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=====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 6β³. 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:'''+1β³ Movement and +1β³ 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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