Necrons 9th Edition

Necrons 9th edition was released on TBD

Unit points throughout Time

NameBattlefield RoleChapter Approved 2020Forgeworld 2020
Catacomb Command BargeHQ145
CryptekHQ85
Destroyer LordHQ110
LordHQ70
OverlordHQ85
ImmortalsTroops18
Necron WarriorsTroops12
DeathmarksElites16
Flayed OnesElites14
LychguardElites30
Triarch PraetoriansElites23
Triarch StalkerElites95
Canoptek ScarabsFast Attack15
Canoptek WraithsFast Attack45
DestroyersFast Attack55
Tomb BladesFast Attack17
Ghost ArkDedicated Transport140
Annihilation BargeHeavy Support115.0
Canoptek SpydersHeavy Support
Doomsday ArkHeavy Support180
Heavy DestroyersHeavy Support40
MonolithHeavy Support270
Transcendent C'tanHeavy Support195.0
Doom ScytheFlyer170.0
Night ScytheFlyer135.0
ObeliskLords of War390
Tesseract VaultLords of War550
Anrakyr the TravellerHQ130
C'tan shard of the deceiverHQ190
C'tan shard of the nightbringerHQ165
Illuminator SzerasHQ145
Imotekh the StormlordHQ150
Nemesor ZahndrekhHQ135
Orikan the DivinerHQ110
Trazyn the InfiniteHQ100
Vanguard ObyronHQ120
Death rayRanged0
Doomsday cannonRanged0
Gauss blasterRanged0
Gauss blaster pairRanged15
Gauss cannon (vehicle)Ranged0
Gauss cannon (other)Ranged5
Gauss flayerRanged0
Gauss flayer arrayRanged0
Gauss flux arcRanged0
Heat rayRanged30
Heavy gauss cannonRanged0
Particle beamerRanged10
Patricle casterRanged0
Particle shredderRanged25
Particle whipRanged0
Rod of covenantRanged0
Staff of LightRanged0
Synaptic disintegratorRanged0
Tesla cannonRanged0
Tesla carbineRanged0
Tesla carbine pairRanged15
Tesla destructorRanged0
Tesla sphereRanged0
Transdimensional beamerRanged15
Twin heavy gauss cannonRanged40
Twin tesla destructorRanged0
Automation clawsMelee0
Crackling tendrilsMelee0
Feeder mandiblesMelee0
Flayer clawsMelee0
Hyperphase swordMelee0
Massive forelimbsMelee0
Vicious clawsMelee0
VoidbladeMelee0
VoidscytheMelee5
WarscytheMelee0
Whip coilsMelee5
Canoptek cloakWargear10
ChronometronWargear15
Dispersion shieldWargear0
Fabricator claw arrayWargear5
Gloom prismWargear5
NebuloscopeWargear3
PhylacteryWargear10
Resurrection orbWargear20
ShadowloomWargear5
ShieldvanesWargear3
Canoptek DoomstalkerHeavy Support130
Canoptek ReaniamatorElites110
CryptothrallsElites20
Lokhurst Heavy DestroyersHeavy Support70
PlasmancerHQ80
Royal WardenHQ80
Skorpekh DestroyersElites40
PlasmacyteElites15
Skorpekh LordHQ130
Canoptek AcanthritesFast Attack55
Canoptek Tomb SentinelFast Attack150
Canoptek Tomb StalkerFast Attack130
Sentry PylonHeavy Support80
Tesseract ArkHeavy Support210
FlyerNight Shroud
210
Gauss PylonLords of War500
Seraptek Heavy ConstructLords of War660
Tomb CitadelFortification730
Cutting beamRanged0
Exile cannonRanged0
Focussed death rayRanged35
Guass annihilatorRanged0
Guass exterminatorRanged50
Heat CannonRanged75
Tesseract singularity chamberRanged0
Twin gauss slicersRanged0
Teleportation matrixWargear10
NameBattlefield RoleChapter Approved 2020Forgeworld 2020

Necrons Special Rules.

Reanimation Protocols: Roll a D6 for each slain model from this unit (unless the whole unit has been completely destroyed) at the beginning of your turn. Do not roll for models that have fled the unit. On a 5+, the model’s reanimation protocols activate and it is returned to this unit with its full complement of wounds, otherwise it remains inactive (although you can roll again at the start of each of your subsequent turns). When a model’s reanimation protocols activate, set it up in unit coherency with any model from this unit that has not returned to the unit as a result of reanimation protocols this turn, and more than 1″ from enemy models. If you cannot do this because there is no room to place the model, do not set it up (you can make Reanimation Protocols rolls for this model again in subsequent turns).

Living Metal: At the beginning of your turn, this unit regains 1 lost wound.

Their Number is Legion, Their Number is Death: If your army is Battle-forged, all Troops units in NECRONS Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

If your army is Battle-forged, units with the appropriate keyword will receive the corresponding Dynastic Code, detailed opposite, so long as every other unit in their Detachment is from the same dynasty (with the exception of those listed below). If you have chosen a dynasty that does not feature on this list, you can choose the Dynastic Code that best suits the fighting style and battlefield strategies of the warriors that hail from it. The units listed below can be included in a NECRONS Detachment without preventing other units in that Detachment from gaining a Dynastic Code. Note, however, that the units listed below can never themselves benefit from a Dynastic Code: Anrakyr the Traveller, Illuminor Szeras, Triarch Praetorians, Triarch Stalkers, C’TAN SHARD units

Dynastic Codes

Sautekh Relentless Advance: If a unit with this code Advances, it treats all ranged weapons it is equipped with as Assault weapons until the end of the turn (e.g. a Rapid Fire 1 weapon is treated as an Assault 1 weapon, and a Heavy D6 weapon is treated as an Assault D6 weapon etc.). In addition, unless it has Advanced this turn, a unit with this code does not suffer the penalty to hit rolls for moving and firing a Heavy weapon.

Mephrit Solar Fury: Each time a model with this code shoots an enemy unit that is within half range of its weapon’s maximum range, the Armour Penetration characteristic of that weapon’s attack is improved by 1 (i.e. an Armour Penetration characteristic of ‘0’ becomes ‘-1’, an Armour Penetration characteristic of ‘-1’ becomes ‘-2’, etc.).

Novokh Awakened by Murder: You can re-roll failed hit rolls in the Fight phase for units with this code if they charged, were charged, or performed a Heroic Intervention this turn.

Nihilakh Aggressively Territorial: Re-roll hit rolls of 1 for units with this code whenever they shoot, including when firing Overwatch, as long as they did not move in the preceding Movement phase and they have not disembarked from a TRANSPORT during this turn.

Nephrekh Translocation Beams: If a unit with this code Advances, add 6″ to its Move characteristic for that Movement phase instead of rolling a dice (if the unit is being affected by the My Will Be Done or Wave of Command ability, add 7″ to its Move characteristic instead). In addition, if a unit with this code Advances, its models can move across models and terrain as if they were not there.

Necrons Stratagems

As of 07-25-2020 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 is Battle-forged and includes any NECRONS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, meaning you can spend Command Points to activate them. These help to reflect the unique strategies used by the Necrons on the battlefield.

Enhanced Reanimation Portocols: 2 CP

Use this Stratagem before making Reanimation Protocols rolls for a unit from your army. You can re-roll Reanimation Protocols rolls of 1 for that unit this turn.

Wrath of the C’Tan: 2 CP

Use this Stratagem after a C’TAN SHARD from your army has resolved a Power of the C’tan. Roll a D6 to randomly select a Power of the C’tan from page 113. The C’tan Shard immediately uses the power rolled, even if it has already used that power this phase.

Emergency Invasion Beam: 1 CP

Use this Stratagem when the last <DYNASTY> Night Scythe and/or Monolith from your army is destroyed. Before removing the model from the battlefield, you can immediately set up a friendly <DYNASTY> unit still on their tomb world wholly within 3″ of the Night Scythe/ Monolith and more than 1″ from any enemy models

Amalgamated Targeting Data: 1 CP

Use this Stratagem in your Shooting phase if a <DYNASTY> Doom Scythe from your army is within 6″ of 2 other friendly <DYNASTY> Doom Scythes. The Doom Scythes cannot fire their death rays this phase – instead, select a point on the battlefield within 24″ of all three vehicles that is visible to all of them. Roll a D6 for each unit within 3″ of that point. Add 1 to the result if the unit being rolled for has 5 or more models, but subtract 1 if the unit being rolled for is a CHARACTER. On a 4+, that unit suffers 3D3 mortal wounds.

Dynastic Heirlooms: 1/3 CP

Use this Stratagem before the battle. Your army can have one extra Artefact of the Aeons for 1 CP, or two extra Artefacts of the Aeons for 3 CPs. All of the Artefacts of the Aeons that you include must be different and be given to different NECRONS CHARACTERS. This Stratagem can only be used once per battle.

Enhanced Invasion Beam: 1 CP

Use this Stratagem before you set up a unit from a tomb world using the Invasion Beams ability of a Night Scythe from your army, or the Eternity Gate ability of a Monolith from your army. You can set up two units from a tomb world instead of one.

Solar Pulse: 1 CP

Use this Stratagem after a NECRONS unit from your army has declared its targets in the Shooting phase, but before any hit rolls are made. Pick one of the enemy units that your unit is targeting. The enemy unit does not receive the benefit of cover against your unit’s weapons this phase.

Resurrection Protocols: 1 CP

Use this Stratagem when a NECRONS CHARACTER from your army (excluding Trazyn the Infinite and C’TAN SHARDS) is slain. At the end of that phase, roll a D6. On a 4+ set the character up again, as close as possible to his previous position, and more than 1″ from any enemy models, with 1 wound remaining. This Stratagem cannot be used to resurrect the same model more than once per battle.

Damage Control Override: 1 CP

Use this Stratagem at the start of any turn. Pick a NECRONS VEHICLE from your army. Until the end of this turn, use the top row of that vehicle’s damage table, regardless of how many wounds it has left. This ends immediately if the model is reduced to 0 wounds.

Repair Subroutines: 2 CP

Use this Stratagem at the start of your turn, before making any Reanimation Protocols rolls. Select a CANOPTEK unit from your army that is on the battlefield. That unit gains the Reanimation Protocols ability until the end of your turn.

Self-Destruction: 1 CP

Use this Stratagem after a unit of Canoptek Scarabs from your army piles in, but before they make their close combat attacks. Select a Canoptek Scarab Swarm model in your unit and then pick an enemy unit within 1″ of it. Your Canoptek Scarab Swarm model is destroyed. Remove it from the battlefield and roll a D6; on a 2+ the enemy unit you picked suffers D3 mortal wounds.

Disruption Fields: 1 CP

Use this Stratagem before a NECRONS INFANTRY unit from your army fights in the Fight phase. Increase the Strength characteristic of all models in that unit by 1 until the end of the phase.

Entropic Strike: 1 CP

Use this Stratagem in the Fight phase before a NECRONS CHARACTER from your army fights. Invulnerable saves cannot be taken against the first close combat attack made by this character this phase.

Dispersion Field Amplification: 2 CP

Use this Stratagem in the Shooting phase when an enemy unit targets a unit of Lychguard from your army equipped with dispersion shields. Your unit’s invulnerable save is improved to 3+ until the end of the phase. In addition, until the end of the phase, each time you roll an unmodified 6 for this unit’s invulnerable saving throw, the unit that made that attack suffers a mortal wound after it has finished making all of its shooting attacks.

Quantum Deflection: 1 CP

Use this Stratagem when an enemy unit targets a VEHICLE in your army that has the Quantum Shielding ability, but before any hit rolls are made. Until the end of the phase, subtract 1 from rolls made for your vehicle’s Quantum Shielding ability to see if damage is ignored for each unsaved wound.

Exterminator Protocols: 1 CP

Use this Stratagem in your Shooting phase before shooting with a Destroyer Lord, a unit of Destroyers or a unit of Heavy Destroyers from your army. Re-roll failed hit and wound rolls for that unit until the end of the phase.

The Phaeron’s Will: 1 CP

Use this Stratagem after an OVERLORD from your army has used their My Will Be Done or Wave of Command ability. That model can immediately use that ability for a second time this turn.

Adaptive Subroutines: 1 CP

Use this Stratagem after a CANOPTEK unit from your army has Advanced. That unit can still shoot and/or charge this turn.

Dimensional Corridor: 1 CP

Use this Stratagem at the start of your Movement phase. Select a <DYNASTY> INFANTRY unit from your army that is more than 1″ from any enemy models and remove it from the battlefield. Then, set the unit up again so that it is wholly within 3″ of a <DYNASTY> Monolith from your army and more than 1″ from any enemy models. That unit counts as having disembarked from the Monolith this turn and can move normally.

Judgement of the Triarch: 1 CP

Use this Stratagem before a unit of Triarch Praetorians from your army shoots in the Shooting phase or fights in the Fight phase. Add 1 to hit rolls made for this unit until the end of the phase.

Gravitic Singularity: 1 CP

Use this Stratagem at the start of your Shooting phase. Select an Obelisk from your army. When resolving this model’s Gravity Pulse ability this phase, each enemy unit within range that can FLY suffers D3 mortal wounds on a roll of 4+, instead of a roll of 6.

Cosmic Powers: 1 CP

Use this Stratagem at the start of your Movement phase. Select a C’TAN SHARD from your army. That model can replace one of its Powers of the C’tan with a different Power of the C’tan of your choice.

If your army is Battle-forged and includes any NECRONS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, meaning you can spend Command Points to activate them. These help to reflect the unique strategies used by the Necrons on the battlefield.

Methodical Destruction: 2 CP

Use this Stratagem after a SAUTEKH unit from your army has inflicted an unsaved wound on an enemy unit. Add 1 to hit rolls for friendly SAUTEKH units that target the same enemy unit this phase.

Reclaim A List Empire: 2 CP

Use this Stratagem at the end of your turn. Select a NIHILAKH unit from your army. If the unit is within 3″ of an objective marker, or if it did not move for any reason during its turn, then until the start of your next turn you can add 1 to saving throws made for that unit and increase the Attacks characteristic of models in that unit by 1.

Translocation Crypt: 1 CP

Use this Stratagem during deployment. You can set up a NEPHREKH INFANTRY or SWARM unit from your army in a translocation crypt instead of placing it on the battlefield. At the end of any of your Movement phases this unit can translocate into battle – set it up anywhere on the battlefield that is more than 9″ away from any enemy models.

Blood Rites: 3 CP

Use this Stratagem at the end of the Fight phase. Select a NOVOKH unit from your army – that unit can immediately fight for a second time.

Talent for Annihilation: 1 CP

Use this Stratagem before a MEPHRIT unit from your army attacks in the Shooting phase. Each time you make an unmodified hit roll of 6 for a model in that unit, you can make one additional hit roll for that model with the same weapon against the same target. These additional hit rolls cannot themselves generate any further hit rolls.

Necrons Unique Items

As of 07-25-2020 Necrons Unique Item groups are…

  • Artefacts of the Aeons
  • Dynastic Artefacts of the Aeons

(See tabs for details)

If your army is led by a NECRONS Warlord, then before the battle you may give one of the following Artefacts of the Aeons 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

Model with resurrection orb only. The Orb of Eternity replaces the bearer’s resurrection orb. If a model has the Orb of Eternity, once per battle, immediately after you have made your Reanimation Protocols rolls, you can make Reanimation Protocols rolls for models from a friendly <DYNASTY> INFANTRY unit within 3″ of the bearer; when making these rolls add 1 to the result of each roll.

Voidreaper

Model with warscythe or voidscythe only. Voidreaper replaces the bearer’s warscythe or voidscythe and has the following profile: Voidreaper Melee S* AP-4 D3 Abilities: This weapon wounds on a 2+, unless it is targeting a VEHICLE unit, in which case it has a Strength of 7.

Lightning Field

The bearer of the Lightning Field has a 4+ invulnerable save. In addition, roll a D6 for each enemy unit that is within 1″ of the bearer at the start of the Fight phase. On a 4+ that unit suffers a mortal wound.

The Nightmare Shroud

The bearer’s Save characteristic is improved by 1 (i.e. a Save characteristic of 4+ becomes 3+, a Save characteristic of 3+ becomes 2+ etc.). In addition, enemy units subtract 1 from their Leadership characteristic whilst they are within 6″ of the bearer of the Nightmare Shroud.

The Gauntlet of the Conflagrator

The Gauntlet of the Conflagrator has the following profile: Gauntlet of the Conflagrator 8″ Pistol 1 – – – Abilities: This weapon can only be fired once per battle. This weapon automatically hits its target; roll one D6 for each model in the target unit that is within 8″ of the firer – that unit suffers a mortal wound for each roll of 6.

The Veil of Darkness

Once per battle, at the end of any of your Movement phases, the bearer can use the Veil of Darkness. When they do, the bearer, and up to one friendly <DYNASTY> INFANTRY unit within 3″ of the bearer, are removed from the battlefield. Then, set up the bearer (and the second unit you chose, if any) anywhere on the battlefield that is more than 9″ from any enemy models (the second unit must be set up wholly within 6″ of the bearer).

The Nanoscarab Casket

Model with phylactery only. The Nanoscarab Casket replaces the bearer’s phylactery. The bearer of the Nanoscarab Casket regains D3 lost wounds at the beginning of your turn, rather than 1, from their Living Metal ability. In addition, the bearer also regains D3 lost wounds at the beginning of your opponent’s turn. The first time the bearer is slain, roll a D6. On a 4+ set the bearer up again at the end of the phase, as close as possible to its previous position, and more than 1″ from any enemy models, with D6 wounds remaining.

Sempiternal Wave

INFANTRY model only. Increase the Toughness and Wounds characteristics of the bearer by 1.

If your army is led by a NECRONS Warlord, then before the battle you may give one of the following Artefacts of the Aeons 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 Abyssal Staff

SAUTEKH model with staff of light only. The Abyssal Staff replaces the bearer’s staff of light and has the following profile: The Abyssal Staff (shooting) 12″ Assault 1 * * * The Abyssal Staff (melee) Melee S User AP-2 D1 Abilities: This weapon automatically hits its target. Roll 3D6 if a unit is hit by this weapon in the Shooting phase; if the result is equal to or greater than the target unit’s highest Leadership characteristic, then it suffers D3 mortal wounds.

Timesprinter Cloak

NIHILAKH model only. Once per battle, you can re-roll a single hit roll, wound roll or damage roll made for the bearer of the Timesplinter Cloak. In addition, roll a dice each time the bearer loses a wound; on a 5+, the model does not lose that wound.

The Voltaic Staff

MEPHRIT model with staff of light only. The Voltaic Staff replaces the bearer’s staff of light and has the following profile: The Voltaic Staff (shooting) 12″ Assault 3 S6 AP-3 D2 The Voltaic Staff (melee) Melee S User AP-2 D1 Abilities: Each time you make a wound roll of 6+ for this weapon in the Shooting phase, the target suffers a mortal wound in addition to any other damage.

The 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 can make D3 additional attacks with this weapon.

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-3 D1 The Solar Staff (melee) Melee S User AP-2 D1 Abilities: Each time an enemy INFANTRY unit is hit by this weapon in the Shooting phase, roll a D6; on a 4+ the enemy unit is blinded until the end of the turn – it cannot fire Overwatch and your opponent must subtract 1 from any hit rolls made for the unit. 

Necrons Warlord Traits

 

As of 07-25-2020 Necrons Warlord Trait groups are…

  • Necrons Warlord Traits
  • Dynastic Warlord Traits

(See tabs for details)

You can select the one that best suits his temperament and preferred style of waging war.

Enduring Will:

Reduce any damage inflicted on your Warlord by 1 (to a minimum of 1). For example, if your Warlord fails a saving throw against an attack that inflicts 3 damage, they will only lose 2 wounds.

Eternal Madness:

You can re-roll failed wound rolls for your Warlord in the Fight phase if he charged, was charged, or performed a Heroic Intervention this turn.

Immortal Pride: 

Friendly <DYNASTY> units automatically pass Morale tests whilst they are within 6″ of your Warlord. In addition, your Warlord can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER.

Thrall of the Silent King:

Increase the range of all abilities on your Warlord’s datasheet by 3″. If a Catacomb Command Barge has this Warlord Trait, this does not apply to its Explodes ability. If a Cryptek has this Warlord Trait, only increase the range of that model’s Technomancer ability, not that of all other CRYPTEKS in your army. If a Cryptek with a Canoptek cloak has this Warlord Trait, this does not affect the distance the cloak allows the model to move in the Movement phase.

Implacable Conqueror:

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

Honourable Combatant: 

If your Warlord targets the same enemy CHARACTER with all their close combat attacks, add D3 to your Warlord’s Attacks characteristic until the end of the phase.

DYNASTY WARLORD TRAITS If you wish, you can pick a Dynasty Warlord Trait from the list below instead of using the Necrons Warlord Traits table, but only if your Warlord is from the relevant dynasty. Named Characters and Warlord Traits If a named character is your Warlord, they must be given the associated Warlord Trait of their dynasty. For example, if Imotekh the Stormlord is your Warlord, he must have the Hyperlogical Strategist Warlord Trait, below. If Illuminor Szeras is your Warlord, he must have the Immortal Pride Warlord Trait, and if Anrakyr the Traveller is your Warlord, he must have the Implacable Conqueror Warlord Trait.

Sautekh Hyperlogical Strategist:

Once per battle, you can re-roll a single hit roll, wound roll or damage roll made for your Warlord. In addition, if your army is Battle-forged and your Warlord is on the battlefield, roll a D6 each time you spend a Command Point to use a Stratagem; on a 5+ that Command Point is immediately refunded.

Mephrit Merciless Tyrant:

Add 6″ to the maximum range of all Assault weapons fired by your Warlord. In addition, your Warlord can shoot Assault weapons at enemy CHARACTERS even if they are not the closest enemy model.

Nihilakh Percognaitive Strike: 

Your Warlord always fights first in the Fight phase, even if he didn’t charge. If your opponent has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.

Nephrekh Skin of Living Gold:

Your opponent must subtract 1 from hit rolls that target your Warlord.

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 you roll an unmodified hit roll of 6 in the Fight phase for a model in a friendly NOVOKH unit that is within 6″ of your Warlord, you can make one additional hit roll for that model with the same weapon against the same target. These additional hit rolls cannot themselves generate any further hit rolls.