Warhammer 40,000/Tactics/Necrons (9E)
- 1 Why Play Necrons?
- 2 History of Necron Tactics
- 3 Abbreviations
- 4 Faction Keywords
- 5 Core units
- 6 Special Rules
- 7 Powers of the C'tan
- 8 Warlord Traits
- 9 Stratagems
- 10 Tactical Objectives
- 11 Wargear
- 12 Unit Analysis
- 13 Dynasties
- 14 Building Your Army
- 15 Tactics and strategy
Why Play Necrons?
- 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 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.
- To play Necrons is to be a Nemesor of untold legions of undying androids. A Necrons commander chooses whether to coldly calculate the damage output of their doomsday weapons as they turn enemy tanks to smouldering ruin, or to cackle maniacally as they unleash star-gods-turned-Pokémon to slaughter their enemies with eldritch powers from the dawn of time. It's about a slow unyielding march of metallic feet through shimmering green wormholes into your opponent's midst.
- Necron models go from simplistic to extravagant, but they all share a common toughness, whether through Living Metal or Reanimation Protocols; your units regenerate wounds and slain models rise to rejoin the fight. Necrons is an army for someone who doesn't want to be blown off the board turn one or turn two and is willing to tie their mobility to relics and the abilities of support units. Surprisingly, for all this might and posture, the Necrons are a rather short-ranged and face-to-face oriented army. Much like their lore, you really have to play to utterly annihilate the opponent.
- Necrons have Doctrines now! They are called Command Protocols; you assign one protocol to each round before the battle begins (no repeats), require a NOBLE on the field, and are limited to units within 6" of a Character.
- Between large models with an assload 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 Strength above 6 and any AP better than -2 irrelevant against units with this ability.
- All NOBLES get Relentless March which bumps up the pitiful Movement characteristic of 5 for your 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 like the glorious harbingers of 5th edition.
- Their 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 psyker powers. Nor are they affected by things like the Culexus Assassin.
- The army with the best, most fun and fluffy characters ever (like Space Gandalf).
- You're a fan of the original Terminators, as in the titular time-travelling kill bots from the movies usually portrayed by Ahnuld.
- 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 METAL BAWKSES.
- THE SILENT KING IS BACK!
- The Szarekhan Dynasty absolutely counters psykers.
- Necrons belong to the holy trinity of fast battle-ready armies along with Space Marines and Tyranids, being arguably the easiest race to paint in the entire franchise and probably tabletop gaming, grab your favourite metallic paint, some nuln oil (A.K.A. liquid talent) or any other dark shade, your dynasty of choice main color and some bright green, drybrush/spray and shade, brush up some details and bits and presto! Your skelebots are ready to roll out!
- If a NOBLE is not leading your army your entire army loses Command Protocols.
- The entire army has Leadership 10, but models that flee do not get to roll for Reanimation Protocols.
- Reanimation Protocols is kind of useless on multi-wound models if your opponent plays around it.
- Quantum Shielding is useless against weapons with Strength 1-6 and AP values between 0 and -2.
- 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.
- No Psykers. You have some limited defence through Gloom Prisms for the larger Canoptek models and the Szarekhan Dynasty you're defenceless.
- Your rank and file troops are mediocre compared to the rank and file marines. Your basic troops have zero hope fighting the nu-marines with new chapter tactics.
History of Necron Tactics
Changes from 8th Edition
Because of general pts increases to most armies, a significant increase in pts should be expected, effectively only those units which got huge pts increases were nerfed and those with insignificant pts increases were buffed relative to other codexes.
- 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 Stratagems 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
anyALL 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
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, 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, Immortals (with gauss), 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 go through Reanimation Protocols, 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.
- 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 (meh), 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.
- AB = Annihilation Barge.
- Blade = Voidblade.
- CCB = Catacomb Command Barge.
- CDS = Canoptek Doomstalker.
- Cyte = Canoptek Plasmacyte.
- DDA = Doomsday Ark.
- DS = Doom Scythe.
- FO = Flayed One.
- GA = Ghost Ark.
- Gauss = Whatever gauss option a unit has. CCB (Gauss/Warscythe) would be a Catacomb Command Barge with a Gauss Cannon and a Warscythe.
- HM/HMD = Hexmark Destroyer.
- Tesla = Whatever tesla option a unit has.
- LG = Lychguard.
- LD = Lokhust Destroyers (Sometimes just referred to as "Destroyers", since there were no other types before 9th.)
- LHD = Lokhust Heavy Destroyer.
- MWBD = My Will Be Done.
- NS = Night Scythe.
- Orb/ResOrb = Resurrection Orb.
- Pylon = Usually means the Superheavy Gauss Pylon.
- RW = Royal Warden.
- Scarabs/Good bois = Canoptek Scarab Swarms.
- Scythe = Warscythe.
- Señor Skorpekh = Skorpekh Lord.
- Staff/SoL = Staff of Light.
- Sword = Hyperphase Sword.
- TB = Tomb Blades.
- Thralls/Murderbuckets/Murderchickens = Cryptothralls.
- TSK = The Silent King.
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.
Your troop choices (Warriors, IMMORTALS, LYCHGUARDS and DEATHMARKS. Don't forget about Tomb Blades. Not that impressive, but there are many rules that interact with the CANOPTEK models from which you will find aplenty.
Battleforged Necron troops have Objective Secured.
Almost all of your units have one or the other of the following:
- 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 and all but impossible for units with 10 or more models.
- 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.
- 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 Necrons with more than 1 wound has this.
- While Reanimation Protocols now don't favor multi-wound infantry as much, that addition of them all having wound recovery helps offset the durability department.
- C'tan: Not a special rule but any C'tan unit (excluding the Tesseract Vault) always comes with three special rules.
- Enlaved Star God: Cannot take a Warlord trait, Relic and can't have other units "look out sir" for them.
- Necrodermis: Has a 4+ Invul save and can only take 3 wounds per phase.
- Reality unravels: When the model dies, it explodes on a 4+ and deals d3 Mortal Wounds on all units within 6"
The Royal Court: Priority of Leadership. The order of who must be make your Warlord if present follows: The Silent King -> Phaeron -> Overlord -> Lord -> any other character.
Dimensional Translocation: Standard rule that consolidated all the Deepstrike-style datasheet rules from 8th Edition into a single army-specific universal special rule.
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.
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.
Custom Dynastic Codes
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 two different lists- the Dynastic Tradition and the Circumstances of Awakening.
- Eternal Conquers: 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. First half of Nihilakh, and it’s a doozy.
- 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.
- Superior Artisans: Re-roll one wound roll when shooting or fighting. Second half of Szarekhan.
- Rad-Wreathed: Cancer-robots, literally. -1 Toughness on enemies within 1" of your stuff. Does not work on Vehicles. (Its 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).
- 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.
- Unyielding: Gain a 6++ save. First half of Nephrekh. Most of your army has a 3+ armour save, 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+ invulnerable save from Quantum Shielding. Take it if you want to really double down on survivability.
- Contemptuous of the code: +1 to hit rolls against Characters.
- The Unmerciful Horde: Re-roll Morale tests. First Half of Sautekh.
- Masters of the Martial: Re-roll one hit roll per unit when Shooting or Fighting.
- Butchers: +1 to Charge rolls. First half of Novokh.
- Severed: +3" range to Command Protocols (from 6" to 9".)
- Vassal Kingdom: Select one of the OG Dynasties and gain their traditions. Except you don't get access to Dynasty specific characters, Strats or Relics. And you can't select a Circumstance of Awakening. Completely garbage.
- Alternate opinion: If you don't really like any of the combinations of tradition and circumstances, and you really like one of the core 6, but you want to run them as your own Dynasty in a narrative game like, oh, I don't know, Crusade, this isn't a bad choice.
- This also comes into play in tournaments, when you have your own uniquely painted dynasty but you want to run some classic dynastic traditions
Circumstances of Awakening
- The Ancient 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. First half of Mephrit.
- Relentlessly Expansionists: 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.
- Isolationists: Even stronger Rapid fire. +1 Strength when within 12" on Rapid fire weapons.
- Warrior Nobles: All your Lords/Overlords are now mini destroyers. Reroll 1's to hit and to wound in melee for Noble units.
- 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.
Other Notable Rules
- 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 targets 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.
- His Grandfulness, Destroyer of Smurfs, The Silent King, Phaeron Szarekhan the Badass is far above shitty Overlords. He can trigger the ability on any NECRON Core unit as well as on his personal badass bitches, the Triarch Praetorians.
- Relentless March (Aura): Most of your HQ choices have this. <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 to far away from the enemy, or the Lokhusts are way to close to them.)
- 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.
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 within 6" of a Character (excluding C'tan Shards). As long as a Noble is still on the table. Note that this effect is not limited to Core units like most auras are, so it can buff anything with a matching Dynasty.
- 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 Tactics.
- Protocol of the Sudden Storm (Nephrekh):
- Affected unit gets +1" move.
- Affected unit can do actions and shoot in the same turn.
- Protocol of the Vengeful Stars (Mephrit):
- When each model makes a ranged attack, gain additional -1 Ap 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.
- Protocol of the Eternal Guardian (Nihilakh):
- Gain the benefits of light cover (+1 to armour saves) 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 5’s or get +1 to hit in melee.)
- Protocol of the Hungry Void (Novokh):
- Affected unit gets +1 AP to their melee weapons on an unmodified wound roll of 6.
- +1 Strength to model if it charged, was charged or performed a heroic intervention this turn.
- Protocol of the Undying Legions (Szarekh):
- Gain +1 more wounds from Living Metal. Good on multi-wound units if the opponent doesn't finish their breakfast (like they should be doing.)
- Can reroll one dice each time you make Reanimation rolls. Good in mass infantry.
Powers of the C'tan
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.
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.
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.
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.
Note that even if a model is missing wounds you still roll against their full Wounds profile.
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, but the ability to target units behind screens and even characters makes it effective against certain lists.
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.
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.
Roll 1d6 for each enemy unit within 9"; on a 4+, they suffer 1d3 mortal wounds; or 3 if used by a Vault.
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.
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.
For C'tan it's better than Antimatter Meteor against units with 12 or more models, Tesseract Vaults benefit a lot from their +1 in this case so Seismic Assault from a Tesseract Vault is better than Antimatter Meteor on units with 7 or more models.
Select a visible enemy unit within 24" (you can't select a character if it within 3" of any enemy unit, unless it is the closest visible unit - even more restricted tan 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!
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.
Gaze of Death (Nightbringer only): Select a visible enemy unit with 9" and roll 3d6. For every 4+ the unit suffers d3 mortal wounds.
Voltaic Storm (Void Dragon only): Select a visible enemy unit with 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 it's current wounds when determining what its characteristics are, until the next turn.
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 while
Sky of Falling Stars and Transdimensional Thunderbolt are usually bad (not necessarily true since the 9th codex buffed both.) Note that Seismic Assault on C'tans 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 good 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.
If given to a Dynastic Agent Character, the <DYNASTY> Core keyword switches to NECRON Core.
- 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 CCB or a second in command destroyer lord, no need to put your nobles at risk. Szeras has this to help offset his lack of an invuln.
- Eternal Madness: Warlord re-rolls wounds for Melee attacks. Zahndrekh has this.
- Immortal Pride: Warlord has FNP5+++ 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.
- 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).
- 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.
- 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. Is on Obyron.
- 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.
- Having said that, nothing in the Stratagem says the Monolith has to be there when you play it. So in your second turn, you could play this, pick a 20-man Warrior unit then deep strike in your Monolith and the unit in an area where their firepower can make a big difference (and is within rapid fire range).
- 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 and it (probably) won't trigger stuff like Tesla. At the very least, it'll guarantee that a high-damage weapon will make its mark. Tachyon Arrows (and 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.
- Significantly nerfed from 8th edition, but not without reason. No longer will you spam this stratagem every turn, but rerolling your S6 gauss cannon shots against T7 and T8 vehicles will still be very important.
- 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. Oh boy, this is some fun stuff.
- 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, don't use it in the Shooting phase. This stratagem makes the triach stalker quite deadly, consider using it in the shooting phase.
- 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 for some 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 for 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 WT so 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 pop this to give a -1 to hit against them. Again, these guys will need it since they aren't Destroyer tough.
- 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. A nerfed version of Mephrit's old stratagem.
- 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. If you're wounding on 4s, 5s or 6s and this adds +1 to your wound rolls it's good, otherwise, forget about it. 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, almost like they used to in 5th edition.
- 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 to wound 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. Rotate Quantum Shields!
- Solar Pulse (1 CP): Strips cover from an enemy unit being targeted by one of yours for the entire phase. Useful when fighting armies with faction rules that always give them the benefit of cover in the open. 100% more damage? Yes, please!
- 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.
- Purge the Enemy
- Assassinate: If the opposite army has more than 3 characters(T4 or 2 chars T3), this one is a must (and more against Sister of Battle T3 and full of Characters). Second Opinion: This can often be a trap against armies like Space Marines and Eldar which can easily hide or protect their HQs.
- Bring it Down: 2VP is not really interesting and needs you to fight either Imperial Guard, Tyranids or a Chaos Army full of tank in order to go the miserable 3VP. 2nd Opinion: Many mech builds make this an incredibly easy secondary to max out.
- Titan Slayers: 3 Doom Scythe and 3 Doomsday Ark (or 6 Heavy *D*) to kill 1 Titan, yay ! Except if you fight Necrons with a Monolith, this one is complex.
- Slay the Warlord: The sooner you kill him, the more you get points, 13VP if you manage to get 3 AIRCRAFT kissing him turn 1. If you can't do that, Assassinate 2 or 3 characters.
- No Mercy, No Respite
- Code of Combat: Our unique secondary for this category, gain 3 VP whenever a noble unit destoys an enemy unit. Decent with the Silent King, pretty bad otherwise.
- Thin their Ranks: Really good if you fight Orks, Tyranids, SoB, (if you're lucky) IG mobs and Necrons (reanimations protocols helps your enemy); Shitty against Primaris (,MEQ) and Custodes. Needs you to kill at least 80 models to be interesting. If you want to max out, 150models is a joke.
- Attrition: Check well the word Unit in this case. Blobs of Necron Warriors and Destroyers can do Miracles. Be careful against uber tank units.
- While We Stand, We Fight: Keep you C'Tan and CCB alive (and Tesseract if you play more than 1500pts), if you're lucky . Always have more expensive model than your AIRCRAFT, they are easy kill.
- First Strike: Max 8VP, cool if you have a god shooting phase and bad if your opponent have hidden all his troops and you can shoot only 1 unit. You're a Necron Harry, range is not your strongest point.
- 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 you may have for 1500 pts around 10/12 units. Which means 2.5/3 units per quarter of the battlefield. They won't last long. The average point you should win with this is 9VP which is still a good average.
- 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 center of the board to blockade your enemy.
- Linebreaker: Shouldn't be hard with some Deceiver, a Veil of Darkness or Scarabs and Bikes. 4VP each turn. 3/4Turn in the enemy DZ. If you're lucky, it's 15pts easy managed but if you're unlucky, it's 15pts easy managed but that can't do a thing about the enemy force because too far away. Can be combo with Repair Teleportation Homer
- Domination: 3VP for 3/4 primary objectives. Maxed out in 5 turns, if your opponent is smart, he will never let you get that much. Else, profit.
- 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 forgoing a few gauss shots.
- Raise the Banners High: One action means no shooting, a team of unused (10)warriors necrons/(5)immortals could do this turn 1. Thanks to the pityful range of fire you can sometimes plant a flag. 1VP per flag ? So 3 flag planted for 4 turn = 12VP + end of the game +1/flag = 15VP. If there is 2 primary in your DZ, this one is manageable. Still one unit not shooting for getting the third flag.
- Investigate Sites: Getting the middle of the table should be easy with 2 unit of warrior or 1 unit of warrior and 1 unit of praetorians. Remember though, only one unit a turn can perform this action, and no characters.
- Repair Teleportation Homer: If you could bring a team of 20 Necron Warriors in DZ of enemy team 5VP each turn. Combine with a Cryptek with Chronometron and 2CP for immune morale test or the warlord trait Immortal Pride for a maximum tankiness while eating VP. Can be done by the Cryptek while the boys are shooting.
- Mental Interrogation and Psychic Ritual: Wait, what ? Still no PSYKER, 2 Secondaries eliminated for us, Drukhari and Tau.
- Abhor the Witch: A very good secondary, if you fight the Thousand Sun or maybe the Aeldari. You may think that it could be useful against Tyranids but killing any PSYKER is many resources not getting the map. You can combo this one with Assassinate but you are going to get those points at a hard price.
- 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.
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.
- Staff of Light: 18" Assault 3 S5 AP-2 d1 and S:user AP-2 d1 in melee.
- Hyperphase Sword: Melee S+1 AP-3 d1.
- Hyperphase Glaive: Melee S+2 AP-3 d1D3.
- Voidblade: Melee S:user AP-3 d1, make an additional attack with this weapon.
- VoidScythe: Melee Sx2 AP-4 d2, -1 to hit with this weapon.
- WarScythe: Melee S+2 AP-4 d2.
Apart from Dynasty specific relics, these generic relics can be taken by anyone, other limitations provided.
- Gauntlet of the Conflagrator: Gauntlets of Fire are back... kinda. 12” pistol, auto-hits the target, and rolls 1d6 for each model in the unit; they suffer a mortal wound on a 6. Could be good on a Hexmark destroyer (7 "pistol" weapons instead of 6).
- Nanoscarab Casket: No longer the Destroyer Lord powerhouse, this simply buffs living metal to 2 wounds regained per turn rather than 1 on any character model. Gone are the days of unkillable Warscythe Destroyer Lords.
- Orb of Eternity: Replaces Resurrection Orb. Once per game, make a Reanimation Protocols roll for a <DYNASTY> INFANTRY unit within 3", 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 15%.
- Sempiternal Weave: Noble Model only. +1 Toughness and +1 Wounds. On lords and overlords, it’s nearly worthless as a defensive buff, and it makes ccb’s too big for the Look Out, Sir requirements. We have better relics.
- 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.
- 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, because that would be insane with his new stat profile. It’s a Warscythe with an extra damage and it ignores feel no pains: if you know you’re going against death guard, bring this and watch Nurgle squirm.
- Voltaic Staff: No longer locked behind Mephrit, this toy replaces the Staff of Light. Increases its shooting and melee profile by +1 S and Damage, and gives it an extra shot. Also makes it a Tesla weapon.
Dynasty Specific Relics
- Conduit of Stars: Mephrit's new exclusive. Upgrades the Royal Wardens gun with +1 strength +6” range and +1 base shot.(S5 AP-2 d2, rapid fire 2, 30” —> S6 AP-2, d2, rapid fire 3, 36”). Voltaic Staff is often a better upgrade but there is the meme of getting 6 shots instead of 2 at 15-18 inches.
- Solar Staff: Nephrekh, a staff of light upgrade that gives it extra range, double the shots and blinds its target, meaning no Overwatch or setting to defend.
- Infinity Mantle: Nihilakh, +1 armour save and a feel no pain save of 6.
- Blood Scythe: Novokh, replaces voidscythe or warscythe, is a warscythe that gives 2 extra attacks. This combined with the Honourable Combatant warlord trait gives you a potential 16 close combat damage against a character with an Overlord - that's an awful lot of pain for a 100 point model.
- The Vaquisher's Mask: The Sautekh gain a mask that allows you to designate 1 unit within 3" who has to fight last in the Fight phase.
- The Sovereign Coronal: Szarekhan NOBLE only, gives you a range of 9" for spreading Command Protocols, and an aura that means any unit the bearer spreads Command Protocols to gets both benefits.
As if to make up for all the abuse the crypteks took since 7th, 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 +25pts.) 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.
- Cryptogeometric Adjuster: (+1PL +15pts.) 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.
- Photonic Transubjector: (+1PL +20pts.) First failed save roll in each turn makes the enemy weapon deal no damage.
- Dimensional Sanctum: (+1PL +15pts.) Gain
Deep strikeDimensional Translocation.
- Cortical Subjugator Scarabs: (+1PL +15pts.) Once per battle. during the enemy Heroic intervention step, one <DYNASTY> unit within 6" can Heroically intervene. make picking off a babysat unit of warriors or the crypteks itself a bad idea when another squad is nearby.
- Countertemporal Nanomines: (+2PL +30pts.) Chonomancer Only. During your Shooting phase, pick an enemy within 18". Halve charge and advance rolls until your next turn.
- Fail-Safe Overcharger: (+2PL +30pts.) 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 +25pts.) In your Command phase you an 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.
- Quantum Orb: (+1PL +20pts.) 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. Token is removed after that.
- Metalodermal Teslaweave: (+1PL +20pts.) 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.
- Phylacerine Hive: (+1PL +20pts.) Technomancer only. Once per game, can use Rites of Reanimation to pick up a model from any unit (except Flayed Ones) with Reanimation Protocols. Useful on destroyers or spyders.
- Prismatic Obfuscation: (+1PL +20pts.) 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.
- Necron Overlord: Equipped with a hyperphase glaive (S+2, AP-3 and D1d3), and a tachyon arrow(one-shot turbocharged lascannon), both of which can be swapped for a Staff of Light (the shooty option), a Hyperphase Sword (the cheap option), a Voidblade (the anti-horde option), a Voidscythe (the melee anti-Vehicle option) or a Warscythe (the anti-Primaris option), all more or less equally good depending on your list and matchups. They come with a 4+ invulnerable save thanks to the Phase Shifter included in the kit. Dropping the tachyon arrow also allows you to take a Resurrection Orb, which is pretty good for our Troops but is more or less a must-have if you have Lychguard or Destroyers close to your Overlord. The main reason (and it's a good one) to buy an Overlord instead of a Lord is his buff My Will Be Done. Do not let the 5 wounds fool you, he will go down fast to any decent beatstick character. Think instead of your Overlord as a charge deterrent, buffing a blob of Immortals and discouraging harassment units like Reivers. If you must send your Overlord in to duel, choose your targets carefully; otherwise, you'll watch him die quickly. He has gone up to 4 attacks in the new codex, which makes him less of a pushover - he can lay some decent hurt when paired with relics and Warlord traits.
- Necron Lord: Comes with The Lord's Will ability which lets one <DYNASTY> Core unit reroll failed hit rolls of 1, which arguably makes him better at babysitting 20 man warrior blobs than a Chronomancer (The Lord is the stern father compared to the protective mother of the Chronomancer). He cannot get a Voidscythe and he does not have an invulnerable save, he can have a Staff of Light (the staying safe option), Hyperphase Sword (the cheap option), a Voidblade (the down and dirty option) or a Warscythe (the killy option). The Warscythe is a little overkill for this guy because he will die so quickly when he gets into combat, but the other options are solid. 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.
- Cryptek: They are the secondary support characters of the Necrons, granting additional unity in place of Psykers. You get a two-for-one for an HQ slot in a single detachment with a Noble (in case you're gaming characters).
- Technomancer: Your defensive buff-bot. 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 Controller (the virgin resin one). The Canoptek Cloak allows Crypteks to keep up with speedier units and provide extra healing for any <Dynasty> model with Living Metal. The Canoptek Controller gives +1 to hit to Canoptek units within 6", turning 3 Doomstalkers into cheaper Doomsday Arks or 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).
- Plasmancer: The variant of the Cryptek from Indomitus. This robo-wizard is the explosionmancer of the crypteks, tossing out a fair number of of mortal wounds that can't be Deny-The-Witch'd. 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 irritate. After moving, you get the chance to deal up to 3 MWs on the closest enemy unit within 24". Also, has a staff that shoots light anti-tank blasts.
- Chronomancer: The Chronomancer's Chronometron grants one <DYNASTY> unit Charge rerolls and a 5++ invuln save for a turn. Note that his buff 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... Also gets a choice of staff, either an 18" anti-tank (with D3+3 damage!) or an assault D3 anti-infantry that ignores invulnerable saves. Extremely good alongside big squads of Warriors or Scarabs, as a 5++ makes those objective campers a nightmare to remove.
- Psychomancer: A flexible debuffer 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.
- They can't fire Overwatch and must Fight Last.
- Royal Warden: At last, the Necrons have their own Primaris Lieutenant. He is a support character with a relic gauss blaster (Rapid Fire 2 and D2 compared to the base Immortal). His Relentless March grants a <DYNASTY> CORE unit +1 to its Move characteristic. During the command phase, he can let a <DYNASTY> CORE unit within 9" fall back and remain able to shoot and charge. This can seriously boost the effectiveness of a large blob of Warriors or Immortals; while they have a Royal Warden nearby, their relatively-short-ranged shooting can't be turned off simply by being charged.
- Lokhust Lord: Comes with Phase Shifter standard and 1 more Attack than a Lord and 1 more wound and Toughness than the Overlord. His high movement does allow him to keep up with Destroyers which is harder for a normal Lord. The only HQ that can take a phylactery, although you lose access to a resurrection orb if you do so. His buff is more specialised but more powerful than a Lord's as it is an aura and he is much tougher and mobile, he is a good choice if you are spamming Destroyers or you don't have any core infantry to benefit from Overlord and Lord. If you take a Lokhust Lord you should definitely give him a warscythe and get him stuck in melee, the cheaper and shootier weapon options are basically wasting the Lokhust Lord body (although note that the wound re-rolls he grants to Destroyers are for any phase). Lokhust Lords should probably also take a relic to maximize their effectiveness.
- Skorpekh Lord: The big kahuna of Indomitus. Like all Destroyers, he has a native re-roll on 1s to hit that isn't shared with anyone and comes loaded for bear. His lone gun is an Enmitic Annihilator, an 18" Assault 2d3 S6 AP-1 Blast weapon, making it evil against most things he's up against. His melee weapons are split between the Flensing Claws (Gives double the attacks at AP-1) and the Hyperphase Harvester (S+2 AP-4 d3 with the hit penalty of a power fist), both quite dangerous. His weakness is that his aura only boosts Destroyer Cult, as they're the only ones who get to re-roll 1s to wound when within 6" of him. Still, this affects close combat attacks as well as shooting.
- Catacomb Command Barge: Has Quantum Shielding and a Gauss or Tesla cannon like a vehicle, but doesn't get worse as it takes damage (just like the Annihilation barge). It also includes the Overlord's My Will Be Done ability, the ability to charge flyers with a Warscythe, and the privilege to laugh in the face of Dark Eldar carrying poison weaponry (because it's a VEHICLE). It is a nice upgrade for a vanilla Overlord between the durability and range buffs.
- 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 off against 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.
- 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 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.
- Orikan the Diviner: Another old model gaining DYNASTIC AGENT so that other dynasties can use him, and he can affect Triarch Praetorians, which is probably why you’re bringing him. He's basically a beefier Cryptek, who might turn into a tank with a C’Tan-like statline 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 statline (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 customisation.
- 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 as Bolters, and a 50% more effective against MEQs than a bolter. Warriors take 50% more wounds compared to Immortals against things like Bolters and Lasguns, but their worse armour isn't such a big deal against things like plasma or earthshaker cannons, the armour difference actually makes no difference against things with an AP of -2 or better when accompanied by a 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.
|Gauss Flayer vs Gauss Reapers Mathhammer (Efficacity per shot on T4)|
w/ My Wil Be Done & Lord wound reroll
- Necron Immortals: CORE. For 5-7 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 the higher cost of 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.
|Gauss Blaster vs Tesla Mathhammer (Efficacity per shot on T4)|
|Tesla (16% of 2 more hits ~ 20hits per 20shots)||44%||37%||30%||22%||15%||7%|
|Gauss Blaster vs Tesla Mathhammer (Efficacity per hit on T4)|
|Gauss Blaster (~ 13hits per 20shots)||66%||66%||66%||55%||44%||33%|
|Tesla (~ 20hits per 20shots)||66%||55%||44%||33%||22%||11%|
- 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 withing 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 strategems (Disruption Fields for +1S, Eternal Protectors and the Novokh specific Blood Rites strats 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.
- 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! This rule is less great against things like Drop Pods since you will be forced to shoot at the empty Drop Pod after the unit inside disembarks.
- Hexmark Destroyer:The Anti-chaff Destroyer. It gets 6 S6 AP-1 shots with an 18" range that always hit on 2s (including Overwatch rolls) and ignore cover, and 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). It can also re-roll 1s for To Hit rolls (like all destroyers) so it will pretty much always hit with all its shots. It's very good against large squads of Orks, Tau, Guard and any other large blob units. It can only be taken in units of 1, so best have it walk along side some Warriors or Immortals for extra fire support. Since it is a CHARACTER, it can broadcast Command Protocols to your <DYNASTY> units - combine this with its Deep Striking to get an extra boost to that faraway unit exactly when it needs it!
- Flayed Ones: 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.
- 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.
- Skorpekh Destroyers: While not quite as fast as Lokhust Destroyers, they are still speedy and loaded for bear in melee with one guy taking the Hyperphase Reap-Blade (basically the lord's harvester) and the other two grabbing Hyperphase Threshers (AP-3 d2 that can throw another attack). Like the Skorpekh Lord, these guys can also re-roll 1s to hit, which helps manage the synergy dependence. 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 so like other army's equivalents will likely have so you need a delivery method for them; T5 and three wounds each will only get them so far.
- They are the heavy melee guys that thrash up vehicles and marines and terminators.
- 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.
- Cryptothralls: A small 2 model unit, their prime existence is bodyguarding a Cryptek. While meagre 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 meagre 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. These are hilarious; Tweedle Dee and Tweedle Dum here can swing the occasional combat in your favour especially if you've already got a big block of warriors tying up your opponent.
- 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 options 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 on a 2+ if they happen to be within 9". A Technomancer with a Phylacterine Hive can revive one of these great floating wrecking balls. They are only 60 points each stock and are well worth it, easily one of the most improved units from 8th edition.
- Canoptek Reanimator: 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 base Cryptek or at least grant some better range. Unfortunately very overcosted, especially consider its height and lack of invulnerable save/quantum shielding. One of the worst units in the entire game. Convert them into spyders or another Doomstalker or something cause right now they're turbo trash. An invulnerable save of some form would not go amiss on something that costs 110 whole points (seriously, a Doomstalker is 30pts more and boasts double the wounds, extra toughness, a 4+ invulnerable save and a mega fuck-you cannon).
- Canoptek Tomb Stalker (FW): Your regular monstrous creature. 6 attacks at S7 AP-2 d2. Carries a 2 Rapid Fire 2 S5 AP-1 guns which is 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.
- C'tan Shard of the Nightbringer: "Now I am become Death, the destroyer of worlds." The strongest melee unit in the entire game. PERIOD. You want to kill something? Bring this ghouly fuck. GW has changed him again but he is still a CHARACTER and 7s in Strength and Toughness, along with a 4++ save. He lost FleshBane on all his attacks by now has 9 wounds, 6 attacks, can only take 3 wounds per phase and has Living Metal. His scythe has 2 profiles as well, 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). This guy will kill Gulliman, Morty, Magnus, Abaddon, and anything else big and dangerous that you can think of. Even tanks, his old Arch-Nemesis won't survive his onslaught any more. He knows Gaze of Death which is a C'tan power now 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 yourself. 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. Fuck. 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 at most, turn 3 he's a goner.
- 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- only a 12" range, but it hits everything in a line between the Void Dragon and the target and hits just as hard as it does in melee. While it shares the same 4++ invulnerable as the other shards, Necrodermis capping the number of wounds it can lose in a single phase to three means that an enemy will have to inflict 3 wounds in the Psychic, Shooting, and Fight phase to take him out in one turn, while also making heavy weapons like Lascannons less useful against it. Even that might not be enough, as 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.
- 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.
- 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, if not something you're going to be winning any GTs with. 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). Instead of the Scythe of the Nightbringer weapons that the Shard of the Nightbringer gets or the Misdirection and Grand Illusion abilities that the Shard of the Deceiver get 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.
- Cosmic Tyrant: The C'tan can cast two Powers of the C'tan instead of one.
- Immune to Natural Law: Can't be wounded on better than a 4+.
- Sentient Necrodermis: 3+ Save.
- Transdimensional Displacement: Gains Dimensional Translocation ability.
- Untamed Power: Goes up to Strength 7 and Attacks 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.
- Ophydian Destroyers: For the same cost as the Skorpekh Destroyers, their statline takes quite a hit - less strength, toughtness and save, so even though their primary armament is the same they don't hit as hard. Oddly, their Hyperphase reap-blade gets an additional hit on 6's, which the Skorpekh version doesn't (it's because the Ophydian has two of them 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 primaries and Gravis armor, while Skorpekh is fare more durable and better at killing tougher enemies and vehicles even before buffs.
- Canoptek Wraiths: 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.
- 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.
- Tomb Blades: Tomb Blades are like two Immortals in that they have two wounds and can either have two Tesla Carbines, two Gauss Blasters or if you're feeling cheap they can have a single Particle Beamer, 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.
- Triarch Praetorians: Praetorians are like Lychguard, except they have Movement 10, FLY, lack CORE 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 is for hordes vs elites - generally, you'll probably have plenty of horde-killing ability in the army do 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): 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 Particl whips, 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 meltas for just that, making the Canoptek Acanthrites better at killing pretty much anything the Wraiths can kill assuming you don't get caught up in a prolonged fight. Wraiths do have better defenses with a 3++ (vs the Acanthrites' 3+ Sv, no invul 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. Perhaps best slotted into an army with other armoured targets so they do not get targeted by lascannons.
- Canoptek Tomb Sentinel (Forge World): A shootier version of the Tomb Stalker, 2 attacks less than the Canoptek Tomb Stalker but with what is basically the Doom Scythe gun. A heavy gun on a mostly melee unit, following the style of Wraiths, meaning you're almost always going to be hitting on 4+ like the Doom Scythe. Also has a Gloom Prism. The gun is well worth the 15 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 [] 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.
- Lokhust Destroyers & Lokhust Heavy Destroyers: Scary guns mounted on spooky hover skeletons that hit on 3+ rerolling ones, although can't be boosted with My Will Be Done any more, 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, so reanimation is a possibility, but with 3 or 4 wounds each you won't get many back, and in their own squad of no more than three don't ever expect to raise any without a Phylacterine Hive on a Technomancer. Keep them near a Destroyer Lord for the wound re-rolls of 1 to maximise their output.
- 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 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, more expensive and more versatile version of the Doomsday Ark. It has an anti-vehicle profile which is weaker than the Doomsday Cannon, but it has two other profiles one for taking out TEQs at range 24" and one a flamer for taking out MEQ at 8". Comes with 2 Tesla Cannons, which can be replaced with 2 Particle Beamers (if you are an idiot) or 2 Gauss Cannons which have become a nice option with the buff in the codex. It also has a special rule that subtracts from the charge distance of enemies trying to charge it, at worst this means your opponent can't charge from 9" away to avoid your flamer, at best it means your opponent will fail their charge and you get to inflict D6 auto-hits wounding on 2+. The explosion rule for the Tesseract Ark also triggers on a 4+ so make sure your near a lot of enemy units when it dies and then use a re-roll if necessary to inflict lots of mortal wounds.
- 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 - although sadly they cannot transport Flayed Ones. 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
- Monolith: It is a Deep Striking Land Raider with 24 wounds, Living Metal, a 2+ save and it is Titanic. The Monolith is huge 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, 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 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.
- Seraptek Heavy Construct (Forge World): It’s about time the Necrons got themselves a knight analogue (and a Knight Dominus at that). The Seraptek is a monster of a war machine, with 28W T8 3+/5++ like the Imperial Dominus Class and some pretty nasty weaponry. More over, it's fucking FAST, scuttling across the board at 16", compared to the 12" of the Imperial Knights. Thankfully it gets to use that Movement because it doesn't suffer To Hit penalties for firing Heavy weapons on the move, it can also 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, that also does 1 mortal wound in addition to the normal damage on a wound roll of 6. Alternatively, you can drop them for the more versatile four weapon loadout with a pair of Transdimensional Projectors (24" Heavy D6 S6 AP-3 D3 damage with the same 1 MW on 6+ as the stock weapons) 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, it's attack characteristic is 50% better than that of regular Imperial Knights and its weapon skill is better than that of Dominus Class Knights. It's 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 firemagnet 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, potentially one of the more viable Necron units in competitive contexts.
- 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.
- Tesseract Vault: A Transcendent C'tan suspended within a huge living metal cage, it spews out copious amounts of AP- and mortal wounds but it's spicy pricy and will attract ALL the attention of your opponent. Knows four, and can use 1-3, Powers of the C'tan each turn depending on how many wounds it has left. It doesn't get to keep the C'tan's close combat prowess or their ability to hide 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) 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 of rape when it dies, ideally this happens away from your models and close to several enemy units.
- Even though this unit has the dynasty 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 sheckles worth of Deep Striking anti-tank gun with a protective field granting a 5+ invulnerable save for models (including vehicles) within 6", it can't move after deep striking but all your units can target units in combat with the Pylon. The Gauss Annihilator's Focused Beam mode is S16, so you're wounding pretty much everything in the game on 2s (and even wounding Warlord Titans on a 4+). Only AP-4 but that makes little difference since many enemies will have invulnerable saves anyway. It is so strong against TITANIC that you should always ask your opponent before friendly games if they're bringing one, if it's not a friendly game... Well enjoy 2x(6+D3) damage. It's other weapon profiles aren't even worth mentioning, but I will, it has a 3" anti-infantry gun and a Heavy 2D6 anti-MEQ gun, but firing either prevents firing the main gun. It's good even against moderately heavy vehicles like Predators and great against Land Raiders and daemon primarchs. It's terrible against units with Quantum Shielding since it can't less than 6 damage, it's also a very expensive paperweight against horde armies.
- 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.
- Tomb Citadel (Legends) (Forge World): Contains an Eternity Gate, a pair of heavy weapons (Gauss Exterminator for 50pts each or free Tesla Destructors), a docking station for one Sentry Pylon/Monolith which gives the docked unit +1S on its guns (docked Monoliths can't use their own Eternity Gate though), and a Power Crucible building that gives all NECRONS in the fortification 5++ vs shooting and reroll 1s on Reanimation Protocols. Each of the four buildings explodes on a 6+ when killed, and the Power Crucible's abilities disappear as it gets damaged - one turns off at 8 wounds, and you lose the other one when it dies. Costs an absolutely ludicrous 730 points, or 780/830 with the Gauss Exterminator emplacements.
- Sentry Pylon (Forge World): Gun platforms that can scuttle along the battlefield 3" a turn with the option to buy Deep Strike. Gauss exterminators are good for flyers and ground support with two S12 shots. Focussed Death Ray is 15 points cheaper, but it's also terrible; half range and shots compared to the Gauss Exterminator with same profile. It lacks the +1 to-hit against non-FLY units, but the Gauss Exterminator shoots twice - so it has a better chance of landing at least one shot, and can also land two (and has +1 to hit vs FLY). The Heat Cannon will generally work out better than the Exterminator (at 1.75x the rate of fire for 1.5x the points before you pay for the wielder, and with melta damage at 18"), but it's also 25 extra points, if you take the latter you want to take the option that allows Sentry Pylons to deepstrike, if you go with the Gauss Exterminator then just plunk it down during Deployment instead of waiting until turn 2.
- 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, but you can probably find better things to spend 120 points on. You may be able to pull of 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.
Each unit (except Triarch Stalkers, Triarch Praetorians, Illuminor Szeras and Anrakyr the Traveller) has a <Dynasty>, you can choose one of the following 5 Dynasties for each of those units. Units get access to a Stratagem, Relic and a Warlord trait that is Unique to each Dynasty, u̶n̶l̶e̶s̶s̶ y̶o̶u̶ a̶r̶e̶ p̶l̶a̶y̶i̶n̶g̶ M̶a̶y̶n̶a̶r̶k̶h̶ (They don't exist anymore). If no units in a Detachment have different <Dynasty> from any other unit in that Detachment, then all units in the Detachment will benefit from that Dynasty's Dynastic Code or in the case of Maynarkh, the Dynastic Code of one of the other five Dynasties, there is incredibly little reason to have units from multiple different dynasties in a single Detachment, but it could grant units access to different Stratagems, the cost of the Dynastic Code is usually too great to be worth it.
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. Before you start crying that your painstakingly painted Necrons got a trashy rule (Nihilakh), the actual paints on your models don't influence any rules. So call them what you want, throw that continuity in the trash and go WAAC.
After 60 million years of slumber, the king finally returns to rule.
Thematically 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.
- Dynastic Code: Uncanny Artisans: 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). Additionally, when Protocol of the Undying Legions is activated both of its Directives will be triggered instead of just one.
- Warlord Trait: The Triarch's Volunty: 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 Ruler’s Diadem: 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.
After 60 million years of slumber, the protocols of destruction and technology remain.
Thematically the Mephrit Dynasty were 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 super weapons 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. Additionally, the 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: Star Conduit: 36″ Relic Gauss Blaster with 1 more rapid fire shot, S and D
After 60 million years of slumber, the protocols of aspiration and freedom remain.
Thematically 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+ invulnerable save. When advancing, a unit may Translocate. Translocating always advances 6", but cannot shoot until the next turn. Units can move through terrain and models if Translocating or falling back. When the Protocol of the Sudden Storm is active, both Directives are applied.
- 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 of monster the Dimensional Translocation ability.
- Relic: The Solar Staff: Replaces a Staff of Light, for some additional dakka. The melee profile is identical to a Staff of Light, but the ranged is higher, double the rate of fire, and blinds any Infantry units it hits for denial of Overwatch and Set to Defend (obviously cavalry and bikers are wearing super-cool shades at all times, especially at night). It's good against things with improved Overwatch (tesla/Tau/certain Guard subfactions), but otherwise you can do better.
After 60 millions years of slumber the protocols of isolation and defence remain.
Thematically the Nihilakh Dynasty have 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 curiousities 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; and they get both directives from Protocols of the Eternal Guardian.
- 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 Infinite Mantle: +1 to armor saves, plus feel no pain 6+++. This stacks well with enduring will for a strong second in command Destroyer Lord.
After 60 millions years of slumber the protocols of blood and ritual remain.
Thematically 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.
- 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. This is on the low end of relics. Sure, Overlords want more attacks, and if you have nothing better to put on them this is at least a slight upgrade, but you should usually be reaching for the Voidreaper instead.
- The Blood Scythe and Voidreaper fill 2 different roles. The Blood Scythe is usually a better choice for general combat, as the bonus attacks will go futher against most targets that aren't 3 Wounds or have a Feel no Pain or both, where the Voidreaper is more of a duelist weapon due to the higher damage and ignoring Feel no Pain rolls. Think of the Blood Scythe as a Warscythe and the Voidreaper as a Voidscythe, as their names suggest.
After 60 millions years of slumber the protocols of conquest and martial pride remain.
Thematically the Sautekh Dynasty is all about using terror as a weapon, Flayed Ones, unnatural storms, gigantic war machines. 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 get away 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 have a solid Dynastic Code, allowing for effective Warrior and Immortal spam, as well as buffs to Moral, 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 Moral tests and rapid fire weapons can rapid fire at 18" instead of the weapons half range. When the Protocol of the Conquering Tyrant is active, both of its Directives are triggered.
- Trading out there 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 recieve +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: In combat, a unit within 3” always fights last. Great for brawler type hqs.
- Unique Characters:
- Imotekh the Stormlord: 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 unit (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. 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 CP makes him a good choice even if you are not getting the absolute most out of him.
- Nemesor Zahndrekh: 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 an 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
- Vargard Obyron: 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 gets more, as he doesn't take up a Role slot, stops Zahndrekh 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.
After 60 millions years of slumber the protocols of oblivion and death remain.
Thematically the Maynarkh Dynasty are supposed to represent everything the Necrons were before the 5th edition changed their fluff from mindless killer robots following unbeatable star gods into mindless killer robots following egyptian phaeroh robots with god-like pets. One of the main focusses of the Maynarkh Dynasty is Flayed Ones and close combat, they also apparently lack in the elites and Immortal department.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. Toholk's main purpose is to help you go first, again his job is not to support Flayed Ones making Flayed Ones a poor choice in this Dynasty,
- 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.
- Unique Characters:
- Kutlakh the World Killer (Forge World): This is what we have instead of the Maynarkh Dynasty army, an Overlord with a Phylactery, an extra wound and a 2+ Sv. He has a Staff of Light and remember the rather awesome Oblidax sword he had? It is a force sword now, deal with it. He can reroll hits against units with lower leadership than him, so he's almost always hitting on 2+ rerolling ones. His real strength is that Maynarkh units with 12" of him can charge after advancing. Despite supposedly being a Flayed One-based dynasty Kutlakh hardly benefits Flayed Ones, he is okay if you have at least two units of Lychguard but you'll need to milk him of even more value somehow if you want him to be worth his points. A third unit of Lychguard and/or using him in combination with Anrakyr to make better use of the ones you have are both good options. Kutlakh is 200 pts, the wound and T are worth 30 pts, the phylactery 15, the weapons 15, that makes his ability 55 pts, which is very expensive, the units he buffs also aren't that great making him fairly bad.
- Toholk the Blinded (Forge World): Vehicle support Cryptek, with T5. After deployment you get to give a MAYNARKH VEHICLE Phylactery wound regen instead of normal living metal, this means he cannot repair multiple vehicles over the course of the game, it also means he can go wherever he wants and the vehicle continues benefitting even if Toholk dies. Comes with reroll for seizing the initiative upping it to a respectable 31% chance. Also, has an Aeon stave. Which, has no reason to exist. Units wounded by it can't advance the next turn, which stops Harlequins who disengaged you if... they were gonna run away, they now run slightly shorter. Toholk is quite expensive even after his massive cut from Chapter Approved 2018, he does improve your ability to steal the initiative but he prevents you from using Dynasty-specific Stratagems on units in his Detachment.
Building Your Army
The Start Collecting box still contains an Overlord, Necron Warriors and Scarab swarms as the first box, and a Catacomb Command Barge (which can alternatively be built as a Annihilation Barge and separate Necron Lord) and also throws in a 5 cron squad of Immortals which you can instead build into Deathmarks. Amazing value here, as it contains potentially 4/5ths of a basis for a Battalion detachment. As an additional plus against the old SC box(which isn't bad by any means) all units in the new box benefit from Dynastic code abilities, something the Stalker is unfortunately lacking.
Forgebane is a good set, containing a Cryptek with a Canoptek Cloak, 5 Immortals/Deathmarks, 5 Lychguard/Triarch Praetorians and 3 Wraiths. It clocks in at $160, which is a steal.
The Necrons Dominion Spearhead set gives you an Overlord, 12 Warriors, 10 Immortals/Deathmarks, a Canoptek Spyder, 3 Swarms, 3 Tomb Blades, and a Ghost Ark for $170. Quite a deal indeed.
Well, all those sets are out of print (But Ebay exists, so go nuts if you can find any of them). Since Necrons are the non-SM poster boys of this edition, you have to resort to the starter boxes. Find a friend who plays Space Marines, split an Elite starter set and a Recruit starter set and you'll end up with an Overlord, a Royal Warden, 20 Warriors, 3 Skorpekh Destroyers, a Plasmocyte and 6 Canoptek Scarabs for 75$.
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.  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. 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.
You're going to need an awful lot of Leadbelcher (get a spray), Stormhost Silver and Nuln Oil. Unless you opt for one of the more colourful Dynasty schemes, or Lovecrons.
- As an alternative to a Leadbelcher base with Nuln Oil shade, you could also drybrush Leadbelcher over the top of a black undercoat to achieve a similar effect. Both methods have a nice result.
- If you wanna go against the norm, 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, and Necron Compound dry brush.
Tactics and strategy
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.
These are some experiences in V9 and how to counter play. Learn about the necron's stratagems before coming here. Feel free to expand/correct this list.
- VP is more important than killing (except if your VP are aquired by killing).
- Surprisingly a unit of scarabs could take a primary/sec point surviving for a really long time.
- If you have more than one Doomsday Ark, Bring a Triarch Stalker.
- Fast attack could be the winner unit in this edition.
- You Necron Warriors are the most tanky unit you could get (with the good combo).
- 9th edition = Melee, melee everywhere. Necrons are really underpower 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.
- But a Canoptek Doomstalker could resolve many problems, anyone charging one of your friendly unit can get a shot of max power Doom Gun, enjoy.
- Reanimation will take you only so far in attrition. It won't help against losses in every other phase outside Fight or Shooting. Mostly it 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 multiwound 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'Tans (the Nightbringer must be an autopick against them, protect him as much as you can, a technomancer with a Canoptek Cloak could be awesome), Plasmancer, (Deathmarks,) Immothep & autodestructive scarabs are only an exemple. 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 Canon to 30". You know what to do. If you want to wash a unit, 15/20 Warriors with Gauss Reapers can do the same.
- 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 the well-known stratagem, 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 with they are too slow.
- Don't take too many HQ, his bike captain will rush to kill. You can't block him, for 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 it's now at a higher price.
- Behind the Line and Repair Teleportation Homer are really great secondaries, just teleport on the opposite way of the Bike Captain and Bike Squad.
- Pray your opponent dices rolls many 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 the Objective Secured, not just the troops. Can be REALLY annoyng when you bring 2 DDA hoping they could hold a primary but he just put his model on your point. And now you don't get your point at the beginning of your turn. The new Nihilakh can counter this BUT there is a Custodes faction (hear dynasty) that let 1 model count for 3.
- Custodes often comes 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 : Teleport at 1d6+3"(4-9") 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 don't have to be on the table.
- 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 : Teleport and kills a 10 models unit alone. "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 put your Overlords out of sight.
- Never have less than 15 Necron Warrior if you have a unit. Unless he decide 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. Almost cost me the game.
- Don't use Tesla. 2+/3+ save for the full army. It's a joke. Plus, You can trigger the tesla at 6 now.
- Get an army with 2 damage or D3 minimum. The Triarch praetorian could do a great job killing some Primaris.
- He will bubble. Especially if he is a new player. A fucking phat bubble. One chapter master, one lieutenant and the whole army around. Very soon, this will be corrected with only the core unit affected but still... Use the storm of Immotekh to destroy that doom bubble.
Melee and tankiness. As a necron. This is not fun. Even with the new units.
- Royal guard could be an auto pick on this one. Letting your unit disengage and shoot is a plus.
- Almost all of his vehicules have 5++. Be extra careful against them especially the Defiler. Bring a Void Dragon and enjoy your easy win.
- I suggest you very much destroying his Lord Discordant on Helstalker Turn 1. Even if it means not shooting the rest.
- 2 Doomsday ark 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. Else ... focus fire on Bob the destroyers of worlds.
- Dynasty Szarekh.
- Magnus can come from the reserves. Bring some tissues if he does that.
- Bring Szeras, hoping thoses psykers does many doubles. Be careful, Szeras is not immortal and can be focus with an army of mortal power. Plus, he can counter one spell.
- If you hate those 2+ saves, bring Immotekh and let the lightning kill one blob of rubrick.
- Be really carful against his demon prince, he can cancel your invulnerable save. 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 is 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'Tans).
You have a 50/50 on this. The player is new or honorable, 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 poisonned weapon destroying everything counting only on your quantum shield... it'll be hard. You must not fail your saves or your vehicles are going down really quickly.
- Use tesla immortal. Time to get those bitch at max range and trigger on 6. Select the target, destroy it. If he bubbles, use your stratagem Malevolent Arcing.
- They will be everywhere. Literally everywhere and hidding where they can. Tomb blades are really a good choice (tesla of course).
- Archon (HQ making reroll all 1 to hit with 2++), but you have tesla.
- Still want to use Necron warrior ? A pack of 15 in cover can survive 3 full round against the shooting phase of the full army with the new reanimation protocols. Bring a Chronomancer w/Chronometron or a Ghost Ark or a Technomancer to bring this to the full game.
- Be careful of the deepstrike. A pack of 20 melee unit (hear Wyches) can fall of, anywhere, raping everything. Twice (they have a stratagem). How to counter ? Easy. The Hexmark Destroyer got your back now. Pick 1 and wait for him to deepstrike, shooting like a boss on his unit realising he has only invulnerable save in melee. Plus they can diffuse the Protocols. (if he try to bitch you, letting you get the first round of game in order to cancel your Aetheric Interception strat, let him know that your hexmark die at the END OF THE 3RD ROUND)
- Bad news: Ravager only have invulnerable save in shooting. Very good news: Necrons have new melee unit. Send your Skorpekh Destroyers (if they manage to survive).
- Do not bring any Monolith & Doom/NightScythes except if you want a training target for his lances or a distraction.
This is the same shit as CSM. A full melee army. You could confront a shooting Nids army but it's less dangerous and battlefield overwhelming. Still there is always minimum 1 unit of 20 Genestealers.
- New player ? His stacks of doom genestealers MUST be destroyed. Priority number one. Even if your full army must shoot it. Reduce it to 4/5 and let him engage (anything except your Crypteks). You can only cross the hairs of your ass and start believing any chaos god for he to fail his charge if he decide to put his genestealers in reserve (or underground with a Trygon).
- Surprisingly, a Doom Scythe could survive more than one round against them, purging the back lines.
- V9 is about advancing and controling points. 2 Unit of Melee (Lychgard, Triarch Praetorian and Skorpekh Destroyers can do the trick) should be a minimum in order to survive the shock and taking middle points.
- Nids are greedy and play really offensively. This means, the back line are open. Veil of darkness, secondary Behind the enemy lines and Repair teleport could be a real deal in VP (27pts T3 and 30pts T2).
- Let's talk real deal : MONSTERS. How to manage them ? Q: Have they invulnerable saves ? No, DDA, Heavy D, Szeras Gun, Doom Scythe can almost OS every monster in the list. Yes, either ignore them or shoot them when you don't know what to shoot with your big gun. With almost every phat monster having an average of 12wounds, it's gonna take some luck to kill one fast. Ignore the Hive tyrant except if you have a Nightbringer.
- Royal guard is a must have in case of melee Whaag. Almost an autopick.
- Szeras counter psy(deny the witch + trigger the warp on every double), buff Warrior and Immortals, shoot with a gun that could kill gods, is really a good choice of HQ. Don't let genestealers/anything with more than AP1 get close on him, he has no invulnerable save.
- Tesla, Tesla, Tesla and gauss flayers OR Tesla, Tesla, gauss flayers, gauss flayers. It's not really usefull to get gauss reapers/blasters (if you can only shoot at 14", you are in real shit).
- The invulnerable Hive Tyrant is no more a threat now that you possess the Nightbringer! Give him a taste of a god shard.
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