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==Unit Analysis== All necron units with 2 or more models in said unit will have {{W40kKeyword|Reanimation Protocols}} and all Necron models with 2+ wounds will have {{W40kKeyword|Living Metal}}. Pretty easy to remember once you notice, but it doesn't say this directly anywhere in the book, you just have to notice the pattern. Some of the special characters are an exception to this, like the {{W40kKeyword|Silent King}}'s psuedo unit doesn't have reanimation protocols. ===HQ Units=== ====Nobles==== They only interact with your {{W40kKeyword|<dynasty> Core}} units, so 32 units out of our 59. Nobles boost a Core unit's damage output, and their '''Relentless March''' aura's +1" to normal/advance moves allow {{W40kKeyword|<dynasty> Core}} units within 6" to go a little faster. *'''[[Image:Command_Barge.jpg|175px|right|]] [[Catacomb Command Barge]]''': Basically an Overlord on an Annihilation Barge, with T6 and ''W9'', so he still gets character protection. Lacks the 4++ Phase shifter, but gains Quantum Shielding to ignore power fists and the like. The dais makes him a {{W40kKeyword|vehicle}}, meaning he can shoot either a Gauss or Tesla cannon even in combat, same as the Staff of Light (and Voltaic Staff), as well as being immune to those things that affect infantry, like Poison. This also means he doesn't get stuff your Infantry characters would get, like Resurrection Protocols. He also cannot take a Voidscythe, nor a Warglaive with Tachyon Arrow. Lastly, a 12" move allows him to keep up with Ghost Arks and Tomb Blades. **{{W40kKeyword|NEPHREKH}} relic, the Solar Staff, allows the Bearer's staff of light match ranges with the Gauss Cannon, otherwise, the two ranged weapons will always differ in max range. *'''[[Image:NecronLord.jpg|175px|right|]] [[Necron Lord]]''': Mere 4W and 3A and no invuln means he's rather vulnerable and more of a support HQ than the others. '''The Lord's Will''' lets one {{W40kKeyword|<DYNASTY> Core}} unit within 9" of him re-roll hit rolls of 1, which is 93.3% of the Overlord's buff for 73.68% of the points cost. Though it also comes at the cost of being worse than an already okayish model. The Resurrection Orb can be a trap against armies with lots of snipers because it makes the Lord much more expensive and he is relatively easy to kill - if you take one, use it quickly. **Cheapest Noble option. Cheapest Resurrection Orb option. Still great when compared to space marine characters that lack inv saves (like lieutenants, apothecary, or techmarine). *'''[[Image:Overlord.jpg|175px|right|]] [[Necron Overlord]]''': With T5 5W 3+/4++ he is survivable enough to lead from the front (very hard to wound him on a 2+; AP-2 is wasted on him), and with WS/BS2+ S5 4A and an ok selection of weapons he can defend himself well enough to not be bullied by anything weaker than dedicated melee heavy infantry. Which is what your Lychguard is for. It can choose one {{W40kKeyword|<dynasty> Core}} unit within 6" during the Command Phase to receive +1 to hit rolls until your next Command Phase, which makes it very versatile as both a frontline-support with warriors and skorpekhs or backfield-support with doomsday arks. The starting Hyperphase Glaive (S+2 AP-3 Dd3) & Tachyon Arrow is a balanced loadout, able to damage anything up to a vehicle due to the Overlord's immense strength, and the Tachyon Arrow is akin to a single-use buffed lascannon shot. Swapping that combo out frees a hand to carry a Resurrection Orb, which can work well with the warrior hordes you can field. The Warscythe kills MEQ more reliably than the glaive, both the Hyperphase sword (S+1 AP-3) and Voidblade (SU AP-3 +1A) behave the same against GEQ (gaining +1A = wounding on 2+), but the Voidblade wins against MEQ through the sheer number of attacks, while the Staff of Light is a good weapon when supporting a ranged unit. Lastly, ''he's the only one who can bring a Voidscythe'' to go against bigger things. Which he shouldn't tackle on his own, though. **'''My Will Be Done''' vs '''The Lord's Will:''' Taking any unit from hitting on 3+ to hitting on 2+ means they hit 5/6 of the time, or 15/18 for ease of comparison. A regular Lord's re-roll on a 3+ unit ''(AKA everyone but Hexmarks)'' makes them hit on 14/18, meaning +0.06 chance to hit for +25 pts, or a +7.14% improvement over the Lord for +35.7% more points. Unless you're stacking +1 to hit with re-rolls of 1 (Triarch Stalker, a Lord) ''you're missing out on the Overlord's melee'' if you just have him boost a unit; that's the normal Lord's job. Not like you're missing out on much, but he's a good melee deterrent. ***To lay out the benefits of stacking the two, here are the points costs of the Lord, Overlord, and both, divided by the size of the buff they provide in relative terms (so lower is better): ****Lord: 60, Overlord: 76, both: 113.14. *'''[[Image:Necron_Royal_Warden.jpg|125px|right|]] [[Royal Warden]]''': A buffed Immortal. Not an actual Noble, but he does interact only with {{W40kKeyword|CORE}} units and has royal in his name, so... He is a support character with a Relic Gauss blaster (Rapid Fire 2 D2). During the command phase, he can let a {{W40kKeyword|<DYNASTY> CORE}} unit within 9" fall back and remain able to shoot and charge, and he has Relentless March like the real Nobles do. His ability works wonders if supporting a unit of warriors or even an advancing Tesseract Ark, making sure the enemy can't simply engage your units to shut them off and instead blast them out with a lot of fire from up close. **{{W40kKeyword|Mephrit}} dynasty has a Relic that replaces this model's "Relic Gauss Blaster" which grants a lot of range to this model. **Freebie character in the cheapest version of the 9e starter set. Can be easily converted into regular Immortal should you not want/need this model as a Character. ====Crypteks==== Necron support characters, they're physically weak (T4 W4 1A 4+) but '''Dynastic Advisors''' allows you to take a second Cryptek for every non-Dynastic Agent Cryptek if a Noble is also present. Cannot be Warlord in armies where a Noble is present (see "The Royal Court" rule). There are four flavors (and 2 special character variants): *'''[[Image:Chronomancer.jpg|175px|right|]] [[Chronomancer]]''': The Chronomancer's Chronometron grants one {{W40kKeyword|<DYNASTY>}} unit charge re-rolls and a 5++ invuln save for a turn. Note that the target does not need to be a {{W40kKeyword|Core}} unit. They also happen to move at the same pace as a certain new {{W40kKeyword|Destroyer Cult}} unit... They are the only cryptek who have staff options: either the antitank 18" Assault 1 S8 AP-3 ''D3+3'' Entropic Lance, or an 18" Assault 1d3 S5 AP-2 anti-infantry Aeonstave that ignores invulnerable saves. Both are S(User) in melee, though. They're also the most capable Crypteks in melee by having three extra attacks with their Chronotendrils, and indeed melee units being veiled forwards want to be next to them (chronometron happens before the movement phase) to get the charge re-roll on top of the invuln...but Chronomancers are still support first and foremost, and not really combatants themselves. A good use of the Hypermaterial Ablator to effectively buff two Warrior blobs at the same time: cover in the open for one, a 5++ for the other one. 20-40 models protected! *'''[[Image:Tg24Qtk3WJ8fkF8z.jpg|175px|right|]] [[Plasmancer]]''': The variant of the Cryptek from Indomitus, their plasmic lance being 18" Assault 1d3 S7 (1 attack S:User in melee) AP-3 D2 of plasma fun. This robo-wizard is the cryptek explosionmancer, tossing out a fair number of mortal wounds (from a non-psychic source, can't be Denied), but that's basically all he is good for. After moving, you get the chance to deal up to 3 MW on the closest visible enemy unit within 24". And in the fight phase (even if not engaged) Plasmancer has the chance to deal a MW to each enemy unit within 6" on a 4+ (for each unit), which can be irritating, though he needs to get close and lacks an inv save. Model has fly and a slow move speed. **Strong synergy with {{W40kKeyword|Nephrekh}} since model normally lacks an invulnerable save and the mortal wound ability is a lot more useful with the increased movement (auto 6" advance bonus, so 11" per turn). *'''[[Image:Psychomancer.jpg|175px|right|]] [[Psychomancer]]''': An unreliable but flexible debuff character, with a -1 Aura to enemy Leadership and combat attrition tests. Plus, you can choose an enemy unit within 12" and roll 3d6 - if you beat the highest Leadership in that unit, they suffer one of the following of your choice until your next morale phase: ** They can't perform actions, and if they are currently performing an action, the action automatically fails. ** They lose Objective Secured. ** Their Advance and Charge rolls are halved, pinning them in place: at a mere 12" (reaper) range the enemy needs a full 12" charge to reach you, after moving 6" towards you. ** They can't fire Overwatch and must Fight Last, making the enemy easy prey for your units. *'''[[Image:Cryptek.jpg|175px|right|]] [[Cryptek|Technomancer]]:''' Space undead egyptian apothecary. Its Rites of Reanimation allows it to pick a {{W40kKeyword|<DYNASTY> Core}} unit within 6" and revive 1 model, or D3 if the unit is Warriors. You can either give him a Canoptek Cloak (the chad Forgebane model) or a Canoptek Control Node (the virgin resin one). The Canoptek Cloak allows Crypteks to keep up with speedier units and act as techmarines by providing an extra D3 healing for any {{W40kKeyword|<Dynasty>}} model with Living Metal. The Canoptek Control Node instead gives +1 to hit to Canoptek units within 6" turning 3 Spyders into a whirlwind of claws (combine this with the Fail-Safe Overcharger for 15+3D3 S8 AP-3 d2 attacks hitting on 3s); with most of canoptek units being {{W40kKeyword|CORE}} now, they can not only buff them, but also revive 1 a turn, incredible especially with the aforementioned spyders unit. **With cloak, can heal The Silent King provided they both share the same {{W40kKeyword|<Dynasty>}} ====Destroyer Cult==== Some people just want to watch the galaxy burn. Both versions have '''United in Destruction''', giving their fellow Destroyers re-rolls of 1s to wound and acting as ''lieutenants to the guys who already re-rolled 1s to hit''. Despite being "Lord"s, none of them are Nobles anymore; they no longer care about petty titles. *'''[[Image:Destroyer_Lord.jpg|175px|right|]] [[Lokhust Lord]]''': 8" move Lord with {{W40Kkeyword|FLY}}, T6 W6, a 4++ and 4A base. Unlike his Lokhust brethren, he wields the usual Lord's Staff of Light, Voidblade, or Warscythe. He's the only model (outside of Kutlakh) who can take a Phylactery, but then he loses access to the Resurrection Orb, which can revive the very expensive Lokhusts. He's more geared towards backfield support, near other Lokhust destroyers or running around the battlefield with a resurrection orb to more effectively support distant groups of warriors, tho they don't benefit from them much. *'''[[Image:Skorpekh_Lord_model.jpeg|175px|right|]] [[Skorpekh Lord]]''': The big kahuna of Indomitus, with an even more impressive statline of WS2+ BS2+ S6. Has 2 melee (anti-horde Flensing Claw with AP-1, has twice the hits) and an anti-TEQ (Hyperphase Harvester S+2 AP-4 D3, -1 to the hit roll), and an anti-horde/overwatching Enmitic Annihilator gun (18" Assault 2d3 S6 AP-1, Blast). He's more geared towards frontline support alongside your other skorpekh destroyers and can be buffed even more by various dynastic relics and warlord traits like Sautekh's Vanquisher Mask or Novokh's Blood-fuelled Rage. ====Dynasty-specific Special Characters==== *'''[[Image:Imotekh Model.jpg|175px|right|]] [[Imotekh the Stormlord]] - {{W40kKeyword|Sautekh}}:''' Overlord with an extra wound, 2+ Sv, and a buffed Staff of Light (+1S +1AP +1D). As a Phaeron he can use MWBD twice a turn, '''Lord of the Storm''' allows you to pick a model (but not {{W40kKeyword|CHARACTER}} unless it is the closest model) within 48" and roll D6, with the target receiving 3 mortal wounds on a 4+. You also roll a D6 for each unit within 6" on a roll of 4+ the unit suffers D3 mortal wounds. He also gives you 2 free CP if he's your Warlord. He is a viable choice for many armies, his true place is in an army with lots of {{W40kKeyword|SAUTEKH}} {{W40kKeyword|Core}}, but his Lord of the Storm ability and extra CPs makes him a good choice even if you are not getting the absolute most out of him, especially now with the diminished number of CPs around. *'''Kutlakh the World Killer (Legends) (Forge World) - {{W40kKeyword|MAYNARKH}}:''' This is what we have instead of the Maynarkh Dynasty army, an Overlord with a Phylactery and an extra wound. He has a standard Staff of Light and the Obsidax a sword that can very well cut through any non-monster character with relative ease thanks to its S:6 AP:-3 and D:3. He can re-roll hits against units with lower leadership than him, so he's almost always hitting on 2+ re-rolling ones. Costing only 20 points more than a normal Overlord (5 of which are the Phylactery), he can be a nice choice if you're going for a cc army with maybe some inspiration of flayed ones, though the fact that he's legends means you can only use it in narrative games or if your opponent agrees to it. *'''[[Image:Zahndrekh_Model.png|125px|right|]] [[Nemesor Zahndrekh]] - {{W40kKeyword|Sautekh}}:''' Overlord with an extra wound, 2+ Sv and a Staff of Light. His Counter tactics rule is now a once-per-game ability to stop a stratagem from being used for a full battle round. He can also hand out a possibly random buff at the start of each of your turns to a {{W40kKeyword|SAUTEKH CORE}} unit within 9" (+1 A, re-roll charge rolls or +1 BS) until the start of your next turn. If someone is relying on a particular stratagem at a particular time, this guy will ruin their day, and the chance to pick his upgrade (equal or less than their his Ld on 3d6) rather than it always being random has made him a more interesting choice than before, especially since many units are now {{W40kKeyword|CORE}}. *'''Toholk the Blinded (Legends) (Forge World) - {{W40kKeyword|MAYNARKH}}:''' Vehicle support Cryptek. In the Command phase, he grants one {{W40kKeyword|MAYNARKH}} {{W40kKeyword|VEHICLE}} within 6" of him a Phylactery wound regen instead of normal living metal, which makes him sort of a Technomancer with mantle but with half the movement (fun fact: despite the lore and his rules pointing to him being a Chronomancer, his keyword is instead Technomancer, so thanks GW for the proofreading). His greatest ability is that he can reduce the cost of a Stratagem you use by 1 Command Point, which lets you conserve your points for even more stratagems, though it can only be used once during the game. For weapons, he has the standard Chronomancer Aeonstave plus a Transdimensional Beamer but with a BS of just 5+ (but somehow a WS of 3+...) you probably won't do much with them. Being legend, he has the same problem as Kutlakh in regards to list building. *'''[[Image:Vargard Obyron miniature.jpg|175px|right|]] [[Vargard Obyron]] - {{W40kKeyword|Sautekh}}:''' Lord with WS 2+, 2 extra wounds, 1 extra A and a 2+ Sv, as well as Dimensional Translocation, which is an interesting change. He gets to Fight if he dies before making his attacks. When partnered with Zahndrekh he doesn't take up a Role slot and benefits Zahndrekh from Look Out, Sir even if he's just one model, and you can move Vargard Obyron across the board to be within 3" of Nemesor Zahndrekh from anywhere on the board, and with no restrictions on how close to the enemy he can be. ====Dynastic Agents Special Characters==== Necron unique characters so fun they were unlocked for all dynasties to use, though they don't get a dynastic trait themselves. Unlike the common use of this rule, none of them are associated with the Triarch. (Since these lack a {{W40kKeyword|<Dynasty>}} keyword, models are ineligible for transport on {{W40kKeyword|Ghost Ark}} dedicated transports, despite being infantry.) Lastly, Warlord traits on Dynastic Agent models change {{W40kKeyword|<Dynasty>}} to {{W40kKeyword|Necron}}, so the trait applies to all units in the army, not just the {{W40kKeyword|<Dynasty>}} ones. *'''[[Image:Anrakyr.jpg|205px|right|]] [[Anrakyr the Traveller]]:''' Overlord with S6 and an extra wound and a single shot with his Tachyon Arrow at range 120" S12 AP-5 and Dd6. He can boss around models from any Dynasty with his MWBD ability and he can make an enemy vehicle within 12" shoot one weapon as if the model was yours (although using Anrakyr's BS, which is sweet, especially against orks), although you need to roll 3D6 (or 2D6 if you want to grab a {{W40kKeyword|TITANIC}} unit's gun) and beat their leadership to do so. Lastly, Anrakyr gives all nearby {{W40kKeyword|NECRON}} {{W40kKeyword|CORE}} units an additional attack which makes our regular infantry a lot scarier. He's basically a must-have in lists that feature multiple Lychguard units, but even if you're just buffing Warriors and Immortals he's worth it if he can buff 30+ models. If he's your Warlord he has the Implacable Conqueror trait, which is great if he's buffing a bunch of melee units, but not the best option if you're just using him to make your Troops a tiny bit scarier in melee. The go-to option for Novohk, despite not being from their dynasty, he is great at making their units even more deadly. A 20-man warrior squad in his range has 40 attacks (60 with a strat) at AP -1 on the charge. They move 6 inches, hit on 2+, and get a +1 to charge which they can reroll. Even at S4 that will mess up many foes. *'''[[Image:New Szeras Model.png|215px|right|]] [[Illuminor Szeras]]:''' Well, our spidey cryptek has received an upgrade, now he's bigger, tougher, and meaner, with a D6 damage assault D3 ranged weapon that deals 2 damage in close combat. All these upgrades are nice and all that but he finds himself in a strange position on the battlefield; with his augmentation ability and Rites of Reanimations, he wants to stay near some warriors and immortals while blasting off models in the distance, but with his 12" psyker debuff (psykers take Perils of the Warp on any doubles, not just snake eyes and double 6s) and a profile more geared towards close combat, he also really wants to stay close and personal with the enemy (something difficult since he doesn't have any invulnerable save and a T6 W7 isn't that durable). All and all, a great model to look at but not so much to play with. It would have been better with a 4++ and maybe some way to mitigate the randomness of his main ability (something like Cawl has). His augmentation can now affect any {{W40kKeyword|CORE}} unit so basically half of the codex including vehicles (every one of his augmentations is fire on a Seraptek), and he also gets to use Rites of Reanimation twice a turn and on units of whatever dynasty, which is great for supporting multiple units one of which can be the Silent King, but may not matter if the opponent is hitting one unit at a time as the ability can only affect each unit once a turn. He does have Enduring Will as his warlord trait, which is -1 damage from everything to a minimum of 1, which does help offset his lack of an invulnerable, but still- someone as important as Szeras should get at least a 5++. *'''[[Image:Orikan miniature.jpg|100px|right|]] [[Orikan the Diviner]]:''' Another old model gaining {{W40kKeyword|DYNASTIC AGENT}} so that other dynasties can use him, and he can affect everyone, which is probably why you’re bringing him. He's basically a beefier Chronomancer, who might turn into a tank with a C’tan-like stat-line thanks to his ability The Stars are Right. As a Chronomancer he has a built-in invulnerable save, and he has a better close combat weapon (that still ignores invuln saves) and stat-line, which gets even better if you roll for The Stars Are Right, on top of always fighting first. His trait is Immortal Pride, which makes him even sturdier with a 5+++, and the aura to ignore Combat Attrition modifiers on the unit nearby that he buffs is a nice additional touch. *'''[[Image:Trazyn.jpg|175px|right|]] [[Trazyn the Infinite]]:''' Now with the {{W40kKeyword|DYNASTIC AGENT}} keyword, Trayzn will fight for any dynasty, so long as he expands his collection along the way. Our joint cheapest unique character (along with Obyron) and for good reason, he's an Overlord with an extra wound and a sub-par melee weapon that explodes and deals D3 mortal wounds to enemy units within 6" if he somehow manages to get the last hit on a {{W40kKeyword|CHARACTER}}. Similar to his previous incarnations, he has the '''Surrogate Hosts''' special rule which lets him take control of one {{W40kKeyword|NECRON}} {{W40kKeyword|INFANTRY}} {{W40kKeyword|CHARACTERS}} in your army as long as they aren't named. This happens when he dies on a roll of 2+, but he only comes back with 3 wounds. You're probably taking this guy to be your Warlord to make it harder for your opponent to get the secondary objective. He also allows you to use the extra relic stratagem once for no CP cost, great with the new CP drought since your first relic becomes again free. For the same cost as the base Overlord, he's not bad, but you do lose some customization. ===Troops=== '''[[Image:Immortal with Gauss Blaster.jpg|175px|right|]] [[Necron Immortal|Necron Immortals]] - {{W40kKeyword|CORE}}:''' These used to be the elite version of Necron Warriors, and they look as if they should be (+1 to their save, toughness 5, 2 Attacks, and better weapons), but Necron Immortals are actually the cheap necron troops option because they have a smaller squad size minimum. Best unit to take if you just don't want to take troops, both in terms of models to buy/paint and in terms of points/power level **Both the tesla and the gauss weapons are S5 roughly 2 shots (tesla is assault 2 and gauss is rapid 1), so the weapon variants really depend on intended movement plan (gauss has +6" range and tesla is assault). Tesla has no AP, but more hits per shot mechanic, while gauss has ap2. *** A̵r̵m̵o̵u̵r̵ ̵o̵f̵ ̵C̵o̵n̵t̵e̵m̵p̵t̵ ̵n̵e̵r̵f̵s̵ ̵t̵h̵e̵ ̵G̵a̵u̵s̵s̵ ̵A̵P̵.̵ Armor of Contempt is gone! *Ghost Ark Dedicated transport cannot transport these, only characters and Necron Warriors, so despite the smaller unit size making these ideal for that, no option there. '''[[Image:Necron_Warrior.jpg|175px|right|]] [[Necron Warrior|Necron Warriors]] - {{W40kKeyword|CORE}}:''' Our basic Infantry model. If you're using them you're usually better off taking them as 20-man blobs since '''Reanimation Protocols''' are more effective the more models there are in the unit, but this leaves you open to Blast weapons and they may hurt you bad against armies with lots of Blast weapons, morale is less of an issue in this edition, and you can always pick the Warlord Trait that mitigates combat attrition. AP could have its own article, but the TL;DR the new update has made so your warriors will struggle against SM, CSM, and Sororitas due Armor of Contempt, so you may need to invest in Stratagems such as Relentless Onslaught and Disintegrator Capacitators to actually hurt the enemy. Warriors take 50% more wounds compared to Immortals against things like Bolters and Lasguns, but their worse armour isn't such a big deal against things like plasma or earthshaker cannons, the armor difference actually makes no difference against things with an AP of -2 or better when accompanied by a Chronomancer since they will both have a 5+ Sv. Warriors are the best troops choice against high-AP low armor units like Bloodletters, Genestealers, and Harlequins, Gauss Immortals are the best troops choice against low-AP high armor units like Space Marines or Immortals, Tesla Immortals are good against low-AP low armor units like Orks or Guardsmen. The Gauss Reapers have now been added to the Warrior's arsenal, with half the range of the base flayer, providing 2 assault S5 AP-2 and making your warriors into short-range Immortals. Here's the issue: Blast Weapons become even more of a hazard because you can't comfortably shoot away from the shorter-range weapons. While the AP-2 lets you blow up TEQs and MEQs way more effectively, you'll be paying for it with the lives of more grunts. Warriors also have the ability 'Their Number is Legion', allowing them to re-roll Reanimation Protocol rolls of 1. This is the best line infantry in the game, point for point nothing is more killy or resistant than the humble warrior. The vast array of heroes that can provide support to this unit makes it also one of the most versatile units, providing both a lot of resistance and some super punishing offense. Lords and overlords turn them into the most accurate shooters in the game, reanimators, technomancers and chronomancers make them incredibly tough, Monoliths make them mobile thanks to the interdimensional corridor, and finally, the humble Royal Warden turns them into a unit with no actual weakness, since the only real way to stop the tide is by locking them in CQC, something the warden can help avoid, or require incredible amounts of firepower, but then again, do notice they will need to be supported, while strong, you will get the best of them when understanding how other units can interact with them. :{| class="mw-collapsible mw-collapsed wikitable" ! Gauss Flayer vs Gauss Reapers Mathhammer (Efficacity per shot on T4) |- | Armor Value || 6+ || 5+ || 4+ || 3+ || 2+ |- | Gauss Flayer || 33% || 27% || 22% || 16% || 11% |- | Gauss Flayer<br>w/ ''My Wil Be Done'' & Lord wound reroll || 48% || 40% || 32% || 24% || 16% |- | Gauss Reapers || 44% || 44% || 37% || 29% || 22% |} ===Elites=== *'''[[Image:C'Tan The Deceiver.gif|105px|right|]] [[Deceiver|C'tan Shard of the Deceiver]]:''' Same C'tan body as the Void Dragon and Transcendent C'tan. Looks to be the weakest in melee. He receives a permanent -1 to hit from enemies. One of his biggest nerfs in 9th is to his Grand Illusion. After deployment, but before the first turn begins, you can redeploy up to 3 friendly {{W40kKeyword|NECRON}} units within your deployment zone or move them into tactical reserves (this does not cost any cp). Like the Nightbringer shard, '''Reality Unravels''' when he dies. Don't stand too close, and preferably try to make sure he's near the enemy if it happens. To "offset" the nerf that came to Grand Illusion, the Deceiver is also the only C'tan shard that can deep strike (bar a Transcendent C'tan getting Transdimensional Displacement). *'''[[Image:C'Tan The Nightbringer.gif|145px|right|]] [[Nightbringer|C'tan Shard of the Nightbringer]]:''' "Now I am become Death, the destroyer of worlds." One of the strongest melee units in the entire game. You want to kill something? Bring this guy. GW has changed him again but he is still a {{W40kKeyword|CHARACTER}} with S7 T7, along with a 4++ save. He now has 9 wounds, 6 attacks, can only take 3 wounds per phase, thanks to '''Necrodermis'''. He also has '''Living Metal'''. His scythe has 2 profiles; the first is S User AP-3 D1 which doubles the number of attacks he can make, the second is a Sx2 AP-4 dD6 which IGNORES INVULNERABLE SAVES! And, if that was not enough, he has '''Drain Life''' which means any wounds caused by melee attacks this guy makes CANNOT BE IGNORED BY ANY RULE (read; You can't use FNP's to stop a wound). He knows the C'tan Power 'Gaze of Death' and one other Power of the C'tan (take Cosmic Fire, Anti-matter Meteor or Transdimensional Thunderbolt if possible). Can be useful even in death thanks to '''Reality Unravels''' (a re-fluffed '''Explodes''' that deals D3 mortal wounds on a 4+ to every unit within 3"). Just don't stand too close to your other units. There is only one downside, and it's one he shares with all other C'tan. '''Enslaved Star God''' means he doesn't benefit from "Look out Sir", so he can still be targeted, even if he is within 3" of another unit. This is slightly offset by '''Living Metal''' and '''Necrodermis''' so unless you opponent can do 3 wounds in each phase, he won't get one removed off the board turn 1, but if he isn't in melee by turn 3, he'll likely not survive much longer. *'''[[Image:7fattpselu851.jpg|235px|right|]] [[Void Dragon|C'tan Shard of the Void Dragon]]:''' Its spear grants him S+3 in addition to being AP-4 and D6 damage (boosted to D3+3 against vehicles) to make the lower base stat a non-issue. The spear also acts as a Heavy 1 shooting weapon, albeit with only a 12" range, but it hits everything in a line between the Void Dragon and the target with the same profile as it has in melee. He has '''Necrodermis''' and the usual 4++ Invulnerable save that the other C'tan Shards receive. Furthermore, every time one of its attacks or powers destroys a vehicle it can heal itself on a 2+ for up to three regained wounds per phase. Mechanized armies will find the Void Dragon may restore wounds faster than they can hurt it, and Dreadnoughts in particular will have a bad time in a one-on-one fight. Its power, Voltaic Storm, is great for hurting vehicles, especially things like knights, dealing D6 mortal wounds on them on a 2+ and halving their wound count for their damage table; Cosmic Fire is again a good choice since it'll soften up infantry and let the Void Dragon focus on his preferred targets. Antimatter Meteor is also a good choice to finish off any vehicles that would take overkill damage from his regular attacks. *'''[[Image:Plasmacyte.jpg|115px|right|]] [[Canoptek Plasmacyte]]:''' A tagalong unit for any {{W40kKeyword|<DYNASTY> Destroyer Cult}} unit, being forced to stay in coherence with a Destroyer unit and can't be targeted unless closest while near them. They are not fighters, but instead, their use is as a booster with a gamble - at the start of a charge or fight phase, roll a D6, with a 1 killing a Destroyer model; regardless of roll, for the rest of the phase, the entire unit has +1 to strength and attacks, which makes you way scarier to fight. **Has Dimensional Translocation, so no need to start these on the table or dedicate them to a particular destroyer cult unit. Put them where you need them, when you need them. *'''[[Image:Canoptek-reanimator-2.jpg|125px|right|]] [[Canoptek Reanimator]] - {{W40kKeyword|CORE}}:''' A sacrificial decoy unit that draws fire. It's really tall, so the opponent will definitely see it. It has this "reanimation beam" that makes opponents think they should kill it BEFORE killing your nearby units, which is it's role. Model is fast enough to keep up with destroyers (and has assault weapons). **Monster, so if it does get stuck in melee, don't forget it has 6 shooting attacks it can make in melee range (two atomizer beams). *'''[[Image:CanoSpyder.jpg|175px|right|]] [[Canoptek Spyder|Canoptek Spyders]] - {{W40kKeyword|CORE}}:''' Canoptek Spyders are big tough combat monsters. You will want to take units of 3 (with or without twin particle beamers for an additional 12 shots each). They now have 6 Toughness 6 wounds with a 3+ save and 5 S8 AP-3 d2 attacks each. They also have the option to take a Fabricator Claw Array to repair D3 wounds to a vehicle within 3" and/or a Gloom Prism to deny the witch once per phase. They can also spawn more scarabs once per unit if they happen to be within 6". A Technomancer can revive one of these great floating wrecking balls. They are only 60 points each and are well worth it, easily one of the most improved units from 8th edition. *'''[[Image:TombStalkerArt.jpg|175px|right|]] [[Tomb Stalker|Canoptek Tomb Stalker]] - (Forge World):''' Your regular monstrous creature. 6 attacks at S7 AP-2 d2. Carries two Rapid Fire 2 S5 AP-1 guns which are nothing special. Comes with a Gloom Prism and can deep strikes so it can mess with psykers. And fine, with T7, 9 wounds, and a decent save, deep striking this does make for a nice [[DISTRACTION CARNIFEX|distraction]] or lesser way to deal with enemy mobs. Did we mention the absurdly cheap 90 points this thing costs? *'''[[Image:Cryptothrall.jpg|175px|right|]] [[Cryptothralls]]:''' A small 2 model unit, their prime existence is bodyguarding a Cryptek. While meager compared to the other options in this slot, they aren't really competing - after all, they don't take a slot as long as a Cryptek is around. It's better this way, as they act as meatshields since they provide Look Out, Sir even if they are just two models and their rather meager 3 attacks at 4+ WS/BS are raised to 6 at a 3+ when within 6" of a Cryptek. The increase in attacks and WS/BS shouldn't be taken lightly, 12 attacks and 4 pistol shots mean these lads can put out a surprising amount of hurt, and their T5 means they will have a decent chance of surviving against weaker units in melee. Keep them away from dedicated melee units though. They are also fantastic at completing Actions, screening deep strikes, and freeing up your Immortals to do more important things... like shooting people. *'''[[Image:Deathmark by Gavin Hargest.jpg|175px|right|]] [[Deathmark|Deathmarks]] - {{W40kKeyword|CORE}}:''' Deep Striking Immortals with sniper rifles; their guns lost Rapid Fire, but have been bumped up to S5 AP-2 so now they can hurt tougher foes without having to fish for mortal wounds, and with 36" range they now have range appropriate for a sniper unit. As the faction's snipers, they inflict an extra mortal wound on a wound roll of 6+ and can target {{W40kKeyword|CHARACTERS}}. Great against heavily armored units, decent against vehicles and characters. Although they have 1 less Attack than Immortals, their BS is 2+ to compensate. A stratagem allows your Deathmarks to both reactively deep strike in AND shoot when an enemy unit arrives from reserves at the end of the phase, which is great if your opponent has multiple units in reserve - you can block the room where your opponent might want to place their other reinforcing units! The rule even works well against Drop Pods, as you use it after an enemy unit is set up on the battlefield - including when a unit disembarks from the pod. Be advised, they are still lackluster when it comes to cost-effectiveness, what with their Heavy rule hurting their BS and a single model Damage being not enough to kill one Astartes thanks to 2 wounds. *'''[[Image:FlayedOne5th.jpg|175px|right|]] [[Flayed Ones]] - {{W40kKeyword|CORE}}''': Warriors with 3 attacks each, the ability to deep strike and AP-1 on all of their attacks. In addition, they also subtract 2 from the Leadership of any enemy unit with 3" of them (pair with the Deceiver's Cosmic Insanity for a potential massive MW bomb) and they gain an extra hit on a hit roll of 6 against non-vehicle targets. A unit of 20 can put out 60 attacks hitting on 3+ with exploding attacks (that can be buffed by the Silent King for maximum damage), allowing them to carve their way through pretty much anything short of a Lord of War. You don't need to take the nuclear option of 20 Flayed Ones, a unit of 5 can grab objectives and won't leave several hundred points to be rapid fired to death should you fail the 9" charge. *'''[[Image:Hexmark_Destroyer.jpg|175px|right|]] [[Hexmark Destroyer]]:''' The anti-chaff Destroyer. It gets six 18", pistol 1, S6, AP-1, D1 shots that always hit on 2's (including Overwatch rolls) and ignore cover. Like all {{W40kKeyword|DESTROYER CULT}} units, it can also re-roll 1's for hit rolls, so it will pretty much always hit with all its shots. Additionally, every time it kills a model in a unit, it can make one additional shot (although killing enemy models with these additional shots cannot then generate more additional shots). All that on a {{W40kKeyword|CHARACTER}} with T5, W5, and Sv3+, with Living Metal, makes for a durable blob mulcher; it's very good against large squads of W1 units, such as Orks, T'au, Eldar, and Guard. Its preferred targets are those who're T3 as well, so it can wound on 2's, kill more models, and get an opportunity to shoot again. Deep Strike also lets you position it however you like. ** Amusing potential with the {{W40kKeyword|GAUNTLET OF THE CONFLAGRATOR}} Relic, which is also a pistol and doesn't replace anything. Gives a 7th pistol to the model... *'''[[Image:Necron Lychguard2.png|175px|right|]] [[Lychguard]] - {{W40kKeyword|CORE}}:''' S and T 5 and 3 Attacks compared to Immortals S4 and T5 and 2 Attacks. An expensive melee unit, but Lychguard are only M5 and have no mobility abilities, making them sitting ducks against shooting armies. They come in two varieties: the sword and board, which makes the unit far less of a sitting duck, or the Warscythe variety which makes them an actual threat with S7 AP-4 and D2. You will want a Chronomancer if you are taking the Warscythe variety. Lychguards are effective bodyguards for your {{W40kKeyword|INFANTRY}} {{W40kKeyword|NOBLE}} while within 3" of them, making it so that the enemy must wipe out the entire unit before targeting that model. The extra attack from Anrakyr's '''Lord of the Pyrrhian Legions''' special rule increases their offensive ability by 30%, Ouch! On paper they look like mini combat monsters; however each Lychguard costs 2.2 Warriors, they provide no Shooting, and their 5" move leaves something to be desired. Dropping them in with a Monolith, Night Scythe, or the Veil of Darkness relic is practically mandatory. Novokh will love these guys; combined with the aforementioned Anrakyr and a selection of stratagems (Disruption Fields for +1S, Eternal Protectors, and the Novokh-specific Blood Rites stats for an extra two attacks), if the stars align each Lychguard will end up with six attacks hitting on 2s (they're {{W40kKeyword|CORE}}, so MWBD can be thrown on them) at either S6 or S8 (swords or scythe respectively). There truly is no kill-like overkill but seriously have a plan to get them into combat. Alternative opinion: Sword and board Lychguard are quite hard to kill, being T5 with 2 wounds and a 2+/4++. Resurrection protocols are somewhat unreliable due to the aforementioned 2 wounds but shove a Technomancer with a Hypermaterial Ablator next to them and you can bring a model back to life every turn and they get a 1+ save (effectively a 2+ but the AP of your opponent's guns gets worse by 1). This can rack up the points cost but objective control is important in 9th and it will take an average of almost THIRTY Lascannons to break a simple 5-man squad. Very few units can match these guys for durability and the ones that do are more expensive. *'''[[Image:Skorpekh Destroyer.jpg|175px|right|]] [[Skorpekh Destroyer]]s - {{W40kKeyword|CORE}}:''' The classic Destroyers, but walks and chops, instead of floats and shoots. While not quite as fast as Lokhust Destroyers with M8" and no {{W40kKeyword|FLY}}, they are still relatively speedy. As for their other stats, they're WS3+, S5, T5, W3, A3, and Sv3+, making them fairly strong and durable. As the {{W40kKeyword|DESTROYER CULT}} standard, they re-roll hit rolls of 1. Their load-out is strange, with 1 in 3 being equipped with a hyperphase reap-blade (S+2, AP-4, D3), and the rest being equipped with hyperphase threshers (SU, AP-3, D2, +1A with this weapon). For 90pts you get three of these Destroyers that'll gladly go toe to toe with your enemy's elite. Bear in mind though, that without a Chronomancer they have no invulnerable save like many other enemy elites. *'''[[Image:Burning One.jpg|175px|right|]] [[C'tan|Transcendent C'tan]]:''' Like the Deceiver and Nightbringer, Transcendent C'tan now know 2 powers of the C'tan (but can only cast one per turn) and cannot get Warlord Traits. Barring a good roll on the random personality trait chart they got with the codex the Transcendent C'tan is still the worst (and cheapest) of the four C'tan, but it is almost on par with it's named brethren now which isn't too shabby at all. Roll these up the board with Wraiths or Scarabs or redeploy them with the Deceiver for a massive mortal wound bomb T1. Transcendent C'tan have the same stats as the Deceiver, except they get D6 damage on their melee weapon compared to the Deceiver's flat 3 (which is a downgrade against 2 and 3 wound models but generally a slight upgrade against vehicles). They got an ability called '''Fractured Personality''' which lets you pick one of the following rules or roll for two. *#'''Cosmic Tyrant''': The C'tan can cast two Powers of the C'tan instead of one. You probably want this so you can double your damage output. *#'''Immune to Natural Law''': Can't be wounded on better than a 4+. *#'''Sentient Necrodermis''': 3+ Save. Literally worthless, just a bait for the double trait roll. *#'''Transdimensional Displacement''': Gains Dimensional Translocation ability. *#'''Untamed Power''': Goes up to Strength 7 and Attacks 6. *#'''Writhing Worldscape''': Every enemy unit engaged with them at the start of your Movement phase takes a mortal wound on a 4+, and charges against them are at -2. *'''[[Image:StalkerModel.jpg|175px|right|]] [[Triarch Stalker]] - {{W40kKeyword|CORE}}:''' Spiderbot with a spider rider, a tough support unit usually well worth its points, but a bit less potent in the codex in comparison to the buffed DDAs and Heavy Destroyers. All Necron units reroll 1s while shooting at something that has been hit by a Stalker in the same turn (brilliant for Doomstalkers and such in particular). Can have a Heat Ray which is either a multi-melta or twin heavy flamer, Particle Shredder which is good against hordes (and okay against Primaris as it is damage 2) or Twin Heavy Gauss Cannon for some heavy infantry or light vehicle hunting. Durable with Quantum Shielding, isn't helpless in close combat either. Same "no {{W40kKeyword|<DYNASTY>}}" issue as the Praetorians, though it can support units from several different dynasties at once. Look at it as a force multiplier that can hold its own. **If looking for a Necron {{W40kKeyword|Dreadnought}}, unfortunately, this is not that. Hmm...it's like a giant {{W40kKeyword|Immortal}}, has a good gun, durability and weapon skill, but just has too few attacks to be considered as a melee unit. ===Fast Attack=== *'''[[Image:Acanthrites.jpg|175px|right|]] [[Canoptek Acanthrite|Canoptek Acanthrites]] - (Forge World) {{W40kKeyword|CORE}}:''' 5 more points than a Wraith with 3 attacks at S5 AP-3 D1 instead of 4 attacks S6 AP-2 D2 from the Wraiths claws or the 8 S4 AP-1 D1 attacks from Whip Coils; the Acanthrites are just can't keep up in melee; however, they do have S8 AP-4 Dd6 meltagun for just that, making the Canoptek Acanthrites better at killing vehicles. Wraiths do have better defenses with a 3+ Sv & 4++ (vs the Acanthrites' 3+ Sv, no invulnerable and -1 to shoot them), Acanthrites are going to get pulverized by shooting attacks with any kind of AP even with a -1 to hit. Thanks to {{W40kKeyword|CORE}} they can be plopped down from a monolith using the stratagem so they can work as a melta strike in the rear of your opponent's army. *'''[[Image:Canoptek_Scarab.jpg|175px|right|]] [[Scarab|Canoptek Scarab Swarm]]:''' Scarabs aren't really meant to kill things like they were in previous editions, although they can automatically wound anything on a 6 to hit, the Self-Destruction stratagem does allow them to cause a few mortal wounds at the cost of a single base worth of Scarabs and if you scrape enough of them together you might be able to challenge enemy melee units. Their main strengths are their high Movement of 10 coupled with {{W40kKeyword|FLY}} which makes them quite mobile, allowing them to zone parts of the board to prevent Deep Striking and allowing you to take objectives without having to move your expensive fighting units out of the way. Their low cost per wound also makes them pretty good at tarpitting enemy elite Melee and all kinds of Shooting units, this is especially useful when they are coupled with characters and C'tan, letting the characters deal the damage, while the Scarabs soak up enemy attacks. They are still quite squishy though, so ideally you want to hide them behind a hill or a building before charging in. They can be replenished by Spyders units, and gained a wound and Reanimation Protocols with the new codex, allowing you to potentially bring back a base or two after the enemy shoots or fights them. Smaller units are often discouraged because it will reduce the chance to reanimate and they will be cleared off objectives quickly. Take 7 to maximize the number of Scarabs in your list and avoid almost all the dangers of Morale. *'''[[Image:TombSentinel.jpg|175px|right|]] [[Tomb Sentinel|Canoptek Tomb Sentinel]] - (Forge World):''' A shootier version of the Tomb Stalker, 2 attacks less than the Canoptek Tomb Stalker but with a weapon with D6 shots (Blast) at S10 Ap-4 D3; it also has a Gloom Prism so it can stop one psychic power as if it was a psyker. The gun is worth the 20 points it costs more than the Canoptek Tomb Stalker, but it can get bogged down a lot easier since it only has 4 attacks. It's less reliant on making that charge when it deep strikes since it at least gets to shoot something worthwhile even if it fails its charge. It's expensive and it makes a big [[Distraction Carnifex]] out of itself, if you want to take some heat off some other units and you need the anti-tank more than you need the anti-infantry then you should consider this one. Remember that the Canoptek Control Node exists and you absolutely should have a Technomancer nearby for that reason. *'''[[Image:CanoWraith.jpg|175px|right|]] [[Canoptek Wraith|Canoptek Wraiths]] - {{W40kKeyword|CORE}}:''' Canoptek Wraiths are pretty tough with a 3+ save and 4+ invulnerable save, 3 Wounds Toughness 5 and with the new codex they also hit pretty hard with 4 Attacks WS 4+ AP-2 and D2, got cheaper with 9th, ideally you want to throw them at enemy melee units that don't deal multiple damage and that have high AP values, if you're fighting hordes you are better off just swarming them with Scarabs, perhaps you're just better off swarming anything that moves with Scarabs. The ability to move through walls and units can come in handy in all kinds of circumstances. Whipcoils are now a replacement for their claws that turn them into horde killers by doubling their attacks but dropping them to -1 AP and 1 damage. The Transdimensional Beamer increases your damage output against elite units and the Particle Caster increases your damage output against hordes. With the increased cost and damage output Wraiths are becoming quite the target and are likely to be the focus of all your opponent's anti-infantry weaponry, so keeping them cheap is probably the best way to go unless you know you have other more juicy targets like Flayed Ones and Destroyers. *'''[[Image:Ophydian_Destroyer.png|175px|right|]] [[Ophydian Destroyer|Ophydian Destroyers]] - {{W40kKeyword|CORE}}:''' For the same cost as the Skorpekh Destroyers, their statline takes quite a hit - less strength, toughness and save, so even though their primary armament is the same they don't hit as hard. Their Hyperphase reap-blade gets an additional hit on 6's, which the Skorpekh version doesn't, because the Ophydian has a pair instead of one. They are a little faster at 10" Move, and in melee it is -1 to hit them AND they get to deep strike onto the battlefield so they have more tricks than the Skorpekhs, and their redeployment stratagem gives them even more board presence. Ophydian are about getting into combat faster and do better against GEQ unless buffed by a Plamacyte that let them edge above Skorpekh when killing Primaris and Gravis armor, while Skorpekhs are far more durable and better at killing tougher enemies and vehicles even before buffs. **Of note, on toughness 6-7 models, only the reap-blade Skorpekh has an easier time wounding than the regular Skorpekh or Ophydians. Ophydians, on the other claw, each have 2 additional attacks, which thus edges them above the Skorpekh in terms of efficiency. In their base squads of 3, one side has 3 of their 11 attacks at 1 step easier to wound, with the other side getting 6 more attacks to compensate. *'''[[Image:TombBlade.jpg|175px|right|]] [[Tomb Blade|Tomb Blades]] - {{W40kKeyword|CORE}}:''' Tomb Blades are like two Immortals in that they have two wounds and can either have two Tesla Carbines, two Gauss Blasters or if you're feeling cheap they can have a single Particle Beamer, which isn't a bad substitute for the tesla carbines considering the unit's speed. Compared to an immortal, they have an extra wound but one less attack, a -1 To Hit modifier in the enemy Shooting phase, and a 4+ Sv, but a massive Movement 14 in place of the Immortal's 5. So not really like Immortals. The shield vanes upgrade is only 3 points, which is nice if you are expecting to be shot by low AP weapons. Another difference between Immortals and Tomb Blades is that they are Bikes, so they don't benefit from being in cover, although '''Nebuloscopes''' (or the Solar Pulse stratagem) allows you to ignore enemy cover if that's a big concern. Shadowlooms are their last upgrade, which they cannot take along with Nebuloscopes, it gives them a 5+ invulnerable save, which would be good against stuff like plasma, you could play it safe by taking both Nebuloscopes and Shield Vanes, but then you're losing out on firepower relative to your cost and you might as well just take extra models. They are {{W40kKeyword|CORE}} however, which is a nice boost allowing them to take advantage of several useful rules, like MWBD or Rites of Reanimation. Their mobility makes the Gauss Blaster an ideal weapon for them since they can quickly get into Rapid Fire range. Overall a comfortably priced unit that behaves like other bikes of other races, though it trades melee ability for increased dakka. *'''[[Image:NecronDynastyArmies.jpg|175px|right|]] [[Triarch Praetorian]]s - {{W40kKeyword|CORE}}:''' Praetorians are like Lychguard, except they have Movement 10, {{W40kKeyword|FLY}}, are dynastic agents and so they can't benefit from dynastic codes and can either have a Rod of Covenant or a Voidblade and a Particle Caster. Their Rod does damage 2 both with shooting and melee, although the extra shot and attack with the other option makes it a debate for hordes vs elites - generally, you'll probably have plenty of horde-killing ability in the army so the Rod seems a more attractive option. Being the Silent King's agents they ''do'' benefit from his auras and MWBD, so if you take him you should bring them along too. Also pairs well with Anrakyr since he has the generic MWBD plus a melee aura. ===Heavy Support=== *'''[[Image:AnnihilationBarge.jpg|175px|right|]] [[Annihilation Barge]] - {{W40kKeyword|Core}}:''' Fast shooty little vehicle with 8 W T 6 3+ Sv and Quantum Shielding. Don't mistake the relatively high S of 7 on its main weapon to mean it's meant to shoot at anything other than infantry, use it in the same way you would Tesla Tomb Blades, against horde infantry and the like. Its Overwatch can be nasty because of tesla. Both Gauss Cannon and Tesla Cannon are fair, the gauss does cost a little more but is the superior gun against most things you'll run into. Charging it into enemy ranged infantry units can be fun, as it can still fire at only -1 to hit while stopping what could be a lot of return fire. *'''[[Image:Canoptek_Doomstalker.jpg|125px|right|]] [[Canoptek Doomstalker]]:''' An awesome looking walker with a short-ranged Doomsday Cannon, their BS of 4+ looks like a bit of an issue, but two or three of these with an accompanying Technomancer with canoptek control node makes them as accurate and cheaper than the same number of Doomsday Arks, and unlike the Arks their BS does not degrade as they are damaged. They have a couple less wounds each than the arks, and lack quantum shielding but do have an invulnerable save of 4+ so are similar in survivability, plus get free Overwatch shots against anyone charging nearby units in a similar way the T'au used to have (although it can do so multiple times per phase which is pretty sweet). However, they are twice as likely to explode when destroyed so be wary, and only have a fifth of the Ark's gauss secondary firepower. **Unmentioned above is how tall this model is. Very tall. Hard to hide the model, but also hard to hide from the model. Quite visually impressive, too. *'''[[Image:Doomsdayark1.jpg|175px|right|]] [[Doomsday Ark]] - {{W40kKeyword|Core}}:''' It's a Ghost Ark with a our only real long-ranged weapon in the Codex instead of healing and transporting abilities and it's good if you're planning on playing defensively and making your opponent come to you, otherwise you won't get to use the Gauss Flayer Arrays which is something of a waste. Its Doomsday Cannon works better if you don't move, increasing its Strength, AP, damage, and range. Unfortunately, the main cannon can be particularly swingy due to the D6 shots and D6 damage, since it for whatever reason lacks the D3+3 damage profiles most other anti-vehicle/monster weapons tend to run these days. **Recent points balance has made this unit only 15pts more expensive than a Doomstalker, making it almost a flat upgrade over its competitor. That being said, if all you care about is the Doomsday weapon, the stalker/control mode combo is still your best setup in terms of reliability. ***The real value of this model comes from its ability to largely operate without support and still be pretty effective. Better durability, longer range, and the added anti-infantry firepower makes this the go-to option if you only want to run 1-2 heavy support options. *'''[[Image:Lokhust Heavy Destroyer.jpg|175px|right|]] [[Necron Destroyer|Lokhust Destroyers & Lokhust Heavy Destroyers]] - {{W40kKeyword|Core}}:''' Scary guns mounted on spooky hover skeletons that hit on 3+ re-rolling 1s and can be boosted with My Will Be Done and suffer no penalty for moving and shooting. The Heavy Lokhusts reach 36" (as opposed to 24") and have access to a very nice anti-vehicle unit gun (one shot but 3D3 damage), albeit on a fairly fragile platform. Finding cover for these guys is usually easy since they are Infantry, getting that 2+ Sv is important if you want these guys to survive. One Heavy Lokhust can be added to a squad of up to 6 Lokhusts for a total of 7, so reanimation is a possibility, but with 3 or 4 wounds each you won't get many back, and in their own squad of 1-3 don't ever expect to raise any without a Technomancer and /or Phylacterine Hive. Keep them near a Destroyer Lord for the wound re-rolls of 1 to maximize their output, as Extermination Protocols is pricey at 2CP. **Note that these are not vehicles, despite looking as ones, so they can't shoot in melee. *'''[[Image:TArk.jpg|175px|right|]] [[Tesseract Ark]] - (Forge World) {{W40kKeyword|Core}}:''' Tougher, a bit more expensive yet more versatile version of the Doomsday Ark. It has an anti-vehicle profile which is weaker than the Doomsday Cannon, but it has two other profiles one for taking out TEQs at range 24" and one a flamer for taking out MEQ at 12". Comes with 2 Tesla Cannons, which can be replaced with 2 Particle Beamers (for hunting hordes, or hurting on points), or 2 Gauss Cannons which have become a nice option with the buff in the codex. The explosion rule for the Tesseract Ark also triggers on a 4+ so make sure you're near a lot of enemy units when it dies; alternatively, just use Curse of the Phaeron and watch shit blow up. ===Dedicated Transport=== *'''[[Image:Ghost_Ark.jpg|175px|right|]] [[Ghost Ark]] - {{W40kKeyword|Core}}:''' Ghost Arks are primarily a support unit for Warriors, but also carries the equivalent firepower of ten Warriors and the ability to provide protection for your Warriors or characters at the cost of units inside being unable to use their abilities or fire their weapons. This ability is useful only when your Warriors Fall Back from melee (as then they can't do anything else anyway), or when the squad or character is down to only a couple of models or wounds and you want to try and avoid having them wiped out. Repair Barge allows the ghost ark to bring back D3 (D6 with 1 CP) Necrons warrior models from one unit each turn. The Ghost Ark can also double as an effective speed bump against weaker Melee units, using it as a battering ram against enemy ranged units, preventing them from Shooting and firing Overwatch is also an effective tactic. The 1 CP strat that allows them to explode on command makes this even more deadly. Unfortunately, now dedicated transports need to start the battle with something inside of them or they explode, so better pick a unit that won't lose much by being inside one of these, like a Warden. **Really limited Transport options. Can't transport characters without {{W40kKeyword|<Dynasty>}}, such as {{W40kKeyword|Dynastic Agent}} and, of units, can only transport {{W40kKeyword|Necron Warriors}} which have a minimum unit size equal to the transport's capacity. **In practical terms, the Ghost Ark functions as a transport/support hybrid designed to allow a smaller unit of Warriors to move in advance of and function independently from the core of your army without needing characters to buff them. That being said, you could simply just bring more warriors and cover a broader area. As for characters, it's pretty much a glorified armoured-limo for your skelebros, so unless your enemy is spamming a lot of snipers, you're likely better off without. ===Aircraft=== Aircraft no longer block movement through their base, but your opponent cannot end their Movement phase within 1" of these things, but you can still stop an assault army in its tracks with some cleverly placed Aircraft, just place the Aircraft where your opponent wants to end their movement instead of right in front of them. Aircraft are generally best against melee armies that can't fly, they can be really good against the right enemy but against a long-ranged shooting army their ability to body-block is useless and the -1 to hit is inferior to the quantum shielded vehicles you could otherwise get. *'''[[Image:Doomscythe02_873x627.jpg|175px|right|]] [[Doom Scythe]] - {{W40kKeyword|Core}}:''' Night Scythe but with a Heavy 3 S12 AP-5 D3+3 damage gun instead of the transport capacity at a higher price. Lokhust Heavy Destroyers are better at hurting stuff and are also pretty mobile, but are a little more vulnerable, the inability to grab objectives and take cover also hurts. Doomsday Arks have more firepower potential and durability but lack their mobility. Spending so many points of a flyer can be questionable, but the uptick in melee armies in 9th ed may see this guy have some use. *'''[[Image:Nightscythe01_873x627.jpg|175px|right|]] [[Night Scythe]] - {{W40kKeyword|Core}}:''' Lacking '''Quantum Shielding''' makes for one of the frailest vehicles in the codex. Has 12 Wounds, though that will only get you so far. Their Tesla Destructors get more shots now, and they lost their janky portal rules for a simple, if large, transport capacity of 20 so perfect for a full squad of Flayed Ones, though a unit of 6 skorpekhs can work just fine. Overall better compared to previously, and pretty easy to justify if you're dropping in a massive squad of Lychguard. They are decent against melee armies because units without Fly cannot charge them. **{{W40kKeyword|Necrons}} took a large hit when The Balance Dataslate limited Aircraft to 2 per army at 2k. This is the only transport model that can transport units aside from {{W40kKeyword|Necron Warriors}} and the only transport that can transport max units of Necron Warriors. *'''[[Image:NightShroud.jpg|175px|right|]] [[Night Shroud]] - (Forge World) {{W40kKeyword|Core}}:''' Doom scythe with +1 T and +2 wounds while replacing the Death Ray with a once per game Death Sphere strafing run. Death Spheres are the most powerful aircraft bomb in the game, inflicting a mortal wound on a 3+ and rolling 1d6 per model/3d6 per {{W40kKeyword|VEHICLE}}/{{W40kKeyword|MONSTER}} (capped at 12 dice). Averages a little less than 7 mortal wounds on a 10 model unit, or 2 mortal wounds on a {{W40kKeyword|VEHICLE}} or {{W40kKeyword|MONSTER}}. Average of 8 mortal wounds against the rare few units of light vehicles that still exist, such as Killa Kans and Grot Tanks. It does let you pick out {{W40kKeyword|CHARACTERS}} (as the attack doesn't occur in the shooting phase and so isn't bound by that targeting restriction), Hive Tyrants, C'tan, and Daemon Princes come to mind. Still, you're paying 190 points for 10 shots of Tesla Destructors and that average of mortal wounds '''once a battle''', take this if you like the model but other than that, there are better picks. ===Lords of War=== Super-heavy Auxiliary Detachments never gain Detachment abilities. So while these have {{W40Kkeyword|<Dynasty>}}, they don't benefit from the rules for such, just gaining the keyword, unless you take them in a full Super-Heavy Detachment (or Supreme Command Detachment). *'''[[Image:NecronPylon.jpg|175px|right|]] [[Necron Pylon|Gauss Pylon]] - (Forge World) {{W40Kkeyword|CORE}}:''' 30 T8 Wounds and countless shekels worth of Deep Striking anti-tank gun with a protective field granting a 5+ invulnerable save for models (including vehicles) within 6", it can't move after deep striking but all your units can target units in combat with the Pylon. The Gauss Annihilator's Focused Beam mode is [[Awesome|S16]], so you're wounding pretty much everything in the game on 2s (and even wounding ''Warlord Titans'' on a 3+). Only AP-4 but that makes little difference since many enemies will have invulnerable saves anyway. It is so strong against {{W40kKeyword|TITANIC}} units that you should always ask your opponent before friendly games if they're bringing one, if it's not a friendly game... Well enjoy [[Rape|d3+6 damage]]. It also has a particular hate boner for planes, adding 2 to its hit rolls if it's targeting one. Its other weapon profiles aren't even worth mentioning, but I will: it has a 3" anti-infantry gun (Assault 3D6 S4 Tesla) and a Rapid Fire 6 anti-MEQ gun, the latter of which prevents firing the main gun. It's good even against moderately heavy vehicles like Predators and great against Land Raiders and Daemon Primarchs. It's a very expensive paperweight against horde armies, even if the main rape cannon has Blast now. **Was the only FW model for Necrons for the longest while...Part of the 2006 update to Imperial Armour (that's 4th edition 40k). *'''[[Image:9thEdMonolith.jpg|175px|right|]] [[Monolith]] - {{W40Kkeyword|CORE}}:''' It's a Titanic, deep-striking Land Raider with 24 wounds, Living Metal, and a 2+ save AND benefits from Command Protocols. The Monolith is huge so you can use it to block line of sight, it's {{W40Kkeyword|Titanic}} so it can fall back and shoot if it doesn't get surrounded (doesn't have {{W40kKeyword|FLY}}), can Deep Strike at 9" and it has BS 3+. If it does not move during the movement phase, then it can pull {{W40kKeyword|<DYNASTY> Core infantry}} units from strategic reserve to deploy from it within 3". With the changes to reserves, this no longer means the unit is lost if the Monolith is destroyed, as it can still walk on from the board edge. Lastly it has the Portal of Exile melee, which automatically hits at Str User with ap-3 and 3 damage (Degrading total attacks makes it a good target for {{W40kKeyword|Stellar Alignment Protocol}} Stratagem to maximize auto-hitting melee attacks). The Gauss Flux arcs are now Rapid Fire 3 instead of Heavy 3, allowing it to put out 24 S5 AP-2 shots at 15", and its Particle Whip has been tweaked to Heavy D6 36" S12 AP-3 D3 Blast. You can now switch out the Gauss Arcs for Death Rays, essentially mid-ranged lascannons doing D3+3 damage each. The Monolith can hit as hard as an imperial/chaos knight, however it lacks the invuln to give it the durability. So close to being solid, but it is very much hurt by being a Lord of War; keep in mind you can take a Chronomancer (which you will want to most of the time anyway) and give it a 5++ that way. **Lord of War on paper only. It's basically a Land Raider Redeemer (SM heavy support) for Necrons, both in function and durability. **Some interesting Shenanigans can be obtained with the right dynasty combinations if running in super heavy detachment (non-auxiliary) and the model cost is actually low enough where you could field 3 in 2000pts (100pl) and still have room for an army. **Since Arks of Omen introduces a new type of detachment with free Lord of War slots, giving you all those factional bonuses, and Monoliths are even cheaper at 270 points, this unit is looking far better than it did in the early days of 9th edition. Easily usable in regular games now without fucking your CP or getting no dynasty traits on it. *'''[[Image:Obelisk.jpg|175px|right|]] [[Obelisk]] - {{W40Kkeyword|CORE}}:''' 28 Wounds 2+ Sv and an average of 20 S7 AP- hits (yes hits, not shots - the triple shots compensate for your misses on average) - these tesla shots go up by 2 shots, 1 Strength and 1 damage if it stays still. It further benefits from Command Protocols. It has a Movement of 8, but it can Deep Strike so it's guaranteed to at least shoot once even if it's durability is bad for its cost. The Gravity Pulse ability now affects one unit within 24" with {{W40kKeyword|FLY}} and halves its Move for their next turn, and if it is an {{W40kKeyword|AIRCRAFT}} does 2d6-Toughness mortal wounds to it. Definitely up from where it was in 8th when it was pretty unanimously the worst unit in the entire game, though it's still kinda bad due to the lack of AP on its guns which will struggle to kill basic marines through more than just volume of fire. Never mind that if you want to kill planes, there's a much better Lord of War for that too. **Despite it's rather lacking offensive profile, it is as little as 10.7pts per wound on this T8 model with a 2+ save (which heals 1 wound per turn via living metal, 2 per turn via command protocols). It can be repaired another D3 HP/turn. It can have Objective Secured if part of it's dynasty traits (would need super heavy non-aux detachment). So while not a great unit offensively, it would be very annoying due to it's relatively low cost and ability to heal up to 5 HP per turn (living metal +1, Undying Legion +1, +d3 spyder or canoptek cloak technomancer). The monolith has 4 less HP, but is same cost, other lords of war all cost more. **The lack of AP doesn't matter vs Chaos Daemons. **Since this model has FLY, the deep strike ability is more flexible than that of the Monolith, as it can land on terrain types the monolith isn't allowed to, since both are VEHICLEs (like landing on the upper levels of ruins). *'''[[Image:99560110018_NecronSeraptekHvyConstrBody01.jpg|175px|right|]] [[Seraptek Heavy Construct]] - (Forge World) {{W40Kkeyword|CORE}}:''' Look how they massacred my boy. The Seraptek is still a monster of a war machine, with 28W T8 3+/5++ like the Imperial Dominus Class and some pretty nasty weaponry. It received just a 25 points discaunt and isn't a super competitive choice, it is still a very much fun one. It can always walk over {{WH40kKeyword|Infantry}} and {{WH40kKeyword|Swarms}} at any time. It also gets to fall back, Shoot and then Charge in the same turn like other Knight equivalents. For all your Primarch evaporating needs, it starts with two massive Singularity Generator cannons - each a 36" Heavy 3D3 S8 AP-3 D6 damage gun with Blast. Alternatively, you can drop them for the more versatile four weapon loadout with a pair of Transdimensional Projectors (24" Heavy D6 S6 AP-2 damage 1 Blast) and 2 Synaptic Obliterators (72" Heavy D3 '''S16 AP-4 6 damage flat!''') It also brings its Titanic Forelimbs to melee, making 6 attacks with 2 profiles that pretty much copy the stat lines of a Knight's Titanic Feet and Reaper Chainsword respectively, its attack characteristic is 50% better than that of regular Imperial Knights and its weapon skill is better than that of Dominus Class Knights. Its cost and statline makes it immediately comparable to a Knight Valiant, they have about equivalent amounts of firepower, but the lack of access to durability improving Stratagems, Relics and Warlord traits makes it a fire magnet with no way to turn itself off, run it with other glass-cannon units for maximum efficiency. Since it's now {{W40Kkeyword|CORE}}, it can benefit from MWBD and the Silent King so that definetly makes it more scary, tho still costly for what it does. Less potent than a Vault against Hordes, more potent against Knights. *'''[[Image:Tesseract Vault.jpg|225px|right|]] [[Tesseract Vault]] - {{W40Kkeyword|CORE}}:''' A Transcendent C'tan suspended within a huge living metal cage, with an equally large point cost of 500. It spews out copious amounts of tesla shots and mortal wounds but it will attract ALL the attention of your opponent. Knows four, and can use 1-3, Powers of the C'tan each turn depending on how many wounds it has left. It doesn't get to keep the C'tan's close combat prowess or their ability to hide behind terrain (as it has 30 Wounds), has a low (for a Lord of War) Toughness of 7, but with the codex it now has a 4+ invulnerable which is all kinds of nice. Still, concentrated fire will bring this thing down quite quickly, so you want to get it in range quickly and try to [[DISTRACTION CARNIFEX|keep it alive as long as you can]]. If you're taking this thing you better make the rest of your army a glass cannon so you at least get to inflict some major damage with the rest of your army while this thing gets taken down. Makes a massive explosion when it dies, ideally this happens away from your models and close to several enemy units. Somewhat amusingly, the sheer size of this fucking thing means that on certain deployment setups it actually can't be placed fully within your own deployment zone. Never mind the struggles of getting this thing around terrain which are invariably gonna come up. It's still only got 8" of movement like the Monolith. Finally, even though this unit has the dynasty keyword this unit [[Derp|cannot benefit from the codes due to also having the {{W40kKeyword|C'TAN SHARD}} keyword]]. This however still means a Technomancer with a cloak or a Canoptek Spyder can still heal this unit for D3 wounds in addition to the 1 from living metal and you can still use dynasty-specific Stratagems. *'''[[Image:Silent-King-Model-Warhammer-Community.png|225px|right|]] [[Silent King|The Silent King]]:''' He is of the Szarekhan dynasty, but with the {{W40kKeyword|DYNASTIC AGENT}} keyword he can command any army (but doesn't gain the Szarekhan benefits). As with the Primarchs, you are getting a massively intricate model that requires a supreme command detachment to field. To quote a one-armed shotgun totting store clerk, "Hail to the King, baby." Szarekh is an absolute powerhouse with abilities to suit both melee and ranged units, making {{W40Kkeyword|CORE}} (every non-character vehicle for example) units re-roll ranged hits and re-roll melee wound rolls. He's got a bunch of S8+ damage dealers that all have multi-damage, so tanks and marines shouldn't be too much to handle. He has an impressive 26 wounds (16 base with a +5 for each Menhir that he brings, both he and the Menhirs have a 4++, and the wounds have to be allocated to them first before the SK takes any wounds) so even then he can just shoulder a lot of what those tanks fire. Unfortunately, even though he has more Blackstone than a Noctilith Crown, he can only deny one psychic power, but denials are rare in Necrons so he gets a pass. With his degrading statline, he loses out on some of his abilities. when he drops to 8 wounds he loses the Staff of Stars and his Phaeron of the Stars ability, and then when he drops to 4 wounds he loses the Scythe of Dust and the Phaeron of the Blades ability, to show his sidekicks being taken out of action (since he's not {{W40Kkeyword|Titanic}}, the Stellar Alignment Protocol stratagem only costs 1 CP, great to squeeze the last bit of buff before he dies). He is a Phaeron so he can use My Will Be Done twice on separate units, as well as Relentless March. He has a very tasty melee ability, in that if Szarekh is engaged with any enemies, he forces all those units to fight last (after ALL of your Necrons have finished attacking). He can once a game change the currently active Command Protocol to one of the Protocols you did not take, useful if what you picked earlier in the game proves to not be that beneficial to you at that point in the game (due to his warlord trait, you'll have two Protocols to choose from). He gives you an extra 3 command points like Guilliman, but he also has to be your Warlord if you bring, as befitting a {{W40kKeyword|supreme commander}}. Lastly, he does explode, on a 4+ every unit within 2d6" takes D6 mortal wounds, so make sure that when he's on his last legs take him away from whatever units you have left (again, because he's not {{W40Kkeyword|Titanic}}, the stratagem to make him auto-explode only costs 1 CP). Easily the best option in this slot. [[Cheese|Have fun]]. ===Fortifications=== Fortification Detachments never gain Detachment abilities, so while these have {{W40kKeyword|<Dynasty>}}, they don't get the rules, just the keyword. *'''[[Image:Starstele.jpg|175px|right|]] [[Convergence of Dominion]] - {{W40kKeyword|Core}}:''' Another weird unit with unobvious advantages. This unit's role is to screw with enemy rules that require the opponent to target the nearest thing or otherwise be unable to target good targets, if there's a closer target. Like the psychic power Smite or Look out Sir, for a couple of common examples. They also block line of sight pretty well, too, for the smaller characters that would be otherwise vulnerable to things that would ignore Look Out Sir (sniper fire). Unit comes with 3, independent models which are insanely durable for cost. EACH model is T8 with 10HP, 3+ armor, and Living Metal (so, together, they are as durable as a Monolith for a third the cost). These models can't move per say, but they can be sent into deep strike mode by having a cryptek spend an action on them - so depending on your cryptek, this might be less useful. Beyond that, this unit has an aura of +2 leadership for Dynasty Core, making them leadership 12, which rarely matters for Necron things, but technically may apply if opponent goes heavy in leadership reduction modifiers or has an ability which is more effective versus low leadership (such as several psychic powers). There's also a range boost aura for command protocols that doesn't do anything due to the balance update changes to command protocols. **So thanks to an update to the core rules, they can't be set up within 3" of other terrain, which really limits their deployment options. That said, it's still very possible to place these on the table. And do note that the other terrain limitation doesn't include other models from their unit entry (which means these can be placed within 3 inches of each other, so you could make a wall) *'''[[Image:SentryPylon.jpg|175px|right|]] [[Sentry Pylon]] - (Forge World) {{W40kKeyword|Core}}:''' Immobile gun platforms with Deep Strike baked in. Gauss exterminators are good for flyers and ground support with two S8 AP-3 Dd6 shots at [[Awesome|+2 to hit]] (this is obviously to negate an aircraft's -1 to hit; if you fire it at an aircraft that for some reason doesn't have -1 then remember you're still capped at +1 to hit overall). Focussed Death Ray is the same cost and is more similar to the old Gauss Exterminator; only 36" compared to the Exterminator's 48", 1 shot instead of 2, but a whopping [[Awesome|S12, AP-4, Dd3+3]]. The Gauss Exterminator shoots twice, so it has a better chance of landing at least one shot, and can also land two, so the Death Ray packs a punch but it's a risk. The Heat Cannon will generally work out better than the Exterminator (at 1.75x the rate of fire and with melta damage at 18"), but it's also 25 extra points; if you take the latter you want to deepstrike in, but if you go with the Gauss Exterminator then just plonk it down during Deployment instead of waiting until turn 2. Kinda overpriced but not explicitly terrible. *'''[[Image:Citadel.jpg|175px|right|]] [[Tomb Citadel|Tomb Citadel Walls]] - (Legends) (Forge World):''' Contains an '''Eternity Gate''', a pair of heavy weapons (Gauss Exterminator for 25pts each or Tesla Destructors for 10pts), a docking station for one Sentry Pylon/Monolith which gives the docked unit +1S on its guns, and a Power Crucible building that gives all {{W40kKeyword|<Dynasty>}} units within 6" 5++ vs shooting and a +1 on Reanimation Protocols rolls for {{W40kKeyword|<Dynasty>}} {{W40kKeyword|Core}} units within the same range. Each of the four buildings explodes on a 6+ when killed, dealing D6 mortal wounds to anything within 9", which is quite dangerous, especially if you positioned your units to get the full advantage of the Crucible's rules. Costs an [[What|absolutely ludicrous 760 points, or 785/810 with the Gauss Exterminator emplacements]]. Unfortunately, this is relegated into the [[Warhammer Legends|shadow realm]] so it can't be used in matched games, but it can be a nice piece in apocalypse battles where its cost isn't that big of a problem.
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