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===[[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>
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