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

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

Why Play Necrons[edit]

After selling the souls of trillions of Necrontyr to the C'tan star-gods in an effort to win his war against the Old Ones, the Silent King relinquished his control of the Necrons--but not before sending them into a 60 million-year slumber, hoping they'd have forgotten all about the whole selling of souls bit by the time they woke up. Necrons are the 500-pound sleeping gorilla of the 40k universe. Their technologies are the most advanced the galaxy has ever seen, the future can be predicted, the speed of light is an afterthought, enemy armour is inconsequential, war 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.
Playing Necrons is taking the mantle of Nemesor, a commander of untold legions of mindless Warriors and slightly less mindless Immortals, it is about choosing whether to coldly calculate the damage output of your doomsday weapons as they turn enemy tanks to smouldering ruin or to cackle maniacally as you unleash your star-gods turned Pokémon and roll to see which random personality traits they have this game. It's about a slow unyielding march of metallic feet and about shimmering green lights heralding units stepping through captive wormholes into your opponent's midst. Necron models go from simplistic to extravagant, but they all share a common toughness, whether through Living Metal and Reanimation Protocols; meaning your units regenerate wounds and models lost earlier in the battle, through good saves and high toughness, or abilities that shit all over your opponent's heaviest weapons. 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.


  • Between vehicles 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.
  • Their basic gun, the gauss flayer, is exactly the same as the Tactical and Scout Space Marine boltgun, except it has AP-1 instead of AP-0, and on a cheaper model to boot. And now have the option to get the shotgun version of the immortals.
  • 10 Immortals armed with tesla carbines and supported by a model with the My Will Be Done ability will do an average of 30 hits S5 AP- at range 24". Even without any buffs Tesla is statistically the same as hitting automatically in normal cases and hitting on 4+ on Overwatch.
  • Warriors and Immortals are better against non-vehicles compared to 7th edition because of the changes to AP and cover and the DOUBLING in the tesla carbine's number of shots.
  • Quantum Shielding, (when it works). Tank those Knights like a baws.
  • Because you like fragments of ancient star gods riding up the battlefield unable to be targeted by shooting (except for snipers.)
  • 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.
  • They can effectively Deep Strike INFANTRY squads within 2" of the enemy thanks to Night Scythe Invasion Beams, circumventing your slow movement speed.
  • The army with the best fun and fluff character ever (like Space Gandalf). Some of the HQ can single-handedly go head to head with Demon Princes and any phat scary monsters.
  • You're a fan of the original Terminators, as in the titular time-travelling kill bots from the movies usually portrayed by Ahnuld.
  • You no longer have to cry about not having pariahs. Illuminor Szeras has got your back.
  • Plus he can counter Psykers
  • Aside from the normal Astartes pandering, Necrons are the pride and joy of 9th edition with a multitude of new models and units!


  • No longer solid cheese.
  • Their basic gun, the gauss flayer, is worse than the Primaris Space Marine boltgun (range 24" against 30" without talking about their doctrine).
  • The entire army has Leadership 10. With the new rule, this means if you lose 5 Warriors in a big blob; you may lose 16% to 33% of your troops that can't revive thanks to the Reanimation Protocols.
  • For once, accusations that you're a slow army are actually true. Most of your stuff is moving a mere 5". This is compounded by your Gauss weapons relying on their 12" Rapid Fire range to remain points efficient, making it possible for opponents to dramatically lower your damage output by keeping you at arm's length.
  • Quantum Shielding (when it doesn't work).
  • Tesla fails horribly against things that gives you to hit penalties, hitting stuff like Flyers, vehicles which have popped smoke, Mechanicus and Space Marine units from certain sub-factions while they are 12 or more inches away, Tzeentch Daemons close to the Changeling, Tyranid models close to a Malanthrope and/or a unit of Venomthropes.
  • Scarabs are no longer the bane of anything with an armour value.
  • Warriors and Immortals do extremely poorly against vehicles compared to the previous edition, even after factoring in the increased cost of vehicles.
  • No heavy weapons to embed in squads other than a single Heavy Destroyer in each Destroyer Squad, Destroyers already being fairly elite. This means that you have to take dedicated squads to get any real firepower, meaning your opponent can quickly take out all your anti-vehicle firepower if they have the right units.
  • Necrons have no friends now, can't ally with Tau or Orks or Chaos like you could in the previous edition. Not even your best buddies the Blood Angels.
  • Most units have barely any toys to customize your dudes.
  • No Psykers. You have some limited defense through Gloom Prisms for the larger Canoptek models and a warlord trait, but otherwise you're defenseless.
  • Your rank and file troops are mediocre compared to rank and file marines. Your basic troops have zero hope fighting the nu-marines with new chapter tactics. Then again, this is a common theme for non-marine armies.
  • Your opponent will wipe you squad by squad to destroy your chances of using reanimation protocols. Seriously, 20 T4 warriors is not at all impossible to be destroyed these days.
  • You weep bitter tears at the memory of pariahs

History of Necron Tactics[edit]

Changes from 8th Edition[edit]

Necrons make it out okay from the new pts, FAQs and rules changes, Destroyers and Tomb Blades are going to be massively worse, but most other units will be okay, nothing that screams amazing though.

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.
  • Monoliths and Night Scythes can use their portal turn 1.
  • 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.
  • Units with 6+ models need to be within 2" of 2 models instead of 1 model and models not in coherency get removed at the end of each turn, this hurts big units and Characters because it'll be harder to spread out and stay in range of aura abilities.
  • The introduction of blasts hurts units with 6+ models but especially units with 11+ models, this hurts all our Reanimation Protocol units, but especially Warriors and makes taking a 5-man Destroyer or Wraith squad more of an option compared to 8th.
  • Shooting units with FLY can no longer fall back and shoot, this hurts all our vehicles and Destroyers and Tomb Blades especially, on the other hand this helps our melee units like Lychguard, Wraiths and Flayed Ones.
  • Melee range has been reduced from within 1" of a model from the same unit that is within 1" of the target to 0,5" and 0,5" respectively, lowering the amount of models that can fight, this is mostly going to affect big units, Flayed Ones are the ones that will take the biggest hit from this change.
  • Melee units now fail a charge if they fail to get within 1" of any ALL of the units they declared a charge against. This means charging multiple units is dangerous and sometimes the right choice might be to just charge the closest unit in case of a bad roll. Novokh units could previously charge a unit hidden behind a screen, destroy the screen and use the Novokh Stratagem to fight again and destroy the unit behind the screen, this is no longer possible if none of the charging models can make it into range of the unit behind the screen when charging.
  • The core rules buffs vehicles by letting them shoot in melee and ignore the penalty for moving and shooting, this helps offset the Fly change for our Vehicles and makes Sautekh dumpster tier for a majority of units and only valuable for the Warlord Trait and unique HQs.
  • Melee is helped by allowing units to fight units that are up to 5" above (or below) them, good for Flayed Ones and Lychguard, especially great for Tomb Stalkers which were previously useless at assaulting the second floor of a building.
  • Big units are helped by a more forgiving morale phase that will almost never destroy the entire remainder of a unit, this is great for Warriors and okay for Lychguard and Immortals.
  • The changes to Detachment rules benefits armies that bring a single Patrol, Battalion or Brigade, hurting armies which Soup or take Lords of War or that want to spam Flyers or Fast Attack/Heavy Support. If you stay away from Lords of War you will probably come out of 9th with more CP than previously while some of your foes will be more limited by CP than previously.


  • AB = Annihilation Barge.
  • Blade = Voidblade.
  • CCB = Catacomb Command Barge
  • DDA = Doomsday Ark.
  • FO = Flayed One.
  • Gauss = whatever gauss option a unit has. CCB (Gauss/Warscythe) would be a Catacomb Command Barge with a Gauss Cannon and a Warscythe.
  • Tesla = whatever tesla option a unit has.
  • LG = Lychguard.
  • MWBD = My Will Be Done, sometimes used to also mean Wave of Command.
  • Orb/ResOrb = Resurrection Orb.
  • Pylon = usually means the Superheavy Gauss Pylon.
  • Scythe = Warscythe.
  • Staff/SoL = Staff of Light.
  • Sword = Hyperphase Sword
  • WOC = Wave of Command.

Faction Keywords[edit]

As one might suppose, it's NECRONS. Beyond that, you've also got your <DYNASTY> wildcard, which is fixed for some special characters but freely chosen for most units and also determines your Dynastic Code. The Noble keyword enables the use of Command Protocols if your Warlord has it.

Special Rules[edit]

Faction Abilities[edit]

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

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

Other Notable Rules[edit]

  • My Will Be Done: Most of your HQ choices have this. One <DYNASTY> INFANTRY unit within 6" gets +1" on Advances and Charges, and +1 to hit to both ranged and melee. Indomitus box contains an Overlord with a varient of this rule - it now has a range of 9" and effects a <DYNASTY> unit of any kind. Presumably this will be the common version come the codex.
    • Anrakyr The Traveler's and Imotekh The Stormlord's versions of this rule target a NECRON INFANTRY unit instead. Which means they are the only Overlords that can use this ability on Praetorians (who don't have a <DYNASTY>) or on units not in their own <DYNASTY>. In Anrakyr's case, this is the only reason he can use the ability at all, lacking a <DYNASTY> of his own. This also means they are the only two Overlords that Illuminor Szeras respects enough to follow their commands on the battlefield.
  • Quantum Shielding: All NECRON vehicles except flyers and those who are TITANIC get this, and it combos well with Living Metal's regeneration to make them very tough to bring down. If you can roll under the damage of a successfully wounding attack on a D6, you ignore it. As a result, your vehicles are more vulnerable to massed low damage but high strength firepower (e.g. squads firing overcharged plasma guns or equivalents) than they are to more traditional high-damage anti-tank guns like Lascannons or Krak missiles. Autocannons will still ruin their day though.
  • Tesla: Weapons with this ability cause 3 hits instead of 1 on a hit roll of 6+. If you are +1 to hit this means you now cause 3 hits on a roll of 5+, -1 to hit and you can't roll a 7+. Note that Overwatch only means a Hit roll of 6 is a hit regardless of modifiers, it does not actually negate modifiers, so a hit roll of 6 with -1 to hit is a 5 and so will not trigger Tesla, a hit roll of 5 with +1 to hit will not become 3 hits because a 5 is technically 0 hits, so you cannot say you get 3 hits instead of 0.
  • Their Number is Legion, Their Name is Death: Objective Secured, Necron edition.

Command Protocols[edit]

Your newest ability. If your Necron army all shares the same Dynasty and is led by a Noble character, you can secretly assign one of six Command Protocols to affect your army each battle round. When activated, you can choose one of two directives which will buff all models within 6" of a character.

  • Protocol of the Conquering Tyrant: One of the following-
    • Affected unit's aura abilities, as well as My Will Be Done, Lord's Will, and Rites of Reanimation, gain an extra 3" of range.
    • Affected unit can shoot after Falling Back, but takes a -1 to hit when doing so. Basically the Ultramarines Chapter Tactics.

Powers of the C'tan[edit]

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

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

Antimatter Meteor[edit]

Roll 1d6; on a 2+, the closest visible enemy unit within 24" suffers 1d3 mortal wounds; on a 6, they suffer 1d6 mortal wounds instead. If the user is a Tesseract Vault it does D6 mortal wounds on a 5+.

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.

Time's Arrow[edit]

Choose a visible enemy unit within 18" and roll 1d6, adding 1 if the caster is a Tesseract Vault. If the roll exceeds that unit's highest Wound characteristic, one model is instantly slain; you automatically fail on an unmodified 1, so a Vault still has a 1/6 chance to fail against W1 units (which is most of them). Note also 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 wounds 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.

Sky of Falling Stars[edit]

Pick 3 enemy units within 18", and roll 1d6 for each; Tesseract Vaults subtract 1 from each roll. If the result is less than the number of models in the unit, they suffer 1d3 mortal wounds. An unmodified roll of 6 always fails.

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, it's more circumstancial for Tesseract Vaults because the -1 only really applies against smaller units.

Cosmic Fire[edit]

Roll 1d6 for each enemy unit within 9", adding 1 to each roll for a Vault; on a 4+, they suffer 1d3 mortal wounds.

You'll want this power if you plan on getting up close and personal, as soon as you get within 9" of 3 units this becomes better than Antimatter Meteor, it can be absolutely brutal if your opponent has more than that. An excellent power for both C'tan and Tesseract Vaults if your opponent fields a list that relies on aura abilities, they'll be likely to clump up and you can deal mortal wounds to their characters. You will most likely want a longer-ranged back-up power if you pick this one, as while it is brutally effective at what it does, you might not be in range every turn.

Seismic Assault[edit]

Pick an enemy unit within 24" and roll 1d6 (did you spot the theme here yet?) for every model in it. The unit suffers a mortal wound for every 6+ rolled. Tesseract Vaults inflict mortal wounds on 5+.

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.

Transdimensional Thunderbolt[edit]

Pick an enemy unit within 24"; this cannot be a Character with less than 10 wounds unless it is the closest model. Roll 1d6, adding 1 if the user is a Tesseract Vault. On a 4+, the enemy unit suffers 1d3 mortal wounds. Then, whether or not the target suffered any mortal wounds, roll 1d6 for every other enemy unit within 3" of the target unit. On a 4+, they suffer a mortal wound (regardless of the caster being a Vault or not). POWER. UNLIMITED POWER.

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, it's not as great on Tesseract Vaults because the +1 only applies to the main target.

Choosing Powers[edit]

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

Antimatter Meteor and Sky of Falling Stars are usually great on C'tan, while Seismic Assault will usually be bad. Cosmic Fire is usually great on Tesseract Vaults while Sky of Falling Stars and Transdimensional Thunderbolt are usually bad, note that Seismic Assault is still the best option in some games on C'tan, 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 re-roll failed wound rolls in close combat.

Warlord Traits[edit]

  1. Enduring Will: Reduce damage inflicted on your Warlord by 1, to a minimum of 1. Really amazing if you're planning on duelling with your Warlord, amazing on CCBs because it helps mitigate the damage from 2 and 3 damage weapons which are common on melee units and which Quantum Shielding are relatively bad against.
  2. Eternal Madness: Warlord re-rolls failed wounds if he charged, was charged, or intervened heroically. Pretty bad.
  3. Immortal Pride: Friendly <DYNASTY> units within 6" of the Warlord auto-pass morale, and the Warlord can deny one psychic power a turn. The best option here if you're planning on taking big units of Necrons to get the most out of Reanimation Protocols. Extremely good against psyker-heavy armies and/or if you are bringing one or more big squads of Warriors. Illuminor Szeras has this trait, and the <DYNASTY> keyword switches to NECRON.
  4. Thrall of the Silent King: Increase the range of Warlord's aura abilities by 3", except for Catacomb Command Barge explosions. Practically custom-made for Crypteks, especially ones with the new Canoptek Cloak. It is weak, pick it if you cannot find any better options.
  5. Implacable Conqueror: <DYNASTY> units within 6" of the Warlord can re-roll charge rolls. If you're going to be making 4+ charges with units within 6" of your WL each game then this is good, otherwise, you are better off re-rolling the lowest roll charge roll with Command Re-roll. Anrakyr the Traveller has this trait and the <DYNASTY> keyword switches to NECRON.
  6. Honorable Combatant: 1d3 extra attacks if the Warlord directs all of his attacks against the same character. Makes for a pretty potent character assassination tool with the Voidscythe, but the buffs that reach all your robots tend to be better.
  • Note that any named character from a Dynasty other than Maynarkh has to take their Dynasty-specific Warlord Trait.



  • Adaptive Subroutines (1 CP): a Canoptek unit can advance and still shoot and charge this turn. Combine with the Nephrekh code and Wraiths for a nice 30" threat range. While not Hive Fleet Kraken Genestealer fast this can be used to tie up critical enemy units early on whilst your footsloggers get into effective range or to quickly surround a vehicle with a big unit of Canoptek Scarab Swarms.
  • Amalgamated Targeting Data (1 CP): Use in the shooting phase if you have a Doom Scythe within 6" of two other Doom Scythe. Instead of shooting their Death Rays, pick a spot within 24" of all three and roll a d6 for each unit within 3" of it (+1 if the unit has 5+ models, -1 if it's a CHARACTER). On a 4+, the unit takes 3d3 mortal wounds. It's amazing if you can get it off, if you get first turn or if all three Doom Scythes in your list manage to survive a turn's worth of Shooting this Stratagem might just win you the game, on the other hand Doom Scythes are hardly the most durable unit in the game and if your opponent knows about this Stratagem the first one will likely be a primary target, keep a plan B and C ready for when this fails, but this Stratagem makes 3 Doom Scythes a lot better than just taking 1 or 2.
  • Cosmic Powers (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.
  • Damage Control Override (1 CP): For the rest of the turn, target Necron vehicle uses the highest level of its damage chart. 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.
  • Dimensional Corridor (1 CP): At the start of the Movement phase, select an infantry unit more than 1" away from any enemy units. It can be removed and redeployed within 3" of any Monolith and more than 1" away from any enemies. The unit counts as having disembarked from the Monolith and can move normally. Yes, that unit of Lychguard will definitely make that charge now. It's a good, cheap Stratagem but doesn't make the Monolith worth taking.
  • Dispersion Field Amplification (2 CP): Use when the enemy targets one of your Lychguard units that are equipped with dispersion shields but before they roll to hit. For the rest of the phase, the Lychguard have a 3+ invulnerable save. In addition, any unmodified results of 6 cause a mortal wound to the shooting unit. It makes your dispersion shield Lychguard go a lot longer, but it's pretty expensive.
  • Disruption Fields (1 CP): A Necron Infantry 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. It's a bit less good on Flayed Ones due to them already re-rolling wound rolls, but it'll massively help them against T8 units.
  • Dynastic Heirlooms (1/3 CP): your standard extra relic stratagem. Lightning Field or Nightmare Shroud on a CCB, Nanoscarab Casket on a Destroyer Lord, Veil of Darkness on anything, the Voltaic Staff on a Mephrit Warlord with the Merciless Tyrant WL trait, Timesplinter Cloak on an Overlord or a CCB (Destroyer Lord if you've already given the Nanoscarab Casket to another model) and the Abyssal Staff are all worth the 1 CP. Don't pay two CP for a relic. Note that you are paying for the worst Relic you're using, so if you take the Gauntlet of the Conflagrator you don't say that it's free and you're paying 1 CP to get Veil of Darkness, you say you get Veil of Darkness free and then you're paying a CP to maybe deal a couple of mortal wounds once to a unit in turn 3, most Necron Relics aren't amazing enough to be worth CP for it so consider heavily whether you REALLY need this or if you might want to have a 50% chance of saving any one of your Characters later in the game from a sniper or a bad round of melee or shooting with the Resurrection Protocols Stratagem.
  • Emergency Invasion Beam (1 CP): Use when your last monolith or nightscythe is destroyed. This lets you save an undeployed unit and put them on the battlefield. Note that it can only be used once so don't put too many units on the Tomb World or you'll lose all but one when your Monoliths/Night Scythes are destroyed.
    • Spending CP to salvage a situation is not a position you want to be in, but opponents will force you. Try not to have more than one unit in reserve.
  • Enhanced Invasion Beam (1 CP): Allows you to set up two units from a monolith or nightscythe instead of one.
    • Meh, it's too dangerous to put several units on the Tomb World, don't rely on this. Better if one Monolith or night scythe gets destroyed and spits out the remaining backlog before the other gates close.
  • Enhanced Reanimation Protocols (2 CP): Reroll 1s when using Reanimation Protocols for 1 unit. Too many command points, never worth it.
  • Entropic Strike (1 CP): Use on a Necron character before they fight. Invulnerable saves can't be taken against the first attack it makes. Nightbringer's favourite stratagem, very niche since it's only one attack and therefore relatively expensive for what it does.
  • Extermination Protocols (1 CP): Use on a Destroyer Lord, Destroyer, or Heavy Destroyer unit during the shooting phase.
    • You can reroll all to hit and to wound rolls. Rerolling hits is good if you target a flyer, but rerolling wounds is the delicious part. This is one of our very best Stratagems if you can use this for three turns in a row on the same unit of Destroyers they'll win the battle on their own.
  • Gravitic Singularity (1 CP): At the start of the shooting phase, select an Obelisk. Its Gravitic Pulse now causes mortal wounds on a 4+ instead of a 6+, because fuck flyers. Rarely will you find an army worth fielding an Obelisk against just to use this Stratagem, while the Stratagem is good, the unit it was made for is trash.
  • Judgment of the Triarch (1 CP): Use on a unit of Triarch Praetorians before they shoot or fight. They gain +1 to hit until the end of the corresponding phase. It's okay if you need the extra oomph to kill something, don't use it in the Shooting phase.
  • Phaeron's Will (1 CP): Use My Will Be Done or Wave of Command twice in the same turn. Tesla Immortals like this, not useable with Imotekh due to wording issues.
  • Quantum Deflection (1 CP): Use when a vehicle is targeted in a phase but before any to hit dice are rolled. You can subtract 1 from the result of the rolls made for quantum shielding until the end of the phase. Stupidly amazing when used on a Doomsday Ark or Ghost Ark at the beginning of the Shooting phase against anything with D3 Damage or above, but not worth it against D1/D2.
  • Repair Subroutines (2 CP): Use before you roll for Reanimation Protocols. Choose a CANOPTEK unit and they get Reanimation Protocols until the end of your turn. This Stratagem is only worth it for big units of Wraiths or Acanthrites that have taken 4 or more casualties and are within 3" of a Cryptek, but then it's pretty good.
  • Resurrection Protocols (1 CP): Use when a character dies. At the end of the phase, roll a dice and on a 4+, the character comes back with 1 wound. Can't use it on C'Tan shards or Trazyn, but it does work, funnily enough, on a command barge (which means it can explode Twice in one game). This can save your Warlord or Veil of Darkness from snipers and is therefore amazing.
  • 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. Very niche, between the CP, loss of regular attacks, the Scarab dying, it's usually trash if you don't really REALLY need it.
  • Solar Pulse (1 CP): Strips cover from an enemy unit being targeted by one of yours. Useful when fighting armies with faction rules that always give them the benefit of cover, MEQ in cover, or even more those that double benefit from cover like Craftworld Rangers, 100% more damage? Yes, please.
  • Wrath of the C'Tan (2 CP): Use after a C'Tan uses its power. Roll a d6 and consult the C'Tan power table. You can immediately use that power, even if you already did so this turn. Great for Tesseract Vaults, not worth it on the smaller ones.
  • Each Dynasty other than Maynarkh also has a Stratagem only members of that Dynasty can use, these are listed in the relevant Dynasty's section.

Tactical Objectives[edit]



  • 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).
    • 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.
    • 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
    • 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
    • Engage on All Fronts: Shouldn't be hard with a Deceiver, 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.
    • 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
    • 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.
  • Warpcraft
    • 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 ressources not getting the map. You can combo this one with Assassinate but you are going to get those points at a hard price.



  • Gauntlet of the Conflagrator: Gauntlets of Fire are back... kinda. 8" pistol 1 that can only be fired once per battle, auto-hits the target, and rolls 1d6 for each model in the unit that's within 8"; they suffer a mortal wound on a 6. It's terrible.
  • Lightning Field: Gives a 4++ invulnerable save, and at the start of the Fight phase roll a d6 for each enemy unit within 1"; on a 4+, they suffer a mortal wound. Could be useful in certain scenarios, but since Overlords and Destroyer Lords already have a 4++ and they're the ones you want in combat more than your babysitters Lords and Crypteks, and it only does a single mortal wound maybe, can't see much point in this. Crypteks and Catacomb Command Barges however don't get an invulnerable save, it's a waste on a Cryptek making CCBs the clear and pretty much only user of this Relic. Slap this on a Plasmancer and feel your enemy cry tears of anguish as you shred everything around you with two mortal wound auras.
  • Nanoscarab Casket: Replaces a phylactery, so... Destroyer Lord only. You regain d3 wounds instead of 1 as with the standard Phylactery, but you also regain d3 wounds at the beginning of your opponent's turn; PLUS, the first time the bearer is slain, roll a d6, and on a 4+ set the character up at the end of the phase with 1d6 wounds remaining. Combine with the Resurrection Protocols Stratagem for maximum troll. This is a must-have if your army includes a Destroyer Lord.
  • Nightmare Shroud: Improves your character's armour save by 1, and enemy units within 6" subtract 1 from their Ld. Note that even if you stay in cover to get an extra +1 to your armour Sv you still fail unmodified saving throws of 1, but you do negate one point of AP. This is great against things without AP and especially great for CCBs because they don't have an invulnerable save.
  • Orb of Eternity: Replaces Resurrection Orb, so any non-Cryptek. Once per game, make a second Reanimation Protocols roll for a <DYNASTY> INFANTRY unit within 3", with +1 to the roll. Stacks nicely with a Cryptek for 3+ Reanimation Protocols, but perhabs it is most worthwhile if you don't have a Cryptek nearby. Let's say you have 200 pts of dead models in a unit Cryptek restores 100 pts, the Resurrection Orb restores 50 pts, the Orb of Eternity restores an additional 17 pts which isn't worth it compared to our other relics. But if you don't have a Cryptek you restore 67 pts base, the Resurrection Orb restores another 44 pts and the Orb of Eternity adds another 22 pts on top of that, being a bit more worthwhile, but still pretty bad, don't take this, but if you do, take it when you don't have enough Crypteks.
  • Sempiternal Weave: Another wargear option from 5th edition that's found its way back, but with a very different effect. Instead of +1 Sv, now it's +1 Toughness and +1 Wounds. We have better relics.
  • Veil of Darkness: Once per game, teleport the bearer and one <DYNASTY> Infantry unit, a la Deep Striking, fortunately you can still go outside your deployment zone turn 1 even with the beta rules. 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 3 more points for this than you have to?) with a Nightbringer Scythe, except with D3 instead of D1d6, which is often better. We have some amazing defensive relics, but this is okay if you're ready to throw caution to the side.

Unit Analysis[edit]

HQ Units[edit]

  • Necron Overlord: The once customizable close combat monstrosity can now only replace his Staff of Light (the shooty option) with a Hyperphase Sword (the cheap option), a Voidblade (the anti-horde option), a Voidscythe (the anti-Vehicle option) or a Warscythe (the anti-Primaris option), all more or less equally good depending your list and matchups. They come with a 4+ invulnerable save thanks to the Phase Shifter included in the kit. Their only non-weapon upgrade (aside from relics) is the 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. Note that the Overlord comes stock with a flat 3 attacks which makes him fairly weak at duelling compared to almost every other HQ. 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. The only time your overlord should be duelling characters is with supporting Lychguard to tank wounds, otherwise, you'll watch him die in one round of combat. Also, do not forget the stratagem that allows the first attack made by a character to ignore invulnerable saves. While it won't secure the punch up, it will allow your overlord to take a chunk out of whatever special snowflake manages to kill him next turn.
  • Indomitus Overlord: Comes equipped with a hyperphase glaive (S+2 and D1d3), giving you the equivalent of a power axe, and a tachyon arrow, but otherwise nothing weird...until you see Relentless March. You know how your army's a bit slow? This aura gives all <Dynasty> units within 6" a bonus inch in movement when walking or advancing. Shame it doesn't work on the charge. One other change here is that this guy's My Will Be Done ability affects any Dynasty unit, not just infantry, and has half again the range of the stock Overlord.
  • Necron Lord: Comes with The Lord's Will ability which lets you reroll failed wound rolls of 1, which arguably makes him better at babysitting 20 man warrior blobs than a Cryptek (The Lord is the stern father compared to the protective mother of the Cryptek). He 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.
  • Cryptek: Your defensive buff-bot. Every <DYNASTY> unit within 3" gets +1 to RP rolls. Still no fun Harbinger options, but for that, you can take Szeras or Orikan and pretend you are playing 6th edition. When taking a Cryptek you always want to either give him a Canoptek Cloak or a Chronometron, the Canoptek Cloak allows Crypteks to keep up with speedier units and provide extra healing for anything with Living Metal for only a marginal points increase, if your tables include little terrain or if you are bringing Lychguard with Warscythes or Necron Warriors you will instead want the Chronometron, which gives your INFANTRY units within 3" a 5++ against shooting, it is a little more expensive though and offers less mobility making it more of a niche choice.
    • Plasmancer: The first variant of the Cryptek. This guy is the explosionmancer of the crypteks, sacrificing his boosts to Living Metal for mortal wounds. He now has the chance to deal a MW to a unit 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 18". Currently, due to RAW, having a standard Cryptek in your army means the Plasmancer also gives the RP bonus - this will probably only last until the new codex comes out though.
  • Royal Warden: At last, the necrons have their own Primaris Lieutenant. Only has a relic gauss blaster (Rapid Fire 2 and D2 compared to the base Immortal), but he seems to be better for support. See, during the command phase he can let a <DYNASTY> unit within 9" fall back and remain able to shoot and charge. This can seriously boost the effectiveness of your warriors and immortals since you can now bait enemies into firing range after they charge.
  • Destroyer Necron Lord: Lost some versatility from the previous edition in that he only buffs Destroyers and Heavy Destroyers. Yet, comes with Phase Shifter standard and 1 more Attack and Toughness than a Lord or Overlord and 1 more wound 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, which is generally an auto-include to make him heal D3 at the start of your turn instead of the standard 1. His buff is not as good as that of a Lord's but he is much tougher and mobile, he is a good choice if you are spamming Destroyers or you don't have any Infantry to benefit from Overlord and Lord. If you take a Destroyer Lord you should definitely give him a warscythe and get him stuck in melee, the cheaper and shootier weapon options are basically wasting the Destroyer Lord body (although note that the wound re-rolls he grants to Destroyers are shooting phase only, making him a bit unfocused). Destroyer Lords should probably also take a relic to maximize their effectiveness.
  • Skorpekh Lord: The big kahuna of Indomitus. Unlike most HQs, he has a native re-roll on 1s to hit that isn't shared with anyone and comes loaded for bear. His lone weapon 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, unlike the Destroyer Lord, 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 a 12" version of My Will Be Done, the ability to charge flyers with a Warscythe, and the privilege to laugh in the face of Dark Eldar carrying poison weaponry (because it's a VEHICLE). It is a nice upgrade for a vanilla Overlord between the durability and range buffs.

Unique Characters[edit]

  • Anrakyr the Traveller: Overlord with S6 and an extra wound and a single shot with his Tachyon Arrow at range 120" S10 AP -5 and D D6. He can boss around models from any Dynasty and even Triarch Praetorians with his MWBD ability and he can copy one of the weapons of an enemy vehicle within 12" on a 4+. When he does he fires it using the vehicle's BS but due to poor wording, the shot counts as originating from Anrakyr's model. Recommended in all Apocalypse styled battles if you aren't afraid of being That guy. Lastly, Anrakyr gives all nearby NECRON INFANTRY units an additional attack which makes our regular infantry a lot scarier. He's basically a must-have in lists that feature multiple Lychguard and/or Triarch Praetorian units, but even if you're just buffing Warriors and Immortals he's worth it if he can buff 30+ models and a couple of other characters. If he's your Warlord he has the Implacable Conquerer trait, which is great if he's buffing a bunch of melee units, but not the best option if you're just using him to make your Troops a tiny bit scarier in melee.
  • Illuminor Szeras: Well, our spidey cryptek has received an upgrade in the last PA, 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, tho with only a range of 18" for the weapon, 9" for the psyker debuff (that isn't even that good to begin with) 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++, the ability to buff something other than warriors and immortals and maybe some way to mitigate the randomness of his main ability (something other like Cawl have).


  • Necron Warriors: 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), taking Morale tests with as much as -19, having enough CP to automatically pass these tests at key moments or picking the Warlord Trait that allows you to automatically pass is essential to making these big Warrior blobs work, otherwise you are better off with Immortals. 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 Cryptek with a Chronometron 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.
    • Indomitus introduces the Gauss Reapers to the Warrior's arsenal. While at about half the range of the base flayer, providing 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.
    • Indomitus also gifts Warriors with the ability 'Their Number is Legion', allowing them to re-roll Reanimation Protocol rolls of 1, for no change in points.
Gauss Rifle vs Gauss Reapers Mathhammer (Efficacity per shot on T4)
Armor Value 6+ 5+ 4+ 3+ 2+
Gauss Rifle 33% 27% 22% 16% 11%
Gauss Rifle
w/ My Wil Be Done & Lord wound reroll
48% 40% 32% 24% 16%
Gauss Reapers 44% 44% 37% 29% 22%
  • Necron Immortals: 50% more points than a Warrior for a +1 to their save and access to either a Gauss Blaster, which is S5 AP-2 Rapid Fire, or the Tesla Carbine which is Assault 2 S5 Tesla. My Will Be Done boosts Tesla Carbine effectiveness significantly, causing triple hits on 5s and 6s - Advancing and Shooting with Tesla stops you from getting a triple hits on 6s because of the -1 to hit (MWBD can counteract any penalties to your Hit rolls your opponent may inflict on your Tesla Immortals). 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+, if you want a unit you can march into the thick of it without care for the casualties they take, the Immortals are too expensive to be that choice. 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 here's the TL;DR: Ask yourself these three questions: Can I make sure my Immortals will stay inside 12"; Does my enemy have lots of 3+ or better saves; Does my enemy have no horde units. If you answer "No" to any of those, Tesla is better (you can put out an average of 13 wounds per turn at 24" against any unit with less than 5T, and it only starts losing out to Gauss against 4+ and better saves). Otherwise, stick with Gauss.


  • Lychguard: S and T 5 and 2 Attacks compared to Immortals S and T 4 and 1 Attack, Lychguard are our pseudo-Terminators. 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 Cryptek with a Chronometron if you are taking the Warscythe variety. Lychguard are now a real honour guard with the ability to take a mortal wound to negate a wound suffered by a <DYNASTY> CHARACTER within 3" on a roll of 2+. Do note that this means they cannot take a wound for either Anrakyr the Traveller or Illuminor Szeras, suppose they cut their paycheck or something. Remember that most of your CHARACTERS have Living Metal before you go diving in to block every last wound with these guys - your lords will regenerate 1 point of damage by themselves each turn. Even though Anrakyr the Traveller doesn't benefit from the body guard special rule the extra attack from Anrakyr's Lord of the Pyrrhian Legions special rule increases their offensive ability by 50%, Ouch! On paper they look like mini combat monsters, however each Lychguard costs 2.4 Warriors, they provide no Shooting and 5" move leaves something to be desired. Dropping them in with a Monolith, Night Scythe, Zhandrek + Obyron, The Deceiver, or the Veil of Darkness relic is practically mandatory.
  • Deathmarks: Deep Striking Immortals 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, their main strength is their ability to Deep Strike, spending the pts on a single unit of 5 just to be able to take a stray objective turn 2 can sometimes be worth it if you're running an otherwise slow army. When an enemy unit arrives from reserves you can bring one of your Deathmark units out from Reserves and immediately shoot at that unit, this is great if your opponent has multiple units in reserve as you can block the room where your opponent might want to place their other reinforcing units, although this rule is less great against things like Drop Pods since you will be forced to shoot at the empty Drop Pod after the unit inside disembarks. Not really worth spamming, if you want to assasinate characters you're better off relying on C'tan with Cosmic Fire, although Deathmarks could be part of a tactic to finish off any survivors.
  • Flayed Ones: Warriors with 3 attacks each, the ability to deep strike and the ability to re-roll failed wounds instead of a shooting weapon. In addition, they also add +1 to morale tests on the units they cut them. They got a price drop in the Codex at the price of one attack, making them much less of a glass... knife? A unit of 20 can still put out 60 attacks hitting on 3+ and re-rolling failed wounds, this makes them destroy pretty much anything from Guardsmen to Baneblades. You don't need to take the nuclear option of 20 Flayed Ones, a unit of 5 can grab objectives and won't leave several hundred points to be rapid fired to death should you fail the 10" charge.
  • Triarch Praetorians: Praetorians are like Lychguard, except they have Movement 10 FLY and can either have a Rod of Covenant or a Voidblade and a Particle Caster. If you get within 12" of an enemy unit one of two things are going to happen, either you fire a Particle Caster or a Rod of Covenant. The Rod of Covenant will deal more damage and then you will either make the charge and the extra attack you get from the Voidblade will make the total damage output of Voidblade/Particle Caster better or you will fail and the Rod of Covenant will have dealt the most damage. No <DYNASTY> on these guys, so you'll need Anrakyr or Imotekh to use My Will Be Done on them and they'll miss out on other Dynasty-linked abilities but they do automatically pass morale tests.
  • 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 attacked by a Stalker in the same turn. Note that you don't actually need to hit or even wound the target, you only need to declare an attack against it for army-wide rerolls against the target. Can have a Heat Ray which is underwhelming most of the time except if you can get within 12", Particle Shredder which is better against hordes or Twin Heavy Gauss Cannon so you have more range, range is pretty important since you want to keep this thing behind your lines since it can't fall back and shoot like your other vehicles. Durable with Quantum Shielding, isn't helpless in close combat either. Same "no <DYNASTY>" issue as the Praetorians though, it can support units from several different dynasties at once, although it is useless for Nihilakh units if they do not move.
  • Skorpekh Destroyers: The big hype-makers of Indomitus. While not as fast as Destroyers, they are still quite fast 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.
    • Plasmacyte: Though not very effective for combat, it will give a token attack. Instead, its use is as a booster with a gamble - during a fight phase, roll a d6, with a 1 killing a skorpekh. 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: While meager compared to the other options in this slot, they aren't really competing - after all, they don't take a slot as long as a Cryptek is around. It's better this way, as they act as meatshields since nothing can really shoot their master as long as they're within 3" and their rather meager 3 attacks at 4+ WS/BS are raised to 6 at a 3+ when within 6" of a Cryptek. The increase in attacks and ws/bs shouldnt be taken lightly, 12 attacks and 4 pistol shots means 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 tho
  • Canoptek Reanimator: A big lanky beast with two atomiser beams to provide close-range fire support. It's big role is to give one <Dynasty> unit within 9" 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. Very usefull when used for melee unit when you want to grant your +1 without having your Cryptek near the melee. Unfortunately very overcosted, especially consider its height and lack of invulnerable save/quantum shielding.
  • C'tan Shard of the Nightbringer: Hello Darkness Death, my old friend. Seems GW changed you up again. Still with your deadly gaze softly creeping, and your fleshbane scythe to reap the weeping. The S and T 7, along with lacklustre 4++ save, still remain. Within the sound of silence At least you have 8 wounds now. But more importantly, the CHARACTER rules remove the C'tan shards' greatest weakness - being gunned down before reaching their target. Now your opponent can only target them with snipers as long as you bubble wrap them. Welcome back Darkness Nightbringer, may you reap the battlefield once more. He knows two Powers of the C'tan and can use one of them at the end of the movement phase. Really cheap for what he does, a great addition to a list with a melee bent. C'tan Shards can be useful even in death thanks to Reality Unravels - a re-fluffed Explodes that deals D3 mortal wounds on a 4+ to every unit within 3". Just don't stand too close yourself. Also, The Nightbringer doesn't like vehicles, the machine spirit isn't enough of a soul for him to reap, so his Scythe hits with S7 and his Gaze wounds on 6+ against metal boxes instead of wounding on 2+. Yet, even if it is rare, it is a great moment when The Nightbringer blows up a tank by staring at it. Half of the C'tan powers are effective against vehicles, however, so he is far from helpless.
    • Take Cosmic Fire and either Anti-matter Meteor or Transdimensional Thunderbolt if possible.
  • C'tan Shard of the Deceiver: Same C'tan body as the Nightbringer and same access to Powers of the C'tan, but trades the ranged weapon and Fleshbane in melee for Grand Illusion and a 12" -1 Ld aura. After deployment, but before the first turn begins, you can redeploy the Deceiver and/or up to D3 other friendly NECRON units at least 12" from any enemy model, but they can't charge on the first turn. See Tactics sections for the cheese. Like the Nightbringer shard, Reality Unravels when he dies. Don't stand too close, and preferably try to make sure he's near the enemy if it happens. Also like the Nightbringer, he's a sub-10 Wound CHARACTER and as such can't be targeted by shooting if you hide him behind your other units.
    • Cosmic Fire is amazing because you can redeploy the Deceiver 12" away and then Advance in and blast the entire enemy army turn 1. Anti-matter Meteor or Transdimensional Thunderbolt are great back-up powers, but the Deceiver will usually rely on Cosmic Fire.
  • Canoptek Tomb Stalker (Forge World): Your regular monstrous creature. 6 attacks at S6 AP-2 D D3, which is ok, but it cannot chew through vehicles like it could in previous editions. Carries a Rapid Fire D3 gun which is nothing special. It can take a Gloom Prism, and also deep strikes so it can mess with psykers. The Spyder is your defensive support but the Stalker is a full-on aggressive support. And fine, with T7, 9 wounds and a decent save, deep striking this does make for a nice... distraction.

Fast Attack[edit]

  • Canoptek Wraiths: Canoptek Wraiths are pretty tough with their incredible 3+ invulnerable save 3 Wounds Toughness 5 and with the new codex they also hit pretty hard with 3 Attacks WS 3+ AP2 and D2, but their price took a big hike so they are no longer worth just throwing at anything, ideally you want to throw them at enemy melee units that don't deal multiple damage and that have high AP values, if you're fighting hordes you are better off just swarming them with Scarabs, 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 no longer guarantee that they attack first, but instead allow them to attack during the Fight phase that it dies if has not already fought, this option is far too expensive to be worth it though. The Transdimensional Beamer increases your damage output against elite units and the Particle Caster increases your damage output against hordes. With the increased cost and damage output Wraiths are becoming quite the target and are likely to be the focus of all your opponent's anti-infantry weaponry, so keeping them cheap is probably the best way to go, unless you know you have other more juicy targets like Flayed Ones and Heavy Destroyers.
  • Canoptek Scarab Swarms: Scarabs aren't really meant to kill things like they were in previous editions, although they can wound anything on a 5+ (Indomitus changes this to unmodified hit rolls of 6 automatically wound), The Self-Destruction Stratagem does allow them to cause a few mortal wounds at the cost of a single base worth of Scarabs and if you scrape enough of them together you might be able to challenge enemy melee units. Their main strengths are their high Movement of 10 coupled with FLY which makes them quite mobile, allowing them to zone parts of the board to prevent Deep Striking and allowing you to take objectives without having to move your expensive fighting units out of the way. Their low cost per wound also makes them pretty good at tarpitting enemy elite Melee and all kinds of Shooting units, this is especially useful when they are coupled with characters and C'tan, let the characters deal the damage, while the Scarabs soak up enemy attacks. They are still quite squishy though, so ideally you want to hide them behind a hill or a building before charging in. They can be replenished by Spyders, but their units can no longer exceed their starting strength, the rule is pretty lackluster and Scarabs generally work fine on their own. Smaller units are often discouraged because of first blood, on the other hand smaller units do allow you more freedom to split up and take different objectives or assault several smaller squads. Squads bigger than 5 start having issues with Morale, 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, well except that they have +1 Toughness and a -1 To Hit modifier in the enemy Shooting phase, and that they unfortunately only have a 4+ Sv, but a massive Movement 14 in place of the Immortal's 5. So not really like Immortals. They can pay a few more points to improve their save with the shield vanes upgrade, which is nice if you are expecting to be shot by Boltguns and Flashlights, but not worth it if you are expecting lots of high-ap weaponry, going from a 7+ to a 6+ only improves your durability by 16%, which could be better used to buy more models, but against low AP weapons, it's a 33% increase in durability which is more worth it. Another difference between Immortals and Tomb Blades is that they are Bikes, which is cool, but comes with some downsides, it means they don't benefit from MWBD or most of our aura abilities it also means they don't benefit from being in cover, meaning they have a hard time fighting enemies in cover since they cannot themselves take cover, the Nebuloscopes however allows you to ignore enemy cover if that's a big concern, this isn't really worth it if you're going for the Gauss Blasters, but is definitely worth it against MEQ units that take cover if you are using one of the other weapon options. Shadowlooms are their last upgrade, which they cannot take along with Nebuloscopes, it gives them a 5+ invulnerable save, which would be good against stuff like plasma, you could play it safe by taking both Nebuloscopes and Shield Vanes, but then you're losing out on firepower relative to your cost and you might as well just take extra models. Due to them not benefitting from MWBD they cannot abuse the Tesla rule like Immortals can unless you use the Sautekh Stratagem Methodical Destruction to add +1 to their Hit rolls. Their mobility makes the Gauss Blaster an ideal weapon for them since they can quickly get into Rapid Fire range. Overall a comfortably priced unit that behaves like other bikes of other races, though it trades melee ability for increased dakka.
  • Necron Destroyers: 3 Strength 6 shots at AP-3 re-rolling 1s to Hit make these guys excellent MEQ killers, their ability to FLY away and shoot makes them an ideal choice against elite melee armies, especially after the buffs they got in the codex. S 6 isn't quite enough to take out heavy vehicles, but with the Extermination Protocols Stratagem they are more than capable of hunting vehicles, otherwise you are wasting your firepower. Light vehicles (<T7) have all right to fear Destroyer's Gauss Cannons. If you have 12 or more Destroyers you should definitely get a Destroyer Lord (Or a regular Lord, if you wanna buff more than just Destroyers) so they can reroll 1s when wounding, if you only have one unit or several smaller ones you're probably better off investing in other HQs. Their respectable offense is complemented with movement and defense, being the only 3 Wound unit with Reanimation Protocols (remember that models do raise with full wounds now, making a unit of 6 Destroyers one of the best targets for a Resurrection Orb). There is a max of 1 Heavy Destroyer per Destroyer unit, taking one is definitely a good idea with the new rules allowing the Heavy Destroyer to target vehicles while your regular Destroyers target MEQs or TEQs. As with most units with Reanimation Protocols, you want a big unit of them. Because if you have 4, and you opponents shoots down 4, they are gone. But, if you had 5, that is over 200 points potentially all saved. A full squad does cost a lot, but it is the safer bet compared to bringing two squads of 3. With Destroyers, go big. And bring a Cryptek. And an Overlord. And a Lord or a Destroyer Lord.
  • Canoptek Acanthrites (Forge World): 10 more points than a Wraith with 4 attacks at S5 AP-3 D1 instead of 3 attacks S6 AP-2 D2 from the Wraiths, the Acanthrites are the clear winners against most infantry, but against multi-wound models they just can't keep up in melee. However, they do have S7 AP-4 Dd6 Assault 1 weapons for just that, making the Canoptek Acanthrites better at killing pretty much anything the Wraiths can kill assuming you don't get caught up in a prolonged fight. Wraiths do have better defenses with a 3++ (vs the Acanthrites' 3+ Sv, no invul and -1 to shoot them), Acanthrites are going to get pulverised 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. It can take a Gloom Prism, and has little reason not to. The gun is well worth the 15 points it costs more than the 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 [[1]] out of itself, if you want to take some heat off some other units and you need the anti-tank more than you need the anti-infantry then you should consider this one.

Heavy Support[edit]

  • Heavy Destroyers: Scary guns mounted on spooky hover skeletons that hit on 3+ rerolling ones. Combo with My Will Be Done to hit on 2+ rerolling ones. They also reach 36" and suffer no penalty for moving and shooting. This is our best anti-vehicle unit if that's all you're looking for, but you're still paying for their mobility even if that cost was reduced with the codex and Chapter Approved. They are pretty squishy compared to Doomsday Arks and are good at shooting a much smaller number of things compared to Destroyers, making them not the greatest. 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. Take them in squads of 3 so you get to try to revive them if any survive the enemy's shooting or in units of 1 if you're bad at rolling Reanimation Protocols and you're hoping your enemy will use excessive firepower to remove the last wound from that single Heavy Destroyer. A regular Lord is a better support character for these guys than a Destroyer Lord and is pretty much mandatory.
  • Canoptek Spyders: Canoptek Spyders are big squishy support gripplies with a little bit of a kick in close combat. You only want to take these guys for the Fabricator Claw Array upgrade allowing you to heal D3 Vehicle wounds per turn, they can also spawn more scarabs on a 2+ if they happen to be nearby, it's nice but not really worth investing in a Spyder unless you'll be using it to heal vehicles. Gloom Prisms are mandatory if you are not planning on staying back and healing your DDAs all game. They're squishy as hell so you don't want to buy a gun for them, just hope your opponent lets you keep healing your vehicles. Hide them behind a Monolith or behind a building if possible.
  • Monolith: It is a Deep Striking Leman Russ with 8 more wounds and Living Metal and it is Titanic, it's firepower doesn't really add up to its points so you'll have to find value in other aspects of the Monolith. 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 12", it can do mortal wounds to any non-Vehicle/Monster units that end their Charge within 1" of the Monolith and it has BS 3+. Lastly it has the Eternity Gate ability allowing you to put units in Reinforcements and Deep Strike up to one unit within 3" before the Monolith moves, the unit then acts as if it had disembarked from a Transport. In matched play games any units that are put into Reinforcements via this ability and have not been brought out by a Monolith or Night Scythe before turn 4 are destroyed and any units inside cannot come out before turn 2, this makes using this ability extremely risky at the best of times and downright suicidal against Shooting armies. This phenomenal failboat has an eye-watering 3+ save for the cost and *NO* invulnerable save. Three lucky lascannon shots could easily drop it to it's lowest bracket. Anything that hits harder than a lascannon can and will obliterate it (especially because it has the TITANIC keyword with an utter lack of damage mitigation). The Monolith is near useless, it does have a couple of handy Stratagems, but the amount of firepower it takes away from you is not worth the versatility it brings. We will pray to the silent king for a rework to this model for the new codex.
  • Annihilation Barge: Fast shooty little vehicle with 8 W T 6 4+ 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 worth their points, the Tesla does fit better with its overall role of being annoying against enemy infantry. Charging it into enemy ranged infantry units is a good idea. With Tomb Blades you get significantly more firepower, less so against high-Toughness targets such as Grotesques, but you also get one more Toughness instead of -1 to Hit, making the Annihilation Barge ideal against armies with a lot of S 3 or Poisoned shooting, that is if you are looking for a Fast Shooty unit, with Tesla Immortals it is significantly easier to abuse Tesla and get it down to 5s and 6s with My Will Be Done from an Overlord, the Annihilation Barge is still pretty squishy but at least it doesn't care about the Morale phase.
  • Doomsday Ark: It's a Ghost Ark with a our only Codex long-ranged weapon instead of healing and transporting abilities and it's good if you're planning on playing defensively and making your opponent come to you, otherwise you won't get to use the Flayer Arrays which makes it inferior to Heavy Destroyers or Doom Scythes. Its Doomsday Cannon still works better if you don't move, increasing its Strength, AP, Damage, and range. Quantum Shielding is really nice since most long-ranged weapons that can reach it in your back line will usually deal D6 damage, in these cases the Doomsday Ark is awesome, but if your opponent brings anything with D2 then it quickly becomes scrap metal.
  • Transcendent C'tan: Like the Deceiver and Nightbringer, Transcendent C'tan now know 2 powers of the C'tan and can 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 three 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 Gaze of Death and Scythe of the Nightbringer weapons that the Shard of the Nightbringer gets or the Dread and Grand Illusion abilities that the Shard of the Deceiver get they got a new ability called Fractured Personality which lets you roll two traits on a list of 6 traits, if you roll a double then you only get that one trait, instead of rolling you can select a single power. Pick Cosmic Tyrant or Immune to Natural Law if you don't want to roll, three Transcendent C'tan all using two powers each turn output a lot of MWs if that's something you're into. Note that since rolling for these powers happens before the game starts you cannot re-roll them.
    1. Cosmic Tyrant: The C'tan can cast two Powers of the C'tan instead of one.
    2. Immune to Natural Law: Gain +1 to saving throws (3+/3++).
    3. Sentient Necrodermis: Heal D3 wounds at the start of each of your turns.
    4. Transdimensional Displacement: When Advancing, add 12" to this model's movement instead of rolling.
    5. Entropic Touch: Re-roll all failed wound rolls in the Fight phase.
    6. Writhing Worldscape: Enemy units within 12" do not receive bonuses to their saving throws from cover.
  • 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.
  • 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.

Dedicated Transport[edit]

  • Ghost Ark: Ghost Arks are primarily a support unit for Warriors, but also carries the equivalent firepower of ten Warriors and the ability to provide protection for your Warriors or characters at the cost of units inside being unable to use their abilities or fire their weapons. This ability is useful only when your Warriors Fall Back from melee (as then they can't do anything else anyway), or when the squad or character is down to only a couple of models or wounds and you want to try and avoid having them wiped out. Repair Barge allows all <DYNASTY> Warrior units within 3" or embarked on one or more Ghost Arks to make a second Reanimation Protocols roll at the end of the Movement phase (note that you cannot combine Ghost Arks and Resurrection Orbs). Even if you did not have a Cryptek within 3" of your Warriors at the beginning of your turn, if you can manage to get one within 3" at the end of your Movement phase a squad of Warriors will regenerate 67% of its lost models between its initial RP roll and the Cryptek-boosted Ghost Ark RP roll. Toughness 6 makes it tough against lasguns, Quantum Shielding makes it tough against lascannons, but it's weak to D2 weapons, especially if they are S6-7.
    • 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. Because it has FLY keyword it can fall back a few inches after being charged while still Shooting.
    • Mephrit Ghost Arks are the best ones to bring for battering ram. Especially if you use the Deceiver to Grand Illusion them into the Opponents face for 20-40 S4 AP-2 D1 shots with both units being able to charge Turn 2 onwards. Most opponents don't see these as threats so you will more then likely have both by turn 2 as well.


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

  • Night Scythe: Basically the same transport portal as the Monolith, but on a flyer with Tesla Destructors. Has suffered a fair bit from the previous edition; lacking Quantum Shielding makes for one of the frailest vehicles in the codex. Still has 12 Wounds, though that will only get you so far. With the general nerf to S7 weapons, its Tesla Destructors aren't very scary either. Necrons may just be packing up their flying circus. The new Stratagems as well as a price drop helps, still too pricey for what it does. They are decent against melee armies because units without Fly cannot charge them.
  • Doom Scythe: Night Scythe but with a Heavy D3 S10 AP-5 gun instead of the portal at a slightly higher price, definitely better than the Night Scythe, but with fewer shots it doesn't compare too well to Doomsday Arks. 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 and durability but lack any sort of mobility. Even with their lackluster performance they're still a mainstay in competitive necron lists for their Stratagem: Amalgamated Targeting Data. Which can throw a lot of MW into someone's castle if you run 3 Doom Scythes. It's kind of a gimmick but if it works it works great.
  • Night Shroud (Forge World): Doom scythe with +1 T and +2 wounds while replacing the Death Ray with a once per game Death Sphere strafing run. Death Spheres are the most powerful aircraft bomb in the game, inflicting a mortal wound on a 3+ and rolling 1d6 per model/3d6 per VEHICLE/MONSTER (capped at 12 dice). Averages a little less than 7 mortal wounds on a 10 model unit, or 2 mortal wounds on a VEHICLE or MONSTER. Average of 8 mortal wounds against the rare few units of light vehicles that still exist, such as Killa Kans and Grot Tanks. It does let you pick out CHARACTERS (as the attack doesn't occur in the shooting phase and so isn't bound by that targeting restriction), Hive Tyrants, C'tan and Daemon Princes come to mind.

Lords of War[edit]

  • 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. Take it in a Supreme Command Detachment or with a couple of Tesseract Vaults to unlock your Dynasty bonus, you really don't want to invest 600 pts and then not even have a Dynasty bonus. 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: 24 Wounds 3+ Sv and an average of 20 S7 AP- hits (yes hits, not shots - the triple shots compensate for your misses on average). It has a Movement of 8, but it can Deep Strike (albeit at more than 12" instead of 9") so it's guaranteed to at least shoot once even if it's durability is atrocious for its cost, even more so when considering it's TITANIC and therefore falls to a single round of shooting from a Gauss Pylon or Shadowsword. Once per turn you can roll a D6 for each enemy unit with FLY within 24", dealing D3 mortal wounds on a roll of 6+ (4+ if you spend 1 CP), this ability will do very little against a lot of armies and will be amazing against a few armies. The Obelisk overall is horrible, but it will make some opponents cry.
  • Tesseract Vault: A Transcendent C'tan suspended within a huge living metal cage, it spews out copious amounts of AP- and mortal wounds but it's spicy pricy and will attract ALL the attention of your opponent. Knows four, and can use 1-3, Powers of the C'tan each turn depending on how many wounds it has left. It doesn't get to keep the C'tan's close combat prowess or their ability to hide in infantry units (as it has 28 Wounds), has a low (for a Lord of War) Toughness of 7, but with the codex it now has a 4+ invulnerable which is all kinds of nice. Still, concentrated fire (or a Macro weapon, as it's TITANIC) will bring this thing down quite quickly, so you want to get it in range quickly and try to keep it alive as long as you can. A good way to get it up quickly is to use the Deceiver to get it into your opponent's face turn 1. If you're taking this thing you better make the rest of your army a glass cannon so you at least get to inflict some major damage with the rest of your army while this thing gets taken down. Makes a massive explosion of rape when it dies, ideally this happens away from your models and close to several enemy units.
    • Even though this unit has the dynasty keyword this unit cannot benefit from the codes due to also having the C'TAN SHARD key word. This however still means a cryptek with a cloak can still heal this unit for D3 wounds over the 1 from living metal 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.


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


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, unless you are playing Maynarkh. 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.


Szarekhan Dynasty Iconography Banner.png

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.

In terms of crunch...well, let's wait until the codex emerges.

  • 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:
  • Stratagem:
  • Relic:
  • Szarekh the Silent King: As with the primarchs, you are getting a massively intricate model. Not only are you taking Szarekh, but you are also carting along a floating platform occupied by various attendants and even a bound C'tan.


Mephrit Dynasty Iconography Banner.png

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. 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.
    • Based on screenshots, it looks like this come October 2020 this will also include adding 3" to the range of non-pistol ranged weapons, as well as getting both Protocols of the Vengeful Star directives. Whatever that means.
  • Warlord Trait: Merciless Tyrant:+6" to the Warlord's assault weapons. Also lets the Warlord target characters, even if they are not the closest target with assault weapons. It's not worth it on most characters, but it's very nice on a CCB with a Tesla Cannon, giving you a 3 shot 30" S6 AP-0 (-1 at 15") D1 sniper rifle that hits on a 2+ and causes two additional hits on rolls of 6. If you're taking this Trait you really want to upgrade your Staff of Light to the Voltaic Staff for an 18" assault 3 S6 AP-3 D2 gun that can cause mortal wounds.
  • Stratagem: Talent For Annihilation (1 CP): Select a unit during the Shooting Phase. When a model in that unit rolls an unmodified 6 to hit, make another hit roll with the weapon it used against the same target. These hits cannot generate more hits themselves. Congratulations, your Gauss weapons are pseudo-Tesla weapons and your Tesla weapons can generate up to 6 hits per shot if the dice are on your side. Rarely worth it, 17% extra firepower is below market rate for CP, it is rarely amazing, but it can be worth considering using it on a unit of 10 MWBD Tesla Immortals, 20 Warriors in Rapid Fire range, 9 Tomb Blades or a unit of 6 Destroyers with Extermination Protocols on them as well.
  • Relic: The Voltaic Staff: Replaces Staff of Light. Also identical to the basic staff in melee, but its shooting mode gets 1 better at S, AP, and D. Additionally, every wound roll of 6 it gets in the Shooting phase inflicts an extra mortal wound. Great against TEQs, and if you're not afraid to get really close, it'll jump to AP-4 (thanks to the Dynastic Code) to let it double as an anti-vehicle weapon. Only worth it if coupled with the Merciless Tyrant Warlord trait or if you know your opponent is bringing TEQ units.


Nephrekh Dynasty Banner.PNG

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: Always Advances 6" (the bonus from My Will Be Done can still be used to Advance 7"), and can pass through models and terrain when Advancing.
    • A Code that demands you build around it, but will turn Necrons into the second most mobile army in the game (losing out to the Tyranids with their supersonic Troops and potential for multiple movement phases in a single turn). Mobility is key to victory in several game modes, and considering the medium range shooting of the army this patches their vulnerability to being outzoned by the enemy.
    • Based on screenshots, it looks like this will be also be giving a 6+ invulnerable save, and changing subtly. Now that in 9th edition, you make a Normal Move or Advance etc., this now changes the move that you've made the be Translocating, rather than advancing. This may mean that they can't fire assault weapons after Translocating as they've Translocated rather than Advanced, but I'm sure there'll be a clarifying FAQ by November 2020. They'll also be getting both Protocols of the Sudden Storm directives. Whatever that means.
  • 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 set up a Nephrekh infantry or swarm unit to deep strike with all the usual limitations.
  • 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 output is -1 AP, double the rate of fire, and can blind any Infantry units it hits on a 4+ until end of turn for that delicious denial of overwatch and -1 to hit (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 has the most specific and overall least useful Dynastic Code, being only good for units that stand still, Necrons being a relatively short-ranged faction benefit little. The few long-ranged units we do have like Doomsday Ark and Gauss Pylons love this Dynasty though. The Stratagem is pretty niche, but really nice for Titanic units, so if you are bringing one in an Auxiliary Support Detachment Nihilakh is usually the best choice.
  • Dynastic Code: Aggressively Territorial: Units that didn't move or disembark can reroll every 1 to hit when shooting, even in Overwatch. Not so great considering your lack of long ranged weaponry, unlike the puny humans, but still great for holding objectives (once you get there), also great for Pylons and Doomsday Arks.
    • Based on screenshots, this is changing completely once the 9th edition Necron codex hits. Instead, all NIHILAKH units gain ObSec, and if they already had it they count double; 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. Whatever that means.
  • Warlord Trait: Precognitive Strike: Warlord strikes first in the fight phase. Useless.
  • Stratagem: Reclaim a Lost Empire (2 CP): At the end of your turn, select a unit from your army. If it is either within 3" of an objective or did not move this turn, it gains 1 attack and +1 to all saves until the start of your next turn. This plus Dispersion Field Amplification grants a staggering 2+ invulnerable save against shooting to Lychguard for when you absolutely must keep them alive at all costs.
  • Relic: Timesplinter Cloak: One per game reroll for a hit, wound, or damage roll, plus feel no pain 5+++. Far from the glorious 6th edition cloak. Feel no pain is useful for a durable unit, however - say, a CCB and you'll find a use for that re-roll meaning it basically pays for itself if you use the Stratagem to get another Relic.
  • Unique Character:
    • Trazyn the Infinite: Our cheapest unique character and for good reason, he's an Overlord with an extra wound and a shitty melee weapon that explodes and deals D3 mortal wounds to enemy units within 6" if he somehow manages to get the last hit on a CHARACTER. Similar to his previous incarnations, he has the Surrogate Hosts special rule which lets him take control of one the NECRON INFANTRY CHARACTERS in your army as long as they aren't named. This happens when he dies on a roll of 2+, but he only comes back with D3 wounds. Turns out a 1 wound named character was hiding in the 5 wound Overlord. You're probably taking this guy to be your Warlord to make it harder for your opponent to get the 1 VP, the trick is that his Warlord Trait is precognitive strike which happens to be trash on a model with a shitty melee weapon. He would be our worst character if it wasn't for his price being so low, you're better off taking a regular Overlord, but he's not that bad.


Novokh Banner.PNG

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: When a unit charges, is charged, or makes a Heroic Intervention, it can reroll every failed hit roll.
    • All melee Necrons will benefit a lot from this one, but WS4+ (Scarabs!) benefits more than WS3+. Lychguard, Wraiths, Scarabs (hah), and especially Flayed Ones (who then re-roll hits and wounds). Also makes your vehicles more likely to hit (WS6+ gets the most benefit from this of all); Novokh is less about drive by shooting and instead goes for the ramming approach.
    • Based on screenshots, this is changing substantially to instead be +1" charge, an extra AP for models that charge/heroically intervene/get charged, and get both directives from the Protocols of the Hungry Void. Whatever that means.
  • Warlord Trait: Crimson Haze: Units within 6" of the Warlord generate extra attacks on 6s to hit in the Fight phase. This is potent for a close combat army, Flayed ones, Lychguards and Wraiths can all benefit greatly from this. Works on a character who wants to be in combat, Destroyer Lord, CCB or any character that also has the Veil of Darknesss.
  • Stratagem: Blood Rites (3 CP): At the end of the Fight phase, select a NOVOKH unit. It can fight a second time. This Stratagem is insane for large units of Lychguard or Flayed Ones, meh on Anrakyr and Anrakyr-buffed Warriors and not worth it otherwise.
  • 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 d3 more attacks. This is on the low end of relics. Sure, Overlords want more attacks, and if you have nothing better to put on them this is at least a slight upgrade, but you should usually be reaching for the Voidreaper instead.


Sautekh Dynasty Banner.PNG

After 60 millions years of slumber the protocols of conquering and martial pride still run strong.

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 has a relatively weak Dynastic Code, only worth something for Doomsday Arks, Doom Scythes and units with Rapid Fire weapons, sometimes a bad apple you have to bite to take one or several of their sometimes amazing Unique characters. They do however 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, but Sautekh really demands you build your list around this Stratagem to be successful.
  • Dynastic Code: Relentless Advance: Get no penalties when firing with Heavy weapons after moving. If you Advance, every shooting weapon is considered an Assault weapon for that turn.
    • Remember this works on every type of gun. So Assault Doomsday Cannon is a go. The rule about no shooting if you moved at all will still apply to the High power shot, of course, but go nuts on low power.
      • It also works on Pistols, which is good news for your Wraiths. Unfortunately, Destroyer variants get less benefit from this Code, because they're already paying points for ignoring the penalty to move and shoot Heavy.
    • Based on screenshots, this is changing a lot as well (obviously only INFANTRY units take a -1 when moving and firing heavy weapons now). Sautekh can re-roll morale (not clear if this is just the opening morale test or if it's on each combat attrition roll as well), rapid fire at 18" (or the range of the weapon if shorter), and get both directives from the Protocols of the Conquering Tyrant. Whatever that means.
      • Gauss Reapers are going to be a lot more threatening and viable for Sautekh warriors, it would seem.
  • Warlord Trait: Hyperlogical Strategist: Provides one re-roll for the Warlord's personal use. More importantly, lets you reclaim your spent command points on a 5+. This is hands down our strongest Trait, if you have a Sautekh character you want this.
  • Stratagem: Methodological Destruction (2 CP): After a SAUTEKH unit has caused a wound on an enemy unit, all other SAUTEKH units recieve +1 to hit said enemy unit this phase. This is a potent stratagem, especially considering the advancing makes all your weapons assault, meaning that with some planning you can hit with most of your full fire power on a turn and advance, with little penalty. Bring a stalker to gain reroll 1s, combine with MWBD, and you're basically aimbotting.
  • Relic: The Abyssal Staff: Replaces Staff of Light. Melee wise it's unchanged from the Staff, but the shooting changes to 12" Assault 1 that automatically hits - roll 3d6, and if the result is equal to or greater than the highest Ld in the unit, they suffer d3 mortal wounds. Average roll of 3d6 is 10.5, so this could be very potent if your warlord is hunting down CHARACTERs. Also, according to the fluff paragraph accompanying it, these things were made by embedding each one with a tiny sliver from the Deceiver's necrodermis to summon wisps of shadow imbued with Mephet'ran's anarchic insanity. Absolutely 0 synergy with your Dynastic Code, but it's still an amazing relic.
  • Unique Characters:
    • Imotekh the Stormlord: Overlord with an extra wound, 2+ Sv, phylactery, buffed Staff of Light he can use MWBD on INFANTRY from any Dynasty or twice on SAUTEKH INFANTRY. If you manage to get him within 12" he also gives reroll 1s to SAUTEKH Flayed Ones, but you should be taking NOVOKH Flayed Ones so it's kind of pointless. Lord of the Storm allows you to pick a unit (but not CHARACTER) within 48" and roll D6, with the target receiving mortal wounds equal to the die unless you rolled 1. You also roll a D6 for each unit within 6" on a roll of 6 the unit suffers D3 mortal wounds. He also gives you a free CP. With his massive cost drop in CA2018 he is a viable choice for many armie, 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. He can turn off all aura abilities of a single model within 12". Use this rule if you can get close enough to Guilliman. Laugh as you shut down his "re-roll everything" bullshit. He can also hand out a random buff at the start of each of your turns to a SAUTEKH unit within 6" (+1 A, re-roll charge rolls or +1 BS) until the start of your next turn. He is our worst Character, don't waste your points on this guy. Unless you're taking Obyron, then he's a necessary evil.
    • Orikan the Diviner: He's basically a beefier Cryptek. His 5++ aura is bigger (which also works against CC unlike the regular Cryptek ability), and he has a better weapon and statline (which gets even better if you roll for The Stars Are Right). Not bad for the small increase in cost. Instead of being an improved C'tan shard in terms of stats he is now worse in that regard; worse weapon, worse inv save, worse movement and worse wounds. Yet, still buffs and Living Metal remains.
    • Vargard Obyron: Lord with WS 2+, 2 extra wounds, 1 extra A and a 2+ Sv. He gets to Fight if he dies before making his attacks. Pretty terrible, just take two Lords instead. Unless you're going to take Zahndrekh, which suddenly makes them both worth it. Obyron can absorb wounds for Zahndrekh in the same way Lychguard can, this mostly just means your opponent can't focus down Zahndrekh, but nothing prevents them from focusing down Obryon. The real reason you're taking either of these characters is because you can move Vargard Obyron and a friendly SAUTEKH INFANTRY within 6" of Obyron, across the board to be entirely within 6" of Nemesor Zahndrekh at the end of each of your Movement phases, Vargard and the unit he brings with him only has to be 1" away from enemy units meaning you can get a guaranteed charge as long as Zahndrekh is within 8" after moving. After this the unit can still shoot and charge even if they were locked in combat as long as you didn't have to fall back to get the unit within 6" of Obyron. Moving Nemesor Zahndrekh around the map with the Deceiver and/or a Ghost Ark/a Monolith/a model with the Veil of Darkness Relic is a good idea. You're still paying quite a lot for the combo and teleporting SAUTEKH Lychguard or Flayed Ones isn't necessarily better than just giving them a Code they can actually use, but with their massive points drop they certainly work much better than previous to Chapter Approved 2018.


Maynarkh Dynasty Banner.PNG

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[edit]


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.


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

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

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

You 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. [2] 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.

Wargame Exclusive also sells some nice bodies for Immortals and Deathmarks[3]. 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.


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.

Tactics and strategy[edit]

Command points[edit]

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

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

When conducting your Shooting and Assault phases you should consider when a re-roll might be most effective, re-rolling a wound roll for a Gauss Pylon yields an average of 6.66 additional (often unsavable) wounds. Re-rolling a wound roll for a Doomsday Ark will yield an average of 2.31 (again often unsavable) wounds. Wasting a re-roll to kill that last Chaos Space Marine when you could use that CP to re-roll the number of wounds needed to kill off Magnus would be silly, so shoot with the things that benefit most from re-rolls first. Assault is a lot more complicated, but unless you need to think of other things, such as enemy units possibly making a counter-attack, you should also attack first with the units that benefit most from re-rolls.

In general, you want to re-roll as late in the process of doing unsaved wounds as possible. Take Heavy Gauss Cannon for example. Re-rolling a hit roll yields 0.67 hits or 0.5 hits depending on the platform. But re-rolling a wound roll will always yield a hit. Re-rolling a 1 on a D6 is usually always a good idea, number of wounds for a Heavy Gauss Cannon, C'tan Antimatter Meteor or a Doomsday Arks number of shots.

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

The Grand Illusion[edit]

Take a Cryptek with the Veil of Darkness and, if you're planning on also taking Orikan the Diviner, a Canoptek Cloak, and a C'tan Shard of the Deceiver with Cosmic Fire and Seismic Assault, Transdimensional Thunderbolt, or Antimatter Meteor, depending on the shape of the enemy army, Nemesor Zahndrekh, Varguard Obyron, a nasty assault squad in the SAUTEKH Dynasty (e.g. Lychguard/Flayed Ones), a Monolith, 2 more murder units (max Warriors are best for synergy with Ghost Arks, or you can reach for anything else you like, including more assault units) set up on their tomb world, 0-2 Ghost Arks (if you take less than 2 Ghost Arks, a Tesseract Vault is fucking funny), optionally Orikan the Diviner (who will ride into battle on one of the Arks, or he can take up a Monolith slot, if you have a particular hard-on for guaranteeing he shows up on time), and optionally 10-man Warrior units to ride in any unoccupied Arks you brought.

Before the first turn, use the Shard's Grand Illusion to move itself and the Monolith up the field. If you get a 2 or 3 on the 1d3 (and spending CPs on re-rolls here is a reasonable idea), bring the Arks/Vault along - otherwise, they'll have to catch up the hard way. At the start of the turn, use Zahndrekh's Transient Madness and My Will Be Done on the assault unit. During movement, get your Monolith snuggled up to the enemy, and make sure any embarked Ghost Ark party-goers disembark. At the end of movement, all of the following happen:

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

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

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

With the beta rules in mind, this is a possible work around.

  1. Your Deceiver and the Vault, if you took one, get to use their C'Tan Powers.
  2. The Cryptek pops his veil, and shows up next to the ongoing party, bringing Zahndrekh with him.
  3. Obyron teleports to Zahndrekh, bringing the assault unit with him. Obyron and the assault unit should easily be able to charge the enemy.
  4. The Monolith teleports 1 unit with the Dimensional Corridor Stratagem, this unit will obviously have had to start on the battlefield but just keep it in the back. This should get around the beta rules, as the Monolith's unit started on the table.

The Ghostwalk Shuffle[edit]

Oh look, it's Obyron and Zahndrekh again. With this tactic, you take the Deceiver out of your list in the hopes that you no longer have as explosive a first turn, but a more reliable army even if you go second. Obyron can use his ability every turn, even if he is in combat and even on units in combat. That means you can charge with Obyron every time it's your turn and also charge with one of your other units and even shoot with a unit that was in combat because Obyron's Ghostwalk Mantle technically is not falling back.

++ Battalion Detachment +5CP (Necrons) [70 PL, 1205pts] ++

+ HQ [16 PL, 275pts] +

Nemesor Zahndrekh

Vargard Obyron

+ Troops [24 PL, 450pts] +

Immortals: 10x Immortal, Tesla Carbine

Immortals: 10x Immortal, Tesla Carbine

Immortals: 10x Immortal, Tesla Carbine

+ Heavy Support [30 PL, 480pts] +

Doomsday Ark

Doomsday Ark

Doomsday Ark

++ Battalion Detachment +5CP (Necrons) [48 PL, 795pts] ++

+ HQ [16 PL, 250pts] +

Imotekh the Stormlord: Warlord

Overlord: Artefact: The Veil of Darkness, Voidblade

+ Troops [24 PL, 420pts] +

Immortals: 10x Immortal, Tesla Carbine

Immortals: 10x Immortal, Tesla Carbine

Immortals: 8x Immortal, Tesla Carbine

+ Elites [8 PL, 125pts] +

Triarch Stalker: Twin Heavy Gauss Cannon

++ Total: [118 PL, 2000pts] ++

Silver Tide[edit]

Thought to be the bread & butter tactic of 8th edition, this tactic never really took off, due to the high costs of our Troops and HQs. With the cost reductions to several units involved in this tactic it may be more viable than ever, but so far we have not seen much success from this type of list. Basically, you want to sandwich several support characters between two or more units of 20 Warriors. March your undying robot horde up the board with Ghost Arks in support and force your opponent to use the flanks. Sprinkle your list with units that are able to take out the more heavily armoured units your Warriors will be unable to deal with and remember to take the Veil of Darkness in case one of your units gets locked in combat. Another key part to trying to make Warriors work is dealing with Morale, you either want to have enough CP so you can spend 2 CP every turn to automatically pass a Morale test or you want to have the Warlord Trait which allows you to automatically pass Morale tests for units within 6" of your Warlord.

++ Battalion Detachment +5CP (Necrons) [78 PL, 1333pts] ++

+ No Force Org Slot +

Dynasty Choice: Dynasty: Mephrit

+ HQ [13 PL, 188pts] +

Illuminor Szeras . Warlord: Warlord Trait (Codex 3): Immortal Pride

Lord: Artefact: The Veil of Darkness, Hyperphase Sword

+ Troops [32 PL, 590pts] +

Immortals: 10x Immortal, Tesla Carbine

Necron Warriors: 20x Necron Warrior

Necron Warriors: 20x Necron Warrior

+ Elites [16 PL, 260pts] +

Triarch Praetorians: 10x Triarch Praetorian, Voidblade and Particle Caster

+ Heavy Support [9 PL, 150pts] +

Heavy Destroyers . 3x Heavy Destroyer: 3x Heavy Gauss Cannon

+ Dedicated Transport [8 PL, 145pts] +

Ghost Ark

++ Outrider Detachment +1CP (Necrons) [39 PL, 662pts] ++

+ No Force Org Slot +

Dynasty Choice: Dynasty: Nephrekh

+ HQ [9 PL, 167pts] +

Anrakyr the Traveller

+ Fast Attack [30 PL, 495pts] +

Canoptek Scarabs: 7x Canoptek Scarab Swarm

Canoptek Scarabs: 5x Canoptek Scarab Swarm

Canoptek Scarabs: 3x Canoptek Scarab Swarm

Destroyers . 6x Destroyer: 6x Gauss Cannon

++ Total: [117 PL, 1995pts] ++

++ Battalion Detachment +5CP (Necrons) [97 PL, 1685pts] ++

+ No Force Org Slot +

Dynasty Choice: Dynasty: Sautekh

+ HQ [11 PL, 190pts] +

Lord: Staff of Light

Orikan the Diviner

+ Troops [32 PL, 590pts] +

Immortals: 10x Immortal, Tesla Carbine

Necron Warriors: 20x Necron Warrior

Necron Warriors: 20x Necron Warrior

+ Elites [16 PL, 280pts] +

Lychguard: 10x Lychguard, Warscythe

+ Heavy Support [30 PL, 480pts] +

Doomsday Ark

Doomsday Ark

Doomsday Ark

+ Dedicated Transport [8 PL, 145pts] +

Ghost Ark

++ Outrider Detachment +1CP (Necrons) [17 PL, 310pts] ++

+ No Force Org Slot +

Dynasty Choice: Dynasty: Nephrekh

+ HQ [9 PL, 167pts] +

Anrakyr the Traveller

+ Fast Attack [8 PL, 143pts] +

Canoptek Scarabs: 5x Canoptek Scarab Swarm

Canoptek Scarabs: 3x Canoptek Scarab Swarm

Canoptek Scarabs: 3x Canoptek Scarab Swarm

++ Total: [114 PL, 1995pts] ++

Destroyer Harvest[edit]

It is like the Silver Tide army above, except instead of sprinkling a reasonable amount of Destroyers and Heavy Destroyers like a fine salt, you have all salt.

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

Remy Colin took a halfway approach and designed a list with 18 Destroyers and got second place at the first Barnyard Brawl in 2018.

Sautekh Battalion Detachment

  • Cryptek (Canoptek Cloak)
  • Destroyer Lord (Warscythe + Phylactery) Relic (Nanoscarab Casket)
  • 9 Immortals (Tesla Carbines)
  • 8 Immortals (Tesla Carbines)
  • 8 Immortals (Tesla Carbines)

Sautekh Supreme Command Detachment

  • Catacomb Command Barge (Gauss Cannon + Warscythe) Relic (Nightmare Shroud)
  • Overlord (Warscythe)
  • Overlord (Voidscythe) Relic (Veil of Darkness)

Sautekh Outrider Detachment

  • Cryptek (Canoptek Cloak)
  • 6 Destroyers
  • 6 Destroyers
  • 6 Destroyers

Quantum Shielding Online[edit]

Quantum Shielding is a pain in the ass for many opponents, so why not make an army where every model has Quantum Shielding? Necron vehicles are somewhat special in that their hard counter is S4/7+ D 1-3 AP 0-3 weapons rather than high str AP 3+ high damage weapons. That made a quantum shielding lists really bad in a meta where Lootas were king, so the list hasn't seen that much success yet, especially Annihilation Barges have yet to see any real success, but Doomsday Arks are amazing, Triarch Stalkers and Ghost Arks are also quite okay. By having a more uniform defensive profile you are reducing your weak spots, mostly it's just fun to ignore all weapons which automatically do 7 or more damage.

++ Spearhead Detachment +1CP (Necrons) [67 PL, 1070pts] ++

+ No Force Org Slot +

Dynasty Choice: Dynasty: Sautekh

+ HQ [5 PL, 85pts] +

Cryptek: Artefact (Sautekh): The Abyssal Staff, Canoptek Cloak, Staff of Light . Warlord: Warlord Trait (Sautekh): Hyperlogical Strategist

+ Heavy Support [54 PL, 840pts] +

Annihilation Barge: Gauss Cannon

Annihilation Barge: Gauss Cannon

Annihilation Barge: Gauss Cannon

Doomsday Ark

Doomsday Ark

Doomsday Ark

+ Dedicated Transport [8 PL, 145pts] +

Ghost Ark

++ Vanguard Detachment +1CP (Necrons) [55 PL, 929pts] ++

+ HQ [7 PL, 129pts] +

Destroyer Lord: Artefact: The Nanoscarab Casket, Phylactery, Warscythe

+ Elites [36 PL, 600pts] +

C'tan Shard of the Deceiver: Power of the C'tan: Cosmic Fire, Power of the C'tan: Time's Arrow

Triarch Stalker: Heat Ray

Triarch Stalker: Heat Ray

Triarch Stalker: Twin Heavy Gauss Cannon

+ Heavy Support [12 PL, 200pts] +

Transcendent C'tan: Fractured Personality: Cosmic Tyrant, Power of the C'tan: Antimatter Meteor, Power of the C'tan: Cosmic Fire, Power of the C'tan: Transdimensional Thunderbolt

++ Total: [122 PL, 1999pts] ++

The Necron Brigade[edit]

(The following is no longer true in 9e) Ahhh the ever elusive CP. Okay, so you want more Command Points than you know what to do with?
Well, a Brigade seems like just what you need, except for the fact that Necrons do well in bigger units because of Reanimation Protocols, but maybe you are finding that your opponent is killing your units one at a time and you rarely get to roll for it anyway? Small squads of Immortals with Gauss fill out our Troops requirement, Deathmarks or Flayed Ones take up the Elite requirements, units of 1 Destroyer fill out our Fast Attack Requirement, units of 1 Heavy Destroyer take up the Heavy Support requirement. Now you can either take a Destroyer Lord and two Catacomb Command Barges and take some more (heavy?) destroyers or you can replace the Destroyers with Scarabs, take two Catacomb Command Barges and a Cryptek and upgrade some of the small Gauss Immortal squads to bigger squads of Tesla Immortals for another flavour of synergy. Regardless your opponent will have an easy time negating Reanimation Protocols, but you'll get happy whenever you get to roll for it rather than getting sad when you lose that key 20th Warrior (and it was standing next to a Cryptek! And a Ghost Ark! No, two Ghost Arks! No matter how many Ghost Arks you insert it sucks to lose that last guy, you won't feel that way with a brigade). Cheaping out and getting normal Overlords instead of fancy Catacomb Command Barges might be a good idea.

Vault Spam[edit]

Your opponent is going to focus your Tesseract Vault, unless you have a Tesseract Vault to act as a decoy for your other Tesseract Vault.

Sam Henley took a Sautekh list with two Tesseract Vaults to a GT with 78 people and got third before the nerf to Tesseract Vaults, indicating this as one of the if not the most powerful list the Necrons had to offer.

Sautekh Battalion Detachment

  • Cryptek (Canoptek Cloak) Relic (Veil of Darkness) Warlord (Hyperlogical Strategist)
  • Cryptek (Canoptek Cloak) Relic (The Abyssal Staff)
  • 5 Immortals (Tesla Carbines)
  • 5 Immortals (Tesla Carbines)
  • 5 Immortals (Tesla Carbines)
  • Doomsday Ark
  • Doomsday Ark
  • Doomsday Ark

Nihilakh Superheavy Auxiliary Detachment

  • Tesseract Vault

Nihilakh Super-heavy Auxiliary Detachment

  • Tesseract Vault

To make the list with the pts changes in Chapter Approved 2018 you can change a Cryptek to a Lord, which is still a brutal list. If you're really in love with the Tesseract Vaults you could get a third one to add an additional 3 CP to the list, but because of the increased costs of Tesseract Vaults you may find more success with a Gauss Pylon. You could also experiment with adding a Canoptek Spyder with a Fabricator Claw Array or a C'tan Shard of the Deceiver to the list. The list is also missing Destroyers which are another thing you could experiment with adding if you're one of the few people insane enough to own more than one Tesseract Vault. Alternatively, you could remove one of the Tesseract Vaults to get some of the suggested units instead.

Mephrit Mix-up[edit]

Mephrit is a great dynasty for many units and this list takes advantage of this and uses a variety of units to have access to several of the Necron's strongest Stratagems.

You'll notice that the Immortal units feature 9 models instead of 10 and the Warriors 19 instead of 20, that's because Korey Nilemo designed the list for ITC and these unit sizes made it harder for his opponent to score points in the ITC missions of the day. Korey won first place at the Colorado Cuthroat's GT with this list. Since the points updates have left this list with some additional pts you can take an extra Immortal and an extra Warrior, especially because the ITC format no longer punishes 10 and 20-man units.

Mephrit Battalion Detachment

  • Destroyer Lord (Warscythe + Phylactery) Relic (The Nanoscarab Casket) Warlord (Enduring Will)
  • Cryptek (Chronometron) Relic (Veil of Darkness)
  • 9 Immortals (Gauss Blasters)
  • 9 Immortals (Tesla Carbines)
  • 19 Warriors
  • C'tan Shard of the Nightbringer
  • 5 Canoptek Wraiths
  • 4 Destroyers + 1 Heavy Destroyer

Super-heavy Auxiliary Detachment

  • Tesseract Vault


This is a tactic that has been popular since forever and was one of the most powerful lists available to the Index Necrons (which is to say still not amazing), the increase in cost from Index to Codex was fairly prohibitive in making a good Canoptek Wraith Spam list and the nerf to the Wraith Flight ability in the second big FAQ things were looking pretty grim for the Wraith Wing. Canoptek Wraiths have now seen their second Chapter Approved buff, it's about time they start making waves again.
The list revolves around taking 18 Novokh Wraiths so you can be more or less sure to overwhelm your opponent's offense and then taking a Warlord with Crimson Haze so you can deal some extra damage once you get in. For the rest of your list you can either take a Battalion to supply the Wraiths enough CP to fight twice more than once, or take a bunch of C'tan to use their powers of the C'tan in safety behind your wall of 3++. You can either take a Destroyer Lord for the added damage and to make sure your Warlord does not get assasinated as easily or you can take a Cryptek with a Canoptek Cloak in order to use Ressurection Protocols on 4+ for the Wraiths with the Stratagem that allows a unit of Wraiths to use the Ressurection Protocols ability.

Doom 6[edit]

3 Doom Scythes and 3 Doomsday Arks are what gives this tactic its name. You are going to have to get a little creative to get all three Doom Scythes (sometimes dubbed the Doomwing) as the Airwing Detachment is no longer a thing. 3 Doomsday Arks find their way into the list one way or another. The Doomsday Arks can hold backfield objectives and blast away enemy tanks, Doom Scythes use the Amalgamated Targeting Data Stratagem to break up enemy castles and scoot around the table and take out resistance that hides from the Doomsday Arks. Usually taken as Sautekh for the synergy with the heavy weapons on the Doom 6 and the Tesla on the Scythes. Imotekh is a common feature and helps with CP and provides an extra couple of MWs with his Storm ability.

Bring a Battalion with 30 Tesla Immortals and a unit of Destroyers or some Tomb Blades. Alternatively, just bring an Outrider with a bunch of Tomb Blades and maybe a unit of Destroyers. The Battalion provides more CP and synergize well with Imotekh which you'll probably include even if you bring an Outrider, on the other hand an Outrider gives you superior mobility. The Doomsday Arks can go in a Spearhead Detachment or as part of your Battalion depending on how many HQs you want to field.


Those are my experiences in V9 and how to counter play. Read well the necron stratagems before coming here. Feel free to expend/correct this list.


  • VP is more important than killing (except if your VP are aquired by killing).
  • If you have more than one Doomsday Ark, Bring a Triarch Stalker.
  • Fast attack could be the winner unit in this edition.
  • Deceiver got a Huge Point upgrade because you can be everywhere on the map turn 0. So, if spawn on a primary point, you can block Teleport on site. And more if you come with blobs of Necron warriors, you'll be entrenched as hell.
  • 9th edition = Melee, Melee everywhere. Necrons are really shitty in melee. Even with the new units, be really careful against Tyranids, Orks, Custodes, Drukhari, ... well everyone but not the Tau and the Imperial Guard.

Adeptus Custodes[edit]

The real rape train. 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 just a Necron, don't even believe you are a tanky army.

  • Necrons have an hidden potential of mortal wounds. Vomit them or lose. 2/3 C'Tans, 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, 20 Warriors with Gauss Reapers can do the same. Try getting them at half range will be really REALLY hard so stick with the Immortals.
  • A unit of 10 Lychgard (7 Shielded, 3 Damagers) can wipe a full squad. And tank a jetbike charge. At the same time ! Which is really impressive. Try getting a Reanimator Canoptek not far away shielded by 5/6 scarabs.
  • Put your Destroyers in reserve, letting them shooting once. 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 4+ Wraith. With the (old) Nihilakh stratagem, you can become a Custodes for 1 turn, lowering your save do 2++ (with wraiths and 3++ with Shielded Lychguard) and +1 attack.
  • 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. Even if you try to bubble them with let's say, 20 Necron Warriors, he could decimate the entire unit during the shooting phase (with 5 bikes) then 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. Or use it with a Stalker telling them "Kill this one". Not recommended.
  • 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 : him losing too many CP AND his unluck.
  • Custodes often comes with a friendly Officio Assassinorum and/or Inquisition.
  • If you play in competitive and fall on the guy with 12 Bikes and 2 Bikes Captains, try hard , get some kills, have fun but never play with someone like that again. A unit of 6 Bikes is 72shot (because rapid fire range), 2+ to hit, 4+ to wound, 3/4+ to save = 10 Immortals (7 New Immortals) / 15 Warriors. And I don't even want to calculate if there is a Captain with them. Good Luck, Have Fun .

Officio Assassinorum[edit]

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, 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.
  • Eversore : Teleport and kills a 10 models unit alone. "Useless" against a tanky HQ. Protect your crypteks and send your Overlord/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 Crypteks, place them near Cryptothralls. And put your C'Tan/Overlords out of sight.

Space Marines[edit]

You are gonna get wrecked, really. The primaris are a pain in the ass. They shoot farther and have a better saturation. With my experience I suggest :

  • Never have less than 15 Warrior Necron 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 DA). 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 Cryptek with a Chronometron. 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 5+ maximum now.
  • Get an army with 2Damage or d3 minimum.
  • Surprisingly a unit of scarabs could take a primary/sec point surviving for a really long time.

Chaos Space Marine[edit]

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++. One DA or 3HD, that is the question (go on the talk page).
  • 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.

Thousand Sons[edit]

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

  • 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.
  • Bring a plasmancer, and feel the joy killing rubriks on 4+ (if they are not upgrade with 2hp). Almost an autopick against this army.
  • 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 dissolve your invulnerable save. Anrakyr/The Nightbringer can dissovle him too but they are slower. Blob them (with scarabs ?) until you can charge him.
  • 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. Let them only shot shielded lychgard w/ activating the stratagem 3++ and killing themself on any roll of 6.
  • 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 at max range knowing you can only shoot at 24".

  • Use tesla immortal. Time to get those bitch at max range and trigger on 5+. Select the target, destroy it.
  • They will be everywhere. Literally everywhere. Tomb blades are really a good choice (tesla of course, and with the new Overlord, they can trigger on 5+ too).
  • Did I say tesla ? Don't bother to pick gauss canon against them, you will never be able to be half range.
  • Obelisk. On the shooting phase, you can do mortal on 6+(4+ with stratagem) to every flying unit in 18". All drukharis vehicule, bikes and shit. And he has tesla. (almost an autopick on this one but his price can be dissuasive)
  • Archon with 2++, but you have tesla now.
  • Still want to use Necron warrior ? A pack of 20 in cover can survive one full round against the shooting phase of the full army. Bring a Cryptek w/Chronometron to bring this record to 2 rounds.
  • Be careful of the deepstrike. A pack of 20 melee unit can fall of, anywhere, raping everything. Twice (they have a stratagem). How to counter ? Easy. Dust off your Deathmarks and wait for him to land off, shooting like a boss on his unit realising he has only invulnerable save in melee.
    • Well not really, with the new stat, 2+ H1 to shoot but as they teleport, 3+. We can just wait for the codex to get out to get a stratagem that let us be in rapid fire when intercepting.
  • 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
  • If you absolutely want to win, only bring vehicules with Quantum Shield. The player won't be your friend anymore and may ragequit.


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 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, New 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 then ignore his invulnerable save on first strike (stratagem) and let him have a taste of what is a god shard.
  • 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 BUT if you are Mephrit with the new rule of 3" upgrade or Sautekh auto rapid fire on 18", it may be interesting).

Warhammer 40,000 Tactics Articles
General Tactics
Imperium (8th)