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==Stratagems== <tabs> <tab name="Battle Tactic"> *'''Dimensional Corridor (1 CP):''' At the start of the Movement phase, select an {{W40kKeyword|<Dynasty> core infantry}} unit. It can be removed and redeployed within 3" of any {{W40kKeyword|<dynasty> Monolith}} and more than 9" away from any enemies during the Reinforcements phase. The fact that you can no longer drop the unit right in the enemy's face and can't move the unit after deploying it seriously hurts its versatility. *'''Eternal Protectors (1 CP):''' Select a {{W40kKeyword|<Dynasty> Lychguard}} unit during the fight phase. So long as they're within 3" of a {{W40kKeyword|<dynasty> noble}}, they add +1 to their Attacks. Serious damage potential, especially if near a Noble that's already buffing them; unfortunately due to wording, this can't be used if Anrakyr is nearby, but it can be used with the Silent King. *'''Extermination Protocols (2 CP):''' Use on a {{W40kKeyword|Lokhust Destroyer}} or {{W40kKeyword|Lokhust Heavy Destroyer}} unit during the shooting phase, you can re-roll all to-wound rolls. Useful on big units and not very worth it due to the cost, a full unit of lokhust destroyers with overlord support and this '''will''' shred people. *'''Fractal Targeting (1 CP):''' Select a unit of Tomb Blades during the shooting phase. Any rapid-fire weapons they have are now considered Assault 2 and can be fired without penalty after advancing. This seems amazing at first, but as of this version of the codex tomb blades are equipped with one rapid-fire 2 weapon rather than 2 rapid-fire 1 weapons, so all you're getting is the ability to fire at over half range with no penalty if you advanced. As their movement is so high, this will be very situational. *'''Judgement of the Triarch (1 CP):''' Select a {{W40kKeyword|Triarch}} unit during either the shooting or fight phase. Until the end of that phase, the unit adds +1 to their hit rolls. It's okay if you need the extra oomph to kill something and don't have a source of MWBD nearby since both Praetorians and the Stalker are {{W40kKeyword|Core}} now. *'''Storm of Flensing Blades (2 CP):''' One unit of Flayed Ones can fight again at the end of the Fight Phase so long as they're engaged with someone. Quite useful since they'll need all the hits they can get and lack the re-rolls of the Destroyer cult. Especially powerful if paired with Novokh and supported by the Silent King. *'''Techno-Oracular Targeting (1 CP):''' Use during the shooting phase before rolling to wound for an attack with a single model. This hit will automatically wound. The fact that it only targets individual models seriously limits who can use it. At the very least, it'll guarantee that a high-damage weapon will make its mark (like the Triarchal Menhirs). Tachyon Arrows (particularly the relic one) will probably enjoy limiting the wasting of their single shot. </tab> <tab name="Epic Deed"> *'''Dimensional Destabilisation (1/2 CP):''' Use after a {{W40kKeyword|C'Tan shard}} uses its power,roll a D6 and consult the C'Tan power table. You can immediately use that power, even if you already did so this turn. Costs 2 CP on the Tesseract Vault, and may not be worth it depending on the situation. *'''Entropic Strike (2 CP):''' Use on a {{W40kKeyword|Ct'an Shard}} before they fight. Invulnerable saves can't be taken against attacks it makes this phase. Great for assassinating characters. The Nightbringer already has this on its entropic profile, but using this to clear out a mob with the sweep profile can be an option, if costly. *''''Resurrection Protocols (1 CP):''' Whenever a {{W40kKeyword|<dynasty> infantry noble}} or {{W40kKeyword|<dynasty> noble cryptek}} dies, you can trigger this instead of any other abilities like Trazyn's bodyjacking. On a 4+, the model rises from the dead with 1d3 wounds remaining and is placed more than 1" away from enemy models. This can save your Warlord or Veil of Darkness from snipers and is therefore amazing. *'''Strange Echoes (1 CP):''' Pick a {{W40kKeyword|C'tan Shard}}. It can swap out one of its Powers of the C'tan for another one. Switch out something for Cosmic Fire when you get close and do a sudden burst of damage, mostly a gimmick for C'tan due to their cost being a little high at the moment. *'''The Deathless Arise (1 CP):''' One {{W40kKeyword|Technomancer}} model can use their Rites of Reanimation ability an additional time. With a lot more units being {{W40kKeyword|Core}} now, this can certainly help your survivability. </tab> <tab name="Requisition"> *'''Dynastic Heirlooms (1 CP):''' Your standard extra relic stratagem, usable once on a Combat Patrol game, twice on a Strike Force game, and Three times in an Onslaught game. *'''Hand of the Phaeron (2 CP)''': Select a {{W40kKeyword|Phaeron}}. If your army doesn't contain a unit with the {{W40kKeyword|Phaeron}} keyword, grant that keyword to a generic Necron Overlord of your choice; this will let it use My Will Be Done an additional time each Command Phase. Can only be used once per game. A bit costly and with the regular use of the Silent King, this becomes little utilized; still, could be nice if you need to buff more units and don't have the points/money for the King. *'''Rarefied Nobility (1 CP):''' If your Warlord is a Necron, you can select one other {{W40kKeyword|Necron Character}} (So long as they aren't a {{W40kKeyword|c'tan shard}}) to gain a Warlord Trait, as long as it's different from any already in use. Also, only one Warlord Trait per model. This can be used as often as you use Dynastic Heirlooms. </tab> <tab name="Strategic Ploy"> *'''Aetheric Interception (1 CP):''' Select one {{W40kKeyword|hyperspace hunter}} that's on the battlefield or in reserves. During the enemy's reinforcements step, when the enemy sets up one of their units you can drop in your unit at least 9" of any enemies as long as they're within 18" of their target (if the selected unit was in reserve) and then shoot that incoming adversary as long as they are an eligible target. Although this won't do much most of the time, it can help you counter strikes from glass-cannon armies such as GSC, Aeldari and Guards, especially if you use the Hexmark Destroyer. *'''Atavistic Instigation (1 CP):''' A Doom Scythe's death ray gains a bit of splash damage, hitting a unit within 3" of the target (including the target themselves). If they brace and aren't a {{W40kKeyword|vehicle}} or {{W40kKeyword|Monster}}, it's 1d3 mortal wounds. If they duck for cover, they suffer no damage but lose an attack and can't Overwatch or Set to Defend for the rest of the turn. *'''Burrowing Nightmares (1 CP):''' At the start of the movement phase, remove an Ophydian Destroyers unit from the board. It can return via deep striking on your next movement phase, with all the usual stuff that applies to deep striking. Good for repositioning and scoring secondary objectives later in the game. *'''Curse of the Phaeron (1/3 CP):''' Whenever a {{W40kKeyword|vehicle}} is destroyed, it auto-explodes. Costs 3 CP for any {{W40kKeyword|titanic}} models (the Silent King isn't actually Titanic, use this information as you would). *'''Enslaved Protectors (1 CP):''' During the opponent's charge phase, you can select one {{W40kKeyword|Canoptek}} unit to perform heroic interventions as if they were a {{W40kKeyword|Character}}. Don't underestimate the power of a full unit of spiders or wraiths, especially with the right buffs applied. *'''Prismatic Dimensional Breach (1 CP):''' One {{W40kKeyword|<dynasty> core}} unit in strategic reserves can immediately drop in within 3" of a friendly {{W40kKeyword|<dynasty> Monolith}} or {{W40kKeyword|<dynasty> Night Scythe}} on any turn after the first. Not bad for board control, but heavy on the CPs as you need to have spent some to place units in reserve in the first place, unless you're running the Deceiver C'tan shard. Since now pretty much everything is {{W40kKeyword|Core}} now, you can use this with a myriad of units that want to be in the fray quickly (sadly, due to the 3" bubble limitation, you can bring in a monolith from a monolith, big sad). *'''Reanimation Prioritisation (2 CP):''' When a unit is shot at, you can use your Canoptek Reanimator to immediately swap their Reanimation Beam to them. Costly, but can mean the difference between life or death so use it wisely. *'''Relentless Onslaught (1 CP):''' When a {{W40kKeyword|Necron Core Infantry}} unit shoots a rapid-fire weapon, you get extra hits on unmodified rolls of 6's. A full unit of 20 warriors in rapid-fire range will average 6,66 additional shots, even more with a bit of luck and sources of re-rolls. *'''Revenge of the Doomstalker (2 CP):''' Whenever a {{W40kKeyword|<dynasty> character}} dies, then a Doomstalker can immediately shoot the enemy (if eligible) and for the rest of the game, they'll gain a +1 to hit the murderer. Again, due to the {{W40kKeyword|Dynasty}} keyword, this can't be used on dynastic agents except for the Silent King, I guess the doomstalkers are pretty picky with who they choose to protect. *'''Self Destruction (1 CP):''' Use on a {{W40kKeyword|scarab}} unit after it piles in but before it fights. Pick a model in the unit and an enemy unit within 1" of the model. The model explodes, killing itself, and on a 2+, deals d3 mortal wounds to the enemy target (3 mortal wounds on a 6). Very useful when faced with extremely tough opponents you can't unless hurt; best used when paired with spiders to have an infinite replenishing source of exploding roaches. *'''Shadows of Drazak (1 CP):''' When a Flayed Ones unit is attacked, you can use this stratagem to give a -1 to hit against them. These guys will need it since they aren't very durable. *'''Stellar Alignment Protocol (1/2 CP):''' For the rest of the turn, the target {{W40kKeyword|Necron vehicle}} uses the highest level of its damage chart. Costs 2 CP for {{W40kKeyword|Titanic}} models. This is a great Stratagem to have in your bag of tricks, doubling the firepower of a Doomsday Ark, Tesseract Vault or Seraptek Heavy Construct one last turn before it blows is often worth it. It can also help squeeze the last remaining juice out of a damaged Silent King, regaining his abilities for a turn; he also isn't {{W40kKeyword|Titanic}} so the stratagem is cheaper. </tab> <tab name="Wargear"> *'''Disintegration Capacitors (1 CP):''' When firing a Gauss weapon, 6's to hit automatically wound. Great for the new gauss reapers in bringing down tanks, making you relive the glorious days of editions past. *'''Disruption Fields (1 CP):''' A {{W40kKeyword|Necron Core}} unit gets +1 strength. Particularly good on Lychguard; where it puts the Hyperphase swords up to S7 (S8 in Hungry Void) and puts Warscythes up to S8 (S9 in Hungry Void). Now a lot of things have {{W40kKeyword|Core}}, so this can be used to buff pretty much anything, the Seraptek, the Silent King, Wraiths, Destroyers, etc. *'''Malevolent Arcing (1 CP):''' When firing a Tesla weapon, roll a d6 for each unit within 6" of the target; on a 4+, the unit suffers a mortal wound. Nice if the enemy has many units grouped together, still very meh. *'''Quantum Deflection (1 CP):''' Use when a unit with {{W40kKeyword|quantum shielding}} is targeted in a phase but before any to-hit dice are rolled. Increases their invulnerable save to 4+ for that phase. More survivability is always good, just don't use this on tesseract arks since they already have a 4++. *'''Reconstitution Protocols (1 CP):''' A {{W40kKeyword|Ghost Ark}} can restore D6 models instead of D3. Definitely something to consider since those warriors will get shot up the moment they step out. *'''Solar Pulse (1 CP):''' Strips cover from an enemy unit being targeted by one of your units for the entire phase. Useful when fighting armies with faction rules that always give them the benefit of cover in the open. *'''Whirling Onslaught (1 CP):'''Gives a unit of {{W40kKeyword|Skorepkh Destroyers}} or a {{W40kKeyword|Skorepkh Lord}} -1 for the opponent to wound them for a phase. This is a great stratagem for T5 and T6 models, as it forces most infantry to wound on 6's and even most anti-tank weapons wound on 4's. </tab> </tabs>
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