from this power instead of D3.
  5. Seismic Assault: Select one enemy unit within 18″ of and visible to this C’TAN SHARD. Roll one D6 for each model in that unit, adding 1 to the roll if this C’TAN SHARD is a TESSERACT VAULT; for each 6+, that unit suffers 1 mortal wound, to a maximum of 10 mortal wounds.
  6. Transdimensional Thunderbolt: Select one enemy unit within 24″ of and visible to this C’TAN SHARD (an enemy CHARACTER unit with a Wounds characteristic of 9 or less cannot be selected for this power while it is within 3″ of another enemy unit, unless that CHARACTER unit is the closest visible enemy unit). Roll one D6; on a 2+, that unit suffers D3 mortal wounds. Then, roll one D6 for each other enemy unit within 3″ of the selected unit; on a 4+, that unit suffers 1 mortal wound. If this C’TAN SHARD is a TESSERACT VAULT, roll for each other enemy unit within 6″ of the selected unit, instead of 3″

Deceiver: Cosmic Insanity – Select one enemy unit within 12″ of and visible to this C’TAN SHARD. Roll one D6 and add this C’TAN SHARD’s Leadership characteristic to the result. Your opponent then rolls one D6 and adds the Leadership characteristic of the selected unit to the result. That enemy unit suffers 1 mortal wound for each point by which your total exceeds your opponent’s.

Nightbringer: Gaze of Death – Select one enemy unit within 9″ of and visible to this C’TAN SHARD. Roll three D6s; for each 4+, that unit suffers D3 mortal wounds.

Void Dragon: Voltaic Storm – Select one enemy unit within 18″ of and visible to this C’TAN SHARD (an enemy CHARACTER unit with a Wounds characteristic of 9 or less cannot be selected for this power while it is within 3″ of another enemy unit, unless that CHARACTER unit is the closest visible enemy unit). Roll one D6; on a 2+ that unit suffers D3 mortal wounds (it suffers D6 mortal wounds instead if it has the VEHICLE keyword) and, until the start of your next turn, if that unit is a VEHICLE whose characteristics change as it loses wounds, then it halves the number of wounds it has remaining when determining what characteristics to use.

Secondary Objectives

If every model in your army has the Necrons keyword, and your Warlord has the Necrons keyword you can select secondary objectives or select one of them to be from the Necrons secondary objectives. Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives. 

No Mercy, No Respite

Secondary Objective – Code of Combat:
No Mercy, No Respite Objective: Score 3 victory points at the end of the battle for each enemy unit that was destroyed by a NECRONS NOBLE unit from your arm.

Battlefield Supremacy

Secondary Objective – Purge the Vermin:
Battlefield Supremacy Objective: Score 2 victory points at the end of your turn for each table quarter that does not have any enemy units (excluding AIRCRAFT units) wholly within it. This objective cannot be scored in the first battle round.

Secondary Objective – The Treasures of Aeons:
Battlefield Supremacy Objective: If you selected this secondary objective, then after both sides have finished deploying, your opponent selects 3 objective markers on the battlefield. Score a number of victory points at the end of your turn if you control one or more of those objective markers, as shown in the table below:

Shadow Operations

Secondary Objective – Ancient Machineries:
Shadow Operations Objective: If you selected this secondary objective, then after both sides have finished deploying, starting with your opponent, the players alternate selecting objective markers that are not within any player’s deployment zone to be Ancient Machinery objective markers until 3 objective markers have been selected (if there is only 1 such objective marker, then only that objective marker is an Ancient Machinery objective marker). NECRONS CORE or NECRONS CANOPTEK units from your army can attempt the following action: Awaken Ancient Machinery (Action): At the end of your Movement phase, one or more NECRONS CORE or NECRONS CANOPTEK units from your army can start to perform this action. Each unit from your army that starts to perform this action must be in range of a different Ancient Machinery objective marker. A unit cannot start this action while there are any enemy units (excluding AIRCRAFT) in range of the same objective marker. The action is completed at the end of your next Command phase, provided the unit attempting the action is still within range of that Ancient Machinery objective marker. Score 3 victory points each time a unit from your army completes the Awaken Ancient Machinery action.

Necrons Stratagems

As of 07-30-2020 Necrons Stratagems groups are…

  • Core Stratagems
  • Necrons Stratagems
  • Dynastic Stratagems

(See tabs for details)  

To use a Stratagem you must pay the CPs specified. The same Stratagem cannot be used more than once during the same phase. Stratagems not used during a battle round are exempted from the limit.

Command Re-Roll: 1 CP

Use this Stratagem after you made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.

Cut them Down: 1 CP

Use this Stratagem when an enemy unit Falls Back, before any models in that unit are moved. Roll one D6 for each model from your army that is within Engagement Range of that enemy unit; for each result of 6 that enemy unit suffers 1 mortal wound.

Desperate Breakout: 2 CP

Use this Stratagem in your Movement phase. Select one unit from your army that has not been selected to move this phase and which is in Engagement Range with at least one enemy unit. Roll one D6 for each model in that unit; for each result of 1, one model in that unit your choice is destroyed. Assuming that unit was no destroyed, it can now attempt to Fall Back, and when doing so its models can be moved across enemy models as if they were not there. Any models in that unit ends its Fall Back move within Engagement Range of any enemy model is destroyed. Assuming the unit is not destroyed, it cannot do anything else his turn, even if it has a rule that would allow it to do so after Falling Back.

Emergency Disembarkation: 1 CP

Use this Stratagem when a TRANSPORT model from your army is destroyed. All units that are embarked within that model can be set up wholly within 6? of the destroyed model when they disembark instead of the normal 3? before the model itself is removed from the battlefield. These units are not affected by the destroyed model’s Explodes ability – instead you must roll one D6 for each model you just set up on the battlefield. Instead of one model that disembarked being destroyed for each roll of 1, one model that disembarked (your choice) is destroyed for each roll of 1 or 2. Units cannot declare a charge or perform Heroic Intervention in the same turn that they disembarked from a destroyed Transport model.

Fire Overwatch: 1 CP

Use this Stratagem after an enemy unit has declared a charge against one or more units from your army. One of the units that was chose as the target of that charge can fire Overwatch before the charge roll is made.

Counter-Offensive: 2 CP

Use this Stratagem after an enemy unit has fought in this turn. Select one of your own eligible units and fight with it next.

Insane Bravery: 1 CP

Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice). You can only use this Stratagem once per battle

If your army includes any Necrons Detachments you have access to the Stratagems shown here, you can spend CPs to use them. When on of these Stratagems instructs you to select a unit from your army, replace all instances of the Dynasty keyword on that Stratagem with the name of the dynasty that your selected unit is from.

Dimensional Corridor: 1 CP

Use this Stratagem at the start of your Movement phase. Select one <Dynasty> CORE INFANTRY unit from your army that is on the battlefield. Remove that unit from the battlefield. In the Reinforcements step of this phase, set that unit back up on the battlefield anywhere that is wholly within 3″ of a friendly <Dynasty> Monolith model and more than 9″ away from any enemy models.

Techno-Oracular Targeting: 1 CP

Use this Stratagem in your Shooting phase, before making the wound roll for an attack made by a NECRONS model from your army. Do not make a wound roll for that attack: it automatically wounds the target.

Extermination Protocols: 2 CP

Use this Stratagem in your Shooting phase, when a LOKUST DESTROYERS or LOKUST HEAVY DESTROYERS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack, you can re-roll the wound roll.

Storm of Flensing Blades: 2 CP

Use this Stratagem at the end of the Fight phase. Select one FLAYED ONES unit from your army within Engagement Range of any enemy units; that unit can fight again.

Fractal Targeting: 1 CP

Use this Stratagem in the Shooting phase. Select one TOMB BLADES unit from your army. Until the end of the phase: All Rapid Fire weapons that models in that unit are equipped with are treated as being Assault 2 weapons or Models in that unit do not suffer the penalty to hit rolls incurred for firing Assault weapons in the same turn that their unit has Advanced. 

Judgement of the Triarch: 1 CP

Use this Stratagem in your Shooting phase, when a TRIARCH unit is selected to shoot, or in the Fight phase, when a TRIARCH unit is selected to fight. Until the end of the phase, each time a model in that unit makes as attack, add 1 to that attack’s hit roll.

Eternal Protectors: 1 CP

Use this Stratagem in the Fight phase. Select a <DYNASTY> LYCHGUARD unit from your army. Until the end of the phase while that unit is within 3″ of a friendly <DYNASTY> NOBLE model, add 1 to the Attacks characterisitic of each model in that unit.

Resurrections Protocols: 1 CP

Use this Stratagem in any phase, when a NECRONS INFANTRY NOBLE or NECRONS INFANTRY CRYPTEK model from your army is destroyed. You can choose to roll one D6 at the end of the phase instead of using any rules that are triggered when that model is destroyed. If you do, then on a 4+, set that model back up on the battlefield as close as possible to where they were destroyed and more than 1″ away from any enemy models, with D3 wounds remaining. This Stratagem cannot be sued to set the same model back up more than once per battle.

Strange Echoes: 1 CP

Use this Stratagem in your Command phase. Select one C’TAN SHARD model from your army. Select one of the powers from the Powers of the C’tan that the model does not know. The selected power replaces one of the Powers of the C’tan that the model does know.

The Deathless Arise: 1 CP

Use this Stratagem in your Command phase. Select one TECHNOMANCER model from your army. Until the end of the phase, that model can use its Rites of Reanimation ability one additional time. 

Dimensional Destabilization: 2/1 CP

Use this Stratagem at the end of your Movement phase, when a C’TAN SHARD model from your army has used a Power of the C’tan. Roll one D6; that model can immediately use the corresponding power from the Powers of the C’tan, even if it has already been used this turn. If that model has the TITANIC keyword, this Stratagem costs 2CP; otherwise it costs 1CP.

Entropic Strike: 2 CP

Use this Stratagem in the Fight phase, when a C’TAN SHARD model from your army is selected to fight. Until the end of the phase, each time a melee attack is made by that model, invulnerable saving throws cannot be taken against that attack.

Hand of the Phaeron: 2 CP

Use this Stratagem before the battle, when you are mustering your army. If your army does not contain a model with the PHAERON keyword, select one NECRONS OVERLORD model from your army. That model gains the PHAERON keyword, and your Command phase it can use its My Will Be Done abilities one additional time. You can only use this Stratagem once. 

Dynastic Heirlooms: 1 CP

Use this Stratagems before the battle, when you are mustering your army, if your WARLORD has the NECRONS keyword. Select NECRONS CHARACTERS model (excluding C’TAN SHARD models) in your army and give them one Relic. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle, or Onslaught battle. 

Rarefied Nobility: 1 CP

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the NECRONS keyword. Select one NECRONS CHARACTERS model (excluding C’TAN SHARD models) in your army and determine one Warlord Trait for that model; that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique, and you cannot use this Stratagem once, unless you are playing a Strike Force battle or an Onslaught battle.

Enslaved Protectors: 1 CP

Use this Stratagem in your opponent’s Charge phase. Select one CANOPTEK unit from your army. Until the end of the phase, that unit is eligible to perform Heroic Interventions as if it was a CHARACTER.

Stellar Alignment Protocol: 2/1 CP

Use this Stratagem in the Command phase. Select one NECRONS VEHICLE model from your that has a Wounds characteristic of 10 or more. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use. If that model has TITANIC keyword, this Stratagem costs 2CP; otherwise it costs 1CP.

Reanimation Prioritisation: 2 CP

Use this Stratagem in your opponent’s Shooting phase, when a NECRONS unit from your army is selected as the target of an attack. Select one CANOPTEK REANIMATOR model in your army that is within 6″ of an visible to the targeted unit. That model can use its Nanoscarab Reanimation Beam ability as if it was your Command phase, selecting the targeted unit to be healed by its reanimation beam.

Burrowing Nightmares: 1 CP

Use this Stratagem at the start of your Movement phase. Select one OPHYDIAN DESTROYERS unit from your army that is on the battlefield. Remove that unit from the battlefield. In the Reinforcements step of your next Movement phase, you can set that unit back up on the battlefield anywhere that is more than 9″ away from any enemy models. If the battle ends and that unit is not on the battlefield, it is destroyed. 

Self-Destruction: 1 CP

Use this Stratagem in the Fight phase, when a CANOPTEK SCARAB SWARMS unit from your army is slected to fight. Select one model in that unit. After that unit has finished piling in, you can select one enemy unit within Engagement Range of that model and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. The CANOPTEK SCARAB SWARM model is then destroyed. 

Prismatic Dimensional Breach: 1 CP

Use this Stratagem in the Reinforcements step of your Movement phase. Select one <DYNASTY> CORE unit from your army that is in Strategic Reserves, and then select one friendly <DYNASTY> NIGHT SCYTHE or <DYNASTY> MONOLITH model that is on the battlefield. Set that CORE unit up anywhere on the battlefield that is wholly within 3″ of that NIGHT SCYTHE or MONOLITH model and not within Engagement Range of any enemy units. This Stratagem cannot be used in the first battle round. 

Shadows of Drazak: 1 CP

Use this Stratagem in any phase, when a FLAYED ONES unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll. 

Aetheric Interception: 1 CP

Use this Stratagem in the Reinforcements step of your opponent’s Movement phase, after an enemy unit has been set up on the battlefield. Select one HYPERSPACE HUNTER unit from your army that is either on the battlefield, in a hyperspace dimensions or in Strategic Reserves. If that HYPERSPACE HUNTER unit is in a hyperspace dimensions or in Strategic Reserves, set it up anywhere on the battlefield that is within 18″ of that enemy unit and more than 9″ away from any enemy models. That HYPERSPECE HUNTER unit can, at the end of the phase, shoot as if it where your Shooting phase, but until the end of the phase it can only target the enemy unit that was just set up on the battlefield.

Relentless Onslaught: 1 CP

Use this Stratagem in your Shooting phase, when a CORE INFANTRY unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a Rapid Fire weapon, unmodified hit roll of 6 scores one additional hit. 

Curse of the Phaeron: 3/1 CP

Use this Stratagem in any phase, when a NECRONS VEHICLE model from your army is destroyed. Do not roll to see if that model explodes: it does so automatically. If that model has the TITANIC keyword, this Stratagem costs 3CP; otherwise it costs 1CP.

Atavistic Instigation: 1 CP

Use this Stratagem in your Shooting phase, when a DOOM SCYTHE model from your army is selected to shoot. After you select the target unit for that model’s heavy death ray, select one enemy unit within 3″ of that target; that enemy unit can either brace or duck for cover. If that unit braces, and it is not a VEHICLE or a MONSTER unit, it suffers D3 wounds. If that ducks for cover, then until the end of the turn subtract 1 from the Attacks characteristics of models in that unit, and that unit cannot fire Overwatch or Set to Defend. 

Revenge of the Doomstalker: 2 CP

Use this Stratagem in any phase, when a <DYNASTY> CHARACTER unit from your army is destroyed by an enemy unit. Select one friendly <DYNASTY> CANOPTEK DOOMSTALKER model from your army. At the end of the phase, that CANOPTEK DOOMSTALKER model can shoot as if it were your Shooting phase, but it can only target that enemy unit. Until the end of the battle, each time that CANOPTEK DOOMSTALKER model makes an attack that targets that enemy unit, add 1 to that attack’s hit roll.

Disruption Fields: 1 CP

Use this Stratagem in the Fight phase, when a NECRONS CORE unit from your army is selected to fight. Until the end of the phase, add 1 to the Strength characteristic of models in that unit.

Disintegration Capacitors: 1 CP

Use this Stratagem in your Shooting phase, when a NECRONS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a gauss weapon. an unmodified hit roll of 6 automatically wounds the target. 

Malevolent Arcing: 1 CP

Use the Stratagem in your Shooting phase, when a NECRONS model from your army targets an enemy unit with a tesla weapon. After making that weapon’s, roll one D6 for each other unit within 6″ of that enemy unit: on a 4+, the unit being rolled for suffers 1 mortal wound.

Whirling Onslaught: 1 CP

Use this Stratagem in any phase, when a SKORPEKH DESTROYERS or SKORPEKH LORD unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s wound roll.

Quantum Deflection: 1 CP

Use this Stratagem in any phase, when a NECRONS QUANTUM SHIELDING unit from your army is slected as the target of an attack. Until the end of the phase, models in that unit have 4+ invulnerable save.

Solar Pulse: 1 CP

Use this Stratagem in your Shooting phase. Select one enemy unit. Until the end of the phase, each time a model in a NECRONS unit from your army makes a ranged attack against the enemy unit, the target does not recieve the benefits of cover against that attack.

Reconstitution Protocols: 1 CP

Use this Stratagem in your Command phase. Select one GHOST ARK unit from your army. Until the end of the phase, each time that unit uses its Repair Barge ability, you can set up to D6 destroyed models back up on the battlefield, instead of D3

If your army includes a Mephrit, Nephrekh, Nihilakh, Novokh, Sautekh, or Szarekhan Detachment, then you will gain access to that dynasty’s Stratagem, shown below, as long as every unit in that Detachment is from the same dynasty listed above. 

Methodical Destruction: 2 CP

Use this Stratagem in your Shooting phase, after a Sautekh unit from your army has finished making its attacks. Select one enemy unit that was targeted by an attack made by a model in that unit this phase. Until the end of phase, each time an attack is made by a model in another friendly Sautekh unit against that enemy unit, add 1 to that attack’s hit roll.

Reclaim A List Empire: 1 CP

Use this Stratagem in your Shooting phase. Select one Nihilakh Infantry unit from your army that is currently preforming an action. That unit can still shoot this phase without that action failing. 

Translocation Crypt: 1 CP

Use this Stratagem before the battle when declaring reserves and transports. Select one Nephrekh unit (excluding Vehicle or Monster units) from your army. That unit gains the Dimensional Translocation ability. 

Blood Rites: 1 CP

Use this Stratagem in the Fight phase, when a Novokh unit from your army is selected to fight. Until the end of the phase, add 1 to the Attacks characteristic of models in that unit.

Talent for Annihilation: 1 CP

Use this Stratagem in your Shooting phase, when a Mephrit unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage (a maximum of 3 mortal wounds can be inflicted per phase via this Stratagem).

Emphric Damping: 1 CP

Use this Stratagem in your opponent’s Psychic phase, when an enemy Psyker attempts to manifest a psychic power within 18″ of a Szarekhan unit from your army. Roll one D6: on a 4+, that psychic power is denied.

Necrons Unique Items

As of 07-30-2020 Necrons Relic groups are…

  • Relics
  • Dynastic Relics

(See tabs for details)

If your army is led by a NECRONS Warlord, then before the battle you may give one of the following Relics to a NECRONS CHARACTER (excluding C’TAN SHARDS). Named characters such as Imotekh the Stormlord already have one or more artefacts and cannot be given any of the following artefacts. Note that some weapons replace one of the character’s existing weapons or items of wargear. Where this is the case, if you are playing a matched play game or are otherwise using points values, you must still pay the cost of the weapon or item of wargear that is being replaced. 

The Orb of Eternity

This relic replaces a resurrection orb. Once per battle, in your Command phase, the bearer can use this Relic. If it does, select one friendly <DYNASTY> unit within 6″ of the bearer that is not at its Starting Strength and has not had its reanimation protocols enacted this phase. That unit’s reanimation protocols are enacted, and every destroyed model in that unit begins to reassemble. Each time a Reanimation Protocol roll is made for those reanimation protocols, add 1 to the result.

Voidreaper

Model with warscythe or voidscythe only. Voidreaper replaces the bearer’s warscythe or voidscythe and has the following profile: Voidreaper Melee S+2 AP-4 D3 Abilities: Each time an attack is made with this weapon, rules that ignore wounds cannot be used. This Relic replaces a warscythe or voidscythe.

Voltaic Staff

Model with staff of light only. Voltaic Staff replaces the bearer’s staff of light and has the following profile: Voltaic Staff (Shooting) Assault 4 S6 AP-2 D2 (Melee) S+1 AP-2 D2 Abilities: Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits. This Relic replaces a staff of light. 

The Arrow of Infinity

Model with tachyon arrow only. The Arrow of Infinity replaces the bearer’s tachyon arrow and has the following profile: The Arrow of Infinity Assault 1 S16 AP-5 D6 Abilities: The bearer can only shoot with this weapon once per battle.

The Gauntlet of the Conflagrator

The Gauntlet of the Conflagrator has the following profile: Gauntlet of the Conflagrator 12″ Pistol 1 – – – Abilities: This weapon can only be fired once per battle. Each time an attack is made with this weapon, that attack automatically hits the target. Instead of making a wound roll, roll one D6 for each model in the target unit; that unit suffers 1 mortal wound for each result of 6 and the attack sequence ends.

The Veil of Darkness

Once per battle, in your Movement phase, the bearer can use this Relic. If it does, the bearer’s unit and up to one friendly <DYNASTY> CORE unit within 3″ of the bearer can be removed from the battlefield and set back up anywhere on the battlefield that is more than 9″ away from any enemy models. If two units are set back up on the battlefield using this Relic, both units must be placed wholly within 6″ of each other.

The Nanoscarab Casket

Each time the bearer uses its Living Metal ability, it regains 1 additional lost wound.

Sempiternal Wave

Add 1 to the Toughness and Wounds characteristics of the bearer.

If your army is led by a NECRONS Warlord, then before the battle you may give one of the following Relics to a NECRONS CHARACTER (excluding C’TAN SHARDS). Named characters such as Imotekh the Stormlord already have one or more artefacts and cannot be given any of the following artefacts. Note that some weapons replace one of the character’s existing weapons or items of wargear. Where this is the case, if you are playing a matched play game or are otherwise using points values, you must still pay the cost of the weapon or item of wargear that is being replaced. 

The Vanquisher’s Mask

SAUTEKH model only. At the start of the Fight phase, you can select one enemy unit within 3″ of the bearer. That unit is not eligible to fight this phase until after all eligible units from your army have done so.

Infinity Mantle

NIHILAKH model only. Add 1 to the armour saving throws made for the bearer. Each time the bearer would lose a wound, roll one D6; on a 6, that wound is not lost.

Conduit of Stars

MEPHRIT model with gauss blaster only. The Conduit of Stars replaces the bearer’s gauss blaster and has the following profile: Conduit of Stars 36″ Rapid Fire 3 S6 AP-2 D2

The Blood Scythe

NOVOKH model with warscythe or voidscythe only. The Blood Scythe replaces the bearer’s warscythe or voidscythe and has the following profile: Blood Scythe Melee S+2 AP-4 D2 Abilities: Each time the bearer fights, it makes 2 additional attacks with this weapon. This Relic replaces a warscythe or voidscythe.

The Solar Staff

NEPHREKH model with staff of light only. The Solar Staff replaces the bearer’s staff of light and has the following profile: The Solar Staff (shooting) 12″ Assault 6 S5 AP-2 D1 The Solar Staff (melee) Melee S User AP-2 D1 Abilities: Each time an attack is made with this weapon against an INFANTRY unit, if a hit is scored, then until the end of the turn that unit is blinded. Blinded units cannot fire Overwatch or Set to Defend. This Relic replaces a staff of light. Each time an attack is made with this weapon against an INFANTRY unit, if a hit is scored, then until the end of the turn that unit is blinded. Blinded units cannot fire Overwatch or Set to Defend. This Relic replaces a staff of light.

The Sovereign Coronal

Szarekhan Noble model only. The bearer has the following abilities: “Command-wave Amplifier (Aura)” and “Synthetic Cortex Enhancer (Aura)” While a friendly SZAREKHAN CORE unit is within 9″ of the bearer, that unit benefits from both directives of your army’s active command protocol, instead of just the selected one. While a friendly SZAREKHAN unit is within 9″ of the bearer, that unit benefits from the selected directive of your army’s active command protocol while it is within 9″ of a friendly NECRONS CHARACTER model (excluding C’TAN SHARD models), instead of 6″.

Necrons Warlord Traits

 

As of 07-30-2020 Necrons Warlord Trait groups are…

  • Necrons Warlord Traits
  • Dynastic Warlord Traits

(See tabs for details)

If a Necrons Character model is your Warlord, you can use Necrons Warlord Traits to determine what Warlord Trait they have. You can either roll randomly to generate one, or you can select one. When you have determined a Warlord Trait for a Necron Character model, replace all instances of the Dynasty keyword on their Warlord Trait with the name of the Dynasty that your Character is from. If your Warlord has the Dynastic Agent keyword replace all instances of the Dynasty keyword on any Warlord Trait they have with Necrons.

Enduring Will:

Each time an attack is allocated to this WARLORD, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).

Eternal Madness:

Each time this WARLORD makes a melee attack, you can re-roll the wound roll.

Immortal Pride: 

Each time this WARLORD would lose a wound as a result of a mortal wound, roll one D6; on a 5+, that wound is not lost. This WARLORD has the following ability: “Immortal Pride (Aura).” While a friendly <DYNASTY> CORE unit is within 6″ of this model, each time a Combat Attrition test is taken for that unit, ignore any or all modifiers.

Thrall of the Silent King:

Add 3″ to the range of this WARLORD’s aura abilities (to a maximum of 9″). In addition, when this WARLORD uses its My Will Be Done, The Lord’s Will or Adaptive Strategy abilities, you can select one friendly <DYNASTY> CORE unit within 12″ of this WARLORD instead of 9″

Implacable Conqueror:

While a friendly <DYNASTY> CORE unit is within 6″ of this WARLORD, you can re-roll charge rolls made for that unit.

Honourable Combatant: 

In the Fight phase, each time this WARLORD is selected to fight, it can engage in honourable combat. If it does, select one enemy CHARACTER unit; until the end of the phase, add 2 to the Attacks characteristic of this WARLORD, but it can only make attacks that target that enemy CHARACTER unit

Instead of selecting a Warlord Trait from Necron Warlord Traits, you can select a Dynastic Warlord Trait for your Warlord from below, only if they are from the relevant dynasty. When you have determined a Warlord Trait for a Necron Character model, replace all instances of the Dynasty keyword on their Warlord Trait with the name of the Dynasty that your Character is from. If your Warlord has the Dynastic Agent keyword replace all instances of the Dynasty keyword on any Warlord Trait they have with Necrons.

Sautekh Hyperlogical Strategist:

While this WARLORD is on the battlefield, each time you spend a Command point to use a Strategem you can roll one D6; on a 5+, that Command point is refunded.

Mephrit Merciless Tyrant:

Add 1 to the Strength and Attacks characteristics of this WARLORD

Nihilakh Percognaitive Strike: 

At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it can fight first that phase.

Nephrekh Skin of Living Gold:

Each time an attack is made against this WARLORD, subract 1 from that attack’s hit roll.

Implacable Conqueror:

You can re-roll failed charge rolls for friendly <DYNASTY> units whilst they are within 6″ of your Warlord.

Novokh Crimson Haze: 

Each time this WARLORD makes a melee attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.

Szarekhan The Triarch’s Will:

If your WARLORD has this Warlord Trait, then when assigning command protocols for the battle, you can select four command protocols instead of five, and then one of those command protocols can be assigned to two battle rounds instead of one.

Necrons Resources

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2020 Necrons Lists

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