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===8th Edition=== [[File:Necrons_Skullfucking_Tau.jpg|600px|right|thumb|First the [[Death Guard]] and [[Rape|now this.]] The 42nd Millennium has ''really'' not been kind to the [[Tau]]. Watch as [[Szarekh]] teach the young'uns a thing or two about applying [[Anal circumference]].]] The gauss flayers are 24" rapid fire at ap-1, and the blaster is ap-2. Living metal is also an automatic wound recovery. Monoliths have 20 wounds, and can once again suck people into its gaping maw. Reanimation Protocols are now taken at the beginning of the user turn, and on a 5+ a model that has died is returned... no matter how long ago it got offed, no matter how many previous times you've rolled for it, as long as the unit isn't wiped out you can roll for it. Mortal Wounds can kiss Necron's collective shiny metal asses. So far, Cronz are gonna be just as durable and scary as they once were. Reanimation Protocols: Roll a D6 for each slain model from this unit (unless the whole unit has been completely destroyed) at the beginning of your turn. On a 5+ return the model to the unit. This can happen in EVERY subsequent phase. So if a warrior dies turn 1, you roll turn 2, 3, 4, 5 and so on until it's back or the unit is destroyed. Living Metal: At the beginning of your turn, this model recovers 1 Wound lost earlier in battle. Characters and Vehicles benefit from this rule. Powers of the C'Tan: Before the battle begins, generate the Powers of the C'tan for each C'tan Shard using the following table. You can either roll a D3 to generate their powers randomly (re-rolling duplicates) or you can select the powers you want the C'tan shard to have. -(Why they have both options is beyond me.) -1: Antimatter Meteor: Roll a D6; on a 2+ the closest enemy unit within 24" of the C'tan Shard suffers D3 mortal wounds -2: Time's Arrow: Pick a visible enemy unit within 24" of the C'tan Shard and roll a D6. If the result is higher than that unit's Wounds characteristic, one model from that unit is slain. -3: Seismic Assault: Roll a D6 for each model in the closest enemy unit within 24" of the C'tan Shard. For each roll of 6, that unit suffers a mortal wound. HQ's Common Abilities: ResOrb: If this Model has a ResOrb, once per battle, immediately after you have made your RP rolls, you can make RP rolls for models from a friendly <Dynasty> Infantry unit within 3" of this model. Phase Shifter: 4+ Invuln [[Tomb Kings|My Will Be Done]] (either GW is throwing Tomb Kings fans a bone or making a jab at us/them): At the beginning of each of your turns, choose a friendly <Dynasty> Infantry unit within 6" of this model. You can add 1 to the Advance, charge and hit rolls of that unit until the beginning of your next turn. A unit can only be affected by this ability once in each turn. Imotekh the Stormlord: Overlord: 7 Points M 5"/ WS 2+/ BS 2+/ S5/ T5/ W5/ A3/ Ld10/ Sv3+ Equipped with Staff of Light, Living Metal, Phase Shifter Can take any Melee May take ResOrb My Will Be Done 8th edition necrons are also almost impossible to shift from morale with army wide Ld10. The changes to vehicles have nerfed Gauss weapons into oblivion though, as although absolutely everything is now capable of wounding vehicles, the amount of wounds needed plus the low chance of wounding at all results in you needing hundreds of shots to destroy them.
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