Today we are looking at the second half of the dynasty rules available to Necron players. We will also start diving into the new Battle Trait options that have been added in the White Dwarf.
Dynasties (cont.)
Novokh
The Novokh agenda is a great option for melee armies. If a unit kills at least two enemy units in melee, it gets 3 bonus exp. If it kills four it is also marked for greatness. While I wouldn’t expect to get the bonus very often, this is a powerful agenda that can really concentrate exp. on a few core units. The requisition is also a very fluffy choice. When a unit gets its second, or later, battle-scar you can pay 1 RP to replace it with a Destroyer Cult unit with the same number of experience points. The custom traits are pretty good as well. The first is a watered down version of the Night Lords trait, having nearby units subtract 1 from their leadership and attrition tests (Note: this moves Flayed Ones into the “Stupid-Fun” category as they become -3 Ld to all enemy units within 3″ lol) . The second allows you to increase the damage of any melee attack by 1 if you roll a “6” to wound. The last allows you to use the Blood Rites start on the unit for free. The great thing about these options is that they work well on either characters or units. Unfortunately, the relic isn’t the best for Novokh. Any enemy units within 3″ during the fight phase take a mortal wound on a 3+. At the end of the day that’s kinda okay as you can focus on the custom battle trait table instead of the relic.
Nihilakh
The agenda for this dynasty is a new one, unlike any other we have seen thus far. You are required to complete an action using a Core unit, but once you do any Core unit within range of the objective counts as being within range of a character for the purposes of command protocols. Furthermore, each unit gets 2 exp. for each objective it completes the action on. This seems like a good option for any objective-heavy game and it is the first time we’ve seen GW tinker with the idea of actions providing bonuses in-game. The custom requisition is more standard, pay 2 RP to get an extra agenda, but this is really good for Necrons as they don’t have a lot of great requisitions. The Nihilakh custom table is pretty strong. The first option gives the unit +1 attack if they are in cover or are behind an obstacle. The second option has two effects. The first triggers if you are in your deployment zone, each reanimation roll of a “6” (not unmodified mind you) counts as an additional success. The second effect allows any unit with the Living Metal rule to reduce incoming damage by 1. These abilities are really good. The final option for the table allows you to use the “Complete and action and still shoot” strat for free. The relic is an interesting option. It gives you a command point on a 5+each command phase and allows you to re-roll 1 to-hit and one to-wound per turn.
Nephrekh
The Nephrekh are the final set of rules in the supplement. Their agenda is similar to the Nihilakh except the bonus they get is +1 strength to ranged weapons which is amazing. Sadly their requisition is mediocre, allowing you to swap out C’Tan powers for 1RP but nothing else. Their table has a few interesting options, the first allows you to translocate 9″ instead of 6″ (basically an advance move that goes through terrain). The second option makes the unit -1 to hit by ranged weapons more than 12″ away. Lastly they can use their dynastic start for free. I feel like this table would be better if the Necrons had some advance-and-charge abilities. The relic is okay, probably best on a command barge. It allows the bearer to translocate and still shoot, also any unit you translocate through takes D3 mortal wounds on a 5+.
Battle Traits
The Necrons also gain access to four new mini-tables of battle-traits for Destroyer Cult, Praetorian, Flayed one and Titanic (!) units. The Destroyer table works best for close combat destroyers as one option lowers enemy morale. The other options allow you to change a reanimation result to a “6” or increase the damage of any melee attack by 1 if you roll a “6” to wound (which stacks with Novokh’s ability FYI). The Praetorian table is okay. All options (save the exploding 6’s) require you to be within range of an objective and grant either +1 to hit, exploding 6’s or +1 toughness. The Flayed One table is neat. You can use the fight twice strat. or -1 to be hit strat. for free once per game. Or you can remove the Ob. Sec. rule from enemy units within 6″. Lastly you can get +1 WS. These are all good choices. The titanic table might finally give you a reason to take Monoliths in crusade (don’t forget if you have a Technomancer when you add a vehicle you can give it a free weapon enhancement for 1 RP). One upgrade allows you to count twice the amount of wounds you have for the purposes of degrading. The second gives you a permanent trans-human ability, with the last option giving you +1 to hit if you are firing at an enemy unit that has already been targeted by a friendly unit.
Conclusion:
I really like these rules. while they are locked to certain dynasties, they provide a much needed boost of flavor and some really creative agendas. In my mind this boosts the Necrons to the top of B-Tier in the crusade rules rankings. While it is far from perfect I think Necron players can throw themselves into their next crusade event knowing their rules won’t let them down.
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