Necron Lord
From RelicWiki
Necron Lord | |||||||||||||||||
Race | Necrons | ||||||||||||||||
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Version | Soulstorm v1.2 | ||||||||||||||||
Build Info | |||||||||||||||||
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Unit Stats | |||||||||||||||||
Hitpoints | 1800/2 | ||||||||||||||||
Armour | Commander | ||||||||||||||||
Morale | 400/11/50 | ||||||||||||||||
Unit Mass | 25 | ||||||||||||||||
Move Speed | 16 | ||||||||||||||||
Sight Radius | 30 (cannot detect) | ||||||||||||||||
Attachable | No | ||||||||||||||||
Weapons | |||||||||||||||||
Ranged | Staff of Light | ||||||||||||||||
Melee | Staff of Light (melee) |
Contents |
Necron Lord
On each planet there is only one Necron Lord. The Necron Lords can carry a variety of weapons such as the Staff of Light or Warscythe. Leader of the Necron ground forces, the Necron Lord stalks into battle with his staff. He can be upgraded with a number of artifacts enabling him to use various powerful abilities such as resurrecting fallen Necron infantry, blinding his enemies, or allowing the Essence of the Nightbringer or Essence of the Deceiver to posses his body for a period of time.
The Kronus Necron Lord led the arising Necron forces in Dark Crusade. The Necron Lord of All Kaurava commanded the reawakened Necrons on Kaurava III in Soulstorm.
In Dark Crusade the Necron Lord was already the most powerful hero available, but in Soulstorm, when Essence of the Deceiver was added to his retinue of already formidable abilities he became more destructive and disruptive than every hero of every other race combined. When fully upgraded with the right abilities he can disrupt or even steal entire armies in a single move, resurrect his own infantry army instantly and make it larger than should be possible, instantly position his infantry army anywhere on the map from anywhere else at will, or pound any Relic unit you throw at him into the dirt.
Note: When the Necron Lord is destroyed his carcass remain where he fell, and when reconstructed that's where he spawns. This can be used, for example, to deep strike an enemy base with Flayed Ones. The Necron Lord's high health gives you plenty of time to summon Flayed Ones before the enemy overwhelms him, and he can be re-resurrected infinitely, as long as you have available energy.
Tactics
Mass Resurrection is one of the most powerful abilities available to any hero. Not only can it allow the Necron Lord to ressurrect massive portions of his infantry army instantly if he has the support cap for it, giving the army unmatchable staying power, it can allow a Necron player to get more troops than should normally be possible in three different ways: Squad Sacrifice, Squad Split and Squad Enhance.
With Squad Sacrifice, the player deletes one or two squads of troops while a corresponding number of squads are ready and waiting in the build queue. Once they're sacrificed the new troops are then made back at base or through Tomb Spyders, then the Necron Lord can augment his forces once the battle is joined by resurrecting the sacrificed troops, bypassing the current Squad Cap by up to 4 in the process.
Squad Split happens when a squad has lost a member or two and those members are hit with Mass Resurrection. If there is room in their original squad they resurrect back as part of that squad. However, if the original squad has reinforced back to full strength, the resurrected units come back in a brand new squad. This often happens by accident in the middle of a heated battle. Squad Split is especially deadly when used in the Campaign on Honor Guard units. Since the Honor Guard don't use Squad Cap you can Squad Split them an unlimited number of times, potentially giving you an army of unmatchable strength.
Squad Enhance is somewhat more difficult to do effectively, but it still happens by accident occasionally if Mass Resurrection is used in the middle of a pitched battle. If a squad loses a couple of units and starts reinforcing to get them back, then Mass Resurrection is used on the corpses of the lost units before the reinforcements arrive, the lost units will resurrect back into their squad but the reinforcements will still go through as well. This makes the squad larger than it should normally be, however the squad's maximum size is not altered so it will not be able to reinforce itself until its numbers go back to normal. Unless the player is specifically concentrating on doing this technique in a controlled way it is rare to see a squad enhanced by more than 2 members. The extra units, if lost again, will not resurrect back into their squad again unless the squad has room for them at the time of resurrection. This technique does not affect Squad Cap usage.
Although the Squad Cap cannot be exceeded by more than 4 through these techniques, any remaining bodies can be left for Tomb Spyder harvesting or simply as dormant "reinforcements" for future combat near the area. These are some of the only ways to feasibly get more than four Necron Warriors squads on the field due to their exponentially increasing build time.
The Necron Lord's teleport ability can be used to quickly bring him into range of enemy targets to make good use of the other abilities available to him through the Forbidden Archive. This can be particularly devastating when Nightmare Shroud is used in the midst of clustered enemy squads, quickly reducing the enemy's ranged and/or melee firepower, though Solar Pulse can achieve a similar effect from a distance on ranged units. This same tactic can be used with Chronometron to slow down fleeing troops so that necron warriors can finish them off.
Nightmare Shroud will instantly break the morale of any enemy squad in range, and all non-vehicle units will run away for a brief time, including Daemon High relic units like the Bloodthirster or Avatar of Khaine. In general it is more disruptive than Solar Pulse, however Solar Pulse cripples both ranged infantry and vehicles, including Relic vehicles like the Land Raider or Baneblade.
Lightning Field and Phylactery are two popular upgrades chosen for the Necron Lord. Lightning Field is the only means of improving the Necron Lord's melee damage, albeit indirectly. The added damage from Lightning Field, along with the health gained from fully upgrading a Monolith makes the Necron Lord able to even defeat a Warboss in melee. It also helps him handle groups of melee units, a common occurrence given his inability to attach to a squad. Phylactery allows the Necron Lord to remain under fire for a much longer time, dramatically reducing ranged damage while improving health regeneration, including the regeneration bonus from Phase Shifter. Combined, the Necron Lord is equipped for any type of combat.
Although Veil of Darkness may seem easily counterable by simply keeping a couple detectors on hand, it can be difficult for enemy detectors to detect all the way to the rear of the Necron army. If the Necron Lord remains on Ranged Stance, the Veil can usually cover the entire Necron force, front to back. Veil of Darkness also affects buildings, making it incredibly useful for defensive actions. An invisible turret farm has a range at least that of all enemy detector units, making them almost untouchable. However the ability is used, keep the Necron Lord from the front of the Necron forces, else his health may drop too low to maintain the effect.
Essence of the Nightbringer turns the Necron Lord into a pound-for-pound Relic unit temporarily and he will kill any Relic unit that is foolish enough to attack him. He also regenerates his health with each attack, as well as being invincible during this time and acts as an unbeatable damage soaker. The only thing that an enemy can do when this is activated is either run or launch every stunning ability they have against the Lord to try and pin him down, until the ability runs out.
Essence of the Deceiver, however, is far more dangerous when it comes to army vs army combat. Like the Nightbringer this form is also invincible, but its abilities have unmatchable army-stopping or controlling power. Deceive will steal the enemy's squads for you for a full 20 seconds, allowing you to either send them at the rest of the enemy forces so they destroy each other or send them on a berserker charge at an enemy base. Grand Illusion creates a temporary fake Restored Monolith that does no damage but has all the disruptive power and even better damage soaking of the real one, and it is still a valid teleport target for Necron Warriors, Flayed Ones and the newly upgraded Immortals which gained teleportation abilities in Soulstorm. This shifts the potential offensive mobility of the Necrons from slower than slow to the complete opposite end of the spectrum, allowing them to move whole armies across entire maps instantly at will to wherever they are required, something that no other race can do. The abilities of this form are so dangerous that the only viable tactic when you see this appear is to run everything away from it, including vehicles as they will be destroyed easily without your infantry support. If running away is not an option, such as if this appears in the middle of your base, spread your army out as wide as possible around the attacking forces so that the effects of its Decieve and Grand Illusion abilities will be minimized as much as possible.
Abilities
Teleport
Chronometron
Chronometron | Hotkey: C | |||
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Requires | Chronometron Research | |||
Target Types | All enemy units | |||
Range | 0 | |||
Area of effect | 20 | Cooldown time | 70 s | |
Effects | Time around the Necron Lord slows down and enemy units within the area of effect get their movement speed reduced by 40%. The ability only lasts for 15 s, but refreshes every 2 s until 18 s, potentially extending the ability to 33 s long for a single target or slowing new units that fall within the area of effect during the refresh.
Also has a passive movement speed reduction of 10% to all enemy units within a radius of 5 from the Necron Lord. | |||
Phase Shifter
Phase Shifter | Hotkey: H | |||
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Requires | Phase Shifter Research | |||
Target Types | All allied Necron units | |||
Range | 0 | |||
Area of effect | 10 | Cooldown time | 90 s | |
Effects | The Necron Lord and any friendly troops within the area of effect have their morale restored, become invulnerable, gain 10 health per second, and cannot use their weapons for 15 s. The health regeneration effect is tripled by the Phylactery for the Necron Lord only. Refreshes every second and does not persist, affecting only the units within the area of effect during that second. | |||
Lightning Field
Lightning Field | Hotkey: L | |||
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Requires | Lightning Field Research | |||
Target Types | Anything | |||
Range | 6 | |||
Area of effect | 5 | Cooldown time | Variable | |
Effects | 90% of the damage taken by the Necron Lord in melee is reflected back and also inflicted on the enemy. All of the damage taken by the Lord in melee adds by the ability's charge along with 45% of the damage inflicted by the Necron Lord in melee. The ability can store a maximum of 900 points of damage. The stored energy can be unleashed as a storm of lighting in a circle around the target when the ability has reached at least a 20% charge. When cast, the ability deals a flat 315 damage to all enemy targets at maximum charge, although damage scales smoothly as the ability charges up. | |||
Solar Pulse
Solar Pulse | Hotkey: P | |||
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Requires | Solar Pulse Research | |||
Target Types | Target ground | |||
Range | 15 | |||
Area of effect | 20 | Cooldown time | 70 s | |
Effects | Creates a Solar Pulse on the targeted location that blinds the enemy and guides the Necrons. Enemy units within its area of effect have their sight range and detection range reduced to 10% and are unable to use ranged weapons. Also, the Solar Pulse has a sight and detection radius of 15. The Solar Pulse lasts for 20 seconds. | |||
Mass Resurrection
Resurrection Orb | Hotkey: M | |||
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Requires | Resurrection Orb Research | |||
Target Types | Friendly destroyed Necron Warriors, Flayed Ones, Wraiths, and Immortals | |||
Range | 0 | |||
Area of effect | 26 | Cooldown time | 180 s | |
Effects | All destroyed Necron Warriors, Flayed Ones, Wraiths and Immortals within the area of effect reassemble and stand up with 30% of their original hit points. This ability also provides a passive 25% bonus to the chance Necron troops within a radius of 25 will get up on their own when slain. The Necron Lord cannot resurrect troops beyond the current maximum squad population plus 4 when casting this ability. | |||
Veil of Darkness
Veil of Darkness | ||||
Requires | Veil of Darkness Research | |||
Target Types | All friendly units and buildings | |||
Range | 0 | |||
Area of effect | 20 | Cooldown time | Passive ability | |
Effects | A permanent passive ability that makes the Necron Lord and friendly units and buildings within the area of effect infiltrated as long as the Necron Lord has at least 50% health. | |||
Nightmare Shroud
Nightmare Shroud | Hotkey: N | |||
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Requires | Nightmare Shroud Research | |||
Target Types | All enemy Infantry, Heavy Infantry, Commanders, and Daemon Medium | |||
Range | 0 | |||
Area of effect | 15 | Cooldown time | 95 s | |
Effects | All nearby enemy infantry are forced to flee the Necron Lord for 8 s and any morale-vulnerable troops take 100,000 morale damage. | |||
Essence of the Nightbringer
Essence of the Nightbringer | Hotkey: S | |||
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Requires | Essence of the C'tan Gods | |||
Target Types | Self | |||
Range | 0 | |||
Area of effect | 0 | Cooldown time | 300 s (shared with Essence of the Deceiver) | |
Effects | The Necron Lord channels the essence of the unstoppable C'tan god the Nightbringer. After 60 seconds the Nightbringer manifestation disappears and the Necron Lord is returned. If the Necron Lord has Lightning Field researched, any charge on the ability will be lost. | |||
Essence of the Deceiver
Essence of the Deceiver | Hotkey: D | |||
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Requires | Essence of the C'tan Gods | |||
Target Types | Self | |||
Range | 0 | |||
Area of effect | 0 | Cooldown time | 300 s (shared with Essence of the Nightbringer) | |
Effects | The Necron Lord channels the essence of the shadowy C'tan god the Deceiver. After 60 seconds the Deceiver manifestation disappears and the Necron Lord is returned. If the Necron Lord has Lightning Field researched, any charge on the ability will be lost. | |||
Wide Slash
Weapons
Staff of Light
Staff of Light | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Cost | Default Weapon | Range | 25 | Setup Time | 0 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Build Time | Default Weapon | Accuracy | 70% | Refire Rate | 1 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of Effect | 0 | Requires | Nothing |
Staff of Light (melee)
Staff of Light (melee) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Cost | Default Weapon | Range | Melee | Setup Time | 0 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Build Time | Default Weapon | Accuracy | 100% | Refire Rate | 1.2 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of Effect | 0 | Requires | Nothing |
Researchable Upgrades
Max upgrades: 3 + Summon Nightbringer Research.
Chronometron Research
Chronometron | Hotkey: C | |||
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Cost | 100 | Research Time | 0 s | |
Researched From | Forbidden Archive | |||
Requires | Dormant Monolith | |||
Effects | Gives the Necron Lord the Chronometron ability. |
Phase Shifter Research
Phase Shifter Research | Hotkey: P | |||
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Cost | 75 | Research Time | 0 s | |
Researched From | Forbidden Archive | |||
Requires | Nothing | |||
Effects | Gives the Necron Lord the Phase Shifter ability. |
Lightning Field Research
Lightning Field Research | Hotkey: L | |||
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Cost | 100 | Research Time | 0 s | |
Researched From | Forbidden Archive | |||
Requires | Nothing | |||
Effects | Gives the Necron Lord the Lightning Field ability. |
Solar Pulse Research
Solar Pulse Research | Hotkey: S | |||
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Cost | 125 | Research Time | 0 s | |
Researched From | Forbidden Archive | |||
Requires | Dormant Monolith, Summoning Core | |||
Effects | Gives the Necron Lord the Solar Pulse ability. |
Phylactery
Phylactery | Hotkey: Y | |||
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Cost | 150 | Research Time | 0 s | |
Researched From | Forbidden Archive | |||
Requires | Awakened Monolith | |||
Effects | The Necron Lord is affected in the following ways:
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Resurrection Orb Research
Resurrection Orb Research | Hotkey: R | |||
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Cost | 275 | Research Time | 0 s | |
Researched From | Forbidden Archive | |||
Requires | Dormant Monolith, Greater Summoning Core | |||
Effects | Gives the Necron Lord the Mass Resurrection ability. It also increases the chance of nearby (within 25) Necrons to reassemble by 25%. |
Veil of Darkness Research
Veil of Darkness Research | Hotkey: V | |||
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Cost | 325 | Research Time | 0 s | |
Researched From | Forbidden Archive | |||
Requires | Engaged Monolith | |||
Effects | Gives the Necron Lord the Veil of Darkness ability. |
Nightmare Shroud Research
Nightmare Shroud Research | Hotkey: N | |||
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Cost | 350 | Research Time | 0 s | |
Researched From | Forbidden Archive | |||
Requires | Engaged Monolith | |||
Effects | Give the Necron Lord the Nightmare Shroud ability. |
Essence of the C'tan Gods
Essence of the C'tan Gods | Hotkey: C | |||
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Cost | 750 | Research Time | 60 s | |
Researched From | Energy Core | |||
Requires | Nothing | |||
Effects | Allows the Necron Lord to use the use the Essence of the Nightbringer and Essence of the Deceiver abilities. |
Dormant Monolith Add-ons
Awakened Monolith
Awakened Monolith | Hotkey: M | ||||
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Cost | 340 | Build Time | 70 s | ||
Requires | Summoning Core | ||||
Effects | Moves the Necrons into Tier 2 with the following effects:</b>
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Engaged Monolith
Engaged Monolith | Hotkey: M | ||||
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Cost | 400 | Build Time | 70 s | ||
Requires | Awakened Monolith, Greater Summoning Core | ||||
Effects | Moves the Necrons into Tier 3 with the following effects:</b>
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The Dawn of War Player's Guide
The Dawn of War Player's Guide - Thought of the day: Knowledge is power, guard it well. | ||||||||
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