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==Dynastic Codes== All units in the army use a Dynastic Code (chosen when preparing your list). If every unit in a Detachment shares a code, they all get bonus passive abilities. The only exceptions to this rule are {{W40kKeyword|Dynastic Agents}} and {{W40kKeyword|C'tan shards}}. They never gain Dynastic codes, nor do they prevent other units from having the bonuses. You can either choose one of the pre-built Dynasties (listed below), or you can make your own custom one. Creating a custom Dynasty will lock you out from using some Dynasty-specific Characters, Warlord traits, Relics, and Stratagems. Which Dynasty you choose for each Detachment in your army can drastically increase their effectiveness, it is usually best not to include any units in a Detachment unless they benefit from that Dynasty's Code to a great degree. Remember to stick to a single Dynasty if you want to use your improved Command Protocols. ===[[Maynarkh Dynasty|Maynarkh]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:Maynarkh Dynasty Banner.PNG|80px|left|]] ''After 60 million years of slumber, the King again calls for bloodshed and so blood we will spill again.'' The Maynarkh Dynasty was the closest and most loyal to the Silent King, often used by him to dispose of matters he couldn't have directly. They were feared as the most brutal and dangerous of all dynasties and were revered by all. Unfortunately, after the War in Heaven, the flayer virus brought upon the destruction of Llandu'Gor the Flayer by the hands of Nemesor Kuthlakh has spelled ruin for this once glorious dynasty and now many of its warriors are corrupted and mentally deranged because of its influence. In terms of crunch, the Maynarkh Dynasty just has two unique characters that are locked to Legends and so outside of narrative games, it's no different than any other custom dynasty. Still, since this is a dynasty that is supposedly half corrupted by the flayer virus, a fluffy choice could be running it as a Vassal Kingdom for Novokh or choosing some more melee-oriented traits from the available custom ones. <div class="mw-collapsible-content"> *'''Dynastic Code: Custom Code:''' Since this is, by all means, a custom dynasty, the usual combination of Eternal Conquerors and Relentless Expansionist is a solid choice, especially with the changes brought by the Balance Dataslate and new mission pack. But, if you want to make a more flavorful army that follows the theme of degraded glory and space flesh-eating robots, Relentless Expansionist and Butchers can make for a fast and deadly cc army that wants to get in on the action and score some points with No Prisoners, Code of Combat or even Engage on All Fronts/Behind Enemy lines. Switching Butchers with Masters of the Martial or Superior Artisans can instead make you more accurate in your hits and wounds respectively, so the first is best with units like {{W40kKeyword|Canopteks}} that without a technomancer have a lower WS, while the second favors the likes of destroyers that already have ways to hit more consistently. A more peculiar but fun way is finally Rad-wreathed which transforms your necrons in death guard at least with the Contagions of Nurgle part; note that since it's an Aura ability, the WL trait Thrall of the Silent King extends its range to 4" so that distant units can benefit from it with their ranged weapons. This last option is the best for the image of a horde of zombie necrons that spread their virus everywhere and corrupt every surface they touch. </div></div> ===[[Mephrit Dynasty|Mephrit]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:Mephrit Dynasty Iconography Banner.png|80px|left|]] ''After 60 million years of slumber, all shall pale before our greatness.'' The Mephrit Dynasty was the solar executioners of the Necrons with a penchant for paranoia. That paranoia was well-founded as during their sleep they had their head of state assassinated. Now with few of their superweapons remaining, they have been forced to work together with Blood Angels to face the Tyranids and ensure the survival of their Dynasty. In terms of crunch Mephrit adds firepower to your units, being very good with AP- and AP-1 weapons and not great for much else. Mephrit requires you to 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. <div class="mw-collapsible-content"> *'''Dynastic Code: Solar Fury:''' Get -1 to AP when shooting at units within half of your weapon's maximum range, and the range of all non-Pistol ranged weapons is increased by 3". Have you ever had that one friend who loved to show up in your face turn one? Pick this, it's good considering your penchant for close-ranged firefights, especially with Gauss Flayers since they get Rapid Fire at that range too. [[Tesla|Remember that this works best on weapons with no or little AP to begin with, so roll some Tesla Tomb Blades up on your target and watch your enemy squirm at -1 AP Tesla.]] **Dynastic Protocol: Protocol of the Vengeful Stars applies both Directives (+1 AP on UM Wound Rolls of 6 for ranged attacks, no light cover when shooting within half-range) when active. Just straight up make these active for the entire game and you get four custom rules that synergize perfectly to help you spam AP. *'''Warlord Trait: Merciless Tyrant:''' +1S and A. A bit out of place for the dakka dynasty but fine on a stray Skorpekh lord. *'''Stratagem: Talent For Annihilation (1 CP):''' Select a unit during the Shooting Phase. When a model in that unit rolls an unmodified 6 to wound, inflict a bonus mortal wound up to a maximum of 3 in a phase. *'''Relic - Conduit of Stars:''' Relic relic gauss blaser, with 36" (+3") Rapid Fire 3 S6 AP-2 D2, making the Warden able to threaten an entire unit of Incursors or other MEQs by himself. </div></div> ===[[Nephrekh Dynasty|Nephrekh]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:Nephrekh Dynasty Banner.PNG|80px|left|]] ''After 60 million years of slumber, safety is an illusion for the living.'' 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 mobile Dynasty, providing ways to circumvent the terrain and quickly get where you need to. The units that most benefit from it are those like scarabs that want to be as fast as possible to score as many points as they can; the invulnerable save is also a nice touch but don't rely on it too much, consider it as a last resort to defend from the bigger weapons the enemy has to offer.<div class="mw-collapsible-content"> *'''Dynastic Code: Translocation Beams:''' Everyone is minorly invulnerable and grants the option to "translocate" through things, which functions as a max advance/fallback (can't shoot, even assault weapons), but can move through models and terrain. Very slick utility trait, potentially replacing the need for transports. This Dynastic code is often dismissed, since it adds no offensive value, but players of this faction often don't report having the problems that other dynasties have (like prior to the balance update). Makes everything a little more durable, while also making everything potentially faster. **Changes the value of some units. {{W40kKeyword|Canoptek Wraiths}} especially, as they essentially have an improved version of this, which means you are paying for a dynasty that they don't really benefit from. This Dynasty gives the most benefit to units that don't normally have the option to move through enemy models/terrain, that don't normally have reliable speed, or that don't normally have an invulnerable save. **While a {{W40kKeyword|Chronomancer}} can give an invulnerable save to a unit, this ability is always on, so this applies turn 1 when you don't go first, while the Chronomancer has to wait until your first command phase to give target unit an invulnerable save. *Dynastic Protocol: Protocol of the Sudden Storm applies both Directives when active. This can increase your speed even more and help you score some additional points while not sacrificing damage output. Consider it as a candidate for the one that's always active. *'''Warlord Trait: Skin of Living Gold:''' -1 to hit the Warlord. Great for CCBs and Destroyer Lords if you're planning on sending them into things with D1, if your opponent has things like Daemon Princes, Captains, or Celestine then you'll be better served by Enduring Will. *'''Stratagem: Translocation Crypt (1 CP):''' During deployment, you can give a Nephrekh unit that isn't a vehicle or monster the Dimensional Translocation ability. *'''Relic - The Solar Staff:''' Replaces a Staff of Light. Same melee profile, but +6" range, ''doubles'' the rate of fire, and blinds any {{W40kKeyword|Infantry}} units it hits for denial of Overwatch and Set to Defend (cavalry and bikers are immune; cool rider's shades). **For the {{W40kKeyword|Command Barge}} makes the Staff of Light match ranges with their underslung {{W40kKeyword|Gauss Cannon}}, which is handy. </div></div> ===[[Nihilakh Dynasty|Nihilakh]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:NihiBanner.PNG|80px|left|]] ''After 60 million years of slumber, our territory shall be ours once more.'' The Nihilakh Dynasty has only recently started conquering, having otherwise been quite pleased to hunker down and build up their forces and ensure that they do not lose what they have left after their slumber. Also home to the crazed collector Trazyn and his hoard of curiosities that rivals those of the black library of the Harlequins or the vaults of Terra. In terms of crunch, Nihilakh excels at taking and holding objectives, especially when those objectives are on their home turf. Nihilakh is in a precarious position, as their biggest draw can be taken by a custom dynasty. If you’re playing Nihilakh it’s because you want to double down on holding fast with a long-range gunline. <div class="mw-collapsible-content"> *'''Dynastic Code: Aggressively Territorial:''' All units gain ObSec, and if a model already had it they count as being two models; AP-1 attacks against them count as AP0 if they are in their deployment zone. This can be a big deal if your a Timmy as it opens up very strange army builds. Want to run an all destroyer army? This one let's you do that. **Dynastic Protocol: Protocol of the Eternal Guardian applies both Directives when active. This is a big deal for keeping objectives under your control, and that goes double if you're playing a mission as the defender. *'''Warlord Trait: Precognitive Strike:''' Warlord strikes first in the fight phase. Useless. *'''Stratagem: Reclaim a Lost Empire (1 CP):''' A unit can shoot while performing an action. Helpful if you need an out-of-sequence Protocol of the Sudden Storm, but that makes it very niche. *'''Relic - The Infinity Mantle:''' The bearer gets +1 to armor saves and Feel No Pain 6+. Better the more wounds a character has, such as a Catacomb Command Barge or a Destroyer Lord. </div></div> ===[[Novokh Dynasty|Novokh]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:Novokh Banner.PNG|80px|left|]] ''After 60 million years of slumber, terror remains an effective weapon.'' 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 occasionally 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. <div class="mw-collapsible-content"> *'''Dynastic Code: Awakened by Murder:''' +1” to charge and when a unit charges, is charged, or makes a Heroic Intervention, it gets -1 additional AP on melee weapons that turn. Great for countering the annoying Armor of Contempt. **Dynastic Protocol: Protocol of the Hungry Void (+1 S on the charge/Heroic Intervention, +1 AP in melee on unmodified wound rolls of 6) applies both Directives when active. ***You're always going to want this on. Being able to charge whenever you feel like it is great, because you can just deal out +1 S and AP whenever the opportunity shows up. It can make your basic punches dent anything, and your choppy dudes even more reliable. *'''Warlord Trait: Blood-Fuelled Fury:''' Warlord deals an additional mortal wound on MELEE wound rolls of 6. Funny when paired with a Skorpekh Lord. *'''Stratagem: Blood Rites (1 CP):''' Add 1 to the Attacks of a {{W40kKeyword|NOVOKH}} unit for a phase. *'''Relic - The Blood Scythe:''' Replaces War/Void Scythe (so a warscythe, since there's no reason to pay extra points for it). A warscythe with 2 more attacks. Better than Voidreaper against enemies with 2W or less. This is a warscythe, not a voidscythe, treat it as such. **When comparing this to '''Voidreaper''', the +2A and extra AP from Awakened by Murder leaves the Blood Scythe better against every target except units where the Ignores Damage rule takes effect, like Ghazkull, Abaddon, or your own C'tan shards. Even against 3w models, the Blood Scythe will equal damage output, and against a t4, 4++ target with 4 or more wounds, their output will be exactly the same. </div></div> ===[[Sautekh Dynasty|Sautekh]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:Sautekh Dynasty Banner.PNG|80px|left|]] ''After 60 million years of slumber, authority must be asserted upon the lesser races.'' The Sautekh Dynasty is all about conquest, using terror as a weapon; Flayed Ones, unnatural storms, gigantic war machines are all employed to completely annihilate anyone who dares oppose the will of the Stormlord. When the Sautekh Legions march to war they do so to win decisive battle after decisive battle. After having seen much success the nobility of Sautekh and its subject dynasties have grown arrogant, letting enemies live to show them a lesson, an inability to take threats like the Orks seriously and Nemesor Zahndrekh refusing to believe that the Dynasties of old have fallen and that the galaxy is rife with humans, Orks, and Aeldari. In terms of crunch, Sautekh has a solid Dynastic Code, allowing for effective Warrior and Immortal spam, as well as buffs to Morale, and Character auras. Speaking of characters, Sautekh has some great Unique characters (and the most) so make use of them. They also have a great Stratagem that helps you clean up big units one turn at a time, this is hugely beneficial against things like Knights and especially units that are -1/-2 to hit like Plaguebearer hordes. <div class="mw-collapsible-content"> *'''Dynastic Code: Relentless Advance:''' Re-roll Morale tests and rapid fire weapons can double-tap at 18" instead of the weapons half range. **Dynastic Protocol: Protocol of the Conquering Tyrant applies both Directives when active. **With this you'll be at least a bit more reliable as you will be firing weapons on full auto long before most of your enemies can so you can pump out the damage with more ease now. Getting ATSKNF is also helpful as even with a universal leadership of 10, large units of these [[Fail|emotionless unthinking killing machines will still shit themselves and run away for some reason]] so re-rolling to ensure it doesn't happen is always good. *'''Warlord Trait: Hyperlogical Strategist:''' Lets you reclaim your spent command points on a 5+, although restricted to 1 per battle round as normal. Always tasty, especially with the reduction of CPs. *'''Stratagem: Methodological Destruction (2 CP):''' After a {{W40kKeyword|SAUTEKH}} unit has shot at an enemy unit, all other {{W40kKeyword|SAUTEKH}} units receive +1 to hit said enemy unit this phase. This is a potent stratagem due to the amount of units it can affect. Bring a stalker to gain reroll 1s, combine with MWBD, and you're basically aimbotting. *'''Relic - The Vanquisher’s Mask:''' Pick an enemy unit within 3” to always fight last. Great for brawler-type HQ's. </div></div> ===[[Szarekhan Dynasty|Szarekhan]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:SzarekhanSymbol.jpg|80px|left|]] ''After 60 million years, we still give glory to Szarekh, the last and greatest of the Silent Kings!'' The Szarekhan Dynasty is the kingdom of the Silent King. Though they have been slow to wake and weaker than they once were, awaken they have to heed their king's call. Many who were subsumed by other dynasties have returned to their true master's side, aware of the great power they should serve. As for the crunch, the Szarekhan has some nice traits and synergizes well with their fluff as the personal dynasty of the anti-Psyker Silent King. Their Command Protocols gives them some situational (but still common) durability and reliability. <div class="mw-collapsible-content"> *'''Dynastic Code: Uncanny Artificers:''' 5+++ FNP against mortal wounds (like the Black Templars) and one re-roll to wound every time a unit fights or shoots (like the Salamanders). **Dynastic Protocol: Protocol of the Undying Legions applies both Directives (Regain an additional wound when using Living Metal, re-roll one die when activating reanimation protocols) when active. ***Your multi-wound units are an absolute pain to remove now, especially with the changes to CORE, which expands the list of models that a Technomancer can reanimate. Wraiths can spring up a bit more often, and rebuilt by a Technomancer when they don't. Mortal Wound spam is also pretty rife in 9th Edition, so being able to shrug 1/3 of all MWs with the chance of regenerating 2W every turn can really up your durability. *'''Warlord Trait: The Triarch's Will:''' You can pick a single command protocol twice when choosing the protocols. This one is the default for the Silent King; now that one Command Protocol not chosen is active for the whole game, you could mix this with his other ability to switch a non-used Command Protocol in a sort of defensive measure (like an emergency Eternal Guardian to brace for a strong enemy charge or a Hungry Void to retaliate such charge). *'''Stratagem: Empyric Damping (1 CP, Wargear Stratagem):''' During the opponent's psychic phase, if the opponent manifests a power within 18" of a chosen unit that unit can deny the power on a 4+. Necrons always had trouble dealing with psykers, and this helps to cover that weakness. *'''Relic - The Sovereign Coronal (Aura):''' {{W40kKeyword|Noble}} models only. The Command Protocol range is extended to 9" for the bearer (now useless since Command Protocols now don't have any range), and both directives are active for {{W40kKeyword|Core}} units within 9" of the bearer (massive since we now have 30 {{W40kKeyword|Core}} in our book, including all {{W40kKeyword|Vehicles}}). </div></div> ===Custom Dynastic Codes=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ''After 60 million years, our kingdom has changed much.'' Due to being released at the dawn of 9E, this would be the first time the Necrons got the custom faction rules that other armies had nailed down with the [[Psychic Awakening]] series. <div class="mw-collapsible-content"> Custom Necron Dynasties set up their special rules slightly differently than other custom factions- rather than picking two options from one list, they pick one option from each of two different lists (for two selections total) - the Dynastic Tradition and the Circumstances of Awakening. =====Dynastic Traditions===== *'''Butchers:''' +1 to Charge rolls. The first half of Novokh. Meh. *'''Contemptuous of the code:''' +1 to hit rolls against {{W40kKeyword|Characters}}. *'''Eternal Conquerors:''' All units have Objective secured. Stacks with the rule that gives it to all your {{W40kKeyword|Troops}} by default. Which means each Warrior and Immortal model counts as two. The first half of Nihilakh, and it’s a doozy. *'''Immovable Phalanx''': If a unit didn't Move, Advance, or Fall back, it gains +1 to Armour saves against any attack with a damage value of 1. The movement restriction is "in the current battle round" and not "in your previous movement phase", so this ability is always on if you have the second turn. Could be spicy. *'''Masters of the Martial:''' Re-roll one hit roll per unit when Shooting or Fighting. Generally a worse version of Superior Artisans, because wounding is generally harder than hitting, and re-rolls are better the worse you are at something. Only better if you're somehow wounding more consistently than you are hitting. *'''Pitiless Hunters:''' Rapid fire at max range for {{W40kKeyword|Infantry}}, as long as the shooting unit remained stationary in your movement phase. Yay, Bolter discipline as a Legion trait. Combining this with '''Healthy Paranoia''' is a nice mix for a back-field infantry army, although you may need to sacrifice the status in order to push into the map. *'''Rad-Wreathed:''' [[Skitarii|Cancer-robots]], literally. -1 Toughness on enemies within 1" of your stuff. Does not work on enemy {{W40kKeyword|Vehicles}}. (It's worth noting that this is an Aura, and therefore is affected by Aura enhancing abilities like the “Thrall of the Silent King” warlord trait as well as one of the command protocols. So yes, you CAN use this with ranged attacks). **Note that this will reduce most infantry to T3, which will allow all of your base units to wound on 3s and your HQs and elites to wound most anything on 2s, which is.... significant. **Also note that while the 1" distance implies melee only, this affects shooting from within melee range as well (such as your non-blast vehicle shooting or your Pistols). **Becomes lulzy when you combine it with Thrall of the Silent King trait, and Protocol of Conquering Tyrant to give all your units a 4" cancer aura and a 7" one to your warlord. Scarabs, Wraiths and CCB become nasty disease vectors for the rest of your army to exploit that -1T in shooting phase. *'''Severed:''' +3" range to '''Command Protocols''' (from 6" to 9"). **Doesn't do anything now that command protocols has no range (see The Balance Dataslate) *'''Superior Artisans:''' Re-roll one wound roll when shooting or fighting. Second half of Szarekhan. *'''The Unmerciful Horde:''' Re-roll Morale tests. First Half of Sautekh. Garbage. **Only useful if planning to run really large units of warriors. Otherwise Leadership 10 makes this entirely unneeded. *'''Unyielding:''' Gain a 6++. The first half of Nephrekh. Most of your army has a 3+, so it only really kicks in if your models are hit with AP-4 weapons, which they are unlikely to be unless they're vehicles, and most of your vehicles already have a 5++ from Quantum Shielding. Take it if you want to really double down on survivability or run scarab farms as it gives them a guaranteed save and makes them that much harder to remove or you want to protect your blobs from Blast as mathematically they will have a fair chance of having at least a couple surviving so reanimation protocols can kick in. **Defensively Buffs cheap characters options, scarabs, and Lords of War taken in a Super Heavy Detachment (monolith and obelisk both lack invulnerable saves). *'''Vassal Kingdom:''' Select one of the original Dynasties and gain their traditions. Except you don't get access to Dynasty-specific characters, Strats, Relics, or their dual-directive Protocol. And you can't select a Circumstance of Awakening. Not worth it. **Context of usefulness: if playing in a setting where having the Official Paint Scheme is required to play the specific faction, then this allows for a custom paint scheme while using rules for a faction that would otherwise require another paint scheme. =====Circumstances of Awakening===== *'''Arise against the Interloper:''' Every natural 6 to hit in melee against {{W40kKeyword|Infantry}} and {{W40kKeyword|Bikers}} comes with an automatic wound. **Unfortunately, {{W40kKeyword|Scarab Swarms}} don't benefit because they already have this. Too bad too, as they are the best unit to benefit. *'''Healthy Paranoia:''' +3" range on everything except pistols. The first half of Mephrit. While not an auto-take there is almost no situation where this won't be good as Necrons are a mid-range army. *'''Interplanetary Invaders''': {{W40kKeyword|Vehicles}} can shoot after falling back, but take a -1 to hit when they do so. {{W40kKeyword|Vehicles}} don't take a hit penalty when firing heavy weapons while enemies are in engagement range. **The fall back and shoot can also be accomplished by {{W40kKeyword|Protocol of the Conquering Tyrant}}, but the lack of penalty for heavy weapons in melee is unique to this one (and {{W40kKeyword|Titanic models}}). **Unfortunately, there aren't that many {{W40kKeyword|Necron}} vehicles that are eligible to benefit. {{W40kKeyword|Triarch Stalker}} can't due to having {{W40kKeyword|Dynastic Agent}} instead of a {{W40kKeyword|<dynasty>}}.{{W40kKeyword|The Silent King}} can't due to being {{W40kKeyword|Szarekhan}} (so can't take this {{W40kKeyword|<dynasty>}}). And the Necron {{W40kKeyword|aircraft}} don't benefit because don't have to fall back to get out of melee and have a minimum move so can't just shoot while in engagement range. So the number of models that benefit is relatively small and the effect would be limited to very specific types of lists. **Strong pairing with the Rad-Wreathed, as that one affects the toughness of enemy models within 1", so your non-blast shooting attacks target the enemy with reduced toughness. *'''Isolationists:''' Even stronger Rapid fire. +1 Strength when within 12" on Rapid-fire weapons. **Very low number of Rapid Fire weapons in this army. Name fits it well, basically this is for Necron players with lots of old warriors with Guass Flayers... **Note that this one sneakily stacks with Rad-wreathed with regards to {{W40kKeyword|Vehicle}} {{W40kKeyword|Monster}} Rapid Fire in melee range. So like {{W40kKeyword|Ghost Ark}} in melee versus a T5 enemy will both reduce the enemy to T4 while increasing Str of their Flayer Arrays to S5 (so you wound on 3+ instead of 5+). That said, it's rather fringe. *'''Relentlessly Expansionist:''' At the start of the first battle round, before the first turn, units with this code can make a Normal Move of up to 6″. Combine with '''Eternal Conquerors''' and never let go of those objectives after turn 1. **Healthy paranoia/{{W40kKeyword|Merphrit}} may add to range, but actually being closer is another way to have more range. And at least turn 1, this is a larger range increase. *'''The Ancients Stir:'''+1″ Movement and +1″ Pile in/Consolidate to all {{W40kKeyword|Canoptek}} units. *'''Warrior Nobles:''' All your {{W40kKeyword|Lords}}/{{W40kKeyword|Overlords}} are now mini destroyers. Re-roll 1s to hit and to wound in melee for {{W40kKeyword|Noble}} units. **Now look down at your secondaries. Note "Codes of Combat," which is +4VPs whenever a noble destroys a unit in melee. Now look back at Rad-wreathed. Now do your mathhammer, and realize that you will be wounding for 95% of all attacks made by nobles, since they will hit on a 2+ re-rolling 1s, and wound on a 2+, re-rolling 1s, against anything T4 or below. Like all Space Marines, for instance. </div> </div>
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