Warhammer 40,000/Tactics/Necrons(8E)

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Why Play Necrons[edit]

Because you like insane ancient Egyptian space robots, who do not know pity or remorse or fear and absolutely will not stop, ever, until you are dead. Also because you enjoy assaulting people to steal their clothing, footwear, and two-wheeled powered land conveyances so you can put them in your ancient Egyptian kleptomaniac Tesseract Vault next to your Primarch collection.

Necrons now have their 8th edition codex, and this article is being updated with the changes.


  • Between vehicles with an assload of wounds, Living Metal to get those wounds back, and troops that can literally stand back up, you are a durable army that can hit hard and take just as much.
  • Your entire army has Leadership 10. While losing the final 5 Warriors in a squad after losing the first fifteen sucks, it's not nearly as bad as losing 4 in melee and then having a 50/50 chance of getting destroyed.
  • Your most basic guns are AP-1, something pretty much no other faction can claim.
  • 10 Immortals armed with tesla carbines and supported by a model with the My Will Be Done ability will do an average of 30 hits S5 AP- at range 24".
  • Warriors and Immortals are better against non-vehicles compared to last edition because of the changes to AP and cover and the DOUBLING in the tesla carbine's number of shots.
  • Quantum Shielding, when it works.
  • Because you like fragments of ancient star gods riding up the battlefield unable to be targeted by shooting (except for snipers).
  • Your equivalent of psyker powers (Powers of the C'tan) can't be blocked by Deny the Witch or suffer Perils of the Warp because they're not actually psyker powers. Nor are they affected by things like the Culexus Assassin.
  • You can effectively Deep Strike INFANTRY squads within 2" of the enemy thanks to Night Scythe Invasion Beams, circumventing your slow movement speed.
  • No single unit that screams "op geedub nerf when?" that you have to base your army around. Destroyers that you almost have to base your army around.


  • For once, accusations that you're a slow army are actually true. Most of your stuff is moving a mere 5". This is compounded by your Gauss weapons relying on their 12" Rapid Fire range to remain points efficient, making it possible for opponents to dramatically lower your damage output by keeping you at arm's length.
  • Quantum Shielding, when it doesn't work.
  • Tesla fails horribly against things that gives you to hit penalties, hitting stuff like Flyers, vehicles which have popped smoke, Mechanicus and Space Marine units from certain sub-factions while they are 12 or more inches away, Tzeentch Daemons close to the Changeling, Tyranid models close to a Malanthrope and or a unit of Venomthropes.
  • Scarabs are no longer the bane of anything with an armour value.
  • Warriors and Immortals do extremely poorly against vehicles compared to the previous edition, even after factoring in the increased cost of vehicles.
  • No heavy weapons to embed in squads other than a single Heavy Destroyer in each Destroyer Squad, Destroyers already being fairly elite. This means that you have to take dedicated squads to get any real firepower, meaning your opponent can quickly take out all your anti-vehicle firepower if they have the right units.
  • Necrons have no friends now, can't ally with Tau or Orks or Chaos like you could in the previous edition.
  • Most units have barely any toys to customise your dudes.
  • No Psykers. You have some limited defence through Gloom Prisms for the larger Canoptek models and a warlord trait, but otherwise you're defenceless.
  • Crypteks are all the exact same.
  • No single unit that screams "op geedub nerf when?" to base your army around.


  • AB = Annihilation Barge
  • CCB = Catacomb Command Barge
  • DDA = Doomsday Ark
  • Tesla = whatever tesla option a unit has. CCB (Tesla/Warscythe) would be a Catacomb Command Barge with a Tesla Cannon and a Warscythe.
  • Gauss = whatever gauss option a unit has.
  • Orb/ResOrb = Resurrection Orb.
  • Pylon = usually means the Superheavy Gauss Pylon.
  • Scythe = Warscythe.
  • Staff = Staff of Light.
  • MWBD = My Will Be Done.
  • WOC = Wave of Command.

Faction Keywords[edit]

As one might suppose, it's NECRONS. Beyond that, you've also got your <DYNASTY> wildcard, which is fixed for some special characters but freely chosen for most units and also determines your Dynastic Code.

Special Rules[edit]

Factional Rules[edit]

Almost all of your units have one or the other of the following:

  • Reanimation Protocols: At the start of your turn, roll a D6 for each dead model unless the model's entire unit is dead (NB - models that flee due to failed morale tests do not count as dead. Not that you should be failing morale tests with an army-wide Ld10, but it happens occasionally). On a 5+ the model returns to life, with its full complement of Wounds if it had more than one. Reanimated models must be placed in coherency with a unit member that has not also Reanimated this turn, and more than 1" away from any enemy models. If you can't meet these deployment conditions, the model fails to reanimate. All of your squad-based 1-or-2-wound-per-model units (and Destroyers) get this one.
    • Note that failing the 5+ roll does not prevent the model from waiting and trying again next turn. The only thing that puts Necron squads down permanently is wiping the whole lot out or making them fail morale tests.
      • Always remember to put your "fled" models in a separate pool from the "slain" ones so you can tell how many you have left who can reanimate.
      • LD10 is only immune to morale up to 4 models slain, and you will guarantee a loss of an entire 20-model unit at 15 models slain. HOWEVER, with Command Point, you can auto-pass morale tests, keeping that devastated squad of warriors in play and potentially re-animate a buttload of them.
  • Living Metal: Units with this rule recover one lost Wound at the start of each of your turns, or D3 if they've got a Phylactery. Most of your CHARACTERS, VEHICLES and other individual model units with lots of Wounds get this one.

Other Notable Rules[edit]

  • My Will Be Done: Most of your HQ choices have this. One <DYNASTY> INFANTRY unit within 6" gets +1" on Advances and Charges, and +1 to hit to both ranged and melee.
    • Anrakyr The Traveler's and Imotekh The Stormlord's versions of this rule target a NECRON INFANTRY unit instead. Which means they are the only Overlords that can use this ability on Praetorians (who don't have a <DYNASTY>) or on units not in their own <DYNASTY>. In Anrakyr's case, this is the only reason he can use the ability at all, lacking a <DYNASTY> of his own. This also means they are the only two Overlords that Illuminor Szeras respects enough to follow their commands on the battlefield.
    • Works well with Sautekh and Neprekh dynasties that encourage Advancing. Not only do you Advance further, but you also cancel out the -1 to hit you get with Assault weapons.
  • Quantum Shielding: All NECRON vehicles except flyers and those who are TITANIC get this, and it combos well with Living Metal's regeneration to make them very tough to bring down. If you can roll under the damage of a successfully wounding attack on a D6, you ignore it. As a result, your vehicles are more vulnerable to massed low damage but high strength firepower (e.g. squads firing overcharged plasma guns or equivalents) than they are to more traditional high-damage anti-tank guns like Lascannons or Krak missiles. Autocannons will still ruin their day though.
  • Their Number is Legion, Their Name is Death: Objective Secured, Necron edition.

Dynastic Codes[edit]

AKA your Chapter Tactics equivalents. Note that they are all "positional" abilities, so they will each influence the ways in which your army moves. Before you start crying that your painstakingly painted Necrons got a trashy rule (Nihilakh), the actual paints on your models don't influence any rules. So call them what you want, throw that continuity in the trash and go WAAC.

  • MEPHRIT - Solar Fury: Get -1 to AP when shooting at units within half of your weapon's maximum range.
  • NEPHREKH - Translocation Beams: Always Advances 6" (the bonus from My Will Be Done can still be used to Advance 7"), and can pass through models and terrain when Advancing.
    • A Code that demands you build around it, but will turn Necrons into the second most mobile army in the game (losing out to the Tyranids with their supersonic Troops and potential for multiple movement phases in a single turn). Mobility is key to victory in several game modes, and considering the medium range shooting of the army this patches their vulnerability to being outzoned by the enemy.
  • NIHILAKH - Aggressively Territorial: Units that didn't move or disembark can reroll every 1 to hit when shooting, even in Overwatch.
    • Not so great considering your lack of long ranged weaponry, unlike the puny humans, but still great for holding objectives (if you can get to them in the first place).
  • NOVOKH - Awakened by Murder: When a unit charges, is charged, or makes a Heroic Intervention, it can reroll every failed hit roll.
    • All melee Necrons will benefit a lot from this one, but WS4+ (Scarabs!) benefits more than WS3+. Lychguard, Wraiths, Scarabs (hah), and especially Flayed Ones (who then re-roll hits and wounds). Also makes your vehicles more likely to hit (WS6+ gets the most benefit from this of all); Novokh is less about drive by shooting and instead goes for the ramming approach.
  • SAUTEKH - Relentless Advance: Get no penalties when firing with Heavy weapons after moving. If you Advance, every shooting weapon is considered an Assault weapon for that turn.
    • Remember this works on every type of gun. So Assault Doomsday Cannon is a go. The rule about no shooting if you moved at all will still apply to the High power shot, of course, but go nuts on low power.
      • It also works on Pistols, which is good news for your Wraiths. Unfortunately, Destroyer variants get less benefit from this Code, because they're already paying points for ignoring the penalty to move and shoot Heavy.

Powers of the C'tan[edit]

Your equivalent of a psyker discipline. Used by your C'tan shard(s)/Tesseract Vault in the end of the Movement Phase so you can target Characters unless a power says otherwise, and obviously, any buffs your target gets in the Psychic phase don't apply. Unlike some power/psychic tables which present a variety of destructive or supportive abilities, this table's option is in what flavour you would like to inflict mortal wounds; which one is best depends on the situation. They are all potent, and have their own niche for utility, so consider what you are up against before defaulting to Antimatter Meteor.

Note that none of these get harder each time they're cast, since they're not Smite - likewise, they can't be denied, and abilities that protect only against psi-based mortal wounds won't stop these. You can either roll for each model that has these, re-rolling duplicates for each model, or just select them, but if you select them, you can't repeat a selection until every power has been taken, army-wide.

  1. Antimatter Meteor: Roll 1d6; on a 2+, the closest visible enemy unit within 24" suffers 1d3 mortal wounds; on a 6, they suffer 1d6 mortal wounds instead. If the user is a Tesseract Vault it does D6 damage on a 5+.
    • Expected mortal wounds: 1.92 if not a Tesseract Vault, 2.17 if a Tesseract Vault. Note that an unopposed, basic Smite deals, on average, 1.79.
    • Better than Seismic Assault against any unit of 10 models or less.
    • What it is good against: General utility, vehicles, expensive units who like charging.
  2. Time's Arrow: Choose a visible enemy unit within 24" and roll 1d6, adding 1 if the caster is a Tesseract Vault. If the roll exceeds that unit's highest Wound characteristic, one model is instantly slain; you automatically fail on an unmodified 1, so a Vault still has a 1/6 chance to fail against W1 units (which is most of them).
    • Expected output: it deals better than mortal wounds (since e.g. FNP won't stop it, and it ignores any other rules that trigger on losing wounds, such as Acid Blood from Tyranids), but is useless against anything with more than 5 wounds (6 wounds for a Vault), and, in general, never keeps up with Antimatter Meteor against targets without such rules. Expressed as "super-mortal wounds" (how many wounds the power expects to remove from the table), its output varies by the Wounds of the target, assuming your target is at full health:
    Wound Characteristic 1 2 3 4 5 6
    Non-Vault 0.83 1.33 1.5 1.33 0.83 0
    Vault 0.83 1.67 2 2 1.67 1
    • Notable because it just kills a model outright, which means it bypasses FNP, or any other rules that trigger on losing wounds, such as Tyranid's Acid Blood or Eldar Ghosthelms. Useless against anything with more than 6 wounds, though. It is less effective against graia adeptus mechanicus as they have a 6+ roll to ignore dying but you're never going to see them so don't plan around it.
    • What it is good against: 3-4 Wound Character sniping.
  3. Sky of Falling Stars: Pick 3 enemy units within 18", and roll 1d6 for each; Tesseract Vaults subtract 1 from each roll. If the result is less than the number of models in the unit, they suffer 1d3 mortal wounds. An unmodified roll of 6 always fails.
    • A unit of only 1 model, like most Characters, is immune to this power unless a Vault is casting it; units of size 6 (5 for Vaults) or larger all suffer the same amount. The expected number of mortal wounds by unit size, assuming you have three targets of the same size (and assuming all target units have at least 3 wounds in them):
        • Non-Vault:
          1. 0
          2. 1
          3. 2
          4. 3
          5. 4
          6. 5 (and 5 for all larger units)
        • Vault:
          1. 1
          2. 2
          3. 3
          4. 4
          5. 5 (and 5 for all larger units)
    • Like Cosmic Fire but longer range, limited to only 3 units at a time, and you'll hit any unit of 5+ models on anything but a 1, Better than antimatter meteor unless hitting single model units.
    • What it is good against: Multiple large units.
  4. Cosmic Fire: Roll 1d6 for each enemy unit within 9", adding 1 to each roll for a Vault; on a 4+, they suffer 1d3 mortal wounds.
    • This power deals a straightforward 1 mortal wound (1.33 if a Vault) per target unit. Accordingly, even against larger units, a Vault using this power does more damage than with Sky against 4 or more units, while a non-Vault breaks even at 5 and pulls ahead at 6.
    • This power excels at dishing out mortal wounds to MSU, and if any custodian terminator squad tries to use its "split into 1-man units" stratagem near a shard with this... this will make them regret it sooo much.
    • What it is good against: MSU of any sort, including Character spam, provided the units are all within a roughly 19.6" bubble for a non-Vault (and an even larger, squarish bubble if a Vault) . Er... scary.
  5. Seismic Assault: Pick an enemy unit within 24" and roll 1d6 (did you spot the theme here yet?) for every model in it. The unit suffers a mortal wound for every 6+ rolled. Tesseract Vaults inflict mortal wounds on 5+.
    • This behaves like Sky of Falling Stars, in that larger units take more damage, but with superior scaling and a worse starting point, and it targets 1 unit, not 3. With only 1 target unit available, Seismic Assault breaks even with Sky at only 2 models in the target (1 model for Vaults!), and immediately starts beating it. Since it's also greater range, this should be your go-to power for targeting one large unit.
      • With 2 target units in range, Seismic Assault is better than Sky when each unit has 11+ units (breaking even at 10) for a Vault, 21+ (breaking even at 20) for a non-Vault.
      • With 3 target units in range, Seismic Assault is better than Sky when each unit has 16+ units (breaking even at 15), 31+ (breaking even at 30) for a non-Vault.
    • Unlike almost every other ability of this type (mostly aircraft bombs), there's no upper limit on the number of dice. Statistically, this beats Antimatter Meteor in expected damage whenever targeting a unit with 12 or more models for a non-Vault... which means it's pretty rare. For a Vault, Seismic Assault wins out at 7 or more (due to double output).
    • What it is good against: Single large units, as explained above.
  6. Transdimensional Thunderbolt: Pick an enemy unit within 24"; normal Character targeting rules apply. Roll 1d6, adding 1 if the user is a Tesseract Vault. On a 4+, the enemy unit suffers 1d3 mortal wounds. Then, whether or not the target suffered any mortal wounds, roll 1d6 for every other enemy unit within 3" of the target unit. On a 4+, they suffer a mortal wound (regardless of the caster being a Vault or not). POWER. UNLIMITED POWER.
    • Like Cosmic Fire, except instead of a 9" radius bubble around the shard, it's a 3" radius bubble around the entire target unit. Excellent for making the enemy not want to bunch up their units so much, or punishing them for trying to maximize the utility of their character buff-auras. Note that any given "splash" unit expects to suffer only half a mortal wound, so unless you've brought many Shards, splashed units typically won't just evaporate (they have to be on their last wound to even have a chance to).
    • Vault or not, the caster will do more damage (nearly double for a non-Vault, and much more than double - nearly 2.67 times - for a Vault) with Cosmic Fire, provided enough targets are within range. The benefit of this power over Cosmic Fire is the range.
    • Because most of its output is from the "splash", which does not care about being cast from a Vault, this is a prime candidate for assigning to a non-Vault Shard.
    • If you lob this into a conga line of conscripts stretching across the board, any enemy unit within 3" of any of those conscripts is at risk of damage; this is double awesome, because sure... you can't target a character directly, but you CAN target any non-character unit they are standing too close to. This is a great way to punish the enemy's big unit that is enjoying buffs from multiple characters nearby.
    • What it is good against: The same things Cosmic Fire is good against, but from much farther away - reliant on having an enemy unit in position to use as the target.
In summary:
  • Antimatter Meteor is the best output against one small unit that happens to be nearby.
  • Time's Arrow is never the best output, but lets you bypass rules that trigger on wound loss, like Feel No Pain.
  • Sky of Falling Stars is the best output against 2-3 medium-sized units.
  • Cosmic Fire is the best output against many units at once.
  • Seismic Assault is the best output against one large unit.
  • Transdimensional Thunderbolt is Cosmic Fire with worse output at better range, and is the only power where you have no good reason to care if a Vault is casting it.

Warlord Traits[edit]

  1. Enduring Will: Reduce damage inflicted on your Warlord by 1, to a minimum of 1.
    • This can be particularly potent on a CCB. Quantum Shielding will preclude most high-damage attacks from going through; moderate damage gets reduced, both through the trait and your innate healing via Living Metal.
  2. Eternal Madness: Warlord re-rolls failed wounds if he charged, was charged, or intervened heroically.
  3. Immortal Pride: Friendly <DYNASTY> units within 6" of the Warlord auto-pass morale, and the Warlord can deny one psychic power a turn. The best option here, as if Warrior blobs weren't already hard enough to put down permanently. Since the Necrons only have gloom prisms on Spyders and Forgeworld models to deny with otherwise, it'll be a must-have against psyker-heavy armies. Illuminor Szeras has this trait, and the <DYNASTY> keyword switches to NECRON.
  4. Thrall of the Silent King: Increase the range of Warlord's aura abilities by 3", except for Catacomb Command Barge explosions. Practically custom-made for Crypteks, especially ones with the new Canoptek Cloak.
  5. Implacable Conqueror: <DYNASTY> units within 6" of the Warlord can re-roll charge rolls. This has merit on a character with a Veil of Darkness who wants to make sure their unit makes their charge. That and/or in Novokh. Anrakyr the Traveller has this trait, and the <DYNASTY> keyword switches to NECRON.
  6. Honorable Combatant: 1d3 extra attacks if the Warlord directs all of his attacks against the same character. D3 extra attacks is useful, to be fair, but comparatively the buffs who reach all your robots tend to have more uses.

Dynasty Specific[edit]

Like Space Marines, any named character from a Dynasty has to take their Dynasty-specific Warlord Trait.

  • MEPHRIT - Merciless Tyrant: +6" to the Warlord's assault weapons. Also lets the Warlord target characters, even if they are not the closest target. Nice! Obviously only effective if you give your Lord a Staff, or more noticeably a CCB with a Tesla Cannon to give your HQ a 3 shot 30" S6 sniper rifle that hits on a 2+, with -1AP at 15". Even better, upgrade the Staff of Light to the relic Voltaic Staff for an 18" (12" without this warlord trait) assault 3 S6 AP-3 D2 gun that can cause mortal wounds. Combine that with the CCB and go fry 2 characters at once.
  • NIHILAKH - Precognitive Strike: Warlord strikes first in the fight phase, unless their opponent charged or has a similar ability. Useless The Nihilakh specific code Aggressively Territorial prioritises a shooty army, but this trait can allow you some bite if you're charged. Very situational.
  • NEPHREKH - Skin of Living Gold: -1 to hit the Warlord. Great for CCBs and Destroyer Lords.
  • NOVOKH - Crimson Haze: Units within 6" of the Warlord generate extra attacks on 6s to hit in the Fight phase. This is potent for a close combat army, Flayed ones, Lychguards and Wraiths can all benefit greatly from this. Works on a character who wants to be in combat, Destroyer lord, CCB. This can give scarabs a lot of extra attacks seeing their 4 base attacks and rerolling while in Novokh, but even then they are outdone in damage by most other options.
  • SAUTEKH - Hyperlogical Strategist: Provides one re-roll for the Warlord's personal use. More importantly, lets you reclaim your spent command points on a 5+. As long as you plan on using Stratagems (which you probably do) this is a great trait that helps the entire army.



  • Adaptive Subroutines (1 CP): a Canoptek unit can advance and still shoot and charge this turn. Combine with the Nephrekh code and Wraiths for a nice 30" threat range. While not Hive Fleet Kraken Genestealer fast this can be used to tie up critical enemy units early on whilst your footsloggers get into effective range.
  • Amalgamated Targeting Data (1 CP): Use in the shooting phase if you have a Doom Scythe within 6" of two other Doom Scythe. Instead of shooting their Death Rays, pick a spot within 24" of all three and roll a d6 for each unit within 3" of it (+1 if the unit has 5+ models, -1 if it's a CHARACTER). On a 4+, the unit takes 3d3 mortal wounds.
    • Conditionally useful if you are playing Sautekh, if not then the doomscythe is probably not the croisant you want, if so the lack of a penalty for firing the heavy death ray on the move means 3 death rays launching d3 shots each, each likely to wound, pierce armor and do d6 damage each will Probably do far more damage collectively than the 3d3 wounds Might, certainly worth it though if the enemy has made the mistake of clustering up lots of units though the -1 to nail characters hampers this a bit. It can also be worth it if your flying pastries are damaged and so no longer as accurate as you'd wish them to be. Also keep in mind that they can still fire their tesla destructors, just not the deathrays if you use this!
  • Cosmic Powers (1 CP): Pick a C'tan Shard. It can swap out one of its Powers of the C'tan for another one. It is nice to have the option, despite other stratagems being the better choice most of the time.
  • Damage Control Overrides (1 CP): For the rest of the turn, target necron vehicle uses the highest level of its damage chart.
    • Extremely useful as it forces the enemy to have to Kill your vehicles rather than simply leave them crippled, unless he wants to risk eating its full firepower on your turn.
  • Dimensional Corridor (1 CP): At the start of the Movement phase, select an infantry unit more than 1" away from any enemy units. It can be removed and redeployed within 3" of any Monolith and more than 1" away from any enemies. The unit counts as having disembarked from the Monolith and can move normally. Yes, that unit of Lychguard will definitely make that charge now.
  • Dispersion Field Amplification (2 CP): Use when the enemy targets one of your Lychguard units that are equipped with dispersion shields but before they roll to hit. For the rest of the phase, the Lychguard have a 3+ invulnerable save. In addition, any unmodified results of 6 cause a mortal wound to the shooting unit.
    • Notably, you have to use this stratagem before the opponent rolls to hit. If they have unlucky dice, you may end up burning two cp for very little gain. In addition, the stratagem cannot be used against overwatch.
  • Disruption Fields (1 CP): A necron infantry unit gets +1 strength. Obviously, quite good on Lychguard, Praetorians, and Flayed Ones. Also of note is that it ups Anrakyr to S9, allowing him to wound nearly anything in a normal game on a 3+.
  • Dynastic Heirlooms (1/3 CP): your standard extra relic stratagem.
  • Emergency Invasion Beam (1 CP): Use when your last monolith or nightscythe is destroyed. This lets you save an undeployed unit and put them on the battlefield.
    • This stratagem pretty much saves the Nightscythe from being the worst transport unit in the game, since unlike any other transport the Whole unit inside is destroyed if you lose all of them, Now even if the enemy does blow up your scythe/monolith you can still get 1-2 units out of your beamers making their early destruction much less of a priority which, in turn, makes your beamer units more survivable and gives you more options on where to try and deploy your metal men.
  • Enhanced Invasion Beam (1 CP): Allows you to set up two units from a monolith or night scythe instead of one.
    • Note that this stratagem can be used Anytime you deploy a unit via the gate of eternity or invasion beams, so in narrative battles you could potentially use it to double-deploy from multiple such units.
  • Enhanced Reanimation Protocols (2 CP): Reroll 1s when using Reanimation Protocols for 1 unit. Probably too many command points, but good to keep in mind.
  • Entropic Strike (1 CP): Use on a necron character before they fight. Invulnerable saves can't be taken against the first attack it makes. The Nightbringer's favorite stratagem.
  • Extermination Protocols (1 CP): Use on a Destroyer Lord, Destroyer, or Heavy Destroyer unit during the shooting phase. You can reroll all to hit and to wound rolls. Rerolling hits is good if you target a flyer, but rerolling wounds is the delicious part. A full Destroyer squad using this stratagem is 18 shots of fear.
  • Gravitic Singularity (1 CP): At the start of the shooting phase, select an Obelisk. Its Gravitic Pulse now causes mortal wounds on a 4+ instead of a 6+, because fuck flyers.
  • Judgment of the Triarch (1 CP): Use on a unit of Triarch Praetorians before they shoot or fight. They gain +1 to hit until the end of the corresponding phase.
  • Phaeron's Will (1 CP): Use My Will Be Done or Wave of Command twice in the same turn. Nephrek Immortals like this.
  • Quantum Deflection (1 CP): Use when a vehicle is targeted in the shooting phase but before any to hit dice are rolled. You can subtract 1 from the result of the rolls made for quantum shielding.
  • Repair Subroutines (2 CP): Use before you roll for Reanimation Protocols. Choose a CANOPTEK unit and they get Reanimation Protocols until the end of your turn. Obviously if your Wraiths have suffered a lot of casualties, your opponent will rage when they get back up, but you're usually better off saving your command points to keep your Warriors from running.
  • Resurrection Protocols (1 CP): Use when a character dies. At the end of the phase, roll a dice and on a 4+, the character comes back with 1 wound. Can't use it on C'Tan shards or Trazyn, but it does work, funnily enough, on a command barge (which means it can explode Twice in one game).
  • Self Destruction (1 CP): Use on a scarab unit after it piles in but before it fights. Pick a model in the unit and an enemy unit within 1" of the model. The model explodes, killing itself, and on a 2+, deals d3 mortal wounds to the enemy target. Callback to the original scarab models, and makes them somehwhat scary, especially if you have a Spyder nearby to refill your kamikaze bugs.
  • Solar Pulse (1 CP): Strips cover from an enemy unit being targeted by one of yours. Useful when fighting armies with faction rules that always give them the benefit of cover. Or an imperial defence line.
  • Wrath of the C'Tan (2 CP): Use after a C'Tan uses its power. Roll a d6 and consult the C'Tan power table. You can immediately use that power, even if you already did so this turn. Random but could be useful if you find yourself needing an extra mortal wound to drop an enemy to a lower damage tier or finish off a unit on its last legs.


  • NOVOKH - Blood Rites (3 CP): At the end of the Fight phase, select a NOVOKH unit. It can fight a second time. This Stratagem is insane for large units of Lychguard or Flayed Ones, meh on Anrakyr and Anrakyr-buffed Warriors and not worth it otherwise.
  • SAUTEKH - Methological Destruction (2 CP): After a SAUTEKH unit has caused a wound on an enemy unit, all other SAUTEKH units recieve +1 to hit said enemy unit this phase. This is a potent stratagem, especially considering the advancing makes all your weapons assault, meaning that with some planning you can hit with most of your full fire power on a turn and advance, with little penalty. Bring a stalker to gain reroll 1s, combine with MWBD, and you've got yourself 'Crons on the move.
  • NIHILAKH - Reclaim a Lost Empire (2 CP): At the end of your turn, select a unit from your army. If it is either within 3" of an objective or did not move this turn, it gains 1 attack and +1 to all saves until the start of your next turn. This plus Dispersion Field Amplification grants a staggering 2+ invulnerable save against shooting to Lychguard for when you absolutely must keep them alive at all costs.
  • NEPHREKH - Translocation Crypt (1 CP): During deployment, you can set up a Nephrekh infantry or swarm unit to deep strike with all the usual limitations.
  • MEPHRIT - Talent For Annihilation (1 CP): Select a unit during the Shooting Phase. When a model in that unit rolls an unmodified 6 to hit, make another hit roll with the weapon it used against the same target. These hits cannot generate more hits themselves. Congratulations, your Gauss weapons are pseudo-Tesla weapons and your Tesla weapons can generate up to 6 hits per shot if the dice are on your side.

Tactical Objectives[edit]

11 - Endless Legions
Keep a tally of successful Reanimation Protocols rolls you make. When the tally reaches at least 10, gain 1 VP.
12 - Dust and Ashes
Pick a Character. If he survives to the end of the battle, gain 1 VP.
13 - Reclaim and Recapture
Roll a d6. If the result is odd, get d3 VP for holding all the odd-numbered objectives at the end of the turn. If the result is even, the same applies if you hold all even-numbered objectives.
14 - Age of the Machine
1 VP if you destroyed at least one enemy vehicle this turn. d3 VP if you destroyed 3 or more vehicles, and an extra 3 VP if one of the vehicles destroyed was Titanic.
15 - Slaughter the Living
1 VP if you completely destroy at least one enemy unit.
16 - Code of Combat
1 VP if one of your Characters kills an enemy Character in the Fight Phase of this turn.


Melee Weapons[edit]

  • Staff of Light: S User AP-2 D1; a power sword but worse, but ships with a gun (12" Assault 3 S5 AP-2 D1), at the more reasonable 10 points down from 18 it's a nice option, especially for Lords and in armies where you might want to keep your Overlords out of combat behind a wave of Canoptek bugs.
  • Hyperphase Sword: S+1 AP-3; basically an combination Power Sword/Power Axe. Costs less than a Power Sword, at only 3 points.
  • Voidblade: S User, AP -3, +1 Attack. Costs 3 more points than a Hyperphase sword, but the Strength 6 is rarely as good an extra attack.
  • Warscythe: +2 S, -4 AP, and 2 Damage. Costs only 11 points. Still the bread and butter of all your characters. Though for once, not the only viable choice.
  • Voidscythe: Exclusively available to Overlords on foot. It's 9 more points than a Warscythe, and gets you -1 to hit, S10 instead of S7 and 3 Damage instead 2 Damage. It wounds better against T7+, equal for T4 and T5, and worse against T3 and T6. Against models with 3+ wounds it is always better. Unless you have a lot of T3 chaff or T6 with 2 Wounds coming at you, you should probably pay the fee if you're not going with a relic. You might find that your opponent kills all your other infantry and you're just left with Overlords, in which case the downside of this weapon is removed and the 9 pts are going to be worth it.
  • Rod of Covenant: A power sword with a built-in gun (12" Assault 1 S5 AP-3 D1) for the same cost as a Staff of Light, 10 points.
  • Whipcoils: Even if a model with these equipped died in the Fight Phase, they still get to attack in that Fight Phase.

Ranged Weapons[edit]

Combo Weapons[edit]

  • Rod of Covenant: A power sword with a built-in gun (12" Assault 1 S5 AP-3 D1) for the same cost as a Staff of Light, 10 points.
  • Staff of Light: Melee is SUser AP-2 D1; a power sword but worse, but ships with a gun (12" Assault 3 S5 AP-2 D1), at 10 points. A combo ranged and melee weapon for the royalty of the ancient. Costs less than the Warscythe now, making it good for a budget Lord/Overlord or one that would rather not be in melee.
    • For your babysitter Lords it is maybe worth it for a turn of shooting and possibly the overwatch. If you want to be in combat though the Voidblade is a better budget weapon than the Staff.

Gauss Weapons[edit]

Overall Gauss has gotten better AP because everything wounds on 6s now. If you have a Tesla option, Tesla is better unless your opponent has massed 3+ armour saves and you can get the majority of your shots within Rapid Fire range (where applicable). Gauss is amazing against 2+/3+ armour, and mediocre against almost everything else.

  • Gauss Flayer: Standard Warrior weapon, an AP-1 Bolter.
  • Gauss Blaster: Standard Immortal Weapon, S5 and AP-2 Bolter.
  • Gauss Flayer Array: 5 Gauss Flayers. With vehicle firing arcs a thing of the past, a Ghost Ark is now a portable squad of Warriors. In addition to the actual squad of Warriors it can unload.
  • Gauss Cannon: Heavy 3 S6 AP-3 D D3 in the Codex from Heavy 2 S5 in the Index. Destroyers come with this standard and CCBs and ABs can replace their Tesla Cannon for one of these. Destroyers ignore the penalty from moving and firing heavy weapon, but our vehicles do not, so look out for that.
  • Heavy Gauss Cannon: Range 36 Lascannon with an extra AP, went down 5 pts in the Codex. You can get one of these in a regular Destroyer squad, up to three in a Heavy Destroyer Squad and you can replace the Triarch Stalker's weapon for two of these babies.
  • Gauss Flux Arc: A Heavy 3 Gauss Blaster.

Tesla Weapons[edit]

Tesla treats every hit roll of 6+ as 3 hits instead of 1. Don't forget about this on Overwatch, as all your Overwatch hits will trigger this (Overwatch is always made as a straight 6+ roll ignoring all modifiers). Also bear in mind that any effects that modify your to-hit rolls change the threshold for triggering Tesla as well. My Will Be Done lets you trigger it on 5+, as it adds 1 to your hit roll rather than modifying your BS, and conversely Advancing and firing Assault Tesla weapons, shooting at Flyers etc. mean you can never trigger Tesla, as any 6s you roll will be reduced to 5s or worse.

  • Tesla Carbine: This beauty is now Assault 2, meaning you can fire it after advancing. Be aware that as above, you lose the Tesla trigger when Advancing, unless you counter the penalty by buffing them with My Will Be Done.
  • Tesla Cannon: Better than above with 1 more shot and Strength.
  • Tesla Destructor: The Destructor is really good, just not quite as good as a Sphere. 7 strength and 4 shots will tear through most horde armies. The Twin Tesla Destructor will bomb up even more with its 8 shots. Although anything that has 1 regular Tesla Destructor seems to have 2 of them, yet this may change.
  • Tesla Sphere: 1 more shot than the above and placement on TITANIC models provide plenty of reasons not to charge due to Tesla's strong Overwatch.

Particle Weapons[edit]

  • Particle Caster: Your "Bolt Pistol". Currently available only to Wraiths and Voidblade-wielding Praetorians, this differs from its puny Imperial counterpart by being S6.
  • Particle Beamer: The bigger brother of the Particle Caster, this gun is an Assault 3 version with double the range. Available as a singleton for Tomb Blades or taken in pairs on Tesseract Arks and Canoptek Spyders. While just over a quarter of your base cost to equip to a Spyder, it's also currently the only ranged option they have access to.
  • Particle Shredder: The largest of the Particle line and the most exclusive, (someone forgot about the Monolith's primary weapon) the Shredder is only available to Triarch Stalkers. While Heavy 6 S7 AP-1 D3 sounds reasonable the 24" range is a big letdown, and the other two weapons the Stalker has access to are considerably more useful.
  • Particle Whip: The particle whip gets steadily nerfed with each edition change, but don't let that fool you. One strength and AP over the shredder.

Other Weapons[edit]

  • Death Ray: The Doom Scythe's heavy main gun. Heavy D3 shots, S10 AP-4 and D6 damage, so pretty potent. Doom Scythe's base BS is 3+ though, so immediately becomes 4+ to hit due to being HEAVY - counter this with SAUTEKH Dynastic code.
  • Doomsday Cannon: Funnily enough this is the main gun of the Doomsday Ark. Buffed a little in new Codex. 2 firing modes - Low & High. High only available if it didn't move in the preceding movement phase.
    • Low - 36" Heavy D6 shots, S8 AP-2 D3 damage. Respectable.
    • High - the money shot! 72" Heavy D6 shots, S10 AP-5 D6 Damage. If the dice gods are on your side, in theory this can punt out 36 wounds in one go. Try to avoid targets with good invulnerable saves. Probably the one unit where the NIHILAKH Dynastic code makes the most sense too to re-roll those 1's.
  • Heat Ray: The most versatile option for the Triarch Stalker, with 2 firing modes. Unfortunately Stalkers cannot be buffed with Dynastic codes. Bummer.
    • Dispersed - Basically a heavy flamer, 8" Heavy 2D6 auto hits, S5 AP-1 D1.
    • Focussed - A melta. 24" Heavy 2 S8 AP-4 D6 damage, rolling 2 damage dice when under half range and discard the lowest result.
  • Synaptic Disintegrator: Deathmarks get this. 24" Rapid Fire 1, S4 AP0 D1. Wound rolls of 6+ cause an additional mortal wound on target unit.
  • Transdimensional Beamer: The weird heavy weapon option on your fast attack close combat Wraiths. Same 'additional mortal wound on wound rolls of 6+' trick as the Synaptic disintegrator. 12" Heavy D3 shots, S4(!?) AP-3 D1.

Other Wargear[edit]

  • Resurrection Orb: Almost identical to 7e, once per game throw Reanimation Protocols again for one NECRON INFANTRY unit within 3" of the wielder. Doesn't stack with the Ghost Ark's Repair Barge; and, because it's not restricted to Warriors like Repair Barge is, you should probably be using it on something else (like, say, your Destroyers). Pretty cool for those clutch moments when your 20 man blob has been reduced to 2 guys and you *really* need it to not die. 35 points.
  • Phylactery: Living Metal restores D3 wounds instead of 1, 15 points. A solid durability upgrade that bizarrely, only the Destroyer Lord has access to. Imotekh tekh-nically has it too, but his own version.
  • Dispersion Shield: Halfway between Storm Shields and Combat Shields at a 4++. At 12 points each, you're really paying a premium for these compared to the 5 (15 on CHARACTERS) points Marines pay for a Storm Shield.
  • Chronometron: Crypteks only. Grants them a 5++ invulnerable save against shooting for the user and anyone within 3" of him.
  • Canoptek Cloak: A new toy for Crypteks that looks like a Scarab got stuck up the Cryptek's butt. In exchange for this minor humiliation and the inability to use the Chronometron, the Cryptek gains a Movement stat of 10", the FLY keyword, and the ability for any model within 3" with the Living Metal rule to recover d3 wounds instead of the usual 1. Excellent in conjunction with Tomb Blades, Triarch Praetorians, and Destroyers, and perfect for complementing for a Catacomb Command Barge. Note that since most Necron characters and all vehicles have the living metal rule, this wargear turns the Cryptek into a rather awesome combination of Apothecary and Techmarine in one, plus also still buffing the rank and file reanimation protocols. The biggest downside is that you give up your Chronometron, and that is a steep price.



  • Gauntlet of the Conflagrator: Gauntlets of Fire are back... kinda. 8" pistol 1 that can only be fired once per battle, auto-hits the target, and rolls 1d6 for each model in the unit that's within 8"; they suffer a mortal wound on a 6. Much like when HQs other than Anrakyr could take the Tachyon Arrow, this could have its uses as a one shot weapon to give you an edge, but otherwise... Underwhelming. If you want to hurl your warlord against a blob of 40 conscripts then this might be an ace in the hole, but hey, you do you.
  • Lightning Field: Gives a 4++ invulnerable save, and at the start of the Fight phase roll a d6 for each enemy unit within 1"; on a 4+, they suffer a mortal wound. Could be useful in certain scenarios, but since Overlords and Destroyer Lords already have a 4++ and they're the ones you want in combat more than your babysitters Lords and Crypteks, and it only does a single mortal wounds maybe, can't see much point in this. Catacomb Command Barges however don't get an invulnerable save, making it the clear and pretty much only user of this Relic.
  • Nanoscarab Casket: Replaces a phylactery, so... Destroyer Lord only. You regain d3 wounds instead of 1 as with the standard Phylactery, but you also regain d3 wounds at the beginning of your opponent's turn; PLUS, the first time the bearer is slain, roll a d6, and on a 4+ set the warlord up at the end of the phase with 1d6 wounds remaining. Guaranteed to make your opponent cry when playing against MEQ armies.
  • Nightmare Shroud: Improves your warlord's armour save by 1, and enemy units within 6" subtract 1 from their Ld. Even if you give this to a warlord with a 2+ save standard, a 1 will still fail, and the only result will be negating 1 point of AP, but I'm sure that guy will try to argue that it means his warlord can only be killed by mortal wounds.
  • Orb of Eternity: Replaces Resurrection Orb, so any non-Cryptek. Once per game, make a second Reanimation Protocols roll for a <DYNASTY> INFANTRY unit within 3", with +1 to the roll.
  • Sempiternal Weave: Another wargear option from 5th edition that's found its way back, but with a very different effect. Instead of +1 Sv, now it's +1 Toughness and +1 Wounds.
  • Veil of Darkness: Once per game, teleport the bearer and one <DYNASTY> Infantry unit, a la Deep Striking. It's free, so just take it, there are lots of applications and even if you never use it, it's free. Now that this is no longer our only relic, there are more options, so this is no longer an auto-take, unless your main goal for your warlord is to take a squad of 10 Lychguard and smack them in something's face. However, given the 1 CP gem that gives you an extra relic, unless you are really short on CP, you should always try to take one of these. It's pretty great on a Lord if you want to alpha strike something across the board with the re-roll 1, or on a Cryptek if you want to get out of danger in a hurry.
  • Voidreaper: MmmmMMMMM. Replaces a Warscythe or Voidscythe (so a Warscythe - why pay 9 more points for this than you have to?) with a Nightbringer Scythe, except with D3 instead of D1d6, which is often better. A tasty treat on a Destroyer Lord if you want to seriously eradicate the enemy warlord or a nasty gribbly.


  • MEPHRIT - The Voltaic Staff: Replaces Staff of Light. Also identical to the basic staff in melee, but its shooting mode gets 1 better at S, AP, and D. Additionally, every wound roll of 6 it gets in the Shooting phase inflicts an extra mortal wound. Great against TEQs, and if you're not afraid to get really close, it'll jump to AP-4 (thanks to the Dynastic Code) to let it double as an anti-vehicle weapon.
  • NEPHREKH - The Solar Staff: Replaces a Staff of Light, for some additional dakka. The melee profile is identical to a Staff of Light, but the ranged output is -1 AP, double the rate of fire, and can blind any Infantry (obviously cavalry and bikers are wearing super-cool shades at all times, especially at night) units it hits on a 4+ until end of turn for that delicious denial of overwatch and -1 to hit. Use it against a Tau gunline (provided it isn't made of drones or mechs or krootox) and watch the colour drain from your opponent's face.
  • NOVOKH - The Blood Scythe: Replaces War/Void Scythe (so a warscythe, since there's no reason to pay extra points for it). A warscythe with d3 more attacks. This is on the low end of relics. Sure, Overlords want more attacks, and if you have nothing better to put on them this is at least a slight upgrade, but you should usually be reaching for the Voidreaper instead.
  • NIHILAKH - Timesplinter Cloak: One per game reroll for a hit, wound, or damage roll, plus feel no pain 5+++. Far from the glorious 6th edition cloak. Feel no pain is useful for a durable unit, however - say, a CCB.
  • SAUTEKH - The Abyssal Staff: Replaces Staff of Light. Melee wise it's unchanged from the Staff, but the shooting changes to 12" Assault 1 that automatically hits - roll 3d6, and if the result is equal to or greater than the highest Ld in the unit, they suffer d3 mortal wounds. Average roll of 3d6 is 10.5, so this could be very potent if your warlord is hunting down CHARACTERs. Also, according to the fluff paragraph accompanying it, these things were made by embedding each one with a tiny sliver from the Deceiver's necrodermis to summon wisps of shadow imbued with Mephet'ran's anarchic insanity. Absolutely 0 synergy with your Dynastic Code.

Unit Analysis[edit]

HQ Units[edit]

  • Overlord: The once customizable close combat monstrosity can now only replace his Staff of Light with a Hyperphase Sword, a Voidblade, a Voidscythe or a Warscythe. Phase shifter is already included in the kit. Their only non-weapon upgrade (aside from relics) is the Resurrection Orb. The main reason (and it's a good one) to buy an Overlord instead of a Lord is his buff My Will Be Done. Even with Warscythe and Resurrection orb (usually the sensible kit) he only comes to 130 points, which is cheaper than any of the named Overlords (except for Trazyn and Orikan who have neither Orb nor Scythe). For 37 more points, you do get Anrakyr however. Certainly, has his place as the leader of a Necron army.
  • Lord: Comes with The Lord's Will special ability which lets you reroll failed wound rolls of 1, which arguably makes him better at babysitting 20 man warrior blobs than a Cryptek (The Lord is the stern father compared to the protective mother of the Cryptek). He is also your cheapest option for a Resurrection Orb carrier, at 126pts with his Staff and the Orb included. Replace the Staff with a Warscythe to make him 119 pts, or if you are only taking him for the orb, replace it with a Voidblade Hyperphase Sword for your cheapest Resurrection Orb carrier at 111 pts.
  • Cryptek: Your defensive buff-bot. Every <DYNASTY> unit within 3" gets +1 to RP rolls, and the INFANTRY get a 5++ against shooting too. Just over a hundred points including his Staff of Light. Still no fun Harbinger options, but for that, you can take Szeras or Orikan and pretend you are playing 6th edition. Is pretty great if babysitting multiple Warrior blobs. With the new Canoptek Cloak, he gives up the invulnerable save aura but can keep up with speedier units and provide extra healing for anything with Living Metal for only a marginal points increase. But, we have to stress this, he loses the 5++ aura in exchange. Has his place, but you will be disappointed when your D3 rolls a 1.
    • Nephrekh stands out as the most useful dynasty for a Cryptek, seeing it already has an assault weapon, non-existant melee and can require positioning to keep up with the army and reposition its buffs. Nihiliakh edges it out if you are in a static gunline.
    • The Canoptek Cloak essentially transforms your Cryptek to a faster Techpriest, use for vehicle/character heavy armies.
  • Destroyer Lord: Lost some versatility in that he only buffs Destroyers and Heavy Destroyers. Yet, comes with Phase Shifter standard and 1 more attack than a Lord or Overlord and 1 more wound than the Overlord. His high movement does allow him to zip around to use the Rez orb when most needed. Though that is one use only. Despite being the only HQ that can take a phylactery there doesn't seem to be that much to him. An ok melee unit that buffs shooting for 2 specific, already expensive, units. This is a flat downgrade from the standard lord, who's buff affects all infantry units (including Destroyers) all the time. He doesn't even really excel at vehicle or monster hunting. Take if you have a massive Destroyer and Heavy Destroyer gun line. Otherwise, if you are in the market for a more durable, faster and dakkadakkadakka Lord, perhaps take a glance at the next entry... As it is basically an improved Destroyer Lord, without an Invulnerable save. Oh, thanks to relics the CCB has access to a 4++, so the Destroyer lord does not even have that advantage anymore.
    • Sempiternal Weave makes this monster T7 and W7, phylactery allows him to regain D3 wounds. This combo makes him very tough, fast, and with a war scythe fairly choppy. Use him to tank melee units coming at your destroyers, absorb damage, fall back and blast them
  • Catacomb Command Barge: Has Quantum Shielding and a Gauss or Tesla cannon like a vehicle, but doesn't get worse as it takes damage (just like the Annihilation barge). Also includes a 12" version of My Will Be Done, the ability to charge flyers with a Warscythe, and the privilege to laugh in the face of Dark Eldar carrying poison weaponry (because it's a VEHICLE). For 154-169 points (depending on weapons), before taking a Resurrection Orb, it is a very worthwhile upgrade to consider for a vanilla Overlord. It also has the benefit of being available to many players, as the Annihilation barge may not be auto include it previously has been. If only named Overlords could still take it. Beta update: The gauss cannon now gets 3 shots just like the tesla cannon, and is also str 6 so is probably the better pick on a model with base 2+ BS (unless he is Nephrekh, where you will always be advancing), also the beta codex adds a choice of relics that can either buff the base armor save to a 2+ or provide a 4++ invul along with some side perks, both excellent ways to improve the durability of this unit. It can also be ressurected with a stratagem, take a veil of darkness to teleport itself and another unit into close range, or with the right dynasty can have both a 4++ and be at a permanent -1 to hit by the enemy. And it is still a character.
    • Errata 1.0 added the CHARACTER keyword to the barge, instantly transforming it from a useless liability that would get alpha'd on turn 1 into a genuinely good unit.

Special Characters[edit]

  • Imotekh the Stormlord: Overlord with an extra wound, 2+ Sv, phylactery, buffed Staff of Light he can use MWBD on INFANTRY from any Dynasty or twice on SAUTEKH INFANTRY. If you manage to get him within 12" he also gives reroll 1s to SAUTEKH Flayed Ones, but you should be taking NOVOKH Flayed Ones so it's kind of pointless. Lord of the Storm allows you to pick a unit (but not CHARACTER) within 48" and roll D6, with the target receiving mortal wounds equal to the die unless you rolled 1. You also roll a D6 for each unit within 6" on a roll of 6 the unit suffers D3 mortal wounds. He also gives you a free CP. He's okay with a bunch of SAUTEKH Gauss INFANTRY, but if you're not getting use out of his second MWBD then he is not great.
  • Nemesor Zahndrekh: Overlord with an extra wound, 2+ Sv and a Staff of Light. He can turn off all aura abilities of a single model within 12". Use this rule if you can get close enough to Guilliman. Laugh as you shut down his "re-roll everything" bullshit. He can also hand out a random buff at the start of each of your turns to a SAUTEKH unit within 6" (+1 A, re-roll charge rolls or +1 BS) until the start of your next turn. He is our worst Character, don't waste your points on this guy. Unless you're taking Obyron, then he's a necessary evil.
  • Orikan the Diviner: He's basically a beefier Cryptek. His 5++ aura is bigger (which also works against CC unlike the regular Cryptek ability), and he has a better weapon and statline (which gets even better if you roll for The Stars Are Right). Not bad for the small increase in cost. Instead of being an improved C'tan shard in terms of stats he is now worse in that regard; worse weapon, worse inv save, worse movement and worse wounds. Yet, still buffs and Living Metal remains.
  • Vargard Obyron: Lord with WS 2+, 2 extra wounds, 1 extra A and a 2+ Sv. He gets to Fight if he dies before making his attacks. Pretty terrible, just take two Lords instead. Unless you're going to take Zahndrekh, which suddenly makes them both worth it. Obyron can wounds for Zahndrekh in the same way Lychguard can, this mostly just means your opponent can't focus down Zahndrekh, but nothing prevents them from focusing down Obryon. The real reason you're taking either of these characters is because you can move Vargard Obyron and a friendly SAUTEKH INFANTRY within 6" of him, across the board to be entirely within 6" of Nemesor Zahndrekh at the end of your Movement phase, Vargard and the unit he brings with him only has to be 1" away from enemy units meaning you can get a guarenteed charge as long as Zahndrekh is within 8" after moving. After this the unit can still shoot and charge even if they were locked in combat as long as you didn't have to fall back to get the unit within 6" of Obyron. Moving Nemesor Zahndrekh around the map with the Deceiver and/or a Ghost Ark is a good idea. You're still paying quite a lot for the combo and teleporting SAUTEKH Lychguard or Flayed Ones isn't neccessarily better than just giving them a Code they can actually use.
No <DYNASTY>[edit]
  • Anrakyr the Traveller: Overlord with S6 and an extra wound and a single shot with his Tachyon Arrow at range 120" S10 AP -5 and D D6. He can boss around models from any Dynasty and even Triarch Praetorians with his MWBD ability and he can copy one of the weapons of an enemy vehicle within 12" on a 4+. When he does he fires it using the vehicle's BS but due to poor wording the shot counts as originating from Anrakyr's model. Recommended in all Apocalypse styled battles if you aren't afraid of being That guy. Lastly Anrakyr gives all nearby NECRON INFANTRY units an additional attack which makes our regular infantry a lot more scary. He's basically a must-have in lists that feature multiple Lychguard and/or Triarch Praetorian units, but even if you're just buffing Warriors and Immortals he's worth it if he can buff 30+ models and a couple of other characters. If he's your Warlord he has the Implacable Conquerer trait, which is great if he's buffing a bunch of melee units, but not the best option if you're just using him to make your Troops a tiny bit more scary in melee.
  • Illuminor Szeras: An odd duck of a character, he has 4 Attacks with AP -2 in melee and a range 36" S 8 AP -4 D D6 Heavy 1 weapon, he's slightly more durable than a Cryptek with 5 W and 3+ Sv. He has M 6 instead of 5 because of his spider legs but doesn't get a Cryptek Cloak or a Chronometron. He can give a random buff to a Warrior or Immortal unit (+1 BS, +1 S or +1 T) but each unit can only be upgraded once. His Technomancer ability buffs all NECRON units instead of just INFANTRY from a single Dynasty. He's the only one that can heal Triarch Praetorians, but he can only improve Immortals and Warriors. If he's your Warlord he gets Immortal Pride, which is nice in a Warrior or Immortal character bubble army. His price is unreasonably high, even before all other Crypteks got a price reduction. If you have several big Triarch Praetorian units or if you have 3+ units of Immortals or Warriors then he's not too terrible. He's pretty amazing if you're running Anrakyr, 4+ units of Immortals and 2+ big units of Triarch Praetorians.
  • Trazyn the Infinite: Our cheapest unique character and for good reason, he's an Overlord with an extra wound and a shitty melee weapon that explodes and deals D3 mortal wounds to enemy units within 6" if he somehow manages to get the last hit on a CHARACTER. Similar to his previous incarnations, he has the Surrogate Hosts special rule which lets him take control of one the NECRON INFANTRY CHARACTERS in your army as long as they aren't named. This happens when he dies on a roll of 2+, but he only comes back with D3 wounds. Turns out a 1 wound named character was hiding in the 5 wound Overlord. You're probably taking this guy to be your Warlord to make it harder for your opponent to get the 1 VP, the trick is that his Warlord Trait is precognitive strike which happens to be trash on a model with a shitty melee weapon. He would be our worst character if it wasn't for his price being so low, you're better off taking a regular Overlord, but he's not that bad.
  • Kutlakh the World Killer (Forge World): This is what we have instead of the Maynarkh Dynasty army, an Overlord with a Phylactery, an extra wound and a 2+ Sv. He has a Staff of Light and remember the rather awesome Oblidax sword he had? It is a force sword now, deal with it. He can reroll hits against units with lower leadership than him, so he's almost always hitting on 2+ rerolling ones. His real strength is that Maynarkh units with 12" of him can charge after advancing. Despite supposedly being a Flayed One-based dynasty Kutlakh hardly benefits Flayed Ones, he is okay if you have at least two units of Lychguard but you'll need to milk him of even more value somehow if you want him to be worth his points. A third unit of Lychguard and/or using him in combination with Anrakyr to make better use of the ones you have are both good options.
    • Kutlakh has two really good options, Nephrekh works really well with his ability to Advance and Charge and means your Lychguard get over the board faster, Novokh grants a nice boost to the melee offence of your units. Mephrit, Sautekh and Nihilakh are all bad options since you should have an easy time making a Vanguard Detachment for Kutlakh and his Lychguard or maybe three small units of Canoptek Scarabs in an Outrider Detachment if you only want one or two units of Lychguard and don't want to fill the formation out with units that don't have a Dynasty. Unfortunately, while you do get to pick a Dynasty Code you don't get to use the Stratagems, so no fighting twice with your Lychguard or Deep Striking another unit from Kutlakh's Detachment.
  • Toholk the Blinded (Forge World): Vehicle support Cryptek, with T5. After deployment you get to give a MAYNARKH VEHICLE Phylactery wound regen instead of normal living metal, this means he cannot repair multiple vehicles over the course of the game, it also means he can go wherever he wants and the vehicle continues benefitting even if Toholk dies. Comes with reroll for seizing the initiative upping it to a respectable 31% chance. Also, has an Aeon stave. Which, has no reason to exist. Units wounded by it can't advance the next turn, which stops Harlequins who disengaged you if... they were gonna run away, they now run slightly shorter. Normal Crypteks went down 24 pts, which means Toholk is more expensive than a Chronometron Cryptek and a Canoptek Cloak Cryptek combined, he does improve your ability to steal the initiative but he needs a similar price reduction to be worthwhile.
    • Toholk wants to buff a Doomsday Ark, Pylon (big or small), which means Nihilakh or Sautekh or a Tesseract Vault which means Mephrit or Nephrekh. If you want Kutlakh and Toholk in the same army you could take the Nephrekh code for your MAYNARKH Lychguard and Tesseract Vault since this is the only combo that benefits a vehicle and Lychguard at the same time. Since Toholk is MAYNARKH he can not be taken in a detatchment with other Dynasty specific named characters even if they use the same dynastic code. But he gets along with Szeras, somewhat.


  • Necron Warriors: Our basic Infantry model, if using them you're better off taking them as 20 man blobs since Reanimation Protocols are more effective the more models there are in the unit. Even without a Cryptek, they can expect to get a third of their casualties back per round, which makes them a difficult unit to remove from the board. They are armed with Gauss Flayers, which are AP-1 bolters. AP could have its own article, but the TL;DR is that AP-1 makes Flayers 50% more effective against TEQs as Bolters, and a third more effective against MEQs than a bolter. Warriors take 50% more wounds compared to Immortals against things like Bolters and Lasguns, but their worse armour isn't such a big deal against things like plasma or earthshaker cannons, the armour difference actually makes no difference against things with an AP of -2 or better when accompanied by a Cryptek since they will both have a 5+ Sv.
    • Mephrit is your best bet if your opponent is coming towards you or if you are planning to teleport your Warriors forwards with the Deceiver, Veil of Darkness, Monolith etc. Sautekh might be useful in adding a few more inches to your Movement on turn one and two, but after that you want to be able to Rapid Fire, useful against defensive armies since you are likely to 12-24" away for longer. Nihilakh is terrible against defensive armies, but if you are playing a defensive army and you know your opponent will be offensive then it might be worthwhile. Novokh might be good if you are planning on buffing up your Warriors with Anrakyr the Traveller, but is otherwise a bad idea. If you find yourself often being outmanoeuvred and out of range you might find luck with Nephrek, but you don't really want to Advance with your Rapid Fire weapons.
  • Immortals: 40% more points than a Warrior for a +1 to their save and access to either a Gauss Blaster, which is S5 AP-2 Rapid Fire, or the Tesla Carbine which is Assault 2 S5 Tesla. My Will Be Done boosts Tesla Carbine effectiveness significantly, causing triple hits on 5 and 6 - Advancing and Shooting with Tesla stops you from getting a triple hits on 6s because of the -1 to hit (MWBD can counteract this allowing you to still trigger the triple hits on 6s). This means that it's key that you have enough units with MWBD or Wave of Command to boost all your Tesla Immortals. See the Tesla vs Gauss section in the Talk page for the mathhammer on which weapon option is best, but here's the TL;DR: Ask yourself these three questions: Can I make sure my Immortals will stay inside 12"; Does my enemy have lots of 3+ or better saves; Does my enemy have no horde units. If you answer "No" to any of those, Tesla is better (you can put out an average 20 wounds per turn at 24" against any hordes with less than 5T and no save, and it only starts losing out to Gauss against 4+ and better saves). Otherwise, stick with Gauss.
    • Gauss: Mephrit is your best bet if your opponent is coming towards you or if you are planning to teleport your [s]Warriors[/s] Immortals forwards with the Deceiver, Veil of Darkness, Monolith etc. Sautekh might be useful in adding a few more inches to your Movement on turn one and two, but after that you want to be able to Rapid Fire, useful against defensive armies since you are likely to 12-24" away for longer. Nihilakh is terrible against defensive armies, but if you are playing a defensive army and you know your opponent will be offensive then it might be worthwhile. Novokh might be good if you are planning on buffing up your Warriors with Anrakyr the Traveller, but is otherwise a bad idea. If you find yourself often being outmanoeuvred and out of range you might find luck with Nephrek, but you don't really want to Advance with your Rapid Fire weapons.
    • Tesla: Mephrit is really strong since going from AP 0 to -1 doubles damage output against things with a 2+ save (including Marines in cover), but if you are planning to stand back and gun down incoming hordes of Ork Boyz or Tyranid Hormagaunts then you might find more luck with Nihilakh. Sautekh Immortals don't benefit from the Dynastic Code, but their Stratagem synergises with Tesla. If you are thinking about taking Nephrek Immortals: don't. Take Tomb Blades instead. Novokh might be good if you are planning on buffing up your Warriors with Anrakyr the Traveller, but is otherwise a bad idea.

Dedicated Transport[edit]

  • Ghost Ark: Ghost Arks are primarily a support unit for Warriors, but also carry the equivalent firepower of 10 Warriors and the ability to provide protection for your Warriors or characters at the cost of units inside being unable to use their abilities or fire their weapons. This ability is useful only when your Warriors Fall Back from melee (as then they can't do anything else anyway), or when the squad or character is down to only a couple of models or wounds and you want to try and avoid having them wiped out. Repair Barge allows all <DYNASTY> Warrior units within 3" or embarked on the Ghost Ark to make a second Reanimation Protocols roll at the end of the Movement phase, in addition to the normal RP roll at the start of your turn (note that you cannot combine Ghost Arks and Resurrection Orbs). Toughness 6 makes it tough against lasguns, Quantum Shielding makes it tough against lascannons, but it's weak to D2 weapons. The Ghost Ark can also double as an effective speed bump against weaker Melee units, because it has FLY keyword it can fall back a few inches after being charged while still Shooting.
    • Mephrit is the best option because the Ghost Ark belongs at the front of your army, blocking enemy melee units before retreating and shooting. Novokh effectively increases your melee damage output by 83% on the first round of combat, but it's still not great. Nephrek and Sautekh are bad because you don't want to Advance. Nihilakh isn't great because you are wasting your mobile unit by having it sit still.


  • Lychguard: Lychguard are now a real honour guard as well as your cheapest warscythes, by far. On a 2+, they can take a mortal wound to negate a wound suffered by a <DYNASTY> CHARACTER within 3". Do note that this means they cannot take a wound for either Anrakyr the Traveller or Illuminor Szeras, suppose they cut their paycheck or something. Remember that most of your CHARACTERS have Living Metal before you go diving in to block every last wound with these guys - your lords will regenerate 1 point of damage by themselves each turn. Besides that, they have 2 wounds and attacks, 5 toughness and strength, 3+ WS. Even though Anrakyr the Traveller doesn't benefit from the body guard special rule the extra attack from Anrakyr's Lord of the Pyrrhian Legions special rule increases their offensive ability by 50%, Ouch! They have a base cost of 19 with Warscythes costing 11 and Dispersion Shield and Hyperphase Sword costing 18. On paper they look like mini combat monsters, however 5" move leaves something to be desired. Dropping them in with a Monolith, Night Scythe, Zhandrek + Obyron, The Deceiver, or the Veil of Darkness relic is a good idea.
    • Novokh is great if you have some way to mobilize these guys, but otherwise Nephrek is where you want to go. The rest of the Dynasties do nothing for these guys, so you don't have many options. Sautekh might be worth it just to have access to Orikan the Diviner if you are running Warscythes since he works great with them.
  • Deathmarks: Deep Striking Immortals with Rapid Fire sniper rifles. As the faction's snipers, they inflict an extra mortal wound on a wound roll of 6+ and can target CHARACTERS, great against heavily armoured units, decent against vehicles and characters, their main strength is their ability to Deep Strike, spending the pts on a single unit just to be able to take a stray objective turn 1 is often worth it. When an enemy unit arrives from reserves you can bring one of your Deathmark units out from Reserves and immediately shoot at that unit, this is great if your opponent has multiple units in reserve as you can block the room where your opponent might want to place their other reinforcing units, although this rule is less great against things like Drop Pods since you will be forced to shoot at the empty Drop Pod after the unit inside disembarks.
    • Since you are guarenteed to be in Rapid Fire range when you Deep Strike and since the weapons non-Mortal Wounds are AP- Mephrit is probably the best option for this unit. If you are planning on charging weak enemy Shooting units after Deep Striking then Novokh will help with that. Nihilakh is bad because you want to be able to move so you can stay within Rapid Fire range. Nephrek and Sautekh could be handy if you use Deathmarks to take out a unit in the enemy back field or on the front line before having to relocate to another area of the map to get in range or grab an objective.
  • Flayed Ones: Warriors with 3 attacks each, the ability to deep strike and the ability to re-roll failed wounds instead of a shooting weapon. In addition they also add +1 to nearby enemies morale tests. They recently got a pricedrop at the price of one attack, making them much less of a glass... knife? A unit of 20 can still put out 60 attacks hitting on 3+ and re-rolling failed wounds, this makes them Rape pretty much anything from Guardsmen to Baneblades. You don't need to take the nuclear option of 20 Flayed Ones, a unit of 5 can grab objectives and won't leave several hundred points to be rapid fired to death should you fail the 10" charge.
    • With the Novokh code and Stratagems you're looking at perhabs one of the greatest melee units in the game, Nephrek means more mobility in case your Flayed Ones survive their initial assault, Sautekh, Nihilakh and Mephrit are entirely useless.
  • Triarch Praetorians: Praetorians are like Lychguard, except they have Movement 10 FLY and can either have a Rod of Covenant or a Voidblade and a Particle Caster. If you get within 12" of an enemy unit one of two things are going to happen, either you fire a Particle Caster or a Rod of Covenant. The Rod of Covenant will deal more damage and then you will either make the charge and the extra attack you get from the Voidblade will make the total damage output of Voidblade/Particle Caster better or you will fail and the Rod of Covenant will have dealt the most damage. No <DYNASTY> on these guys, so you'll need Anrakyr or Imotekh to use My Will Be Done on them and they'll miss out on other Dynasty-linked abilities.
  • Triarch Stalker: Spiderbot with a spider rider, a tough support unit usually well worth its points. All Necron units reroll 1s while shooting at something that has been attacked by a Stalker's in the same turn. Can have a Heat Ray which is underwhelming most of the time except if you can get within 12", Particle Shredder which is better against hordes or Twin Heavy Gauss Cannon so you have more range, range is pretty important since you want to keep this thing behind your lines since it can't fall back and shoot like your other vehicles. Durable with Quantum Shielding, isn't helpless in close combat either. Same "no <DYNASTY>" issue as the Praetorians though.
  • C'tan Shard of the Nightbringer: Hello Darkness Death, my old friend. Seems GW changed you up again. Still with your deadly gaze softly creeping, and your fleshbane scythe to reap the weeping. The S and T, along with lacklustre 4++ save, still remain. Within the sound of silence At least you have 8 wounds now. But more importantly, the CHARACTER rules remove the C'tan shards' greatest weakness - being gunned down before reaching their target. Now your opponent can only target them with snipers as long as you bubble wrap them. Welcome back Darkness Nightbringer, may you reap the battlefield once more. He knows two Powers of the C'tan and can use one of them at the end of the movement phase.
    • C'tan Shards can be useful even in death thanks to Reality Unravels - a re-fluffed Explodes that deals D3 mortal wounds on a 4+ to everything within 3". Just don't stand too close yourself. Also, The Nightbringer doesn't like vehicles, the machine spirit isn't enough of a soul for him to reap, so his arsenal (Scythe and Gaze) hits with S7 on metal boxes. Yet, even if it is rare, it is a great moment when The Nightbringer blows up a tank by staring at it. Half of the C'tan powers are effective on vehicles however, so he is far from helpless.
    • Also lost the ignore terrain ability, mostly because there is little terrain left to ignore. And movement 8" is a nice trade off.
  • C'tan Shard of the Deceiver: Same C'tan body as the Nightbringer and same access to Powers of the C'tan, but trades the melee damage for Grand Illusion. After deployment, but before the first turn begins, you can redeploy the Deceiver and/or up to D3 other friendly NECRON units at least 12" from any enemy model, but they can't charge on the first turn. See Tactics sections for the cheese.
    • Like the Nightbringer shard, Reality Unravels when he dies. Don't stand too close, and preferably try to make sure he's near the enemy if it happens. Also like the Nightbringer, he's a sub-10 Wound CHARACTER and as such can't be targeted by shooting if you hide him in a squad.
  • Canoptek Tomb Stalker (Forge World): Your regular monstrous creature. 6 attacks at S6 AP-2 D D3, which is ok. Carries a Rapid Fire D3 gun which is nothing special. It can take a Gloom Prism, and also deep strikes so it can mess with psykers. However, an interesting note is that unlike most monstrous creatures, this one doesn't degrade as it takes damage. This makes deep strike tactics more viable. It won't eat vehicles like it could before, mostly. 170 pts with a gloom prism, the Spyder is your defensive support but the Stalker is a full-on aggressive support. And fine, with T7, 9 wounds and a decent save, deep striking this does make for a viable... distraction.
    • Novokh is the only real option for this guy, Nephrek is next to useless, Sautekh, Nihilakh and Mephrit are entirely useless.

Fast Attack[edit]

  • Canoptek Wraiths: Canoptek Wraiths are pretty tough with their incredible 3+ invulnerable save 3 Wounds Toughness 5 and with the new codex they also hit pretty hard with 3 Attacks WS 3+ AP2 and D2, but their price took a big hike so they are no longer worth just throwing at anything, ideally you want to throw them at enemy melee units that don't deal multiple damage and that have high AP values, if you're fighting hordes you are better off just swarming them with Scarabs, perhabs you're just better off swarming anything that moves with Scarabs. The ability to retreat and assault is interesting since it means you cannot be tarpitted, the ability to move through walls and units can also come in handy in all kinds of circumstances. Whipcoils no longer guarantee that they attack first, but instead allow them to attack during the Fight phase that it dies, this option is far too expensive to be worth it though. The Transdimensional Beamer increases your damage output against elite units and the Particle Caster increases your damage output against hordes. With the increased cost and damage output Wraiths are becoming quite the target and are likely to be the focus of all your opponent's anti-infantry weaponry, so keeping them cheap is probably the best way to go, unless you know you have other more juicy targets like Flayed Ones and Heavy Destroyers.
    • Novokh is the only Dynastic Code that actually helps in melee, which is where Wraiths want to be and makes it the obvious choice for Wraiths. Another good choice is Nephrek because of the Adaptive Subroutines Stratagem, allowing you to Advance 18" and then shoot and charge afterwards, allowing for a decent first turn charge if your opponent isn't looking out for it. Sautekh adds +1 to hit on your Transdimensional Beamer Hit rolls, but is otherwise worthless. Mephrit slightly benefits your pistols in close combat and Nihilakh is useless.
  • Canoptek Scarabs: Scarabs aren't really meant to kill things like they were in previous editions, although they can wound anything on a 5+, The Self-Destruction Stratagem does allow them to cause a few mortal wounds at the cost of a single base worth of Scarabs and if you scrape enough of them together you might be able to challenge enemy melee units. Their main strengths are their high Movement of 10 coupled with FLY which makes them quite mobile, allowing them to zone parts of the board to prevent Deep Striking and allowing you to take objectives without having to move your expensive fighting units out of the way. Their low cost per wound also makes them pretty good at tarpitting enemy elite Melee and all kinds of Shooting units, this is especially useful when they are coupled with characters and C'tan, let the characters deal the damage, while the Scarabs soak up enemy attacks. They are still quite squishy though, so ideally you want to hide them behind a hill or a building before charging in. They can be replenished by Spyders, but their units can no longer exceed their starting strength, the rule is pretty lackluster and Scarabs generally work fine on their own. They are not INFANTRY, so they are immune to infantry-specific special rules, including Knights being able to walk over them - yep, that thirty-foot tall mech has trouble stepping over chihuahua sized robots. Smaller units are often discouraged because of first blood, on the other hand smaller units does allow you more freedom to split up and take different objectives or assault several smaller squads.
    • Because they only hit on a 4+ Novokh is quite a useful Dynastic Code for Scarabs, but since they aren't really focused on dealing damage Nephrek may be a better choice since it gives them greater mobility which is really what you're taking them for, they can even potentially charge after Advancing 16" with the Adaptive Subroutines Stratagem. Sautekh, Mephrit and Nihilakh are useless. Since their main job is staying alive and being annoying, slotting them into your Detachments in other Dynasties is perfectly reasonable.
  • Tomb Blades: Tomb Blades are like two Immortals in that they have two wounds and can either have two Tesla Carbines, two Gauss Blasters or if you're feeling cheap they can have a single Particle Beamer, well except that they have +1 Toughness and a -1 To Hit modifier in the enemy Shooting phase, and that they unfortunately only have a 4+ Sv, but a massive Movement 14 in place of the Immortal's 5. So not really like Immortals. They can pay a few more points to improve their save with the shield vanes upgrade, which is nice if you are expecting to be shot by Boltguns and Flashlights, but not worth it if you are expecting lots of high-ap weaponry, going from a 7+ to a 6+ only improves your durability by 16%, which could be better used to buy more models, but against low AP weapons, it's a 33% increase in durability which is more worth it. Another difference between Immortals and Tomb Blades is that they are Bikes, which is cool, but comes with some downsides, it means they don't benefit from MWBD or most of our aura abilities it also means they don't benefit from most being in cover, meaning they have a hard time fighting enemies in cover since they cannot themselves take cover, the Nebuloscopes however allows you to ignore enemy cover if that's a big concern, this isn't really worth it if you're going for the Gauss Blasters, but is definitely worth it against MEQ units that take cover if you are using one of the other weapon options. Shadowlooms are their last upgrade, which they cannot take along with Nebuloscopes, it gives them a 5+ invulnerable save, which would be good against stuff like plasma, you could play it safe by taking both Nebuloscopes and Shield Vanes, but then you're losing out on firepower relative to your cost and you might as well just take extra models. Due to them not benefitting from MWBD they cannot abuse the Tesla rule like Immortals can unless you use the Sautekh Stratagem Methodical Destruction to add +1 to their Hit rolls. Their mobility makes the Gauss Blaster an ideal weapon for them since they can quickly get into Rapid Fire range.
    • Mephrit is the best dynasty for these guys because of their mobility allowing them to quickly get close to the enemy and their Fly keyword allowing them to retreat after inevitably getting charged. Sautekh is useless if you are using Particle or Tesla weapons and being able to Advance and fire Gauss Blasters as Assault weapons is almost useless since you are losing half your firepower. If you want to take Nephrek for the insane mobility of being able to move 20" each turn, then you should take Particle Beamers since they only lose 25% of their firepower compared to Tesla Carbineslosing 50% when you Advance. Novokh is useless because while Tomb Blades can protect your infantry from being charged, they won't actually deal any damage in combat. Taking Nihilakh would be wasting the massive Movement of Tomb Blades.
  • Destroyers: 3 Strength 6 shots at AP-3 re-rolling 1s to Hit make these guys excellent MEQ killers, their ability to FLY away and shoot makes them an ideal choice against elite melee armies, especially after the buffs they got in the codex. S 6 isn't quite enough to take out heavy vehicles, but with the Extermination Protocols Stratagem they are more than capable of hunting vehicles, otherwise you are wasting your firepower. Light vehicles (<T7) have all right to fear Destroyer's Gauss Cannons. If you have 12 or more Destroyers you should definitely get a Destroyer Lord (Or a regular Lord, if you wanna buff more than just Destroyers) so they can reroll 1s when wounding, if you only have one unit or several smaller ones you're probably better off investing in other HQs. Their respectable offense is complemented with movement and defense, being the only 3 Wound unit with Reanimation Protocols (remember that models do raise with full wounds now, making a unit of 6 Destroyers one of the best targets for a Resurrection Orb, averaging 60 pts if you had lost 5 in the previous turn). There is a max of 1 Heavy Destroyer per Destroyer unit, taking one is definitely a good idea with the new rules allowing the Heavy Destroyer to target vehicles while your regular Destroyers target MEQs or TEQs. As with most units with Reanimation Protocols, you want a big unit of them. Because if you have 4, and you opponents shoots down 4, they are gone. But, if you had 5, that is over 200 points potentially all saved. A full squad does cost a lot (307 with 5 destroyers and a Heavy Destroyer), but it is the safer bet compared to bringing two squads of 3. With Destroyers, go big. And bring a Cryptek. And an Overlord. And a Lord. Destroyer Lord optional.
    • None of the Codes make a large impact on Destroyers so letting the rest of your army dictate the choice of your Dynasty is often going to be the right idea. You don't ever want to advance with your Destroyers, but Nephrek's Translocation Crypt can allow an expensive unit of Destroyers to avoid shooting turn one if your opponent is likely to go first with a shooty army. You might find yourself choosing to bunker down in a ruin in the middle of the board with a couple of units of Destroyers and Destroyer Lord or in your backline with a regular Lord in which case Nihilakh could be useful. Mephrit's Code is kind of overkill and incentivises you to seek out more trouble than you should with your Destroyers, but the Extermination Protocols Stratagem allows you to re-roll the twos you roll, making you roll more sixes for the Talent for Annihilation Stratagem which generates additional shots which also benefit from Extermination Protocol re-rolls. Novokh is almost useless and Sautekh trades accuraccy for a few more inches of movement.
  • Canoptek Acanthrites (Forge World): 5 more points than a Wraith with 4 attacks at S5 AP-3 D1 instead of 3 attacks S6 AP-2 D2 from the Wraiths, the Acanthrites are the clear winners against most infantry, but against multi-wound models they just can't keep up in melee. However, they do have S7 AP-4 Dd6 Assault 1 weapons for just that, making the Canoptek Acanthrites better at killing pretty much anything the Wraiths can kill assuming you don't get caught up in a prolonged fight. Wraiths do have better defenses with a 3++ (vs the Acanthrites' 3+ and -1 to shoot them), Acanthrites also cannot claim a cover save due to them being beasts, making them very susceptible to any elite melee unit even with a -1 to hit, they are going to get pulverised by shooting attacks with any kind of AP. Perhabs best slotted into an army with other armoured targets so you don't get targeted by lascannons.
    • No doubt you want these guys in a Nephrek Detachment to be able to Advance 18", use the Adaptive Subroutines Stratagem to Shoot and then charge. This will hopefully allow you to hide your Acanthrites from most enemy Shooting before you can get within 6" of an enemy multi-wound unit and then turn it into slag, that is if you aren't going to Deep Strike them which you should probably do. Novokh is decent, especially if you want them to kill infantry more than killing tanks. Mephrit, Sautekh and Nihilakh are all just about equally worthless.
  • Canoptek Tomb Sentinel (Forge World): A shootier version of the Tomb Stalker, 2 attacks less than the Canoptek Tomb Stalker but with a gun that gets close to being a Doomsday Cannon. A heavy gun on a mostly melee unit, following the style of Wraiths, meaning you're almost always going to be hitting on 4+. It can take a Gloom Prism, and has little reason not to. The gun is well worth the 15 points it costs more than the Stalker, but it can get bogged down a lot easier since it only has 4 attacks. It's less reliant on making that charge when it deep strikes since it at least gets to shoot something worthwhile even if it fails its charge. It's expensive and it makes a big [[1]] out of itself, if you want to take some heat off some other units and you need the anti-tank more than you need the anti-infantry then you should consider this one.
    • Sautekh is the clear winner, better hit rolls for the big gun is a huge buff. Novokh is also decent for the melee attacks. If you're playing Nihilakh you should probably just take more Doomsday Arks instead. Nephrek and Mephrit are both useless.

Heavy Support[edit]

  • Heavy Destroyers: Scary guns mounted on spooky hover skeletons that hit on 3+ rerolling ones. Combo with My Will Be Done for 2+ hit rerolling ones (rerolls are triggered before modifiers, so the +1 to hit doesn't make the 1 into a 2 and prevent you rerolling it as you might expect). They also reach 36" and suffer no penalty for moving and shooting. This is our best anti-vehicle unit if that's all you're looking for, but you're still paying for their mobility even if that cost was reduced with the codex. They're pretty squishy, but finding cover for these guys is usually easy. Take them in squads of 3 so you get to try to revive them if any survive the enemy's shooting or in units of 1 if you're bad at rolling Reanimation Protocols and you're hoping your enemy will use excessive firepower to remove the last wound from that single Heavy Destroyer. A regular Lord is a better support character for these guys than a Destroyer Lord.
    • Nihilakh is nice if you can manage to keep enemy melee units away and if your enemy doesn't move all his vehicles out of your decidedly not super long range, the rest of the Codes don't help so this is your best bet. If you're going for multiple units of 1 Heavy Destroyer then Sautekh's Stratagem giving every unit shooting at a unit +1 to hit will come in handy.
  • Canoptek Spyders: You only want to take these guys for the construction claws upgrade allowing you to heal D3 Vehicle wounds per turn, they can also spawning more scarabs on a 2+ if they happen to be nearby, it's nice but not really worth investing in a Spyder unless you'll be using it to heal vehicles. Unless you're planning on staying back and healing your DDAs and Triarch Stalkers then you should get a Gloom Prism. They're squishy as hell so you don't want to buy a gun for them, just hope your opponent lets you keep healing your vehicles. Hide them behind a Monolith or behind a building if possible.
    • If you're not taking a shooting weapon then you want Nephrek so you can keep up with Scarabs and any vehicles you might want to heal. You don't really want to send Spyders into melee, but you might end up being forced into it in which case Novokh is moderately useful. Mephrit is decent if you have a weapon, otherwise useless. Nihilakh is bad, but least bad if you're have a shooting weapon and you're planning on staying back and healing vehicles. Sautekh is useless.
  • Monolith: 380 points of trash, with the codex it's at least gilded trash with access to some neat Stratagems. The most recent beta rules puts it in the running for worst non-LOW unit in the game. It's a Deep Striking Leman Russ with 8 more wounds and Living Metal. The Dimensional Corridor Stratagem allows you to teleport a <DYNASTY> INFANTRY unit on the table to the Monolith at the start of the turn (meaning the turn after you Deep Strike the Monolith), the unit can then move and charge. This is only costs 1 CP and is super awesome, just don't tell your opponent or he might decide to see just how fast 20 Hull Points can disappear. The Emergency Invasion Beam Stratagem means that the Eternity Gate ability which allows you to place a unit in Deep Strike reserve when deploying the Monolith, the catch is that if the Monolith dies you have to spend 1 CP so that the unit doesn't immediately die. 1 Monolith/Night Scythe and 1 unit on the Tomb World is safe. 2 Monoliths or 1 Monolith and 2 Night Scythes or 3 Night Scythes with 3 or fewer units on the Tomb Worlds are safe configurations if you don't put the Monoliths/Night Scythes in too much danger. Note that if you play with the new beta rules preventing you from bringing in reinforcements outside your deployment zone the Monolith is really bad at doing it's job of deep striking and bringing units forward. You can still use it as an absurdly expensive ticket out of combat with the Dimensional Corridor Stratagem by deploying it normally, but with the beta rules it's probably somewhere close to the worst non-LOW unit in 8th edition.
    • Monoliths don't benefit much from any of the Dynasty Codes most useful to least Mephrit>Sautekh>Nihilakh>Novokh>Nephrek.
  • Annihilation Barge: Somewhat frail. 8 wounds, T6 and only a 4+ save leaves something to be desired. Don't mistake the relatively high S of 7 on its main weapon to mean it's meant to shoot at anything other than infantry, use it in the same way you would Tesla Immortals, against horde infantry and the like. Its Overwatch is nasty because of tesla and it can retreat and then fire because of fly, making it an ideal stop-gab against horde melee units. Both Gauss Cannon and Tesla Cannon are worth their points, the Tesla does fit better with its overall role of being annoying against enemy infantry, the -1 to hit for moving is also kind of annoying. Charging it into enemy ranged infantry units is a good idea. It's pretty lacklustre compared to Immortals because it cannot abuse the Tesla rule.
    • Unless you take Sautekh and use their Stratagem, in this case you probably want to go with Gauss since you won't be getting the -1 to hit. Mephrit is probably the best choice, it makes the Annihilation Barge far stronger against vehicles and monsters, at least those with Toughness 6-7. Nihilakh isn't great because you want to be moving up to stop enemy melee units if not engage enemy ranged units. Nephrekh isn't worth it because you're losing out on Tesla. Novokh is useless.
  • Doomsday Ark: It's a Ghost Ark with a our only Codex long-ranged weapon instead of healing and transporting abilities and it's good if you're planning on playing defensively and making your opponent come to you, otherwise you won't get to use the Flayer Arrays which makes it inferior to Heavy Destroyers. Its Doomsday Cannon still works better if you don't move, increasing its Strength, AP, Damage, and range. Quantum Shielding is really nice since most long-ranged weapons that can reach it in your back line will usually deal D6 damage, in these cases the Doomsday Ark is awesome, but if your opponent brings anything with D2 then it quickly becomes scrap metal.
    • Sautekh is neat if you want to use it is a more mobile unit and get into rapid fire range with your Flayer Arrays, but this is a bad idea and should be avoided. Go Nihilakh, it's the "Don't Move" Dynasty for the "Don't Move" gunboat. The rest don't make you shoot harder, go Nihilakh or go home.
  • Transcendent C'tan: Massively changed from the Index to the Codex. While they still have the same stats as the named shards, they get D6 damage on their melee weapon (which is a downgrade depending on who you ask) and Fractured Personality which is basically, pick-your-special-rule that you choose before the battle, or you can roll to try get two (on duplicates you still only get one). Base, they know 2 powers and can cast one; the power where they really earn their keep over a Tesseract Ark is Transdimensional Thunderbolt, since they lose almost no output and benefit far more from being able to stay farther back (due to being 8-wound CHARACTERs). However, the thunderbolt is not spectacular in its own right, it is by no means a must take. The other power they should typically take depends on the personality/personalities it has (you can assign powers after assigning personalities), and remember, you assign both powers after learning your enemy's list, so you can and should tailor to what they have.
    1. Cosmic Tyrant: The C'tan can cast two Powers of the C'tan instead of one.
      • Arguably the best one on the offense, as it means more mortal wounds.
    2. Immune to Natural Law: Gain +1 to saving throws (3+/3++).
    3. Sentient Necrodermis: Heal D3 wounds at the start of each of your turns.
      • Typically worse than Immune to Natural Law, as your opponent will usually commit to killing this model or not at all, but better when your opponent can't throw a bunch of attacks at you, such as when you sit back slinging Transdimensional Thunderbolt into their lines, forcing your opponent to resort to sniper fire or shoving up psykers/melee.
    4. Transdimensional Displacement: When Advancing, add 12" to this model's movement instead of rolling.
      • Useful for getting into position for Cosmic Fire, since it lets you move a total of 20", and/or for Wrath of the C'Tan.
    5. Entropic Touch: Re-roll all failed wound rolls in the Fight phase.
      • Certainly not a first pick, yet still makes the C'tan hit harder. Against the vast majority of targets, this will turn your Shard into the Nightbringer only worse, after accounting for the Nightbringer being cheaper and having a gun to boot.
    6. Writhing Worldscape: Enemy units within 12" do not receive bonuses to their saving throws from cover.
      • We othervise use a stratagem to do this, on one unit. A great choice for a buff shard, especially with Cosmic Fire.
    • Rolling for two powers is obviously a risky click; aside from the 1/6 chance of not getting a second power, you can't plan out your list to have a specific role for your Shard. Sentient Necrodermis and Entropic Touch aren't bad, but are definitely subpar compared to the other four, depending on what you had planned. In general, you only have a 1/36 chance of getting a given combo, and only a 5/6 chance of even getting a second power in exchange for rolling.
    • Cosmic Tyrant and Immune to Natural Law are the big standouts. Using two Powers of the C'tan is great, considering how useful they are, or you can turn the unit into one of the tankiest things in the game. If you choose to roll instead of picking, pray you get Sentient Necrodermis and Immune to Natural Law for an absolute pain in the ass, or Cosmic Tyrant and Transdimensional Displacement for a teleporting wizard star god to use at your disposal.
    • Also, while you can make these your Warlord, they can't get Warlord Traits due to Enslaved Star God, so the dream of returning to Oldcrons are slightly hampered.
  • Tesseract Ark (Forge World): Tougher, more expensive and more versatile version of the Doomsday Ark. It has an anti-vehicle profile which is weaker than the Doomsday Cannon, but it has two other profiles one for taking out TEQs at range 24" and one a flamer for taking out MEQ at 8". Comes with 2 Tesla Cannons, which can be replaced with 2 Particle Beamers (if you are an idiot) or 2 Gauss Cannons which have become a nice option with the buff in the codex. It also has a special rule that subtracts from the charge distance of enemies trying to charge it, at worst this means your opponent can't charge from 9" away to avoid your flamer, at best it means your opponent will fail their charge and you get to inflict D6 poisoned (2+) shots that automatically hit. The explosion rule for the Tesseract Ark also triggers on a 4+ so make sure your near a lot of enemy units when it dies and then use a re-roll if neccessary to inflict lots of mortal wounds.
    • If you're planning on primarilly using it as a tank hunter you want Sautekh so you can move and hit on 3+ with the anti-tank option, this is especially the case if you're taking Gauss Cannons since they are also Heavy. Nihilakh isn't so great because you want to use this model to block enemy charges from getting to your Infantry, if you're just looking for static anti-vehicle firepower then get a DDA. Nephrek is interesting because you still hit automatically with the flamer after Advancing, this is not a bad option, in this case you might as well cheap out and get the particle beamers since you won't be able to trigger the Tesla ability when you're Advancing. Mephrit helps out with the secondary weapons, but not so much with the main gun. Novokh is useless.
  • Sentry Pylon (Forge World): Gun platforms that can scuttle along the battlefield 3" a turn with the option to buy Deep Strike. D6 melta shots deepstriking within an 18" melta range. But it comes at a steep cost of 175 points with the Melta Cannon. Yet, if this unit doesn't scream distraction to you then perhaps you are too preoccupied with the Pylon that just landed behind you. Gauss exterminators are good for flyers and ground support with two S12 shots. Focussed Death Ray is 15 points cheaper, but it's also terrible; half range and shots compared to the Gauss Exterminator with same profile. It lacks the +1 to-hit against non-FLY units, but the Gauss Exterminator shoots twice - so it has a better chance of landing at least one shot, and can also land two (and has +1 to hit vs FLY). The Heat Cannon will generally work out better than the Exterminator (at 1.75x the rate of fire for 1.5x the points before you pay for the wielder, and with melta damage at 18"), but it's also 25 extra points.
    • If you're Deep Striking you want Sautekh so you hit on 3+ the turn you come down and so you can scuttle your 3" without getting -1 to hit. Otherwise you want Nihilakh for the improved accuracy, just remember to place it somewhere moderately high up because you don't want to move in this case, the Ziggurat Dock of a Tomb Citadel can bring Heat Cannons up to Strength 9 making you wound Land Raiders on a 3+. Mephrit, Novokh and Nephrek are useless.


Units now only suffer a -1 to hit penalty when shooting against Flyers instead of simply being hit on 6s. Their minimal movement distance each turn has been increased from 18" to 20", but their ability to shoot 360" means you'll almost never be wasting firepower with them. You can however no longer fly over the edge and you still lose your Flyer if you can't find a legal spot to place it, so be careful and plan your flight route. They Advance 20 inches, instead of a measly D6, however, this doesn't make them good at grabbing objectives, as they do not score per Chapter Approved. Flyers now also block all movement through their base, this means you can stop an assault army in its tracks with some cleverly placed Flyers. Flyers are generally best against melee armies that can't fly, they can be really good against the right enemy but against a long ranged shooting army their ability to body-block is useless and the -1 to hit is inferior to the quantum shielded vehicles you could otherwise get.

  • Night Scythe: Basically the same transport portal as the Monolith, but on a flyer with Tesla Destructors. Has suffered a fair bit from the previous edition; lacking Quantum Shielding makes for one of the frailest vehicles in the codex. Still has 12 Wounds, though that will only get you so far. With the general nerf to S7 weapons, its Tesla Destructors aren't very scary either. Necrons may just be packing up their flying circus. The new Stratagems as well as a price drop helps, still too pricey for what it does. Keep in mind the portal works like reinforcements, meaning if you play with the new beta rules you will not be able to save a unit when this dies outside your deployment zone on the first turn. The one thing they are great against is melee armies since you can stop them in their tracks for a turn by blocking their movement since they can't get within 1" of your base.
    • Mephrit increases the potency of the Tesla Destructors a fair bit and the rest of the Dynastic Codes are entirely useless, the Sautekh stratagem does have major synergy with Tesla Destructors it should be noted.
  • Doom Scythe: More or less the same amount of firepower as a Doomsday Ark, but since the Death Ray is Heavy and since the Doom Scythe has to move every turn you are going to be hitting on 4s. Heavy Destroyers are better at hurting stuff and are also pretty mobile, but are a little more vulnerable, the inability to grab objectives and take cover also hurts. Doomsday Arks have a similar amount of firepower and a massively larger amount of durability but lack any sort of mobility.
    • Mephrit is good for the Tesla Destructors, this is more important if you're fighting armies without unarmoured units (Marines for example) Sautekh is good for the main weapon and is the overall winner. Novokh, Nihilakh and Nephrekh are useless.
  • Night Shroud (Forge World): Doom scythe with +1 T and +2 wounds while replacing the Death Ray with a once per game Death Sphere strafing run. Death Spheres are the most powerful aircraft bomb in the game, inflicting a mortal wound on a 3+ and rolling 1d6 per model/3d6 per VEHICLE/MONSTER (capped at 12 dice). Averages a little less than 7 mortal wounds on a 10 model unit, or 2 mortal wounds on a VEHICLE or MONSTER. Average of 8 mortal wounds against the rare few units of light vehicles that still exist, such as Killa Kans and Grot Tanks. It does let you pick out CHARACTERS (as the attack doesn't occur in the shooting phase and so isn't bound by that targeting restriction), Hive Tyrants, C'tan and Daemon Princes come to mind.
    • Mephrit increases the potency of the Tesla Destructors a fair bit and the rest of the Dynastic Codes are entirely useless, the Sautekh stratagem does have major synergy with Tesla Destructors it should be noted.

Lords of War[edit]

  • Imperial Knight sized Tomb Spyder: It’s about time the necrons got themselves a knight analogue, announced at warhammer fest it currently has no proper name, but appears to be armed with sything talons/huge front legs for melee (for the double strength goodness melee attacks) and two massive (as long as the model is) guns, which will probably be souped up versions of the annihilation barges main armament. Other than that it has no other obvious guns so we’ll have to wait till more news is released.
  • Tesseract Vault: A Transcendent C'tan suspended within a huge living metal cage, it spews out copious amounts of AP- and mortal wounds but it's spicy pricy and will attract ALL the attention of your opponent. Knows four, and can use 1-3, Powers of the C'tan each turn depending on how many wounds it has left. It doesn't get to keep the C'tan's close combat prowess or their ability to hide in infantry units (as it's a VEHICLE and has 28 Wounds), has a low (for a Lord of War) Toughness of 7, but with the codex it now has a 4+ invulnerable which is all kinds of nice. Still, concentrated fire (or a Macro weapon, as it's TITANIC) will bring this thing down quite quickly, so you want to get it in range quickly and try to keep it alive as long as you can. A good way to get it up quickly is to use the Deceiver to get it into your opponent's face turn 1. If you're taking this thing you better make the rest of your army a glass cannon so you at least get to inflict some major damage with the rest of your army while this thing gets taken down. Makes a massive explosion of rape when it dies, ideally this happens away from your models and close to several enemy units.
    • Even though this unit has the dynasty key word this unit cannot benefit from the codes due to also having the c'tan shard key word. This however still means a cryptek with a cloak can still heal this unit for D3 wounds over the 1 from living metal.
  • Obelisk: Tesseract Vault with more structural integrity giving it Toughness 8 and a gravity anomaly having a chance to cause mortal wounds to units with FLY. Like the Tesseract Vault its 4 Tesla Spheres unload an average of 20 S7 hits (yes hits, not shots - the triple shots compensate for your misses on average). Unfortunately still AP0, but you can't have everything) from any point on the vehicle (no firing points any more!) and unlike the Tesseract Vault it can Deep Strike so you're guarenteed to at least shoot once. When it dies, roll a D6. On a 6, every unit within 2D6 inches takes D6 mortal wounds. Toughness 8 is nice, but it's TITANIC so watch out for Macro weapons. Great against Tau and okay against a few other things, but the Tesseract Vault is just a lot more versatile.
    • Mephrit is nice. Sautekh has the good stratagem, but you already know this by now. Don't take the melee stratagem for the vehicle, don't take the stand still Code for a unit that's supposed to be moving around. Nephrek is bad because you're losing too much of your firepower when you Advance.
  • Gauss Pylon (Forge World): 30 T8 Wounds and countless sheckles worth of Deep Striking anti-tank gun with a protective field granting a 5+ invulnerable save for models (including vehicles) within 6", it can't move after deep striking but all your units can target units in combat with the Pylon. The Gauss Annihilator's Focused Beam mode is S16, so you're wounding pretty much everything in the game on 2s (and even wounding Warlord Titans on a 4+). Only AP-4 but that makes little difference since many enemies will have invulnerable saves anyway. It is so strong against TITANIC that you should always ask your opponent before friendly games if they're bringing one, if it's not a friendly game... Well enjoy 2x(6+D3) damage. It's other weapon profiles aren't even worth mentioning, but I will, it has a 3" anti-infantry gun and a Heavy 2D6 anti-MEQ gun, but firing either prevents firing the main gun. It's good even against moderately heavy vehicles like Predators and great against Land Raiders and daemon primarchs. It's terrible against units with Quantum Shielding since it can't less than 6 damage, it's also a very expensive paperweight against horde armies.
    • Nihilakh is great since you'll only be moving on the first turn while Deep Striking. If you're worried about Land Raiders making their 6+ armour save you can trigger Mephrit's Code from 60" away. Nephrek, Novokh and Sautekh are all useless.


  • Tomb Citadel (Forge World): Contains an Eternity Gate, a pair of heavy weapons (Gauss Exterminator for 50pts each or free Tesla Destructors), a docking station for one Sentry Pylon/Monolith which gives the docked unit +1S on its guns (docked Monoliths can't use their own Eternity Gate though), and a Power Crucible building that gives all NECRONS in the fortification 5++ vs shooting and reroll 1s on Reanimation Protocols. Each of the four buildings explodes on a 6+ when killed, and the Power Crucible's abilities disappear as it gets damaged - one turns off at 8 wounds, and you lose the other one when it dies. Costs an absolutely ludicrous 730 points, or 780/830 with the Gauss Exterminator emplacements.

Building Your Army[edit]


The Original Start Collecting Necrons is a good value box, all the included models are pretty solid units and the box comes at a decent discount over buying them separately. Contains an Overlord with a Warscythe and Res Orb, 12 Warriors, 3 Canoptek Scarab bases and a Triarch Stalker.

After SC box you may buy Warriors+Ark box since you will need Ark and more Warriors

The upcoming Mechanicus vs Necron box Forgebane contains a Cryptek with a Canoptek Cloak, 5 Immortals/Deathmarks, 5 Lychguard/Triarch Praetorians and 3 Wraiths. Given that most Faction vs Faction boxes range around the $200 Cdn mark if you can split with someone highly consider this as your second purchase.

Available to purchase at the start of April 2018 is a new Start Collecting box. This new box still contains the same Overlord, Necron Warriors and Scarab swarms as the first box, but replaces the Triarch Stalker with a Catacomb Command Barge (which can alternatively be built as a Annihilation Barge and separate Necron Lord) and also throws in a 5 cron squad of Immortals which you can instead build into Deathmarks. Amazing value here, as it contains potentially 4/5ths of a basis for a Battalion detachment. As an additional plus against the previous box(which isn't bad by any means) all units in the second box benefit from Dynastic code abilitites, something the Stalker is unfortunately lacking.


You can convert a box of Necron Warriors into 50% Immortals and 50% Flayed Ones. The guide for how to do so can be found on google. Flayed Ones are probably the models you should most consider converting because of the high cost of the models and the debatable quality of their looks.

There's a pretty good and common conversion that turns 1 box of Wraiths into a Tomb Stalker/Sentinel.

Scarabs being more or less 1 sided (bottom can be flat) are perfect targets for molding with oyumaru and casting with green stuff. Helps you to make actual swarms.


You're going to need an awful lot of Leadbelcher (get a spray), Stormhost Silver and Nuln Oil. Unless you opt for one of the more colourful Dynasty schemes, or Lovecrons.

As an alternative to a Leadbelcher base with Nuln Oil shade, you could also drybrush Leadbelcher over the top of a black undercoat to achieve a similar effect. Both methods have a nice result.
If you wanna go against the norm, the 3rd edition codex had a lot of examples about how to find neat styles for your immortal laser zombie robots.

Tactics and strategy[edit]

Command points[edit]

The best use of command points is saving your nearly dead blobs of warriors/lychguard/immortals from being finished by morale. For example, your opponent shoots and kills 15-19 warriors, any result of a morale check would finish the squad off. However, if you spend 2 command points, you can auto-pass the morale check and subsequently reanimate half of the destroyed models in the squad (assuming you have an obligatory Cryptek). That or just keep them near your warlord with Immortal Pride.

Wound rolls for attacks that cause multiple wounds and only need a 3+, the number of wounds a weapon causes (if it causes D6 wounds and you rolled a 1), invulnerable saving throws for multiple wound models against wounds that cause multiple wounds, quantum shielding rolls against attacks with a damage of 4 or higher.

When conducting your Shooting and Assault phases you should consider when a re-roll might be most effective, re-rolling a wound roll for a Gauss Pylon yields an average of 6.66 additional (often unsavable) wounds. Re-rolling a wound roll for a Doomsday Ark will yield an average of 2,31 (again often unsavable) wounds. Wasting a re-roll to kill that last Chaos Space Marine when you later that turn need to re-roll the number of wounds to kill off Magnus would be silly, so shoot with the things that benefit most from re-rolls first. Assault is a lot more complicated, but unless you need to think of other things (such as enemy units possibly making a counter-attack you should also attack first with the units that benefit most from re-rolls.

In general, you want to re-roll as late in the process of doing unsaved wounds as possible. Take a Doomsday Ark for example, if you roll a 1 for the number of shots fired against a Predator and re-roll that number you get 1 additional shot on average, 0.66 hits on average, 0.43 wounds on average and 1.52 unsaved wounds. This is comparable to re-rolling a hit roll which will yield the same results on average. But re-rolling a wound roll will yield 50% more wounds on average compared to re-rolling the number of hits, rerolling a 1 on the number of wounds will yield 66% more wounds than re-rolling the number of shots.

You want to use your command points as early in the game as possible without wasting them. If we assume that a command point is worth 20 pts and both players have 6 command points then by turn 4 if one player has used all his CP and his opponent has used 2 he is essentially ahead by 80 pts. The thing about these small advantages early game is that they snowball, so if you manage to destroy just a little more of your opponents army on the first turn than he does of yours, he is going to be having that little bit less to shoot you with next turn. If you keep ahead by using your command points as soon as you have a good use for them and you avoid keeping units in reserve you can make this snowball effect work for you. Those 200 points spiral into 250, then 400 and suddenly you're ahead by 600 pts because you used the forces and assets at your disposal instead of saving them for a rainy day that may never come.

The Grand Illusion[edit]

Take a Cryptek with the Veil of Darkness and, if you're planning on also taking Orikan the Diviner, a Canoptek Cloak, and a C'tan Shard of the Deceiver with Cosmic Fire and Seismic Assault, Transdimensional Thunderbolt, or Antimatter Meteor, depending on the shape of the enemy army, Nemesor Zahndrekh, Varguard Obyron, a nasty assault squad in the SAUTEKH Dynasty (e.g. Lychguard/Flayed Ones), a Monolith, 2 more murder units (max Warriors are best for synergy with Ghost Arks, or you can reach for anything else you like, including more assault units) set up on their tomb world, 0-2 Ghost Arks (if you take less than 2 Ghost Arks, a Tesseract Vault is fucking funny), optionally Orikan the Diviner (who will ride into battle on one of the Arks, or he can take up a Monolith slot, if you have a particular hard-on for guaranteeing he shows up on time), and optionally 10-man Warrior units to ride in any unoccupied Arks you brought. Before the first turn, use the Shard's Grand Illusion to move itself and the Monolith up the field. If you get a 2 or 3 on the 1d3 (and spending CPs on re-rolls here is a reasonable idea), bring the Arks/Vault along - otherwise, they'll have to catch up the hard way. At the start of the turn, use Zahndrekh's Transient Madness and My Will Be Done on the assault unit. During movement, get your Monolith snuggled up to the enemy, and make sure any embarked Ghost Ark party-goers disembark. At the end of movement, all of the following happen:

  1. Your Deceiver and the Ark, if you took one, get to use their C'Tan Powers.
  2. The Cryptek pops his veil, and shows up next to the ongoing party, bringing Zahndrekh with him.
  3. Obyron teleports to Zahndrekh, bringing the assault unit with him. Obyron and the assault unit should easily be able to charge the enemy.
  4. The Monolith attempts to summon 1 tomb world unit, and you interrupt it with Enhanced Invasion Beam, summoning both. Both should easily be within charging range of the enemy, or you could have brought guns.

This lets you deliver Obyron and 3 units into charge/shooty murder range of anything you dislike, along with a Deceiver, Monolith, Zahndrekh, and Cryptek as support, and up to 2-4 additional units.

With the beta rules, GW has nerfed this a lot. Since the monolith can't deploy any of its offworld units outside your deployment area the first turn, it means that the earliest that it can deploy is your second turn. This includes the Emergency Invasion Beam if your opponent decides that the massive pile of potential reinforcements just has to die, since it's still turn 1.

The Ghostwalk Shuffle[edit]

Oh look, it's Obyron and Zahndrekh again. This is a short one. Any time Obyron is in melee, don't forget that if Zahndrekh is nearby he can use his Ghostwalk Mantle at the end of each Movement phase to teleport himself, and optionally an allied infantry unit too, out of melee. Use this to rescue ranged units from close combat, and/or to set up an immediate follow-up charge from two inches away that will let you fight first every time it's your turn.

Silver Tide[edit]

Shaping up to be the bread & butter tactic of this edition is to sandwich Orikan and an Overlord between two units of 20 Warriors, buffing both Warrior units and keeping your HQs nice and bubble wrapped. March your undying robot horde up the board with Ghost Arks in support and force your opponent to use the flanks. Sprinkle your list with Destroyers or whatever takes your fancy.

Destroyer Harvest[edit]

It is like the Silver Tide army above, except instead of sprinkling a reasonable amount of Destroyers and Heavy Destroyers like a fine salt, you have all salt. At 2000 points, you can fit 20 Destroyers, 7 Heavy destroyers (one in each unit of 5 Destroyers and a single unit of 3), a Catacomb Command Barge with Warscythe, Tesla Cannon and Resurrection Orb, a Destroyer Lord with a Warscythe and Resurrection Orb, a Cryptek to aid in resurrecting your 50+ pt models and 10 Scarabs split across 3 units to act as an assault screen, mortal wound sponge and objective grabbers. Obviously, an army like this consisting of only 3 different models (excluding characters) is going to do really well against some lists, namely lists filled with multi-wound melee infantry, where your Destroyers will make full use of their D3 damage per wound and ability to fall back and fire. Against something like a 1W army with low saves you just don't have the weight of fire to kill your opponent and Destroyers are relatively squishy and low range. This is always a risk when you make armies like this centred around getting maximum value out of something like the Destroyer Lord. The fact that you only have 5 CP with two Outrider detachments with this list is also an issue since the Heavy Destroyers want to eat a CP each Shooting phase and the Warscythes also benefit greatly from CP once you reach CC. Ramming your Destroyers into enemy ranged units is perfectly valid, either your opponent will be forced to pull back, in which case they won't be able to shoot, or they'll stick with their often mediocre CC abilities and leave your expensive Destroyers alone in the Shooting phase. In your Movement phase, you can fall back and fire the Destroyer's guns. Note that a regular Lord gets the job done at a cheaper price since he can Advance without losing much, taking the detatchment as NEPHREKH means the Lord will always keep up.

Quantum Shielding Online[edit]

Quantum Shielding is a pain in the ass for many opponents, so why not make an army where every model has Quantum Shielding? Necron vehicles are somewhat special in that their hard counter is S4/7+ D 1-3 AP 0-3 weapons rather than high str AP 3+ high damage weapons. That makes a quantum shielding lists really bad in a meta where Assault Cannon Razorbacks and smite spam is king, but if you happen to play somewhere where that isn't the case: you can fit a Catacomb Command Barge (Warscythe and Tesla), two Triarch Stalkers (Twin Heavy Gauss Cannon), the Deceiver, two Ghost Arks (bring them along with the Deceiver to shield your melee Characters), 3 Doomsday Arks and 2 Annihilation barges in a Spearhead Detachment. By replacing what would normally be a core of infantry to support the Doomsday Arks and Triarch Stalkers with more Quantum Shielding, you are reducing your weak spots by having a more uniform defensive profile, mostly it's just fun to ignore all weapons which automatically do 7 or more damage.

The Necron Brigade[edit]

Ahhh the ever illusive CP. Okay, so you want more Command Points than you know what to do with? Well, a Brigade seems like just what you need, except for the fact that Necrons do well in bigger units because of Reanimation Protocols, but maybe you are finding that your opponent is killing your units one at a time and you rarely get to roll for it anyway? Small squads of Immortals with Gauss fill out our Troops requirement, Deathmarks or Flayed Ones take up the Elite requirements, units of 1 Destroyer fill out our Fast Attack Requirement, units of 1 Heavy Destroyer take up the Heavy Support requirement. Now you can either take a Destroyer Lord and two Catacomb Command Barges and take some more (heavy?) destroyers or you can replace the Destroyers with Scarabs, take two Catacomb Command Barges and a Cryptek and upgrade some of the small Gauss Immortal squads to bigger squads of Tesla Immortals for another flavour of synergy. Regardless your opponent will have an easy time negating Reanimation Protocols, but you'll get happy whenever you get to roll for it rather than getting sad when you lose that key 20th Warrior (and it was standing next to a Cryptek! And a Ghost Ark! No, two Ghost Arks! No matter how many Ghost Arks you insert it sucks to lose that last guy, you won't feel that way with a brigade). Cheaping out and getting normal Overlords instead of fancy Catacomb Command Barges might be a good idea.

Warhammer 40,000 Tactics Articles
General Tactics
  • General
  • Movement(7th
  • 6th
  • 5th)
  • Psychic(7th)
  • Shooting(7th
  • 6th
  • 5th)
  • Assault(7th
  • 6th
  • 5th)