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Necron Lord

852 bytes added, 18:58, 2 December 2011
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In cases where increased mobility is desired, Necron Lords can be mounted on a [[Destroyer Body]] chassis, becoming [[Destroyer Lord]]s.
==Necron Lords in the 41st Millenium==
Necron Lords serve in the courts of powerful [[Necron Overlord]]s or [[Phaeron]]s, often ruling over individual [[Tomb World]]s on the behalf of greater [[Necron Dynasty|Necron Dynasties]]. A Necron Overlord can sometimes have many Necron Lords at his command.<sup>4</sup>
Despite this however, a Necron Lord is a fearsome opponent in his own right and they themselves command vast legions of Necron forces.<sup>4</sup>
===Gameplay Abilities Note===In The Necron Lord is the Dawn leader and special abilities centre of War series a Necron Army. Many of games, the advanced equipment available to the Necrons can only be equipped with the Necron Lord. The power and variety of Necron wargear makes the Necron Lord has a separate Teleport ability in addition powerful command unit, but also make it a target for enemy forces. This often requires the use of a screening force to protect the powerful Lord. Their role is to a direct battles and enable Necron units that are destroyed by high energy weapons to attempt their [[Veil of DarknessWe'll Be Back]] ability which does not function in a similar manner to its namesake piece of wargear (acting as an area-effect stealth ability)rolls.
They are generally armed with a [[Staff of Light]], but may upgrade it to a [[Warscythe]]. They may also take equipment from the [[Necron Armoury]]. Sometimes, when more mobility is needed, they can be mounted on a [[Destroyer Body]] chassis, and they then become [[Destroyer Lord|Destroyer Lords]].  In the [[Dawn of War]] series of games, the Necron Lord has a separate Teleport ability in addition to a [[Veil of Darkness]] ability which does not function in a similar manner to its namesake piece of wargear (acting as an area-effect stealth ability). ==Nodal Command==
The legions of a tomb world appear to have no permanent organizational structure. Each battle, campaign and Harvest causes a specific response from the Tomb World's controlling program leading to an ever-changing chain of command.<sup>2</sup>
As this hierarchy allows for simultaneous control of a large number of Necrons by a high ranking node, while still allowing independent reaction at the level of a Necron Warrior, it allows precise organization of the Necron force as a whole while also allowing detached groups to analyze, and react to, unforeseen situations independently.
===Primary Awakeners Group===
This group consists of the Tomb Spyders and Scarabs that are the first to be activated during the awakening of a Tomb World. <sup>2</sup>
===Raider Force Group===
Consisting of a smaller number of Necron Warriors and Scarabs, a Raider Force has autonomy within the Nodal Command system (to the level allowed by its programming) and is designed to scout the area around the Tomb World to determine whether any other races are nearby. The destruction of a Raider Force either causes the Tomb World to begin the second phase of awakening, or the dispatch of a second Raider Force.<sup>2</sup>
===Reserve Command Group [Silver-Level]===
Upon its return, if it has been successful, a Raider Force will be subsumed into the command of a usually Silver-level Necron Lord. In a combat situation, the reserve command Necron Lord will take to the field of battle to act as both a Silver-level node and as a potential replacement for any higher-ranking Lords incapacitated as a result of combat.<sup>2</sup>
===Necron Line Formations Group [Bronze-Level]===
The main bulk of Necron armies are gathered into the Necron Line Formation level of Nodal Command. Led by up to four Bronze-level lords, the line formations are split into various fighting formations.<sup>2</sup>
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