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==Dynasties== Each unit (except Triarch Stalkers, Triarch Praetorians, Illuminor Szeras and Anrakyr the Traveller) has a <Dynasty>, you can choose one of the following 5 Dynasties for each of those units. Units get access to a Stratagem, Relic and a Warlord trait that is Unique to each Dynasty, unless you are playing Maynarkh. If no units in a Detachment have different <Dynasty> from any other unit in that Detachment, then all units in the Detachment will benefit from that Dynasty's Dynastic Code or in the case of Maynarkh, the Dynastic Code of one of the other five Dynasties, there is incredibly little reason to have units from multiple different dynasties in a single Detachment, but it could grant units access to different Stratagems, the cost of the Dynastic Code is usually too great to be worth it. Which Dynasty you choose for each Detachment in your army can drastically increase their effectiveness, it is usually best not to include any units in a Detachment unless they benefit from that Dynasty's Code to a great degree. Whether you choose to stick to a single Dynasty or take several will determine whether your HQs from one Detachment can benefit the units from another, for this reason it is usually a good idea to stick to a single Dynasty or maybe two at most. Anrakyr the Traveller and Illuminor Szeras are great in army lists with multiple Dynasties because they can help units from any Dynasty. Before you start crying that your painstakingly painted Necrons got a trashy rule (''Nihilakh''), the actual paints on your models don't influence any rules. So call them what you want, throw that [[Your_Dudes|continuity]] in the trash and go [[Powergamer|WAAC]]. ===Mephrit=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:Mephrit Dynasty Iconography Banner.png|80px|left|]] After 60 million years of slumber, the protocols of destruction and technology remain. Thematically the Mephrit Dynasty were the solar executioners of the Necrons with a penchant for paranoia. That paranoia was well founded as during their sleep they had their head of state assassinated. Now with few of their super weapons remaining they have been forced to work together with Blood Angels to face the Tyranids and ensure the survival of their Dynasty. In terms of crunch Mephrit adds firepower to your units, being very good with AP- and AP-1 weapons and not great for much else. Mephrit requires you get quite close before it helps you do anything, making it a fine balance between blasting the enemy and getting engaged in melee and chopped up. <div class="mw-collapsible-content"> *'''Dynastic Code: Solar Fury:''' Get -1 to AP when shooting at units within half of your weapon's maximum range. Have you ever had that one friend who loved to show up in your face turn one? Pick this, it's good considering your penchant for close ranged firefights, especially with Gauss Flayers since they get Rapid Fire at that range too. [[Tesla|Remember that this works best on weapons with no or little AP to begin with, so roll some Tesla Tomb Blades up on your target and watch your enemy squirm at -1 AP Tesla.]] *'''Warlord Trait: Merciless Tyrant:'''+6" to the Warlord's assault weapons. Also lets the Warlord target characters, even if they are not the closest target with assault weapons. It's not worth it on most characters, but it's very nice on a CCB with a Tesla Cannon, giving you a 3 shot 30" S6 AP-0 (-1 at 15") D1 sniper rifle that hits on a 2+ and causes two additional hits on rolls of 6. If you're taking this Trait you really want to upgrade your Staff of Light to the Voltaic Staff for an 18" assault 3 S6 AP-3 D2 gun that can cause mortal wounds. *'''Stratagem: Talent For Annihilation (1 CP):''' Select a unit during the Shooting Phase. When a model in that unit rolls an unmodified 6 to hit, make another hit roll with the weapon it used against the same target. These hits cannot generate more hits themselves. Congratulations, your Gauss weapons are pseudo-Tesla weapons and your Tesla weapons can generate up to 6 hits per shot if the dice are on your side. Rarely worth it, 17% extra firepower is below market rate for CP, it is rarely amazing, but it can be worth considering using it on a unit of 10 MWBD Tesla Immortals, 20 Warriors in Rapid Fire range, 9 Tomb Blades or a unit of 6 Destroyers with Extermination Protocols on them as well. *'''Relic: The Voltaic Staff:''' Replaces Staff of Light. Also identical to the basic staff in melee, but its shooting mode gets 1 better at S, AP, and D. Additionally, every wound roll of 6 it gets in the Shooting phase inflicts an extra mortal wound. Great against TEQs, and if you're not afraid to get really close, it'll jump to AP-4 (thanks to the Dynastic Code) to let it double as an anti-vehicle weapon. Only worth it if coupled with the Merciless Tyrant Warlord trait or if you know your opponent is bringing TEQ units.</div></div> ===Nephrekh=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:Nephrekh Dynasty Banner.PNG|80px|left|]] After 60 million years of slumber, the protocols of aspiration and freedom remain. Thematically the Nephrekh Nobility have been obsessed with energy and the forms of their former masters, wishing to leave their current forms behind in order to ascend to a state of pure energy and thought. Somewhat successful in this regard, their Necrodermis has been inlaid with metagold allowing them to enter such states, but only briefly, the nobility having more of this are able to sustain this for longer, but still nowhere near the permanent solution to their shitty robotic lives they want, even for the Necrons 40k is grimdark. In terms of crunch Nephrekh is the most versatile Dynasty, providing something of actual worth to more units than any other Dynasty. If you want to have just one Dynasty and you don't want to limit yourself to Tesla spam like Sautekh must, then Nephrekh is a good choice. Strongest with melee units, especially the Canoptek variety and units with Assault weapons that can shoot after Advancing, Nephrekh also works great as a speedy part of a force, possibly supporting a less mobile Nihilakh Detachment.<div class="mw-collapsible-content"> *'''Dynastic Code: Translocation Beams:''' Always Advances 6" (the bonus from My Will Be Done can still be used to Advance 7"), and can pass through models and terrain when Advancing. ** A Code that demands you build around it, but will turn Necrons into the second most mobile army in the game (losing out to the Tyranids with their supersonic Troops and potential for multiple movement phases in a single turn). Mobility is key to victory in several game modes, and considering the medium range shooting of the army this patches their vulnerability to being outzoned by the enemy. *'''Warlord Trait: Skin of Living Gold:''' -1 to hit the Warlord. Great for CCBs and Destroyer Lords if you're planning on sending them into things with D1, if your opponent has things like Daemon Princes, Captains or Celestine then you'll be better served by Enduring Will. *'''Stratagem: Translocation Crypt (1 CP):''' During deployment, you can set up a Nephrekh infantry or swarm unit to deep strike with all the usual limitations. *'''Relic: The Solar Staff:''' Replaces a Staff of Light, for some additional [[dakka]]. The melee profile is identical to a Staff of Light, but the ranged output is -1 AP, ''double'' the rate of fire, and can blind any {{W40kKeyword|Infantry}} units it hits on a 4+ until end of turn for that delicious denial of overwatch and -1 to hit (obviously cavalry and bikers are wearing super-cool shades at all times, especially at night). It's good against things with improved Overwatch (tesla/Tau/certain Guard subfactions), but otherwise you can do better.</div></div> ===Nihilakh=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:NihiBanner.PNG|80px|left|]] After 60 millions years of slumber the protocols of isolation and defence remain. Thematically the Nihilakh Dynasty have only recently started conquering, having otherwise been quite pleased to hunker down and build up their forces and ensure that they do not lose what they have left after their slumber. Also home to the crazed collector Trazyn and his hoard of curiousities that rivals those of the black library of the Harlequins or the vaults of Terra. In terms of crunch Nihilakh has the most specific and overall least useful Dynastic Code, being only good for units that stand still, Necrons being a relatively short-ranged faction benefit little. The few long-ranged units we do have like Doomsday Ark and Gauss Pylons love this Dynasty though. The Stratagem is pretty niche, but really nice for Titanic units, so if you are bringing one in an Auxiliary Support Detachment Nihilakh is usually the best choice.<div class="mw-collapsible-content"> *'''Dynastic Code: Aggressively Territorial:''' Units that didn't move or disembark can reroll every 1 to hit when shooting, even in Overwatch. Not so great considering your lack of long ranged weaponry, unlike the puny humans, but still great for holding objectives (once you get there), also great for Pylons and Doomsday Arks. *'''Warlord Trait: Precognitive Strike:''' Warlord strikes first in the fight phase. Useless. *'''Stratagem: Reclaim a Lost Empire (2 CP):''' At the end of your turn, select a unit from your army. If it is either within 3" of an objective or did not move this turn, it gains 1 attack and +1 to all saves until the start of your next turn. This plus Dispersion Field Amplification grants a staggering 2+ invulnerable save against shooting to Lychguard for when you absolutely must keep them alive at all costs. *'''Relic: Timesplinter Cloak:''' One per game reroll for a hit, wound, or damage roll, plus feel no pain 5+++. Far from the glorious 6th edition cloak. Feel no pain is useful for a durable unit, however - say, a CCB and you'll find a use for that re-roll meaning it basically pays for itself if you use the Stratagem to get another Relic. *Unique Character: **'''[[Trazyn the Infinite]]''': Our cheapest unique character and for good reason, he's an Overlord with an extra wound and a shitty 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 the {{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 D3 wounds. Turns out a 1 wound named character was hiding in the 5 wound Overlord. You're probably taking this guy to be your Warlord to make it harder for your opponent to get the 1 VP, the trick is that his Warlord Trait is precognitive strike which happens to be trash on a model with a shitty melee weapon. He would be our worst character if it wasn't for his price being so low, you're better off taking a regular Overlord, but he's not that bad.</div></div> ===Novokh=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:Novokh Banner.PNG|80px|left|]] After 60 millions years of slumber the protocols of blood and ritual remain. Thematically the Novokh Dynasty is all about going into melee, using the blood of your enemies to paint your legions red. They have a particular distaste for the Ork menace, they will occassionally show mercy when their ancient protocols demand they do so, but when battle is entered they are as bloodthirsty as any mortal or daemon. In terms of crunch Novokh is the only real Melee Dynasty, with a fantastic, but very limited, Dynastic Code, a good Warlord Trait provided you build your army around it and a Stratagem you wouldn't want to leave home without if you are bringing melee units such as Lychguard or Flayed Ones.<div class="mw-collapsible-content"> *'''Dynastic Code: Awakened by Murder:''' When a unit charges, is charged, or makes a Heroic Intervention, it can reroll every failed hit roll. **All melee Necrons will benefit a lot from this one, but WS4+ (Scarabs!) benefits more than WS3+. Lychguard, Wraiths, Scarabs (hah), and especially Flayed Ones (who then re-roll hits ''and'' wounds). Also makes your vehicles more likely to hit (WS6+ gets the most benefit from this of all); Novokh is less about drive by shooting and instead goes for the ramming approach. *'''Warlord Trait: Crimson Haze:''' Units within 6" of the Warlord generate extra attacks on 6s to hit in the Fight phase. This is potent for a close combat army, Flayed ones, Lychguards and Wraiths can all benefit greatly from this. Works on a character who wants to be in combat, Destroyer Lord, CCB or any character that also has the Veil of Darknesss. *'''Stratagem: Blood Rites (3 CP):''' At the end of the Fight phase, select a {{W40kKeyword|NOVOKH}} unit. It can fight a second time. This Stratagem is insane for large units of Lychguard or Flayed Ones, meh on Anrakyr and Anrakyr-buffed Warriors and not worth it otherwise. *'''Relic: The Blood Scythe:''' Replaces War/Void Scythe (so a warscythe, since there's no reason to pay extra points for it). A warscythe with d3 more attacks. This is on the low end of relics. Sure, Overlords want more attacks, and if you have nothing better to put on them this is at least a slight upgrade, but you should usually be reaching for the Voidreaper instead.</div></div> ===Sautekh=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:Sautekh Dynasty Banner.PNG|80px|left|]] After 60 millions years of slumber the protocols of conquering and martial pride still run strong. Thematically the Sautekh Dynasty is all about using terror as a weapon, Flayed Ones, unnatural storms, gigantic war machines. When the Sautekh Legions march to war they do so to win decisive battle after decisive battle. After having seen much success the nobility of Sautekh and its subject dynasties have grown arrogant, letting enemies get away to show them a lesson, an inability to take threats like the Orks seriously and Nemesor Zahndrekh refusing to believe that the Dynasties of old have fallen and that the galaxy is rife with humans, Orks and Aeldari. In terms of crunch Sautekh has a relatively weak Dynastic Code, only worth something for Doomsday Arks, Doom Scythes and units with Rapid Fire weapons, sometimes a bad apple you have to bite to take one or several of their sometimes amazing Unique characters. They do however have a great Stratagem that helps you clean up big units one turn at a time, this is hugely beneficial against things like Knights and especially units that are -1/-2 to hit like Plaguebearer hordes, but Sautekh really demands you build your list around this Stratagem to be successful. <div class="mw-collapsible-content"> *'''Dynastic Code: Relentless Advance:''' Get no penalties when firing with Heavy weapons after moving. If you Advance, ''every'' shooting weapon is considered an Assault weapon for that turn. ** Remember this works on ''every'' type of gun. So Assault Doomsday Cannon is a go. The rule about no shooting if you moved at all will still apply to the High power shot, of course, but go nuts on low power. ***It also works on Pistols, which is good news for your Wraiths. Unfortunately, Destroyer variants get less benefit from this Code, because they're already paying points for ignoring the penalty to move and shoot Heavy. *'''Warlord Trait: Hyperlogical Strategist:''' Provides one re-roll for the Warlord's personal use. More importantly, lets you reclaim your spent command points on a 5+. This is hands down our strongest Trait, if you have a Sautekh character you want this. *'''Stratagem: Methodological Destruction (2 CP):''' After a {{W40kKeyword|SAUTEKH}} unit has caused a wound on an enemy unit, all other {{W40kKeyword|SAUTEKH}} units recieve +1 to hit said enemy unit this phase. This is a potent stratagem, especially considering the advancing makes all your weapons assault, meaning that with some planning you can hit with most of your full fire power on a turn and advance, with little penalty. Bring a stalker to gain reroll 1s, combine with MWBD, and you're basically aimbotting. *'''Relic: The Abyssal Staff:''' Replaces Staff of Light. Melee wise it's unchanged from the Staff, but the shooting changes to 12" Assault 1 that automatically hits - roll 3d6, and if the result is equal to or greater than the highest Ld in the unit, they suffer d3 mortal wounds. Average roll of 3d6 is 10.5, so this could be very potent if your warlord is hunting down {{W40kKeyword|CHARACTER}}s. Also, according to the fluff paragraph accompanying it, these things were made by [[awesome|embedding each one with a tiny sliver from the Deceiver's necrodermis to summon wisps of shadow imbued with Mephet'ran's anarchic insanity]]. Absolutely 0 synergy with your Dynastic Code, but it's still an amazing relic. *Unique Characters: **'''[[Imotekh the Stormlord]]''': Overlord with an extra wound, 2+ Sv, phylactery, buffed Staff of Light he can use MWBD on {{W40kKeyword|INFANTRY}} from any Dynasty or twice on {{W40kKeyword|SAUTEKH}} {{W40kKeyword|INFANTRY}}. If you manage to get him within 12" he also gives reroll 1s to {{W40kKeyword|SAUTEKH}} Flayed Ones, but you should be taking {{W40kKeyword|NOVOKH}} Flayed Ones so it's kind of pointless. '''Lord of the Storm''' allows you to pick a unit (but not {{W40kKeyword|CHARACTER}}) within 48" and roll D6, with the target receiving mortal wounds equal to the die unless you rolled 1. You also roll a D6 for each unit within 6" on a roll of 6 the unit suffers D3 mortal wounds. He also gives you a free CP. With his massive cost drop in CA2018 he is a viable choice for many armie, his true place is in an army with lots of {{W40kKeyword|SAUTEKH}} {{W40kKeyword|INFANTRY}}, but his Lord of the Storm ability and extra CP makes him a good choice even if you are not getting the absolute most out of him. **'''[[Nemesor Zahndrekh]]''': Overlord with an extra wound, 2+ Sv and a Staff of Light. He can turn off all aura abilities of a single model within 12". Use this rule if you can get close enough to Guilliman. Laugh as you shut down his "re-roll everything" bullshit. He can also hand out a random buff at the start of each of your turns to a {{W40kKeyword|SAUTEKH}} unit within 6" (+1 A, re-roll charge rolls or +1 BS) until the start of your next turn. He is our worst Character, don't waste your points on this guy. Unless you're taking Obyron, then he's a necessary evil. **'''[[Orikan the Diviner]]''': He's basically a beefier Cryptek. His 5++ aura is bigger (which also works against CC unlike the regular Cryptek ability), and he has a better weapon and statline (which gets even better if you roll for The Stars Are Right). Not bad for the small increase in cost. Instead of being an improved C'tan shard in terms of stats he is now worse in that regard; worse weapon, worse inv save, worse movement and worse wounds. Yet, still buffs and Living Metal remains. **'''[[Vargard Obyron]]''': Lord with WS 2+, 2 extra wounds, 1 extra A and a 2+ Sv. He gets to Fight if he dies before making his attacks. Pretty terrible, just take two Lords instead. Unless you're going to take Zahndrekh, which suddenly makes them both worth it. Obyron can absorb wounds for Zahndrekh in the same way Lychguard can, this mostly just means your opponent can't focus down Zahndrekh, but nothing prevents them from focusing down Obryon. The real reason you're taking either of these characters is because you can move Vargard Obyron and a friendly {{W40kKeyword|SAUTEKH INFANTRY}} within 6" of Obyron, across the board to be entirely within 6" of Nemesor Zahndrekh at the end of each of your Movement phases, Vargard and the unit he brings with him only has to be 1" away from enemy units meaning you can get a guaranteed charge as long as Zahndrekh is within 8" after moving. After this the unit can still shoot and charge even if they were locked in combat as long as you didn't have to fall back to get the unit within 6" of Obyron. Moving Nemesor Zahndrekh around the map with the Deceiver and/or a Ghost Ark/a Monolith/a model with the Veil of Darkness Relic is a good idea. You're still paying quite a lot for the combo and teleporting {{W40kKeyword|SAUTEKH}} Lychguard or Flayed Ones isn't necessarily better than just giving them a Code they can actually use, but with their massive points drop they certainly work much better than previous to Chapter Approved 2018.</div></div> ===Maynarkh=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:Maynarkh Dynasty Banner.PNG|80px|left|]] After 60 millions years of slumber the protocols of oblivion and death remain. Thematically the Maynarkh Dynasty are supposed to represent everything the Necrons were before the 5th edition changed their fluff from mindless killer robots following unbeatable star gods into mindless killer robots following egyptian phaeroh robots with god-like pets. One of the main focusses of the Maynarkh Dynasty is Flayed Ones and close combat, they also apparently lack in the elites and Immortal department. In terms of crunch the Maynarkh Dynasty just has two Unique characters and must borrow a Dynastic Code from one of the Codex Dynasties, but they still do not gain access to any of the Relics, Warlord Traits or Stratagems unique to the other dynasties, only the Dynastic Code. Kutlakh's main purpose is to help your Lychguard get into melee and he serves no real purpose for Flayed Ones. Toholk's main purpose is to help you go first, again his job is not to support Flayed Ones making Flayed Ones a poor choice in this Dynasty, <div class="mw-collapsible-content"> *'''Dynastic Code: Translocation Beams/Aggressively Territorial/Awakened by Murder/Relentless Advance/Solar Fury:''' A Detachment including Kutlakh has two really good options, Nephrekh works really well with his ability to Advance and Charge and means your Lychguard get over the board faster, Novokh grants a nice boost to the melee offence of your units. Mephrit, Sautekh and Nihilakh are all bad options since you should have an easy time making a Vanguard Detachment for Kutlakh and his Lychguard or maybe three small units of Canoptek Scarabs in an Outrider Detachment if you only want one or two units of Lychguard and don't want to fill the formation out with units that don't have a Dynasty. Unfortunately, while you do get to pick a Dynasty Code you don't get to use the Stratagems, so no fighting twice with your Lychguard or Deep Striking another unit from Kutlakh's Detachment. A Detachment with Toholk wants to buff a Doomsday Ark, Pylon (big or small), which means Nihilakh or Sautekh. Since Toholk is {{W40kKeyword|MAYNARKH}} he can not be taken in a detachment with other Dynasty specific named characters even if they use the same dynastic code. But he gets along with Szeras, somewhat. *Unique Characters: **'''Kutlakh the World Killer (Forge World):''' This is what we have instead of the Maynarkh Dynasty army, an Overlord with a Phylactery, an extra wound and a 2+ Sv. He has a Staff of Light and remember the rather awesome Oblidax sword he had? It is a force sword now, deal with it. He can reroll hits against units with lower leadership than him, so he's almost always hitting on 2+ rerolling ones. His real strength is that Maynarkh units with 12" of him can charge after advancing. Despite supposedly being a Flayed One-based dynasty Kutlakh hardly benefits Flayed Ones, he is okay if you have at least two units of Lychguard but you'll need to milk him of even more value somehow if you want him to be worth his points. A third unit of Lychguard and/or using him in combination with Anrakyr to make better use of the ones you have are both good options. Kutlakh is 200 pts, the wound and T are worth 30 pts, the phylactery 15, the weapons 15, that makes his ability 55 pts, which is very expensive, the units he buffs also aren't that great making him fairly bad. **'''Toholk the Blinded (Forge World):''' Vehicle support Cryptek, with T5. After deployment you get to give a {{W40kKeyword|MAYNARKH}} {{W40kKeyword|VEHICLE}} Phylactery wound regen instead of normal living metal, this means he cannot repair multiple vehicles over the course of the game, it also means he can go wherever he wants and the vehicle continues benefitting even if Toholk dies. Comes with reroll for seizing the initiative upping it to a respectable 31% chance. Also, has an Aeon stave. Which, has no reason to exist. Units wounded by it can't advance the next turn, which stops Harlequins who disengaged you if... they were gonna run away, they now run slightly shorter. Toholk is quite expensive even after his massive cut from Chapter Approved 2018, he does improve your ability to steal the initiative but he prevents you from using Dynasty-specific Stratagems on units in his Detachment. </div></div>
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