New Codex

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New Codex

Post by Slimnoid » Mon Jan 26, 2015 1:43 pm

1. Codex specifically states: "Snap Shots never cause additional hits as a result of this special rule".

2. Night Scythe is 130 points. They still have invasion beams.

3. Gauss auto wounds on a 6, and auto glances on a 6. No double strength.

4. Tomb Blades have twin linked gauss blasters. These can be exchanged with twin linked Tesla Carbines for free, or Particle Beamers for 2 points / model

5. Anrakyr is 160 points.

6. Triarch Praetorians are 140 points for a squad of 5. Their Rod of Covenant has a 12" range.

7. The Doomsday Ark is Heavy Support (again, see my earlier post about Crons not using standard Force Org though). It still has t be stationary to fire.

8. Monolith: 200 points, 14 AV all around, BS4, 4HP. Four gauss flayer arcs, Particle Whip, Eternity Gate, Deep Strike, Living Metal.

I am not a Cron player, but I think the Obelisk is new? It's like a superheavy version of the Monolith. 300 points, 14AV all around, BS4, 4HP. Four Tesla Spheres, and all enemy flyer, skimmer, jetbike, and FMCs treat terrain within 18" of the Obelisk as dangerous terrain. Zooming flyers and FMCs must also take a dangerous terrain test. The Obelisk can be "powered down" and gain 3+ invuln, but cannot move or shoot. Deep striking obelisks are always powered up. Once powered up, it cannot power down again.

9. The Spyder can add a single Canoptek Scarab base to a scarab unit within 6", at the start of the movement phase, even if it raises it past the starting amount. Roll a D6 after that, and it takes a wound on a 1.

10. Cryptek:

65 points, HQ, Infantry (character)

WS4 BS4 S4 T4 W2 Iw A1 Ld10 Sv.4+

Staff of Light, may take a chronometron (25 points), may take items from Technoarcana or Artefacts of the Aeons

Reanimation Protocols

Technomancer: This model and all models with the Reanimation Protocols rule in his unit receive +1 to Reanimation Protocol rolls (posted the rules for RP earlier in the thread)
Necron Special Rules:

Renanimation Protocols - When a model with this rule suffers an unsaved wound, it can make a special reanimation roll to avoid being wounded. This is not a saving throw and can be used against attacks that state "no saves of any kind are allowed". Reanimation protocols rolls may even be made against hits that cause Instant Death, but cannot be used against hits from Destroyer weapons, or an attack that states the model is removed from play.

Roll a D6 each time the model suffers an unsaved wound, subtracting 1 if the wound caused Instant Death. On a 5+, discount the unsaved wound. Modifiers to this dice roll can never be improved to better than 4+.

If a model has both reanimation and FNP, you can choose to use one or the other but not both.
Canoptek Scarabs are Fast Attack, 60 points.

WS2 BS2 S3 T3 W3 I2 A4 Ld10 Sv6+

May include up to six bases at 20 pts per base

Entropic Strike: To wound rolls of 6 wound automatically and cause glancing hits if they wouldn't penetrate

Fearless, Swarm

Lychguard are 125 points for a squad of 5.

WS 4 BS 4 S 5 T 5 W 1 I 2 A 2 Ld 10 Sv 3+

Warscythe, Reanimation protocols. May select a night scythe as a dedicated trasnport.

The entire unit may exchange their warscythes for hyperphase swords and dispersion shields.
Dispersion Shield

A mdel equipped with a diispersion shield has a 3+ invulnerable save, but can never claim the two weapons bonus in the fight sub phase.

Mindshackle Scarabs

When fighting in a challenge, a model with the scarabs has the Fear rule. Fear tests taken as a result of the scarabs are taken on a 3D6
Flayed Ones, Elites, 65 Points for 5 guys

WS4 BS4 S4 T4 Wi I2 A3 Ld10 Sv4+

May include up to 15 other Fllayed nes at 13 pts per model

Deep Strike, Fear, Infiltrate, Reanimation Protocols

Two Flayer Claws: AP 5, Shred
Whipcoils can be purcahsed for 3 pts per model. S = user, gains swiftstrike (+3 init)
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Re: New Codex

Post by Dez » Mon Jan 26, 2015 2:09 pm

Thanks for the summary, doesn't look bad at all to me. I'm especially excited about the Lych Guard, I've always loved that unit.

I may invest in a Obelisk/Tesseract Vault.
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Re: New Codex

Post by Slimnoid » Mon Jan 26, 2015 2:34 pm

Catacomb Command Barge - HQ, 135 points

This is taken in place of your Overlord (he sits inside the thing) WS5 BS5 S5 T5 W3 I2 A3 Ld10 Sv.3+

Catacomb Command Barge BS4, 11AV all around, HP3

Overlord has his usual stuff (staff of light, Reanimation, can buy extra wargear, etc.)

Catacomb Command Barge has a Gauss Cannon (can switch to Tesla Cannon), Quantum Shielding, and Living Metal.

Command Wave: All Necron friendlies within 12" re-roll failed morale, pinning, and fear tests. If the warlord in the barge has the Immortal Hubris trait (see earlier in thread), command wave range extends to 18".

Annihilation Barge - Heavy Support, 120 points

BS4, AV 11 all around, HP3

Gauss cannon (can switch to Tesla), Twin linked tesla destructor, Quantum shielding, Living Metal

My bad - the annihilation barge is in a formation I forgot to list. The Annihilation nexus, which has two Annihilation Barges and 1 Doomsday Ark.
I see nothing in the Ghost Ark entry that says non-warriors can ride it.

Destroyers are 40 points per destroyer, and upgrade to heavy destroyers for +10 points. Fast Attack, Jet Pack Infantry

WS4 BS4 S4 T5 W2 I2 A1 Ld10 Sv.3+
(Heavy destroyers have the same Stat Line.)

Destroyers have a Gauss cannon, heavy destroyers have a heavy gauss cannon.

Preferred enemy, Reclamation Protocols, Very Bulky
On the Doomsday Cannon:

Low Power 24", S8 AP3, Heavy, Blast

High Power 72" S10 AP1, Primary Weapon 1, Large Blast, Divert Power (must be stationary)

I don't see anything about Tomblades being able to increase armour save or jink.

Technoarcana is as follows:

Chronometron - The model and his unit have 5+ invuln. against shooting attacks

Dispersion shield - Model has 3+ invuln., cannot claim Two Weapon bonus

Fabricator Claw Array - During shooting phase, instead of shooting, a model with the claw can repair a single friendly vehicle in base contact. D6 roll: on a 4+, restore a hull point or repair weapon destroyed or immobilised result, effective immediately.

Gloom Prism - Model and all units within 12" have Adamantium Will.

Mindshackle Scarabs 10pts - During a challenge, model with the scarabs causes Fear. Ld. tests against the model are taken on 3D6.

Nebuloscope - model ignores cover when shooting

Phase Shifter 25pts - 4+ invuln. save, but only for the model and not any chariot it rides on

Phylactery 15pts - It Will Not Die, for both the model and any chariot it rides on

Resurrection Orb 25pts- Once per game, after an unsuccessful reanimation roll has been made for the model (or another model in the same unit), you can re-roll it and any other failed reanimation rolls (for the model and its unit) until end of phase.

Shadowloom - +1 cover save (6+ in the open)

Shield Vanes - 3+ armour save

Artefacts of the Aeons

Gauntlet of Conflagrator 30pts- Template, S7 AP2, Assault 1, One Use Only

Nightmare Shroud 35pts- 2+ armour save and fear. Once per game can force enemy unit within 18" to take a morale check (Fearless and Know No Fear units are immune)

Orb of Eternity 40pts- See the Resurrection Orb above, except this also gives +1 to the reanimation rolls

Solar Staff 15pts- 12", S5 AP3, Assault 3, Blind, Solar Pulse
Solar Pulse: Once per game, at the start of any turn, cancel night fighting for the turn. When activated, enemy units can only fire snap shots at the model and its unit until the staff bearer's next turn.

Veil of Darkness 25pts- Deep strike. Once per game, can remove itself and its unit from the table and immediately deep strike somewhere else (even if locked in assault)

Voidreaper 30pts- S+2 AP2, Melee, Armourbane, Fleshbane, Master Crafted, Two Handed

Anrakyr the Traveller:

160 points, Character, HQ

WS5 BS5 S5 T5 W3 I2 A3 Ld10 Sv.3+

Tachyon arrow and Warscythe

Warlord Trait is Implacable Conqueror (see earlier post in thread)

Counter-attack, Furious Charge, IC, Reanimation

Mind in the Machine: At start of shooting phase, choose an enemy vehicle within 12". On a 4+, randomly select one of that vehicle's weapons (no choosing one use weapons that have already been fired off though, or destroyed weapons) and shoot the weapon at another enemy unit. Use the vehicle's BS, unless it is stunned or shaken (then snap shots only). Tyranids laugh at this.

Pyrrhian Eternals - At start of game, before deployment, nominate one friendly unit of immortals. They have Furious charge and counter-attack.
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Re: New Codex

Post by Corwin » Mon Jan 26, 2015 3:11 pm

Most of them seem OK, I'm glad they didn't get rid of auto glance on 6s. The nerf to MSS something was needed but causing fear seems like too much of a nerf with how much is fearless in the game. I do like the can't work on snap shoots for Tesla. Did gauss use to auto wound on 6s if not that is nifty.
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Re: New Codex

Post by Slimnoid » Mon Jan 26, 2015 3:52 pm

Necron Warlord Traits

1 Enduring Wrath - Warlord has Eternal Warrior

2 Eternal Madness - Zealot special rule

3 Immortal Hubris - Warlord and friendly units within 12" re-roll failed morale, pinning, and fear tests

4 Hyperlogical strategist - Add or subtract 1 from reserve rolls and seize the initiative

5 Implacable Conqueror - Warlord and all friendlies within 12" have Relentless and Crusader

6 Honorable Combatant - Must issue or accept challenges. Re-roll all failed to hit rolls in a challenge. No friendly character other than Vargard Obytron can attempt glorious intervention. If enemy refuses challenge, warlord gains hatred for rest of game.
Quantum Shielding - The vehicle has AV13 all around, but after the first penetrating hit, it falls back to the normal AV values.
Voidreaper 30pts- S+2 AP2, Melee, Armourbane, Fleshbane, Master Crafted, Two Handed
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Re: New Codex

Post by Slimnoid » Tue Jan 27, 2015 2:32 pm

Canoptek Wraiths - 120 points (unit of 3)

WS4 BS4 S6 T5 W2 I2 A3 Ld10 Sv.3+

Fearless, Rending, Very Bulky

Wraith Form: Canptek Wraiths have 3+ Invuln. Save

Wraithflight: When moving, Canoptek Wraiths can mve over all other models and terrain as if they were open ground. However, they cannot end their move on top of other models and can only end their move on top of impassable terrain if it is possible to actually place the models on top of it.

May include up to three additional Canoptek Wraiths (40 points per model)

Any model may take one of the following:

Whip Coils - 3 pts per model
Particle caster - 5pts per model
Transdimensional beamer - 10pts per model
And they're apparently beasts now. No grenades though.
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