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===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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