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===[[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>
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