Editing
Warhammer 40,000/9th Edition Tactics/Necrons
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Elites=== *'''[[Image:C'Tan The Deceiver.gif|105px|right|]] [[Deceiver|C'tan Shard of the Deceiver]]:''' Same C'tan body as the Void Dragon and Transcendent C'tan. Looks to be the weakest in melee. He receives a permanent -1 to hit from enemies. One of his biggest nerfs in 9th is to his Grand Illusion. After deployment, but before the first turn begins, you can redeploy up to 3 friendly {{W40kKeyword|NECRON}} units within your deployment zone or move them into tactical reserves (this does not cost any cp). Like the Nightbringer shard, '''Reality Unravels''' when he dies. Don't stand too close, and preferably try to make sure he's near the enemy if it happens. To "offset" the nerf that came to Grand Illusion, the Deceiver is also the only C'tan shard that can deep strike (bar a Transcendent C'tan getting Transdimensional Displacement). *'''[[Image:C'Tan The Nightbringer.gif|145px|right|]] [[Nightbringer|C'tan Shard of the Nightbringer]]:''' "Now I am become Death, the destroyer of worlds." One of the strongest melee units in the entire game. You want to kill something? Bring this guy. GW has changed him again but he is still a {{W40kKeyword|CHARACTER}} with S7 T7, along with a 4++ save. He now has 9 wounds, 6 attacks, can only take 3 wounds per phase, thanks to '''Necrodermis'''. He also has '''Living Metal'''. His scythe has 2 profiles; the first is S User AP-3 D1 which doubles the number of attacks he can make, the second is a Sx2 AP-4 dD6 which IGNORES INVULNERABLE SAVES! And, if that was not enough, he has '''Drain Life''' which means any wounds caused by melee attacks this guy makes CANNOT BE IGNORED BY ANY RULE (read; You can't use FNP's to stop a wound). He knows the C'tan Power 'Gaze of Death' and one other Power of the C'tan (take Cosmic Fire, Anti-matter Meteor or Transdimensional Thunderbolt if possible). Can be useful even in death thanks to '''Reality Unravels''' (a re-fluffed '''Explodes''' that deals D3 mortal wounds on a 4+ to every unit within 3"). Just don't stand too close to your other units. There is only one downside, and it's one he shares with all other C'tan. '''Enslaved Star God''' means he doesn't benefit from "Look out Sir", so he can still be targeted, even if he is within 3" of another unit. This is slightly offset by '''Living Metal''' and '''Necrodermis''' so unless you opponent can do 3 wounds in each phase, he won't get one removed off the board turn 1, but if he isn't in melee by turn 3, he'll likely not survive much longer. *'''[[Image:7fattpselu851.jpg|235px|right|]] [[Void Dragon|C'tan Shard of the Void Dragon]]:''' Its spear grants him S+3 in addition to being AP-4 and D6 damage (boosted to D3+3 against vehicles) to make the lower base stat a non-issue. The spear also acts as a Heavy 1 shooting weapon, albeit with only a 12" range, but it hits everything in a line between the Void Dragon and the target with the same profile as it has in melee. He has '''Necrodermis''' and the usual 4++ Invulnerable save that the other C'tan Shards receive. Furthermore, every time one of its attacks or powers destroys a vehicle it can heal itself on a 2+ for up to three regained wounds per phase. Mechanized armies will find the Void Dragon may restore wounds faster than they can hurt it, and Dreadnoughts in particular will have a bad time in a one-on-one fight. Its power, Voltaic Storm, is great for hurting vehicles, especially things like knights, dealing D6 mortal wounds on them on a 2+ and halving their wound count for their damage table; Cosmic Fire is again a good choice since it'll soften up infantry and let the Void Dragon focus on his preferred targets. Antimatter Meteor is also a good choice to finish off any vehicles that would take overkill damage from his regular attacks. *'''[[Image:Plasmacyte.jpg|115px|right|]] [[Canoptek Plasmacyte]]:''' A tagalong unit for any {{W40kKeyword|<DYNASTY> Destroyer Cult}} unit, being forced to stay in coherence with a Destroyer unit and can't be targeted unless closest while near them. They are not fighters, but instead, their use is as a booster with a gamble - at the start of a charge or fight phase, roll a D6, with a 1 killing a Destroyer model; regardless of roll, for the rest of the phase, the entire unit has +1 to strength and attacks, which makes you way scarier to fight. **Has Dimensional Translocation, so no need to start these on the table or dedicate them to a particular destroyer cult unit. Put them where you need them, when you need them. *'''[[Image:Canoptek-reanimator-2.jpg|125px|right|]] [[Canoptek Reanimator]] - {{W40kKeyword|CORE}}:''' A sacrificial decoy unit that draws fire. It's really tall, so the opponent will definitely see it. It has this "reanimation beam" that makes opponents think they should kill it BEFORE killing your nearby units, which is it's role. Model is fast enough to keep up with destroyers (and has assault weapons). **Monster, so if it does get stuck in melee, don't forget it has 6 shooting attacks it can make in melee range (two atomizer beams). *'''[[Image:CanoSpyder.jpg|175px|right|]] [[Canoptek Spyder|Canoptek Spyders]] - {{W40kKeyword|CORE}}:''' Canoptek Spyders are big tough combat monsters. You will want to take units of 3 (with or without twin particle beamers for an additional 12 shots each). They now have 6 Toughness 6 wounds with a 3+ save and 5 S8 AP-3 d2 attacks each. They also have the option to take a Fabricator Claw Array to repair D3 wounds to a vehicle within 3" and/or a Gloom Prism to deny the witch once per phase. They can also spawn more scarabs once per unit if they happen to be within 6". A Technomancer can revive one of these great floating wrecking balls. They are only 60 points each and are well worth it, easily one of the most improved units from 8th edition. *'''[[Image:TombStalkerArt.jpg|175px|right|]] [[Tomb Stalker|Canoptek Tomb Stalker]] - (Forge World):''' Your regular monstrous creature. 6 attacks at S7 AP-2 d2. Carries two Rapid Fire 2 S5 AP-1 guns which are nothing special. Comes with a Gloom Prism and can deep strikes so it can mess with psykers. And fine, with T7, 9 wounds, and a decent save, deep striking this does make for a nice [[DISTRACTION CARNIFEX|distraction]] or lesser way to deal with enemy mobs. Did we mention the absurdly cheap 90 points this thing costs? *'''[[Image:Cryptothrall.jpg|175px|right|]] [[Cryptothralls]]:''' A small 2 model unit, their prime existence is bodyguarding a Cryptek. While meager compared to the other options in this slot, they aren't really competing - after all, they don't take a slot as long as a Cryptek is around. It's better this way, as they act as meatshields since they provide Look Out, Sir even if they are just two models and their rather meager 3 attacks at 4+ WS/BS are raised to 6 at a 3+ when within 6" of a Cryptek. The increase in attacks and WS/BS shouldn't be taken lightly, 12 attacks and 4 pistol shots mean these lads can put out a surprising amount of hurt, and their T5 means they will have a decent chance of surviving against weaker units in melee. Keep them away from dedicated melee units though. They are also fantastic at completing Actions, screening deep strikes, and freeing up your Immortals to do more important things... like shooting people. *'''[[Image:Deathmark by Gavin Hargest.jpg|175px|right|]] [[Deathmark|Deathmarks]] - {{W40kKeyword|CORE}}:''' Deep Striking Immortals with sniper rifles; their guns lost Rapid Fire, but have been bumped up to S5 AP-2 so now they can hurt tougher foes without having to fish for mortal wounds, and with 36" range they now have range appropriate for a sniper unit. As the faction's snipers, they inflict an extra mortal wound on a wound roll of 6+ and can target {{W40kKeyword|CHARACTERS}}. Great against heavily armored units, decent against vehicles and characters. Although they have 1 less Attack than Immortals, their BS is 2+ to compensate. A stratagem allows your Deathmarks to both reactively deep strike in AND shoot when an enemy unit arrives from reserves at the end of the phase, which is great if your opponent has multiple units in reserve - you can block the room where your opponent might want to place their other reinforcing units! The rule even works well against Drop Pods, as you use it after an enemy unit is set up on the battlefield - including when a unit disembarks from the pod. Be advised, they are still lackluster when it comes to cost-effectiveness, what with their Heavy rule hurting their BS and a single model Damage being not enough to kill one Astartes thanks to 2 wounds. *'''[[Image:FlayedOne5th.jpg|175px|right|]] [[Flayed Ones]] - {{W40kKeyword|CORE}}''': Warriors with 3 attacks each, the ability to deep strike and AP-1 on all of their attacks. In addition, they also subtract 2 from the Leadership of any enemy unit with 3" of them (pair with the Deceiver's Cosmic Insanity for a potential massive MW bomb) and they gain an extra hit on a hit roll of 6 against non-vehicle targets. A unit of 20 can put out 60 attacks hitting on 3+ with exploding attacks (that can be buffed by the Silent King for maximum damage), allowing them to carve their way through pretty much anything short of a Lord of War. You don't need to take the nuclear option of 20 Flayed Ones, a unit of 5 can grab objectives and won't leave several hundred points to be rapid fired to death should you fail the 9" charge. *'''[[Image:Hexmark_Destroyer.jpg|175px|right|]] [[Hexmark Destroyer]]:''' The anti-chaff Destroyer. It gets six 18", pistol 1, S6, AP-1, D1 shots that always hit on 2's (including Overwatch rolls) and ignore cover. Like all {{W40kKeyword|DESTROYER CULT}} units, it can also re-roll 1's for hit rolls, so it will pretty much always hit with all its shots. Additionally, every time it kills a model in a unit, it can make one additional shot (although killing enemy models with these additional shots cannot then generate more additional shots). All that on a {{W40kKeyword|CHARACTER}} with T5, W5, and Sv3+, with Living Metal, makes for a durable blob mulcher; it's very good against large squads of W1 units, such as Orks, T'au, Eldar, and Guard. Its preferred targets are those who're T3 as well, so it can wound on 2's, kill more models, and get an opportunity to shoot again. Deep Strike also lets you position it however you like. ** Amusing potential with the {{W40kKeyword|GAUNTLET OF THE CONFLAGRATOR}} Relic, which is also a pistol and doesn't replace anything. Gives a 7th pistol to the model... *'''[[Image:Necron Lychguard2.png|175px|right|]] [[Lychguard]] - {{W40kKeyword|CORE}}:''' S and T 5 and 3 Attacks compared to Immortals S4 and T5 and 2 Attacks. An expensive melee unit, but Lychguard are only M5 and have no mobility abilities, making them sitting ducks against shooting armies. They come in two varieties: the sword and board, which makes the unit far less of a sitting duck, or the Warscythe variety which makes them an actual threat with S7 AP-4 and D2. You will want a Chronomancer if you are taking the Warscythe variety. Lychguards are effective bodyguards for your {{W40kKeyword|INFANTRY}} {{W40kKeyword|NOBLE}} while within 3" of them, making it so that the enemy must wipe out the entire unit before targeting that model. The extra attack from Anrakyr's '''Lord of the Pyrrhian Legions''' special rule increases their offensive ability by 30%, Ouch! On paper they look like mini combat monsters; however each Lychguard costs 2.2 Warriors, they provide no Shooting, and their 5" move leaves something to be desired. Dropping them in with a Monolith, Night Scythe, or the Veil of Darkness relic is practically mandatory. Novokh will love these guys; combined with the aforementioned Anrakyr and a selection of stratagems (Disruption Fields for +1S, Eternal Protectors, and the Novokh-specific Blood Rites stats for an extra two attacks), if the stars align each Lychguard will end up with six attacks hitting on 2s (they're {{W40kKeyword|CORE}}, so MWBD can be thrown on them) at either S6 or S8 (swords or scythe respectively). There truly is no kill-like overkill but seriously have a plan to get them into combat. Alternative opinion: Sword and board Lychguard are quite hard to kill, being T5 with 2 wounds and a 2+/4++. Resurrection protocols are somewhat unreliable due to the aforementioned 2 wounds but shove a Technomancer with a Hypermaterial Ablator next to them and you can bring a model back to life every turn and they get a 1+ save (effectively a 2+ but the AP of your opponent's guns gets worse by 1). This can rack up the points cost but objective control is important in 9th and it will take an average of almost THIRTY Lascannons to break a simple 5-man squad. Very few units can match these guys for durability and the ones that do are more expensive. *'''[[Image:Skorpekh Destroyer.jpg|175px|right|]] [[Skorpekh Destroyer]]s - {{W40kKeyword|CORE}}:''' The classic Destroyers, but walks and chops, instead of floats and shoots. While not quite as fast as Lokhust Destroyers with M8" and no {{W40kKeyword|FLY}}, they are still relatively speedy. As for their other stats, they're WS3+, S5, T5, W3, A3, and Sv3+, making them fairly strong and durable. As the {{W40kKeyword|DESTROYER CULT}} standard, they re-roll hit rolls of 1. Their load-out is strange, with 1 in 3 being equipped with a hyperphase reap-blade (S+2, AP-4, D3), and the rest being equipped with hyperphase threshers (SU, AP-3, D2, +1A with this weapon). For 90pts you get three of these Destroyers that'll gladly go toe to toe with your enemy's elite. Bear in mind though, that without a Chronomancer they have no invulnerable save like many other enemy elites. *'''[[Image:Burning One.jpg|175px|right|]] [[C'tan|Transcendent C'tan]]:''' Like the Deceiver and Nightbringer, Transcendent C'tan now know 2 powers of the C'tan (but can only cast one per turn) and cannot get Warlord Traits. Barring a good roll on the random personality trait chart they got with the codex the Transcendent C'tan is still the worst (and cheapest) of the four C'tan, but it is almost on par with it's named brethren now which isn't too shabby at all. Roll these up the board with Wraiths or Scarabs or redeploy them with the Deceiver for a massive mortal wound bomb T1. Transcendent C'tan have the same stats as the Deceiver, except they get D6 damage on their melee weapon compared to the Deceiver's flat 3 (which is a downgrade against 2 and 3 wound models but generally a slight upgrade against vehicles). They got an ability called '''Fractured Personality''' which lets you pick one of the following rules or roll for two. *#'''Cosmic Tyrant''': The C'tan can cast two Powers of the C'tan instead of one. You probably want this so you can double your damage output. *#'''Immune to Natural Law''': Can't be wounded on better than a 4+. *#'''Sentient Necrodermis''': 3+ Save. Literally worthless, just a bait for the double trait roll. *#'''Transdimensional Displacement''': Gains Dimensional Translocation ability. *#'''Untamed Power''': Goes up to Strength 7 and Attacks 6. *#'''Writhing Worldscape''': Every enemy unit engaged with them at the start of your Movement phase takes a mortal wound on a 4+, and charges against them are at -2. *'''[[Image:StalkerModel.jpg|175px|right|]] [[Triarch Stalker]] - {{W40kKeyword|CORE}}:''' Spiderbot with a spider rider, a tough support unit usually well worth its points, but a bit less potent in the codex in comparison to the buffed DDAs and Heavy Destroyers. All Necron units reroll 1s while shooting at something that has been hit by a Stalker in the same turn (brilliant for Doomstalkers and such in particular). Can have a Heat Ray which is either a multi-melta or twin heavy flamer, Particle Shredder which is good against hordes (and okay against Primaris as it is damage 2) or Twin Heavy Gauss Cannon for some heavy infantry or light vehicle hunting. Durable with Quantum Shielding, isn't helpless in close combat either. Same "no {{W40kKeyword|<DYNASTY>}}" issue as the Praetorians, though it can support units from several different dynasties at once. Look at it as a force multiplier that can hold its own. **If looking for a Necron {{W40kKeyword|Dreadnought}}, unfortunately, this is not that. Hmm...it's like a giant {{W40kKeyword|Immortal}}, has a good gun, durability and weapon skill, but just has too few attacks to be considered as a melee unit.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information