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Thread: Necron Rumour Roundup

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    Wild West Exodus - Backer Darnok's Avatar
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    Necron Rumour Roundup

    Last updated: 01/11/11

    This is the Necron RR thread, which I'll try to update as regularly as possible. If you know of a rumour which isn't included here, but think it should be: please send me a PM. Don't forget to link the source, so that I can include it as well.

    The current rumour discussion thread is to be found here. Please keep in mind to discuss the rumours, and keep wishlisting out of it. Thanks in advance.

    Now for the rumours:

    Quote Originally Posted by Stickmonkey View Post
    Preorders for Necrons go up week of Oct. 23rd.

    You will be disappointed that some models only get converted to finecast.

    You will be happy with "new" old models.

    Big Necron model is more impressive than I thought, visually. Hope it has rules to back it up.
    Quote Originally Posted by Hypertrophy on Heresy Online
    confirmed by my local GWS store, cant say who or they might face legal action lol, necrons annouced 22nd october - 29 october including november white dwarf, released/pre-order after that 5th november onwards.
    The ongoing thread on Heresy Online can be found here.

    It is currently assumed that the plastic kits already available won't change, apart from possible recuts in the sprues. See here for details.

    Blood of Kittens also did a compilation of rumours, to be found here.

    Yakface on Dakka² commented about what seems to be an ability of one of the new special characters:

    Quote Originally Posted by http://www.dakkadakka.com/dakkaforum/posts/list/120/403482.page
    Okay, a much more full description of the rule is like this:

    This rule applies ONLY to the units the special Necron character is engaged with (it doesn't affect every model in the enemy army of the same type).

    It happens after the Necron character has killed someone in combat and after all blows have been struck on both sides.

    Roll a D6 for every type of model (friend or enemy) that the special character killed that turn. On a 4+ all other models in combat of that type take a wound (armor/inv saves can be taken as normal).

    Example: If the Necron character kills an Ork Slugga boy in close combat and got the 4+ roll, all other Slugga boyz in the same combat would take a wound, but NOT the nob (as he's a different type of model). Any Shoota boyz, for example, in the same combat would be unaffected as well. If he killed a marine and got the roll, all other marines would take a wound, but not the vet sgt, etc.

    It would seem that if this Necron was fighting against another Necron player, then he has the potential to hurt his own forces if the same type of units were facing off; if he was attached to a unit of warriors that was fighting against an enemy unit of warriors, for example.
    From France we hear this:

    Quote Originally Posted by http://www.warhammer-forum.com/index.php?showtopic=165478&st=473
    From our French rumormonger 'Heinrich Kemmler' :

    -nécrons et immortels en choix de troupes,
    -svg 4+ pour les guerriers,
    -2 variantes déquipements pour les immortels,
    -équipes de snipers immortels,
    -nombreuses variantes de parias avec des armes qui tuent la mère de la mort,
    -2 kits qui font véhicules soutien / transport de troupes, dont un qui serai un mix entre une machine de la menace fantome/l'ancien raider eldar/ bateau égyptien de l'antiquité.
    -des dépeceurs fc tout moche.
    - Warriors and immortals are troops.
    - save 4+ for the warriors
    - 2 Variants of equipment for the immortals,
    - sniper teams immortal
    - Many variants of pariahs : one with weapons who kill the life...
    - 2 Kits which are support vehicle / troop carrier, one of which will be a mix between a machine of The Phantom Menace / the old DEldar's raider / a boat of the Egyptian antiquity.
    - fail cast flayers all ugly.
    And something from Poland, via Dakka²:

    Quote Originally Posted by jonadaya View Post
    from DakkaDakka, posted by Herr Dexter :


    Hope noone posted this before - couldn't find this info in other Nrcron threads on Dakka.

    A polish portal Cytadela.pl posted very interesting news today, lemme translate the Necron related part that for ya:


    (...) Some time ago I mentioned that new Necrons will appear in October's White Dwarf - I just got a confirmation of that info from a reliable source! (...)

    In the upcoming WD you will see some new units:

    - Triarch Pretorians/Lychguard - think Ushabti with Grey Knight-like spears / glavies
    - new Immortals
    - new Destroyers
    - Deathmarks - Necron snipers
    - new HQ'a / characters - Overlord and Cryptec, those will be in finecast
    - Command Barge - with a Lord on the throne

    Source: http://www.cytadela.pl/modules.php?n...ticle&sid=1766

    Take this with grain of salt, yadda, yadda, yadda...

    post found here :
    http://www.dakkadakka.com/dakkaforum...st/403766.page
    Again, from Yakface on Dakka²:

    Here's a bit more detail on the Lychguard & Praetorians:


    Lychguard: S5 T5 A2 3+ save. Warscythes (2h +2 str power weapon) or A +4 inv. shield and power weapon. Shield can bounce saved shots back at any enemy if they are within 6". 40pts each.

    Praetorians: S5 T5 jump infantry. 3+ save. Have a 6" shot S5 AP2 Assault 1 power weapon staff or 2 rending swords and a 3+ inv. 40 pts each.


    And a recap from my rumor thread with a little taste about what the sniper unit is like:

    yakface wrote:
    Another new Elites choice is a sniper style unit that can Deep Strike into play normally or it can choose to immediately Deep Strike immediately after the opponent brings an enemy unit on from Reserves, and they have some nasty additional damage ability against one nominated unit...obviously we need more info to know how useful this will really be, but the concept of countering an opponent's Reserve deployment immediately sounds interesting at least

    Finally, Beasts of War made some pictures of new Necron models available. See the attachments.
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    Last edited by Darnok; 01-11-2011 at 19:33.
    [Codex: Wastoids] [A Wastes Novel]
    Quote Originally Posted by Wintermute View Post
    I have a soft spot for Firefly

  2. #2
    Wild West Exodus - Backer Darnok's Avatar
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    Re: Necron Rumour Roundup

    And more pictures from Beasts of War:
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    Last edited by Darnok; 14-10-2011 at 21:03.
    [Codex: Wastoids] [A Wastes Novel]
    Quote Originally Posted by Wintermute View Post
    I have a soft spot for Firefly

  3. #3
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    Re: Necron Rumour Roundup

    Yakface from Dakka² seems to unveil many codex details:

    Quote Originally Posted by Yakface over at DakkaDakka
    Okay, with the book's release date rapidly approaching, let's pull back the curtain on the codex a bit. First off some (rather important) background notes:


    There is a dramatic change in the fluff in this codex from the previous incarnation of the Necrons. The Necrontyr's empire was massive at one point, but the different Lords in the empire started to turn against each other in civil war. To prevent this from happening the overall ruler of the Necrons (the Silent King) started the war against the Old Ones specifically to give them a common enemy to fight against to prevent his empire from destroying itself. Of course, the Old Ones ended up kicking their butts and in desperation, the Silent King found the C'Tan and agreed to the Deceiver's pact without realizing what he was doing. However, after the Necrons helped the C'Tan to kill off the last Old Ones, the Silent King then ordered the Necrons to turn on the C'Tan in vengeance and utterly destroyed the C'Tan into tiny shards. This war agains the C'Tan weakened the Necrons overall so much they decided to go into stasis to avoid the vengeance of the Eldar (the C'Tan had killed the Old Ones, but not all their children).

    Now that the Necrons have reawakened in the 41st millennium, their goal is no longer to 'harvest' souls for the C'Tan (the C'Tan shards are now their slaves) as it was in the old book, but rather to reestablish the great Necron empire that spanned the galaxy before the war with the Old Ones began. However, the overall hierarchy of the Necron people is gone for the most part, leaving each individual Empire to once again rule for itself. This means each Tomb World (or cluster of Necron worlds) is essentially a separate little empire to itself, with a full backstory and idiosyncrasies. While Necron warriors are pretty much just automatons and Immortals not too much better, every other higher Necron being is now much more like an actual person, as their essence is simply trapped inside a metal body.

    So there is lots of crazy nuance to Necron culture that was never present before. The codex now has plenty of 'quote' boxes featuring memorable quotes from Necron Lords like other races have in their books. There are some Necron Lords who honor valor in battle, there are a few Necron Lords who trade with other races, and although an uneasy alliance apparently, yes Necrons and Blood Angels did end up fighting against a Tyranid Hive Fleet together. Oh, and there is definitely plenty of reason to have Necron vs. Necron action now (as the old feuds between competing Necron Lords flare back up again).

    All in all, it is a major tonal shift. While part of me recoils from it, the other part of me thinks that Necrons as they were had no distinct 'character' that each player could choose to get behind. Yes, the race as a whole had 'character' in how it was organized and functioned, but there was never any really good reason that a player should have his Necron force painted and modeled 'X' way as opposed to another player with his Necron army looking 'Y' way. People certainly painted their Necrons in different (neat) ways, but there was never really any good fluff giving players inspiration to do so.

    The only real 'personality' in the old book was the Deceiver, and that frankly wasn't the Necrons, it was their god. The mindless mission that all Necrons were on was basically really similar to Tyranids...the Necrons were coming to harvest every living thing in the galaxy (yawn).

    This new incarnation, love it or hate it, gives the Necrons a whole wide array of personality and every single empire has different goals and motives (not to mention paint schemes, markings, etc). Some Necron Lords are obsessed with finding the perfect flesh bodies to transfer their sentience back into. One Necron Tomb World was damaged during the great sleep and erased all the Necron sentience and has started basically commanding its Necrons like true robots (and is actively attacking other Necron worlds to take them over and keep growing), and there are of course dozens more little stories. The Silent King, who put himself into exile (for his unforgivable crime against his people) by leaving the galaxy after defeating the C'Tan encountered the Tyranids in the void between galaxies and has returned to spur the Necrons into action against the Tyranids (realizing that if the Tyranids wipe the galaxy clean of biological matter, then the Necrons will never find a form to transfer their minds back into).

    Oh, and the biggest rival of the Necrons is now actually the Altaoic (sp?) Craftworld. Apparently they are the only Eldar who stayed true on the original path to seek out and destroy Necron Tomb Worlds while the rest of the Eldar got all caught up and destroyed in their decadence and then the Fall. Altaoic rangers have traveled the galaxy far and wide over the millennia (ever since the Necrons went to sleep) to track down and destroy or hamper Tomb Worlds from reawakening.

    So with this new direction there is now tons of different possibilities for players to make Necrons forces different from each other and there are neat new takes on 'nemesis' races like Eldar & Tyranids to drive gaming plots as well as good reason for Necron on Necron battles.

    And as for totally destroying the background of the C'Tan, the codex does allude to the fact that there are lots of unaccounted for C'Tan shards still allegedly cast around the galaxy. The Necron are always trying to hunt them down and imprison them (in pocket dimension prisons), but this does still leave the door totally wide open for a shard of 'The Dragon' to be on Mars and for shards of 'The Deceiver' to have done all the crazy things that's been written about him in novels. Essentially, the full power C'Tan were massively, massively powerful, and the 'shard' versions of them are closer to the idea of what we had in the last codex anyway (something that can be killed/banished on a battlefield).

    So while it is a little shocking to have such a massive fluff change hit, I do think it is probably the right way forward to create a more fully realized faction. But I do think it is probably going to be a massive turn-off to those players who absolutely adored the old fluff for the army.
    Via DakkaDakka
    http://www.dakkadakka.com/dakkaforum...4.page#3450256

    Quote Originally Posted by Yakface
    OVERALL ARMY ORGANIZATION


    HQ

    • Imotekh the Stormlord (Lord of the Sau): The most powerful Necron Overlord currently. A master strategist whose nemesis is the Orks (since their random nature is the only thing that can accidentally disrupt his flawless plans).

    • Nemesor Zahndrekh: Overlord damaged in the great sleep who still thinks he is flesh and blood fighting the war of secession against his brother Necrontyr. Therefore, he is one of the few Necron Lords who still fights with honor and valor towards his enemies. Has a bodyguard named Vargard Obryron.

    • Illuminor Szeras: The Necrontyr who took the C'Tan's knowledge to do bio-transfer and actually made it a reality...so he's the chief architect within the Necrons for actually making the bio-transference happen. He is a master of technology and can augment D3 units in the army with an augmentation.

    • Orikan the Diviner: A master astromancer (a Cryptek specializing in tech that can predict the future), he is renown for knowing what will happen and when. During the game he is able to achieve a 'powered up' state that gives him a greatly increases statline, but this boost can randomly end on any turn dropping him back down to his regular stats.

    • Anrakyr the Traveller: A Necron Lord whose goal is to unite the Necron Empires again. He travels to Tomb Worlds still sleeping and kills the 'lesser' inhabitants that may live there unaware they are on a Tomb World, the 'price' for this service is to claim a tithe from the newly awakened legions. Some Necrons see him as a golden crusader others don't want reunification and would rather see him dead.

    • Trazyn the Infinite: He is a Necron who woke very early and is fascinated with studying and collecting history. His tomb world is filled with secret trinkets including (I quote) 'a giant of a man clad in baroque power armor' (start your wild theories here!). He even will attack other Necron tomb worlds to capture artifacts from them that he doesn't think they deserve. He is the character that has the CC ability to pick one type of model he killed that round and inflict wounds on all models of that type in the combat.

    • Necron Overlord: Generic DIY Necron Overlord (guy who rules a Tomb World) with plenty of options. Can ride on a Catacomb Command Barge (which is a one man transport) as can all the named 'Lords' above, but not those that are Crypteks in their fluff (Illuminor Szeras & Orikan the Diviner). Also can be a Destroyer Lord instead.

    • Royal Court: 0-5 regular Necron Lords (lieutenants to the Overlords) as well as 0-5 Crypteks. Crypteks are masters of Necron technology, whose abilities sometimes appear like sorcery to other races, but they do not have any psychic powers...all their abilities do not require a psychic test or anything like that (nor are they ever referred to as psychic powers in any way). Any member of the Court (Lord or Cryptek) can be split off at the start of the game to lead a unit of Warriors, Immortals, Lychguard or Deathmarks (but only one per unit). Neither Lords nor Crypteks are ICs.


    DEDICATED TRANSPORTS

    • Night Scythe: A variant of the Doom Scythe fighter that is a 15 model flyer transport with the 'supersonic' 36" flat-out move that the new flyers (that are really skimmers) have. Can carry jump infantry models (taking up 2 spots each) and fire all its weapons even when moving at cruising speed. Has living metal (chance to ignore crew shaken & stunned) but not quantum shielding (which gives +2 armor until the vehicle suffers its first glancing or penetrating hit). AV 11/11/11 like most Necron vehicles (not open-topped though).

    • Ghost Ark: 10 model transport, Open-topped AV11 with quantum shielding and living metal. Also is able to regenerate D3 models to one unit within 6" each Necron movement phase (but cannot take the unit above its starting size).

    • Catacomb Command Barge: One-man vehicle for most ICs. Open-topped AV11 with quantum shielding & living metal. Can make sweep attacks over 3 enemy units it passes over when it moves. Also the character can lose wounds to negate immobilized or weapon destroyed results.


    ELITES

    • Deathmarks: 24" range rapid-fire AP 5 sniper unit that can choose to Deep Strike in immediately after any enemy unit arrives from Reserves (which just allows the enemy to fire at them first?)...teleporting in from a pocket dimension to target their prey. They can also mark a single unit as their 'target' which allows them to roll to wound on a 2+. Beautiful models from the pics leaked, but at the point cost listed I can't see them ever being used except to see those great models on the table. Can be transported on a Night Scythe.

    • Lychguard: Traditionally these have been the bodyguards for the Overlords. Come standard with Warscythes (+2 Strength Power weapon) and can replace them with Hyperphase swords (power weapon) and Dispersion Shields (the thing that gives them a 4+ invuln and reflects enemy shooting). I made a mistake before. The Shields don't only reflect enemy shooting within 6", they reflect all enemy shooting, but only against enemy units who are within 6" of them (they reflect saved wounds, they don't affect blast/templates, for example). Can be transported on a Night Scythe.

    • Triarch Ptaetorians: These used to be effectively the 'police' (my term) of the main Necron ruler (the last of which was the Silent King) to help enforce his will onto the Lords of the Empire. They are known to respect great warriors and honor valor and have sometimes ordered Necron Overlords to stop attacking a foe they deemed worthy of respect (much to the Lord's chagrin). They are Jump Infantry with a 6" AP2 S5 weapon. They can swap that out for Void Blades (a weapon with Rending and the same Entriopic ability that Scarabs have) and Particle Casters (a pistol weapon). No transport option.

    • C'Tan Shard: Must take 2 of the 11 listed ability choices that basically shape what kind of C'Tan shard you're fielding. No ability can be taken more than once in the army (even if you take 3 C'Tan shards in the army). The statline is slightly less impressive than previous incarnations of the C'Tan, but still pretty decent. Also has Eternal Warrior and ignores all terrain penalties. Still explodes D6" when they die. Fluff-wise, these are shards effectively controlled by the Necron (even though they have most shards locked away in pocket dimensions). Each shard represents only a portion of the power and consciousness of the C'Tan and therefore in battle the C'Tan may not even think to utilize some of its power because the portion of it that knows it has 'X' power simply isn't there. This is essentially what explains why they only have access to 2 special abilities in battle.

    • Flayed Ones: 3 Attacks base (and no additional CC weapons). Can infiltrate or Deep Strike. No transport options.

    • Triarch Stalker: Concept Sketch shows a Triarch Praetorian sitting in an open-topped cockpit that is riding on a Necron-style giant almost scorpion walker set of legs. Very cool looking IMHO. Has a variable heat ray (which can be upgraded to a couple of other weapons) that can either be fired as a template or as an Assault 2 S8 24" Heavy2 Melta weapon. Has a Targeting relay which means that any enemy unit hit by the Stalker gets a counter placed by it that allows all other Necron units shooting at the same unit that phase to count as being twin-linked. AV11 & open-topped, but does have Quantum shielding & Living Metal.


    TROOPS

    • Warriors: You know them, you love them. Described as being basically automatons, with very little (if any) sentience. These were the non-warrior Necontyr before the bio-conversion. See my previous rumors (in the OP) for details on their points cost, etc. Can be transported on a Ghost Ark or Night Scythe.

    • Immortals: Immortals are said to have the ability to at least speak, but still aren't too much brighter than Warriors. These were Elite warriors of the Necrontyr before the conversion (not sure who the rank and file troops were if the Warriors were the non-combatants and the Immortals were the Elite soldiers?). Can exchange their Gauss Blasters for Tesla Carbines (24" S5 Assault1, extra hit inflicted on a 'to hit' roll of '6') Can be transported on a Night Scythe.


    FAST ATTACK

    • Canoptek Wraiths: Protectors of the Tombs while the hosts slumber. They have legs now? Jump Infantry who ignore terrain. 3A base with Rending. All models can take one of a few different upgrades including a Whip Coil (nearly identical to a Tyranid Lash Whip), particle caster (pistol) or a Exile Beamer (12" range that kills a random model in the target unit unless it passes a Strength test).

    • Canoptek Scarabs: See the rumors copied in the OP for more details on what Scarbs do now.

    • Tomb Blades: Jet Bikes. From the artwork, these look like Necron warriors fused into a flying crescent throne carrying a weapon harness in their arms that is base twin-linked Tesla Carbines. The fluff says that they are pre-programmed with a bunch of different flight patterns and vectors that the onboard Warrior chooses from on the fly. this mitigates the fact that a Warrior has poor coordination, but since the programs are so advanced, in reality they act basically like any other similar unit in an enemy army despite the fact that their 'pilots' are much slower to react. They can upgrade their weapons to a couple different choices (twin-linked Gauss Blaster or Particle Beamer). The entire unit can take any of the 3 options: Nebuloscope (increases BS to 5), Shield Vanes (increased armor save to 3+) & Shadowloom (Stealth).

    • Destroyers: New fluff that says Destroyers are infected with some kind of degenerative virus that causes their sole purpose in life to be to kill their enemies. As such they hate everyone and have the Preferred Enemy special rule against everyone (as do Destroyer Lords). They are Jump Infantry now. Any model in the unit can upgrade to a Heavy Destroyer.


    HEAVY SUPPORT

    • Doomsday Ark: Variant of the Ghost Ark transport: Open-topped, AV11, Quantum Shielding, Living Metal. Something I forogot to say about the Ghost Ark...each Guass Flayer array (5 Flayers) on each side is allowed to fire at a different enemy target (and different from the Doomsday Cannon). Not entirely clear whether a weapon destroyed takes out a whole array or not, but I'm leaning towards yes. The Doomsday cannon has two profiles, one for if the vehicle did or didn't move that turn (with the non-moving one being 72" range S9 AP1 Large Blast). The moving profile only has a 24" range and a S7 blast. Basically described as gunboat whose strategy is to hit first and destroy the enemy before they can fire back.

    • Annihilation Barge: Described as anti-infantry support platforms. Variant of the Catacomb Command Barge: Open-topped, AV11, Quantum Shielding, Living Metal. Has a twin-linked Tesla Destructor & a Tesla Cannon, but can upgrade the cannon to a Gauss Cannon. Not exactly sure why you'd want to do that except for the extra range (36" for the Gauss Cannon as opposed to all Tesla weapons which are 24" range).

    • Monolith: 35 Point reduction along with corresponding nerf in invulnerability (were you not expecting that?). Still AV 14 and still has Living Metal (although again that only helps remove Crew Stunned/Shaken now). Can still Deep Strike but no longer has invulnerability from Mishaps. Has 4 Gauss Flux Arcs (which are now just Heavy 3 instead of randomly rolled). Particle whip is now just a straight up S8 AP3 24" large blast. The portal can be used to either transport any non-vehicle friendly Necron unit through it or to suck enemy models within 6" to instant death who fail a Strength Test. No bonus to reanimation protocols (the replacement for WBB) is present. Although, at the end of the day, this is still an AV14 vehicle all around, which is pretty imposing in the current game. Unfortunately all of its weapons are really close range, which means it will also now tend to be in Melta range...

    • Doom Scythe: Pure fighter variant of the Night Scythe. AV11 with Living Metal (but no Quantum Shielding or open-topped). Is supersonic (36" flat-out) and can fire all its weapons when moving at cruising speed. Has a twin-linked tesla Destructor & a Death Ray, which allows a 3D6" line to be drawn (with one end of the line being within 12" of the vehicle) and causes a number of hits on every unit crossed by the line equal to the number of MODELS in the unit hit. Oh and did I mention that these hits are S10 AP1? Nasty indeed! But at nearly 200 pts for an AV11 vehicle, to get within 12" to unleash this beast will probably be a bit rough.

    • Tomb Spyders: The artwork makes them look much more flying and nimble, like giant Scarabs. Can now repair vehicles like a Techmarine, Big Mek, etc. Can take an anti-psychic defense against any power targeting a friendly unit within 3" (nullified on a 4+). Can still create Scarab Swarms, but only into existing swarms on the table (they no longer form a unit with the Spyder) and it can still take damage if it rolls a '1' while doing so. Can take Whip Coils (by giving up a close combat weapon and a +1 to repair vehicles) which is like a Tyranid Lash Whip. Can take 1 or 2 Particle Beamers (by removing its CC/fixer arms) to do so. 1-3 in a unit.
    Last edited by Darnok; 16-10-2011 at 11:49.
    [Codex: Wastoids] [A Wastes Novel]
    Quote Originally Posted by Wintermute View Post
    I have a soft spot for Firefly

  4. #4
    Wild West Exodus - Backer Darnok's Avatar
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    Re: Necron Rumour Roundup

    http://www.dakkadakka.com/dakkaforum...4.page#3458347

    Quote Originally Posted by Yakface
    Crypteks vs. (basic) Lords in the 'Royal Court': both have more like squad leader stats then character stats (1 wound each for example) with both of their base points are in the exact same range as an IG Commissar, for example. However, all of the upgrades for these guys clock in the 5 to 45 point range (each option) with probably a 15 point median for their gear, so you can imagine that these guys will very quickly eat up your points if you give them many (or any) upgrades.

    The Lords have access to 4 Weapon upgrade options (Warschythe, Gauntlet of Fire, Hyperphase Sword & Voidblade) and 5 wargear-esque options (Sempirternal Weaev, Mindshackle Scarabs, Tesseract labyrinth, Ressurection Orb & Phase Shifter). Of all those weapons and upgrades only the Rez Orb benefits the unit. The rest of the upgrades just give the Lord extra benefits in combat or armor save.

    So really, if you're looking to make the Lord improve a unit by leading it, besides adding some CC punch to the unit your only real choice is the Rez Orb and the Rez Orb is on the high end of the points scale for their wargear so it isn't exactly a steal to get a Rez Orb into a unit (which for those who aren't keeping up boosts their Resurrection Protocols to a 4+).

    Crypteks can be taken plain jane if you wanted (with only a Staff of Light), but if you want to upgrade them at all, then you have to select a 'discipline' that they follow. There are five disciplines to pick from and each one costs some amount of points to take, with the only benefit being that you get an upgraded weapon instead of the staff of light that fits into that discipline's role.

    The 5 Disciplines are: Harbinger of Destruction (described as 'plasmancers', weapon is Eldritch Lance, wargear choices are Gaze of Flame & Solar Pulse), Harbinger of Eternity (able to read the future, weapon is Aeonstave, weargear choices are Chronometron & Timesplinter Cloak), Harbinger of Transmogrification (described as 'geomancers', weapon is Harp of Dissonance, options are Seismic Cruicble & Tremorstave), Harbringer of the Storm (described as 'ethermancers', weapon is Voltaic Staff, options are Ether Crystal & Lightning Field) & Harbringer of Despair (described as 'psychomancers', weapon is Abyssal Staff, options are Nightmare Shroud & Veil of Darkness).

    Now, once you've chosen a discipline to upgrade to, you're allowed to give the Cryptek one (or both) of the listed wargear options. HOWEVER, the rules state that 'each of the wargear options can only be chosen once in each Royal Court'. So the only way you're going to get more than one Veil of Death (for example) is to take a second Royal Court and even then you're only getting a second one. So it does not look like you will be able to spam these items.

    Although there are some exceptions, for the most part these wargear options tend to benefit the unit they're leading, or affect enemy units that are trying to do something to the unit. Like giving the unit assault and defensive grenades (Gaze of Flame), you already know about Solar Pulse if you've been reading my posts closely, causing damage on enemy units Deep Striking near or assaulting that Necron unit (Ether Crystal & Lightning Field respectively), reducing one enemy unit's assault move against that Necron unit by D3" (Seismic Crucible), etc. And all of the upgraded Cryptek weapons are ranged weapons.

    So in general I think the basic Lord is what you take if you're trying to give the Royal Court some CC punch (or give a unit some CC punch)...besides the obvious Rez Orb choice, of course! Instead, if you're wanting to upgrade your unit to have some unique abilities and a specialty shooting weapon in it, then the Cryptek is the way to go.



    C'Tan Shards: Just to be clear (someone asked), the Necrons do not have any kind of 'deal' worked out with the C'Tan shards. It doesn't state how, but they are able to control them somehow (using their super-tech) to basically point them at the enemy and get them to do what they want, but of course in game terms this isn't represented, there's no special 'rage' rule or anything forcing you to play a C'Tan a certain way.

    The fluff says that the Necrons are constantly hunting down missing C'Tan shards and trying to imprison them in pocket dimensional prisons. They know that they can never fully destroy a C'Tan (only break them into shards and keep them from forming back together), but of course their fear is that the C'Tans will be able to reform and then take revenge back against the Necrons.

    Every indication I get from the codex is that you'll just use the existing models to represent C'Tan shards, because if you think about how they're described now, a 'shard' is really much closer to what the old codex's power-level was for a C'Tan.

    As for the 2 'Manifestations of Power' each shard must take, they each cost a different point value (between 10 & 50 points) and you can only have one of each choice in the army no matter how many C'Tan shards you take. There is a wide variety of different things that can be chosen, from powers that are roughly equivalent to some of the special rules that the Deceiver & Nightbringer had access to in the last codex and plenty of new impressive rules as well (such as making all difficult terrain on the table dangerous for the enemy or making one enemy model in base contact have to pass an Initiative test or be removed from the table). 3 of them are shooting attack choices, each obviously quite a different kind of attack than the others.

    As awesome as some of this suonds, you have to temper that with the fact that shards are nearly 200 points with no options, and once you factor in the two manifestation upgrades, you're talking about a unit that is somewhere between 200-300 points (depending on which two manifestations you take).
    Quote Originally Posted by Yakface on Dakka
    Okay, today's fun-time update is the next named character that most everyone seems interested in (and I will post this info into the master summary back on page 1 as well):


    Memesor Zahndrekh & his loyal bodyguard Vargard Obryon

    This is the Lord whose mind was damaged during hibernation and he still thinks he's fighting the wars of secession against his fellow Necrontyr (not even realizing he is a Necron now).

    Therefore, he still practices honor and valor towards his enemies and tries to capture opposing generals instead of kill them. He would also never use Deathmarks, Wraiths, etc, as these are not honorable (assassins). Of course, they also say his subordinates have no such compunctions, so it explains how you can still have these units in an army with him.

    Even though most of his subordinates would like to see him removed because he's obviously crazy, he is still a military genius and he still has a bunch of loyal followers as well, including his long-standing bodyguard Obyron, who takes care to clean up whatever messes Zahndrekh's delusions get them into (like he always arranges for enemy prisoners to be executed while 'trying to escape' for example).

    Zahndrekh has the gear to give himself a 2+/3+ save (which generic Overlords can do as well if they take the same gear). He also has a Rez Orb, Particle Caster (pistol) and Void Blade (Rending & Entropic).

    His special rules are all based around his tactical acumen and they allow him at the start of each Necron turn to pick a friendly unit and give them a special rule: Counter-Attack, Furious Charge, Hit and Run, Acute Senses, Stealth or Tank Hunters (which they get until the start of their next turn).

    He ALSO gets to pick one enemy unit on the table within his line of sight to lose ALL of those special rules listed above until the start of the next Necron turn.

    When he is on the battlefield, any number of Necron units in reserve waiting to Deep Strike may choose to enter play immediately after any enemy unit arrives from Reserves. In other words, basically the same ability the Deathmarks have.


    Vargard Obyron does not take up a HQ slot if in the same army as Zahndrekh. He has an uncharacteristic WS6 (as well as a 2+ save) along with a Warscythe.

    He also has the Ghostwalk Mantle, which is a Veild of Darkness that can be used to pull his unit out of close combat (leaving the enemy to consolidate immediately), and if he choose to arrive within 6" of Zahndrekh, he does not scatter. Furthermore, if Zahndrekh's unit is ever assaulted and Obyron is not part of that combat, then he immediately teleports into the combat, leaving whatever unit he is in, even if he is already fighting combat or embarked in a vehicle.

    Finally, he has a special rule that means he keeps track of any misses enemies roll against him in CC (not counting those that are successfully re-rolled). Each 'miss' that occurs before he swings in combat gives him a bonus extra attack that round of combat, up to a maximum of 6.


    These guys are not cheap (although at least individually still not as expensive as the Stormlord), but they've certainly got some interesting potential.
    And also

    Wraiths are indeed 2 Wounds, but their Initiative has dropped to 2.

    Tomb Spyders have a WS, BS & Wounds of 3 and are slightly reduced in points, but have lost an Attack (although they do start with two CC weapons unless you upgrade the arms to other stuff).
    Quote Originally Posted by Yakface
    The Night Scythe, Catacomb Command Barge & Doom Scythe are Fast Skimmers (so can move flat-out).

    The Ghost Ark, Doomsday Ark & Annihilation Barge are just Skimmers (so no moving flat-out). And yes, there is no reason the embarked models can't fire from the Ghost Ark as well as the vehicle's Gauss Flayer arrays, but remember that embarked vehicles cannot fire when the vehicle moved faster than combat speed (unless they disembark first).

    The Monolith is a new vehicle type, a 'heavy' skimmer which means the vehicle can only ever move combat speed but always counts as stationary when firing. Oh, and the Monolith has a rule that says it can only ever Deep Strike in from Reserve.
    http://www.dakkadakka.com/dakkaforum...4.page#3458405
    http://www.dakkadakka.com/dakkaforum...4.page#3458428

    First link has all the unit size info (see below), second link only clarifies that Monoliths can deploy normally and that Tomb Spyders can actually be a unit now (Carnifex-style).

    Quote Originally Posted by Yakface
    ELITES

    • Deathmarks, Lychguard & Triarch Praetorians: 5-10

    • C'Tan Shard & Triach Stalker: 1 per FOC

    • Flayed Ones: 5-20


    TROOPS

    • Warriors: 5-20

    • Immortals: 5-10


    FAST ATTACK

    • Canoptek Wraiths: 1-6

    • Canoptek Scarabs: 3-10

    • Tomb Blades: 1-5

    • Destroyers: 1-3



    HEAVY SUPPORT

    • All Vehicles: 1 per FOC
    Last edited by Darnok; 20-10-2011 at 11:12.
    [Codex: Wastoids] [A Wastes Novel]
    Quote Originally Posted by Wintermute View Post
    I have a soft spot for Firefly

  5. #5
    Wild West Exodus - Backer Darnok's Avatar
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    Re: Necron Rumour Roundup

    What seems to be a part of the nex Codex: Necrons cover, was made public today. This was sent with a Newsletter to German GW stores in preparation to the Necron release. Found on Brückenkopf.

    This newsletter speaks of four plastic boxes, four characters in Finecast, and one regiment/unit box in Finecast as the releases on 5th of October.

    Thanks to Bramgaunt, we also have a picture of the Cryptek.
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    Last edited by Darnok; 20-10-2011 at 11:15.
    [Codex: Wastoids] [A Wastes Novel]
    Quote Originally Posted by Wintermute View Post
    I have a soft spot for Firefly

  6. #6
    Wild West Exodus - Backer Darnok's Avatar
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    Re: Necron Rumour Roundup

    Quote Originally Posted by 75hastings69 View Post
    Couldn't see this on the thread (although I didn't go through every page!) early next year youll be getting a second wave of necrons - entries in the codex not covered by this release, 4 vehicles, a walker and 2 aircraft, also new tomb spiders IIRC.
    Good news, thanks!
    [Codex: Wastoids] [A Wastes Novel]
    Quote Originally Posted by Wintermute View Post
    I have a soft spot for Firefly

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