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===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.
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