They’ll Be Back After the Injury Roll: Necrons in Kill Team

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Necrons are a race of ancient aliens that transferred their minds into metal bodies to survive the extinction of their species. For long eons they have slumbered in Tomb Worlds, but in M41 they are awakening and looking to take the galaxy back. They’re not exactly angry, but they do have a sort of relentless malevolence as they exterminate and enslave the fleshy beings inhabiting their worlds.

In Kill Team Necrons act like a durable horde. Their core models are just alright offensively, but they have good defensive statlines for the cost and their special rule makes them hard to keep down after they’ve been injured, especially with how it protects against the multi-damage weapons most factions prize. Their elite models keep the durability but add killing power that threatens even the toughest models other factions bring.

With the release of the Kill Team: Pariah Nexus expansion, Necrons got a number of tweaks to their rules as well as a new Commander unit. These changes help them out in a few important ways, but shouldn’t radically change how the faction plays. There are a few things worth noting from the new rules however, and we’ve updated this article to include those new units and rules.


  • Tough – Although they only have a single wound, most Necrons models have reasonable stat lines for the cost, and Reanimation Protocols are a very serious defensive buff. Immortals and Deathmarks now have T5, and that makes them very solid as your team’s core.
  • Efficient Weapons – Necrons lack a lot of the super high quality weapons that most factions like to have like Plasma or Missiles, but most weapons are scary enough that even tougher enemies have to take them seriously.
  • Melee – Necrons are surprisingly good at melee, thanks to Flayed Ones being cheap and the Novokh Dynastic Code giving them full re-rolls to hit in the Fight phase.
  • High Leadership – Necrons start at Leadership 10 and end there as well. Even if you take half casualties you’re unlikely to break, and your metal skeletons are not prone to fear from flesh wounds.


  • Slow – All of your models outside of Triarch Praetorians have a 5″ move, and the Praetorians are your most expensive model.
  • Poor weapons for killing – Your weapons are good enough that people have to take them seriously, but they tend to lack in AP and damage. You can’t expect to reliably kill specific enemy models with most of your team, though some of the Pariah Nexus upgrades – Praetorians in particular – help with this.

Competitive Rating

Necrons aren’t typically considered a faction to beat in either ITC style Kill/Hold missions or more traditional objective focused tournaments, but they’re still solidly in the upper third of teams. Their durability, ability to take 10 Flayed Ones in 100 points and decent combat options when you move up in points mean that they can play multiple styles and fit almost any format. B


Special Rules

Resurrection Protocols

All of your non-Commander models have this ability. If an injury roll made for the model is an unmodified six, instead of the normal effect of an injury roll (flesh wounds, things dying, tears), your model has all flesh wounds removed and is put back at 1 wound.

There are two important things to remember here. First, this is an unmodified six so taking cover or anything else that gives a penalty to the injury roll doesn’t change it. If you’re uninjured and obscured, you’re as likely to go back to full health as die on a single dice (1-4 add a flesh wound, 5 kills and 6 reanimates). The second important concept is that if the enemy rolls multiple dice for a high damage weapon, a 6 on any of the dice causes you to reanimate. Two damage weapons are still fine, but three or more damage attacks are very likely to trigger reanimation.

Living Metal

This is the equivalent rule for Commanders. It’s much simpler, every turn they regain one lost wound. If they take Flesh Wounds then this recovery does bring them above one wound, but it doesn’t remove the Flesh Wounds.


Dynastic Codes

First introduced in Elites and reprinted with an additional code (Szarekan) in Pariah Nexus, Dynastic Codes are the subfaction-specific rules unique to the Necron faction. If every model in your kill team is from the same Dynasty, they get a bonus.

Necron Warriors

Necron Warriors. Credit: Pendulin

Sautekh: Relentless Advance

You can shoot ranged weapons as if they were assault weapons when you advance. Rapid Fire 1 becomes Assault 1. As Necrons, your team’s shooting models are low mobility and this can help with that, but this still means that you’re at -1 to hit and only shooting a single time. C

Mephrit: Solar Fury

If you’re shooting at an enemy in close range, improve your attack’s AP by 1 (AP-1 becomes AP-2, etc). This is really good against kill teams with lots of armor, it’s more or less a free upgrade to your combat math. A

Novokh: Awakened by Murder

If you charged or were charged (or Heroic Interventioned), re-roll failed hit rolls in the Fight Phase. This is another straight combat math upgrade, but this time it affects Lychguard and Flayed Ones. This Dynasty makes melee Necrons a competitive option and the bulk of successful Competitive Necrons lists have relied on this. A

Nihilakh: Aggressively Territorial

Re-roll 1s to hit in the shooting phase if you didn’t move. This is a mediocre combat upgrade, but moving is really, really cool in Kill Team and Necrons aren’t a fast enough army that they can afford to sit still for very long. D

Nephrekh: Translocation Beams

Re-roll advances, and if you advanced you can move through terrain. This is very dependent on the terrain, but in game modes that don’t award points for killing units it can be a good way to make sure that you get onto objectives and lets you play movement games that other factions can’t deal with. B

Szarekhan: Uncanny Artificers

Your Kill Team can re-roll a single failed hit and wound roll per phase (as with other abilities, any model can use this, but you only get one re-roll across your team). Pariah Nexus added this one and anyone familiar with the Salamanders’ Master Artisans Chapter Tactic will recognize this one and its utility – it’s great, especially in a game like Kill Team where you generally want to work with a low number of shots and a decent amount of damage so your weapons can knock down enemies nice and fast. It’s a good code and the most broadly useful one the Necrons have access to, though it competes with Novokh – Novokh will give you more raw power, particularly for a team geared toward using it, but Uncanny Artificers will give you more versatility. A


Necron Units

Credit: Robert “TheChirurgeon” Jones

Necron Warrior

The basic Necron unit. At T4 with a 4+ save and what’s effectively an AP-1 bolter they’re not particularly interesting, but they do get some work done. They mostly sit on objectives, but they can also be used as leaders that sit in the back line or Comms specialists that buff up an Immortal. The Pariah Nexus update gives them a second weapon option – the Gauss Reaper – which trades 12″ of range for being Assault 2, S5, and AP-2. This is… an OK trade Necron Warriors don’t generally want to be locked in melee combat and having to get within 6″ to avoid taking a range penalty means that most of the time you’ll be firing off 2 shots at -1 to hit at the same range where your Gauss Flayer would also fire two shots. So the net result is that against marines you’re doing .11 more wounds per warrior than you would with a Gauss Flayer (pre-Injury Roll) within 12″. That can add up but it also goes to show how anaemic baseline Necron shooting can be in Kill Team for a single model. You can also advance and fire the Reapers but piling on an extra -1 to hit is pretty brutal and so the net result is that you’re probably better off with flayers just to get the extra range. It doesn’t really matter which one you like more, however – Necron Warriors aren’t likely to make your roster. They don’t shoot well enough, they don’t fight well enough, and they aren’t tough enough. Leave them at home and take Immortals instead. Their best use is being the cheapest Leader specialist you can field.


Immortals With Tesla Carbines. Credit: Rockfish

Immortals With Tesla Carbines. Credit: Rockfish


A slightly beefier Warrior with Toughness 5 (as of Pariah Nexus), a 3+ save and a bigger gun. Their Gauss Blaster gains an extra point of AP and Strength to make it a solid way to threaten marines, and they have an option of replacing it with the Tesla Carbine, an Assault 2, Strength 5 weapon that causes 3 hits on a 6 and can take down Orks, Tyranids or Daemons. They have a few specialism options but they’ll only really make use of Comms or Leader and it’s worth putting a pair of Leader Immortals down on your roster, one with each weapon option. Pariah Nexus buffed these guys a few different ways, giving them T5, 30″ range on their Gauss Blasters, and changing Tesla Carbines to cause 3 hits on unmodified hit rolls of 6, which is quite a bit better in Kill Team where negative modifiers are much more common (and stackable). The downside is that this makes Immortals Comms Specialists with Tesla much less useful, since in ideal conditions they can no longer trigger triple hits on a 5+. The downside to these buffs is that Immortals are now 17 points per model, which inexplicably means they cost as much as a Heavy Intercessor. It’s not a massive hike nor the end of the world, but it was definitely something no one was asking for.


Flayed One

This is the cheapest and most efficient Necron model, clocking in at 10 points. They share most of their stat line with Warriors, but 3 attacks instead of one and re-rolling wounds lets them crush hordes and threaten mid-tier models in melee, and they get a point reduction that makes them ideal for swarming objectives. They come armed with Flayer claws, which were changed in Pariah Nexus to have AP-1 but no longer re-rolls on all failed wound rolls. This feels like a huge nerf, but the math actually evens out or comes pretty close to it against most targets – it’s still not great against regular marine targets (you’ll do an average of 0.5 wounds to a T4, 3+ save model with 3 attacks), and against squishier models with T3 and a 4+ save you’re liable to do 1.1 to 1.2 wounds. If played right they can act like horde models that are tougher than marines. You’ll often use your specializations on these – Combat and Zealot make them hit harder and Veteran lets them get an extra move to threaten objectives early.

Credit: Merton


In theory Deathmarks are practically a third weapon option for Immortals but in practice they’re harder to use and find roles for in your team. They went up 1 point in Pariah Nexus (to 16) but like Immortals gained several buffs – they’re now T5 and their BS went from 3+ to 2+, a huge improvement on a model whose primary role is shooting things. Similarly their weapons changed significantly – Synaptic Disintegrators went from being 24″ Rapid Fire 1 S4 AP0 guns to 36″ Heavy 1 S5 AP-2 (they still ignore long range penalties and do extra mortals on a 6+ to wound and somehow this is not an unmodified bonus). The net combination of these makes them more than 3x more effective at shooting than they were previously and while being tethered to a D1 weapon means they still aren’t great when it comes to taking out heavier targets, they have significant play against smaller targets like plasma guardsmen. On top of this Deathmarks have good Specialization options – Comms and Sniper are both solid, but at 16 points per model they also make great Leader choices now. Having a Deathmark as a Leader who can sit back and pick off targets at range can be pretty appealing. They can also deep strike using the Hunters from Hyperspace Tactic, though typically this won’t be how you want to deploy them.


Lychguard. Credit: Wings


First introduced in Kill Team: Elites, Lychguard are the big brothers of Flayed Ones and have been mainstays of competitive Kill Team lists ever since. Two T5 3+ wounds with reanimation protocols is very hard to shift, and they have an option choosing between a 4+ invulnerable save and a S6 power sword and a S7, AP-4 D2 two-handed scythe. Both are good but the Scythe is unmatched in the Necron arsenal for actually finishing enemies and is one of the faction’s few D2 options. They also have a bodyguard rule where they intercept wounds that would be applied to commanders. If you’re taking Lychguard, spend your Specialisms on them – it’s where you get the most value. Lychguard got a bit of an unnecessary nerf in Pariah Nexus in that they went up 2 points per model (to 22) but made up for it by gaining a third attack, making them considerably more deadly. Starting on 3 attacks means that adding a 4th makes it almost impossible to survive combat with them, even in the world of 3-wound marines.


Necron Triach Praetorians Credit: Beanith

Triarch Praetorian

Praetorians share most of their stat line with Lychguard, but there’s a few major differences. First, they’re 10″ Movement fliers, which makes them the fastest and most manoeuvrable models in the Necron Kill Team list. They’re also the big winners of the Pariah Nexus update, going up 2 points per model but gaining a third attack on their profiles and having their Rod of Covenant go to 2 damage(!), immediately making it the best shooting option that non-Commander Necrons have access to. This means you’ll never take a Voidblade and Particle Caster, especially since the rod is also D2 in melee and the extra attack on the model base makes the extra attack from the voidblade much less useful. Praetorians also have the special rule A Purpose Unshakeable, which lets them automatically pass Nerve Test. It’s a useful rule when it comes into play but Necrons are already LD 10, which lowers the utility a bit. The big downside to Praetorians is that you can’t take a Dynasty Protocol on them which is a bit of a bummer but they’re still very much worth looking at, particularly in formats where the ability to FLY is useful.


Necron Commanders

Pariah Nexus had a massive impact on Necrons in the Commanders format, replacing their Cryptek option with four new datasheets for the Crypteks in the 9th edition Codex and adding the Royal Warden as a shootier option for the faction.

Necron Overlord

Necron Overlord. Credit: Corrode


Overlords are the more expensive Commander that Necrons have access to. They’re tough and hit hard, but they run into problems making their points back. They have three weapon options that are all decent, in most cases the Voidscythe’s 3 damage wins out since -1 to hit doesn’t hurt much when you start at 2+, but the Staff of Light gives a decent ranged attack and the Warscythe isn’t a bad weapon. He can be leveled up as a fighter or kept as a strategist for extra CP. The change that Pariah Nexus adds is letting the Overlord swap out his Warscythe or Staff of Light for a Hyperphase Glaive and Tachyon Arrow, representing the new kit on the Overlord released in the Indomitus boxed set. This is an interesting third choice; the Hyperphase Glaive isn’t as good in melee combat as either the staff or the Scythe as it’s only AP-3 and D3 damage. On the other hand, the Tachyon Arrow Tactic is pretty nasty and potentially worth taking the hit to get access to, since D3 mortal wounds can reliably take out a lot of choice targets.

  • My Will Be Done – 2 CP – Adds 1 to advance, charge and hit rolls for friendly models in 6″. This isn’t usually worth it for 2 CP. C
  • Resurection Orb – 3 CP – Roll a D6, on a 2+ you get to bring back a friendly model that died this game at 1 wound. This can be worth using if it brings back a Lychguard, since it will both protect the Overlord and act as a beat stick. B
  • Vendetta – 1 CP – When you add the Overlord to your command roster or kill team, pick a Faction. Re-roll 1’s to hit and roll for your Overlord against that Faction. If you can target a faction you’ll be playing it’s pretty good but I wouldn’t use this in a Command Roster. C
  • Tachyon Arrow – 2 CP – Use in your Shooting phase, when you shoot with a Necron Overlord armed with a Tachyon Arrow. The model shoots as if it had an Assault 1 120″ weapon. If you hit, the target takes D3 mortal wounds and the attack sequence ends. You can only use this once per battle. This is a nasty way to take out a target or finish off an enemy Commander and can make up for the loss of damage you get from taking the Hyperphase Glaive. B


Royal Warden

Royal Warden. Credit: Chris Cowie

Royal Warden

A new addition from the Indomitus boxed set, the Warden gives Necron players a less expensive, shootier Commander option than the Overlord. Like the Overlord he comes with Living Metal but has only WS/BS 3+, 4 wounds, and no Invulnerable save. The upside is that he can still take the Strategist Specialism and he comes with a Relic gauss blaster, a rather nasty 30″ Rapid Fire 2 S5 AP-2 2-damage gun that can really help balance out your otherwise melee-oriented kill team. This potentially makes the Warden a better pick for Szarekhan lists, and the Warden’s Tactic is a very good addition for lists that want to avoid melee combat rather than charge right into it. Wardens clock in around half the price of an Overlord and give you a lot more flexibility, but are much easier to kill.

  • Adaptive Tactics – 1 CP – Use in the Movement phase when a Necrons unit within 9″ moves. That model can Fall Back and still shoot. This is absolutely great for giving the Necrons more support for shooting teams. Too bad it’s Commander-only. Still, it’s a solid ability for getting your Immortals and Deathmarks out of trouble, or just retreating with the Warden to shoot something in the face. A


Perhaps the biggest shake-up to Necrons with Pariah Nexus was shifting their Cryptek options around. The classic variety of Cryptek has now been replaced by the four options from the 9th edition Codex: Necrons. Each clocks in at 44 points in their base configuration, and goes up to 99 at their highest level, and each specializes in different types of fighting. All four have access to the Strategist Specialism so the option you go with will come down to their individual abilities and personal preference. Every Cryptek but the Chronomancer can FLY, though this only really matters on the Technomancer, who can get a 10″ Movement by taking a Canoptek Cloak.


Chronomancer. Credit: Wings


The Necron model everyone was waiting for in Pariah Nexus, Chronomancers are all about messing with time. They get the old Chronometron tactic, plus a new one (Temporal Impediment), both of which are pretty great and having access to both immediately makes the Chronomancer look like a solid addition to a Necrons kill team. While they are sadly the only Crypteks who can’t FLY, they’re also the only Crypteks that come with an Invulnerable save (4+), making them the best of the bunch. The Entropic Lance is quite a bit deadlier than the Aeonstave but you lose the Temporal Impediment Tactic when you trade them out so your mileage may vary on making that trade – at only 1 attack and WS/BS 3+ the extra damage from the lance may just not matter that much.

  • Chronometron – 1 CP – Friendly models in 3″ have a 5+ invuln save. This is a powerful effect for 1 CP, with pretty obvious applications. Use this if the enemy is threatening you with powerful weapons. A
  • Temporal Impediment -1 CP – Use after shooting or fighting with your Chronomancer to give a model hit by your Chronomancer’s Aeonstave -1 Attack (to a minimum of 1) and they can’t React until the end of the next battle round. This is a great boost for Chronomancers and a nasty trick. It’s not grossly overpowered, but it’s neat to have and you can do it at the point when it will definitely work. B

Credit: Robert “TheChirurgeon” Jones


Plasmancers help fill a major gap in the Necron arsenal by essentially giving the faction a way to deal mortal wounds. They come with the best ranged weapon of the Crypteks: The ranged attack on the Plasmic Lance is 18″ Assault D3 S7 AP3 2-damage, immediately putting it in the upper echelon of Necron ranged options with 2 damage. Their key value is in their Tactics, both of which do mortal wounds reliably, but both of which are pretty expensive at 2 CP. Overall the Plasmancer is just OK – there are better options.

  • Harbinger of Destruction – 2 CP – lets a Plasmancer deal mortal wounds to the nearest visible model at the end of the Movement phase if it made a Normal move or readied; on a 3-5 this is 1 mortal wound and on a 6 it’s D3. This basically makes it a crummier Psybolt you can cast for 2 CP. Not bad but not amazing, either. C
  • Living Lightning – 2 CP – Use in the Fight phase and roll a D6 for every enemy model within 6″; for each roll of 6, that model takes a mortal wound. This is neat but costly, and it’s not going to reliably do work for you unless you’ve got 6+ models nearby. C+


Psychomancers specialize in Leadership tricks and scaring the bejeezus out of the enemy with their cool digital skull holograms. They come with Abyssal Lances, which are OK at shooting and lousy for fighting, and their real value is potentially their Aura Tactic, Harbinger of Despair. It’s a decent ability, and cheap, but doesn’t really make up for the Psychomancer’s crummy statline or wargear.

  • Harbinger of Despair – 1 CP – adds 1 to Nerve tests for enemy models within 6″, which is pretty decent. B+


The “classic” variant of Cryptek has been renamed – Technomancers have the same basic statline as the other options but are much more versatile overall. They have the option to take a Canoptek Cloak, upping them to a 10″ Movement and giving them FLY, plus they give you access to two different Tactics. Technomancers come with a Staff of Light, which is just kind of mediocre at shooting and melee, so any value you get out of them needs to come from making smart use of their tactics. Overall that value is… kind of lacking. Technomancers are probably still the second best Cryptek option behind Chronomancers, though.

  • Technologist – 1 CP – An aura tactic that lets friendly models within 6″ ignore one flesh wound for hit rolls. This is a relatively weak effect unless you have multiple models with flesh wounds. C
  • Nanosurge – 1 CP – Pick a friendly Necron within 9″ at the start of the battle round and improve the AP of their weapons by 1. This isn’t bad, but it’s not amazing, either. At 1 CP it’s priced to move however and this can be pretty nasty if you’re in a Mephrit team that combines the boost with Solar Fury to get AP-3 Flayed One attacks or AP-4 Synaptic Disintegrator shots. B


Necrons in an Industrial Sector

Necrons in an Industrial Sector. Credit: Raf Cordero

Necron Tactics

  • Prime Reanimation Protocols (2 CP) Use this tactic before an injury roll. Roll an extra dice and choose the lowest result. If this let you choose a 6 to reanimate it might be good, but it doesn’t so it isn’t worth the CP. D
  • Disruption Fields (1 CP) Adds 1 Strength to one of your models for a turn. This can make the math better for a Flayed One and is significantly more useful now that they don’t re-roll wounds and are AP-1. B
  • Targeting Routines (1 CP) Gives a model +1 to hit an obscured target in the Shooting phase. This is a largely incremental upgrade to a model’s combat ability when you don’t have too many models that have high damage output, but it can be worth it if you’re trying to burn CP or nail something with a Rod of Covenant or Relic Gauss Blaster. C
  • Haunting Horrors/Hunters From Hyperspace (1 CP) Deep strike up to 3 Flayed Ones (Haunting Horrors) or Deathmarks (Hunters From Hyperspace). The Flayed Ones are legitimately scary coming out of reserves, but you probably don’t have any Deathmarks on your roster to use this. B
  • Flensing Fury (1 CP) When a Flayed One fights, on a 6+ to wound the attack becomes Damage 2. If this were more reliable it might be worth something but it’s just too random, even on a model with 3 attacks. It’s also worse now that Flayed One don’t re-roll wound rolls. C-
  • Overcharged Disintegration (2 CP) Gives a Gauss Blaster (Immortal) or Gauss Flayer (Warrior) an extra point of AP. 2 CP is a lot for this effect, but if you have a lot of CP and can stack it with other shooting effects it can be a good way to take out a terminator or other high armor model. Save it to use on an Immortal, though – don’t waste it on warriors (note that it also doesn’t work on Gauss Reapers). C
  • Entropic Strike (1 CP) Use at the start of the Fight phase and pick a model. When that model takes down an enemy model, you can add 1 to the injury rolls this phase. If you expect to cause an injury this is a good way to make sure that it’s lethal. The downside is you have to use it before you even start swining, whcih kind of stinks. B
  • Deathless Ire (2 CP) If a model would take a Flesh Wound, it is instead Shaken. This could be useful in a few situations but most of the time you’d rather have the flesh wound. C
  • Mindshackle Scarabs (2 CP) Pick an enemy model within 6″ of one of your models and roll 2d6. If the result is higher than that model’s leadership, you can shoot a single weapon as if it were your own. This is a very random effect that often does nothing and having to be wtihin 6″ of the target makes it risky to pull off. C
  • Tireless Advance (1 CP) Use at the start of the Shooting phase. A model becomes ready and shoots as if it didn’t move in the prior Movement phase. This is great – it helps you be aggressive and keep fighting, and at 1 CP it’s a steal. A
  • Superior Inheritance (1 CP) A model with a Gauss Flayer or Gauss Blaster can shoot twice. This is a very powerful ability for 1 CP and lets you double up on injury rolls as well as just doubling the raw firepower you have. Note that it doesn’t work on Gauss Reapers, though. A
  • Assured Disintegration (1 CP) Re-roll hits for a Deathmark. This is better now that Deathmarks look like they’re worth playing, and potentiall even better now that Deathmarks have BS 2+ since it’ll help them get over any negative modifiers. B
  • Resurrection Protocols (2 CP) Once per battle you can use this when your Leader goes out of action. Put it on its side then roll a D6 at the end of the phase. On a 4+ stand it back up more than 1″ away from an enemy model with 1 wound remaining. It doesn’t count as having been killed. This is extremely handy to have and a 4+ shot at shrugging off damage on your leader is almost always going to be worth gambling 2 CP on. A
  • Enduring Will (2 CP) Use at the start of the battle round if your Kill Team includes a COMMANDER (and said Commander isn’t Shaken). Until the end of the battle round, reduce the damage your commander takes from attacks by 1, to a minimum of 1. This is just straight-up nasty when paired with Necron Commander choices and can really help Royal Wardens get over not having an invulnerable save. It’s a solid ability and most of the time you want to use this it’ll be obvious. A


Credit: Ethan “Firehead” Case

Sample Rosters

Here’s a sample roster based on the new rules from Pariah Nexus.

An Example Szarekhan List

Szarekhan Dynasty

Deathmark, Leader
Lychguard w/Hyperphase sword + shield, Leader
Necron Warrior w/Gauss Flayer, Leader
Immortal w/Gauss Blaster, Leader
Immortal w/Tesla Carbine, Leader

Flayed One, Combat
Flayed One, Zealot
Immortal w/Gauss Blaster, Comms
Lychguard w/Warscythe, Combat
Lychguard w/Warscythe, Zealot
Triarch Praetorian w/Rod of Covenant, Combat
Triarch Praetorian w/Rod of Covenant, Zealot

Immortal w/Gauss Blaster
Immortal w/Gauss Blaster
Flayed One
Flayed One
Flayed One
Flayed One
Flayed One
Flayed One

Although ostensibly better-suited to Novokh, this list takes advantage of the fact that Necrons have slightly better shooting now and takes advantage of the new, more deadly Triarch Prateorians as well.T5 on the Immortals makes them tough to move, while there are still plenty of super-deadly melee threats here to work with.

Glass Half Dead’s LVO 2020 List

Mephrit Dynasty

Necron Warrior, Leader
Necron Warrior, Comms
Lychguard w/ Warscythe, Combat
Lychguard w/ Warscythe, Zealot

Necron Warrior
Necron Warrior
Necron Warrior
Necron Warrior
Necron Warrior

Novokh Dynasty

Immortal w/ Tesla Carbine, Leader
Immortal w/ Tesla Carbine, Comms
Immortal w/ Gauss Blaster, Leader
Lychguard w/ Warscythe, Combat

Flayed One
Flayed One
Flayed One
Flayed One
Flayed One
Flayed One
Flayed One

Glass Half Dead played this team to a 3rd place finish at LVO. He ran it as two teams on one roster. The first was a Mephrit (extra point of AP at half range) team that tried to grind out games at range while two Lychguard with Scythes acted as a serious melee threat. The second half was a Novokh (re-roll melee hits if you charged or were charged), which floods the board with Flayed Ones and holds back Immortals as fire support.

Joseph Campsiano’s Killvember to Remember List

Novokh Dynasty

Immortal w/Gauss Blaster, Leader
Immortal w/Tesla Carbine, Leader
Lychguard w/Hyperphase sword + shield, Leader
Necron Warrior w/Gauss Flayer, Leader

Flayed One, Combat
Flayed One, Veteran
Flayed One, Zealot
Immortal w/Gauss Blaster, Comms
Immortal w/Tesla Carbine, Comms
Lychguard w/Warscythe, Combat
Lychguard w/Warscythe, Zealot
Necron Warrior w/Flayer, Comms

Flayed One
Flayed One
Flayed One
Flayed One
Flayed One
Flayed One
Flayed One
Flayed One

This list also predates the Pariah Nexus box but gives you an idea of what a list that’s “all in” on Novokh looks like. It won’t change too much for the new rules but there will need to be some adjustments to make room for the new higher costs on Immortals and Lychguard.



Playing Necrons

They’re a fairly simple team with two builds. The first is a melee horde, with lots of Flayed Ones and some Immortals or Lychguard/Praetorians to provide a threat against more elite models. The second is a shooting army with Immortals and Deathmarks that uses a few Flayed Ones or Lychguard and Praetorians to clear off melee threats.

The most important mechanic to remember is Reanimation protocols. You can get the most out of it by keeping your models in cover, but don’t be too afraid to move into the open to contest objectives. You’re actually tougher against many elite models like Custodes that have to put out multi-damage attacks, the most threatening models are ones with high quality flamers or other high volume weapons that can reliably put a single damage injury roll on you.

Other than that Necrons promote standard tactical play. They aren’t fast enough to re-position quickly so you need to make sure that you’re choosing your movement carefully from turn 1.


Playing Against Necrons

First, remember that your multi-damage weapons that you love taking are bad here. You still want S 5 or 6, and 2-3 damage weapons aren’t that terrible, but the higher the damage goes the more you’ll see Necrons standing back up against what should be crippling wounds.

Second, you should have the mobility advantage but the Flayed Ones can deep strike and if they don’t they’ll be advancing or charging so don’t be surprised by some fast movement. Necrons will want to stay in cover to maximize Reanimation Protocols so if you go first try to deny them the ability to get cover near where they want to go.

Finally, don’t count on morale doing anything. All of their models are Leadership 10 and they don’t tend to run a true horde that could fail those checks. They still roll the dice so there’s a chance to fail, but you can’t make it part of your plan.


Painting and Modeling

Necrons are one of the teams where the models you want mostly match up with the boxes that GW sells and with the release of Pariah Nexus anything you want to run comes in a plastic box, with the new Flayed Ones and Chronomancer being in the Pariah Nexus set. For more on painting Necrons, check out our guide here.


Final Thoughts

Necrons are a strong kill team that’s fun to play and easy to build. I’d recommend it to players of all experience and skill levels. They have a neat play style that focuses on attrition warfare and they have elite models that can give satisfying combats and fits almost any mission. The new rules spice things up for them quite a bit, and while Pariah Nexus may not be internally balanced, Necrons are better at taking on every other faction in the game now.

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