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===Universal=== *'''Adaptive Subroutines (1 CP):''' a {{W40kKeyword|Canoptek}} unit can advance and still shoot and charge this turn. Combine with the Nephrekh code and Wraiths for a nice 30" threat range. While not Hive Fleet Kraken Genestealer fast this can be used to tie up critical enemy units early on whilst your footsloggers get into effective range or to quickly surround a vehicle with a big unit of Canoptek Scarab Swarms. *'''Amalgamated Targeting Data (1 CP):''' Use in the shooting phase if you have a Doom Scythe within 6" of two other Doom Scythe. Instead of shooting their Death Rays, pick a spot within 24" of all three and roll a d6 for each unit within 3" of it (+1 if the unit has 5+ models, -1 if it's a CHARACTER). On a 4+, the unit takes 3d3 mortal wounds. It's amazing if you can get it off, if you get first turn or if all three Doom Scythes in your list manage to survive a turn's worth of Shooting this Stratagem might just win you the game, on the other hand Doom Scythes are hardly the most durable unit in the game and if your opponent knows about this Stratagem the first one will likely be a primary target, keep a plan B and C ready for when this fails, but this Stratagem makes 3 Doom Scythes a lot better than just taking 1 or 2. *'''Cosmic Powers (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. *'''Damage Control Override (1 CP):''' For the rest of the turn, target {{W40kKeyword|Necron vehicle}} uses the highest level of its damage chart. 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. *'''Dimensional Corridor (1 CP):''' At the start of the Movement phase, select an {{W40kKeyword|infantry}} unit more than 1" away from any enemy units. It can be removed and redeployed within 3" of any {{W40kKeyword|Monolith}} and more than 1" away from any enemies. The unit counts as having disembarked from the Monolith and can move normally. Yes, that unit of Lychguard will definitely make that charge now. It's a good, cheap Stratagem but doesn't make the Monolith worth taking. *'''Dispersion Field Amplification (2 CP):''' Use when the enemy targets one of your {{W40kKeyword|Lychguard}} units that are equipped with dispersion shields but before they roll to hit. For the rest of the phase, the Lychguard have a 3+ invulnerable save. In addition, any unmodified results of 6 cause a mortal wound to the shooting unit. It makes your dispersion shield Lychguard go a lot longer, but it's pretty expensive. *'''Disruption Fields (1 CP):''' A {{W40kKeyword|Necron Infantry}} unit gets +1 strength. If you're wounding on 4s, 5s or 6s and this adds +1 to your wound rolls it's good, otherwise, forget about it. It's a bit less good on Flayed Ones due to them already re-rolling wound rolls, but it'll massively help them against T8 units. *'''Dynastic Heirlooms (1/3 CP):''' your standard extra relic stratagem. Lightning Field or Nightmare Shroud on a CCB, Nanoscarab Casket on a Destroyer Lord, Veil of Darkness on anything, the Voltaic Staff on a Mephrit Warlord with the Merciless Tyrant WL trait, Timesplinter Cloak on an Overlord or a CCB (Destroyer Lord if you've already given the Nanoscarab Casket to another model) and the Abyssal Staff are all worth the 1 CP. Don't pay two CP for a relic. Note that you are paying for the worst Relic you're using, so if you take the Gauntlet of the Conflagrator you don't say that it's free and you're paying 1 CP to get Veil of Darkness, you say you get Veil of Darkness free and then you're paying a CP to maybe deal a couple of mortal wounds once to a unit in turn 3, most Necron Relics aren't amazing enough to be worth CP for it so consider heavily whether you REALLY need this or if you might want to have a 50% chance of saving any one of your Characters later in the game from a sniper or a bad round of melee or shooting with the Resurrection Protocols Stratagem. *'''Emergency Invasion Beam (1 CP):''' Use when your last {{W40kKeyword|monolith}} or {{W40kKeyword|nightscythe}} is destroyed. This lets you save an undeployed unit and put them on the battlefield. Note that it can only be used once so don't put too many units on the Tomb World or you'll lose all but one when your Monoliths/Night Scythes are destroyed. **Spending CP to salvage a situation is not a position you want to be in, but opponents will force you. Try not to have more than one unit in reserve. *'''Enhanced Invasion Beam (1 CP):''' Allows you to set up two units from a {{W40kKeyword|monolith}} or {{W40kKeyword|nightscythe}} instead of one. **Meh, it's too dangerous to put several units on the Tomb World, don't rely on this. Better if one Monolith or night scythe gets destroyed and spits out the remaining backlog before the other gates close. *'''Enhanced Reanimation Protocols (2 CP):''' Reroll 1s when using Reanimation Protocols for 1 unit. Too many command points, never worth it. *'''Entropic Strike (1 CP):''' Use on a {{W40kKeyword|Necron character}} before they fight. Invulnerable saves can't be taken against the first attack it makes. Nightbringer's favourite stratagem, very niche since it's only one attack and therefore relatively expensive for what it does. *'''Extermination Protocols (1 CP):''' Use on a {{W40kKeyword|Destroyer Lord}}, {{W40kKeyword|Destroyer}}, or {{W40kKeyword|Heavy Destroyer}} unit during the shooting phase. **You can reroll all to hit and to wound rolls. Rerolling hits is good if you target a flyer, but rerolling wounds is the delicious part. This is one of our very best Stratagems if you can use this for three turns in a row on the same unit of Destroyers they'll win the battle on their own. *'''Gravitic Singularity (1 CP):''' At the start of the shooting phase, select an {{W40kKeyword|Obelisk}}. Its Gravitic Pulse now causes mortal wounds on a 4+ instead of a 6+, because fuck flyers. Rarely will you find an army worth fielding an Obelisk against just to use this Stratagem, while the Stratagem is good, the unit it was made for is trash. *'''Judgment of the Triarch (1 CP):''' Use on a unit of {{W40kKeyword|Triarch Praetorians}} before they shoot or fight. They gain +1 to hit until the end of the corresponding phase. It's okay if you need the extra oomph to kill something, don't use it in the Shooting phase. *'''Phaeron's Will (1 CP):''' Use My Will Be Done or Wave of Command twice in the same turn. Tesla Immortals like this, not useable with Imotekh due to wording issues. *'''Quantum Deflection (1 CP):''' Use when a {{W40kKeyword|vehicle}} is targeted in a phase but before any to hit dice are rolled. You can subtract 1 from the result of the rolls made for quantum shielding until the end of the phase. Stupidly amazing when used on a Doomsday Ark or Ghost Ark at the beginning of the Shooting phase against anything with D3 Damage or above, but not worth it against D1/D2. *'''Repair Subroutines (2 CP):''' Use before you roll for Reanimation Protocols. Choose a {{W40kKeyword|CANOPTEK}} unit and they get Reanimation Protocols until the end of your turn. This Stratagem is only worth it for big units of Wraiths or Acanthrites that have taken 4 or more casualties and are within 3" of a Cryptek, but then it's pretty good. *'''Resurrection Protocols (1 CP):''' Use when a {{W40kKeyword|character}} dies. At the end of the phase, roll a dice and on a 4+, the character comes back with 1 wound. Can't use it on C'Tan shards or Trazyn, but it does work, funnily enough, on a command barge (which means it can explode Twice in one game). This can save your Warlord or Veil of Darkness from snipers and is therefore amazing. *'''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. Very niche, between the CP, loss of regular attacks, the Scarab dying, it's usually trash if you don't really REALLY need it. *'''Solar Pulse (1 CP):''' Strips cover from an enemy unit being targeted by one of yours. Useful when fighting armies with faction rules that always give them the benefit of cover, MEQ in cover, or even more those that double benefit from cover like Craftworld Rangers, 100% more damage? Yes, please. *'''Wrath of the C'Tan (2 CP):''' Use after a {{W40kKeyword|C'Tan}} 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. Great for Tesseract Vaults, not worth it on the smaller ones. *Each Dynasty other than Maynarkh also has a Stratagem only members of that Dynasty can use, these are listed in the relevant Dynasty's section.
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