Ophydian Destroyers

Model NameMTSvWLdOC
Ophydian Destroyers
50mm
10"54+ 37+2
Keywords:
Necrons, Destroyer Cult, Infantry, Ophydian Destroyers
Ranged WeaponsRangeABSSAPD
Melee WeaponsRangeABSSAPD
Ophydian hyperphase weapons
Melee534-22

Abilities

Tunnelling Horrors:At the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove this unit from the battlefield. In the Reinforcements step of your next Movement phase, set it up anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

Wargear Options

For every 3 models in this unit, this unit can have 1 Plasmacyte.

Wargear Abilities

Plasmacyte:Once per battle for each Plasmacyte this unit has, when this unit is selected to fight, you can use this ability. If you do, until the end of the phase, melee weapons equipped by models in this unit have the [DEVASTATING WOUNDS] ability.

Designer’s Note: Place the relevant number of Plasmacyte tokens next to the unit, removing one each time this unit uses this ability.

Unit Composition

3-6 Ophydian Destroyers
Every model is equipped with: Ophydian hyperphase weapons.

Costs

3 models - 80pts
6 models - 160pts

Leader

Led By

Stratagems

NameDescription
1CP GO TO GROUND
Detachment: Core
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1CP MASKS OF DEATH
Detachment: Annihilation Legion
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One DESTROYER CULT or FLAYED ONES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
1CP BLOOD-FUELLED CRUELTY
Detachment: Annihilation Legion
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Fall Back move.

TARGET: One DESTROYER CULT or FLAYED ONES unit from your army that started the phase within Engagement Range of that enemy unit.

EFFECT: Roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. Your unit can then make a Normal move, but must end that move as close as possible to that enemy unit.
1CP PITILESS HUNTERS
Detachment: Annihilation Legion
WHEN: Fight phase.

TARGET: One DESTROYER CULT or FLAYED ONES unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
1CP THE SPOOR OF FRAILTY
Detachment: Annihilation Legion
WHEN: Your Shooting phase or the Fight phase.

TARGET: One DESTROYER CULT or FLAYED ONES unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model from your unit makes an attack that targets a unit below Starting Strength, add 1 to the Hit roll. If the target is Below Half-strength, add 1 to the Wound roll as well.
1CP MURDEROUS REANIMATION
Detachment: Annihilation Legion
WHEN: Fight phase.

TARGET: One DESTROYER CULT or FLAYED ONES unit from your army that has just destroyed an enemy unit, or just caused an enemy unit that was not Below Half-strength to become Below Half-strength.

EFFECT: Your unit’s Reanimation Protocols activate.
1CP INSANITY’S IRE
Detachment: Annihilation Legion
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One DESTROYER CULT or FLAYED ONES unit from your army that had one or more of its models destroyed by the attacking unit’s attacks.

EFFECT: Your unit can make a Normal move, but must end that move as close as possible to that enemy unit.
1CP PROTOCOL OF THE CONQUERING TYRANT
Detachment: Awakened Dynasty
WHEN: Your Shooting phase.

TARGET: One NECRONS unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit within half range, re-roll a Hit roll of 1. If a NECRONS CHARACTER is leading your unit, until the end of the phase, you can re-roll the Hit roll for that attack instead.
1CP PROTOCOL OF THE UNDYING LEGIONS
Detachment: Awakened Dynasty
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has resolved its attacks.

TARGET: One NECRONS unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks.

EFFECT: Your unit activates its Reanimation Protocols and reanimates D3 wounds (or D3+1 wounds if a NECRONS CHARACTER is leading your unit].
1CP PROTOCOL OF THE HUNGRY VOID
Detachment: Awakened Dynasty
WHEN: Fight phase.

TARGET: One NECRONS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in your unit. In addition, If a Necrons Character is leading your unit, until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1. (this is not cumulative with any other modifiers that improve Armour Penetration].
1CP PROTOCOL OF THE SUDDEN STORM
Detachment: Awakened Dynasty
WHEN: Your Movement phase.

TARGET: One NECRONS unit from your army.

EFFECT: Until the end of the turn, ranged weapons equipped by models in your unit have the [ASSAULT] ability. In addition, if a Necrons Character is leading your unit, until the end of the phase, you can re-roll Advance rolls made for your unit.
1CP MOLECULAR TARGETING
Detachment: Cryptek Conclave
WHEN: Your Shooting phase or the Fight phase.

TARGET: One NECRONS unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to the following: that attack’s Ballistic Skill or Weapon Skill characteristic; the Hit roll. If your unit has the Cryptek keyword, you can also ignore any or all modifiers to the Wound roll.
1CP POTENTIALITY SYPHON
Detachment: Cryptek Conclave
WHEN: Your opponent’s Command phase.

TARGET: One NECRONS unit from your army within range of one or more objective markers.

EFFECT: Your unit’s Reanimation Protocols activate. If it is a Cryptek unit, it reanimates an additional 1 wound.
1CP SPREADING MADNESS
Detachment: Cursed Legion
WHEN: Your Charge phase.

TARGET: One NECRONS unit (excluding Monsters and Vehicles) from your army that has not declared a charge this phase.

EFFECT: Until the end of the phase, each time your unit declares a charge, if one or more targets of that charge are within Engagement Range of one or more friendly units, add 2 to the Charge roll.
2CP UNNATURAL AGGRESSION
Detachment: Cursed Legion
WHEN: End of your opponent’s Charge phase.

TARGET: One NECRONS unit (excluding Monsters and Vehicles) from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase.

EFFECT: Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1CP METHODICAL MURDER
Detachment: Cursed Legion
WHEN: Your Shooting phase or the Fight phase.

TARGET: One NECRONS unit (excluding Monsters and Vehicles) from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.
1CP IMAGE OF DEATH
Detachment: Cursed Legion
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Destroyer Cult unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
1CP MORTIS PROTOCOLS
Detachment: Cursed Legion
WHEN: Your Shooting phase or the Fight phase, just after the first time a Destroyer Cult unit from your army destroys an enemy unit this turn.

TARGET: One friendly NECRONS unit (excluding Monsters and Vehicles) within 9" of that DESTROYER CULT unit.

EFFECT: The friendly unit’s Reanimation Protocols activate.
1CP DRIVEN TO BUTCHERY
Detachment: Cursed Legion
WHEN: Your Shooting phase or your Charge phase.

TARGET: One Destroyer Cult unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.

RESTRICTIONS: You can only use this Stratagem once per turn.
1CP BATHED IN BLOOD
Detachment: Deranged Outcasts
WHEN: Fight phase, just after an enemy unit is destroyed by a DESTROYER CULT unit from your army

TARGET: That DESTROYER CULT unit.

EFFECT: Select one objective marker that your unit or the destroyed unit was within range of at the start of the phase. That objective marker is Secured by your army.
1CP TERRIFYING AMBUSH
Detachment: Deranged Outcasts
WHEN: Your Movement phase, just after a DESTROYER CULT unit from your army opens a Hatchway.

TARGET: That DESTROYER CULT unit.

EFFECT: For each enemy unit within 3" of that Hatchway, if that Hatchway is visible to that unit and that unit is wholly on the opposite side of it from your unit, that unit must take a Leadership test, subtracting 2 from the result: if failed, until the end of the phase, that enemy unit cannot fire Overwatch.
1CP RUSH TO SLAUGHTER
Detachment: Deranged Outcasts
WHEN: Your Movement phase.

TARGET: One NECRONS unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the phase, if your unit has the FLAYED ONES keyword, each time it moves, models in that unit can move through friendly DESTROYER CULT models as if they were not there. If your unit has the DESTROYER CULT keyword, models in it can move through friendly FLAYED ONES models as if they were not there.
1CP COSMIC PRECISION
Detachment: Hypercrypt Legion
WHEN: Your Movement phase.

TARGET: One NECRONS unit from your army (excluding Monster units) that is arriving using the Deep Strike or Hyperphasing abilities this phase.

EFFECT: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy models.

RESTRICTIONS: A unit targeted with this Stratagem is not eligible to declare a charge in the same turn.
2CP HYPERPHASIC RECALL
Detachment: Hypercrypt Legion
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has shot or fought.

TARGET: One NECRONS INFANTRY unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks and one friendly MONOLITH model.

EFFECT: Remove your INFANTRY unit from the battlefield and then set it back up anywhere on the battlefield that is wholly within 6" of your MONOLITH model and not within Engagement Range of one or more enemy units.
2CP DIMENSIONAL CORRIDOR
Detachment: Hypercrypt Legion
WHEN: Your Charge phase.

TARGET: One NECRONS unit from your army that was set up on the battlefield this turn using the Eternity Gate ability of a MONOLITH model that started the turn on the battlefield.

EFFECT: Your unit is eligible to charge this phase.
1CP ENSLAVED ARTIFICE
Detachment: Obeisance Phalanx
WHEN: Your Shooting phase or the Fight phase.

TARGET: One NECRONS unit from your army (excluding TITANIC units) that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
1CP ENTROPHASIC AURA TARGETING
Detachment: Pantheon of Woe
WHEN: Your Shooting phase or the Fight phase.

TARGET: One NECRONS unit (excluding Monsters) from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Hit roll of 1. If the target of that attack is unravelling, re-roll a Wound roll of 1 as well.
1CP MASS TRANSMOGRIFICATION
Detachment: Pantheon of Woe
WHEN: Your Shooting phase or the Fight phase, just after a Necrons Monster unit from your army destroys an enemy unit.

TARGET: One friendly NECRONS unit (excluding Monsters) within 6" of that MONSTER unit.

EFFECT: If that enemy unit was unravelling at the start of the phase, your friendly unit’s Reanimation Protocols activate.

RESTRICTIONS: You can only use this Stratagem once per turn.
1CP CHRONODISTORTION
Detachment: Pantheon of Woe
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One NECRONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 if the attacking unit is unravelling: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
1CP PHASE MELDING
Detachment: Pantheon of Woe
WHEN: Your opponent’s Movement phase, when an unravelling enemy unit is selected to Fall Back.

TARGET: One NECRONS unit from your army that is within Engagement Range of that enemy unit.

EFFECT: When that enemy unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests.
1CP REACTIVE REPOSITION
Detachment: Starshatter Arsenal
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One NECRONS unit from your army (excluding Titanic units) that was the target of one or more of the attacking unit’s attacks.

EFFECT: Your unit can make a Normal move of up to D6".
1CP ENDLESS SERVITUDE
Detachment: Starshatter Arsenal
WHEN: End of your Fight phase.

TARGET: One NECRONS unit (excluding Titanic units) from your army that is within range of one or more objective markers you control.

EFFECT: Your unit’s Reanimation Protocols activate.
2CP MERCILESS RECLAMATION
Detachment: Starshatter Arsenal
WHEN: Your Shooting phase or the Fight phase.

TARGET: One NECRONS unit (excluding Titanic units) from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if the target of that attack is within range of one or more objective markers, add 1 to the Wound roll.
1CP CONCENTRATED ATOMISATION
Detachment: Tomb Ship Complement
WHEN: Your Shooting phase.

TARGET: One NEcRON WARRIORS or IMMORTALS unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll.
1CP UNWAVERING DEFENCE
Detachment: Tomb Ship Complement
WHEN: Fight phase.

TARGET: One NECRONS unit from your army that is Set to Defend and has not fought this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 2] ability.
1CP DISRUPTION FIELDS
Detachment: Tomb Ship Complement
WHEN: Fight phase.

TARGET: One NECRONS unit from your army.

EFFECT: Until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in your unit.
1CP DISINTEGRATION BEAMS
Detachment: Tomb Ship Complement
WHEN: Your Movement phase, just after an enemy unit attempts to prevent a NECRONS unit from you army from operating a closed Hatchway.

TARGET: That NECRONS unit.

EFFECT: Roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds.