| Abilities |
|---|
| Scarab Hive:
At the start of each Necron Movement phase, a Canoptek Spyder that is not locked in close combat can expend energy to create a Canoptek Scarab Swarm. Nominate a Canoptek Scarab unit within 6" and roll a D6. On a roll of 2-6, add one base to the Canoptek Scarab unit - the base can move and act normally this turn. This can take the unit beyond its starting size. On a roll of a 1, the Scarab base is still placed, however, the Canoptek Spyder is drained by the energy expenditure and suffers a Wound with no armour or cover save allowed. If the Scarab base cannot be placed for any reason, it is destroyed. |
| Fearless:
Fearless troops automatically pass all Morale and Pinning tests they are required to take, and will never fall back. They can however go to ground voluntarily. This special rule is gained by any independent character joining a fearless unit. However, as long as a fearless character stays with a unit that is not fearless, he loses this special rule. If a unit that is falling back suddenly gains this rule, it will automatically regroup at the beginning of its next Movement phase, regardless of all normal restrictions on regrouping. Note: units with the Fearless ability are subject to the No Retreat! rule. |