Rules (10) Scouts Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x".
DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that Dedicated Transport model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached Character, etc.).
A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. Reanimation Protocols If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound:
■ If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound.
■ If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining.
Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. Annihilation Protocol Each time a DESTROYER CULT or FLAYED ONES unit from your army declares a charge, you can re-roll the Charge roll. If one or more targets of that charge are Below Half-strength, add 1 to the charge roll as well.
Each time a DESTROYER CULT unit from your army makes a ranged attack that targets the closest eligible target, add 1 to the Armour Penetration characteristic of that attack. Command Protocols While a NECRONS CHARACTER model is leading this unit, each time a model in this unit makes an attack, add 1 to the Hit roll. Hyperphasing At the end of your opponent's turn, you can select a number of NECRONS units from your army (excluding units that are within Engagement Range of one or more enemy units). The maximum number of units you can select depends on the battle size, as follows:
Incursion - Up to 1 unit.
Strike Force - Up to 2 units
Onslaught - Up to 3 units
Once you have made your selection, remove those units from the battlefield and place them into Strategic Reserves. Power Matrix Certain areas of the battlefield are considered to be within your army's Power Matrix, as follows:
- Your deployment zone is always within your army's Power Matrix.
- At the start of any phase, if you control at least half of the objective markers within No Man's Land, until the end of that phase, No Man's Land is within your army's Power Matrix.
- At the start of any phase, if you control at least half of the objective markers within your opponent's deployment zone, until the end of that phase, your opponent's deployment zone is within your army's Power Matrix.
Each time a model in a CRYPTEK or CANOPTEK unit from your army makes an attack, re-roll a Hit roll of 1. If such a unit is wholly within your Power Matrix, you can re-roll the Hit roll instead. Worthy Foes In your Command phase, select one enemy unit. Until the start of your next Command phase, each time an NOBLE, LYCHGUARD or TRIARCH unit from your army makes an attack against that unit, add 1 to the Wound roll. Technosorcerous Augmentations - Ranged weapons equipped by ^^**Cryptek^^** models from your army have the [ASSAULT] ability.
- In your Shooting phase, each time a ^^**Cryptek^^** unit from your army is selected to shoot, select one of the following abilities: [ANTI‑INFANTRY 3+], [ANTI‑MOUNTED 4+], [ASSAULT], [HEAVY], [IGNORES COVER]. Until the end of the phase, ranged weapons equipped by models in that unit have that ability Cold Fervour - Add 2 to the Strength characteristic of weapons equipped by ^^**Destroyer Cult^^** models from your army.
- The first time each turn that a ^^**Destroyer Cult^^** unit from your army makes attacks that destroy a unit or cause it to become Below Half‑strength, after that unit has finished resolving its attacks, until the end of the turn, add 2 to the Strength characteristic of weapons equipped by friendly ^^**Necrons^^** models (excluding ^^**Destroyer Cult, Monster^^** and ^^**Titanic^^** models). Cosmic Distortion ^^**Necrons Monster^^** units from your army have the following ability:
Distortion Fields (Aura): While an enemy unit is within 6" of this unit, it is unravelling. While an enemy unit is unravelling, each time an attack targets that unit, improve the Armour Penetration characteristic of that attack by 1.
At the start of each phase, for each ^^**Necrons Monster^^** unit from your army, that unit can suffer 3 mortal wounds. If it does, until the end of the phase, the range of that unit’s Distortion Fields Aura ability is increased to 9".
Restrictions
When mustering your army, each ^^**Necrons Monster^^** unit from your army has the relevant Necrodermal Binding ability shown on the right, and you must increase the points cost of each of those units by the amount shown in the Munitorum Field Manual. If this causes your army to exceed the points limit for the battle you are playing, you cannot include that unit in your army.