New Necron details

User avatar
whytwolf
Lord General
Posts: 2057
Joined: Mon Dec 21, 2009 9:31 am
Location: South Hadley, MA
Contact:

New Necron details

Postby whytwolf » Mon Oct 17, 2011 8:57 am

Not sure how much of this is accurate, but I saw this detailed write-up on Facebook and thought i'd pass it along.


Necron Force Organization Charts, and Descriptions

For your Sunday reading, we have a listed unit name, description, and location within the force organization chart. This lists out the dedicated transports etc. Its a good read, have fun.

Like all rumors, until we get it in our hands, take with a little salt. However I would think this is pretty solid.

via YakfaceOVERALL 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).

The Royal Court does not take up a HQ slot but may only be taken one per each Overlord (including the named ones) you take in the army.

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.

• Ghost Ark: 10 model transport, 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. 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. 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.

So that's about it for now. But I'd be remiss to point out that I didn't mention any of the special character's abilities really or any of the wargear/rules of the Crypteks. There are lots of neat toys as usual in 5th edition codexes. I'm not going to list them all, but I'll pick a random one that just seemed fun to me...there is a special character (the Stormlord) who makes the first turn of the game be night fighting no matter what the mission and can try to extend the rule into further turns by rolling higher than the current turn number on a D6...in addition, while the Night Fighting rules are in effect all unengaged enemy units suffer D6 S8 AP5 hits on a D6 roll of '6' at the start of each Necron shooting phase (hit by lightning strikes). And of course there is a Cryptek ability 'solar pulse' which allows (once per game) at the start of any turn (friend or foe) for the Night Fighting rules to be cancelled for that turn (or apply if the Night Fighting rules weren't in effect when the pulse was launched).

So I could see an army based around this using Night Fight (with Lighting Strikes, of course), and then any turn they REALLY need to shoot, you can use the Solar Pulse to cancel out the Night Fighting effects on your own turn, which still leaves them affecting enemy shooting on their turn! Seems like it could be quite nasty indeed! Oh, and he can try to seize the Initiative on a 4+ except against Orks (who confound his logic). But of course, he is also over 200 points naturally.
"It is the way of Fenris. We stay as long as we can. We fight as hard as we can. Kill as much as we can. Only when we can do no more, do we move on."

User avatar
whytwolf
Lord General
Posts: 2057
Joined: Mon Dec 21, 2009 9:31 am
Location: South Hadley, MA
Contact:

Re: New Necron details

Postby whytwolf » Thu Oct 20, 2011 11:10 am

More rules rumors from Facebook:

Necrons: Army Wide Special Rules and Guns

This morning I have a listing of your Necron army wide special rules, Reanimation Protocols, Ever-Living, Entropic Strike, and Living Metal. There is also a listing with Weapon types and rules.

Please remember that these are rumors until we get the codex in hand, please take with a grain of salt.

NECRON ARMY-WIDE SPECIAL RULES

• We'll Be Back from the previous codex has been replaced by Reanimation Protocols (sorry I keep accidentally calling it Resurrection Protocols in some of these teasers). It now works at the end of each phase, but only on a 5+. You now remove models and place a token or marker next to the unit to remind you how many rolls to make (although you could just use the downed models as markers, but the important thing is you know that these markers don't affect gameplay at all). The rules are very clear about when/how models that return to play via RP are placed and if the entire unit is wiped out then the unit is gone and now RP rolls can be taken. Similarly, if the only model left in the unit is a character (such as a joined IC or a Cryptek/Lord) then these models alone are not sufficient to allow the other models to attempt their RP rolls. Nearly every non-vehicle unit in the game benefits from RP (as opposed to the old WBB, which only worked for 'Necrons'), except for the C'Tan shards.

Reanimation Protocols returns the model to play with a single wound unless they have a Phylactery in which case they come back (the first time they get back up) with D3 wounds.

• Ever-Living. This is basically just an additional Reanimation Protocol rule that characters have to describe how they're placed back on the table. Only characters (including basic Lords & Crypteks) have this rule, no squads do. The only real thing to note about it is that if the model wasn't joined to a unit when it went down, then if it returns to play it must be placed within 3" of the spot it fell. So characters are the only models it really matters where their 'marker' is placed when they are removed. So in some situations, such as an enemy unit killing a character with Ever-Living in CC and then consolidating on top of his marker, it would be entirely possible to prevent him from returning to play (as they can't if you are unable to place them within 3" of the spot they went down).

• Entropic Strike. This is mainly a Scarab rule, but it also applies to a few close combat weapons in the army as well. Basically if a model suffers an unsaved wound from an Entropic weapon then it has it armor save immediately changed to '-'. Obviously this would only apply to multi-wound models as any other type of model would be dead if it suffered an unsaved wound (ignoring the argument about whether a wound stopped by 'Feel No Pain' still counts as an unsaved Wound or not). Against vehicles, for each hit by this weapon type means at the end of the phase you roll a D6 and on a 4+ the vehicle's armor value is reduced by '1' on all facings. If a vehicle is reduced to '0' on any facing then it becomes wrecked immediately.

• Living-Metal. Not just for the Monolith anymore! Many vehicles in the codex have this and it basically allows the vehicle to ignore a Shaken result on a 2+ and a Stunned result on a 4+. These rolls are made immediately when the vehicle is damaged so this is nowhere near as good as the Grey Knights ability to remove Shaken/Stunned results.

• Phase out is gone (good riddance, I say ).

• There doesn't appear to be any Force Org shifting around in this codex at all unlike most other recent codexes (so taking any special character doesn't allow you to take a unit in a different section of the Force Org chart at all).

NECRON ARMY-WIDE WEAPON NOTES

• Gauss Weaponry does NOT have rending. It retains the 'auto-glance' on a penetration roll of a '6' rule, but has otherwise has lost the 'auto-wound' on a roll of a '6' regardless of Toughness that it used to have. The Gauss Cannon is now apparently Assault 2 & AP3 (I'm assuming the Strength is still 6).

• Telsa Weapons. With these weapons for every '6' rolled to hit the 'target suffers 2 additional automatic hits'. Whether or not that means the target suffers 2 or 3 hits in this case is a bit ambiguous, but I think the word 'additional' means that its actually 3 (one for the original hit for rolling the '6' to hit and then another additional two for a grand total of 3). The big daddy version of this weapon found on a lot of the heavier vehicles is the Tesla Destructor (and is almost always twin-linked to really maximize the chance to get those extra '6's to hit). All Tesla weapons are 24" and AP '-', but the Destructor is S7, Assault 4 and 'Arc' (which means you roll a D6 each unit, friendly and enemy, within 6" of your target and on a '6' they are struck with D6 S5 AP- hits as well). While the AP '-' keeps this weapon from being a premiere light vehicle killer, I think with all the potential S7 shots this can theoretically kick out, it still going to be pretty good at zapping vehicles.

The weapons go in order from lightest to heaviest as: Tesla Carbine -> Cannon -> Destructor.

• Particle Weapons. These are basically the blast weapons of the Necron army (with the exception of the pistol variant) with no special rules. They all have a pretty high Strength and a mid-range AP.

The weapons go in order from lightest to heaviest as: Particle Caster (pistol) -> Beamer -> Shredder -> Whip.

• There aren't any weapons that ignore invulnerable saves in the codex either...however there are quite a few little special abilities scattered about that simply remove models from play if they fail a certain kind of test, which does effectively ignore invulnerable saves (and any other kind of save too).

via Bramgaunt

Monolith, Warriors and Destroyers stay the same price and the same composition. 12 Warriors & 3 scarab bases.
Also, i haven't seen any mention of the Eternal Life rule, which allows whole units to get up again. No idea how it works, though.

Also, the Cryptec is slightly less expensive then the Overlords, the flayed ones however are 35€, thats 9€ more then rumoured.

35 ->Euro


Ah, Immortals and Deathmarks ARE one kit. Just to clear this one out.


.
"It is the way of Fenris. We stay as long as we can. We fight as hard as we can. Kill as much as we can. Only when we can do no more, do we move on."


Return to “Necrons”

Who is online

Users browsing this forum: No registered users and 1 guest