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===Lords of War=== Super-heavy Auxiliary Detachments never gain Detachment abilities. So while these have {{W40Kkeyword|<Dynasty>}}, they don't benefit from the rules for such, just gaining the keyword, unless you take them in a full Super-Heavy Detachment (or Supreme Command Detachment). *'''[[Image:NecronPylon.jpg|175px|right|]] [[Necron Pylon|Gauss Pylon]] - (Forge World) {{W40Kkeyword|CORE}}:''' 30 T8 Wounds and countless shekels worth of Deep Striking anti-tank gun with a protective field granting a 5+ invulnerable save for models (including vehicles) within 6", it can't move after deep striking but all your units can target units in combat with the Pylon. The Gauss Annihilator's Focused Beam mode is [[Awesome|S16]], so you're wounding pretty much everything in the game on 2s (and even wounding ''Warlord Titans'' on a 3+). Only AP-4 but that makes little difference since many enemies will have invulnerable saves anyway. It is so strong against {{W40kKeyword|TITANIC}} units that you should always ask your opponent before friendly games if they're bringing one, if it's not a friendly game... Well enjoy [[Rape|d3+6 damage]]. It also has a particular hate boner for planes, adding 2 to its hit rolls if it's targeting one. Its other weapon profiles aren't even worth mentioning, but I will: it has a 3" anti-infantry gun (Assault 3D6 S4 Tesla) and a Rapid Fire 6 anti-MEQ gun, the latter of which prevents firing the main gun. It's good even against moderately heavy vehicles like Predators and great against Land Raiders and Daemon Primarchs. It's a very expensive paperweight against horde armies, even if the main rape cannon has Blast now. **Was the only FW model for Necrons for the longest while...Part of the 2006 update to Imperial Armour (that's 4th edition 40k). *'''[[Image:9thEdMonolith.jpg|175px|right|]] [[Monolith]] - {{W40Kkeyword|CORE}}:''' It's a Titanic, deep-striking Land Raider with 24 wounds, Living Metal, and a 2+ save AND benefits from Command Protocols. The Monolith is huge so you can use it to block line of sight, it's {{W40Kkeyword|Titanic}} so it can fall back and shoot if it doesn't get surrounded (doesn't have {{W40kKeyword|FLY}}), can Deep Strike at 9" and it has BS 3+. If it does not move during the movement phase, then it can pull {{W40kKeyword|<DYNASTY> Core infantry}} units from strategic reserve to deploy from it within 3". With the changes to reserves, this no longer means the unit is lost if the Monolith is destroyed, as it can still walk on from the board edge. Lastly it has the Portal of Exile melee, which automatically hits at Str User with ap-3 and 3 damage (Degrading total attacks makes it a good target for {{W40kKeyword|Stellar Alignment Protocol}} Stratagem to maximize auto-hitting melee attacks). The Gauss Flux arcs are now Rapid Fire 3 instead of Heavy 3, allowing it to put out 24 S5 AP-2 shots at 15", and its Particle Whip has been tweaked to Heavy D6 36" S12 AP-3 D3 Blast. You can now switch out the Gauss Arcs for Death Rays, essentially mid-ranged lascannons doing D3+3 damage each. The Monolith can hit as hard as an imperial/chaos knight, however it lacks the invuln to give it the durability. So close to being solid, but it is very much hurt by being a Lord of War; keep in mind you can take a Chronomancer (which you will want to most of the time anyway) and give it a 5++ that way. **Lord of War on paper only. It's basically a Land Raider Redeemer (SM heavy support) for Necrons, both in function and durability. **Some interesting Shenanigans can be obtained with the right dynasty combinations if running in super heavy detachment (non-auxiliary) and the model cost is actually low enough where you could field 3 in 2000pts (100pl) and still have room for an army. **Since Arks of Omen introduces a new type of detachment with free Lord of War slots, giving you all those factional bonuses, and Monoliths are even cheaper at 270 points, this unit is looking far better than it did in the early days of 9th edition. Easily usable in regular games now without fucking your CP or getting no dynasty traits on it. *'''[[Image:Obelisk.jpg|175px|right|]] [[Obelisk]] - {{W40Kkeyword|CORE}}:''' 28 Wounds 2+ Sv and an average of 20 S7 AP- hits (yes hits, not shots - the triple shots compensate for your misses on average) - these tesla shots go up by 2 shots, 1 Strength and 1 damage if it stays still. It further benefits from Command Protocols. It has a Movement of 8, but it can Deep Strike so it's guaranteed to at least shoot once even if it's durability is bad for its cost. The Gravity Pulse ability now affects one unit within 24" with {{W40kKeyword|FLY}} and halves its Move for their next turn, and if it is an {{W40kKeyword|AIRCRAFT}} does 2d6-Toughness mortal wounds to it. Definitely up from where it was in 8th when it was pretty unanimously the worst unit in the entire game, though it's still kinda bad due to the lack of AP on its guns which will struggle to kill basic marines through more than just volume of fire. Never mind that if you want to kill planes, there's a much better Lord of War for that too. **Despite it's rather lacking offensive profile, it is as little as 10.7pts per wound on this T8 model with a 2+ save (which heals 1 wound per turn via living metal, 2 per turn via command protocols). It can be repaired another D3 HP/turn. It can have Objective Secured if part of it's dynasty traits (would need super heavy non-aux detachment). So while not a great unit offensively, it would be very annoying due to it's relatively low cost and ability to heal up to 5 HP per turn (living metal +1, Undying Legion +1, +d3 spyder or canoptek cloak technomancer). The monolith has 4 less HP, but is same cost, other lords of war all cost more. **The lack of AP doesn't matter vs Chaos Daemons. **Since this model has FLY, the deep strike ability is more flexible than that of the Monolith, as it can land on terrain types the monolith isn't allowed to, since both are VEHICLEs (like landing on the upper levels of ruins). *'''[[Image:99560110018_NecronSeraptekHvyConstrBody01.jpg|175px|right|]] [[Seraptek Heavy Construct]] - (Forge World) {{W40Kkeyword|CORE}}:''' Look how they massacred my boy. The Seraptek is still a monster of a war machine, with 28W T8 3+/5++ like the Imperial Dominus Class and some pretty nasty weaponry. It received just a 25 points discaunt and isn't a super competitive choice, it is still a very much fun one. It can always walk over {{WH40kKeyword|Infantry}} and {{WH40kKeyword|Swarms}} at any time. It also gets to fall back, Shoot and then Charge in the same turn like other Knight equivalents. For all your Primarch evaporating needs, it starts with two massive Singularity Generator cannons - each a 36" Heavy 3D3 S8 AP-3 D6 damage gun with Blast. Alternatively, you can drop them for the more versatile four weapon loadout with a pair of Transdimensional Projectors (24" Heavy D6 S6 AP-2 damage 1 Blast) and 2 Synaptic Obliterators (72" Heavy D3 '''S16 AP-4 6 damage flat!''') It also brings its Titanic Forelimbs to melee, making 6 attacks with 2 profiles that pretty much copy the stat lines of a Knight's Titanic Feet and Reaper Chainsword respectively, its attack characteristic is 50% better than that of regular Imperial Knights and its weapon skill is better than that of Dominus Class Knights. Its cost and statline makes it immediately comparable to a Knight Valiant, they have about equivalent amounts of firepower, but the lack of access to durability improving Stratagems, Relics and Warlord traits makes it a fire magnet with no way to turn itself off, run it with other glass-cannon units for maximum efficiency. Since it's now {{W40Kkeyword|CORE}}, it can benefit from MWBD and the Silent King so that definetly makes it more scary, tho still costly for what it does. Less potent than a Vault against Hordes, more potent against Knights. *'''[[Image:Tesseract Vault.jpg|225px|right|]] [[Tesseract Vault]] - {{W40Kkeyword|CORE}}:''' A Transcendent C'tan suspended within a huge living metal cage, with an equally large point cost of 500. It spews out copious amounts of tesla shots and mortal wounds but it will attract ALL the attention of your opponent. Knows four, and can use 1-3, Powers of the C'tan each turn depending on how many wounds it has left. It doesn't get to keep the C'tan's close combat prowess or their ability to hide behind terrain (as it has 30 Wounds), has a low (for a Lord of War) Toughness of 7, but with the codex it now has a 4+ invulnerable which is all kinds of nice. Still, concentrated fire will bring this thing down quite quickly, so you want to get it in range quickly and try to [[DISTRACTION CARNIFEX|keep it alive as long as you can]]. If you're taking this thing you better make the rest of your army a glass cannon so you at least get to inflict some major damage with the rest of your army while this thing gets taken down. Makes a massive explosion when it dies, ideally this happens away from your models and close to several enemy units. Somewhat amusingly, the sheer size of this fucking thing means that on certain deployment setups it actually can't be placed fully within your own deployment zone. Never mind the struggles of getting this thing around terrain which are invariably gonna come up. It's still only got 8" of movement like the Monolith. Finally, even though this unit has the dynasty keyword this unit [[Derp|cannot benefit from the codes due to also having the {{W40kKeyword|C'TAN SHARD}} keyword]]. This however still means a Technomancer with a cloak or a Canoptek Spyder can still heal this unit for D3 wounds in addition to the 1 from living metal and you can still use dynasty-specific Stratagems. *'''[[Image:Silent-King-Model-Warhammer-Community.png|225px|right|]] [[Silent King|The Silent King]]:''' He is of the Szarekhan dynasty, but with the {{W40kKeyword|DYNASTIC AGENT}} keyword he can command any army (but doesn't gain the Szarekhan benefits). As with the Primarchs, you are getting a massively intricate model that requires a supreme command detachment to field. To quote a one-armed shotgun totting store clerk, "Hail to the King, baby." Szarekh is an absolute powerhouse with abilities to suit both melee and ranged units, making {{W40Kkeyword|CORE}} (every non-character vehicle for example) units re-roll ranged hits and re-roll melee wound rolls. He's got a bunch of S8+ damage dealers that all have multi-damage, so tanks and marines shouldn't be too much to handle. He has an impressive 26 wounds (16 base with a +5 for each Menhir that he brings, both he and the Menhirs have a 4++, and the wounds have to be allocated to them first before the SK takes any wounds) so even then he can just shoulder a lot of what those tanks fire. Unfortunately, even though he has more Blackstone than a Noctilith Crown, he can only deny one psychic power, but denials are rare in Necrons so he gets a pass. With his degrading statline, he loses out on some of his abilities. when he drops to 8 wounds he loses the Staff of Stars and his Phaeron of the Stars ability, and then when he drops to 4 wounds he loses the Scythe of Dust and the Phaeron of the Blades ability, to show his sidekicks being taken out of action (since he's not {{W40Kkeyword|Titanic}}, the Stellar Alignment Protocol stratagem only costs 1 CP, great to squeeze the last bit of buff before he dies). He is a Phaeron so he can use My Will Be Done twice on separate units, as well as Relentless March. He has a very tasty melee ability, in that if Szarekh is engaged with any enemies, he forces all those units to fight last (after ALL of your Necrons have finished attacking). He can once a game change the currently active Command Protocol to one of the Protocols you did not take, useful if what you picked earlier in the game proves to not be that beneficial to you at that point in the game (due to his warlord trait, you'll have two Protocols to choose from). He gives you an extra 3 command points like Guilliman, but he also has to be your Warlord if you bring, as befitting a {{W40kKeyword|supreme commander}}. Lastly, he does explode, on a 4+ every unit within 2d6" takes D6 mortal wounds, so make sure that when he's on his last legs take him away from whatever units you have left (again, because he's not {{W40Kkeyword|Titanic}}, the stratagem to make him auto-explode only costs 1 CP). Easily the best option in this slot. [[Cheese|Have fun]].
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