How to Use This Guide (click to collapse)

This guide is a scaffold — not instructions.

This reference exists to help you learn what your Combat Patrol can do. Warhammer has many timing windows, abilities, stratagems, and scoring rules that can happen in different phases. Because of that, this guide may repeat certain reminders in multiple places.

These reminders are NOT commands. You do not need to use everything listed in every phase. You can skip entire sections if they are not relevant to the current situation. This guide shows your options, not the "correct" play.

Use as much or as little as you need. On your first game, you might follow the reminders closely. On later games, you may only skim or ignore sections entirely. That is normal — the goal is to reduce how much you depend on this guide over time.

You will make mistakes — that's part of learning. Spending CP too early, forgetting an ability, or using a stratagem at the wrong moment is expected for new players. This guide gives you the opportunity to try these tools so you can learn from your own decisions.

When in doubt: keep playing. If you're unsure about a rule, timing window, or reminder, keep the game moving and look it up after the turn. This guide is meant to support play, not slow it down.

Part 1: Game Setup Checklist

Use this checklist before the battle begins.

1. Create Battlefield & Choose Mission

  • Work with your opponent to create the battlefield (44"×30") and set up terrain.
  • Determine the mission (e.g., "Clash of Patrols"). This sets your deployment map and Primary Objective.

2. Determine Attacker/Defender

Roll off. The winner decides who will be the Attacker and who will be the Defender. This determines your deployment zone.

4. Declare Battle Formations

  • Attach Leaders: Secretly decide if your leader(s) will be attached.
    • Overlord Amonhotekh can attach to Necron Warriors.
  • Both players reveal their choices simultaneously.

5. Deploy Armies

  • The Defender sets up one unit first, then alternate placing units one at a time.

6. Determine First Turn

Both players roll off. The winner chooses who takes the first turn.

7. Army Rule: Reanimation Protocols

Timing: End of Command Phase

Each NECRONS unit reanimates D3 wounds. Regain wounds on damaged models, or return destroyed models with 1 wound if at full health.

Part 2: Turn-by-Turn Guide

Follow this during the game. Check each phase for reminders.

YOUR TURN

1. Command Phase

Gain 1 CP

Reanimation Protocols: End of Command Phase

Check Battle-shock: Test any units Below Half-strength (roll 2D6 vs Leadership).

Patrol Stratagems:

1CP
Will of the Overlord — Until start of your next Command phase, add 1 to OC of models in your unit.

Core Stratagems:

1CP
Insane Bravery — Use if one of your units fails a Battle-shock test.

2. Movement Phase

Move your units. Each unit can make a Normal move (up to M"), Advance (+D6", cannot shoot or charge), Remain Stationary, or Fall Back (if in Engagement Range).

3. Shooting Phase

Select your units and shoot. Declare targets, then resolve attacks (Hit → Wound → Save → Damage).

• (Reminder: Vehicles and Monsters can shoot even if they're in Engagement Range — Big Guns Never Tire)

Core Stratagems:

1CP
Command Re-roll — Re-roll one Hit, Wound, or Damage roll.

📊 Check Secondary (Treasures of Aeons): Check if an enemy unit was destroyed.

4. Charge Phase

Declare and make Charge moves. Select a unit, declare target(s) within 12", roll 2D6 to determine charge distance.

• (Reminder: Units that complete a charge get [FIGHTS FIRST] for this turn)

Core Stratagems:

1CP
Tank Shock — Use when a VEHICLE makes a Charge move to deal mortal wounds.

5. Fight Phase

(Players alternate fighting, starting with the player whose turn it is NOT. Units with [FIGHTS FIRST] go first.)

Select units to fight. Pile in 3" → Make attacks → Consolidate 3".

Patrol Stratagems:

1CP
Mercurial Resilience — Until end of phase, models in your unit have a 5+ invulnerable save.
1CP
Disruption Fields — Until end of phase, add 1 to the Strength of melee weapons equipped by models in your unit.

Core Stratagems:

1CP
Epic Challenge — Use when a CHARACTER fights to gain [PRECISION].
1CP
Command Re-roll — Re-roll one Hit, Wound, or Damage roll.

📊 Check Secondary (Treasures of Aeons): Check if an enemy unit was destroyed.

End of Your Turn

  • Remove any abilities/effects that last "until the end of your turn".

OPPONENT'S TURN

1. Command Phase

• Your opponent gains 1 CP.

• (Reminder: Make sure your opponent checks Battle-shock for their units Below Half-strength)

Patrol Stratagems:

1CP
Will of the Overlord — Until start of your next Command phase, add 1 to OC of models in your unit.

2. Movement Phase

• Watch for enemies moving into range or within 24" of your units.

• (You can Fire Overwatch when an enemy starts or ends a move within 24")

Core Stratagems:

1CP
Fire Overwatch — When an enemy starts or ends a move within 24", shoot at them (hits on 6+).

3. Shooting Phase

Make saving throws for your units. Roll saves (including any invulnerable saves) and allocate damage.

Core Stratagems:

1CP
Go to Ground — Use when INFANTRY is targeted. Gain 6+ Invuln and Benefit of Cover.
1CP
Command Re-roll — Re-roll a key saving throw.

📊 Check Secondary (Treasures of Aeons): Check if an enemy unit was destroyed.

4. Charge Phase

• Watch for enemy units declaring charges against you.

• (You can Fire Overwatch when an enemy declares a charge or ends a charge move)

Core Stratagems:

1CP
Fire Overwatch — When an enemy ends a Charge move within 24", shoot at them (hits on 6+).
1CP
Heroic Intervention — At the end of the phase, one of your units can make a 6" counter-charge move.

5. Fight Phase

(You fight first since it's your opponent's turn — unless they have [FIGHTS FIRST])

Make saving throws and allocate damage when your units are attacked.

Patrol Stratagems:

1CP
Mercurial Resilience — Until end of phase, models in your unit have a 5+ invulnerable save.
1CP
Disruption Fields — Until end of phase, add 1 to the Strength of melee weapons equipped by models in your unit.

Core Stratagems:

2CP
Counter-Offensive — Use just after an enemy unit fights to 'cut in line'.
1CP
Command Re-roll — Re-roll a key saving throw.

📊 Check Secondary (Treasures of Aeons): Check if an enemy unit was destroyed.

End of Opponent's Turn

  • Remove any abilities/effects that last "until the end of the turn".

Part 3: Unit Datasheets

Overlord Amonhotekh

★ Warlord
1 model
M T SV W LD OC INV
5" 5 2+ 6 4+ 1 4+
Ranged Weapons
Weapon Range A BS S AP D
Tachyon arrow ONE SHOT
72" 1 2+ 16 -5 D6+2
Melee Weapons
Weapon Range A WS S AP D
Overlord's blade DEVASTATING WOUNDS
Melee 4 2+ 8 -3 2
Enhancement

Overriding Control

The bearer's unit is eligible to shoot in a turn in which it Fell Back.

Abilities

Core: Leader
Faction: Reanimation Protocols
Implacable Resilience

Each time an attack is allocated to this model, subtract 1 from that attack's Damage characteristic.

Keywords: INFANTRY, CHARACTER, NOBLE, OVERLORD, AMONHOTEKH

Necron Warriors

10 models
M T SV W LD OC INV
5" 4 4+ 1 7+ 2 -
Ranged Weapons
Weapon Range A BS S AP D
Gauss flayer LETHAL HITS RAPID FIRE 1
24" 1 4+ 4 0 1
Gauss reaper LETHAL HITS
12" 2 4+ 5 -1 1
Melee Weapons
Weapon Range A WS S AP D
Close combat weapon
Melee 1 4+ 4 0 1

Abilities

Faction: Reanimation Protocols
Keywords: INFANTRY, BATTLELINE, NECRON WARRIORS

Skorpekh Destroyers

3 models
M T SV W LD OC INV
7" 6 3+ 3 7+ 2 -
Melee Weapons
Weapon Range A WS S AP D
Skorpekh hyperphase weapons
Melee 4 3+ 7 -2 2

Abilities

Faction: Reanimation Protocols
Plasmacyte

Once per battle, when this unit is selected to fight, melee weapons gain DEVASTATING WOUNDS until end of phase.

Keywords: INFANTRY, SKORPEKH DESTROYERS

Canoptek Scarab Swarms

3 models
M T SV W LD OC INV
9" 2 6+ 4 8+ 0 -
Melee Weapons
Weapon Range A WS S AP D
Feeder mandibles LETHAL HITS
Melee 6 5+ 2 0 1

Abilities

Core: Deadly Demise 1
Faction: Reanimation Protocols
Keywords: SWARM, FLY, CANOPTEK, SCARAB SWARMS

Canoptek Doomstalker

1 model
M T SV W LD OC INV
7" 8 3+ 12 8+ 4 4+
Ranged Weapons
Weapon Range A BS S AP D
Doomsday blaster BLAST HEAVY
48" D6+1 4+ 14 -3 3
Twin gauss flayer LETHAL HITS RAPID FIRE 1 TWIN-LINKED
24" 1 4+ 4 0 1
Melee Weapons
Weapon Range A WS S AP D
Doomstalker limbs
Melee 3 4+ 6 0 1

Abilities

Core: Deadly Demise D3
Faction: Reanimation Protocols
Damaged: 1-4 Wounds Remaining

While this model has 1-4 wounds remaining, subtract 1 from Hit rolls.

Keywords: VEHICLE, WALKER, CANOPTEK, DOOMSTALKER