Necrons Quick Reference (11th ed)
My own summaries for the Necrons list. Datasheet numbers come from the New Recruit export of 2026-10-15 (catalogue revision 27); detachment enhancements and stratagems from Wahapedia’s 11th-edition pages, read 2026-10-15 after the October 2026 balance update. Check exact wording in the app or Faction Pack, and points in New Recruit.
Army page: Necrons · Core rules, keywords and core stratagems: Core rules
Contents: Army rule · Detachment · Attachments · Units
Army rule
Reanimation Protocols
At the end of your Command phase, every Necrons unit on the table heals D3 wounds. Healing can bring back destroyed models: a 1-wound model returns for each wound healed once the live models are topped up. Warriors re-roll the D3, a Reanimator within 3” adds another D3, and the Undying Legions stratagem triggers it out of sequence.
Detachment: Awakened Dynasty (3 DP)
- Command Protocols: a unit led by a Necrons Character gets +1 to hit on every attack. This is the whole point of the detachment, so attach characters to the units you expect to fight with.
- Enhancements (any Necrons character unless noted):
- Veil of Darkness (20): once per battle at the end of the enemy’s turn, if the bearer’s unit isn’t engaged, lift it into strategic reserves with Deep Strike. It must come back next turn.
- Nether-realm Casket (20): the bearer’s unit has Stealth.
- Phasal Subjugator (35): aura, friendly non-character Necrons units within 6” get +1 to hit.
- Enaegic Dermal Bond (30): the bearer has a 4+ Feel No Pain.
- Stratagems:
- Eternal Revenant (1CP): bring back a dead Necrons infantry character near where it died, with half its wounds. Once per model per battle.
- Undying Legions (1CP): after an enemy unit shoots or fights, a Necrons unit that lost models reanimates immediately: D3 wounds, D3+1 if a character leads it.
- Hungry Void (1CP, Fight phase): the unit’s melee weapons get +1 S; +1 AP as well if a character leads it.
- Sudden Storm (1CP, Movement phase): the unit’s guns get Assault; re-roll Advance rolls as well if a character leads it.
- Conquering Tyrant (1CP, Shooting phase): re-roll hit rolls of 1 at half range; full hit re-rolls if a character leads it.
- Vengeful Stars (2CP): after an enemy unit destroys a Necrons unit, a Necrons character nearby shoots at the attacker.
Attachments
What’s set in the export, and why:
- Orikan supports the 10 Warriors. The 4+ invulnerable save turns a 4+ armour unit into something that holds a point. Szeras isn’t a leader, so stand him within 3” for the AP aura instead.
- Technomancer supports a Wraith unit. The only multi-wound unit he can join, so his D3 heal revives Wraiths. 5+ Feel No Pain on top of their 4+ invulnerable save.
- Still unattached: Royal Warden and Trazyn (Immortals or Warriors; Trazyn also Lychguard), Skorpekh Lord (Skorpekh Destroyers). Each bodyguard unit can take one Leader plus one Support. The Warriors already have their Support slot used by Orikan, so a Warden or Trazyn can still lead them.
- Cryptothralls can join a unit that Orikan or the Technomancer is attached to (both are Crypteks). That gives the Cryptek a 4+ Feel No Pain and adds two 3-wound bodies.
Units
Statline format: M / T / Sv / W / Ld / OC / invulnerable save. Weapon format: range · attacks · to-hit · S · AP · D · keywords. Points are per unit as taken in the list.
C’tan Shard of the Void Dragon (345; Epic Hero, Deep Strike)
- Stats: 10” / 11 / 3+ / 16 / 6+ / 4 / 4+. 5+ Feel No Pain. Deadly Demise D6. Can’t be Warlord.
- Necrodermis: every attack allocated to him does 1 less damage.
- Matter Absorption: start of your Shooting phase, pick an enemy vehicle within 12”; on a 2+ it takes D3 mortal wounds and he heals that many.
- Spear (shooting): 12” · D3 · 2+ · 8 · -3 · D6+2 · Anti-Vehicle 2+.
- Voltaic storm: 18” · D6+3 · 2+ · 7 · -1 · 2 · Blast, Sustained Hits 2.
- Melee: spear strike 5 · 2+ · 12 · -4 · D6+2 (Anti-Vehicle 2+), or sweep 10 · 2+ · 8 · -1 · 2. Plus tail blades 6 · 2+ · 6 · -1 · 1 (Extra Attacks).
Illuminor Szeras (175; Epic Hero, Warlord)
- Stats: 8” / 8 / 2+ / 9 / 6+ / 3 / 4+. 4+ Feel No Pain.
- Lone Operative while within 3” of another Necrons unit.
- Mechanical Augmentation (aura): Battleline units within 3” get +1 AP on their attacks, and attacks against them get -1 AP. Each Fight phase he kills something in, the aura grows 3”, up to 12”.
- Eldritch lance: 36” · 3 · 3+ · 9 · -3 · 3. Melee 4 · 3+ · 9 · -3 · 3, plus impaling legs 4 · 3+ · 6 · -1 · 1 (Extra Attacks).
- Not a leader. He walks next to the Warriors or Immortals.
Orikan the Diviner (90; Support for Immortals or Warriors)
- Stats: 5” / 4 / 4+ / 4 / 6+ / 1 / 4+.
- Master Chronomancer: his unit has a 4+ invulnerable save.
- The Stars Are Right: once per battle at the start of the Fight phase, his staff triples to 6 attacks at S12, and every wound is a critical wound (so every wound becomes D3 mortal wounds through Devastating Wounds).
- Staff of Tomorrow: 2 · 3+ · 4 · -3 · D3 · Devastating Wounds.
Trazyn the Infinite (60; Leader for Immortals, Lychguard or Warriors)
- Stats: 5” / 5 / 2+ / 6 / 6+ / 1 / 4+.
- Ancient Collector: at the end of your Command phase, an objective his unit is on stays yours after they leave, until the enemy takes it.
- Surrogate Hosts: start of your Command phase, pick another Necrons infantry character (not the Skorpekh Lord or an Epic Hero), remove it, and put Trazyn in its place with his current wounds. He takes over leading that unit.
- Empathic Obliterator: 4 · 2+ · 7 · 0 · D3 · Sustained Hits D3.
Hexmark Destroyer (75; Deep Strike, Lone Operative)
- Stats: 8” / 5 / 3+ / 5 / 6+ / 1 / –.
- Inescapable Death: once per turn, Fire Overwatch with him for 0CP even if you’ve already used it, and he hits on 2+ when he does.
- Multi-threat Eliminator: once per turn in the enemy Shooting phase, when a Necrons unit within 3” of him is shot, he shoots back at the attacker.
- Pistols: 18” · 6 · 2+ · 6 · -2 · 1 · Ignores Cover, Pistol. Melee 4 · 3+ · 5 · 0 · 1.
Royal Warden (50; Leader for Immortals or Warriors)
- Stats: 5” / 5 / 3+ / 4 / 6+ / 1 / –.
- Adaptive Strategy: his unit can shoot and charge after falling back.
- Once per battle: remove battle-shock from a Necrons unit within 12”.
- Relic gauss blaster: 24” · 2 · 3+ · 5 · -1 · 2 · Lethal Hits, Rapid Fire 2.
Skorpekh Lord (95; Leader for Skorpekh Destroyers)
- Stats: 8” / 7 / 3+ / 7 / 6+ / 2 / 4+.
- United in Destruction: his unit’s melee weapons get Lethal Hits.
- Crimson Harvest: after a charge move, one enemy unit in engagement range takes D3 mortal wounds on a 2-5, D3+3 on a 6.
- Weapons: enmitic annihilator 18” · 2 · 2+ · 6 · -1 · 1 (Rapid Fire 2); hyperphase harvester 4 · 2+ · 10 · -3 · 3; flensing claw 8 · 2+ · 6 · -1 · 1.
Technomancer (80; Support for Wraiths, Immortals or Warriors)
- Stats: 10” / 4 / 4+ / 4 / 6+ / 1 / –.
- Rites of Reanimation: his unit has a 5+ Feel No Pain.
- Technomancer: end of your Movement phase, one Necrons model within 6” heals up to D3 wounds.
- Staff of light: 18” · 3 · 4+ · 5 · -2 · 1; melee 2 · 4+ · 5 · -2 · 1.
- A second Technomancer would cost 90.
Immortals (65 for 5 / 130 for 10; Battleline)
- Stats: 5” / 5 / 3+ / 1 / 7+ / 2 / –.
- Implacable Eradication: re-roll wound rolls of 1; full wound re-rolls against a target on an objective.
- Gauss blaster: 24” · 2 · 3+ · 5 · -1 · 1 · Lethal Hits. Melee 2 · 3+ · 4 · 0 · 1.
Necron Warriors (85 for 10 / 190 for 20; Battleline)
- Stats: 5” / 4 / 4+ / 1 / 7+ / 2 / –. (The export shows a 4+ invulnerable save: that’s Orikan’s.)
- Their Number is Legion: re-roll the reanimation D3.
- Gauss flayer: 24” · 1 · 4+ · 4 · 0 · 1 · Lethal Hits, Rapid Fire 1. Melee 1 · 4+ · 4 · 0 · 1. Any model can swap to a gauss reaper (shorter range, more punch).
Cryptothralls (60 for 2)
- Stats: 5” / 4 / 3+ / 3 / 8+ / 1 / –.
- Cryptek Retinue: at deployment they join a unit that a Cryptek is attached to, and count as part of it. That Cryptek gets a 4+ Feel No Pain.
- Systematic Vigour: if killed in melee before fighting, on a 2+ it still fights before being removed.
- Weapons: scouring eye 6” · 2 · 4+ · 5 · -1 · 1; scythed limbs 4 · 4+ · 5 · -1 · 1.
Deathmarks (60 for 5; Deep Strike)
- Stats: 5” / 5 / 3+ / 1 / 7+ / 1 / –.
- Hyperspace Hunters: once per turn, when an enemy unit arrives from reserves within 18” and in sight, shoot it immediately.
- Synaptic disintegrator: 36” · 1 · 3+ · 5 · -2 · 2 · Heavy, Precision. Character snipers.
Flayed Ones (55 for 5; Infiltrators, Stealth)
- Stats: 5” / 4 / 4+ / 1 / 7+ / 1 / –.
- Flesh Hunger: in melee against a unit below half strength, every hit is a critical hit.
- Flayer claws: 4 · 3+ · 4 · -1 · 1 · Sustained Hits 1, Twin-linked.
Lychguard (80 for 5)
- Stats: 5” / 5 / 3+ / 2 / 7+ / 1 / –. Warscythe build, so no shields.
- Guardian Protocols: while a Noble leads them, attacks with S higher than their T get -1 to wound. Trazyn is the only candidate in the list; check he has the Noble keyword in New Recruit.
- Warscythe: 2 · 3+ · 8 · -3 · 2 · Devastating Wounds.
Skorpekh Destroyers (85 for 3)
- Stats: 8” / 6 / 3+ / 3 / 7+ / 2 / –.
- Whirling Onslaught: re-roll melee hit rolls of 1; full hit re-rolls on the turn they charge.
- Hyperphase weapons: 4 · 3+ · 7 · -2 · 2. With the Lord: Lethal Hits and +1 to hit.
Lokhust Heavy Destroyer (50 for 1)
- Stats: 8” / 6 / 3+ / 4 / 7+ / 2 / –.
- Enmitic exterminator: 36” · 6 · 3+ · 6 · -1 · 1 · Heavy, Rapid Fire 6, Sustained Hits 1. Re-roll wound rolls of 1 against anything that isn’t a monster or vehicle. The gauss destructor option is the anti-tank gun instead.
Canoptek Wraiths (95 for 3, 220 for 6; 2nd+ unit 115 / 240)
- Stats: 10” / 6 / 3+ / 4 / 8+ / 2 / 4+.
- Wraith Form: after a normal move, pick an enemy unit they moved over and roll a D6 per Wraith; each 4+ is a mortal wound.
- Vicious claws: 4 · 4+ · 6 · -1 · 2. With the Technomancer: 5+ Feel No Pain, heals, and +1 to hit.
- Points escalate: your first Wraith unit costs 95 for 3; every further unit costs 115 for 3 (Wahapedia, 2026-10-15). Both prices in the export are correct.
Canoptek Doomstalker (130)
- Stats: 8” / 8 / 3+ / 12 / 8+ / 4 / 4+. Deadly Demise D3. -1 to hit at 4 wounds or fewer.
- Sentinel Construct: hits on 5+ in Overwatch.
- Doomsday blaster: 48” · D6+1 · 4+ · 14 · -3 · 3 · Blast, Heavy. Twin gauss flayer 24” · 1 · 4+ · 4 · 0 · 1 (Lethal Hits, Rapid Fire 1, Twin-linked). Limbs 3 · 4+ · 6 · 0 · 1.
Canoptek Reanimator (75)
- Stats: 8” / 6 / 3+ / 6 / 8+ / 3 / –. 4+ Feel No Pain.
- Nanoscarab Reanimation Beam (aura): Necrons units within 3” heal an extra D3 when their Reanimation Protocols trigger. Park it behind the Warriors.
- Weapons: 2 atomiser beams, each 12” · 3 · 4+ · 6 · -2 · 1; claws 4 · 4+ · 5 · 0 · 1.
Canoptek Spyder (65 each, two in the list)
- Stats: 5” / 7 / 3+ / 6 / 8+ / 2 / –. Deadly Demise 1.
- Canoptek Swarm: returns a Scarab base to a Scarab Swarm within 6” each Command phase. The list has no Scarabs, so this does nothing unless you add some.
- Automaton claws: 5 · 4+ · 8 · -2 · 2.