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====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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