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===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>
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