Flayed Ones

Source: Codex: Necrons, p. 17; Chapter Approved – Codex: Necrons Q&A (v2.0), p. 8

Flayed Ones

Pts/Model WS BS S T W I A Ld Sv
Flayed One 18 4 4 4 4 1 4 2 10 3+

Number/squad: 4-10

Weapons: Claws.

Options: The entire squad may have disruption fields at +3 pts per model.

Special Rules

Necron. Flayed Ones follow the Necron special rules as detailed on page 13.

Infiltrators. In the right circumstances, Flayed Ones can work their way into a forward position on the battlefield. They may set up using the Infiltrators rule if the mission allows infiltrators. If it doesn't, they set up normally with the rest of the army.

Deep Strike. Flayed Ones are often teleported into position, emerging out of the ground to begin their grisly work. Flayed Ones may therefore be held in Reserve and enter play by Deep Strike, even in missions which do not normally allow Deep Strike or Reserves.

Move Through Cover. Flayed Ones roll an extra D6 when rolling to move through difficult terrain. In most cases, they roll 3D6 and pick the dice with the highest score.

Terrifying Visage. Units in close combat with the Flayed Ones must take a Leadership test at the start of each round of combat. If they fail then for that round they may only hit the Flayed Ones on a roll of 6 regardless of WS.

Errata — Chapter Approved: Codex: Necrons Q&A (v2.0): Fearless troops are not immune to Terrifying Visage — Fearless only protects against Morale tests, not Leadership tests like this one, so it applies even to Fearless units.