Necron Review: HQ: Illuminor Szeras


Illuminor Szearas searches for the path to realize his true potential and become a god amongst the Necron and their C’Tan overlords! He has discovered the first part of biotransferance and unlocks it for your army. Let’s take a look at this illuminating character and in the Necron codex! Then check out the tactics corner for more information!

This character is perhaps one of my favorite models in the Necron range! Very unique with his Triarch Stalker type legs, Illuminor Szeras just looks super cool to me. His previous edition was a bit lackluster overall but this rendition really has some great tools that can aide your army, especially if you do not want to go the Decurion Detachment route.



Illuminor Szeras is a great support character for your Necron force, especially if you don’t want to run the Decurion Detachement to retain the objective secured command benefit for your troops. He can also be a fairly cheap HQ choice to unlock that CAD or allied contingent for more support units.


Illuminor Szeras has some great gear and rules that make him stand out as an excellent support character. He’s an independent character and has Reanimation Protocols, but also has fear. This could be a great feature that could save his unit from being torn apart in close combat, a place you do not want him to be.

He also has a special rule called Mechanical Augmentation that allows you to choose one unit of Necron Warriors or Necron Immortals before the game and roll on a chart. They might get extra toughness, extra ballistic skill, or extra strength. This can turn a block of 20 Warriors into a very menacing force right quick.

The big use of Illuminor Szeras is his Lord of Technomancy rule, which gives any friendly models within 6” of him +1 to their Reanimation Protocols. More on this later in the tactics section.

Last but certainly not least is his weapon, a 36” Stregth 8 AP2 Lance that can put the hurt on a lot of different things. This hearkens back to the old Eldritch Lance that Crypteks used to be able to get by the bucket load. Ah, those were the days!



Illuminor Szeras is pretty straightforward. Park him somewhere that will give you the best benefit of his 6” +1 Reanimation Protocol aura, perhaps in the unit that he buffed at the beginning of the game, march forward, and prosper! Use Szeras to try to snipe out light vehicles and put extra wounds on pesky high toughness targets.

Probably the best place to put Szeras is in a Ghost Ark. The size of the vehicle make his aura increase dramatically and can enhance many more units. The durability of the Ark should keep Szeras safe overall and you can put a large block of 20 (hopefully now at toughness 5 or ballistic skill 5) marching forward in front of the aura Ark. Again, use Szeras and a group of Warriors in the Ark to snipe out trouble as it moves forward, buffing and healing units along the way.

Szeras is a very cool character with an excellent sculpt, interesting backstory, and cool special rules. You can use him well to buff your units and create a real problem for your enemy. If running the Decurion isn’t your style, you might consider using him as one of your HQ’s to give your Necron army that Decurion Detachment like feel.

As always, here at Frontline Gaming we sell Games Workshop product at up to 25% off!



About CaptainA

Aaron is a longtime gamer of many systems. He is an avid community builder of 40k and after running many 40k events in Portland, Oregon, has recently moved to Boise, Idaho and continues to host and run leagues and events. He has also recently expanded his repertoire and entered the second hand Warhammer business. Check out his website at to see how he can help you get rid off your old and unused models.

10 Responses to “Necron Review: HQ: Illuminor Szeras”

  1. Avatar
    iNcontroL December 20, 2015 2:59 pm #

    awesome review 😀

  2. Avatar
    fluger December 21, 2015 9:14 am #

    What about a list that had 4 units of warriors. 2 at 20 strong and 2 at 10 strong. Then 3 ghost arks, the flanking ones having the 10 strong units, in the middle, Illuminor riding dirty. Behind this and in range of most of it are Triarch stalkers.

    Seems like a great way to be a moving wall of metallic death.

    • Reecius
      Reecius December 21, 2015 9:24 am #

      That sounds like a really fun list!

      • Avatar
        fluger December 21, 2015 9:56 am #

        Yeah, but how good would it be?

        • Reecius
          Reecius December 21, 2015 10:33 am #

          I have tried Warrior spam a bunch, and it is hard to use. They get run down too easily.

          • Avatar
            fluger December 21, 2015 10:59 am

            Like with fast melee? That makes sense.

          • Avatar
            abusepuppy December 21, 2015 3:19 pm

            Yeah, you gotta have a big puncher nearby to ward off enemy melee units. You also need appropriate heavy/special weapons to hit targets that Gauss otherwise struggles with, like MCs and medium vehicles.

  3. Avatar
    Kent December 21, 2015 9:34 am #

    How do you fit warriors and Szeras in a ghost ark? It holds 10 models abd you cant take a unit of 9 or less warriors in 7th.
    Am I missing something I hope so because I would live to put szeras n a ghost ark with warriors.

    • Avatar
      fluger December 21, 2015 9:56 am #

      He doesn’t, he’s riding alone.

  4. Avatar
    Kent December 21, 2015 11:26 am #

    Ok. Dang I really liked puting him in an ark with 9 warriors last edition.

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