Warhammer 40,000/Tactics/Necrons (9E)

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This is the current 9th Edition's Necron tactics. 8th Edition Tactics are here.

Why Play Necrons?[edit]

After selling the souls of trillions of Necrontyr to the C'tan star-gods in an effort to win his war against the Old Ones, the Silent King relinquished his control of the Necrons--but not before sending them into a 60 million-year slumber, hoping they'd have forgotten all about the whole selling of souls bit by the time they woke up.
Necrons are a cold calculated race, with hardened metal bodies that can heal even the most crippling wounds and ancient weaponry that can deal utter devastation to those foolish enough to oppose them. They are the 500-pound sleeping gorilla of the 40k universe. Their technologies are the most advanced the galaxy has ever seen. For Necrons, the speed of light is an afterthought, the flow of time is an open book, enemy armour is inconsequential, and all warfare is but a matter of domination over lesser entities. Necrons are awakening from their slumber finding their once-great empire fractured into dozens of dynasties warring with each other as Lords and Overlords vie for positions of power in these newly awakened empires, the galaxy quakes as the Necrons begin to reconquer what was once theirs.

They are a very durable army, led by the mighty Overlords, who call upon tides of relentless immortals and warriors to unleash crackling rays of green energy which quickly annihilates any foe in their path. They are stronger in 9th edition with the updated codex and improved dynastic rules, giving them a competitive edge and will strike fear in to your enemy. Their history is fascinating, their name is Legion and their re-conquest of the galaxy is nigh unstoppable.


  • Necrons have Doctrines now! They are called Command Protocols; you assign one protocol to each round before the battle begins (no repeats, unless your warlord is the Silent King, who has Voice of the Triarch), require a NOBLE on the field, and are limited to units within 6" of a Character.
  • Between large models with a lot of wounds, Living Metal to get those wounds back, and troops that can literally stand back up, it's a durable army that can hit hard and take just as much.
  • Quantum Shielding makes any enemy attack at S6 AP-2 or higher completely irrelevant against units with this ability.
  • All NOBLE units get Relentless March which bumps up the lackluster Movement characteristic of 5" for your nearby CORE to the more average 6".
  • Crypteks are back in style! Now with 4 classes and a dozen wargear options, you can customize your court to your heart's content!
  • The Necron equivalent of psychic 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 psychic powers. Nor are they affected by things like the Culexus Assassin.
  • The army has a lot of interesting, fun and fluffy characters to bring to your games.
  • Aside from the normal Astartes pandering, Necrons are the pride and joy of 9th edition with a multitude of new models and units!
  • Despite being a slow army, we have a couple tricks to make our murderbots jump around the map, such as the Veil of Darkness and the Night Scythe, which holds twice as many models as the pathetic Rhino.
  • The entire army has Leadership 10
  • The Szarekhan Dynasty absolutely counters psykers.
  • Necrons are arguably the easiest race to paint in the entire franchise. Grab your favourite metallic paint, some nuln oil and an accent colour and you're good to go!


  • If a NOBLE is not leading your army your entire army loses Command Protocols.
  • Despite having Leadership 10, once that morale test is failed, any models that flee due to combat attrition are not included when counting number of wounds to roll for Reanimation Protocols.
  • Reanimation Protocols is kind of useless on multi-wound models if your opponent plays around it.
  • 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.
  • Most units have barely any toys to customize your dudes.
    • The new hotness units in 9th like Skorpekh Destroyers are all push-fit, so you can't really do much about the posing either.
  • No Psykers. You have some limited defense through Gloom Prisms for the larger Canoptek models and the Szarekhan Dynasty but, aside from that, you're defenseless.

History of Necron Tactics[edit]

Changes from 8th Edition[edit]

Necrons make it out okay from the new pts, FAQs and rules changes, Destroyers and Tomb Blades are going to be a little worse, but most of the other units will be okay.
  • Huge pts increases to: Illuminor Szeras, Immortals.
  • Significant pts increases to: Catacomb Command Barge, Lord, Overlord, Orikan the Diviner, Trazyn the Infinite, Deathmarks, Lychguard, Triarch Praetorians (rod of covenant), Triarch Stalker (heat/gauss), Scarabs, Destroyers, Doomsday Ark, Ghost Ark, Doomscythe, Night Scythe, Obelisk.
  • Insignificant pts increases to: Cryptek, Destroyer Lord, C'tan Shard of the Deceiver, C'tan Shard of the Nightbringer, Imotekh the Stormlord, Nemesor Zahndrekh, Vargard Obyron, Warriors, Flayed Ones, Triarch Praetorians (voidblade), Triarch Stalker (particle), Wraiths, Heavy Destroyers, Annihilation Barge, Transcendent C'tan.
  • No huge pts drops.
  • Significant pts drop to Monolith.
  • Insignificant pts drop to Anrakyr the Traveller and Tesseract Vault.
  • Wraiths lost the ability to fall back and charge.
  • A Stratagem that allows any faction to get out of the tri-point manoeuvre for 2CP is introduced, this hurts multi-model melee units like Flayed Ones and Lychguard but helps units which are more likely to get caught in such manoeuvres like Warriors and Immortals. This new Stratagem also means that teleporting out of combat is relatively less powerful now that this alternative exists, the Veil of Darkness and Vargard Obyron don't enjoy quite the same status they used to, although saving the CP or getting out with more than one unit might still be valuable against melee units.
  • The re-roll Stratagem is nerfed so it can no longer be used to re-roll an Explodes result, a Quantum Shielding roll or a C'tan power.
  • You can never add or subtract more than 1 from a hit roll after adding all the factors together. This massively hurts Sautekh because the Stratagem will be much less valuable with Tesla Immortals, it also means that Flyers and Tomb Blades -1 will be less valuable as it will not stack with any penalties the shooting unit might also suffer.
  • Characters with a Wounds characteristic of less than 10 now need a vehicle/monster (that is not a Character with a Wounds characteristic of less than 10) or unit with 3+ models within 3" to be able to hide from Shooting, this hurts C'tan and all our HQ (though Lychguard and Cryptothralls can mitigate this).
  • Units with 6+ models need to be within 2" of 2 models instead of 1 model and models not in coherency get removed at the end of each turn, this hurts big units and Characters because it'll be harder to spread out and stay in range of aura abilities.
  • The introduction of blasts hurts units with 6+ models but especially units with 11+ models, this hurts all our Reanimation Protocol units, but especially Warriors and makes taking a 5-man Destroyer or Wraith squad more of an option compared to 8th.
  • Shooting units with FLY can no longer fall back and shoot, this hurts all our vehicles and Destroyers and Tomb Blades especially, on the other hand this helps our melee units like Lychguard, Wraiths and Flayed Ones.
  • Melee range has been reduced from within 1" of a model from the same unit that is within 1" of the target to 0,5" and 0,5" respectively, lowering the amount of models that can fight, this is mostly going to affect big units, Flayed Ones are the ones that will take the biggest hit from this change.
  • Melee units now fail a charge if they fail to get within 1" of any ALL of the units they declared a charge against. This means charging multiple units is dangerous and sometimes the right choice might be to just charge the closest unit in case of a bad roll. Novokh units could previously charge a unit hidden behind a screen, destroy the screen and use the Novokh Stratagem to fight again and destroy the unit behind the screen, this is no longer possible if none of the charging models can make it into range of the unit behind the screen when charging.
  • The core rules buffs vehicles by letting them shoot in melee and ignore the penalty for moving and shooting, this helps offset the Fly change for our Vehicles and makes Sautekh dumpster tier for a majority of units and only valuable for the Warlord Trait and unique HQs.
  • Melee is helped by allowing units to fight units that are up to 5" above (or below) them, good for Flayed Ones and Lychguard, especially great for Tomb Stalkers which were previously useless at assaulting the second floor of a building.
  • Big units are helped by a more forgiving morale phase that will almost never destroy the entire remainder of a unit, this is great for Warriors and okay for Lychguard and Immortals.
  • The changes to Detachment rules benefits armies that bring a single Patrol, Battalion or Brigade, hurting armies which Soup or take Lords of War or that want to spam Flyers or Fast Attack/Heavy Support. If you stay away from Lords of War you will probably come out of 9th with more CP than previously while some of your foes will be more limited by CP than previously.

Changes from Codex Update[edit]

Necrons received a lot of rules changes - they are basically a whole new faction. Most importantly, Necrons got Command Protocols, a Doctrines-style boost with certain restrictions, and Reanimation Protocols was changed to being a special save similar to Feel No Pain, with its own upsides and drawbacks. Single-wound models will love it, but multi-wound models will rarely benefit from the rule. Imotekh, Zahndrekh, and all C'tan look strong in the new codex at first glance, while the new HQ choice, the Silent King, likewise makes a strong first impression (and, as a sidenote, is the first Supreme Commander to be added to the game).

Due to the number of changes, it is hard to tell how well Necrons will do on the competitive scene, but since they were hot garbage at the start of 9th before this codex, odds are that things can pretty much only have stayed the same or gone up.

  • Huge (>=20%) pts increases to: Deceiver, Nightbringer, Transcendent C'tan, Monolith.
  • Significant (>=10%) pts increases to: Illuminor Szeras, Immortals (with gauss), Doomscythes, Doomsday Arks, Deathmarks, Triarch Stalker,
  • Insignificant (<10%) pts increases to: Anrakyr the Traveller, Overlord, Warriors, Triarch Praetorians,
  • Insignificant (<10%) pts decrease to: Immotekh the Stormlord, Technomancer, Flayed Ones, Lychguard, Tomb Blades,
  • Significant (>=10%) pts decrease to: Vargard Obyron.
  • Huge (>=20%) pts decrease to: Chronomancer.
  • Command Protocols are the combat doctrines of Necrons except they are way more complicated.
  • Our best Stratagems are nerfed or replaced, the overall number of Stratagems increased.
  • Your Warlord must be selected based on his rank within the Necron nobility unless your army contains no nobles, in which case you lose Command Protocols.
  • All named dynasties get a bonus effect to a specific Command Protocol if your army contains only C'tan Shards, Dynastic Agents and models from that Dynasty. Note that this is shut down if you bring an unaligned unit or fortification or a Tomb Citadel.
  • Mephrit adds 3" to the range of non-pistol weapons in addition to its old effect.
  • Nephrekh's advance bonus is optional but there is no way to advance and charge with Canoptek units and if you do use the automatic 6 from this Dynasty you cannot shoot, not even Assault weapons. Nephrekh grants fly to units that fall back or translocate, making wrapping pointless against units from this dynasty. In addition, all Nephrekh units get a 6+ invulnerable save, huge on Scarabs, not so huge on every other unit.
  • Novokh improves AP in the first round of combat instead of letting you re-roll hits, this is a nerf, but you also get +1 to charge range which is huge for deep striking units.
  • Nihilakh units ignore AP -1 as long as they're within their deployment zone instead of re-rolling hit rolls of 1, use a Triarch Stalker and this is not a worry. In addition, all Nihilakh units get ObSec, this is huge for fast melee units like Wraiths and Scarabs, however, Wraiths and Lychguard with shields can no longer get a 2+ invulnerable save as Nihilakh.
  • Szarekhan is the new Dynasty, it proves a 5+ FNP against mortal wounds which is huge because mortal wounds g̶o̶ ̶t̶h̶r̶o̶u̶g̶h̶ ̶R̶e̶a̶n̶i̶m̶a̶t̶i̶o̶n̶ ̶P̶r̶o̶t̶o̶c̶o̶l̶s̶ go through Reanimation Protocols if they're inflicted in phases besides Shooting and Fighting, in addition, you get to re-roll one wound roll for each unit each time it makes an attack. The re-rolls alone probably will not carry this Dynasty, but in a situation where you are expecting mortal wounds? Absolutely amazing. It also allows you to reroll a single hit or wound roll for a unit of this Dynasty.
  • Sautekh allows you to RF at range 18" instead of half range, great for Warriors, less great for Gauss Immortals because they can already do so at 15". Sautekh units can no longer advance and fire RF and Heavy Weapons as Assault Weapons. In addition, Sautekh units can re-roll Morale tests. This is slightly better than their previous iteration, but you're still here mostly for the Stratagem and the Unique Characters.
  • Transcendent C'tan and Canoptek Spyders became Elites. Triarch Praetorians became Fast Attack. Destroyers became Lokhust Destroyers to protect GW from people copying their name and transitioned into Heavy Support. Monoliths have controversially become Lords of War, this would have been a side-grade or perhaps even a buff in 8th, but in 9th? It's another nerf on top of receiving a massive pts hike.
  • Custom Dynasties are created by picking a tradition and a circumstance, many of these are pretty good, but you are losing out on getting both directives in one of your turns. If you don't have a noble Warlord or if you are taking multiple dynasties then this becomes a non-issue.
  • New units since Psychic Awakening Pariah: Silent King (good), Psychomancer (meh), Plasmancer (meh), Royal Warden (good), Skorpekh Lord (good), Canoptek Doomstalker (good), Cryptothralls (good), Canoptek Reanimator (terrible), Void Dragon (good), Skorpekh Destroyers (good), Canoptek Plasmacyte (good), Lokhust Heavy Destroyers (meh), Ophydian Destroyers (bad), Hexmark Destroyer (8th ed Obelisk tier bad against all but a few match-ups), Convergence of Dominion (bad).
  • Tesla triggers on unmodified hit rolls of 6, making My Will Be Done and Methodical Destruction have relatively small effects on tesla units compared to the previous edition. Tesla destructors got an extra shot, twin-tesla destructors got two extra shots, tesla spheres lost a shot.
  • Particle beamers got twice as many shots at a slightly shorter range and half the cost, making them a decent option for anyone that can take them.
  • Particle casters cost pts now but they get twice as many shots, anything is great when it is free but the new cost is too high so you better rip them off in case you glued them on your Wraiths for when they were free. Whip coils became an anti-horde option rather than an anti-melee option. Rods of the Covenant got damage 2 on both their ranged and melee profile making this the new obvious choice Triarch Praetorians.
  • The alternate Warrior weapon the gauss reaper is now Assault 2 Range 12" instead of Rapid Fire 1 Range 14", a huge improvement making them ideal for scenarios where you plan to get them right into the opponent's face. The Monolith's Gauss Flux Arc changed from heavy 3 to Rapid Fire 3, making the Monolith a lot more deadly at close range, it's main gun was changed to blast, thankfully the Monolith can fall back, shoot and charge in the same turn because it is Titanic.
  • The death ray on the Doom Scythe got upgraded to a Heavy Death Ray with 50% more range, shots and damage.
  • The Chronomancer replaces the generic Cryptek with Chronometron; the generic Cryptek is now the Technomancer which can be equipped with either the Canoptek Cloak or a Canoptek Control Node.
  • HQ, Destroyers, Canopteks and Vehicles no longer benefit from most HQ abilities, this probably means most of our HQ suck again.
  • The Lokhust (Destroyer) Lord's ability now applies in melee, extremely important little change for Ophydian and Skorpekh units and even applies to the Destroyer Lords themselves making them always hit that little bit harder in melee.
  • My Will Be Done is split into two effects, most Royalty gets the bonus Movement part in the form of the Relentless March ability.
  • Orikan and Obyron get nerfed, Anrakyr gets a side-grade, Zahndrekh replaces his anti-aura ability with a free super Vect, Imotekh's storm is improved and he gets an extra CP in return for losing his Flayed One bonus.
  • Immortals and Deathmarks got an extra Attack and Toughness. Tesla Immortals got even more expensive making them an absolute joke given the change to tesla and the buff to gauss.
  • Lychguard and Triarch Praetorians got an extra attack.
  • Deathmarks got turned from Rapid Fire into heavy weapons with an extra point of Strength and AP as well as an extra attack, this massively changes their combat role.
  • C'tan can no longer hide behind units or advance/fall back and use their powers, not even the Tesseract Vault. Deceiver got a side-grade in terms of abilities and stats making him massively overcosted, Nightbringer got a host of upgrades that makes him probably live up to his new high cost. Transcendent C'tan are a lot cheaper than their named cousins and probably better than the Deceiver but worse than the Nightbringer.
  • Triarch Stalkers now need to hit with their ranged attack before they apply the re-roll 1s effect, in addition their melee attacks are flat 3 damage now.
  • Wraiths got a 3+/4++ instead of 4+/3++ but regained their ability to charge after falling back.
  • Quantum Shielding vehicles all got a 3+ Sv and a 5+ invulnerable save but lost the old effect of ignoring high damage wounds. In addition, they always have the effect of Transhuman Physiology on them so their toughness is effectively always at least as high as that of the firing weapon, even a Strength 16 weapon needs a 4+ to wound. Overall this is almost certainly a buff, especially because command re-rolls could not affect the old rule in 9th edition.
  • Destroyers lose 2" of Movement and Extermination Protocols gets nerfed, stings a bit given they weren't doing anything great in 9th. Heavy Destroyers have and an extra wound two weapon options, one is anti-medium-infantry and the other is anti-tank with the latter seeming a lot better but neither being quite worth their pts.
  • Monoliths, Obelisks and Tesseract Vaults get a 2+ Sv characteristic. Some of them also get extra wounds.
  • Monoliths and Obelisks become better at shooting, Monoliths become better at melee, Obelisks replace their useless area of effect anti-fly effect with a single target effect. Both Monoliths and Obelisks can Deep Strike outside 9" instead of outside 12", making it possible to Deep Strike them in half range for Mephrit or Rapid Fire with the upgraded Monolith flux arcs. Monoliths also got an alternate weapon to the flux arcs, 4 baby death rays, for when you need anti-vehicle instead of anti-Infantry.
  • Tomb World deployment is scrapped and both Monoliths and Night Scythes can use some nice mobility Stratagems. So it's not all bad for the Monolith. Night Scythes become regular transports with a whopping capacity of 20.

Changes from Chapter Approved 2021[edit]

The Catacomb Command Barge got nerfed and a few units got buffs, Necrons are a mid-bottom tier faction.

Catacomb Command Barge had a significant pts increase. Doomsday Arks, Lokhust Destroyers, Lokhust Heavy Destroyers and Tesla Immortals had a significant pts decrease.

Changes from Balance Dataslate[edit]

A lot of units got the CORE keyword for free, Necrons are a bottom tier faction. Spamming flyers was not a viable option for Necrons, but no more than 2 can be brought in 2000 pts now.

The following units got the CORE keyword: Canoptek Acanthrites; Canoptek Reanimator; Canoptek Wraiths; Flayed Ones; Lokhust Destroyers; Lokhust Heavy Destroyers; Ophydian Destroyers; Skorpekh Destroyers; Triarch Praetorians.

Huge for certain WL traits, Relics, CHARACTERS, Monoliths and Night Scythes.

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. The Noble keyword enables the use of Command Protocols if your Warlord has it.

Special Rules[edit]

  • Objective Secured: As always, if your army is Battle-forged your troops have this.

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

  • Dimensional Translocation: Standard rule that consolidated all the Deepstrike-style datasheet rules from 8th Edition into a single army-specific universal special rule; when deploying your army you can set up a unit with this ability in reserves instead of deploying them on the battlefield, at the end of the movement phase of your 2nd or 3rd turn you can set up this unit anywhere on the battlefield so long as all of the models that are set up are more than 9" away from all enemy models. If these units are not set up in before your 4th turn these units are considered destroyed.
  • Dynastic Agents and Star Gods: Dynastic Agents and C'tan Shards in Necron detachments don't stop the rest of the detachment gaining a Dynastic Code, although they do not gain a code themselves, and only one C'tan Shard model can be taken in each detachment. Tesseract Vaults have the C'tan Shard keyword, so in a large game you could not have two Vaults within the same super-heavy detachment.
  • Living Metal: Units with this rule recover one lost Wound at the start of each of your Command Phase, or D3 if they've got a Phylactery. All Necron units with more than 1 wound have this rule.
    • While Reanimation Protocols now doesn't favour multi-wound infantry as much, the addition of them all having wound recovery through Living Metal helps offset some of that hit.
  • My Will Be Done: Ability on your Overlords. During the command phase, One <DYNASTY> Core unit within 9" gains +1 to hit to both ranged and melee.
    • Anrakyr the Traveler's and Trazyn the Infinite's versions of this rule target a NECRON Core unit instead. This means they are the only Overlords that can use this ability on units, not in their own <DYNASTY>. This is the only reason they can use the ability at all, being DYNASTIC AGENTS.
    • Imotekh the Stormlord and Nemesor Zhandrekh can only affect Sautekh Core. Imotekh and Szarekh can also MWBD 2 Sautekh Core and Necrons Core units respectively due to being a Phaerons.
  • Quantum Shielding: All NECRON vehicles get this, except AIRCRAFT and TITANIC ones (and TSK.) It combos well with Living Metal's regeneration to make them very tough to bring down. It includes a 5++ save and all wound rolls of 1-3 auto-fail against them, irrespective of other abilities. In addition, it comes with a 1 CP stratagem to give a unit with Quantum Shielding a 4++ save.
  • Reanimation Protocols: At the end of any enemy attack (either melee or shooting), if the targeted unit wasn't destroyed, roll a D6 for every wound that the unit lost: you can spend the 5+ rolls to revive the models in that unit (1 dice = 1 wound, so for units of multiple wound models you need to use more rolls to revive a single model- you can't bring them back with less than their full number of wounds). When you have fewer 5+ dice than you have lost wounds on potentially revivable models, the Reanimation Protocols end, and the remaining models stay dead for the rest of the game.
    • The change to when Reanimation Protocols is triggered means that the only way to prevent it from happening entirely is to wipe out the entire unit in a single attack, which is easier said than done in most circumstances.
    • Unlike previous editions, slowly getting whittled down is a huge issue for units like destroyers. If only one dies during an attack, it has a 3% chance of returning. If your opponent manages to just kill 1-2 bigger bots per attack, you won’t get to use your special rule at all.
  • The Royal Court: Priority of Leadership. The order of who must be made your Warlord if present follows: The Silent King -> Phaeron -> Overlord -> Lord -> any other character.
  • Relentless March (Aura): This is on all your Nobles and the Royal Warden <DYNASTY> Core units within 6" gets +1" on Normal Moves and Advances.
    • Vargard Obyron can only make Sautekh Core run faster.
  • United in Destruction (Aura): Destroyer Lord's Lieutenant ability. gives <DYNASTY> Destroyer Cult units within 6" reroll wound rolls of 1. Note that this works for any <DYNASTY> Destroyer Cult within range of the Destroyer Lord. A Skorpekh Lord can, for example, buff Lokhust Destroyers (If that's the case, he's either too far away from the enemy, or the Lokhusts are way too close to them.)

C'tan Shards[edit]

Not a special rule but any C'tan Shard unit (excluding the Tesseract Vault) always comes with three special rules;

  • Enslaved Star God: Cannot take a Warlord trait, Relic, and can't have other units "look out sir" for them.
  • Necrodermis: Has a 4++ and can only lose up to 3 wounds per phase.
  • Reality Unravels: When the model dies, it explodes on a 4+ and deals d3 Mortal Wounds to all units within 6".

Command Protocols[edit]

Your newest ability. If your Necron army all shares the same Dynasty and is led by a Noble character, you can secretly assign one of six Command Protocols to affect your army each of the first five battle rounds. When activated, you can choose one of two directives which will buff all models (excluding C’tan Shards) within 6" of a Character (excluding C'tan Shards), as long as a Noble is still on the table; if you're of a specific named dynasty that matches a specific code, you get both directives at once. Note that this effect is not limited to Core units like most auras are, so it can buff anything with a matching Dynasty. Also note that in order to access this, all units must be from the same dynasty, excluding Dynastic Agents and C’tan, meaning you can include the Silent King and still get them.

  • Protocol of the Conquering Tyrant (Sautekh):
    • Affected unit's aura abilities, as well as MWBD, Lord's Will, and Rites of Reanimation gain an extra 3" range.
    • Affected unit can shoot after Falling Back but gets -1 to hit when doing so. Basically the Ultramarines Chapter Tactic.
  • Protocol of the Eternal Guardian (Nihilakh):
    • Gain the benefits of light cover if the unit has not moved this battle round (pile in and consolidate doesn't count) - stacks with the Immovable Phalanx custom dynasty trait.
    • Unit counts as being in defensible terrain (can overwatch on 5s or get +1 to hit in melee).
  • Protocol of the Hungry Void (Novokh):
    • Affected unit gets -1AP to their melee weapons on an unmodified wound roll of 6.
    • Affected model gets +1S if it charged, was charged or performed a heroic intervention this turn.
  • Protocol of the Sudden Storm (Nephrekh):
    • Affected unit gets +1M.
    • Affected unit can do actions and shoot in the same turn.
  • Protocol of the Undying Legions (Szarekh):
    • Gain +1 more wounds from Living Metal. Good on multi-wound units.
    • Can re-roll one die each time you make Reanimation rolls. Good in mass infantry.
  • Protocol of the Vengeful Stars (Mephrit):
    • When each model makes a ranged attack, gain additional -1AP on an unmodified wound roll of 6.
    • If the enemy is within half weapon range, the target doesn't gain a cover bonus to their saving throw.

Dynastic Codes[edit]

All units in the army use a Dynastic Code (chosen when preparing your list). If every unit in a Detachment shares a code, they all get bonus passive abilities. The only exceptions to this rule are Dynastic Agents and C'tan shards. They never gain Dynastic codes, nor do they prevent other units from having the bonuses.

You can either choose one of the pre-built Dynasties (listed below), or you can make your own custom one. Creating a custom Dynasty will lock you out from using some Dynasty-specific Characters, Warlord traits, Relics and Stratagems.

Which Dynasty you choose for each Detachment in your army can drastically increase their effectiveness, it is usually best not to include any units in a Detachment unless they benefit from that Dynasty's Code to a great degree. Whether you choose to stick to a single Dynasty or take several will determine whether your HQs from one Detachment can benefit the units from another, for this reason it is usually a good idea to stick to a single Dynasty or maybe two at most. Anrakyr the Traveller and Illuminor Szeras are great in army lists with multiple Dynasties because they can help units from any Dynasty.


Maynarkh Dynasty Banner.PNG

From glory to madness, the King again calls for bloodshed and so blood we will spill again.

The Maynarkh Dynasty was the closest and most loyal to the Silent King, often used by him to dispose of matters he couldn't have directly. They were feared as the most brutal and dangerous of all dynasties and were revered by all. Unfortunately, after the War in Heaven, the flayer virus brought upon the destruction of Llandu'Gor the Flayer by the hands of Nemesor Kuthlakh has spelled ruin for this once glorious dynasty and now many of its warriors are corrupted and mentally deranged because of its influence.

In terms of crunch, the Maynarkh Dynasty just has two Unique characters and must borrow a Dynastic Code from one of the Codex Dynasties, but they still do not gain access to any of the Relics, Warlord Traits, or Stratagems unique to the other dynasties, only the Dynastic Code. Kutlakh's main purpose is to help your Lychguard get into melee and he serves no real purpose for Flayed Ones.

  • Dynastic Code: Translocation Beams/Aggressively Territorial/Awakened by Murder/Relentless Advance/Solar Fury: A Detachment including 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. A Detachment with Toholk wants to buff a Doomsday Ark, Pylon (big or small), which means Nihilakh or Sautekh. Since Toholk is MAYNARKH he can not be taken in a detachment with other Dynasty-specific named characters even if they use the same dynastic code. But he gets along with Szeras, somewhat.


Mephrit Dynasty Iconography Banner.png

After 60 million years of slumber, resistance is futile.

The Mephrit Dynasty was the solar executioners of the Necrons with a penchant for paranoia. That paranoia was well-founded as during their sleep they had their head of state assassinated. Now with few of their superweapons remaining, they have been forced to work together with Blood Angels to face the Tyranids and ensure the survival of their Dynasty.

In terms of crunch Mephrit adds firepower to your units, being very good with AP- and AP-1 weapons and not great for much else. Mephrit requires you get quite close before it helps you do anything, making it a fine balance between blasting the enemy and getting engaged in melee and chopped up.

  • Dynastic Code: Solar Fury: Get -1 to AP when shooting at units within half of your weapon's maximum range, and the range of all non-Pistol ranged weapons is increased by 3". Have you ever had that one friend who loved to show up in your face turn one? Pick this, it's good considering your penchant for close ranged firefights, especially with Gauss Flayers since they get Rapid Fire at that range too. Remember that this works best on weapons with no or little AP to begin with, so roll some Tesla Tomb Blades up on your target and watch your enemy squirm at -1 AP Tesla.
    • Dynastic Protocol: Protocol of the Vengeful Stars applies both Directives when active.
  • Warlord Trait: Merciless Tyrant: +1S and A. A bit out of place for the dakka dynasty but fine on a stray Skorpekh lord.
  • Stratagem: Talent For Annihilation (1 CP): Select a unit during the Shooting Phase. When a model in that unit rolls an unmodified 6 to wound, inflict a bonus mortal wound up to a maximum of 3 in a phase.
  • Relic - Conduit of Stars: Relic relic gauss blaser, with 36" (+3") Rapid Fire 3 S6 AP-2 D2, making the Warden able to threaten an entire unit of Incursors or other MEQs by himself.


Nephrekh Dynasty Banner.PNG

After 60 million years of slumber Johnny 5 is alive.

The Nephrekh Nobility have been obsessed with energy and the forms of their former masters, wishing to leave their current forms behind in order to ascend to a state of pure energy and thought. Somewhat successful in this regard, their Necrodermis has been inlaid with metagold allowing them to enter such states, but only briefly, the nobility having more of this are able to sustain this for longer, but still nowhere near the permanent solution to their shitty robotic lives they want, even for the Necrons 40k is grimdark.

In terms of crunch Nephrekh is the most versatile Dynasty, providing something of actual worth to more units than any other Dynasty. If you want to have just one Dynasty and you don't want to limit yourself to Tesla spam like Sautekh must, then Nephrekh is a good choice. Strongest with melee units, especially the Canoptek variety and units with Assault weapons that can shoot after Advancing, Nephrekh also works great as a speedy part of a force, possibly supporting a less mobile Nihilakh Detachment.
  • Dynastic Code: Translocation Beams: Everyone gets a 6++. When advancing, a unit may Translocate. Translocating always advances 6", but the unit can't shoot until the next turn. Units can move through terrain and models if Translocating or falling back.
    • Dynastic Protocol: Protocol of the Sudden Storm applies both Directives when active.
    • 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. The invulnerable save is a weak one, but you'll always have it for even your most basic units.
  • Warlord Trait: Skin of Living Gold: -1 to hit the Warlord. Great for CCBs and Destroyer Lords if you're planning on sending them into things with D1, if your opponent has things like Daemon Princes, Captains or Celestine then you'll be better served by Enduring Will.
  • Stratagem: Translocation Crypt (1 CP): During deployment, you can give a Nephrekh unit that isn't a vehicle or monster the Dimensional Translocation ability.
  • Relic - The Solar Staff: Replaces a Staff of Light. Same melee profile, but +6" range, doubles the rate of fire, and blinds any Infantry units it hits for denial of Overwatch and Set to Defend (cavalry and bikers are immune; cool rider's shades).



After 60 millions years of slumber I still have the greatest confidence in the mission, Dave.

The Nihilakh Dynasty has only recently started conquering, having otherwise been quite pleased to hunker down and build up their forces and ensure that they do not lose what they have left after their slumber. Also home to the crazed collector Trazyn and his hoard of curiosities that rivals those of the black library of the Harlequins or the vaults of Terra.

In terms of crunch Nihilakh excels at taking and holding objectives, especially when those objectives are on their home turf. Nihilakh is in a precarious position, as their biggest draw can be taken by a custom dynasty. If you’re playing Nihilakh it’s because you want to double down on holding fast with a long range gunline.

  • Dynastic Code: Aggressively Territorial: All units gain ObSec, and if a model already had it they count as being two models; AP-1 attacks against them count as AP0 if they are in their deployment zone.
    • Dynastic Protocol: Protocol of the Eternal Guardian applies both Directives when active.
    • This is a big deal for keeping objectives under your control, and that goes double if you're playing a mission as the defender.
  • Warlord Trait: Precognitive Strike: Warlord strikes first in the fight phase. Useless.
  • Stratagem: Reclaim a Lost Empire (1 CP): A unit can shoot while performing an action. Helpful if you need an out of sequence Protocol of the Sudden Storm, but that makes it very niche.
  • Relic - The Infinity Mantle: The bearer gets +1 to armor saves and Feel No Pain 6+. Better the more wounds a character has, such as a Catacomb Command Barge or a Destroyer Lord.


Novokh Banner.PNG

After 60 millions years of slumber, wanna kill all humans?

The Novokh Dynasty is all about going into melee, using the blood of your enemies to paint your legions red. They have a particular distaste for the Ork menace, they will occassionally show mercy when their ancient protocols demand they do so, but when battle is entered they are as bloodthirsty as any mortal or daemon.

In terms of crunch Novokh is the only real Melee Dynasty, with a fantastic, but very limited, Dynastic Code, a good Warlord Trait provided you build your army around it and a Stratagem you wouldn't want to leave home without if you are bringing melee units such as Lychguard or Flayed Ones.
  • Dynastic Code: Awakened by Murder: +1” to charge and when a unit charges, is charged, or makes a Heroic Intervention, it gets -1 additional AP on melee weapons that turn.
    • Dynastic Protocol: Protocol of the Hungry Void applies both Directives when active.
  • Warlord Trait: Blood-Fuelled Fury: Warlord deals an additional mortal wound on wound rolls of 6. Funny when paired with a Skorpekh Lord.
  • Stratagem: Blood Rites (1 CP): Add 1 to the Attacks of a NOVOKH unit for a phase.
  • Relic - The Blood Scythe: Replaces War/Void Scythe (so a warscythe, since there's no reason to pay extra points for it). A warscythe with 2 more attacks. Better than Voidreaper against enemies with 2W or less. This is a warscythe, not a voidscythe, treat it as such.
    • When comparing this to Voidreaper, the +2A and extra AP from Awakened by Murder leaves the Blood Scythe better against every target except units where the Ignores Damage rule takes effect, like Death Guard or your own C'tan shards. Even against 3w models, the Blood Scythe will equal damage output, and against a t4, 4++ target with 4 or more wounds, their output will be exactly the same.


Sautekh Dynasty Banner.PNG

After 60 millions years of slumber I need your clothes, your boots, and your motorcycle.

The Sautekh Dynasty is all about conquest, using terror as a weapon; Flayed Ones, unnatural storms, gigantic war machines are all employed to completely annihilate anyone who dares oppose the will of the Stormlord. When the Sautekh Legions march to war they do so to win decisive battle after decisive battle. After having seen much success the nobility of Sautekh and its subject dynasties have grown arrogant, letting enemies live to show them a lesson, an inability to take threats like the Orks seriously and Nemesor Zahndrekh refusing to believe that the Dynasties of old have fallen and that the galaxy is rife with humans, Orks, and Aeldari.

In terms of crunch, Sautekh has a solid Dynastic Code, allowing for effective Warrior and Immortal spam, as well as buffs to Morale, and Character auras. Speaking of characters Sautekh have some great Unique characters (and the most) so make a use of them. They also have a great Stratagem that helps you clean up big units one turn at a time, this is hugely beneficial against things like Knights and especially units that are -1/-2 to hit like Plaguebearer hordes.
  • Dynastic Code: Relentless Advance: Re-roll Morale tests and rapid fire weapons can rapid fire at 18" instead of the weapons half range.
    • Dynastic Protocol: Protocol of the Conquering Tyrant applies both Directives when active.
    • Trading out their old version of the rules means the new rules are less versatile, but more reliable as you will be firing weapons on full auto long before most of your enemies can so you can pump out the damage with more ease now. Getting ATSKNF is also helpful as even with a universal leadership of 10, large units of these emotionless unthinking killing machines will still shit themselves and run away for some reason so re-rolling to ensure it doesn't happen is always good.
  • Warlord Trait: Hyperlogical Strategist: Lets you reclaim your spent command points on a 5+, although restricted to 1 per battle round as normal. Always tasty.
  • Stratagem: Methodological Destruction (2 CP): After a SAUTEKH unit has shot at an enemy unit, all other SAUTEKH units receive +1 to hit said enemy unit this phase. This is a potent stratagem due to the amount of units it can effect. Bring a stalker to gain reroll 1s, combine with MWBD, and you're basically aimbotting.
  • Relic - The Vanquisher’s Mask: Pick an enemy unit within 3” to always fight last. Great for brawler-type HQ's.



Glory to Szarekh, the last and greatest of the Silent Kings!

The Szarekhan Dynasty is the kingdom of the Silent King. Though they have been slow to wake and weaker than they once were, awaken they have to heed their king's call.

As for the crunch, the Szarekhan has some nice traits and synergize well with the new (and sadly mostly bad) COmmand Protocols, to make them at least more reliable.

  • Dynastic Code: Uncanny Artificers: 5+++ FNP against mortal wounds (like the Black Templars) and one re-roll to wound every time a unit fights or shoots (like the Salamanders).
    • Dynastic Protocol: Protocol of the Undying Legions applies both Directives when active.
  • Warlord Trait: The Triarch's Will: You can pick a single command protocol twice when choosing the protocols.
  • Stratagem: Empyric Damping (1 CP, Wargear Stratagem)- During the opponent's psychic phase, if the opponent uses a power within 18" of a chosen unit that unit can deny the power on a 4+. Necrons always had trouble dealing with psykers, and this helps to cover that weakness.
  • Relic - The Sovereign Coronal (Aura): Noble models only. The command protocol range is extended to 9" to all your characters, and both directives are active for units in the bearer's range.

Custom Dynastic Codes[edit]

Custom Necron Dynasties set up their special rules slightly differently than other custom factions- rather than picking two options from one list, they pick one option from each of two different lists (for two selections total) - the Dynastic Tradition and the Circumstances of Awakening.

Dynastic Traditions[edit]
  • Butchers: +1 to Charge rolls. The first half of Novokh. Meh.
  • Contemptuous of the code: +1 to hit rolls against Characters.
  • Eternal Conquerors: All units have Objective secured. Stacks with the rule that gives it to all your Troops by default. Which means each Warrior and Immortal model counts as two. The first half of Nihilakh, and it’s a doozy.
  • Immovable Phalanx: If a unit didn't Move, Advance, or Fall back, it gains +1 to Armour saves against any attack with a damage value of 1. The movement restriction is "in the current battle round" and not "in your previous movement phase", so this ability is always on if you have the second turn. Could be spicy.
  • Masters of the Martial: Re-roll one hit roll per unit when Shooting or Fighting. Generally a worse version of Superior Artisans, because wounding is generally harder than hitting, and re-rolls are better the worse you are at something. Only better if you're somehow wounding more consistently than you are hitting.
  • Pitiless Hunters: Rapid fire at max range for Infantry, as long as the shooting unit remained stationary in your movement phase. Yay, Bolter discipline as a Legion trait. Combining this with Healthy Paranoia is a nice mix for a back-field infantry army.
  • Rad-Wreathed: Cancer-robots, literally. -1 Toughness on enemies within 1" of your stuff. Does not work on Vehicles. (It's worth noting that this is an Aura, and therefore is affected by Aura enhancing abilities like the “Thrall of the Silent King” warlord trait as well as one of the command protocols. So yes, you CAN use this with ranged attacks).
    • Note that this will reduce most infantry to T3, which will allow all of your base units to wound on 3s and your HQs and elites to wound most anything on 2s, which is.... significant.
  • Severed: +3" range to Command Protocols (from 6" to 9").
  • Superior Artisans: Re-roll one wound roll when shooting or fighting. Second half of Szarekhan.
  • The Unmerciful Horde: Re-roll Morale tests. First Half of Sautekh. Garbage.
  • Unyielding: Gain a 6++. The first half of Nephrekh. Most of your army has a 3+, so it only really kicks in if your models are hit with AP-4 weapons, which they are unlikely to be unless they're vehicles, and most of your vehicles already have a 5++ from Quantum Shielding. Take it if you want to really double down on survivability or run scarab farms as it gives them a guaranteed save and makes them that much harder to remove.
  • Vassal Kingdom: Select one of the original Dynasties and gain their traditions. Except you don't get access to Dynasty-specific characters, Strats, Relics, or their dual-directive Protocol. And you can't select a Circumstance of Awakening. Not worth it.
Circumstances of Awakening[edit]
  • The Ancients Stir:+1″ Movement and +1″ Pile in/Consolidate to all Canoptek units.
  • Arise against the Interloper: Every natural 6 to hit in melee against Infantry and Bikers comes with an automatic wound.
  • Healthy Paranoia: +3" range on everything except pistols. The first half of Mephrit. Helpful if you're running a lot of Gauss Reapers.
  • Interplanetary Invaders: Vehicles can shoot after falling back, but take a -1 to hit when they do so. Vehicles don't take a hit penalty when firing heavy weapons while enemies are in engagement range.
  • Isolationists: Even stronger Rapid fire. +1 Strength when within 12" on Rapid-fire weapons.
  • Relentlessly Expansionist: At the start of the first battle round, before the first turn, units with this code can make a Normal Move of up to 6″. Combine with Eternal Conquerors and never let go of those objectives after turn 1.
  • Warrior Nobles: All your Lords/Overlords are now mini destroyers. Re-roll 1s to hit and to wound in melee for Noble units.
    • Now look down at your secondaries. Note "Codes of Combat," which is +3 VP whenever a noble destroys a unit. Now look back at Rad-wreathed. Now do your mathhammer, and realize that you will be wounding for 95% of all attacks made by nobles, since they will hit on a 2+ re-rolling 1s, and wound on a 2+, re-rolling 1s, against anything T4 or below. Like all Space Marines, for instance.

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. In either case, a given model can't know the same power multiple times.

  • Antimatter Meteor: Roll 1d6 (Tesseract Vaults add 1 to the roll); on a 3+, the closest visible enemy unit within 24" suffers 3 mortal wounds; on a 6, they suffer d3+3 mortal wounds instead.
    • Average mortal wounds: 2.33, 3.17 for a Vault.
    • Works a lot like the Smite psychic power and is basically the power we use to judge our other powers on. This is great if your opponent is 24" away, they don't have a cheap unit to protect themselves from smite. This will always do something unlike a lot of the other powers, its sheer versatility is what makes it great on both C'tan and Tesseract Vaults.
  • Cosmic Fire: Roll 1d6 for each enemy unit within 9"; on a 4+, they suffer 1d3 mortal wounds; or 3 if used by a Vault.
    • Average mortal wounds: 1/unit, 1.5/unit for a Vault. Either way, you need at least 3 units in range to usually deal more mortals than Meteor does.
    • You'll want this power if you plan on getting up close and personal, as soon as you get within 9" of 3 units this becomes better than Antimatter Meteor, it can be absolutely brutal if your opponent has more than that. An excellent power for both C'tan and Tesseract Vaults if your opponent fields a list that relies on aura abilities, they'll be likely to clump up and you can deal mortal wounds to their characters. You will most likely want a longer-ranged back-up power if you pick this one, as while it is brutally effective at what it does, you might not be in range every turn.
  • Seismic Assault: Select a visible enemy unit within 18" and roll 1d6 (adding 1 to the roll if used by a Vault), for each model in it. The unit suffers a mortal wound for every 6+ rolled, to a maximum of 10.
    • Average mortal wounds: 1/6 per model up to 10 models, 1/3 per model up to 10 models for a Vault - after that the math gets much messier, since you can't inflict more than 10. You need to roll against a 15+ unit with a non-Vault to beat Meteor, and a 10+ unit with a Vault.
  • Sky of Falling Stars: Select 3 enemy units within 24" and roll 1d6 for each; if the result is less than the number of models in the unit, they suffer 1d3 mortal wounds, or 3 if used by a Vault. An unmodified roll of 6 always fails.
    • Average mortal wounds by unit size, per unit:
      1. 0
      2. 0.33, 0.5 for a Vault
      3. 0.67, 1 for a Vault
      4. 1, 1.5 for a Vault (3 such units will let you beat Meteor)
      5. 1.33, 2 for a Vault (2 such units will let you beat Meteor)
      6. 1.67, 2.5 for a Vault (2 such units will let you beat Meteor)
    • This is better than Antimatter Meteor if you can get within 18" of two units with 5 or more models. This is great for C'tan in many circumstances.
  • Time's Arrow: Select a visible enemy unit within 18" and roll 1d6 (Tesseract Vaults add 1 to the roll); if the roll equals or exceeds the Wounds characteristic of any model in that unit, your opponent chooses one of the models in that unit to destroy.
    • Average wounds lost by target, assuming full health, by Wounds:
      1. 1
      2. 1.67, 2 for a Vault
      3. 2, 2.5 for a Vault
      4. 2, 2.67 for a Vault
      5. 1.67, 2.5 for a Vault
      6. 1, 2 for a Vault
      7. 0, 1.17 for a Vault
    • Note that even if a model is missing wounds you still roll against their full Wounds profile, and your opponent is free to choose a wounded model or a model at full health to destroy.
    • This is good against expensive multi-wound units (including characters). Note that this power doesn't cause wounds, this means any abilities that trigger when a model loses wounds can't be used (FNP, Lychguard, etc.). With normal C'tan you want to target 2-4 Wound models, with Tesseract Vaults, 2-5 wound models. This will rarely do as much damage as Antimatter Meteor will (it requires the target to have an FNP for Arrow to bypass), but the ability to target units behind screens and even characters makes it effective against certain lists.
  • Transdimensional Thunderbolt: Select a visible enemy unit within 24" (you can't select a character if it's within 3" of any enemy unit, unless it is the closest visible unit - even more restricted than Look Out, Sir!). Roll 1d6; on a 2+ 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" (or 6" for a Vault) of the target unit. On a 4+, they suffer a mortal wound. POWER! UNLIMITED POWER!
    • Average mortal wounds: 1.67 on the original target and 0.5 per "splash" unit, so 2 splash units lets a non-Vault beat Meteor; for a Vault, 3 splash units tie meteor (meaning meteor is better, as spreading your wounds out across multiple units is worse than focus-firing something dead) and 4 beat it.
    • Another very versatile power because of its range, if your opponent has an MSU list or if they use small chaff units then this power is great on C'tan.
  • Cosmic Insanity (Deceiver only): Select a visible enemy within 12" and do a contested roll-off (1d6+unit's Ld); the enemy suffers a number of mortal wounds equal to each point by which your total exceeds theirs.
    • This means you deal 35/36 (0.97) mortals to an Ld10 target; you need to target an Ld7 unit to outperform Meteor (you'll deal 3.11 mortals to it).
  • Gaze of Death (Nightbringer only): Select a visible enemy unit within 9" and roll 3d6. For every 4+ the unit suffers d3 mortal wounds.
    • Average mortal wounds: 3.
  • Voltaic Storm (Void Dragon only): Select a visible enemy unit within 18" (same character targeting restrictions as Transdimensional Thnderbolt) and roll a d6. On a 2+ that unit suffer d3 mortal wounds (d6 if it is a VEHICLE). If the unit is a VEHICLE and its characteristics change as it loses wounds, count it as having half its current wounds when determining what its characteristics are, until the next turn.
    • Average mortal wounds: 1.67, 2.92 for a VEHICLE.

Choosing Powers[edit]

You cannot choose several of the same power unless you've taken every other power already. Bringing two Tesseract Vaults and a single other C'tan allows you to take two of the powers you don't want your Tesseract Vaults to have and have two Tesseract Vaults with identical powers. Or if you have two C'tan and a Tesseract Vault, you can take the same powers on the two C'tan.

Antimatter Meteor and Sky of Falling Stars are usually great on C'tan, while Seismic Assault will usually be bad. Cosmic Fire is usually great on Tesseract Vaults. Note that Seismic Assault on C'tan can still be the best option in some games, but those cases are going to be rarer than on a Tesseract Vault. Some powers are very circumstantial; having a solid backup power is a good idea if you choose to take one of them instead of taking two circumstantial powers, like Sky of Falling Stars and Seismic Assault, for example.

One thing to note is that for Transcendent C'tan Shards you want to generate your random personality trait(s) before assigning Powers of the C'tan so you don't give them a long-ranged power only to find out that you've got a buff in close combat.

Warlord Traits[edit]

If given to a Dynastic Agent Character, the <DYNASTY> Core keyword switches to NECRON Core.

  1. Enduring Will: Reduce damage inflicted on your Warlord by 1, to a minimum of 1. It mitigates wounds from damage 2 weapons most effectively, but still handy for any dueling warlord. Usually take this on a Catacomb Command Barge or a second-in-command Destroyer Lord. Szeras has this to help offset his lack of an invulnerable save.
  2. Eternal Madness: Warlord re-rolls wounds for Melee attacks. Zahndrekh has this.
  3. Immortal Pride: Warlord has a 5+ FNP against Mortal Wounds, and Friendly <DYNASTY> Core units within 6" of the Warlord ignore modifiers to combat attrition tests. Orikan the Diviner has this trait and the <DYNASTY> Core keyword switches to NECRON Core.
  4. Thrall of the Silent King: Increase the range of Warlord's aura abilities, MWBD, TLW and Adaptive Strategy by 3" (max 9" for the auras, 12" for the others).
  5. Implacable Conqueror: <DYNASTY> Core units within 6" of the Warlord can re-roll charge rolls. Anrakyr the Traveller has this trait and the <DYNASTY> Core keyword switches to NECRON Core.
  6. Honorable Combatant: 2 extra attacks if the Warlord directs all of his attacks against the same character. Makes for a pretty potent character assassination tool with the Voidscythe, but the buffs that reach all your robots tend to be better. Obyron has this.


  • Dimensional Corridor (1 CP): At the start of the Movement phase, select an <Dynasty> core infantry unit. It can be removed and redeployed within 3" of any <dynasty> Monolith and more than 9" away from any enemies during the Reinforcements phase.
    • The fact that you can no longer drop the unit right in the enemy's face and can't move the unit after deploying it seriously hurts its versatility.
  • Techno-Oracular Targeting (1 CP): Use during the shooting phase before rolling to wound for an attack with a single model. This hit will automatically wound. The fact that it only targets individual models seriously limits who can use it. At the very least, it'll guarantee that a high-damage weapon will make its mark. Tachyon Arrows (particularly the relic one) will probably enjoy limiting the wasting of their single shot.
  • Extermination Protocols (2 CP): Use on a Lokhust Destroyer or Lokhust Heavy Destroyer unit during the shooting phase. You can reroll all to wound rolls.
  • Storm of Flensing Blades (2 CP): One unit of Flayed Ones can fight again at the end of the Fight Phase so long as they're engaged with someone. Quite useful since they'll need all the hits they can get and lack the re-rolls of the Destroyer cult.
  • Fractal Targeting (1 CP): Select a unit of Tomb Blades during the shooting phase. Any rapid fire weapons they have are now considered Assault 2 and can be fired without penalty after advancing. This seems amazing at first, but as of this version of the codex tomb blades are equipped with one rapid fire 2 weapon rather than 2 rapid fire 1 weapons, so all you're getting is the ability to fire at over half range with no penalty if you advanced. As their movement is so high, this will be very situational.
  • Judgement of the Triarch (1 CP): Select a Triarch unit during either the shooting or fight phase. Until the end of that phase, the unit adds +1 to their hit rolls. It's okay if you need the extra oomph to kill something. This stratagem makes the Triarch stalker quite deadly.
  • Eternal Protectors (1 CP): Select a <Dynasty> Lychguard unit during the fight phase. So long as they're within 3" of a <dynasty> noble, they add +1 to their Attacks. Serious damage potential.
  • 'Resurrection Protocols (1 CP): Whenever a <dynasty> infantry noble or <dynasty> noble cryptek dies, you can trigger this instead of any other abilities like Trazyn's bodyjacking. On a 4+, the model rises from the dead with 1d3 wounds remaining and is placed more than 1" away from enemy models. This can save your Warlord or Veil of Darkness from snipers and is therefore amazing.
  • Strange Echoes (1 CP): Pick a C'tan Shard. It can swap out one of its Powers of the C'tan for another one. Switch out something for Cosmic Fire when you get close and do a sudden burst of damage, mostly a gimmick for C'tan due to their cost being a little high at the moment.
  • The Deathless Arise (1 CP): One Technomancer model can use their Rites of Reanimation ability an additional time.
  • Dimensional Destabilisation (1/2 CP): Use after a C'Tan shard 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. Costs 2 CP on a titanic model like Tesseract Vault, but still worth it.
  • Entropic Strike (2 CP): Use on a Ct'an Shard before they fight. Invulnerable saves can't be taken against attacks it makes this phase. Great for assassinating characters.
  • Hand of the Phaeron (2 CP): Select a Phaeron. If your army doesn't contain a unit with the Phaeron keyword, grant that keyword to a generic Necron Overlord of your choice; this will let it use My Will Be Done an additional time each Command Phase. Can only be used once per game.
  • Dynastic Heirlooms (1 CP): Your standard extra relic stratagem, usable once on a Combat Patrol game, twice on a Strike Force game, and Three times in an Onslaught game.
  • Rarefied Nobility (1 CP): If your Warlord is a Necron, you can select one other Necron Character (So long as they aren't a c'tan shard) to gain a Warlord Trait, as long as it's different from any already in use. Also, only one Warlord Trait per model. Can use this as often as you use Dynastic Heirlooms.
  • Enslaved Protectors (1 CP): During the opponent's charge phase, you can select one Canoptek unit to perform heroic interventions as if they were a Character.
  • Stellar Alignment Protocol (1/2 CP): For the rest of the turn, target Necron vehicle uses the highest level of its damage chart. Costs 2 CP for Titanic models.
    • This is a great Stratagem to have in your bag of tricks, doubling the firepower of a Doomsday Ark, Tesseract Vault or Seraptek Heavy Construct one last turn before it blows is often worth it.
  • Reanimation Prioritisation (2 CP): When a unit is shot at, you can use your Canoptek Reanimator to immediately swap their Reanimation Beam to them.
  • Burrowing Nightmares (1 CP): At the start of the movement phase, remove an Ophydian Destroyers unit from the board. It can return via deep striking on your next movement phase, with all the usual stuff that applies to deep striking.
  • 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 (3 mortal wounds on a 6). Very niche, but nice to have available.
  • Prismatic Dimensional Breach (1 CP): One <dynasty> core unit in strategic reserves can immediately drop in within 3" of a friendly <dynasty> Monolith or <dynasty> Night Scythe on any turn after the first. Not bad for board control, but heavy on the CPs as you need to have spent some to place units in reserve in the first place, unless you're running the Deceiver C'tan shard.
  • Shadows of Drazak (1 CP): When a Flayed Ones unit is attacked, you can use this stratagem to give a -1 to hit against them. These guys will need it since they aren't very durable.
  • Aetheric Interception (1 CP): Select one hyperspace hunter that's on the battlefield or in reserves. During the enemy's reinforcements step, when the enemy sets up one of their units you can drop in your unit at least 9" of any enemies as long as they're within 18" of their target (if the selected unit was in reserve) and then shoot that incoming adversary as long as they are an eligible target.
  • Relentless Onslaught (1 CP): When a Necron Core Infantry unit shoots a rapid fire weapon, you get extra hits on unmodified rolls of 6's.
  • Curse of the Phaeron (1/3 CP): Whenever a vehicle is destroyed, it auto-explodes. Costs 3 CP for any titanic models.
  • Atavistic Instigation (1 CP): A Doom Scythe's death ray gains a bit of splash damage, hitting a unit within 3" of the target (including the target themselves_. If they brace and aren't a vehicle or titanic, it's 1d3 mortal wounds. If they duck for cover, they suffer no damage but loses an attack and can't Overwatch or Set to Defend for the rest of the turn.
  • Revenge of the Doomstalker (2 CP): Whenever a <dynasty> character dies, then a Doomstalker can immediately shoot the enemy (if eligible) and for the rest of the game, they'll gain a +1 to hit the murderer.
  • Disruption Fields (1 CP): A Necron Core unit gets +1 strength. Particularly good on Lychguard; where it puts the Hyperphase swords up to S7 (S8 in Hungry Void) and puts Warscythes up to S8 (S9 in Hungry Void).
  • Disintegration Capacitors (1 CP): When firing a Gauss weapon, 6's automatically hit and wound. Great for the new gauss reapers in bringing down tanks.
  • Malevolent Arcing (1 CP): When firing a Tesla weapon, roll a d6 for each unit within 6" of the target; on a 4+, the unit suffers a MW.
  • Whirling Onslaught (1 CP):Gives a unit of Skorepkh Destroyers or a Skorepkh Lord -1 for the opponent to wound them for a phase. This is a great stratagem for T5 and T6 models, as it forces most infantry to wound on 6's and even most anti-tank weapons wound on 4's.
  • Quantum Deflection (1 CP): Use when a unit with quantum shielding is targeted in a phase but before any to hit dice are rolled. Increases their invulnerable save to 4+ for that phase.
  • Solar Pulse (1 CP): Strips cover from an enemy unit being targeted by one of your units for the entire phase. Useful when fighting armies with faction rules that always give them the benefit of cover in the open.
  • Reconstitution Protocols (1 CP): A Ghost Ark can restore D6 models instead of D3. Definitely something to consider since those warriors will get shot up the moment they step out.
  • Empyric Damping (1 CP): Use this in your opponent's Psychic Phase, when an enemy psyker attempts to manifest a psychic power within 18" of a SZAREKHAN unit from your army. Roll a d6- on a 4+, that psychic power is denied.

Matched Play Objectives[edit]



  • Purge the Enemy
    • Assassinate: If the opposite army has more than three T4 Characters or two T3 Characters, this one is a must (and more against Sister of Battle; T3 and full of Characters). With that said, this can often be a trap against armies like Space Marines and Eldar which can easily hide or protect their HQs. Bear this in mind.
    • Bring it Down: 2VP is not really interesting and needs you to fight an opponent with a very vehicle-heavy list in order to reap the benefits. Still reliable against parking lot armies.
    • Titan Hunter: Score 4VP for one, 9VP for two, 15VP for 3+ titanic units. No longer a slam dunk for a single Knight.
  • No Mercy, No Respite
    • Code of Combat: Our unique secondary for this category, gain 3 VP whenever a Noble unit destroys an enemy unit. Decent with the Silent King, pretty bad otherwise.
    • No Prisoners: Really good if you fight Orks, Tyranids, SoB, IG mobs or other Necrons; Shitty against most MEQ and Custodes. Needs you to kill at least 80 wounds to be interesting. Remember; to max this out you need to kill 150 wounds.
    • Grind Them Down: Remember the word 'Unit' in this case. Blobs of Necron Warriors and Destroyers can do Miracles here. Be careful against tank units.
    • To The Last: Keep your C'Tan and Catacomb Command Barge alive, if you're lucky.
    • First Strike: Max 8VP. Cool if you have a good Turn 1 shooting phase. Not cool if your opponent has hidden all of their troops from you and you have an ineffective Turn 1.
  • Battlefield Supremacy
    • Treasures of the Aeons: After deploying, your opponent picks three objectives. At the end of you turn, you gain 2 VP if you control one, 3Vp for two, and 5Vp for all three. Great in smaller games, and with maps with fewer objectives.
    • Engage on All Fronts: Shouldn't be hard with Relentless Expansionists, a Veil of Darkness or a Night Scythe. Necrons are an Elite army so be cautious about spreading yourself too thin. The average points you should attain from this is 9VP, which is still a solid number.
    • Purge the Vermin: The opposite of Engage on all front: after turn 2, get 2VP for each table quarter your opponent is not in. Take this if you plan on denying their Engage on All Fronts objective, or if you can create enough of a silver tide in the centre of the board to blockade your enemy.
    • Behind Enemy Lines: Shouldn't be hard with a Deceiver, a Veil of Darkness or Scarabs and Bikes. 4VP each turn. 3 or 4 turns in the enemy Deployment Zone. If you're lucky, it's 15pts easy managed. If you're unlucky, it's 15pts easy managed, but you've completely outranged yourself from your opponent.
    • Stranglehold: 3VP for 3 or more primary objectives. Maxed out in 5 turns, if your opponent is smart, he will never let you get that much.
  • Shadow Operations
    • Ancient Machines: You select one objective not in a deployment zone, and your opponent does the same twice. Any Core or Canoptek unit can perform an action to gain 3VP, as long as there are no enemies within range of the objective. With Protocol of the Sudden Storm, you can get a massive points swing later in the game at no cost, on top of the trickle of points you might gain from objective holding units in the midfield.
    • Raise the Banners High: One action means no shooting, a team of 10 Warriors or 5 Immortals could do this turn 1. You get 1VP at the end of your turn for each time you have a unit perform this action. It means those units can't shoot, but 9th is won on holding objectives.
    • Investigate Signal: Getting the middle of the table should be easy with 2 units of Warriors. Remember though, only one unit a turn can perform this action, and no characters.
    • Deploy Teleportation Homer: If you could bring a team of 20 Necron Warriors into the enemy deployment zone, it's 4VP each turn. Combine with a Cryptek with Chronometron and 2CP (or the Immortal Pride Warlord Trait) to auto-pass any morale test to ensure they stick around longer. Can be done by the Cryptek while the boys are shooting.
    • Retrieve Octarius Data: Score VP for doing an action with a non-character infantry unit wholly within in each table quarter, more then 6" from another quarter. Progressively scores 4VP for 2 quarters, 8VP for 3, and maxes out at 12VP for all four.
  • Warpcraft
    • Psychic Interrogation, Pierce The Veil and Warp Ritual: We have no PSYKER units in our codex, These three secondaries are useless for us, just as they are for Drukhari and Tau.
    • Abhor the Witch: A very good secondary if you fight the Thousand Sons, Daemons or maybe the Aeldari. You may think that it could be useful against Tyranids but killing any PSYKER is many resources spent not on holding the objectives. With that said, you can combo this one with Assassinate... Just remember you are going to get those VP at a hard price.


Ranged Weaponry[edit]

  • Gauss Weapons:
    • Gauss Flayer: 24" Rapid Fire 1 S4 AP-1 D1.
    • Gauss Reaper: 12" Assault 2 S5 AP-2 D1.
    • Gauss Blaster: 30" Rapid Fire 1 S5 AP-2 D1.
    • Gauss Flux Arc: 30" Rapid Fire 3 S5 AP-2 D1.
    • Gauss Cannon: 24" Heavy 3 S6 AP-3 Dd3.
    • Twin Heavy Gauss Cannon: 30" Heavy 6 S7 AP-3 Dd3.
    • Gauss Destructor: 36" Heavy 1 S10 AP-4 D3d3.
    • Gauss Annihilator (Flux Arc): 30" Rapid Fire 6 S6 AP-2 D2.
    • Gauss Annihilator (Focused Beam): 120" Heavy 2d3 S16 AP-4 Dd3+6 Blast.
  • Tesla Weapons: Weapons with this ability causes 3 hits instead of 1 on a unmodified hit roll of 6.
    • Tesla Carbine: 24" Assault 2 S5 AP-0 D1.
    • Tesla Cannon: 24" Assault 3 S6 AP-0 D1.
    • Tesla Destructor: 24" Assault 5 S7 AP-0 D1.
  • Particle Weapons:
    • Particle Caster: 12" Pistol 2 S6 AP-0 D1.
    • Particle Beamer: 18" Assault 6 S5 AP-0 D1.
    • Particle Shredder: 24" Heavy 8 S6 AP-1 D2.
    • Particle Whip: 36" Heavy d6 S12 AP-3 D3.
  • Enmitic Weapons:
    • Enmitic Disintegrator Pistol: 18" Pistol 1 S6 AP-1 D1.
    • Enmitic Annihilator: 18" Assault 2d3 S6 AP-1 D1 Blast.
    • Enmitic Exterminator: 36" Heavy 3d3 S7 AP-1 D1 Blast.

Melee Weaponry[edit]

  • Staff of Light: 18" Assault 3 S5 AP-2 D1 and Melee SU AP-2 D1.
  • Hyperphase Sword: Melee S+1 AP-3 D1.
  • Hyperphase Glaive: Melee S+2 AP-3 D1d3.
  • Voidblade: Melee SU AP-3 D1, +1A.
  • Voidscythe: Melee Sx2 AP-4 D3, -1 to hit.
  • Warscythe: Melee S+2 AP-4 D2.


The generic relics can be taken by character, other limitations provided.

  • The Arrow of Infinity: Replaces a Tachyon Arrow, so Overlords only. Same profile but with flat 6 damage, so it can take out a character or a damaged tank, but this one shot wonder is more of a troll pick than anything. In smaller games this could be a fairly efficient anti-tank option, but don’t count on it past 1000 points.
  • Gauntlet of the Conflagrator: Gauntlets of Fire are back... kinda. 12” pistol, auto-hits the target, rolls 1d6 for each model in the unit and scores mortal wounds on natural 6s, giving it some use against hordes. Most importantly, it's an additional weapon instead of a replacement one; an overlord could take it to gain the ranged attack they give up when they take a scythe, and a Psychomancer could combine it with the Atavindicator in order to reach the MW output of a C'tan or a Plasmancer, but with the added bonus of fucking with your targets' Morale. A popular use of the Gauntlet is to slap it on a glocktopus, who can use it to thin a squad before discharging his other 6 pistols on them.
  • Nanoscarab Casket: +1 wound regained when using Living Metal. No longer the Destroyer Lord powerhouse, though it can be combined with the Lokhust Lord's Phylactery. Important to have when revived by Resurrection Protocols, to get back from D3 to full wounds ASAP. Also useful to a Catacomb Barge Lord, who have more wounds and can thus benefit more from the improved regeneration...and may need it more, as being vehicle prevents them from using Resurrection Protocols.
  • Orb of Eternity: Resurrection Orb with +1 to the roll. Much better than the last edition, as you now can’t bring back mass amounts of robots during your command phase without a resurrection orb, and this relic simply buffs your one time use wargear by 16%, helping it make its cost back.
  • Sempiternal Weave: Noble Model only, gains +1T & +1W. On lords and overlords, it’s nearly worthless as a defensive buff, and it makes Catacomb Command Barges too big for the Look Out, Sir requirements. There're better relics.
  • Veil of Darkness: Once per game, teleport the bearer and one <DYNASTY> Core unit, a la Deep Striking. Note that this can be used in close combat without falling back, allowing you to "fall back" and shoot with a unit of Warriors or Immortals that were caught in close combat. This is not an auto-take, but it's pretty damn close.
  • Voidreaper: Replaces a Warscythe or Voidscythe (so a Warscythe - why pay 10 more points for this than you have to?). No longer a clone of the Nightbringer’s scythe, (that'd be insane with its new profile), It's a Damage 3 Warscythe that prevents the target from using rules that ignore lost wounds, such as Feel No Pain and also those annoying "cannot lose more than 3 wounds per phase" rules. The things with that last rule tend to be a bit scary in melee though, but it may be just the thing for them. Better or equal to the Blood Scythe against things with 3 or more wounds.
  • Voltaic Staff: No longer locked behind Mephrit, this toy replaces the Staff of Light, increasing its shooting and melee profile by +1S and +1D, and gives it an extra shot. It's also considered to be a Tesla weapon, with 6s to hit inflicting 2 extra hits.

Cryptek Arcana[edit]

As if to make up for all the abuse the crypteks took since 7th ed, they not only get their old specialties back but also a special set of equipment that doesn't count as relics(you can have one of each on a cryptek). The difference here is that these ones cost points/PL in order to get.

  • Atavindicator: (+1PL +25 pts) Psychomancer only. At the end of each of your movement phases you pick a non-vehicle enemy unit within 18" of the bearer, roll 3D6 and if the result is equal or higher to that unit's Leadership it suffers D3 mortal wounds. Helps a Psychomancer be a bit of a Plasmancer without having to surrender utility for sheer mortal wounds.
  • Cortical Subjugator Scarabs: (+1PL +15 pts) Once per battle, during the enemy Heroic intervention step, one <DYNASTY> unit within 6" can Heroically intervene. Makes picking off a babysat unit of warriors or the crypteks itself a bad idea when another squad is nearby.
  • Countertemporal Nanomines: (+2PL +30 pts) Chonomancer only. During your Shooting phase, pick an enemy within 18". Halve charge and advance rolls until your next turn. Makes your Gauss Reaper units unchargeable, as the enemy would need to move 6 and roll a 12 in the charge phase to close the 12" gap.
  • Cryptogeometric Adjuster: (+1PL +15 pts) At the beginning of each of your opponent's shooting phases, you can pick an enemy unit within 12" and give them -1 to hit rolls for the entire phase.
    • Could be useful for a cryptek tagging alongside your units in melee, casting the curse on a unit nearby. Eg. charging the guardsman squad screening a Heavy Weapon's Team behind them.
  • Dimensional Sanctum: (+1PL +15 pts) Gain Deep strike Dimensional Translocation. Useful for the two slowest crypteks, allowing the Psychomancer to deep strike alongside Flayed Ones, and the Plasmancer to close the distance and use its MW aura. Useless to a chronomancer since chronometron happens in the command phase (i.e.: before the deep strike), and the technomancer can get a cape of 10" FLY instead.
  • Fail-Safe Overcharger: (+2PL +30 pts) In your Command phase, the bearer chooses a Canoptek unit within 9″ and gives them +1A, or +D3A if they’re Monsters. Straight up murderous with a group of Spyders and a Technomancer giving them +1 to hit.
  • Hypermaterial Ablator: (+1PL +25 pts) In your Command phase you can pick any <Dynasty> Core or <Dynasty> Canoptek unit within 9" from the bearer and until your next Command phase, they're considered within light cover when shot by enemy units more than 12" away.
  • Metalodermal Teslaweave: (+1PL +20 pts) When an enemy unit ends a charge movement within 6" from the bearer, roll a D6: on a 2+ the unit takes D3 mortal wounds.
  • Photonic Transubjector: (+1PL +20 pts) First failed save roll in each turn makes the enemy weapon deal no damage.
  • Phylacerine Hive: (+1PL +20 pts) Technomancer only. Once per game, you can use Rites of Reanimation to revive up a model from any unit with Reanimation Protocols, instead of just Core. Useful on spiders or destroyers who lost more than one model so you can revive two with this and rites of reanimation, and even on the Triarch Praetorians.
  • Prismatic Obfuscatron: (+1PL +20 pts) Gives the Cryptek the old character rule, only being targetable if they’re the closest eligible target. This is better than Look Out Sir, as the Cryptek doesn't need to be near any other unit to benefit from it and protects him from sniper fire. Enables a lone cryptek (Plasmancer?) to sit on an objective all by themselves, without using up another unit as a bodyguard. You just need to screen them from deep-strikers.
  • Quantum Orb: (+1PL +20 pts) Plasmancer only. Once per battle you can place a counter within 24" from the bearer during your Command phase. In the next Command phase you roll a D6 for every unit within 6" from the counter, with -1 for Characters: 4-5 is D3 mortal wounds, 6 is 3 mortal wounds. The token is removed after that. For best use: place on an important objective that your opponent needs to take. Goodbye, castles.

Unit Analysis[edit]

HQ Units[edit]


They only interact with your <dynasty> Core units: Acanthrites, Deathmarks, Flayed Ones, Immortals, Lychguards, Reanimators, Tomb Blades, Triarch Praetorians, Warriors, Wraiths and all non-character Destroyer squads. Nobles boost a Core unit's damage output, and their Relentless March aura's +1" to normal/advance moves allow <dynasty> Core units within 6" to go a little faster.

  • Necron Overlord: With T5 5W 3+/4++ he is survivable enough to lead from the front (very hard to wound him on a 2+; AP-2 is wasted on him), and with WS/BS2+ S5 4A and an ok selection of weapons he can defend himself well enough to not be bullied by anything weaker than dedicated melee heavy infantry. Which is what your Lychguard is for. It can choose one <dynasty> Core unit within 6" during the Command Phase to receive +1 to hit rolls until your next Command Phase.
    • The starting Hyperphase Glaive (S+2 AP-3 D1d3) & Tachyon Arrow is a balanced loadout, able to damage anything up to a vehicle due to the Overlord's immense strength, and the Tachyon Arrow is akin to a single-use buffed lascannon shot. Swapping that combo out frees a hand to carry a Resurrection Orb, which can work well with the warrior hordes you can field. The Warscythe kills MEQ more reliably than the glaive. Both the Hyperphase sword (S+1 AP-3) and Voidblade (S(U) AP-3 +1A) behave the same against GEQ (gaining +1A = wounding on 2+), but the Voidblade wins against MEQ through sheer number of attacks, while the Staff of Light is a good weapon when supporting a ranged unit. Lastly, he's the only one who can bring a Voidscythe to go against bigger things. Which he shouldn't tackle on his own, though.
    • My Will Be Done vs The Lord's Will: Taking any unit from hitting on 3+ to hitting on 2+ means they hit 5/6 of the time, or 15/18 for ease of comparison. A regular Lord's re-roll on a 3+ unit (AKA everyone but Hexmarks) makes them hit on 14/18, meaning +0.06 chance to hit for +25 pts, or a +7.14% improvement over the Lord for +35.7% more points. Unless you're stacking +1 to hit with re-rolls of 1 (Triarch Stalker, a Lord) you're missing out on the Overlord's melee if you just have him boost a unit; that's the normal Lord's job. Not like you're missing out on much, but he's a good melee deterrent.
      • To lay out the benefits of stacking the two, here are the points costs of the Lord, Overlord, and both, divided by the size of the buff they provide in relative terms (so lower is better):
        • Lord: 60, Overlord: 76, both: 113.14.
  • Catacomb Command Barge: Basically an Overlord on an Annihilation Barge, with T6 and W9, so he still gets character protection. Lacks the 4++ Phase shifter, but gains Quantum Shielding to ignore power fists and the like. The dais makes him a vehicle, meaning he can shoot either a Gauss or Tesla cannon even in combat, same as the Staff of Light (and Voltaic Staff), as well as being immune to those things that affect infantry, like Poison. This also means he doesn't get stuff your Infantry characters would get, like Resurrection Protocols. He also cannot take a Voidscythe, nor a Warglaive with Tachyon Arrow. Lastly, a 12" move allows him to keep up with Ghost Arks and Tomb Blades.
  • Necron Lord: Mere 4W and 3A and no invuln means he's rather vulnerable and more of a support HQ than the others. The Lord's Will lets one <DYNASTY> Core unit within 9" of him re-roll hit rolls of 1, which is 93.3% of the Overlord's buff for 73.68% of the points cost. Though it also comes at the cost of being worse than an already okayish model. The Resurrection Orb can be a trap against armies with lots of snipers because it makes the Lord much more expensive and he is relatively easy to kill - if you take one, use it quickly.
  • Royal Warden: A buffed Immortal. Not an actual Noble, but he does interact only with Core units and has royal in his name, so.... He is a support character with a Relic (Rapid Fire 2 D2) Gauss blaster. During the command phase, he can let a <DYNASTY> CORE unit within 9" fall back and remain able to shoot and charge, and he has Relentless March like the real Nobles do.


Necron support characters, they're physically weak (T4 W4 1A 4+) but Dynastic Advisors allows you to take a second Cryptek for every non-Dynastic Agent Cryptek if a Noble is also present. There are four flavors:

  • Chronomancer: The Chronomancer's Chronometron grants one <DYNASTY> unit Charge rerolls and a 5++ invuln save for a turn. Note that the target does not need to be a Core unit. They also happen to move at the same pace as a certain new Destroyer Cult unit... They are the only cryptek who have staff options: either the antitank 18" Assault 1 S8 AP-3 D3+3 Entropic Lance, or an 18" Assault 1d3 S5 AP-2 anti-infantry Aeonstave that ignores invulnerable saves. Both are S(User) in melee, though. They're also the most capable Crypteks in melee by having three extra attacks with their Chronotendrils, and indeed melee units being veiled forwards want to being Command phase next to them (chronometron happens before the movement phase) to get the charge reroll on top of the invuln...but Chronomancers are still support first and foremost, and not really combatants themselves.
    • A good user of the Hypermaterial Ablator to effectively buff two Warrior blobs at the same time: cover in the open for one, a 5++ for the other one. 20-40 models protected!
  • Plasmancer: The variant of the Cryptek from Indomitus, their plasmic lance being 18" Assault 1d3 S7 (S:User in melee) AP-3 D2 of plasma fun. This robo-wizard is the cryptek explosionmancer, tossing out a fair number of mortal wounds that can't be Denied, but that's basically all he is good for. The Plasmancer now has the chance to deal a MW to all enemy units within 6" on a 4+ during the Fight phase, which can be irritating, though he needs to get close. After moving, you get the chance to deal up to 3 MWs on the closest enemy unit within 24".
  • Psychomancer: An unreliable but flexible debuff character, with a -1 Aura to enemy Leadership and combat attrition tests. Plus, you can choose an enemy unit within 12" and roll 3d6 - if you beat the highest Leadership in that unit, they suffer one of the following of your choice until your next morale phase:
    • They can't perform actions, and if they are currently performing an action, the action automatically fails.
    • They lose Objective Secured.
    • Their Advance and Charge rolls are halved, pinning them in place: at mere 12" (reaper) range the enemy needs a full 12" charge to reach you, after moving 6" towards you.
    • They can't fire Overwatch and must Fight Last, making the enemy easy prey for your units.
  • Technomancer: Space undead egyptian apothecary. Its Rites of Reanimation allows it to pick a <DYNASTY> Core unit within 6" and revive 1 model, or 1d3 if the unit is Warriors. You can either give him a Canoptek Cloak (the chad Forgebane model) or a Canoptek Control Node (the virgin resin one, soon to be replaced with a new plastic kit more similar to the Plasmancer). The Canoptek Cloak allows Crypteks to keep up with speedier units and act as techmarines by providing an extra d3 healing for any <Dynasty> model with Living Metal. The Canoptek Control Node instead gives +1 to hit to Canoptek units within 6" turning 3 Spyders into a whirlwind of claws (combine this with the Fail-Safe Overcharger for 15+3D3 S8 AP-3 d2 attacks hitting on 3s).

Destroyer Cult[edit]

Some people just want to watch the galaxy burn. Both versions have United in Destruction, giving their fellow Destroyers re-rolls of 1s to wound and acting as lieutenants to the guys who already re-rolled 1s to hit. Despite being "Lord"s, none of them are Nobles anymore; they no longer care about petty titles.

  • Lokhust Lord: 8" move Lord with FLY, T6 W6, a 4++ and 4A base. Unlike his Lokhust brethren, he wields the usual Lord's Staff of Light, Voidblade, or Warscythe. He's the only model (outside of Kutlakh) who can take a Phylactery, but then he loses access to the Resurrection Orb, which can revive the very expensive Lokhusts.
  • Skorpekh Lord: The big kahuna of Indomitus, with an even more impressive statline of WS2+ BS2+ S6. A bit scatterbrained (though expected of a Destroyer), he has an anti-horde Flensing Claw (AP-1, has twice the hits), an anti-TEQ Hyperphase Harvester (S+2 AP-4 D3, -1 to the hit roll), and an anti-horde Enmitic Annihilator gun (18" Assault 2d3 S6 AP-1, Blast).

Dynasty-specific Special Characters[edit]

  • Imotekh the Stormlord - Sautekh: Overlord with an extra wound, 2+ Sv, and a buffed Staff of Light. As a Phaeron he can use MWBD twice a turn, Lord of the Storm allows you to pick a model (but not CHARACTER unless it is the closest model) within 48" and roll D6, with the target receiving 3 mortal wounds on a 4+. You also roll a D6 for each unit within 6" on a roll of 4+ the unit suffers D3 mortal wounds. He also gives you 2 free CP if he's your Warlord. He is a viable choice for many armies, his true place is in an army with lots of SAUTEKH INFANTRY, but his Lord of the Storm ability and extra CPs makes him a good choice even if you are not getting the absolute most out of him.
  • Kutlakh the World Killer (Legends) (Forge World) - MAYNARKH: This is what we have instead of the Maynarkh Dynasty army, an Overlord with a Phylactery and an extra wound. He has a standard Staff of Light and the Obsidax a sword that can very well cut through any non-monster character with relative ease thanks to its S:6 AP:-3 and D:3. He can re-roll hits against units with lower leadership than him, so he's almost always hitting on 2+ re-rolling ones. Costing only 15 points more than a normal Overlord (5 of which are the Phylactery), he can be a nice choice if you're going for a cc army with maybe some inspiration of flayed ones, though the fact that he's legends means you can only use it in narrative games or if your opponent agrees to it.
  • Nemesor Zahndrekh - Sautekh: Overlord with an extra wound, 2+ Sv and a Staff of Light. His Counter tactics rule is now a once per game ability to stop a stratagem from being used for a full battle round. He can also hand out a possibly random buff at the start of each of your turns to a SAUTEKH CORE unit within 9" (+1 A, re-roll charge rolls or +1 BS) until the start of your next turn. If someone is relying on a particular stratagem at a particular time, this guy will ruin their day, and the chance to pick his upgrade (equal or less than their his Ld on 3d6) rather than it always being random has made him a more interesting choice than before.
  • Toholk the Blinded (Legends) (Forge World) - MAYNARKH: Vehicle support Cryptek. In the Command phase, he grants one MAYNARKH VEHICLE within 6" of him a Phylactery wound regen instead of normal living metal, which makes him sort of a Technomancer with mantle but with half the movement (fun fact: despite the lore and his rules pointing to him being a Chronomancer, his keyword is instead Technomancer, so thanks GW for the proofreading). His greatest ability is that he can reduce the cost of a Stratagem you use by 1 Command Point, which lets you conserve your points for even more stratagems, though it can only be used once during the game. For weapons, he has the standard Chronomancer Aeonstave plus a Transdimensional Beamer but with a BS of just 5+ (but somehow a WS of 3+...) you probably won't do much with them. Being legend, he has the same problem as Kutlakh in regards to list building.
  • Vargard Obyron - Sautekh: Lord with WS 2+, 2 extra wounds, 1 extra A and a 2+ Sv, as well as Dimensional Translocation, which is an interesting change. He gets to Fight if he dies before making his attacks. When partnered with Zahndrekh he doesn't take up a Role slot and stops Zahndrekh from being shot at if he's close by, and you can move Vargard Obyron across the board to be within 3" of Nemesor Zahndrekh from anywhere on the board, and with no restrictions on how close to the enemy he can be.

Dynastic Agents Special Characters[edit]

Necron unique characters so fun they were unlocked for all dynasties to use, though they don't get a dynastic trait themselves. Unlike the common use of this rule, none of them are associated with the Triarch.

  • Anrakyr the Traveller: Overlord with S6 and an extra wound and a single shot with his Tachyon Arrow at range 120" S12 AP -5 and D1d6. He can boss around models from any Dynasty with his MWBD ability and he can make an enemy vehicle within 12" shoot one weapon as if the model was yours (although using Anrakyr's BS, which is sweet), although you need to roll 3d6 (or 2d6 if you want to grab a TITANIC unit's gun) and beat their leadership to do so. Lastly, Anrakyr gives all nearby NECRON CORE units an additional attack which makes our regular infantry a lot scarier. He's basically a must-have in lists that feature multiple Lychguard units, but even if you're just buffing Warriors and Immortals he's worth it if he can buff 30+ models. If he's your Warlord he has the Implacable Conqueror 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 scarier in melee.
    • The go-to option for Novohk, despite not being from their dynasty he is great at making their units even more deadly. A 20 man warrior squad in his range has 40 attacks (60 with a strat) at AP -1 on the charge. They move 6 inches, hit on 2+, and get a +1 to charge which they can reroll. Even at S4 that will mess up many foes.
  • Illuminor Szeras: Well, our spidey cryptek has received an upgrade, now he's bigger, tougher, and meaner, with a D6 damage assault D3 ranged weapon that deals 2 damage in close combat. All these upgrades are nice and all that but he finds himself in a strange position on the battlefield; with his augmentation ability and buff to RPs, he wants to stay near some warriors and immortals while blasting off models in the distance, but with his 12" psyker debuff (psykers take Perils of the Warp on any doubles, not just snake eyes and double 6s) and a profile more geared towards close combat, he also really wants to stay close and personal with the enemy (something difficult since he doesn't have any invulnerable save and a T6 W7 isn't that durable). All and all, a great model to look at but not so much to play with. It would have been better with a 4++ and maybe some way to mitigate the randomness of his main ability (something like Cawl has). His augmentation can now affect any CORE unit, and he also gets to use Rites of Reanimation twice a turn, which is nice, but may not matter if the opponent is hitting one unit at a time as the ability can only affect each unit once a turn. He does have Enduring Will as his warlord trait, which is -1 damage from everything to a minimum of 1, which does help offset his lack of an invulnerable, but still- someone as important as Szeras should get at least a 5++
  • Orikan the Diviner: Another old model gaining DYNASTIC AGENT so that other dynasties can use him, and he can affect everyone, which is probably why you’re bringing him. He's basically a beefier Chronomancer, who might turn into a tank with a C’tan-like stat-line thanks to his ability The Stars are Right. As a Chronomancer he has a built-in invulnerable save, and he has a better close combat weapon and stat-line (which gets even better if you roll for The Stars Are Right).
  • Trazyn the Infinite: Now with the DYNASTIC AGENT keyword, Trayzn will fight for any dynasty, so long as he expands his collection along the way. Our joint cheapest unique character (along with Obyron) and for good reason, he's an Overlord with an extra wound and a sub-par 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 3 wounds. You're probably taking this guy to be your Warlord to make it harder for your opponent to get the secondary objective. As of the codex, he also allows you to use the extra relic stratagem once for no CP cost. For only 5 points more than the base Overlord, he's not bad, but you do lose some customization.


  • Necron Warriors: CORE. Our basic Infantry model. If you're 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, but this leaves you open to Blast weapons (your new nightmare), morale is less of an issue in this edition, and you can always pick the Warlord Trait that mitigates combat attrition. AP could have its own article, but the TL;DR is that AP-1 makes Flayers 100% more effective against TEQs than Bolters, and a 50% more effective against MEQs than Bolters. 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 Chronomancer since they will both have a 5+ Sv. Warriors are the best troops choice against high-AP low armour units like Bloodletters, Genestealers and Harlequins, Gauss Immortals are the best troops choice against low-AP high armour units like Space Marines or Immortals, Tesla Immortals are good against low-AP low armour units like Orks or Guardsmen. The Gauss Reapers have now been added to the Warrior's arsenal, with half the range of the base flayer, providing 2 assault S5 AP-2 and making your warriors into short-range Immortals. Here's the issue: Blast Weapons become even more of a hazard because you can't comfortably shoot away from the shorter-range weapons. While the AP-2 lets you blow up TEQs and MEQs way more effectively, you'll be paying for it with the lives of more grunts. Warriors also have the ability 'Their Number is Legion', allowing them to re-roll Reanimation Protocol rolls of 1.
This is the best line infantry in the game, point for point nothing is more killy or resistant than the humble warrior. The vast array of heroes that can provide support to this unit makes it also one of the most versatile units, providing both a lot of resistance and some super punishing offense.
Lords and overlords turn them into the most accurate shooters in the game, reanimators, technomancers and chronomancers make them incredibly tough, Monoliths make them mobile thanks to the interdimensional corridor, and finally the humble Royal Warden turns them into a unit with no actual weakness, since the only real way to stop the tide is by locking them in CQC, something the warden can help avoid.
Gauss Flayer vs Gauss Reapers Mathhammer (Efficacity per shot on T4)
Armor Value 6+ 5+ 4+ 3+ 2+
Gauss Flayer 33% 27% 22% 16% 11%
Gauss Flayer
w/ My Wil Be Done & Lord wound reroll
48% 40% 32% 24% 16%
Gauss Reapers 44% 44% 37% 29% 22%
  • Necron Immortals: CORE. For 4 points more than a Warrior you get +1 to their save, toughness 5, 2 Attacks and access to either a Gauss Blaster, which is S5 AP-2 Rapid Fire, or the Tesla Carbine which is Assault 2 S5 Tesla. Sadly, My Will Be Done no longer boosts Tesla Carbine effectiveness. For Immortals cover is far more important because a 2+ Sv is twice as effective as a 3+ while a 3+ is only 50% more effective compared to a 4+. Squads of 5 Immortals are our least costly Troops choice, like Warriors the bigger your unit of Immortals the more likely they are to benefit from Reanimation Protocols and the more likely they are to suffer from Morale issues. See the Tesla vs Gauss section in the Talk page for the mathhammer on which weapon option is best, but with Tesla and only working on unmodified 6's now, Gauss is looking good, especially with various Dynasty rules that can increase your rapid fire range.



  • Lychguard: CORE. S and T 5 and 3 Attacks compared to Immortals S4 and T5 and 2 Attacks. An expensive melee unit, but Lychguard are only M5 and have no mobility abilities, making them sitting ducks against Shooting armies. They come in two varieties: the sword and board, which makes the unit far less of a sitting duck, or the Warscythe variety which makes them an actual threat with S7 AP-4 and d2. You will want a Chronomancer if you are taking the Warscythe variety. Lychguard are effective bodyguards for your INFANTRY CHARACTERS while within 3" of them, preventing enemy units from targeting those characters with Shooting attacks. The extra attack from Anrakyr's Lord of the Pyrrhian Legions special rule increases their offensive ability by 30%, Ouch! On paper they look like mini combat monsters; however each Lychguard costs 2.2 Warriors, they provide no Shooting, and their 5" move leaves something to be desired. Dropping them in with a Monolith, Night Scythe, or the Veil of Darkness relic is practically mandatory. Novokh will love these guys; combined with the aforementioned Anrakyr and a selection of stratagems (Disruption Fields for +1S, Eternal Protectors and the Novokh specific Blood Rites stats for an extra two attacks), if the stars align each Lychguard will end up with six attacks hitting on 2s (they're CORE, so MWBD can be thrown on them) at either S6 or S8 (swords or scythe respectively). There truly is no kill like overkill but seriously have a plan to get them into combat.
    • Alternative opinion: Sword and board Lychguard are quite hard to kill, being T5 with 2 wounds and a 2+/4++. Resurrection protocols are somewhat unreliable due to the aforementioned 2 wounds but shove a Technomancer with a Hypermaterial Ablator next to them and you can bring a model back to life every turn and they get a 1+ save (effectively a 2+ but the AP of your opponents guns gets worse by 1). This can rack up the points cost but objective control is important in 9th and it will take an average of almost THIRTY Lascannons to break a simple 5-man squad. Very few units can match these guys for durability and the ones that do are more expensive.
  • Deathmarks: CORE. Deep Striking Immortals with sniper rifles; their guns lost Rapid Fire, but have been bumped up to S5 AP-2 so now they can hurt tougher foes without having to fish for mortal wounds, and with 36" range they now have range appropriate for a sniper unit. 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. Although they have 1 less Attack than Immortals, their BS is 2+ to compensate. A stratagem allows your Deathmarks to both reactively deep strike in AND shoot when an enemy unit arrives from reserves at the end of the phase, which is great if your opponent has multiple units in reserve - you can block the room where your opponent might want to place their other reinforcing units! The rule even works well against Drop Pods, as you use it after an enemy unit is set up on the battlefield - including when a unit disembarks from the pod.
  • Flayed Ones: CORE. Warriors with 3 attacks each, the ability to deep strike and AP-1 on all of their attacks. In addition, they also subtract 2 from the Leadership of any enemy unit with 3" of them (pair with the Deceiver's Cosmic Insanity for a potential massive MW bomb) and they gain an extra hit on a hit roll of 6 against non-vehicle targets. A unit of 20 can put out 60 attacks hitting on 3+ with exploding attacks, allowing them to carve their way through pretty much anything short of a Lord of War. 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 9" charge.
  • Skorpekh Destroyers: CORE. The classic Destroyers, but walks and chops, instead of floats and shoots. While not quite as fast as Lokhust Destroyers with M8" and no FLY, they are still relatively speedy. As for their other stats, they're WS3+, S5, T5, W3, A3, and Sv3+, making them fairly strong and durable. As the DESTROYER CULT standard, they re-roll hit rolls of 1. Their load-out is strange, with 1 in 3 being equipped with a hyperphase reap-blade (S+2, AP-4, D3), and the rest being equipped with hyperphase threshers (SU, AP-3, D2, +1A with this weapon).
    • For 105pts you get three of these Destroyers that'll gladly go toe to toe with your enemy's elite. Bear in mind though, that without a Chronomancer they have no invulnerable save like many other enemy elites.
  • Canoptek Reanimator: CORE. A big lanky beast with two atomizer beams to provide close-range fire support. Its big role is to give one <Dynasty> unit within 6" and within line-of-sight, a +1 bonus to their Reanimation Protocols rule, which can potentially offset the lack of a Technomancer or at least grant some better protection. Unfortunately, its height and lack of invulnerable save/quantum shielding make it quite vulnerable to enemy fire. An invulnerable save of some form would not go amiss; still, it can fit into certain lists without being too ridiculous a take.

Destroyer Cult[edit]

  • Hexmark Destroyer: The anti-chaff Destroyer. It gets six 18", pistol 1, S6, AP-1, D1 shots that always hit on 2's (including Overwatch rolls) and ignore cover. Like all DESTROYER CULT units, it can also re-roll 1's for hit rolls, so it will pretty much always hit with all its shots. Additionally, every time it kills a model in a unit, it can make one additional shot (although killing enemy models with these additional shots cannot then generate more additional shots). All that on a CHARACTER with T5, W5, and Sv3+, with Living Metal, makes for a durable blob mulcher. Deep Strike also lets you position it however you like, and it can broadcast Command Protocols to your <DYNASTY> units.
    • It's very good against large squads of W1 units, such as Orks, Tau, Eldar, and Guard. It's preferred targets are those who're T3 as well, so it can wound on 2's, kill more models, and get an opportunity to shoot again.
    • Synergises well with Warriors and a Ghost Ark, which it can embark since it's an INFANTRY CHARACTER.


  • Canoptek Plasmacyte: A tagalong unit for any <DYNASTY> Destroyer Cult unit, being forced to stay in coherence with a Destroyer unit and can't be targeted unless closest while near them. They are not fighters, but instead its use is as a booster with a gamble - during a fight phase, roll a d6, with a 1 killing a Destroyer model. Regardless of roll, For the rest of the phase, the entire unit has +1 to strength and attacks, which makes you way scarier to fight. Considering the risk, you seriously should not be taking this lightly.
  • Canoptek Spyders: Canoptek Spyders are big tough combat monsters. You will want to take units of 3 (with or without twin particle beamers for an additional 12 shots each). They now have 6 Toughness 6 wounds with a 3+ save and 5 S8 AP-3 d2 attacks each. They also have the option to take a Fabricator Claw Array to repair D3 wounds to a vehicle within 3" and/or a Gloom Prism to deny the witch once per phase. They can also spawn more scarabs once per unit if they happen to be within 6". A Technomancer with a Phylacterine Hive can revive one of these great floating wrecking balls. They are only 60 points each and are well worth it, easily one of the most improved units from 8th edition.
  • Cryptothralls: A small 2 model unit, their prime existence is bodyguarding a Cryptek. While meager compared to the other options in this slot, they aren't really competing - after all, they don't take a slot as long as a Cryptek is around. It's better this way, as they act as meatshields since nothing can really shoot their master as long as they're within 3" (including sniper rifles) and their rather meager 3 attacks at 4+ WS/BS are raised to 6 at a 3+ when within 6" of a Cryptek. The increase in attacks and ws/bs shouldn't be taken lightly, 12 attacks and 4 pistol shots mean these lads can put out a surprising amount of hurt, and their t5 means they will have a decent chance of surviving against weaker units in melee. Keep them away from dedicated melee units though. They are also fantastic at completing Actions, screening deep strikes, and freeing up your Immortals to do more important things... like shooting people.
  • Canoptek Tomb Stalker (Forge World): Your regular monstrous creature. 6 attacks at S7 AP-2 d2. Carries two Rapid Fire 2 S5 AP-1 guns which are nothing special. Comes with a Gloom Prism and can deep strikes so it can mess with psykers. And fine, with T7, 9 wounds, and a decent save, deep striking this does make for a nice distraction or lesser way to deal with enemy mobs. Did we mention the absurdly cheap 90 points this thing costs?

Dynastic Agent & C'tan Shards[edit]

AKA Non-dynastic and even more independent than Destroyers; no character can interact with these guys. Good thing they're mighty on their own.

  • Triarch Stalker: Spiderbot with a spider rider, a tough support unit usually well worth its points, but a bit less potent in the codex in comparison to the buffed DDAs and Heavy Destroyers. All Necron units reroll 1s while shooting at something that has been hit by a Stalker in the same turn (brilliant for Doomstalkers and such in particular). Can have a Heat Ray which is either a multi-melta or twin heavy flamer, Particle Shredder which is good against hordes (and okay against Primaris as it is damage 2) or Twin Heavy Gauss Cannon for some heavy infantry or light vehicle hunting. Durable with Quantum Shielding, isn't helpless in close combat either. Same "no <DYNASTY>" issue as the Praetorians, though it can support units from several different dynasties at once. Look at it as a force multiplier that can hold its own.

C'tan Shard

  • C'tan Shard of the Nightbringer: "Now I am become Death, the destroyer of worlds." One of the strongest melee units in the entire game. You want to kill something? Bring this guy. GW has changed him again but he is still a CHARACTER with S7 T7, along with a 4++ save. He now has 9 wounds, 6 attacks, can only take 3 wounds per phase, thanks to Necrodermis. He also has Living Metal. His scythe has 2 profiles; the first is S User AP-3 D1 which doubles the number of attacks he can make, the second is a Sx2 AP-4 dD6 which IGNORES INVULNERABLE SAVES! And, if that was not enough, he has Drain Life which means any wounds caused by melee attacks this guy makes CANNOT BE IGNORED BY ANY RULE (read; You can't use FNP's to stop a wound). He knows the C'tan Power 'Gaze of Death' and one other Power of the C'tan. Can be useful even in death thanks to Reality Unravels (a re-fluffed Explodes that deals D3 mortal wounds on a 4+ to every unit within 3"). Just don't stand too close to your other units. There is only one downside, and it's one he shares with all other C'tan. Enslaved Star God means he doesn't benefit from "Look out Sir", so he can still be targeted, even if he is within 3" of another unit. This is slightly offset by Living Metal and Necrodermis so unless you opponent can do 3 wounds in each phase, he won't get one removed off the board turn 1, but if he isn't in melee by turn 3, he'll likely not survive much longer.
    • Take Cosmic Fire, Anti-matter Meteor or Transdimensional Thunderbolt if possible.
  • C'tan Shard of the Deceiver: Same C'tan body as the Void Dragon and Transcendent C'tan. Looks to be the weakest in melee. He receives a permanent -1 to hit from enemies. One of his biggest nerfs in 9th is to his Grand Illusion. After deployment, but before the first turn begins, you can redeploy up to 3 friendly NECRON units within your deployment zone or move them into tactical reserves (this does not cost any cp). 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. To "offset" the nerf that came to Grand Illusion, the Deceiver is also the only C'tan shard that can deep strike (bar a Transcendent C'tan getting Transdimensional Displacement).
  • C'tan Shard of the Void Dragon: Its spear grants him S+3 in addition to being AP-4 and D6 damage (boosted to D3+3 against vehicles) to make the lower base stat a non-issue. The spear also acts as a Heavy 1 shooting weapon, albeit with only a 12" range, but it hits everything in a line between the Void Dragon and the target with the same profile as it has in melee. He has Necrodermis and the usual 4++ Invulnerable save that the other C'tan Shards receive. Furthermore, every time one of its attacks or powers destroys a vehicle it can heal itself on a 2+ for up to three regained wounds per phase. Mechanized armies will find the Void Dragon may restore wounds faster than they can hurt it, and Dreadnoughts in particular will have a bad time in a one-on-one fight.
    • Cosmic Fire is again a good choice since it'll soften up infantry and let the Void Dragon focus on his preferred targets. Antimatter Meteor is also a good choice to finish off any vehicles that would take overkill damage from his regular attacks. Although hugely situational, Time's Arrow can kill off a wounded vehicle instantly (especially if you roll well with Voltaic Storm) and restore a wound to the Void Dragon that could come in clutch.
      • Times arrow won't hurt any Vehicle in the game. You are required to roll higher than the targets Wound Characteristic, which is it's highest wound value. For example, a Rhino has a Wound Characteristic of 10. This does not change unless something specifically changes that characteristic. Inflicting wounds on a model does not lower the wounds characteristic itself, but rather drains it so it's more like 7/10 rather than dropping it to 7.
  • Transcendent C'tan: Like the Deceiver and Nightbringer, Transcendent C'tan now know 2 powers of the C'tan (but can only cast one per turn) and cannot get Warlord Traits. Barring a good roll on the random personality trait chart they got with the codex the Transcendent C'tan is still the worst of the four C'tan, but it is almost on par with it's named brethren now which isn't too shabby at all. Roll these up the board with Wraiths or Scarabs or redeploy them with the Deceiver for a massive mortal wound bomb T1. Transcendent C'tan have the same stats as the Deceiver, except they get D6 damage on their melee weapon compared to the Deceiver's flat 3 (which is a downgrade against 2 and 3 wound models but generally a slight upgrade against vehicles). They got an ability called Fractured Personality which lets you roll two traits on a list of 6 traits, or instead of rolling you can select a single power.
    1. Cosmic Tyrant: The C'tan can cast two Powers of the C'tan instead of one.
    2. Immune to Natural Law: Can't be wounded on better than a 4+.
    3. Sentient Necrodermis: 3+ Save.
    4. Transdimensional Displacement: Gains Dimensional Translocation ability.
    5. Untamed Power: Goes up to Strength 7 and Attacks 6.
    6. Writhing Worldscape: Every enemy unit engaged with them at the start of your Movement phase takes a mortal wound on a 4+, and charges against them are at -2.
    • All C'tan have Enslaved Star God, which means they can get shot at by anyone, even though they have less than 10 wounds and are CHARACTERS. While Necrodermis and Living Metal can help keep them alive, against most armies C'tan are on the clock to when they die, so when you put any of them down you want to use them to get what you want done as quickly as possible. Don't have them hang back with the rest of your army. Run them up the table and have them kill the character, Vehicle or units that you need gone and make sure when it explodes it's in the midst of your enemies forces.

Fast Attack[edit]


  • Tomb Blades: CORE. 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, which isn't a bad substitute for the tesla carbines considering the unit's speed. Compared to an immortal, they have an extra wound but one less attack, a -1 To Hit modifier in the enemy Shooting phase, and a 4+ Sv, but a massive Movement 14 in place of the Immortal's 5. So not really like Immortals. The shield vanes upgrade is only 3 points, which is nice if you are expecting to be shot by low AP weapons. Another difference between Immortals and Tomb Blades is that they are Bikes, so they don't benefit from being in cover, although Nebuloscopes (or the Solar Pulse stratagem) allows you to ignore enemy cover if that's a big concern. 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. They are CORE however, which is a nice boost allowing them to take advantage of several usefule rules, like MWBD or Rites of Reanimation. Their mobility makes the Gauss Blaster an ideal weapon for them since they can quickly get into Rapid Fire range. Overall a comfortably priced unit that behaves like other bikes of other races, though it trades melee ability for increased dakka.
  • Ophydian Destroyers: CORE. For the same cost as the Skorpekh Destroyers, their statline takes quite a hit - less strength, toughness and save, so even though their primary armament is the same they don't hit as hard. Their Hyperphase reap-blade gets an additional hit on 6's, which the Skorpekh version doesn't, because the Ophydian has a pair instead of one. They are a little faster at 10" Move, and in melee it is -1 to hit them AND they get to deep strike onto the battlefield so they have more tricks than the Skorpekhs, and their redeployment stratagem gives them even more board presence.
    • Ophydian are about getting into combat faster and do better against GEQ unless buffed by a Plamacyte that let them edge above Skorpekh when killing Primaris and Gravis armor, while Skorpekhs are far more durable and better at killing tougher enemies and vehicles even before buffs.
    • Of note, on toughness 6-7 models, only the reap-blade Skorpekh has an easier time wounding than the regular Skorpekh or Ophydians. Ophydians, on the other claw, each have 2 additional attacks, which thus edges them above the Skorpekh in terms of efficiency. In their base squads of 3, one side has 3 of their their 11 attacks at 1 step easier to wound, with the other side getting 6 more attacks to compensate.
  • Canoptek Wraiths: CORE. Canoptek Wraiths are pretty tough with a 3+ save and 4+ invulnerable save, 3 Wounds Toughness 5 and with the new codex they also hit pretty hard with 4 Attacks WS 4+ AP2 and D2, got cheaper with 9th, 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, perhaps you're just better off swarming anything that moves with Scarabs. The ability to move through walls and units can come in handy in all kinds of circumstances. Whipcoils are now a replacement for their claws that turn them into horde killers by doubling their attacks but dropping them to -1 AP and 1 damage. 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 Destroyers.
  • Triarch Praetorians: CORE. Praetorians are like Lychguard, except they have Movement 10, FLY, are dynastic agents and so they can't benefit from dynastic codes and can either have a Rod of Covenant or a Voidblade and a Particle Caster. Their Rod does 2 damage both with shooting and melee, although the extra shot and attack with the other option makes it a debate for hordes vs elites - generally, you'll probably have plenty of horde-killing ability in the army so the Rod seems a more attractive option. Being the Silent King's agents they do benefit from his auras and MWBD, so if you take him you should bring them along too.
  • Canoptek Acanthrites (Forge World): CORE. 5 more points than a Wraith with 3 attacks at S5 AP-3 d1 instead of 4 attacks S6 AP-2 d2 from the Wraiths claws or the 8 S4 AP-1 d1 attacks from Whip Coils; 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 S8 AP-4 Dd6 meltagun 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+ Sv & 4++ (vs the Acanthrites' 3+ Sv, no invulnerable and -1 to shoot them), Acanthrites are going to get pulverized by shooting attacks with any kind of AP even with a -1 to hit. Thanks to CORE they can be plopped down from a monolith using the stratagem so they can work as a melta strike in the rear of your opponent's army; works even better with the +3" to weapons range that makes it so they can fire from half range.


  • Canoptek Scarab Swarms: Scarabs aren't really meant to kill things like they were in previous editions, although they can automatically wound anything on a 6 to hit, 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 units, and gained a wound and Reanimation Protocols with the new codex, allowing you to potentially bring back a base or two after the enemy shoots or fights them. Smaller units are often discouraged because it will reduce the chance to reanimate and they will be cleared off objectives quickly. Take 7 to maximize the number of Scarabs in your list and avoid almost all the dangers of Morale.
  • Canoptek Tomb Sentinel (Forge World): A shootier version of the Tomb Stalker, 2 attacks less than the Canoptek Tomb Stalker but with a weapon akin to the Doom Scythe gun, with D6 shots (blast) instead of 3 but D:3 instead of D3+3; it also has a Gloom Prism so it can stop one psychic power as if it was a psyker. The gun is worth the 35 points it costs more than the Canoptek Tomb 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 Distraction Carnifex 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.
    • Remember that the Canoptek Control Node exists and you absolutely should have a Technomancer nearby for that reason.

Heavy Support[edit]


  • Lokhust Destroyers & Lokhust Heavy Destroyers: CORE. Scary guns mounted on spooky hover skeletons that hit on 3+ rerolling ones and can be boosted with My Will Be Done and suffer no penalty for moving and shooting. The Heavy Lokhusts reach 36" (as opposed to 24") and have access to a very nice anti-vehicle unit gun (one shot but 3d3 damage), albeit on a fairly fragile platform. Finding cover for these guys is usually easy since they are Infantry, getting that 2+ Sv is important if you want these guys to survive. One Heavy Lokhust can be added to a squad of up to 6 Lokhusts for a total of 7, so reanimation is a possibility, but with 3 or 4 wounds each you won't get many back, and in their own squad of 1-3 don't ever expect to raise any without a Technomancer and /or Phylacterine Hive. Keep them near a Destroyer Lord for the wound re-rolls of 1 to maximize their output, as Extermination Protocols is pricey at 2CP.

Also for some reason GW updated only heavy destroyers leaving the standard ones as the only unit that still has the green rods.


  • Canoptek Doomstalker: An awesome looking walker with a short-ranged Doomsday Cannon, their BS of 4+ looks like a bit of an issue, but two or three of these with an accompanying Technomancer with canoptek control node makes them as accurate and cheaper than the same number of Doomsday Arks, and unlike the Arks their BS does not degrade as they are damaged. They have a couple less wounds each than the arks, and lack quantum shielding but do have an invulnerable save of 4+ so are similar in survivability, plus get free Overwatch shots against anyone charging nearby units in a similar way to Tau (although it can do so multiple times per phase which is pretty sweet). However, they are twice as likely to explode when destroyed so be wary, and only have a fifth of the Ark's gauss firepower.


  • Annihilation Barge: Fast shooty little vehicle with 8 W T 6 3+ Sv and Quantum Shielding. 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 Tomb Blades, against horde infantry and the like. Its Overwatch can be nasty because of tesla. Both Gauss Cannon and Tesla Cannon are fair, the gauss does cost a little more but is the superior gun against most things you'll run into. Charging it into enemy ranged infantry units can be fun, as it can still fire at only -1 to hit while stopping what could be a lot of return fire.
  • Doomsday Ark: It's a Ghost Ark with a our only real long-ranged weapon in the Codex 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 Gauss Flayer Arrays which is something of a waste. Its Doomsday Cannon works better if you don't move, increasing its Strength, AP, damage, and range.
  • Tesseract Ark (Forge World): Tougher, a bit less expensive yet 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 hurting on points), or 2 Gauss Cannons which have become a nice option with the buff in the codex. The explosion rule for the Tesseract Ark also triggers on a 4+ so make sure you're near a lot of enemy units when it dies; alternatively, just use Curse of the Phaeron and watch shit blow up

Dedicated Transport[edit]

  • Ghost Ark: Ghost Arks are primarily a support unit for Warriors, but also carries the equivalent firepower of ten 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 the ghost ark to bring back D3(D6 with 1cp) Necrons warrior models from one unit each turn.
    • The Ghost Ark can also double as an effective speed bump against weaker Melee units, using it as a battering ram against enemy ranged units, preventing them from Shooting and firing Overwatch is also an effective tactic. The 1cp strat that allows them to explode on command makes this even more deadly.


Aircraft no longer block movement through their base, but your opponent cannot end their Movement phase within 1" of these things, but you can still stop an assault army in its tracks with some cleverly placed Aircraft, just place the Aircraft where your opponent wants to end their movement instead of right in front of them. Aircraft 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: Lacking Quantum Shielding makes for one of the frailest vehicles in the codex. Has 12 Wounds, though that will only get you so far. Their Tesla Destructors get more shots now, and they lost their janky portal rules for a simple, if large, transport capacity of 20 so perfect for a full squad of Flayed Ones, though a unit of 6 skorpekhs can work just fine. Overall better compared to previously, and pretty easy to justify if you're dropping in a massive squad of Lychguard. They are decent against melee armies because units without Fly cannot charge them.
  • Doom Scythe: Night Scythe but with a Heavy 3 S12 AP-5 D3+3 damage gun instead of the transport capacity at a higher price. Lokhust 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 more firepower potential and durability but lack their mobility. Spending so many points of a flyer can be questionable, but the uptick in melee armies in 9th ed may see this guy have some use.
  • 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.

Lords of War[edit]

  • Monolith: It's a Titanic, deep-striking Land Raider with 24 wounds, Living Metal, and a 2+ save. The Monolith is huge so you can use it to block line of sight, it's TITANIC so it can fall back and shoot if it doesn't get surrounded, can Deep Strike at 9" and it has BS 3+. If it does not move during the movement phase, then it can pull <DYNASTY> Core infantry units from strategic reserve to deploy from it within 3". With the changes to reserves, this no longer means the unit is lost if the Monolith is destroyed, as it can still walk on from the board edge. Lastly it has the Portal of Exile melee attack which hits automatically at S8 AP-3 d3, starting with 6 attacks, degrading to d6 and then d3. The Gauss Flux arcs are now Rapid Fire 3 instead of Heavy 3, allowing it to put out 24 S5 AP-2 shots at 15", and its Particle Whip has been tweaked to Heavy D6 36" S12 AP-3 d3 Blast. You can now switch out the Gauss Arcs for Death Rays, essentially mid-ranged lascannons doing D3+3 damage each. The Monolith can hit as hard as an imperial/chaos knight, however it lacks the invuln to give it the durability. So close to being solid, but it is very much hurt by being a Lord of War.
    • Keep in mind you can take a Chronomancer (which you will want to most of the time anyway) and give it a 5+ that way.
  • Obelisk: 28 Wounds 2+ Sv and an average of 20 S7 AP- hits (yes hits, not shots - the triple shots compensate for your misses on average) - these tesla shots go up by 2 shots, 1 Strength and 1 damage if it stays still. It has a Movement of 8, but it can Deep Strike so it's guaranteed to at least shoot once even if it's durability is bad for its cost, even more so when considering it's TITANIC and therefore is vulnerable to certain enemies, such as a Gauss Pylon or Shadowsword. The Gravity Pulse ability now affects one unit within 24" with FLY and halves its Move for their next turn, and if it is an AIRCRAFT does 2d6-Toughness mortal wounds to it. Definitely up from where it was in 8th when it was pretty unanimously the worst unit in the entire game, though it's still kinda bad due to the lack of AP on its guns which will struggle to kill basic marines through more than just volume of fire. Never mind that if you want to kill planes, there's a much better Lord of War for that too.
  • Tesseract Vault: A Transcendent C'tan suspended within a huge living metal cage, with an equally large point cost of 500. It spews out copious amounts of tesla shots and mortal wounds but it 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 behind terrain (as it has 30 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)BLAM There are no Macro weapons in 9th Edition. 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. 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 when it dies, ideally this happens away from your models and close to several enemy units.
    • Somewhat amusingly, the sheer size of this fucking thing means that on certain deployment setups it actually can't be placed fully within your own deployment zone. Never mind the struggles of getting this thing around terrain which are invariably gonna come up. It's still only got 8" of movement like the Monolith.
    • Even though this unit has the dynasty keyword this unit cannot benefit from the codes due to also having the C'TAN SHARD key word. This however still means a Technomancer with a cloak or a Canoptek Spyder can still heal this unit for D3 wounds in addition to the 1 from living metal and you can still use dynasty-specific Stratagems.
  • Gauss Pylon (Forge World): 30 T8 Wounds and countless shekels 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 3+). 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 d3+6 damage. It also has a particular hate boner for planes, adding 2 to its hit rolls if it's targeting one. Its other weapon profiles aren't even worth mentioning, but I will: it has a 3" anti-infantry gun (Assault 3d6 S4 Tesla) and a Rapid Fire 6 anti-MEQ gun, the latter of which 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 a very expensive paperweight against horde armies, even if the main rape cannon has blast now.
  • Seraptek Heavy Construct (Forge World): Look how they massacred my boy. The Seraptek is still a monster of a war machine, with 28W T8 3+/5++ like the Imperial Dominus Class and some pretty nasty weaponry. Though given it didn't get a point cut like basically everything else in this section compared to last edition and isn't a super competitive choice, it is still a very much fun one. It can always walk over Infantry and Swarms at any time, not just in combat, where normal Knights can be locked in the Movement Phase by being surrounded but outside combat. It also gets to fall back, Shoot and then Charge in the same turn like other Knight equivalents. For all your Primarch evaporating needs, it starts with two massive Singularity Generator cannons - each a 36" Heavy 3D3 S8 AP-3 D6 damage gun with Blast. Alternatively, you can drop them for the more versatile four weapon loadout with a pair of Transdimensional Projectors (24" Heavy D6 S6 AP-2 damage 1 Blast) and 2 Synaptic Obliterators (72" Heavy D3 S16 AP-4 6 damage flat!) It also brings its Titanic Forelimbs to melee, making 6 attacks with 2 profiles that pretty much copy the stat lines of a Knight's Titanic Feet and Reaper Chainsword respectively, its attack characteristic is 50% better than that of regular Imperial Knights and its weapon skill is better than that of Dominus Class Knights. Its cost and statline makes it immediately comparable to a Knight Valiant, they have about equivalent amounts of firepower, but the lack of access to durability improving Stratagems, Relics and Warlord traits makes it a fire magnet with no way to turn itself off, run it with other glass-cannon units for maximum efficiency. As far as competitive goes it's probably a little early to say, but many gunlines will be able to put it down T1 relatively easily, it is a pretty potent counter to melee Knights, but a Castellan can put it down without too much fuss. Less potent than a Vault against Hordes, more potent against Knights.

Unique Character[edit]

  • Szarekh the Silent King: He is of the Szarekhan dynasty, but with the DYNASTIC AGENT keyword he can command any army (but doesn't gain the Szarekhan benefits). As with the Primarchs, you are getting a massively intricate model who requires a supreme command detachment to field. To quote an one-armed shotgun totting store clerk, "Hail to the King, baby." Szarekh is an absolute powerhouse with abilities to suit both melee units and ranged, (re-roll ranged hits and re-roll melee wound rolls). He's got a bunch of S8+ damage dealers that all have multi-damage, so tanks and marines shouldn't be too much to handle. He has an impressive 26 wounds (16 base with a +5 for each Menhir that he brings, both he and the Menhirs have a 4++, and the wounds have to be allocated to them first before the SK takes any wounds) so even then he can just shoulder a lot of what those tanks fire. Unfortunately, even though he has more Blackstone than a Noctilith Crown, he can only deny one psychic power, but denials are rare in Necrons so he gets a pass. With his degrading statline, he loses out on some of his abilities. when he drops to 8 wounds he loses the Staff of Stars and his Phaeron of the Stars ability, and then when he drops to 4 wounds he loses the Scythe of Dust and the Phaeron of the Blades ability, to show his sidekicks being taken out of action. He is a Phaeron so he can use My Will Be Done twice on separate units, as well as Relentless March. He has a very tasty melee ability, in that if Szarekh is engaged with any enemies, he forces all those units to fight last (after ALL of your Necrons have finished attacking). He can once a game change the currently active Command Protocol to one of the Protocols you did not take, useful if what you picked earlier in the game proves to not be that beneficial to you at that point in the game (due to his warlord trait, you'll have two Protocols to choose from). He gives you an extra 3 command points like Guilliman, but he also has to be your Warlord if you bring, as befitting a supreme commander. Lastly, he does explode, on a 4+ every unit within 2d6" takes D6 mortal wounds, so make sure that when he's on his last legs take him away from whatever units you have left. Easily the b est option in this slot.


  • Convergence of Dominion: GW are still pushing army buildings, and despite a great look still aren't managing to make them worth taking. Three, admittedly tough, blocks of stone and metal with short ranged anti-elite infantry guns that give a Ld bonus to CORE units and spread Command Protocols to eligible units within 6". They can be moved around the battlefield by a nearby CRYPTEK using an action, but you can probably find better things to spend 120 points on. You may be able to pull off some objective shenanigans if you use certain Dynasty codes - giving them Objective Secured and teleporting them on top of an objective might be amusing, as the enemy may have to switch their fire from your more valuable units to clear them away - Toughness 8 and 10 wounds will soak up a fair amount of firepower. Unfortunately, Fortifications cannot hold objectives, but at least it means they have to get within range of their gun.
  • Sentry Pylon (Forge World): Immobile gun platforms with Deep Strike baked in. Gauss exterminators are good for flyers and ground support with two S8 AP-3 Dd6 shots at +2 to hit (this is obviously to negate an aircraft's -1 to hit; if you fire it at an aircraft that for some reason doesn't have -1 then remember you're still capped at +1 to hit overall). Focussed Death Ray is the same cost and is more similar to the old Gauss Exterminator; only 36" compared to the Exterminator's 48", 1 shot instead of 2, but a whopping S12, AP-4, Dd3+3. The Gauss Exterminator shoots twice, so it has a better chance of landing at least one shot, and can also land two, so the Death Ray packs a punch but it's a risk. 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 take the latter you want to deepstrike in, but if you go with the Gauss Exterminator then just plonk it down during Deployment instead of waiting until turn 2. Kinda overpriced but not explicitly terrible.
  • Tomb Citadel Walls (Legends) (Forge World): Contains an Eternity Gate, a pair of heavy weapons (Gauss Exterminator for 25pts each or Tesla Destructors for 10pts), a docking station for one Sentry Pylon/Monolith which gives the docked unit +1S on its guns, and a Power Crucible building that gives all <Dynasty> units within 6" 5++ vs shooting and a +1 on Reanimation Protocols rolls for <Dynasty> Core units within the same range. Each of the four buildings explodes on a 6+ when killed, dealing D6 mortal wounds to anything within 9", which is quite dangerous, especially if you positioned your units to get the full advantage of the Crucible's rules. Costs an absolutely ludicrous 760 points, or 785/810 with the Gauss Exterminator emplacements. Unfortunately, this is relegated into the shadow realm so it can't be used in matched games, but it can be a nice piece in apocalypse battles where its cost isn't that big of a problem

Building Your Army[edit]


Since Necrons are the non-SM poster boys of this edition, you can buy into them fairly easily with the starter boxes. Find a friend who plays Space Marines, split an Elite starter set and a Recruit starter set and you'll end up with an Overlord, a Royal Warden, 20 Warriors, 3 Skorpekh Destroyers, a Plasmacyte and 6 Canoptek Scarabs for $75 US (assuming you've split the cost down the middle as well).

In addition, the Necrons Combat Patrol Box comes with a blister Overlord (the Warscythe + Resurrection Orb one), 10 Immortals/Deathmarks, 3 Tomb Blades, and a Night Scythe/Doom Scythe for a cool $140 bux US. A pretty good deal on those models, considering that just picking up the Overlord blister, Tomb Blades, and Night Scythe on their own would total up to $140.

GW now also sells the Necron models unique to Indomitus that aren't in the starter kits (Skorpekh Lord, Cryptothralls, Plasmancer, and Canoptek Reanimator) as the "Royal Court set" for $110 US, which is a little pricey for what you get, but is the only way to really get these models without resorting to resellers (read: scalpers).


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. New sexy Flayed ones incoming soon™!

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

Pre 9th edition 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 can make a relatively nice-looking Gauss Pylon with a globe, the cannon from a Doomsday Ark/Ghost Ark kit and some plastic spoons.

The Nighthaunt are a great source of bits and alternative models for many of your units. [1] would, with minimal changes, make a decent Transcendent C'Tan, while some of the more specialized Nighthaunt Infantry would make well on-theme Maynarhk, Novokh, or Nephrekh units, particularly Flayed Ones (2 full squads for ~$75 before bitz vs $180 for failcast) or Kit-bashed Immortals and Deathmarks.

Slyvaneth models can be used for C’tan and Necrons. Especially the Drycha Hamadreth model for C’tan and Spite-Revenants for Flayed Ones.

Wargame Exclusive also sells some nice bodies for Immortals and Deathmarks[2]. One Box of Immortals comes with an extra set of arms for the sniper rifles, so it would be possible to build 5 Immortals and 5 Deathmarks from one box for a little less then what Games Workshop would charge for the two units.

For non-GW options, action figures/statues of Dr. Manhattan tend to work as good C'Tan.


If you're painting the classic Sautekh look Necrons are most known for, you're going to need an awful lot of Leadbelcher (get a spray), Stormhost Silver and Nuln Oil or basilicanum grey. 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, a google search will yield lot of examples about how to find neat styles for your immortal laser zombie robots.
Simplest technique for basic Necrons is leadbelcher spray, Nuln oil wash or Basilicanum grey contrast, and Necron Compound dry brush.

Tactics and strategy[edit]

Command points[edit]

We have a few amazing Stratagems listed in their own section, another thing to keep in mind is that the game is about VP, not CP.

Wound rolls for attacks that cause multiple wounds and only need a 3+ are another good use of CP, as are 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 damage, 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 could use that CP to re-roll the number of wounds needed 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 Heavy Gauss Cannon for example. Re-rolling a hit roll yields 0.67 hits or 0.5 hits depending on the platform. But re-rolling a wound roll will always yield a hit. Re-rolling a 1 on a D6 is usually always a good idea, number of wounds for a Heavy Gauss Cannon, C'tan Antimatter Meteor or a Doomsday Arks 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.

Spooky Scary Skeletons send shivers down your spine...[edit]

Have you ever wanted to have a guardsman, hell even a space marine, literally shit themselves to death in fear of you? Well by following these simple steps you can! Here's what you'll need:

  • The Deceiver
  • Flayed Ones
  • A Cryptek with the Dimensional Sanctum (it is recommended to give them both the Veil of Darkness and the Dimensional Sanctum- this way, you can redeploy both the Cryptek and the Flayed Ones- but the Deceiver will need to foot-slog it).

How this strategy works is that you deep strike your C'tan, FO's, and Cryptek down. The Flayed Ones get close the unit you them next to, as their aura is 3", and you cast Cosmic Insanity on that unit. The leadership debuff from the FO's widens the potential of mortal wounds, leading to potentially double digits. Now, the main issue with this tactic is sequencing of events, out of deep strike, unless you make a 9" charge on those Flayed Ones, you have to wait until your next movement phase to get them to enemy units in range of their Terrifying Foes aura. So you need to keep your Flayed Ones alive for a turn. There are some things that can help do this for you, the Shadows of Drazak stratagem for starters, more Flayed Ones, coordinating your Command Protocols to make sure Undying Legions or Eternal Guardian is the next protocol following these units' deployment, Canoptek Reanimators, and the Szarekhan dynastic code, anything you think will keep these guys on the board. Of course the Deceiver also makes for a good distraction for your Flayed Ones (and we all know how hard it is to kill a C'tan in one turn). Once you get to your next turn with Flayed Ones, let the scary flow!

Now, about that Cryptek, which one do you bring? Well each one has their bonuses, but it'll typically boil down to whether you take the Psychomancer or the Chronomancer as they provide the greatest tactical viability.

  • The Psychomancer can further reduce the leadership of the target unit, potentially adding more MW's from Cosmic Insanity, as well as keeping the target unit from firing overwatch and killing your Flayed Ones, or keep the target from running away by reducing their advance rolls.
  • The Chronomancer is the more defensive alternative to the Psychomancer (and thus more likely to be picked), he'll give the FO's that nice 5++ and the reroll to charges.

You're probably wondering how many mortal wounds you can get with this? Well, since its based off of a D6, it fluctuates, but the point of the Flayed Ones (and Psychomancer) is that they increase the amount of Mortal Wounds you do. Taking an Intercessor Sergeant as the base with their leadership of 8, you can drop it down to 6 (or 5). In the contested roll from Cosmic Insanity that means they can get anywhere from 7 to 12 (or 6 to 11) as their total, while the Deceiver can get 11 to 16. With the Psychomancer you can a maximum of 10 MW's. That'll wipe a MSU, and whatever is left will easily be cleaned up by the Deceiver's other power or the Flayed Ones with their claws. If that unit is still somehow alive, then they'll likely be below half strength and so with their low leadership, combat attrition rolls with a Psychomancer present will have to pass on a 4+. This tactic naturally works better with lower leadership armies: Guard, Tau, Tyranids and Daemons, typically armies that have on average a 7 leadership.

Note that this strategy also works on vehicles, as does the -2 Ld aura from the Flayed Ones and the -1 from the Psychomancer.

Counter Play[edit]

These are some experiences in V9 and how to counter play. Learn about the Necrons' stratagems before coming here. Feel free to expand/correct this list.

  • VPs are more important than killing (unless your VPs are acquired by killing).
  • Surprisingly a unit of scarabs can take a primary/sec point and survive for a really long time.
  • If you have more than one Doomsday Ark, bring a Triarch Stalker to grant that sweet +1 to hit and get the most out of your DDAs
  • Fast Attack units are some of the biggest winners this edition, since they can get up the board and onto objectives quickly.
  • Your Necron Warriors are some of the tankiest units you can get (with the right combination of buffs).
  • 9th edition = Melee, melee everywhere. Necrons are really underpowered in melee. Even with the new codex, be really careful against Tyranids, Orks, Custodes, ... well everyone but the Tau and the Imperial Guard. Sorry for the Drukhari, but they are too old so not really a problem now. No longer true. Hide your wife, hide your kids
    • A Canoptek Doomstalker can help resolve these problems, as anyone charging one of your units can get shot by a max power Doomsday Cannon.
  • Reanimation will take you only so far in attrition. It won't help against losses in outside of the shooting/fight phase. This mostly means the Psychic phase, but there are many more: Space Marine Orbital Bombardment will happen in the Command phase, Ork Dragstas can cause you mortal wounds in the charge phase, and so on. On the flipside, if they failed to kill your multi-wound models, and delivered the killing blow in the Fight/Shooting phase, you are still eligible for RP, regardless where you got the initial damage.

2 Solutions : One good guy, one wanting to win. I'll expose the Want to Win Edition. The good guy edition is playing normally against a normal opponent (your ass will be really red at the end of the game, even if you try the Want to Win Edition). Just a remember. This is a 2+ army, 2+ to hit (3/4+ to wound), 2+/(3)4++ saves and sometimes (5)6+++. You are now a true Necron, believe you are a tanky army.

  • Necrons have an hidden potential of mortal wounds. Vomit them or lose. 1/2 C'Tan (the Nightbringer must be an autopick against them, protect him as much as you can), Plasmancer, (Deathmarks,) Imotekh & autodestructive scarabs are only an example. You could be considered a bitch killing his 15/17 models not letting him roll saves but, if you want to win, you can't be gentle against Custodes; shake hands at ends and say "Good Game".
  • AP2 is a minimum fighting them. Immortals are getting buffed with the Gauss Blaster range going to 30". You know what to do. If you want to wash a unit, 15/20 Warriors with Gauss Reapers can do the same. Just remember, their terminators have a strat to ignore AP 1/2, so even this isn't dependable against them!
  • Put your Destroyers in reserve or far away from any possibility of Deep Strike. They will probably be the first target (as always). If you shoot using Extermination Protocols, divide your shoots on 2 units - Custodes have a stratagem that can disable rerolls on 1 unit.
  • Their jetbikes are the real problem. Getting everywhere to kill everyone. Block ASAP the bikes with Wraith or Skorpekh/Ophydian Destroyers. I would love to say Lychguard but they are too slow.
  • Don't take too many HQs, as his bike captain will rush to kill them. You can't really block him either, as he can disengage, shoot and charge.
  • Don't take the secondary Slay the Warlord. For some CP, the Warlord can change and you don't get the points for the kill.
  • Don't use tesla. 2+ save is a real joke, and tesla costs more than it did in 8th.
  • Behind Enemy Lines and Repair Teleportation Homer are really great secondaries, just teleport on the opposite side of the Bike Captain and Bike Squad.
  • Pray your opponent rolls a bunch of ones. The only things left that will make you win are : Custodes losing too many CP AND his bad luck.
  • All the Custodes Units CORE have Objective Secured, not just the troops. Can be REALLY annoying when you bring 2 DDA hoping they could hold a primary but he just put his model on your objective so now you don't get your primary points at the beginning of your turn. The new Nihilakh can counter this BUT there is a Custodes subfaction that let 1 model count for 3.
  • Custodes often come with one (or more) friendly Officio Assassinorum and/or Inquisition.

They are not really an army but let's speak on which one do what against who.

  • Callidus: Deepstrikes at 1d6+3"(4-9") away from a unit and kills 1 HQ (or 2 if lucky). She shouldn't be too dangerous BUT Turn 1 (and 2 with a stratagem), EACH time you use CP, you may be asked to pay 1 more (on a 1d6 roll 4+). She doesn't have to be on the table for this happen, either.
  • Culexus: You have no psykers (or daemons) in your army. Only touchable on 6+. The only way to drop to "5+" is My Will Be Done.
  • Eversor: Deepstrikes and kills a 10 models unit by himself. "Useless" against a tanky HQ. Protect your Crypteks and send your Overlord/Lokhust Destroyer lord.
  • Vindicare: Kills one (or 2 with a stratagem) HQ / turn. If you want to kill him use the Solar Pulse stratagem, or don't even try. If you have any Crypteks, place them near Cryptothralls, and keep your Overlords out of sight (or surround them with Lychguard).

You are gonna get wrecked, really. The Primaris are a pain in the ass. They shoot farther and have a better saturation.

  • Never have less than 15 Necron Warriors per unit. Unless he dedicates his full army to destroy one stack, he will not succeed.
  • Get a Doomsday ark, maximum tankiness just be really careful about plasma. Shoot them first (not with the DDA). You goal with this tank is to destroy any repulsor you can before your opponent can destroy your army. A good roll can let you OS one repulsor every round.
  • Get a Chronomancer. I didn't protect my 5 destroyers and it almost cost me the game.
  • Don't use Tesla. 2+/3+ save for the full army, it's a joke. Plus, you can only trigger the tesla effect on 6's now.
  • Get an army with 2 damage or D3 minimum. The Triarch Praetorians could do a great job killing some Primaris.
  • He will bubble. especially if he is a new player. One chapter master, one lieutenant and the whole army around. Only core units are affected, but still... Use the Imotekh's storm or a Quantum Orb to destroy that doom bubble, or you can dish out some mortals to every unit nearby with Malevolent Arcing.

Melee and tankiness. As a Necron this is not fun, even with our new units.

  • A Royal Warden could be an auto-include on this one. Letting your unit disengage and shoot is a plus.
  • Almost all of his vehicles have 5++. Be extra careful against them especially the Defiler. Bring a Void Dragon and enjoy your easy win.
  • I suggest you destroy his Lord Discordant on Helstalker turn 1, even if it means not shooting the rest.
  • 2 Doomsday Arks could be not enough against this army.
  • Chaos Space Marines players come to kill, try to use this information to lure him.

One army that can be easily manageable if there is no Magnus, otherwise focus fire on Bob the destroyer of worlds.

  • The Szarekhan Dynasty is your best choice here, as you gain access to a DtW strat to shut down his most critical powers. The 5+++ will work wonders against the mortal wound spam as well, which is important as you can't Reanimate models killed by MWs.
  • Magnus can come from the reserves. Bring some tissues if he does that.
  • Bring Szeras and hope his psykers roll doubles to cast (almost assured to happen given how many casts Thousand Sons have). Be careful however, as Szeras is not immortal and can be focused down.
  • If you hate those 2+ saves, bring Imotekh and let the lightning kill one blob of Rubrics.
  • Be really careful against his daemon prince, as he can cancel your invulnerable saves. The Nightbringer can be a real challenge but its 350pts vs 200pts.
  • Teleported Chaos Spawn can be really anoying. Unless he roll a 1 on his mutation d3, you are safe. Try to kill some with anything long range before them coming (with DDA or Destroyers, and no, it's not overkill).
  • His terminators can be a real destroying force, but if he has them shoot a big pack of Warriors or Immortals, you may be safe.
  • This army is very vulnerable against your mortal wounds (no deny the witch for the Plasmancer or the C'Tan shards).

You have a 50/50 on this. If the player is new or honorable (Drukhari aren't honorable by default), then it should be easy. The player is like his army - a little bitch that will tickle your ass with an army of dark lance and poisoned weapon destroying everything counting only on your quantum shielding... it'll be hard. You must not fail your saves or your vehicles are going down really quickly.

  • Tesla Immortals can shine here, as Drukhari have only paper saves to protect them (for the most part). Pick a target and destroy it. If he bubbles, use your stratagem Malevolent Arcing.
  • They will be everywhere. Literally everywhere and hiding where they can. Tomb blades are really a good choice (armed with Tesla of course).
  • The Archon's 2++, can be obnoxious, but you have Tesla to soak him with and force him to fail.
  • Still want to use Necron Warriors? A pack of 15 in cover can survive 3 full rounds against the shooting phase of the full army with the new Reanimation Protocols. Bring a Chronomancer w/Chronometron, a Ghost Ark, and a Technomancer to keep them alive all game.
  • Be wary of deepstrikers. A pack of 20 Wyches can drop in and delete full units, then consolidate and fight again with a stratagem. How to counter this? Easy - the Hexmark Destroyer. Wait for him to deepstrike, then pop Aetheric Interception - his unit will only have an invulnerable save in melee.
  • Bad news: Ravager have an invulnerable save against shooting. Very good news: Necrons have new melee unit. Send your Skorpekh Destroyers and make sure to Whirling Death them to keep them alive (or have a Chronomancer tag along).
  • Do not bring a Monolith or any Doom/Night Scythes unless you want a training target for his dark lances or a distraction.

WAAAAGH is the only thing you'll hear this game. Still, you could have some surprises against grot gunners or Lootas.

  • Rule Number 1 : The Royal Warden is an auto pick, as you can't expect to not get early - sometimes on round 1. A Warboss can let his units advance and charge, or a Weirdboy can teleport a 30-boy brick into face right off the bat. With 'Ere We Go, you're not unlikely to see them make the charge too.
    • Note that you can "protect" your units from charging with a Canoptek Doomstalker or shield your troops with Canoptek Scarab Swarms.
  • Rule Number 2 : Kill the grots before sniping or shooting characters, as they can turn into meatshields for them for a command point.
  • Rule Number 3 : Shoot any Boyz units down to less than 20, as they get an extra attack based on unit size. One Boy is 2 attacks, +1 for the Choppa, +1 for having more than 20, and potentially another +1 thanks to Warpath ... I'll let you do the math.

Now this will be some advice about strategies against them

  • Orks are pretty good at occupying the midboard with giant units to stifle your advance, which means you either need to wash them with Warriors + (supported by a Royal Warden to mitigate the threat of a charge) or invest in the Veil Of Darkness to get backline and kill his objective-camping grots.
  • Never try to kill his Warboss in melee, unless you can deploy C'Tan shards, 4+ Skorpekhs, 6+ Warscythe Lychguard, 20 Flayed Ones or 4+ Canoptek Wraiths against him. Even then, you can kill it but at what price...

This is the same shit as CSM - a full melee army. You could confront a shooting 'Nids army but it's less dangerous and not as likely to overwhelm the battlefield.

  • Against a new player? His stacks of doom Genestealers MUST be destroyed, priority number one. Even if your full army has to shoot it, reducing it to at least half-strength will drop an attack from every model, which means you can let them engage (provided they can't hit your Crypteks). You can only cross the hairs of your ass and pray for him to fail his charge if he chose to put his Genestealers in reserve (or underground with a Trygon).
  • Surprisingly, a Doom Scythe can survive more than one round against them, allowing you to purge the back lines of supporting characters like Malanthropes or objective-camping Ripper Swarms.
  • 9E is about advancing and controlling points, which means you can't sit in your objective until all the bugs are dead. 2 units of Lychguard, Triarch Praetorians, or Skorpekh Destroyers should be a minimum in order to survive charges and taking midfield objectives.
  • Nids are greedy and play really offensively, which means their backlines are open. The Veil of Darkness plus the secondaries Behind Enemy Lines and Repair Teleport Homer could be a real deal in VP (27pts T3 and 30pts T2).
  • Let's talk MONSTERS and how to manage them. Q: Do they have invulnerable saves? If not, DDA, Heavy Destroyers, Szeras's gun, or a Doom Scythe can almost one-shot every monster in the list. The exception to this are Hive Tyrants or anything with Dermic Symbiosis, which can be handled by the Nightbringer (if you brought him).
  • A Royal Warden is a must-have in case of a melee-focused army.
  • Szeras can help counter psychic powers, buff Warrior and Immortals, and pop monsters with his D3 shot melta weapon, making him a good choice of HQ. Be sure to keep him nice and bubble-wrapped though, as he has no invulnerable save and will die in short order if the 'Nids can charge him.
  • Tesla Immortals and Flayer Warriors are better than their alternatives in this matchup, as the higher AP on Gauss Reapers or Blasters is largely wasted against the bugs and you won't want to be within 14-15" of them anyways.