Necron

From 2d4chan
Revision as of 03:01, 31 October 2011 by 121.73.78.145 (talk) (→‎HQ)
Jump to navigation Jump to search
This article contains PROMOTIONS! Don't say we didn't warn you.
This page is in need of cleanup. Srsly. It's a fucking mess.

>

5th Edition wrecked their shit. It also made their fluff halfway tolerable. It still doesn't excuse the original shit.

Necrons, also known by some as Noobcrons, are the Tomb King expys of the 40,000 universe. Which rounds off the rest of the 40K universe being Fantasy races.... IIIIIN SPAAAAAAACE. They also worship (theoretical) vampires who like sucking the (tasty, gooey) living shit out of a star. Which is bizarre, but Games Workshop frequently does shit like that.

Some have considered the Noobcrons to have been unduly OP during their introduction. A respectable amount of evidence can be gathered to grant credence to either points of view. All agree however that the old fluff they had was absolute shit worthy of Matt Ward and the this new update has at least fixed that. As of now, only the pictures are definitive, but most people seem to like the new crons. (Though probably only by comparison)

Anybody who thought Necrons were an overpowered race probably failed probability in high school. HURR DURR, BITTER NECRON FANBOY. And thus, the cycle of Neckbeard rage begins anew.

They'll probably be hideously overpowered again after their Codex comes out in 2011... they'll probably be able to autokill on a six and do their old auto-wound/glancing hit on 3s or more or some broken shit like that. They are still totally fucking overpowered in battlefleet gothic though, their cruisers can crush many other race's battleships without much trouble. But no one plays Battlefleet Gothic, so who gives a shit?

The Necrons are on the cusp of their next update, but fans cannot tell whether to rejoice or tremble as they live under the constant shadow of Matt Ward. After making the Necrons and Blood Angels secret lovers that the universe was not yet ready to understand make the sound tactical decision to cooperate and defeat a Tyranid invasion, it is an understandable fear that the Great Taint may spread to the robots, who have already suffered from GW's neglect.

Updates EVERYWHERE!....unfortunately for the Space Zombies, Matt Ward is gunning for them.

Birth of the Angry Goth Terminators

Nothing is sacred

A long-ass time ago (even before the Spess Elves) the Necrontyr lived on a planet blasted by radiation from their sun. Their short lives were punctuated from beginning to end with cancers, AIDS, and pain.

At the same time, a race of psychically-attuned forefathers called the Old Ones had built a vast civilization throughout the galaxy. They seeded many races (leaving humanity alone) and generally showed off. Oh yeah, and they are speculated to be immortal lizards.

The Necrontyr met the Old Ones and quickly grew to resent their neighbors, loathing how long their lifespan was by comparison. Resentment grew into bitter jealousy and finally all-consuming hatred. The Old Ones were indeed much stronger though, and repelled Necrontyr assault after assault until the angsty race was clinging to the edge of the galaxy.

The Necrontyr finally located and loosed a force known as the C'tan, beings with immense power over the corporeal world. The realm of the Warp, which the Old Ones used extensively, was anathema to them, and they sought nothing less than the total separation of the real world from the Maelstrom.

The Necrontyr bargained with the Deceiver - yes, suspend your disbelief for a moment that anyone would trust a guy named the Deceiver - for eternal life. The Deceiver promised the living Necron race immortality and fun times if they'd sacrifice their bodies to the gods to be replaced with metallic-y goodness The Deceiver agreed and then ripped their souls out of their collective urethrae, replacing the Necrontyr with the skeletal metal bodies of the Necrons.


War breaks out between the Necron and the Old Ones. The Old Ones get their asses soundly beat over and over again, creating new races (lol, Krork) to defend themselves with. Oh, and by using the Warp as a weapon, they turned it into the fun place we all know and love.

After the Old Ones strategy of cranking out race after race to be used backfired when the Enslaver Plague rolled around, the C'Tan go on a feast of galactic proportions. It isn't until they realize that the food (see: EVERYTHING!) is drying out that they decide to go to sleep for 60 million years, 'till the scrumptious morsels known as EVERYTHING regrew.

In present time, the Necron spend most of their time killing anything with a pulse and generally hating anything living, including bacteria. The rest of their time is spent on sleeping and being Super Secret Pony Princess Unicorn Best Friends Forever with Blood Angels. Because that makes sense. (We don't like it any more than you do - 'Crons) They're the goth craze if you dipped them in liquid hate and injected them with 400% of your daily allotment of cheese.

Moral of the story: Finish the damn war and wipe the bastards out or they WILL beat you over the head with a Deus Ex Machina.

Gameplay

A mountain of rape

Pre-5th edition, the Necrons were virtually, an unstoppable Shooty army. Their simple tactic of move-shoot-move-shoot in-tandem with their gauss weaponry capable of vaporizing anything (including heavy tanks) infront of them with impunity, and their Marine-like stats spawned the all famous "March of Doom", which was basically a non-stop forward march of Necron Warriors, Immortals, and Destroyers to flatten the table. And the innate WBB rolls ensured that the march was fuckhard to stop, especially in tandem with resurrection orbs, pylons, monoliths, and some of the cheesier necron formations; since the guys your had a very good chance of getting back into the game after getting killed. But that was then

Oh oh, you have been confronted by a 9ft homicidal robot, I know, let's just stand there like a dumbass because surely his vision must be based on movement!

The Necron have been severely nerfed in 5th Edition, due to vehicles being a bit more sturdy. In the previous edition, they could potentially destroy any enemy (including heavy vehicles) with just their default troops choice - Gauss weaponry caused (and still does) automatic wounds/glancing hits on a roll of 6. Necron Warriors dispatching Land Raiders or Leman Russ Tanks with these glancing hits was not unheard of, causing many veterans of 40K tabletop to rightly declare the Necrons to be Cheese.

Post-edition update, due to the new Armor Penetration rules, Necron Warriors can still harass, stun-lock, and annoy vehicles - even heavy ones - but are much less able to gun down a heavy like a Predator Tank or Vindicator with simple massed Warrior fire, to the delight of non-Necron players everywhere. Massed fire from Necron Warriors can still kill a heavy vehicle, but it will take a veritable barrage of shots to do now, making it a bit less likely that players can spam the shit out of warrior squads and come away triumphant, making this an improvement. A smart Necron player learns to not over-rely on Warriors now, using backup from Tomb Spyders, the Necron Lord, Pariahs, and Destroyers in order to pack quality antivehicle options.

In spite of the nerf, Necrons remain a competent and extremely dangerous force to an infantry-based army (especially the Tyranids who are easily fucked over by auto-wounds). A competently-run Necron army will be able to threaten heavy vehicles as well; one that continues to over-rely on Necron Warriors will find itself getting raped if a Leman Russ, Manticore Rocket Launcher, Deathstrike Missile Launcher, or Vindicator hits the table. Stat-wise, Necrons are rather similar to Space and Chaos Marines, though they essentially have a 4+ Invulnerable Save in their We'll Be Back! rule. They have only one troop type, one vehicle, and are heavily-focused on shooting (though they have some tough melee options like Flayed Ones and infuriatingly tough-to-kill Wraiths). They also have a useful Monstrous Creature of sorts in the Tomb Spyder.

The infamous Monolith is easily the most recognizable unit that the Necrons possess, being their only actual vehicle. It has 14 armor on each side (and thus no vulnerable spots), a main weapon that cannot be disabled with a "weapon destroyed" result, the ability to teleport your troops out of harm's way, and, in the previous edition, the only skimmer that would not crash when immobilized. In the current edition, skimmers only crash if they moved flat-out the previous turn - and the Monolith can't actually move fast enough to crash when it gets immobilized. However, the same update to glancing hits made it even harder to destroy.

Necron infantry are generally slow moving, hard hitting, much like the space marines, if the space marines were able to never die. They back this with annoying deep-strikers and fast-moving infantry that are designed to support the Necron player's advance. There is nothing - I repeat - NOTHING, scarier than a Necron player with almost-cheating luck.

Ex. Player one has just destroyed player two's Necron warrior squad.

Player two, A.K.A. Kenny, rolls the die.

Player one, A.K.A. Commander Numb-Nutz, is making odd sounds with his mouth, in mockery of Kenny.

Kenny, A.K.A. Rob, rolls a one. Commander Numb-Nutz promptly stops making noises with his mouth.

Kenny A.K.A. Rob puts his Necron MF back on the board, and promptly smokes Commander Numb-Nutz's ass from here to the golden Shithouse.

Victories n' Whatnot

Necrons, though vicious in combat, aren't really great at winning. If their army is reduced to 25% they disappear. This forces players to steer away from using otherwise handy units such as Pariahs and Scarabs, lest they risk getting phased out within one or two turns. The Necrons are thus a hit-or-miss force, either outright flattening the opponent or getting steamrolled themselves.

If you want to win with Necrons, be prepared to use Warriors by the dozens, and be prepared to back them up with support like Destroyers and Spyders.

Alternately, one can play Apocalypse and use the Monolith Phalanx, which is one of - if not THE - cheesiest bullshit since 2nd edition Tyranid strategy dice rolls and the Tyranid attack mission card, it's on par with the equally bullshit Tyranid Apocalypse formation "out of ammo sarge!" which prevents any squad from attacking (even if it's melee or the ranged weapon doesn't even fucking use ammo) if they rolled more than six 6's but as that formation has been errata'd the Cronz now hold the uncontested title of cheesiest formation ever.

Fuck you GW, fuck you with a Gauss blaster

This article or section involves Matthew Ward, Spiritual Liege, who is universally-reviled on /tg/. Because this article or section covers Ward's copious amounts of derp and rage, fans of the 40K series are advised that if they proceed onward, they will see fluff and crunch violation of a level rarely seen.
We're already doomed... thank you Matt Ward... thank you...

In the infinite wisdom of Games Workshop (Read: Derp), there are strong indications that Matt Fucking Ward is going to be the writer of the Necrons' new Codex. FUCK IT! HE DID IT ALREADY! WE ARE FUCKING DOOMED!!! MATT MOTHERFUCKING WARD WROTE THE FUCKING CODEX!!! GO SEE FOR YOURSELF!!!! FUCK! Since Matt Ward is pretty much the avatar of immeasurable failure in the WH40K community and has been 4 for 4 (and one mini codex update) in writing completely broken, fluff-retarded updates, /tg/ isn't going to be surprised that the Necrons' fluff and crunch will be horridly raped and blown out of proportions unseen since the Grey Knights' update. Past experience tells us that they will either:

A. be nerfed through the nine hells all the way down to the bottom of the fucking warp and given horribly lame fluff that makes them look weak.

B. Be buffed to ungodly levels (see: Invulnerable Monoliths) and be given fluff that makes Cruddance's Tyranid fluff look absolutely fucking reserved in it's praise of it's given faction.

Hold your breath, gentlemen - things will get ugly. No matter what happens, there will be skub and enough rage to go around.

All in all, though, it could be worse. Remember what Cruddace did to the 'Nids? Cruddace is fucking Hemmingway compared to this bastard. At least he actually tried to write something decent rather than just jerk off to his own fanboy porn. Because after all, Nids and Sisters are utter masterpieces, and we all want another Codex to go down in flames thanks to him.


Incidentally, though, a 40K novel called Fall of Damnos came out recently that contains a new fluff version of the Necrons that apparently is based on the new codex. Instead of the usual soulless abominations who just walk forward in silence and shoot you, the Necron PoVs showed off a complex royal heirarchy featuring the Cryptek Ankh's political machinations and various competing and jostling Lords who all have their own ambitions and problems. Most notable is the Necron "afflictions", where Necrons who long for their flesh will go crazy and become Flayed Ones, hunting for new skins. Meanwhile Necrons who go a bit too far towards the machine-end end up mutilating themselves into Destroyers. It's all very wacky, and the Necrons are actually pretty talkative too, where the Lord Tahek Voidbringer has some momentary banter with Tigurius during their battle. There's also Sahtah the Enfleshed, a "Flayer Lord" who happily gallops across the icy world of Damnos in his quest for a new face, and the Undying, a very old Lord who constantly forgets where he is in time. You also get weird shit where Necron Warriors let out metallic cries when they phase out, An abandoned and empty throneroom complete with ornate mirrors and empty throne underground, and the fact that Necrons can open their mouths, shrug, and laugh.

On the one hand, the new fluff from Damnos feels very "Tomb Kings in Space", however on the other it does do a decent job of fleshing out the until-this-point C'Tan lackeys a bit, and Tomb Kings fluff is awesome so ripping it off might be a good thing. Of course, that's related to the most major thing in Damnos and the new codex rumours: The C'Tan are gone. No mention whatsoever, both in the new novel, and in the 5th Ed rulebook, which goes so far as to cut off a picture in the Necron section that would have the Nightbringer in it so that he doesn't appear. According to the new Codex rumours, the Necrons themselves did away with the C'Tan and now do their own thing. Whether the rumours that gel with the Damnos and 5th ed books resolve themselves in the final product remains to be seen.

A Disturbing Implication

Oh yes, it could very well be worse alright...

Many years before Matt was the horrifying figure known and loathed the way he is today, he was apparently a Necron player. An old White Dwarf battle report detailed him going up against Ultramarines with his Necrons and getting his ass handed to him. It's easy to see this is where his descent into the blue, white and gold abyss began. However, the truth is likely a far darker one that goes simply beyond the lines of "Hey, what Marines were you using in that game? They were pretty cool..."

His last Space Marine codex had the Blood Angels befriending and fighting alongside Necrons with little to no reason whatsoever. He scarcely ever mentions anything about them otherwise.

Suddenly a little dark voice begins to whisper sinister nothings in your head. Whispers of revelations about absurdities that are uncomfortably plausible given this manchild. Ward spends the last couple years making Space Marines the army faction to go to- the perfect badasses everyone loves. With each codex he makes them more and more ludicrous, more and more powerful till they are all the people know and care for. He lets them sit atop GW's throne of money, basking in their glory.

Then without warning, he pulls the tarp off his final project- the codex Necrons. Insanely and skubtastically blown out of proportion with pants-on-head retarded powers none can match, the Necrons shove the smurfs off their spotlight. Marine players sell out their entire armies just to afford the ridiculous prices on Ward's new bastard creation, pushing the Marines into a dark corner of neglect where ironically the Necrons once hunched imprisoned for nearly a decade.

The other writers will all unite to attempt to thwart Ward's scheme, but it will be far too late. At this point, a statue of a Necron Warrior will stand at the front of the GW HQ on the same pedestal a Space Marine once stood proudly. Ward will be jerking off to Lolicron in his fortress of solitude, now located in the middle of the Dead Sea, laughing like a little child who just cheated his way to victory in a game of Candy Land.

http://1d4chan.org/index.php?title=Necron&action=edit TL;DR: Matt Ward is the fucking Deceiver, and all shall weep as his retardation turns out to be a loathing, evil tactical genius that goes off the charts. Even the Necron players themselves, who realize they've been used after they become the peak of GW standards at the price of ever being remotely likable ever again.

Just. As. Planned.

I, for one, welcome our new Necron overlords.

TO BOLDLY GO WHERE NO TOMB KING HAS EVER GONE BEFORE

File:Ultracrons.jpg
Matt Ward strikes again

On October 14th, Beasts of War provided leaked images of the new Necron miniatures. The Necrons have undergone a transformation: they have gone from the transgenic crop of Terminator meets Cube2:Hypercube, and turned into TOMB KINGS. IN SPAAAAACE

And so it begins: we got skub with a chance of shitstorms in today's forecast and I'll leave this right here for others to give you the details. Bring your umbrella.

They've also been ripping off the Cylons from Battlestar Galactica with their new ships. 'Cus we all know that GW can't think up anything themselves nowadays.

And the Pariahs are gone from the list have been renamed Lych Guard and buffed to the Nth Degree. If you had any doubt of who's writing this codex before now, then this should settle it once and for all.


In summation: GW is killing all we knew about the Necrons and replacing it with C.S. Goto's rendition of Egyptian Alien Space Robots (who built the pyramids, you know).

The New Fluff

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. Although the fact that Necrons want fleshy bodies for "bio-transfer" is pretty effing stupid considering that they're basically awesome zombie robots, but whatevs.

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). While the goal of the Necrons was similar to that of the Tyranids, they both went about it in very different ways. The Necrons were an ancient race surrounded by eery silence, made of cold metal, enslaved by demigods to harvest life in the galaxy to sustain these powerful beings. The Tyranids are a biological menace from beyond the galaxy, driven by an insatiable hunger to consume and destroy. Saying the Tyranids and the Necrons were boring because of this similarity is like saying the Tau and the Imperium are boring for having fanatical devotion to a belief.. the tau are totaly diferent to the imperiun and in the end the c`tan are just a mix of the chaos god and the hive mind. at least they are doing their shit right. the nightbringer is defeat by the khaine,dragon is defeat for the emprah and the outsider....well who fucking cares

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). This new incarnation succeeds in destroying everything that had already been established in the Necron fluff, turning the silent killing machines into a bunch of robots playing Egyptian in space.the necron was tomb king in the space in the first place(at least the concept)just they return to the original concept. 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). And of course, as everyone knows, the Outsider is still on his extra-galactic camping trip, totally whole and crying over WHAAAAAT, HEEES, DOOONNE!!!

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 and try to change to is will. make him a some kind of necron version of eldrad), 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.

"A war-torn city in the Ultramar system. The Ultramarines, aided by an Imperial Guard regiment led by Lord Castellan Ursarkar Creed, prepares to face an Ork incursion in a final battle. The Orks are numerous, but the Imperium has the upper hand, just barely, as Lord Creed's tactical genious has proven invaluable. As the Orks begin their final assault on the city, the Ultramarines ready their defenses. Creed, ever oddly silent, gazes intently at a large flagpole in the center of town, watching through binocs as the Orks' charge is funneled towards the center of the city. Suddenly, as the Orks near the square, the tip of a Baneblade's main gun can be seen coming around the flagpole. The great tank begins to emerge from behind the thin metal object, perfectly and impossibly concealed. It begins to move into its firing arc, and a great shout is heard from the Warboss down below, just barely carrying over the rest of the din. "CREEEEEEEEEEEEEEEEEEE-" Suddenly, the cry cuts off in confusing, as Creed spits out his cigar. Where the Baneblade once stood, there is air, thin air. Not a trace remains of the enormous tank. It has vanished completely. Then, gradually, a green, crackling, electrical rune appears hanging in the air where the Baneblade was. It extends gracefully, for its platonic geometric form. If Creed was given to poetry, he might even say it resembled a rose. But he knew better. A rage he had felt only once before began to boil deep within, and his cry shook the world as the Orkish tide began to slaughter his guardsmen and be slaughtered by marines in turn. "TRAAAAAAAAAAAAZYYYYYYYYN!"

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, excpet 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.

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 Necrons (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 hit on every model under the line. Oh and did I mention that these hits are S10 AP1? 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.

See Also

Gallery