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==Armies of Renown== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Annihilation Legion==== A detachment for the outcasts of the Dynasties, this is not a cult specially made for scoring objectives or holding points. While you have ObSec on your Flayed Ones, expecting melee-only units to merely camp on objectives is a waste of their value, regardless of if your other units can do it much better. <div class="mw-collapsible-content"> * '''Restrictions:''' ** All units must have the {{W40kKeyword|Destroyer Cult}} keyword or be Plasmacytes or Flayed Ones. As mentioned above, you got no troops. * '''Benefits:''' ** Aside from the basic keyword for all units and special items, your warlord gets to refund their CPs for taking a Vanguard Detachment. *** Doubly to compensate for your lack of troops, Flayed Ones of 10+ models get ObSec. Sadly, this is all you'll get. ** You can take Hexmark Destroyers as HQs instead of Elites. *** Thankfully, you don't need to waste an HQ slot for these. You can take one for each Lokust Lord or Skorpekh Lord without needing a spare slot. * '''Cult of Annihilation:''' Effectively replaces your Dynastic Code on everything but the Flayed ones. Your {{W40kKeyword|Destroyer Cult}} units get +1 to hit and wound units below starting strength. As destroyers already get to re-roll 1s to hit, you'll be getting quite a lot of mileage out of this. Keep in mind that you can still choose a Dynastic Code for your flayed ones - which will probably be Novokh for charges. * '''Warlord Trait - Furious Destructor:''' An unmodified hit roll of 6 scores two extra hits. * '''Relics:''' ** '''Chariot of the Hierarchs:''' Lokhust Lord only. Grants Transhuman (Any wound rolls of 1-3 auto-fail) and lets them consolidate +3", which makes them a lot more capable of handling melee if you're not using Skorpekh Lords. ** '''Nightcull Scythe:''' Skorpekh Lord only. This replaces their Hypherphase Harvester with an S+2 AP-4 D3 monster that can have damage spill over to crowds, making this the perfect tool to take against hordes of gaunts and guardsmen and even MEQs. ** '''Mask of Obliteration:''' Hexmark Destroyer only. This gives them the option to concentrate their pistols into a singular beam, dealing an S9 AP-3 D3+d3 to anything that crosses the line it makes. Provides a deterrent for monsters and tanks, but it's still wasted on MEQs and TEQs without exact setup. *'''Annihilation Protocols:''' The replacement for Command Protocols that works with the Skorpekh and Lokhust Lords. It's uncertain if the errata that lets one protocol always be active can work for these, but the fact that ** '''Protocol of Swift Murder''' *** Any units that move benefit from light cover, which is necessary with your limited unit choices and no repair units. *** Units are able to heroically intervene. ** '''Protocol of the Killing Surge''' *** Units gain +2" movement. *** Units can charge after falling back. ** '''Protocol of the Dread Strike''' *** An unmodified hit roll of 6 in melee auto-wounds. *** An unmodified hit roll of 6 with a gun auto-wounds. ** '''Protocol of the Undying Gaze''' *** Units that fire within half-range ignore cover. *** Units can shoot while performing an objective action. ** '''Protocol of Perfect Destruction''' *** Add +1 to charge rolls. *** Add +3" to consolidate and pile-in ranges. ** '''Protocol of the Immortal Warrior''' *** Units gain +1 to Toughness *** Units gain +1 to their saves, but not to any invulnerables. *'''Stratagems:''' **'''Swift Dismemberment (1 CP):''' One {{W40kKeyword|Destroyer Cult}} unit can charge after advancing. Expect to spam this a lot on your Skorpekhs and Ophydians. **'''Hypherphase Impalement (1 CP):''' One unit of Ophydian Destroyers that fights can ignore any damage reduction abilities the enemy may have. **'''Efficient Disintegration (2 CP):''' When a unit of Lokhust Destroyers or Heavy Lokhusts shoot their gauss cannons/gauss destructors, add +1 to the damage of these weapons. **'''Lurking Murderers (1/2 CP):''' Pick one pack of Flayed Ones entirely within terrain. They can now re-roll to wound for this phase. Costs 2 CP for a unit of 10+ models. **'''Murderous Demise (2 CP):''' When a character dies before they could fight this turn, they can immediately fight or shoot before going down. **'''Canoptek Reinforcement (2 CP):''' Lets you resurrect a Plasmacyte within 3" of a {{W40kKeyword|Destroyer Cult}} unit. This can only be used once and can't bring them into combat, so don't expect to see this used much. **'''Weaponised Bodies (2 CP):''' When a {{W40kKeyword|Destroyer Cult}} unit charges, pick a model within base contact. Roll a number of d6s equal to the model's wounds characteristic, dealing a MW on a 5+ to a max of 6. Made chiefly do take down tanks and monsters even faster. **'''A Moment of Clarity (2 CP):''' Lets one unit gain ObSec, allowing you to snap up an objective in the last moment. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Cult of the Cryptek==== The detachment of choice when you want to focus more on the Crypteks than the Overlords. <div class="mw-collapsible-content"> * '''Restrictions:''' ** All units must have the {{W40kKeyword|Cryptek}} or {{W40kKeyword|Canoptek}} keyword or be Warriors. No Immortals, Destroyers or Deathmarks, sadly. *** You can also take the Convergence of Dominion, if you're keen on wasting the points on a setpiece. * '''Benefits:''' ** Aside from the basic keyword for all units and special items, your Crypteks can all use Command Protocols. * '''Tomb Guardians:''' Effectively replaces your Dynastic Code. Your units get +1 attack and re-roll 1s for their Reanimation rolls. This is largely worthless on your warriors as they already have Their Number is Legion which confers the same thing. At least this doubles their attacks, I guess? * '''Warlord Traits:''' *# '''Master of the Cult:''' Each command phase, you can give one unit within 9" a +1 to hit. *# '''Curator of Deadly Curiosities:''' One non-relic weapon the warlord uses improves its Strength, AP, and Damage by one. *# '''Conductor of Legions:''' Each command phase, you can give one unit within 9" the ability to shoot while performing actions. *# '''Codifier of Lesser Beings:''' Each command phase, you can give one unit within 6" a +1 to wound. *# '''Fluid Necrodermis:''' The warlord ignores all penalties to movement, advance rolls, and charge rolls. In addition, the first failed save they make each turn negates the damage of the attack. *# '''Infomonger:''' Each command phase, you can give one unit within 6" both benefits of the Dynastic Protocol instead of merely one. * '''Cryptek Arkana:''' Instead of relics, the Cult of the Cryptek gives you more special Arkana to purchase. ** '''Atomiser Stave:''' Plasmancer only. Allows their Harbinger of Destruction ability to roll 6d6 for extra kaboom. ** '''Aurorocular Mantle:''' Technomancer with Canoptek Cloak only. Gives a 6" bubble that lets friendly units ignore cover when they shoot, so excellent for blocks of Warriors. ** '''Autodivinator:''' Lets you earn 1 CP each Command Phase when you roll a 5+. ** '''Entropic Chronoshackle:''' Chronomancer only. Each turn, you pick one unit within 12" and roll a d6; on a 4+, that unit can't fall back, which makes this great for having your Wraiths sweep units. ** '''Neutron Shroud:''' Grants a 2+ save as well as a single-use ability to grant a 3++ save for a turn. ** '''Obedience Nanoscarabs:''' Psychomancer only. Lets you trigger two abilities from the Harbinger of Despair ability if you get lucky. *'''Stratagems:''' **'''Overkill Protocols (1 CP):''' One pack of Wraiths improves the AP of their claws by 1 and gives double the attacks to their whips. **'''Stalking Annihilator (1 CP):''' One Doomstalker can shoot their Doomsday Blaster at high power even if they moved or fell back. **'''Aggression Overrides (1 CP):''' One pack of Spyders can improve their WS to 2+ and adds +2" to their movement. **'''The Swarm Descends (1 CP):''' One unit of Scarabs can deep-strike just like the Deathmarks. **'''Exalted Cryptek (1 CP):''' Lets a Cryptek take a second piece of Arkana, set to the same restrictions as any spare relic strat. **'''Canoptek Overdrive (1 CP):''' When a Wraith dies in the Assault phase, they can fight before going down. **'''Hyperdense Particle Beams (1 CP):''' Improves the AP of any Particle Beamers or Casters by 2. **'''Enhanced Gloom Prisms (1 CP):''' When a unit of Spyders rolls to deny a power, you can add +2 to that roll. </div></div>
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