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====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.
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