Play this when your Reanimation Protocols haven’t been as successful as you would have liked. Just when your opponent thinks they have an advantage, your dead Necrons return to the fray.
Ooh I like the sound of that. I didn't like the new RP rule at first because it took away that necron gimmick of models just standing back up after dying and made it more like a FNP variant, but if I can do that in some form then its fine.
Kanluwen wrote: Eh. With the addition of the "Core" keyword to the game, it's plausible that Scouts don't get it.
Yeeeah, because people reeeally care about buffing the throwaway screening squads that were all expected to die T1 anyway and denying them core will change anything
Mr Morden wrote: Gunline armies - An extra Missile Launcher is not the issue when there is BS like Eradicators.
Meanwhile, in real life, more and more tournament armies drop them in favour of spamming grav pods, las contemptors, FW land speeders, and other resin pay to win gak. Funny that.
I wish people read less hysteric paperhammer nonsense, which in eradicator case is especially hilarious as a lot of who accuse them of being broken previously attacked limits on (far stronger) quad fusion commanders as unfair and claimed one of the most broken units in the game was totally balanced (and the less said about defence of reapers, the better...)
I really, reeeeeeeeeeeally want to see the data from these tournaments where the real smart competitive players are ditching eradicators for....forgeworld land speeders?
Seconded. I'd also like to see where the broken resin units were in the daemon and orks lists that placed highly recently.
H.B.M.C. wrote: So you want 10-man Tac squads taking 2 heavy weapons?
Big problem with that is?
Fluff, tradition and overly encouraging castle gunline armies yet again?
Yes, the tactical squad gunline castle..what ? You can just spam MSU tacticals and get a free sarge upgrade for every second squad, and still have the same number of heavy weapons.
H.B.M.C. wrote: So you want 10-man Tac squads taking 2 heavy weapons?
Big problem with that is?
Fluff, tradition and overly encouraging castle gunline armies yet again?
You can already do this with two small squads?
Gunline armies - An extra Missile Launcher is not the issue when there is BS like Eradicators.
Fluff - well thats up to the person building their army - what era the Chapter is from, which Chapter etc. If you feel that a given Chapter, comany squad would have a single Special and a Single Heavy then you can do this
Tradition - ??? Well 8th and 9th have brought back more of the original RT style background and such
If you double your missile launcher or heavy bolter count on top of eradicators it becomes an issue. You're right that if you spam 5 man squads you get the same effect but in 10 man units you use less spots then combat squad so its technically more efficient.
You know that tacticals are troop choices,right ?
Thats kinda my point, you're giving troops who can willing split into 2 smaller 5 man units the ability to plonk multiple 5 man 2 heavy weapon units as their troops tax. Why even bother with devastators at that point?
Seeing as six slots is still a lot I could still go MSU and get the free Sergeant and extra Storm Bolter or whatnot. Do you really know what you're complaining about?
Kanluwen wrote: Eh. With the addition of the "Core" keyword to the game, it's plausible that Scouts don't get it.
Yeeeah, because people reeeally care about buffing the throwaway screening squads that were all expected to die T1 anyway and denying them core will change anything
Mr Morden wrote: Gunline armies - An extra Missile Launcher is not the issue when there is BS like Eradicators.
Meanwhile, in real life, more and more tournament armies drop them in favour of spamming grav pods, las contemptors, FW land speeders, and other resin pay to win gak. Funny that.
I wish people read less hysteric paperhammer nonsense, which in eradicator case is especially hilarious as a lot of who accuse them of being broken previously attacked limits on (far stronger) quad fusion commanders as unfair and claimed one of the most broken units in the game was totally balanced (and the less said about defence of reapers, the better...)
I really, reeeeeeeeeeeally want to see the data from these tournaments where the real smart competitive players are ditching eradicators for....forgeworld land speeders?
Seconded. I'd also like to see where the broken resin units were in the daemon and orks lists that placed highly recently.
H.B.M.C. wrote: So you want 10-man Tac squads taking 2 heavy weapons?
Big problem with that is?
Fluff, tradition and overly encouraging castle gunline armies yet again?
Yes, the tactical squad gunline castle..what ? You can just spam MSU tacticals and get a free sarge upgrade for every second squad, and still have the same number of heavy weapons.
H.B.M.C. wrote: So you want 10-man Tac squads taking 2 heavy weapons?
Big problem with that is?
Fluff, tradition and overly encouraging castle gunline armies yet again?
You can already do this with two small squads?
Gunline armies - An extra Missile Launcher is not the issue when there is BS like Eradicators.
Fluff - well thats up to the person building their army - what era the Chapter is from, which Chapter etc. If you feel that a given Chapter, comany squad would have a single Special and a Single Heavy then you can do this
Tradition - ??? Well 8th and 9th have brought back more of the original RT style background and such
If you double your missile launcher or heavy bolter count on top of eradicators it becomes an issue. You're right that if you spam 5 man squads you get the same effect but in 10 man units you use less spots then combat squad so its technically more efficient.
You know that tacticals are troop choices,right ?
Thats kinda my point, you're giving troops who can willing split into 2 smaller 5 man units the ability to plonk multiple 5 man 2 heavy weapon units as their troops tax. Why even bother with devastators at that point?
Seeing as six slots is still a lot I could still go MSU and get the free Sergeant and extra Storm Bolter or whatnot. Do you really know what you're complaining about?
Primarily the ability to saturate your back line with 2 man heavy weapon combat squads. Partly because they don't need a way to ram yet more heavy weaponry into marine lists and also because it isn't what tac squads do fluff wise.
Rites of reanimation is sounding more and more like it is going to do one of the following:
Use immediately after making RP rolls for a necron unit with X inches of this model. Re roll failed RP rolls for this unit. (Most likely)
Use before making RP rolls for a selected necron unit within x inches of this model. Do not make RP rolls for this unit. Instead, restore Dx wounds to this unit. (Least likely)
Necronmaniac05 wrote: Rites of reanimation is sounding more and more like it is going to do one of the following:
Use immediately after making RP rolls for a necron unit with X inches of this model. Re roll failed RP rolls for this unit. (Most likely)
Use before making RP rolls for a selected necron unit within x inches of this model. Do not make RP rolls for this unit. Instead, restore Dx wounds to this unit. (Least likely)
Neither, it's used in the command phase, until the end of that phase, so there is nothing to trigger RP initially.
Necronmaniac05 wrote: Rites of reanimation is sounding more and more like it is going to do one of the following:
Use immediately after making RP rolls for a necron unit with X inches of this model. Re roll failed RP rolls for this unit. (Most likely)
Use before making RP rolls for a selected necron unit within x inches of this model. Do not make RP rolls for this unit. Instead, restore Dx wounds to this unit. (Least likely)
It said you can do it twice in the command phase. So I wonder if it’s similar to reviving mechanics from AoS, where you roll a dice or whatever and bring back that many models/that many wounds worth of models.
Yep, can't do anything in the command phase because it needs your enemies to attack. So they could also just pick another unit and ignore the one you buffed...
And I doubt it will let you pick back up models that failed their RP because one rule tells you to remove the models that failed and then you have one that tells you, you need to keep the dead there in a pile like last edition?
I can see it being like Ghost Arks, adding models back to a unit, basically just creating new ones ala tyranid ripper swarm and gaunt spewers.
Elevating your Characters to Masters of the Chapter used to come at a cost in Command points via the use of specific Stratagems. However, in the new codex, you promote your Characters to the most senior ranks by investing additional points or Power for the privilege instead.
Of course, upgrading your Characters in this manner does more than simply give them a fancy keyword. With each title comes a new ability, ensuring that their battlefield presence is enhanced to a level worthy of their rank. The Chapter Champion certainly lives up to his status, gaining no fewer than three new abilities that ensure he’s a real force to be reckoned with.
Each Master of the Chapter also has access to a Warlord Trait and Relic that are exclusive to their rank
Master of the Forge Warlord Trait
There’s one other cool feature in the new codex’s Crusade rules that we kept secret in yesterday’s article – there’s a special Requisition that enables you to promote your Crusade Characters to members of the Chapter Command!
It’s not just the Space Marines getting shiny new rules, either. As we mentioned in The Codex Show, Necrons players will also be able to grant their Crypteks powerful items of Arkana at a cost in points or Power, so you’ll have some new tricks of your own to look forward to.
Billagio wrote: Interesting, assuming the Cheif Apoth still gives FNP the same way, wont be able to bring both him and a CM
Care to elaborate why? I don't get it.
CM is an upgrade. Chief Apoth is also an upgrade. FNP was (maybe will) a warlord trait. I can't see the interaction making both incompatible.
I'm really glad that the character upgrades are handled via points instead of CP. I've been saying for years that this is how it should work. Now they only need to make the relics buyable with points too.
If you double your missile launcher or heavy bolter count on top of eradicators it becomes an issue. You're right that if you spam 5 man squads you get the same effect but in 10 man units you use less spots then combat squad so its technically more efficient.
You know that tacticals are troop choices,right ?
Thats kinda my point, you're giving troops who can willing split into 2 smaller 5 man units the ability to plonk multiple 5 man 2 heavy weapon units as their troops tax. Why even bother with devastators at that point?
If you're using Combat Squads you're bringing 30 Tacticals just to fill up a bat. If you want to benefit from the reduced Troop slot usage you'd have to be planning to bring even more Tacticals than that to even have any kind of benefit from it. That was the point you made.
On "but devs": Devastators don't have to pay for 5 extra tacticals without a sarge, and they're bringing more heavy weapons, and their sarge is better (+1 to hit ability), and they can buy a cherub.
Heavy slots might be an issue, but you can easily bring 3x5 Devastators and 3x5 Tacticals and that's a better choice than 3x10 Tacticals, 3 more heavy weapons won't change that.
Crimson wrote: I'm really glad that the character upgrades are handled via points instead of CP. I've been saying for years that this is how it should work. Now they only need to make the relics buyable with points too.
It does seem a big improvement - hopefully the rule of one also means you can't have more than one different character upgrade on a single character.
If there is an unspotted nerf to eradicators on the datasheet, then I'm fairly happy with the changes.
Ehh...we haven't seen anything that confirmed the leaks from yesterday.
GW themselves outright talked about things like Chapter Masters and the like being a points boost rather than stratagems when they discussed the codex.
Crimson wrote: I'm really glad that the character upgrades are handled via points instead of CP. I've been saying for years that this is how it should work. Now they only need to make the relics buyable with points too.
It does seem a big improvement - hopefully the rule of one also means you can't have more than one different character upgrade on a single character.
...are there any generic SM characters with more than one of the listed keywords? I can't think of one, off-hand.
yukishiro1 wrote: That thing about a strat for whirlwinds that makes whatever they shoot lose defensive positions and also fight last seems both stupid and strange enough to be just the sort of thing GW would do, because giving space marines a fights last character wasn't enough, gotta also give them the ability to put it on anything literally anywhere on the table with a non-LOS shooting unit!
If someone came up with that as a fake I actually gotta hand it to them, it's perfection.
How dare GW decide that a bombarding artillery unit actual do something a bombarding artillery unit is actually supposed to do
This is a game. Fights last is an extremely strong ability that is a near total counter to lots of units. There is no way it should be available on demand to apply to literally any unit anywhere on the board whenever a player wants. The judiciar was bad enough, it would be frankly absurd to give Space Marines a *second* unneeded, unjustified always-fights-last ability that is stronger than the ones other factions get.
If it expires at the end of the SM player's turn it doesn't really matter I guess, but if it lasts until the next turn and therefore makes the targeted unit fight last even when charging, that's a disaster in the making.
Crimson wrote: I'm really glad that the character upgrades are handled via points instead of CP. I've been saying for years that this is how it should work. Now they only need to make the relics buyable with points too.
SIA is a Deathwatch datasheet specific ability. It was never going to appear in the general Astartes Codex because quite literally nothing in the Codex has it. It'll be handled in the Deathwatch Supplement.
Not to pick on you, but didn't Sternguard Veterans have it or was it a stratagem?
Haven't used them in some time so might be missing something--other than my book not being handy.
Crimson wrote: I'm really glad that the character upgrades are handled via points instead of CP. I've been saying for years that this is how it should work. Now they only need to make the relics buyable with points too.
Not for Crons. It's TWO cp....
Worth it though. I've been spending CP to use MWBD twice a turn anyway, so this is a nice change.
Billagio wrote: Interesting, assuming the Cheif Apoth still gives FNP the same way, wont be able to bring both him and a CM
Care to elaborate why? I don't get it.
CM is an upgrade. Chief Apoth is also an upgrade. FNP was (maybe will) a warlord trait. I can't see the interaction making both incompatible.
My mistake, its one of each not one total per army
Crimson wrote: I'm really glad that the character upgrades are handled via points instead of CP. I've been saying for years that this is how it should work. Now they only need to make the relics buyable with points too.
Not for Crons. It's TWO cp....
Worth it though. I've been spending CP to use MWBD twice a turn anyway, so this is a nice change.
Crimson wrote: I'm really glad that the character upgrades are handled via points instead of CP. I've been saying for years that this is how it should work. Now they only need to make the relics buyable with points too.
Not for Crons. It's TWO cp....
Worth it though. I've been spending CP to use MWBD twice a turn anyway, so this is a nice change.
Crimson wrote: I'm really glad that the character upgrades are handled via points instead of CP. I've been saying for years that this is how it should work. Now they only need to make the relics buyable with points too.
Not for Crons. It's TWO cp....
Why the Feth are they using two different systems for the same thing in the first two codexes!
Crimson wrote: I'm really glad that the character upgrades are handled via points instead of CP. I've been saying for years that this is how it should work. Now they only need to make the relics buyable with points too.
Not for Crons. It's TWO cp....
Why the Feth are they using two different systems for the same thing in the first two codexes!
We don't really know what a phaeron is, it's obviously not an overlord +1 wound, attack and 2 MWB with 40 more points, or it would just cost 40 points. Or you'd just take the phaeron.
Crimson wrote: I'm really glad that the character upgrades are handled via points instead of CP. I've been saying for years that this is how it should work. Now they only need to make the relics buyable with points too.
Not for Crons. It's TWO cp....
Why the Feth are they using two different systems for the same thing in the first two codexes!
We don't really know what a phaeron is, it's obviously not an overlord +1 wound, attack and 2 MWB with 40 more points, or it would just cost 40 points. Or you'd just take the phaeron.
We do though, it's a title in the current codex. But in this case, now every dynasty has he ability to give an overlord dynastic authority: . It's a strat that gives an overlord the phaeron keyword and a second cast of MWBD.
The only other things likely to have the phaeron keyword are a couple special characters with their own special rules. Likely just Imhotekh and The Silent King.
---
But from a practical perspective, the necron codex 'team' and the SM codex team had different ideas how to handle 'promotions'. Team necron stuck with CP, Team SM switched to points.
It'll be interesting to see if Team Death Guard even bothers, but already we're seeing the 9th edition design direction fork.
Crimson wrote: I'm really glad that the character upgrades are handled via points instead of CP. I've been saying for years that this is how it should work. Now they only need to make the relics buyable with points too.
Not for Crons. It's TWO cp....
Why the Feth are they using two different systems for the same thing in the first two codexes!
We don't really know what a phaeron is, it's obviously not an overlord +1 wound, attack and 2 MWB with 40 more points, or it would just cost 40 points. Or you'd just take the phaeron.
We do though, it's a title in the current codex. But in this case, now every dynasty has he ability to give an overlord dynastic authority: . It's a strat that gives an overlord the phaeron keyword and a second cast of MWBD.
The only other things likely to have the phaeron keyword are a couple special characters with their own special rules. Likely just Imhotekh and The Silent King.
---
But from a practical perspective, the necron codex 'team' and the SM codex team had different ideas how to handle 'promotions'. Team necron stuck with CP, Team SM switched to points.
It'll be interesting to see if Team Death Guard even bothers, but already we're seeing the 9th edition design direction fork.
This then goes back to "why isn't there a generic unit for phaeron" which is a head scratcher.
Crimson wrote: I'm really glad that the character upgrades are handled via points instead of CP. I've been saying for years that this is how it should work. Now they only need to make the relics buyable with points too.
Not for Crons. It's TWO cp....
Why the Feth are they using two different systems for the same thing in the first two codexes!
We don't really know what a phaeron is, it's obviously not an overlord +1 wound, attack and 2 MWB with 40 more points, or it would just cost 40 points. Or you'd just take the phaeron.
We do though, it's a title in the current codex. But in this case, now every dynasty has he ability to give an overlord dynastic authority: . It's a strat that gives an overlord the phaeron keyword and a second cast of MWBD.
The only other things likely to have the phaeron keyword are a couple special characters with their own special rules. Likely just Imhotekh and The Silent King.
---
But from a practical perspective, the necron codex 'team' and the SM codex team had different ideas how to handle 'promotions'. Team necron stuck with CP, Team SM switched to points.
It'll be interesting to see if Team Death Guard even bothers, but already we're seeing the 9th edition design direction fork.
This then goes back to "why isn't there a generic unit for phaeron" which is a head scratcher.
There is, it's called an Overlord. A Phaeron is just the Overlord of an entire Dynasty.
Crimson wrote: I'm really glad that the character upgrades are handled via points instead of CP. I've been saying for years that this is how it should work. Now they only need to make the relics buyable with points too.
Not for Crons. It's TWO cp....
Worth it though. I've been spending CP to use MWBD twice a turn anyway, so this is a nice change.
Crimson wrote: I'm really glad that the character upgrades are handled via points instead of CP. I've been saying for years that this is how it should work. Now they only need to make the relics buyable with points too.
Not for Crons. It's TWO cp....
Why the Feth are they using two different systems for the same thing in the first two codexes!
We don't really know what a phaeron is, it's obviously not an overlord +1 wound, attack and 2 MWB with 40 more points, or it would just cost 40 points. Or you'd just take the phaeron.
We do though, it's a title in the current codex. But in this case, now every dynasty has he ability to give an overlord dynastic authority: . It's a strat that gives an overlord the phaeron keyword and a second cast of MWBD.
The only other things likely to have the phaeron keyword are a couple special characters with their own special rules. Likely just Imhotekh and The Silent King.
---
But from a practical perspective, the necron codex 'team' and the SM codex team had different ideas how to handle 'promotions'. Team necron stuck with CP, Team SM switched to points.
It'll be interesting to see if Team Death Guard even bothers, but already we're seeing the 9th edition design direction fork.
This then goes back to "why isn't there a generic unit for phaeron" which is a head scratcher.
There is, it's called an Overlord. A Phaeron is just the Overlord of an entire Dynasty.
Likely that the Chapter Master entry will include stat changes as well like it did 5th onwards to 7th.
Crimson wrote: I'm really glad that the character upgrades are handled via points instead of CP. I've been saying for years that this is how it should work. Now they only need to make the relics buyable with points too.
Although to me it seems like phaeron is [b]just[b/] a second MWBD cast and a keyword.
Its effectively the same as the marine ones, but it doesn't open up options for specific relic/WTs. I think thats the reason they left it at CP. Plus, there is only one such promotion compared to the array of marine ones.
However the cryptek wargear I loooove. The more options the merrier- maybe they are steering towards reentry of rules for non existent wargear/models. If that is the case I will be surprised and exceptionally excited
you also didn't hear people complaining about most of the CP unit upgrades. just the marine ones so... *shrugs* maybe GW decided that it was only an issue for marines. it's an odd decison to be true but..
I mean, orks got a massive pile of CP for unit buff type things in their PA and by and large they're pretty good. (A few stinkers but a few autotakes as well)
But if those were changed to points upgrades? You know I'm not sure which one i'd prefer.
I mean, if it cuts down on unneeded datasheets, letting you just go. Yup that's a captain. You can pay a handful of points to make him watcher of the fleet or whatever. Rather than going, well his a captain, here's a captain in this armour, his a captain in thiiiis armour. and then we have the same with liutenants, librarians, chaplains. But wait there's primaries versions!
And remember when GW got pissy with people for having more than 3 demon princes in an army?
cody.d. wrote: But if those were changed to points upgrades? You know I'm not sure which one i'd prefer.
It'd be easier to balance. One price fits all (ie. 1 CP regardless of the upgrade's rules) is pretty piss poor from a balance perspective.
cody.d. wrote: Rather than going, well his a captain, here's a captain in this armour, his a captain in thiiiis armour. and then we have the same with liutenants, librarians, chaplains. But wait there's primaries versions!
The problem is that is exactly what this new book has. The unit entries get so specific there's even one called "Gravis Captain with Master Crafted Heavy Bolt Rifle".
It'd be easier to just have "Captain" and "Primaris Captain", and tell you what giving them Terminator Armour/a Jump Pack/a bike/Gravis Armour/Phobos Armour/etc. does, but we can't have that because then we might include options that don't have a specific miniature, and then the evil 3rd parties will come to steal our profits!!!
cody.d. wrote: But if those were changed to points upgrades? You know I'm not sure which one i'd prefer.
It'd be easier to balance. One price fits all (ie. 1 CP regardless of the upgrade's rules) is pretty piss poor from a balance perspective.
cody.d. wrote: Rather than going, well his a captain, here's a captain in this armour, his a captain in thiiiis armour. and then we have the same with liutenants, librarians, chaplains. But wait there's primaries versions!
The problem is that is exactly what this new book has. The unit entries get so specific there's even one called "Gravis Captain with Master Crafted Heavy Bolt Rifle".
It'd be easier to just have "Captain" and "Primaris Captain", and tell you what giving them Terminator Armour/a Jump Pack/a bike/Gravis Armour/Phobos Armour/etc. does, but we can't have that because then we might include options that don't have a specific miniature, and then the evil 3rd parties will come to steal our profits!!!
Honestly it feels terrible from a layout point of view as much as anything. I miss when you would have a page in the codex. That was a captain, you had a bullet point with an upgrade and it's points costs. Done. Now you have 2 pages with 6 different captains who are largely identical except maybe one bullet point worthy change.
What was wrong with the days of, artificer armor = +2 sv Gravis = +1 T Jump pack = 12mv plus fly.
But oddly this seems to be an issue almost exclusively to imperial space marines. Xenos so far have not had this issue, same with chaos right?
cody.d. wrote: But oddly this seems to be an issue almost exclusively to imperial space marines. Xenos so far have not had this issue, same with chaos right?
Be careful what you wish for. We're lucky that CSMs aren't limited to just Chaos Lords w/Plasma Pistols & Thunder Hammers -or- Twin Lightning Claws + Jump Pack, as they're the only general power armour Chaos Lord minis available at time of posting.
If they start to get as specific with Chaos as they do with Marines, then expect "Chaos Jump Pack Lord with Lightning Claws" as an entry in the book's contents.
I´m liking the sound of paying points for certain character upgrades. Hopefully the trend continues and Orks can field a proper warboss again in time, one who doesn't have less attacks than some random schmuck SM captain. Makes for better balancing too over CP, maybe next edition GW will have improved further and they cut all these "free" faction/cp rules upgrades and we get back to a proper point system for everything.
Castozor wrote: I´m liking the sound of paying points for certain character upgrades. Hopefully the trend continues and Orks can field a proper warboss again in time, one who doesn't have less attacks than some random schmuck SM captain. Makes for better balancing too over CP, maybe next edition GW will have improved further and they cut all these "free" faction/cp rules upgrades and we get back to a proper point system for everything.
IMHO what Orks need is a "leuitenant" type figure to take the current ork warboss statline, and then a new warboss (with a gorgous new model) as the actual warboss that has the "bigger boss" rules already applied to it.
Necrons are undergoing such a big change we really need the full codex to digest and properly access how that faction is now. Its a totally different beast compared to before. So much has changed in the Necron codex.
Castozor wrote: I´m liking the sound of paying points for certain character upgrades. Hopefully the trend continues and Orks can field a proper warboss again in time, one who doesn't have less attacks than some random schmuck SM captain. Makes for better balancing too over CP, maybe next edition GW will have improved further and they cut all these "free" faction/cp rules upgrades and we get back to a proper point system for everything.
IMHO what Orks need is a "leuitenant" type figure to take the current ork warboss statline, and then a new warboss (with a gorgous new model) as the actual warboss that has the "bigger boss" rules already applied to it.
In fluff, those actually exist and are called "Leftenuntz". In 7th you could even field them as part of the Council of da Waaagh! formation.
Automatically Appended Next Post:
cody.d. wrote: But oddly this seems to be an issue almost exclusively to imperial space marines. Xenos so far have not had this issue, same with chaos right?
Well, 5-7th edition's big mek is spread across five datasheets nowadays, not including the ability to upgrade any of them into a mek boss.
Interesting scouts becoming elites, annoys me a bit because i have so many of them.
The elite's slot for marines has always been very cluttered and are they 'elite?!' could have put them in fast and changed their movement etc to make them more interesting.... but they are obviously not a primaris flavor of the month unit so ofc this is pie in the sky talk
Yeah, if they aren’t troops then fast attack is the logical place for scouts unless you’re entirely comfortable putting specifically less elite than the troops units in elite.
They might not be "elite" but scouts are a specialised infantry unit few in number comapritavely within a chapter. In primaris land do they even make scouts or do they just go from teen to intercessor?
I agree fast attack made more sense even with no rules changes.
I suspect the reason stuff like this went there rather than Fast Attack is because GW increased the number of available Elite slots for most detachments, so there shouldn't be as much competition.
xttz wrote: I suspect the reason stuff like this went there rather than Fast Attack is because GW increased the number of available Elite slots for most detachments, so there shouldn't be as much competition.
They used to be 35 points including wargear, now instead it looks like they have to pay for it.
Between a storm shield and a master crafted powersword, they go to 49 points.
Automatically Appended Next Post: Could it possibly be that the extremely good costs of the indomitus package were simply an editorial issue where they put only the model cost and not the weapon cost to simplify it?
They used to be 35 points including wargear, now instead it looks like they have to pay for it.
Between a storm shield and a master crafted powersword, they go to 49 points.
Automatically Appended Next Post: Could it possibly be that the extremely good costs of the indomitus package were simply an editorial issue where they put only the model cost and not the weapon cost to simplify it?
It throws pl to points out the window, 147 points = 5pl, which the destroyers are 105 = 5pl, I can almost see it being they baked the wargear cost in and they show as 0 points for them.
Yeah, but then I don't understand the layout. It says that the vokite pistol is 5 points, but it actually replaces a 10 point master crafted sword, so it would be -5 in that case.
Spoletta wrote: Yeah, but then I don't understand the layout. It says that the vokite pistol is 5 points, but it actually replaces a 10 point master crafted sword, so it would be -5 in that case.
Surely the pistol will replace the heavy bolt pistol at 0 points?
One thing that concerns me - is the Codex code good for use with the free app, or do you have to subscribe to use it fully?
Haven't seen it clarified anywhere, which is worrying. I'm not a fan of paying twice for it, if I'm already buying the book anyway, so this pretty much makes or breaks whether I even bother downloading the app at all.
Don't want to be negative - and I guess it might seem a bit desperate to get access to the app versus just pirating things wholesale - but I don't see how GW will stop people just typing codes in and seeing what they get - and then consumers turning up potentially months later and being told "sorry, your book's code has already been taken".
Don't want to be negative - and I guess it might seem a bit desperate to get access to the app versus just pirating things wholesale - but I don't see how GW will stop people just typing codes in and seeing what they get - and then consumers turning up potentially months later and being told "sorry, your book's code has already been taken".
The thought crossed my mind as well. Hope they are using a large/complex enough number to prevent brute force hacks. Or have some sort of back end checks going on.
Don't want to be negative - and I guess it might seem a bit desperate to get access to the app versus just pirating things wholesale - but I don't see how GW will stop people just typing codes in and seeing what they get - and then consumers turning up potentially months later and being told "sorry, your book's code has already been taken".
Plastic? Simply wrapping the codex in plastic goes a long way. Prevents people from peeking at the content before buying though.
Don't want to be negative - and I guess it might seem a bit desperate to get access to the app versus just pirating things wholesale - but I don't see how GW will stop people just typing codes in and seeing what they get - and then consumers turning up potentially months later and being told "sorry, your book's code has already been taken".
Plastic? Simply wrapping the codex in plastic goes a long way. Prevents people from peeking at the content before buying though.
They’re referring to just typing in a series of random numbers and/or letters in the same way as the codes are printed to guess codes in order to get free PDF’s, rather than peaking at the codes in the books.
Don't want to be negative - and I guess it might seem a bit desperate to get access to the app versus just pirating things wholesale - but I don't see how GW will stop people just typing codes in and seeing what they get - and then consumers turning up potentially months later and being told "sorry, your book's code has already been taken".
This is a very solved problem, and GW would have to make an enormous cock up for it to be brute forcable.
Effectively a sixteen digit code is completely sufficient, which is why it's widely used for giftcards by Apple/Google/Playstation et al.
Super Ready wrote: One thing that concerns me - is the Codex code good for use with the free app, or do you have to subscribe to use it fully?
Haven't seen it clarified anywhere, which is worrying. I'm not a fan of paying twice for it, if I'm already buying the book anyway, so this pretty much makes or breaks whether I even bother downloading the app at all.
Just shut down any account that spam redeems invalid codes, then ban all the valid codes they received.
Provide people that try to redeem one of the banned codes with a new code if they can prove ownership, eg by sending in a picture of the code in the book
nekooni wrote: Just shut down any account that spam redeems invalid codes, then ban all the valid codes they received.
Provide people that try to redeem one of the banned codes with a new code if they can prove ownership, eg by sending in a picture of the code in the book
Not perfect, but a solution
A sure fire way to piss off your customer base aswell.
Lets perhaps wait a little and see what happens before we go too far down the rabbit hole of "what-ifs".
GW has been using voucher codes for years now and its a pretty staple area of retail and I've yet to hear of mass cases of GW customers having problems redeeming codes because someone has been attempting to break the system with crunching random numbers at it.
nekooni wrote: Just shut down any account that spam redeems invalid codes, then ban all the valid codes they received.
Provide people that try to redeem one of the banned codes with a new code if they can prove ownership, eg by sending in a picture of the code in the book
Not perfect, but a solution
A sure fire way to piss off your customer base aswell.
Only if the hacker actually hits something. That should be rare enough.
Looking at the bladeguard vets I have been thinking of eradicators.
Rumour is they cost 40pts in codex.
Normally a unique weapon in a codex costs 0 and is part of the model cost.
But can they do that with eradicators? We know a multi-melta upgrade is an option for them. So that will be whatever a multimelta costs, but since they are replacing their normal gun, then that gun must have a value that can be removed from the price.
Sorry if I'm not clear on this explanation. Hopefully you all understand what I am saying.
The Phazer wrote: This is a very solved problem, and GW would have to make an enormous cock up for it to be brute forcable.
Effectively a sixteen digit code is completely sufficient, which is why it's widely used for giftcards by Apple/Google/Playstation et al.
This is true - I was more thinking given the picture they have only has 8 digits. Now I'm not sure how many codexes get printed - but it must be hundreds of thousands, in which case your hit rate would be quite high.
Obviously you make it 16, and throw in letters and numbers, then the percentage of empty codes will be massive.
nekooni wrote: Just shut down any account that spam redeems invalid codes, then ban all the valid codes they received.
Provide people that try to redeem one of the banned codes with a new code if they can prove ownership, eg by sending in a picture of the code in the book
Not perfect, but a solution
A sure fire way to piss off your customer base aswell.
Only if the hacker actually hits something. That should be rare enough.
You have more faith in GW's digital products and security then me then.
Quantic Shield : is now a 5+ invulnerable save and on top of that, you ignore unmodified wound roll of 1/2/3.
Doomstalker : has a 4+ invulnerable save. It can overwatch à la T'au, which means he get to shoot at ennemy units which charged a friendly unit within 6" of the Doomstalker. He can fire at it with the "big profile" of its weapon (forgot its name). Does not have QS.
Canoptek units : they now all have RP.
Rites of Reanimation : each Necron unit can only be targeted once by Rites of Reanimation. Select a Necron unit : D3 Necron Warriors are revived or 1 model if it's not a Necron Warriors unit.
Monolith is 380 points with 4 "mini Death Rays". Silent King is 450 and Ctan of the Void Dragon is 350
So, the quantum shield change is much better against plasma and damage 2 weapons, but much worse against any high damage weapons. A bit of a wash, but I really liked the old flavorful mechanic. In practice this may or may not be better. We'll see.
Quantic Shield : is now a 5+ invulnerable save and on top of that, you ignore unmodified wound roll of 1/2/3.
Doomstalker : has a 4+ invulnerable save. It can overwatch à la T'au, which means he get to shoot at ennemy units which charged a friendly unit within 6" of the Doomstalker. He can fire at it with the "big profile" of its weapon (forgot its name). Does not have QS.
Canoptek units : they now all have RP.
Rites of Reanimation : each Necron unit can only be targeted once by Rites of Reanimation. Select a Necron unit : D3 Necron Warriors are revived or 1 model if it's not a Necron Warriors unit.
Monolith is 380 points with 4 "mini Death Rays". Silent King is 450 and Ctan of the Void Dragon is 350
So, the quantum shield change is much better against plasma and damage 2 weapons, but much worse against any high damage weapons. A bit of a wash, but I really liked the old flavorful mechanic. In practice this may or may not be better. We'll see.
I like everything you have said. Where’d you get it from?
Quantic Shield : is now a 5+ invulnerable save and on top of that, you ignore unmodified wound roll of 1/2/3.
Doomstalker : has a 4+ invulnerable save. It can overwatch à la T'au, which means he get to shoot at ennemy units which charged a friendly unit within 6" of the Doomstalker. He can fire at it with the "big profile" of its weapon (forgot its name). Does not have QS.
Canoptek units : they now all have RP.
Rites of Reanimation : each Necron unit can only be targeted once by Rites of Reanimation. Select a Necron unit : D3 Necron Warriors are revived or 1 model if it's not a Necron Warriors unit.
Monolith is 380 points with 4 "mini Death Rays". Silent King is 450 and Ctan of the Void Dragon is 350
So, the quantum shield change is much better against plasma and damage 2 weapons, but much worse against any high damage weapons. A bit of a wash, but I really liked the old flavorful mechanic. In practice this may or may not be better. We'll see.
I like everything you have said. Where’d you get it from?
A leak that was posted to reddit. Looks like it's been deleted since it was on the wrong subreddit though.
From a discord group:
“As you may be aware (or not), some people received the new Codex early. In my local gaming group, someone did receive the new Codex Necrons early. He gave me a couple of informations and I thought it would be nice to share it here :
Quantic Shield : is now a 5+ invulnerable save and on top of that, you ignore unmodified wound roll of 1/2/3.
Doomstalker : has a 4+ invulnerable save. It can overwatch à la T'au, which means he get to shoot at ennemy units which charged a friendly unit within 6" of the Doomstalker. He can fire at it with the "big profile" of its weapon (forgot its name). Does not have QS.
Canoptek units : they now all have RP.
Rites of Reanimation : each Necron unit can only be targeted once by Rites of Reanimation. Select a Necron unit : D3 Necron Warriors are revived or 1 model if it's not a Necron Warriors unit.
Monolith is 380 points with 4 "mini Death Rays". Silent King is 450 and Ctan of the Void Dragon is 350.
Don't know anything else, sorry. He wants to keep it "as a surprise" for our next game
Quantic Shield : is now a 5+ invulnerable save and on top of that, you ignore unmodified wound roll of 1/2/3.
Doomstalker : has a 4+ invulnerable save. It can overwatch à la T'au, which means he get to shoot at ennemy units which charged a friendly unit within 6" of the Doomstalker. He can fire at it with the "big profile" of its weapon (forgot its name). Does not have QS.
Canoptek units : they now all have RP.
Rites of Reanimation : each Necron unit can only be targeted once by Rites of Reanimation. Select a Necron unit : D3 Necron Warriors are revived or 1 model if it's not a Necron Warriors unit.
Monolith is 380 points with 4 "mini Death Rays". Silent King is 450 and Ctan of the Void Dragon is 350
So, the quantum shield change is much better against plasma and damage 2 weapons, but much worse against any high damage weapons. A bit of a wash, but I really liked the old flavorful mechanic. In practice this may or may not be better. We'll see.
I like everything you have said. Where’d you get it from?
`
Reddit post where a guy said a friend of his got the codex early but wants to "keep it a surprise" for the next game so the friend "only gave teasers" I'd say this is grain of salt territory
Yeah, although it does sound plausible. Not sure Canoptek units getting RP really means much though, as they’re all high wound models, lol. But otherwise it all looks good to me, if true.
No one else mentioned this, but according to the app screenshot of the Skorpekh Destroyers, they went down 5ppm, which is nice. Also nice to see them in units of 3-6.
Silent King at 450 and Shard of the Void Dragon at 350 is rough. Shard of the Void Dragon would be almost twice the cost of Deceiver, over twice the cost of Nigthbringer, and 140 points more than Transcendant C'Tan. I'm pretty sure I'd rather take more C'Tan shards for the price. Void Dragon's cost should be confirmation that he has the "character" keyword.
Monoliths at 380 points would firmly relegate them to the shelf zone, and it's the one leak that I question the most as it's a 110 point increase after they went down 30 points in CA2020.
Rites of Reanimation sounds a bit too powerful considering the change in rules to Reanimation Protocols.
Quantum Shielding doesn't make any sense - what does he mean "ignore unmodified wound roll of 1/2/3?"
Knute wrote: No one else mentioned this, but according to the app screenshot of the Skorpekh Destroyers, they went down 5ppm, which is nice. Also nice to see them in units of 3-6.
Silent King at 450 and Shard of the Void Dragon at 350 is rough. Shard of the Void Dragon would be almost twice the cost of Deceiver, over twice the cost of Nigthbringer, and 140 points more than Transcendant C'Tan. I'm pretty sure I'd rather take more C'Tan shards for the price. Void Dragon's cost should be confirmation that he has the "character" keyword.
Monoliths at 380 points would firmly relegate them to the shelf zone, and it's the one leak that I question the most as it's a 110 point increase after they went down 30 points in CA2020.
Rites of Reanimation sounds a bit too powerful considering the change in rules to Reanimation Protocols.
Quantum Shielding doesn't make any sense - what does he mean "ignore unmodified wound roll of 1/2/3?"
If it’s true, the other C’tan shards may also gain some of the toughness the void dragon has, they’d most likely also go up in price with him.
Knute wrote: No one else mentioned this, but according to the app screenshot of the Skorpekh Destroyers, they went down 5ppm, which is nice. Also nice to see them in units of 3-6.
Silent King at 450 and Shard of the Void Dragon at 350 is rough. Shard of the Void Dragon would be almost twice the cost of Deceiver, over twice the cost of Nigthbringer, and 140 points more than Transcendant C'Tan. I'm pretty sure I'd rather take more C'Tan shards for the price. Void Dragon's cost should be confirmation that he has the "character" keyword.
Monoliths at 380 points would firmly relegate them to the shelf zone, and it's the one leak that I question the most as it's a 110 point increase after they went down 30 points in CA2020.
Rites of Reanimation sounds a bit too powerful considering the change in rules to Reanimation Protocols.
Quantum Shielding doesn't make any sense - what does he mean "ignore unmodified wound roll of 1/2/3?"
I suspect the other C'tan to go up in price as well, since they should all get the Necrodermis rule. I'm also expecting some stat and ability changes.
The Monolith is 380 with the Deathray loadout. I suspect will be cheaper with just the Gauss Flux Arcs, maybe significantly so.
Knute wrote: No one else mentioned this, but according to the app screenshot of the Skorpekh Destroyers, they went down 5ppm, which is nice. Also nice to see them in units of 3-6.
Silent King at 450 and Shard of the Void Dragon at 350 is rough. Shard of the Void Dragon would be almost twice the cost of Deceiver, over twice the cost of Nigthbringer, and 140 points more than Transcendant C'Tan. I'm pretty sure I'd rather take more C'Tan shards for the price. Void Dragon's cost should be confirmation that he has the "character" keyword.
Monoliths at 380 points would firmly relegate them to the shelf zone, and it's the one leak that I question the most as it's a 110 point increase after they went down 30 points in CA2020.
Rites of Reanimation sounds a bit too powerful considering the change in rules to Reanimation Protocols.
Quantum Shielding doesn't make any sense - what does he mean "ignore unmodified wound roll of 1/2/3?"
I suspect the other C'tan to go up in price as well, since they should all get the Necrodermis rule. I'm also expecting some stat and ability changes.
The Monolith is 380 with the Deathray loadout. I suspect will be cheaper with just the Gauss Flux Arcs, maybe significantly so.
If the Monolith gets this new version of Quantum Shielding, it seems potentially worth the points, basically being the equivalent of a knight that can (potentially if it keeps its rule) deepstrike. Would also really like the Silent King to get it, though could be too much.
Knute wrote: No one else mentioned this, but according to the app screenshot of the Skorpekh Destroyers, they went down 5ppm, which is nice. Also nice to see them in units of 3-6.
Silent King at 450 and Shard of the Void Dragon at 350 is rough. Shard of the Void Dragon would be almost twice the cost of Deceiver, over twice the cost of Nigthbringer, and 140 points more than Transcendant C'Tan. I'm pretty sure I'd rather take more C'Tan shards for the price. Void Dragon's cost should be confirmation that he has the "character" keyword.
Monoliths at 380 points would firmly relegate them to the shelf zone, and it's the one leak that I question the most as it's a 110 point increase after they went down 30 points in CA2020.
Rites of Reanimation sounds a bit too powerful considering the change in rules to Reanimation Protocols.
Quantum Shielding doesn't make any sense - what does he mean "ignore unmodified wound roll of 1/2/3?"
The monolith has been suggested to be a super heavy with a buffed profile and notably better guns, it's no shocker it went up in points. Likewise you're assuming the older c'tan aren't upgraded to match.
Touche all, I forgot that Necrodermis is a C'Tan ability, not a unique Void Dragon ability.
Silent King at 450 is also tough to swallow since Guilliman is 70 points cheaper and gives a flat reroll to hits and a flat reroll of 1s to wound instead of just reroll ranged hit rolls of 1 and reroll melee wound rolls of 1.
I could see Monoliths being ok-ish at 380 points if they had a built-in invulnerable save and this new Quantum Shielding rule, but it's still a tough pill to swallow.
The QS rule seems pretty straightforward to me. The unit gets a 5++ save and any wound roll where the number on the dice before modifiers is 3 or less is ignored. So you basically have to roll a 4 or more on the dice regardless of modifiers to even be in the game.
Knute wrote: Touche all, I forgot that Necrodermis is a C'Tan ability, not a unique Void Dragon ability.
Silent King at 450 is also tough to swallow since Guilliman is 70 points cheaper and gives a flat reroll to hits and a flat reroll of 1s to wound instead of just reroll ranged hit rolls of 1 and reroll melee wound rolls of 1.
I could see Monoliths being ok-ish at 380 points if they had a built-in invulnerable save and this new Quantum Shielding rule, but it's still a tough pill to swallow.
Guilliman also isn't 20 something wounds with 6 damage cannons, strike last aura and mortal wound output, very different animals really.
Yeah but with 4 death rays and a particle whip, it should delete anything you point it at, which is what it should do. And c'tan going up, I'm fine with because they should be super rare, extremely powerful, and very volatile.
Knute wrote: Touche all, I forgot that Necrodermis is a C'Tan ability, not a unique Void Dragon ability.
Silent King at 450 is also tough to swallow since Guilliman is 70 points cheaper and gives a flat reroll to hits and a flat reroll of 1s to wound instead of just reroll ranged hit rolls of 1 and reroll melee wound rolls of 1.
Szerakh imparts a full ranged hit reroll, a full melee wound reroll, a fights last aura, is carrying around two giant deathbeams that double as ablative wounds, has nearly three times the wounds that Guilliman does and does god knows what else. The points premium is more than earned.
Neknoh wrote: Yup, Daemon Primarchs and the Szerakh are all more powerful table-pieces than Guilliman is, but for some reason, the Primarch gets all the hate.
But over what?! Guiliman was never THE primarch, he's not as good on the table, his model isn't all that great so... what gives? Where is the envy coming from?
Edit. I just realised that it might not be Chaos or Necrons giving him gak, but other Space Marines who want THEIR primarch yesterday
Neknoh wrote: But over what?! Guiliman was never THE primarch, he's not as good on the table, his model isn't all that great so... what gives? Where is the envy coming from?
Edit. I just realised that it might not be Chaos or Necrons giving him gak, but other Space Marines who want THEIR primarch yesterday
No it's a mix of people who remember razorback spam with full rerolls on everything that was good for a short time at the start of 8th. He is pretty decent, not as good as he was admittedly but he was the benchmark of how good of a singular model was for some time.
Rites of Reanimation sounds a bit too powerful considering the change in rules to Reanimation Protocols.
I don't think so - from what we know you need a Cryptek - specifically a Technomancer to use Rites - he targets one unit for D3 warriors or Immortals a turn. It could be scary to get destroyers coming back but you'd only get 1 and they are going to have a much harder time reanimating in the first place.
I think Necrons are going to have so many tough decisions (in a good way!) about what HQs to bring. You've got the nobles, multiple flavors of crypteks, Royal wardens and destroyer lords - having many technomancers could start to make things scary with Rites of Reanimation - but then you're able to take less support chars. If every flavor of Cryptek got rites of reanimation it could be trouble.
Flashpoints are a new, semi-regular White Dwarf feature series that include collections of articles exploring a particular region or war zone at a specific point in time.
Flashpoints contain rules for you to try out on the battlefield, plus stories and background about the setting, giving you plenty of opportunities to theme your games. You could recreate some of the battles mentioned in the background section, convert Characters based on the heroes in the stories, or build a new battlefield to represent one of the Theatres of War. Each Flashpoint will span multiple issues, and the articles associated with it will be marked with the Flashpoint symbol, making them easy to find in your copy of White Dwarf.
Neknoh wrote: But over what?! Guiliman was never THE primarch, he's not as good on the table, his model isn't all that great so... what gives? Where is the envy coming from?
Edit. I just realised that it might not be Chaos or Necrons giving him gak, but other Space Marines who want THEIR primarch yesterday
Neknoh wrote: But over what?! Guiliman was never THE primarch, he's not as good on the table, his model isn't all that great so... what gives? Where is the envy coming from?
Edit. I just realised that it might not be Chaos or Necrons giving him gak, but other Space Marines who want THEIR primarch yesterday
Guilliman does not die first turn.
This post was made by the Magnus the Red gang.
Guilliman also has this nasty habit of getting back up. Although, now that you can't re-roll that...
Quantic Shield : is now a 5+ invulnerable save and on top of that, you ignore unmodified wound roll of 1/2/3.
Doomstalker : has a 4+ invulnerable save. It can overwatch à la T'au, which means he get to shoot at ennemy units which charged a friendly unit within 6" of the Doomstalker. He can fire at it with the "big profile" of its weapon (forgot its name). Does not have QS.
Canoptek units : they now all have RP.
Rites of Reanimation : each Necron unit can only be targeted once by Rites of Reanimation. Select a Necron unit : D3 Necron Warriors are revived or 1 model if it's not a Necron Warriors unit.
Monolith is 380 points with 4 "mini Death Rays". Silent King is 450 and Ctan of the Void Dragon is 350
So, the quantum shield change is much better against plasma and damage 2 weapons, but much worse against any high damage weapons. A bit of a wash, but I really liked the old flavorful mechanic. In practice this may or may not be better. We'll see.
Lascannon was before 1.33 per hit(assuming dda aka no armour save). New is 1.16. Not that bad.
It's stuff that gets better than d6 or d6 damge that wasn't wounding on 3+ or didn't bybass 4+ that got buff. Unsurprisingly melta got big win as expected
If this is the new QS rule, it does affect melta to some degree.
Everything currently with the rule is T6, so melta wounding goes from 3+ to 4+, and then a third of those are discarded from the invulnerable save. That isn't terrible.
The big change is the double shots for multimeltas
Voss wrote: If this is the new QS rule, it does affect melta to some degree.
Everything currently with the rule is T6, so melta wounding goes from 3+ to 4+, and then a third of those are discarded from the invulnerable save. That isn't terrible.
The big change is the double shots for multimeltas
Average damage 2.166 per hit vs 0.51. Didn't say melta doesn't take any effect. But it's huge win. Lascannon causes less damage vs new than old. Multi melta 4x. So with 2 shots that's twice that(assuming in melta bonus range)
It's a specific user replying in the body of a thread on the competitive Reddit. Doesnt look like a compilation post has gone up yet.
Highlight's ive seen so far:
Aggressors lost double tap.
Eradicators are even more stupid. The heavy version is a 24" Heavy 1 1d6+2 melta that goes to 1d6+4 at half range. And yes, they have combat squads and can drop in pods of 6.
Impulsor Shield dome is a 5++
Supplementary weapon prices on vehicles are *WEIRD*.
Sterling191 wrote: It's a specific user replying in the body of a thread on the competitive Reddit. Doesnt look like a compilation post has gone up yet.
Highlight's ive seen so far:
Aggressors lost double tap.
Eradicators are even more stupid. The heavy version is a 24" Heavy 1 1d6+2 melta that goes to 1d6+4 at half range. And yes, they have combat squads and can drop in pods of 6.
Impulsor Shield dome is a 5++
Supplementary weapon prices on vehicles are *WEIRD*.
When you say Eradicators drop in pods of 6, is that just jargon or did I somehow miss the tease of a Primaris drop pod?
Sterling191 wrote: It's a specific user replying in the body of a thread on the competitive Reddit. Doesnt look like a compilation post has gone up yet.
Highlight's ive seen so far:
Aggressors lost double tap.
Eradicators are even more stupid. The heavy version is a 24" Heavy 1 1d6+2 melta that goes to 1d6+4 at half range. And yes, they have combat squads and can drop in pods of 6.
Impulsor Shield dome is a 5++
Supplementary weapon prices on vehicles are *WEIRD*.
Which thread though? I googled the SubReddit and found nothing.
Royal Court:
• If the silent king is in your army, he must be the warlord.
• If not, if you have a Phaeron, he must be your warlord
• If not, if you have a “Tetraque” he must be your warlord
• If not, if you have a Dynasty character, he must be your warlord
• If not, choose warlord normally
Dynastic Agents and Star Gods
• Dynastic Agents and C’tan shards can be included in necron detachments without preventing them from getting dynastic codes
• Dynastic Agents and C’tan shards Never get dynastic codes
Custom Dynasties:
• Pick a dynastic tradition and a condition of awakening
• If picked Royal Vassal, do not get condition of awakening
Dynastic Conditions:
o Eternal conquerors:
All models with this code have OBSEC.
If a model already had OBSEC, they count as one additional model
o Ruthless hunters
Essentially bolter drill
Can rapid fire at max range if infantry model stood still
o Majestic artisans
Each time this unit is chosen to shoot or fight re-roll one wound roll per unit
o Radiation halo
All units have the following aura: as long as an enemy unit is within 1 inch of this unit, subtract 1 from its Toughness
o Immovable Phalanx
Whenever an attack with a wound characteristic of 1 is allocated to an infantry model with this code, and that model did not move, advance or fall back this battle round, add 1 to any armor save against the attack
o Inflexible
6+ invuln
o Disdain for the codes
Add one to hit rolls for attacks made against characters
o Ruthless horde
Re-roll morale tests
o Martial masters
Each time this unit is chosen to shoot or fight re-roll one hit roll per unit
o Butchers
Add 1 to charge rolls
o Brocken
Units benefit from command protocols if they are within 9 inches of a necron character instead of 6
o Royal Vassal
Get to pick one of the normal dynastic codes
Condition of Awakening:
o The ancients stir
Add one to Canoptek units
Canoptik units Can pile in and consolidate 4 inches
o Fight the intruders
Melee attacks against infantry or bikers auto-wound on unmodified hit rolls of 6.
o Saine paranoia
Add 3 inches to the range of pistols
o Implacable expansionist
At the beginning of the first battle round and before starting the first turn, all units with this code can move 6 inches
o Isolationists
Each time a model makes an attack with a rapid-fire weapon against a target within 12 inches, at one to the strength of the attack
o Noble warriors
Each time a noble makes a melee attack, reroll all hit and wound rolls of 1
o Interplanetary invaders
Vehicles can fall-back and shoot at -1 to hit.
Vehicles can shoot heavy weapons into combat without the normal -1 penalty
On the codex code front there is an assumption itll just be digits. They might have a base64 system like youtube videos...anything else is gonna fail hard with code farming brute force protection will only slow down this
nintura wrote: That radiation halo is hilarious though. Oh hey look, we are immune to radiation. Let's go irradiate ourselves and use that as a weapon.
Nihilakh : At the start of the combat phase, if this warlord is in range of an enemy unit, he can fight first in this phase
Novokh : Each time the warlord makes a melee attack, an unmodified wound roll of 6 deal one additional mortal wound.
Sautekh : As long as this warlord is one the battlefield, when you use one CP to use a stratagem, roll a D6. On 5+, you get the CP refunded.
Szarekhan : When you assign command protocols, you can chose 4 of them instead of 5, and one of those 4 can be assigned to two rounds instead of one.
At least they're not frontloading it so Nihilakh is the only obvious choice for competitive play. Szarekhan looks good, but would look better if command protocols were better.
Sterling191 wrote:It's a specific user replying in the body of a thread on the competitive Reddit. Doesnt look like a compilation post has gone up yet.
Highlight's ive seen so far:
Aggressors lost double tap.
Eradicators are even more stupid. The heavy version is a 24" Heavy 1 1d6+2 melta that goes to 1d6+4 at half range. And yes, they have combat squads and can drop in pods of 6.
Impulsor Shield dome is a 5++
Supplementary weapon prices on vehicles are *WEIRD*.
Spoletta wrote:The aggressors also lost the advance and fire.
Eradicators cannot advance and double fire.
Shame about the Aggressors, though I rarely ever got the double two with my Flamers anyways. I assume you mean they just lost the no penalty for running and shooting though? Or do they actually have a real that they straight can’t?
The Eradicator is Weird. The Facebook article called it a Multimelta, but it doesn’t have the new Multimelta stats?
Spoletta wrote:The aggressors also lost the advance and fire.
Eradicators cannot advance and double fire.
Shame about the Aggressors, though I rarely ever got the double two with my Flamers anyways. I assume you mean they just lost the no penalty for running and shooting though? Or do they actually have a real that they straight can’t?
The Eradicator is Weird. The Facebook article called it a Multimelta, but it doesn’t have the new Multimelta stats?
They can pick as their main gun the assault or heavy option on their sheet. The multi melta is a seperate option they can upgrade a dude with. This unit is utterly bonkers for 6 power haha.
Deathwatch now get EVERY unit that isn't regular firstborn marines.
So not allowed: assault squad, biker squad, attack bike, dev squad, tactical squad
And that....is...it folks.
Automatically Appended Next Post: Non- core is basically just characters, vehicles that are not dreads, centurions, and weirdball stuff like servitors.
Automatically Appended Next Post: Eradicators can have either a heavy 1 +2 damage melta rifle or the regular assault flavor.
1 in every 3 can have a multimelta. It's a special weapon
Orb of Eternity
"Figure with an orb of resurrection only. this relic replaces an orb of resurrection. once per battle, in your Command phase, the wearer can use this relic. In this case, choose a friendly <dynasty> unit 6 "from the carrier, not in its initial strength and whose resuscitation portocoles have not been triggered at this phase. the resuscitation protocols of the unit are triggered , and all destroyed models in the unit begin to reassemble. Also, add it to the result of each of those reanimation protocol tests."
Nanoscarab Casket
Each time the wearer uses their living metal ability, they regain an additional 1 lost wound.
The Infinite Arrow
figure with a tachyon crossbow suelement. this relic replaces a tachyon crossbow and has the following profile:
The infinite arrow 120" assualt 1 16 -5ap 6d
Abilities: The wearer can only fire this weapon once per battle.
Veil of Darkness:
"Once per battle, in your movement phase, the wearer may use this relic. in this case, the wielder's unit and up to a friendly Core <Dynasty> unit within 3 "of the wielder may be removed from the battlefield and replaced there anywhere more than 9" from any enemy models. if two units are returned to the battlefield using this relic, they must be within 6 "of each other."
Voltaic baton
figurine with a stick of light suelment. this relic places a stick of light and has the following profile:
Veil of Darkness:
"Once per battle, in your movement phase, the wearer may use this relic. in this case, the wielder's unit and up to a friendly Core <Dynasty> unit within 3 "of the wielder may be removed from the battlefield and replaced there anywhere more than 9" from any enemy models. if two units are returned to the battlefield using this relic, they must be within 6 "of each other."
The wording "the weilder's unit" makes me wonder if the rule for Crypteks getting to be taken for each Noble without taking up a slot makes that Noble and Cryptek a unit. Wonder if a Noble and Cryptek can grab a Core unit and bamf across the battle field.
I know it's early but boy are these relics not filling me with confidence.
Sasori wrote: Orb of Eternity
"Figure with an orb of resurrection only. this relic replaces an orb of resurrection. once per battle, in your Command phase, the wearer can use this relic. In this case, choose a friendly <dynasty> unit 6 "from the carrier, not in its initial strength and whose resuscitation portocoles have not been triggered at this phase. the resuscitation protocols of the unit are triggered , and all destroyed models in the unit begin to reassemble. Also, add it to the result of each of those reanimation protocol tests."
Sigh. So yet again Resurrection Orbs are once per game.
Calling it now that this relic will be a hard pass.
Perhaps in 10th GW will finally realise why no one ever takes Resurrection Orbs anymore.
Sasori wrote: Orb of Eternity
"Figure with an orb of resurrection only. this relic replaces an orb of resurrection. once per battle, in your Command phase, the wearer can use this relic. In this case, choose a friendly <dynasty> unit 6 "from the carrier, not in its initial strength and whose resuscitation portocoles have not been triggered at this phase. the resuscitation protocols of the unit are triggered , and all destroyed models in the unit begin to reassemble. Also, add it to the result of each of those reanimation protocol tests."
This makes more sense when I realised 'it' was 'one' as it comes from 'un' in French (also love the translate of 'staff' as 'stick' lol)
So this is neat wording, and looks like 'reassembling' is going to be carefully added to rules. Makes me suspect that 'repair' abilities like on the Ghost Ark may interact with this somehow? Add an additional model to the models 'reassembling' or something? Suspect the Orb of Resurrection will be this effect without the +1 too...
Is there gonna be a rule for the monolith not costing CP to add to your army and not getting dynasty benefits? Or is it basically not worth taking now that it’s a LoW?
Nobel infantry figure only. add 1 to the wearer's toughness and wounds characteristics.
the conflagrator's gauntlet
this relque has the following profile:
the conflagrator's gauntlet 12" pistol 1 - - -
Skills: with each attack of this weapon, the attack automatically hits the target. instead of making an I of injury, roll a d6 for each model in the target unit: the unit suffers 1 mortal wound for each result of 6 and the attack squience ends.
Star Conduit
mephrit figurine only. this relic replaces a relic Gauss flashlight and has the following profile:
Star Conduit 36" rapidfire 3 s6 -2ap 2d
The ruler's diadem
nobel szarekhan figurine only. the wearer has the following skills:
- Command Wave Amplifier (Aura): As long as a friendly Szarekhan unit is 9" from the carrier, it benefits from the chosen directive of your army's active command protocol as long as it is 9" away from the carrier. necron friend character figurine (c'tan echarde figurines excused), instead of 6".
- Synthetic Cortex Optimaster (Aura): As long as a friendly Szarekhan CORE unit is within 9" of the wearer, it benefits from the dual directives of your army's active command protocol, instead of just the one chosen.
The infinite mantle
nihilakh figurine only.
- add 1 to armor saving throws for the wearer.
- whenever the carrier is advised to lose a wound, roll a d6: on a roll of 6, the wound is not lost.
The scythe of blood
Novokh figurine with a scythe of nothing or a fuachard suelement. this relic replaces a scythe of nothing or fauchard and has the following profile:
Blood scythe melee melee +2s -4ap 2d
Abilities: Each time the wearer fights, he makes 2 additional attacks with this weapon.
the winner's mask
sautekh figurine only. At the start of the combat phase, you may choose an enemy unit within 3 "of the carrier. The unit is not eligible to fight in this phase until all eligible units in your army have fought.
Solar baton
Nephrekh figurine with a light stick only. this relic replaces a stick of light and has the following profile:
abilities: with each attack of this weapon against an infantry unit, if a hit is casused, until the end of the turn the unit is blinded. blind units cannot fire overwatch or prepare for defense (see warhammer 40,000 core book)
Cynista wrote: The necron nerfs just keep coming boys! They were so overpowered before, thanks GW very cool
What are you even talking about? The core mechanic of the whole army has been revamped to actually, yknow, work
And units themselves have been heavily nerfed or their points are incredibly high
Which units have been nerfed?
Wraiths have been dunked on and gaining RP doesn't fix it. The models that everyone has at least 6 of. QS has been nerfed (and yes, it has, because of the sheer damage potential of everything these days), Reanimation Protocols are straight up bad for anything with more than 1 wound, so that's a poor argument as noted already. There is really heavy amounts of restrictions built into the entire book. Can't do X if Y etc etc. Void Dragon 350 points!
Don't get me wrong, there's so much content in the codex that you'll be able to put something decent together but a lot of it is dead on arrival IMO
It's been like 10 years since I've spoken French, BUT with some leaning on Google Translate:
"
In your Command phase, you can choose a single <DYNASTY> Necron Warriors unit within 6" of this model. If you do, up to D3 units destroyed from the unit Reanimate. Each unit can only be affected by this ability once per phase.
Important note is that when it says they can reanimate, it references the Reanimation Protocols RULE, instead of just having them stand back up. So, similar to the orb, d3 <DYNASTY> Necron Warriors can make RP rolls for that unit, and assumedly you can go back up to starting strength, over time.
H.B.M.C. wrote: So Destroyers have the two gun options, but Heavy Destroyers don't. What?
They're under heavy support.
Automatically Appended Next Post:
H.B.M.C. wrote: So Destroyers have the two gun options, but Heavy Destroyers don't. What?
No, you can take Heavys in a regular destroyer squad like before for +15 points. The Heavys are 70 for either option in ther slot.
Heavies are entirely squatted sadly, no more semiefficent lascannon fire, just a bigger gun in an army that already hurts for anti-vehicle and monster options.
H.B.M.C. wrote: So Destroyers have the two gun options, but Heavy Destroyers don't. What?
They're under heavy support.
Automatically Appended Next Post:
H.B.M.C. wrote: So Destroyers have the two gun options, but Heavy Destroyers don't. What?
No, you can take Heavys in a regular destroyer squad like before for +15 points. The Heavys are 70 for either option in ther slot.
Heavies are entirely squatted sadly, no more semiefficent lascannon fire, just a bigger gun in an army that already hurts for anti-vehicle and monster options.
You can take the Lokhust Heavy Destroyers in regular squads for +15 point snow.
Cynista wrote: The necron nerfs just keep coming boys! They were so overpowered before, thanks GW very cool
What are you even talking about? The core mechanic of the whole army has been revamped to actually, yknow, work
And units themselves have been heavily nerfed or their points are incredibly high
Which units have been nerfed?
Wraiths have been dunked on and gaining RP doesn't fix it. The models that everyone has at least 6 of. QS has been nerfed (and yes, it has, because of the sheer damage potential of everything these days), Reanimation Protocols are straight up bad for anything with more than 1 wound, so that's a poor argument as noted already. There is really heavy amounts of restrictions built into the entire book. Can't do X if Y etc etc. Void Dragon 350 points!
Don't get me wrong, there's so much content in the codex that you'll be able to put something decent together but a lot of it is dead on arrival IMO
Wraiths went down 1 on their invuln and got fall back and charge back in return, that's not really a nerf. QS is different, not sure it's a nerf for everything, it'll be better against overcharges plasma etc.
RP is worse for multi wound models, but having the chance to use it might be better overall, hard to say. 350 points for a mortal wound spouting combat monster you can't target and still can only lose 3 wounds per phase isn't unfair exactly.
It really doesn't seem that bad, the only worse part so far seems to be the relics.
The Monolith is underwhelming. T8 S8 and 24 wounds but absolutely no inv. save and only living metal to boost its survivability. If you are going to spend over 300 points on a unit I'd take the void dragon. Screenable, has an inv. save and can only lose 3 wounds per phase anyway.
Drakmord wrote: I see a post on reddit saying that all named C'tan are up to 350, and the transcendent is at 270.
Nothing posted beyond that, only that allegedly the named C'tan have unique powers, and "some" do more damage than they did in 8th.
This was posted on the 40k General discussion thread - reposting it here for anyone who hasn't seen it.
It lists some unique C'tan power for the named C'tan. Looks like Gaze of Death is switching to a mortal wounds power attack.
Ghaz wrote: Some images are starting to pop up on /40kg/ on /tg/.
Necronmaniac05 wrote: The Monolith is underwhelming. T8 S8 and 24 wounds but absolutely no inv. save and only living metal to boost its survivability. If you are going to spend over 300 points on a unit I'd take the void dragon. Screenable, has an inv. save and can only lose 3 wounds per phase anyway.
Sorry, did you just call 24 wounds combined with Living Metal underwhelming...?!
Bear in mind that to do 24 wounds in one go, you'd have to put a LOT of firepower into it... quite likely much of it only wounding it on 6's. In 99% of games it's going to be able to take full advantage of Living Metal turn after turn, so in effect it's more like it's approaching 30 wounds. That's unprecedented - and on the offchance your opponent does kill it outright, the rest of your force gets off scot-free.
That's pretty good going if you ask me.
I will say that from what I've seen so far, the Void Dragon looks like much more of a dangerous, direct threat.
Necronmaniac05 wrote: The Monolith is underwhelming. T8 S8 and 24 wounds but absolutely no inv. save and only living metal to boost its survivability. If you are going to spend over 300 points on a unit I'd take the void dragon. Screenable, has an inv. save and can only lose 3 wounds per phase anyway.
Sorry, did you just call 24 wounds combined with Living Metal underwhelming...?!
Bear in mind that to do 24 wounds in one go, you'd have to put a LOT of firepower into it... quite likely much of it only wounding it on 6's. In 99% of games it's going to be able to take full advantage of Living Metal turn after turn, so in effect it's more like it's approaching 30 wounds. That's unprecedented - and on the offchance your opponent does kill it outright, the rest of your force gets off scot-free.
That's pretty good going if you ask me.
I will say that from what I've seen so far, the Void Dragon looks like much more of a dangerous, direct threat.
THe rest of your forces minus 300-380 points that is. LIving Metal doesn't really do much right? Just a wound a turn?
Necronmaniac05 wrote: The Monolith is underwhelming. T8 S8 and 24 wounds but absolutely no inv. save and only living metal to boost its survivability. If you are going to spend over 300 points on a unit I'd take the void dragon. Screenable, has an inv. save and can only lose 3 wounds per phase anyway.
Sorry, did you just call 24 wounds combined with Living Metal underwhelming...?!
Bear in mind that to do 24 wounds in one go, you'd have to put a LOT of firepower into it... quite likely much of it only wounding it on 6's. In 99% of games it's going to be able to take full advantage of Living Metal turn after turn, so in effect it's more like it's approaching 30 wounds. That's unprecedented - and on the offchance your opponent does kill it outright, the rest of your force gets off scot-free.
That's pretty good going if you ask me.
I will say that from what I've seen so far, the Void Dragon looks like much more of a dangerous, direct threat.
Stop bringing your reasonable logic into here. Obviously unless it literally personally nukes your opponents house it's not worth putting on the table top!
Antimatter Meteor: Pick an enemy unit within 24" and visible to a C'tan shard. on a 3-5, deal 3 mortals. A 6 does 3+D3
Time's Arrow: Chose an enemy unit within 18" and visible to a C'tan shard. Roll a D6. If it's greater than a model's wounds characteristic, it is slain.
Sky of Falling Stars: Chose an enemy unit within 24" of a C'tan shard. Roll a D6. 1-5 deals D3 mortals if the number is less than the total number of models in that unit.
Cosmic Fire: Roll a D6 for each enemy unit within 9" of a C'tan shard. On a 4+, deal D3 mortals.
Seismic Assault: Chose an enemy unit within 18" and visible to a C'tan shard. Roll a dice for each model in that unit. For each 6+, deal a Mortal Wound up to 10.
Transdimensional Thunderbolt: Chose an enemy unit within 24" and visible to the C'tan (you cannot chose a character while they are within 3" of enemy models and they are 9 wounds or less). On a 2+, D3 mortals. Plus, roll a D6 for each other enemy unit within 3". On a 4+, they suffer 1 mortal.
Cosmic Madness (Deceiver): Choose a visible enemy unit within 12" and roll a D6. Add the result to the Deceiver's Leadership. Then your opponent rolls a D6 and adds that result to the targeted unit's Leadership. The targeted unit takes MW equal to the difference.
Death Gaze (Nightbringer): Choose a visible enemy unit within 9". Role 3 dice. On each 4+, that unit suffers d3 wounds
Voltaic Storm (Void Dragon): Choose a visible enemy unit within 18" following Look Out Sir rules. Roll a d6; on a 2+, that unit suffers d3 MW. If that unit was a vehicle, it suffers d6MW. If that unit was a vehicle and it brackets, its wounds characteristic is considered halved for the purpose of bracketing.
H.B.M.C. wrote: So Destroyers have the two gun options, but Heavy Destroyers don't. What?
They're under heavy support.
Automatically Appended Next Post:
H.B.M.C. wrote: So Destroyers have the two gun options, but Heavy Destroyers don't. What?
No, you can take Heavys in a regular destroyer squad like before for +15 points. The Heavys are 70 for either option in ther slot.
Heavies are entirely squatted sadly, no more semiefficent lascannon fire, just a bigger gun in an army that already hurts for anti-vehicle and monster options.
You can take the Lokhust Heavy Destroyers in regular squads for +15 point snow.
Necronmaniac05 wrote: The Monolith is underwhelming. T8 S8 and 24 wounds but absolutely no inv. save and only living metal to boost its survivability. If you are going to spend over 300 points on a unit I'd take the void dragon. Screenable, has an inv. save and can only lose 3 wounds per phase anyway.
Sorry, did you just call 24 wounds combined with Living Metal underwhelming...?!
Bear in mind that to do 24 wounds in one go, you'd have to put a LOT of firepower into it... quite likely much of it only wounding it on 6's. In 99% of games it's going to be able to take full advantage of Living Metal turn after turn, so in effect it's more like it's approaching 30 wounds. That's unprecedented - and on the offchance your opponent does kill it outright, the rest of your force gets off scot-free.
That's pretty good going if you ask me.
I will say that from what I've seen so far, the Void Dragon looks like much more of a dangerous, direct threat.
It's knight stats without inv saves. And any army worth anything aims to one shot knight.
Since any half decent army one shots knight witq ris they can one shot 2 monoliths.
Oh and no hiding out of los either.
And sorry but what weapon you fire at it that wounds on 6? It's t8. Not t14. You don't shoot bolter at it. Are you supposed to plan opponent be stupid enough to shoot bolters at monolith and lascannons etc at necron warriors? Sorry. I don't like to make plans that depend opponent being such a level of idiocy.
Necronmaniac05 wrote: The Monolith is underwhelming. T8 S8 and 24 wounds but absolutely no inv. save and only living metal to boost its survivability. If you are going to spend over 300 points on a unit I'd take the void dragon. Screenable, has an inv. save and can only lose 3 wounds per phase anyway.
Sorry, did you just call 24 wounds combined with Living Metal underwhelming...?!
Bear in mind that to do 24 wounds in one go, you'd have to put a LOT of firepower into it... quite likely much of it only wounding it on 6's. In 99% of games it's going to be able to take full advantage of Living Metal turn after turn, so in effect it's more like it's approaching 30 wounds. That's unprecedented - and on the offchance your opponent does kill it outright, the rest of your force gets off scot-free.
That's pretty good going if you ask me.
I will say that from what I've seen so far, the Void Dragon looks like much more of a dangerous, direct threat.
We will see i guess. My view is it is hard to screen/hide and in the age of 3 eradicators hitting on 3's, wounding on 4's and doing 4+2d6 damage each at -3/-4 AP, while they may not kill it outright they are going to quickly drop its effectiveness such that it will struggle to make a mark. We will see however. Knights, wraithknights and stormsurges all fill the same space and all have an inv (and more wounds in the case of knights).
Necronmaniac05 wrote: The Monolith is underwhelming. T8 S8 and 24 wounds but absolutely no inv. save and only living metal to boost its survivability. If you are going to spend over 300 points on a unit I'd take the void dragon. Screenable, has an inv. save and can only lose 3 wounds per phase anyway.
Sorry, did you just call 24 wounds combined with Living Metal underwhelming...?!
Bear in mind that to do 24 wounds in one go, you'd have to put a LOT of firepower into it... quite likely much of it only wounding it on 6's. In 99% of games it's going to be able to take full advantage of Living Metal turn after turn, so in effect it's more like it's approaching 30 wounds. That's unprecedented - and on the offchance your opponent does kill it outright, the rest of your force gets off scot-free.
That's pretty good going if you ask me.
I will say that from what I've seen so far, the Void Dragon looks like much more of a dangerous, direct threat.
We will see i guess. My view is it is hard to screen/hide and in the age of 3 eradicators hitting on 3's, wounding on 4's and doing 4+2d6 damage each at -3/-4 AP, while they may not kill it outright they are going to quickly drop its effectiveness such that it will struggle to make a mark. We will see however. Knights, wraithknights and stormsurges all fill the same space and all have an inv (and more wounds in the case of knights).
I’m not sure anyone will take it anyway, it’s a LoW now.
(Yes I’m going to whine about this in every post now)
Necronmaniac05 wrote: The Monolith is underwhelming. T8 S8 and 24 wounds but absolutely no inv. save and only living metal to boost its survivability. If you are going to spend over 300 points on a unit I'd take the void dragon. Screenable, has an inv. save and can only lose 3 wounds per phase anyway.
Sorry, did you just call 24 wounds combined with Living Metal underwhelming...?!
Bear in mind that to do 24 wounds in one go, you'd have to put a LOT of firepower into it... quite likely much of it only wounding it on 6's. In 99% of games it's going to be able to take full advantage of Living Metal turn after turn, so in effect it's more like it's approaching 30 wounds. That's unprecedented - and on the offchance your opponent does kill it outright, the rest of your force gets off scot-free.
That's pretty good going if you ask me.
I will say that from what I've seen so far, the Void Dragon looks like much more of a dangerous, direct threat.
We will see i guess. My view is it is hard to screen/hide and in the age of 3 eradicators hitting on 3's, wounding on 4's and doing 4+2d6 damage each at -3/-4 AP, while they may not kill it outright they are going to quickly drop its effectiveness such that it will struggle to make a mark. We will see however. Knights, wraithknights and stormsurges all fill the same space and all have an inv (and more wounds in the case of knights).
The heavy rifles won't be in melta range in turn 1 so will never get the doctrines kicking in normally, likewise to be in melta range they have to move so hit on 4s.
Necronmaniac05 wrote: The Monolith is underwhelming. T8 S8 and 24 wounds but absolutely no inv. save and only living metal to boost its survivability. If you are going to spend over 300 points on a unit I'd take the void dragon. Screenable, has an inv. save and can only lose 3 wounds per phase anyway.
Sorry, did you just call 24 wounds combined with Living Metal underwhelming...?!
Bear in mind that to do 24 wounds in one go, you'd have to put a LOT of firepower into it... quite likely much of it only wounding it on 6's. In 99% of games it's going to be able to take full advantage of Living Metal turn after turn, so in effect it's more like it's approaching 30 wounds. That's unprecedented - and on the offchance your opponent does kill it outright, the rest of your force gets off scot-free.
That's pretty good going if you ask me.
I will say that from what I've seen so far, the Void Dragon looks like much more of a dangerous, direct threat.
It's knight stats without inv saves. And any army worth anything aims to one shot knight.
Since any half decent army one shots knight witq ris they can one shot 2 monoliths.
Oh and no hiding out of los either.
And sorry but what weapon you fire at it that wounds on 6? It's t8. Not t14. You don't shoot bolter at it. Are you supposed to plan opponent be stupid enough to shoot bolters at monolith and lascannons etc at necron warriors? Sorry. I don't like to make plans that depend opponent being such a level of idiocy.
A knight without an invuln is dead. Simple as.
Any army worth ANYTHING can shoot this thing off in a turn. Weren't we discussing eradicators a page back?
The void dragon looks like a far far better choice to complement 9th missions- fulfilling a similar role to the yncarne in some of the winning CWE lists). Mobile, highly volatile, relatively resistant push threat that will kill what it touches. Complemented with necrodermis, I'm happy saying that this thing is tougher to take out than a monolith. Really.
And my goodness if it really gets a CP strat to ignore Inv??? Absolute monster.
Necronmaniac05 wrote: The Monolith is underwhelming. T8 S8 and 24 wounds but absolutely no inv. save and only living metal to boost its survivability. If you are going to spend over 300 points on a unit I'd take the void dragon. Screenable, has an inv. save and can only lose 3 wounds per phase anyway.
Sorry, did you just call 24 wounds combined with Living Metal underwhelming...?!
Bear in mind that to do 24 wounds in one go, you'd have to put a LOT of firepower into it... quite likely much of it only wounding it on 6's. In 99% of games it's going to be able to take full advantage of Living Metal turn after turn, so in effect it's more like it's approaching 30 wounds. That's unprecedented - and on the offchance your opponent does kill it outright, the rest of your force gets off scot-free.
That's pretty good going if you ask me.
I will say that from what I've seen so far, the Void Dragon looks like much more of a dangerous, direct threat.
We will see i guess. My view is it is hard to screen/hide and in the age of 3 eradicators hitting on 3's, wounding on 4's and doing 4+2d6 damage each at -3/-4 AP, while they may not kill it outright they are going to quickly drop its effectiveness such that it will struggle to make a mark. We will see however. Knights, wraithknights and stormsurges all fill the same space and all have an inv (and more wounds in the case of knights).
Wish Stormsurges came with an invulnerable save, they can buy one but they dont have by default.
Necronmaniac05 wrote: The Monolith is underwhelming. T8 S8 and 24 wounds but absolutely no inv. save and only living metal to boost its survivability. If you are going to spend over 300 points on a unit I'd take the void dragon. Screenable, has an inv. save and can only lose 3 wounds per phase anyway.
Sorry, did you just call 24 wounds combined with Living Metal underwhelming...?!
Bear in mind that to do 24 wounds in one go, you'd have to put a LOT of firepower into it... quite likely much of it only wounding it on 6's. In 99% of games it's going to be able to take full advantage of Living Metal turn after turn, so in effect it's more like it's approaching 30 wounds. That's unprecedented - and on the offchance your opponent does kill it outright, the rest of your force gets off scot-free.
That's pretty good going if you ask me.
I will say that from what I've seen so far, the Void Dragon looks like much more of a dangerous, direct threat.
We will see i guess. My view is it is hard to screen/hide and in the age of 3 eradicators hitting on 3's, wounding on 4's and doing 4+2d6 damage each at -3/-4 AP, while they may not kill it outright they are going to quickly drop its effectiveness such that it will struggle to make a mark. We will see however. Knights, wraithknights and stormsurges all fill the same space and all have an inv (and more wounds in the case of knights).
The heavy rifles won't be in melta range in turn 1 so will never get the doctrines kicking in normally, likewise to be in melta range they have to move so hit on 4s.
Its not much better but does help slightly.
Unbuffed at 12 to 24 inches the 4 heavy boys plus 2 multimeltas do 21 wounds to a T8 unit, without any buffs or chapter bonuses.
Cynista wrote: The necron nerfs just keep coming boys! They were so overpowered before, thanks GW very cool
What are you even talking about? The core mechanic of the whole army has been revamped to actually, yknow, work
And units themselves have been heavily nerfed or their points are incredibly high
Which units have been nerfed?
Wraiths have been dunked on and gaining RP doesn't fix it. The models that everyone has at least 6 of. QS has been nerfed (and yes, it has, because of the sheer damage potential of everything these days), Reanimation Protocols are straight up bad for anything with more than 1 wound, so that's a poor argument as noted already. There is really heavy amounts of restrictions built into the entire book. Can't do X if Y etc etc. Void Dragon 350 points!
Don't get me wrong, there's so much content in the codex that you'll be able to put something decent together but a lot of it is dead on arrival IMO
Wraiths went down 1 on their invuln and got fall back and charge back in return, that's not really a nerf. QS is different, not sure it's a nerf for everything, it'll be better against overcharges plasma etc.
RP is worse for multi wound models, but having the chance to use it might be better overall, hard to say. 350 points for a mortal wound spouting combat monster you can't target and still can only lose 3 wounds per phase isn't unfair exactly.
It really doesn't seem that bad, the only worse part so far seems to be the relics.
Fall Back and charge is bad on a unit that is already fast and able to pick its targets. You won't use it, ever.
The void dragon looks like a far far better choice to complement 9th missions- fulfilling a similar role to the yncarne in some of the winning CWE lists). Mobile, highly volatile, relatively resistant push threat that will kill what it touches. Complemented with necrodermis, I'm happy saying that this thing is tougher to take out than a monolith. Really.
And my goodness if it really gets a CP strat to ignore Inv??? Absolute monster.
Yeah the Void Dragon is easily a better investment if you are going to spend over 300pts on a single unit. 4+ inv, can't lose more than 3 wounds per phase and is screenable. Can heal, has a snack anti vehicle C'Tan power and has a strat for ignoring inv saves. It's a no brainer really.
Couldn't a Chronomancer put an invuln onto the Monolith? The Chronometron only checks if its a Necron unit, if I remember right.
I'm a fan of the Monolith's new profile but aside from costing CP to field the bigger problem is it not benefitting from Dynastic buffs. The DIY Dynasty's bolter drill would be nice with all those flux arcs.
Living metal on the monolith doesn't do much. You'll maybe get 4 wounds out of it, 5 if you use the undying legion protocol (and it's been damaged already by the turn you assigned for that before the game). Maybe 5 (or 6) wounds if you go second and the enemy obliges to scratch it up 1st turn but not destroy it by the end of the game.
High points (hopefully a lot less with the gauss arcs) plus lord of war slot (and therefor CP) is a huge load to haul. The opportunity cost just seems way to high to start with.
Cynista wrote: The necron nerfs just keep coming boys! They were so overpowered before, thanks GW very cool
What are you even talking about? The core mechanic of the whole army has been revamped to actually, yknow, work
And units themselves have been heavily nerfed or their points are incredibly high
Which units have been nerfed?
Wraiths have been dunked on and gaining RP doesn't fix it. The models that everyone has at least 6 of. QS has been nerfed (and yes, it has, because of the sheer damage potential of everything these days), Reanimation Protocols are straight up bad for anything with more than 1 wound, so that's a poor argument as noted already. There is really heavy amounts of restrictions built into the entire book. Can't do X if Y etc etc. Void Dragon 350 points!
Don't get me wrong, there's so much content in the codex that you'll be able to put something decent together but a lot of it is dead on arrival IMO
Wraiths went down 1 on their invuln and got fall back and charge back in return, that's not really a nerf. QS is different, not sure it's a nerf for everything, it'll be better against overcharges plasma etc.
RP is worse for multi wound models, but having the chance to use it might be better overall, hard to say. 350 points for a mortal wound spouting combat monster you can't target and still can only lose 3 wounds per phase isn't unfair exactly.
It really doesn't seem that bad, the only worse part so far seems to be the relics.
Fall Back and charge is bad on a unit that is already fast and able to pick its targets. You won't use it, ever.
With the way the fight phase works, you want to fall back in your turn and charge, so you can guarentee to go first again.
Cynista wrote: The necron nerfs just keep coming boys! They were so overpowered before, thanks GW very cool
What are you even talking about? The core mechanic of the whole army has been revamped to actually, yknow, work
And units themselves have been heavily nerfed or their points are incredibly high
Which units have been nerfed?
Wraiths have been dunked on and gaining RP doesn't fix it. The models that everyone has at least 6 of. QS has been nerfed (and yes, it has, because of the sheer damage potential of everything these days), Reanimation Protocols are straight up bad for anything with more than 1 wound, so that's a poor argument as noted already. There is really heavy amounts of restrictions built into the entire book. Can't do X if Y etc etc. Void Dragon 350 points!
Don't get me wrong, there's so much content in the codex that you'll be able to put something decent together but a lot of it is dead on arrival IMO
Wraiths went down 1 on their invuln and got fall back and charge back in return, that's not really a nerf. QS is different, not sure it's a nerf for everything, it'll be better against overcharges plasma etc.
RP is worse for multi wound models, but having the chance to use it might be better overall, hard to say. 350 points for a mortal wound spouting combat monster you can't target and still can only lose 3 wounds per phase isn't unfair exactly.
It really doesn't seem that bad, the only worse part so far seems to be the relics.
Fall Back and charge is bad on a unit that is already fast and able to pick its targets. You won't use it, ever.
With the way the fight phase works, you want to fall back in your turn and charge, so you can guarentee to go first again.
Prolonged combats aren't a thing. When the Wraiths charge, it'll be against something you want dead or totally crippled. That thing will just fall back if it didn't die. If the Wraiths were charged, it was gonna be by a unit mostly guaranteed to kill them. Those last two could fall back and charge but chances are it was against a unit they aren't going have a chance damaging to begin with.
Reasonable marine nerfs in no more double tapping aggressors, AP-2 hammers and 5++ impulsor dome. Heavy melta rifles are crazy though, up to 20 damage per model! Makes you wonder why the imperial guard even bother with vanquisher cannons.
Prolonged combat is most certainly still a thing. A unit falling back can't do anything now in most cases, and the days of a castle just blasting the unit off the board is not really the case anymore.
Reasonable marine nerfs in no more double tapping aggressors, AP-2 hammers and 5++ impulsor dome. Heavy melta rifles are crazy though, up to 20 damage per model! Makes you wonder why the imperial guard even bother with vanquisher cannons.
Btw, some quick napkin math
6 eradicators w heavy melta and vulkan nearby
gets to fire twice at a single target
Regarding the Void Dragon, which units are people considering for a screen? The initial thought was Scarabs for the cost, but I don't believe swarms can screen for Characters in 9th.
Wraiths, then, for the relative speed and durability?
Tiberius501 wrote: For those who’ve seen the Monolith, now that it’s a LoW, will it cost 3CP to add to your list?
Yes. Monoliths are probably Dead on arrival due to this.
No special rule or anything to mitigate this? :C
Maaaan... I was so looking forward to getting the new one but that really bums me out.
So exactly the same rules as every other LOW that isn't a primarch or a knight in a pure knights detachment. And 170 points less than a Baneblade, but with fly, regenerating wounds, deep strike, etc. And 43% the price of a Fellblade. Everyone else has to pay 3CP to bring their LOWs. I think it's a stupid rule, but until it's changed I don't see why Necrons should get an exemption.
So, anyway, impulsor shield domes are now a 5++? Nice. You want a marine transport with a 4++? Get an Achilles. Real tanks have treads.
Drakmord wrote: Regarding the Void Dragon, which units are people considering for a screen? The initial thought was Scarabs for the cost, but I don't believe swarms can screen for Characters in 9th.
Wraiths, then, for the relative speed and durability?
Reasonable marine nerfs in no more double tapping aggressors, AP-2 hammers and 5++ impulsor dome. Heavy melta rifles are crazy though, up to 20 damage per model! Makes you wonder why the imperial guard even bother with vanquisher cannons.
Btw, some quick napkin math
6 eradicators w heavy melta and vulkan nearby
gets to fire twice at a single target
Tiberius501 wrote: For those who’ve seen the Monolith, now that it’s a LoW, will it cost 3CP to add to your list?
Yes. Monoliths are probably Dead on arrival due to this.
No special rule or anything to mitigate this? :C
Maaaan... I was so looking forward to getting the new one but that really bums me out.
So exactly the same rules as every other LOW that isn't a primarch or a knight in a pure knights detachment. And 170 points less than a Baneblade, but with fly, regenerating wounds, deep strike, etc. And 43% the price of a Fellblade. Everyone else has to pay 3CP to bring their LOWs. I think it's a stupid rule, but until it's changed I don't see why Necrons should get an exemption.
So, anyway, impulsor shield domes are now a 5++? Nice. You want a marine transport with a 4++? Get an Achilles. Real tanks have treads.
I was hoping that the new codexes would bring a rule to let you have LoW’s within your codex without suffering all the penalties.
Sasori wrote: Prolonged combat is most certainly still a thing. A unit falling back can't do anything now in most cases, and the days of a castle just blasting the unit off the board is not really the case anymore.
Um that unit doesn't need to do anything. It just needs to open up the Wraiths for shooting...
Reasonable marine nerfs in no more double tapping aggressors, AP-2 hammers and 5++ impulsor dome. Heavy melta rifles are crazy though, up to 20 damage per model! Makes you wonder why the imperial guard even bother with vanquisher cannons.
[spoiler]Btw, some quick napkin math
6 eradicators w heavy melta and vulkan nearby
gets to fire twice at a single target
Wounding on 3+
8 wounds
Rerolling wounds
10 wounds
No armour save
5+ invul
7 wounds
D6+2 damage, min 3, avg 5.5, max 8
At all 1's
That's 21 damage on a 24w knight
On average, that's 38-39 wounds
[/spoiler]
That's enough to one shot a Acastus Knight on avarage dice.
Both of which are 850+ point models.
Yeah. I would imagine it gets significantly worse for non-salamanders without +1 to wound and the rerolling wounds and hits buff from Vulkan.
But if a superheavy meta somehow emerges again, Salamanders basically have shadowsword squads now
Sasori wrote: Prolonged combat is most certainly still a thing. A unit falling back can't do anything now in most cases, and the days of a castle just blasting the unit off the board is not really the case anymore.
Um that unit doesn't need to do anything. It just needs to open up the Wraiths for shooting...
Did you read the last part of what I wrote there? Terrain and units not castling up makes just blasting a unit of wraiths off the board like the old days when a unit falls back isn't really a thing anymore. Units are all over the board trying claim secondaries and primaries.
Tiberius501 wrote: For those who’ve seen the Monolith, now that it’s a LoW, will it cost 3CP to add to your list?
Yes. Monoliths are probably Dead on arrival due to this.
No special rule or anything to mitigate this? :C
Maaaan... I was so looking forward to getting the new one but that really bums me out.
So exactly the same rules as every other LOW that isn't a primarch or a knight in a pure knights detachment. And 170 points less than a Baneblade, but with fly, regenerating wounds, deep strike, etc. And 43% the price of a Fellblade. Everyone else has to pay 3CP to bring their LOWs. I think it's a stupid rule, but until it's changed I don't see why Necrons should get an exemption.
So, anyway, impulsor shield domes are now a 5++? Nice. You want a marine transport with a 4++? Get an Achilles. Real tanks have treads.
I was hoping that the new codexes would bring a rule to let you have LoW’s within your codex without suffering all the penalties.
Yeah, me too. Looks like it isn't happening. One would think that the existence of units like eradicators would be enough of a nerf to LOWs by itself.
By the Eye of Terror if their costs didn't change I'll never set foot in a tournament ever. Reserve your two squads of 6 Eradicators, wait turn 2, kill everything, PROFIT
Quite a few. Including aggressors getting most of their special rules stripped.
What surprises me is I'm seeing another points increase, over the CA2020 values.
Some of it comes with guns going down (or just folded into the cost, as several weapons don't have separate points values), but... overall looks like an increase
Repulsor executioner 250-->355
---heavy laser destroyer 40-->15
Impulsor 100-->110
but shield dome 25-->15 (but also 4++ --> 5++)
Scottywan82 wrote: Did they keep the separation of transports for firstborn and primaris or can they share at last?
Sadly the only thing I've seen so far is the impulsor, and whoever posted it cut the Transport section off.
I guess its best to let the dust settle, and its still half claimed data without an explicit points total, but this does feel a bit like the bad ending.
Marine lists will undoubtedly change - and are worse than they are now - but Eradicators are meta defining and seem set to remain so until the inevitable CA. Which could be 14 months from now.
Uh something that no one is commenting on (unless I missed it) is that Aggressors may have lost their shoot twice and no advance+shoot penalty but. . .
They now have 3 attacks base and 4 on the sergeant. Now to get the value out of them you need to play them. . . <ahem>. . . aggressively.
I always thought it strange that they gave them such obvious "stand still and shoot" rules, but called them Aggressors and gave them power fists. . .
Quasistellar wrote: Uh something that no one is commenting on (unless I missed it) is that Aggressors may have lost their shoot twice and no advance+shoot penalty but. . .
They now have 3 attacks base and 4 on the sergeant. Now to get the value out of them you need to play them. . . <ahem>. . . aggressively.
Quite a few. Including aggressors getting most of their special rules stripped.
What surprises me is I'm seeing another points increase, over the CA2020 values.
Some of it comes with guns going down (or just folded into the cost, as several weapons don't have separate points values), but... overall looks like an increase
Repulsor executioner 250-->355
---heavy laser destroyer 40-->15
Impulsor 100-->110
but shield dome 25-->15 (but also 4++ --> 5++)
Scottywan82 wrote: Did they keep the separation of transports for firstborn and primaris or can they share at last?
Sadly the only thing I've seen so far is the impulsor, and whoever posted it cut the Transport section off.
Drat. I will assume they still cannot share, because that would be big news otherwise.
Quasistellar wrote: Uh something that no one is commenting on (unless I missed it) is that Aggressors may have lost their shoot twice and no advance+shoot penalty but. . .
They now have 3 attacks base and 4 on the sergeant. Now to get the value out of them you need to play them. . . <ahem>. . . aggressively.
They've had this since the second codex.
Well, I'll be damned. They have! I'd never actually played them since new codex (only had one squad for adding single model to DW kill teams and another unbuilt squad for Iron Hands that I never used since they never really fit in IH).
Just goes to show how over-statted they were. Now I'm a bit surprised that they also took away the Relentless Advance rule--seems like it would have been fine now.
Aaranis wrote: By the Eye of Terror if their costs didn't change I'll never set foot in a tournament ever. Reserve your two squads of 6 Eradicators, wait turn 2, kill everything, PROFIT
Well, they only kill two things. Remember that they can’t split fire without losing half of their output.
What surprises me is I'm seeing another points increase, over the CA2020 values.
What's so weird about it? Unit rules go changed. CA2020 values should reflect value then. Codex points value in codex. If GW had put points of codex in CA2020 that would show for good they aren't even amateur game desgner level.
That' actually good to hear. They might be at least amateur level rather than below it.
Dudeface wrote: The heavy rifles won't be in melta range in turn 1 so will never get the doctrines kicking in normally, likewise to be in melta range they have to move so hit on 4s.
Deathwatch HQ with "Beacon Angelis" Relic in a Drop Pod could do this
What surprises me is I'm seeing another points increase, over the CA2020 values.
What's so weird about it? Unit rules go changed.
Well, at the very least, I'm surprised to see it for the existing primaris tanks, which haven't been the focus of any changes.
The baseline impulsor went from 75 in the 8th edition codex to 100 in CA2020 to 110 in the new codex.
The shield dome changed, and had a points change, but the base tank is exactly the same and got a points increase. To me, that is a surprising direction for marines.
Minimum squad of 3 with a Multimelta can get 8 shots a anything they point their guns at as long as they're shooting only a single unit.
Meaning that they'll be pretty neat in this day of MSU elite infantry, and, of course, the shots ARE Str8 AP-4 and D6 (+2 in melta range) so they can also properly toast tanks
Necronmaniac05 wrote: The Monolith is underwhelming. T8 S8 and 24 wounds but absolutely no inv. save and only living metal to boost its survivability. If you are going to spend over 300 points on a unit I'd take the void dragon. Screenable, has an inv. save and can only lose 3 wounds per phase anyway.
Sorry, did you just call 24 wounds combined with Living Metal underwhelming...?!
Bear in mind that to do 24 wounds in one go, you'd have to put a LOT of firepower into it... quite likely much of it only wounding it on 6's. In 99% of games it's going to be able to take full advantage of Living Metal turn after turn, so in effect it's more like it's approaching 30 wounds. That's unprecedented - and on the offchance your opponent does kill it outright, the rest of your force gets off scot-free.
That's pretty good going if you ask me.
I will say that from what I've seen so far, the Void Dragon looks like much more of a dangerous, direct threat.
We will see i guess. My view is it is hard to screen/hide and in the age of 3 eradicators hitting on 3's, wounding on 4's and doing 4+2d6 damage each at -3/-4 AP, while they may not kill it outright they are going to quickly drop its effectiveness such that it will struggle to make a mark. We will see however. Knights, wraithknights and stormsurges all fill the same space and all have an inv (and more wounds in the case of knights).
The heavy rifles won't be in melta range in turn 1 so will never get the doctrines kicking in normally, likewise to be in melta range they have to move so hit on 4s.
Its not much better but does help slightly.
Agreed on the first point, but the second fall's flat if they're Ultramarines, or Salamanders willing to burn 1CP for Relentless Determination.
vipoid wrote: Any leaked dataslates for Necrons? Curious to see the new Crypteks.
Just the Chronomancer and Plasmancer: 80 and 70 pts respectively before Arkana.
Chronomancer :
Equipped with aeon scepter, (melee weapon)
Aeon scepter ( shooting) 18” assault D3 S5 -2 AP 1D Blast invulnerable saves can not be made against each attack from this weapon
Entropic lance ( shooting) 18” assault 1 S8 -3 AP D3+3D
Aeon scepter (melee) S. User -2 AP 1 damage invulnerable saves can not be made against each attack from this weapon
(melee weapon) : each time user fights with this weapon, makes 3 extra attacks with it
Entropic lance (melee) S. User -3 AP 3D
Aeon scepter can be replaced with entropic lance
Living metal, command protocols
Dynastic advisors :
If your army is battle forged, for each cryptek unit (except dynastic agent) included in a detachment that contains at least one noble unit, a second cryptek unit (except dynastic agent) can also be included in the detachment without taking a tactical role slot
Uchronic cape : this model has a 4+ invulnerable save
Chronometron : in your command phase, you can select a <dynasty> unit within 9” from this model. Until the beginning of your next command phase, you can reroll all charge rolls for the unit, and models in the unit have a 5+ invulnerable save
Plasmancer
Living metal, command protocols
Dynastic advisors :
If your army is battle forged, for each cryptek unit (except dynastic agent) included in a detachment that contains at least one noble unit, a second cryptek unit (except dynastic agent) can also be included in the detachment without taking a tactical role slot
Something Lightning (Aura)
At the start of the fight phase roll 1d6 for each enemy unit within 6” if this model, on 4+ that unit suffers 1 mortal wound
Harbinger of Destruction
At the end of your movement phase, if this model has not fallen back. You can select the nearest visible enemy unit with 18”. If you do, roll 3d6, for each 4+ that unit suffers a mortal wound
Name
CP Ability
Dimensional Corridor
1
Select a CORE <DYNASTY> unit, remove it from the battlefield and place it wholly within 3” of a MONOLITH and more than 9” away from enemy models
Techno Ocular Aiming
1
Use in the shooting phase, one wound automatically wounds
Extermination Protocols
2
Use in the shooting phase select a unit of LOKHURST DESTROYERS or heavy LOKHURST DESTROYERS, re roll all wound rolls for this unit this phase
Blade Tornado
2
Use at the end of the combat phase, one unit of FLAYED ONES can fight again
Fractal Aim
1
Use in the shooting phase, select a TOMB BLADE unit, that unit treats all rapid fire weapons as assault 2 and can advance and shoot without penalty
Eternal Protectors
1
Use in the fight phase, select a <DYNASTY> unit, as long as it is within 3” of a DYNASTY NOBLE, add 1 to models attack characteristic
Resurrection Protocols
1
Use this strategem when a NOBLE or CRYPTEK INFANTRY unit dies, roll a D6, on a 4+ put the model back as close as possible to where it died, this effect cannot be used with any other ability that triggers on this models death. Can only be used once per game
Strange Echos
1
Use in your command phase, select a C’TAN SHARD unit from your army, replace one of its C’tan powers with a new power
The Undying rise
1
Use in the command phase, select a TECHNOMANCER, that unit can use its rites of reanimation one additional time this phase
Dimensional Instability
2/1
Use at the end of your movement phase when a C’TAN SHARD uses a C’tan power, roll a D6 on the C’tan power table, you may cast the corresponding C’tan power even if it has already been cast this turn, this stratagem costs 2CP for TITANIC units
Entropic Strike
1
Use in the fight phase when a C’TAN SHARD is chosen to fight, this unit ignores invulnerable saves until the end of the phase
Dynastic Heritage
1
Use before the battle as long as your warlord is a NECRON. Choose a NECRON CHARCTER(execpt C’TAN SHARDS), the chosen model gains a relic, this stratagem can be used once, or twice in a strike force mission
Hand of the Phareon
2
Not sure
Rare Nobility
1
Use before the battle as long as your warlord is a NECRON. Choose a NECRON CHARCTER(execpt C’TAN SHARDS), the chosen model gains a warlord trait, this stratagem can be used once, or twice in a strike force mission
Enslaved protectors
1
Select a CANOPTEKunit, until your next command phase this unit can heroicly intervene as if it were a character
Stellar Allignment Protocol
2/1
Use in the command phase, select a NECRON VEHICLE with 10 or more wounds, this unit counts as being on its top profile until your next command phase, this costs 2CP on a TITANIC unit
Priority Reanimation
2
Use this trategem in the enemy’s shooting phase whena friendly NECRON unit is chosen as the target of an attack. Select a CANOPTEK REANIMATOR within 6” of the targeted unit. That unit can use its nano-scarab reanimation beams as if where your command phase, the unit previously affected by the beam isnt affected anymore
Burrowing nightmares
1
Use at the start of your movement hase, select an OPHYDSIAN DESTROYER unit, remove this unit from the battlefield and place it in reinforcements. At the start of your next movement phase this unit can be setup anywhere on the battlefield more than 9” away from an enemy models
Self Destruction
1
Use in the fight phase, select a CANOPTEK SCARD SWARM unit that has been selected to fight. Select one model in the unit after it has finished piling in, select an enemy unit within engagement range of that model and roll a D6, on a 2-5 the unit suffers D3 mortal wounds, on a 6 it suffers 3 mortal wounds, remove the CANOPTEK SCARB SWARM model from the gamel
Prismatic Dimensional Breach
1
Use this stategem at the end of your movement phase, select a <DYNASTY> CORE> unit from strategic reserves, then choose a friendly <DYNASTY> MONOLITH or NIGHT SCYTHE, place the chosen CORE unit anywhere wholly within 3” and outside engagement range of any enemy models. This cannot be used during the first battle round
Shadows of Drazakh
1
Use this trategem in any phase where a friendly FLAYED ONES unit is chosen as the target of an attack, until the end of the phase subtract one from any hit rolls that target the unit
Aetheral Inception
1
Not sure
Relentless onslaught
1
Use during your shooting phase when a CORE INFANTRY unit is chosen to shoot. Until the end of the phase rapid fire weapons cause an additional hit on each on each unmodified hit roll of a six
Phareon Curse
3/1
Use this stratagem when a friendly NECRON VEHICLEis destroyed, this unit automatically explodes, if it is a titanic unit this costs 3CP
Atavic Instigation
1
Not sure
Doomstalker’s revenge
2
Use in any phase, when a friendly CHARACTER <DYNASTY> unit is destroyed by an enemy unit, select a <DYNASTY> CANOPTEK DOOMSTALKER from your army, that unit may shoot at the end of this phase at the unit that destroyed the CHARACTER and for the rest of the game gains plus one to hit against the enemy unit
Disruptive fields
1
Uwe this stratagem in the fight phase when a NECRON CORE unit is chosen to fight, add one strength to the strength characteristic of models in the chosen unit
Disintegration Capacitors
1
Use in yout shooting phase when a NECRON unit is chosen to shoot, gauss weapons in the unit automatically wound the target on unmodified hit rolls of 6
Malevolent arcing
1
Use in you shooting phase when a friendly NECRON unit fires a tesla weapon, after making that weapons attack rolls, roll a D6 for each other unit within 6”, on a 4+ the unit suffers 1 mortal wound
Whirling Assault
1
Use when a SKORPECH DESTROYER or SKORPECH LORD unit is chosen as the target of an attack, until the end of the phase subtract 1 from hit rolls that target this unit
Quantic Deflection
1
Use when a unit with quantum shielding is targeted, until the end of the phase that units models have a 4+ invulnerable save
Solar Impulse
1
Use in your shooting phase, select an enemy unit, that unit does not receive the benefits of cover
Reconstitution Protocols
1
Use in the command phase, select a GHOST ARK unit from your army, when this unit uses its repair barge ability you can bring back D6 models instead of D3
Tiberius501 wrote: For those who’ve seen the Monolith, now that it’s a LoW, will it cost 3CP to add to your list?
Yes. Monoliths are probably Dead on arrival due to this.
No special rule or anything to mitigate this? :C
Maaaan... I was so looking forward to getting the new one but that really bums me out.
So exactly the same rules as every other LOW that isn't a primarch or a knight in a pure knights detachment. And 170 points less than a Baneblade, but with fly, regenerating wounds, deep strike, etc. And 43% the price of a Fellblade. Everyone else has to pay 3CP to bring their LOWs. I think it's a stupid rule, but until it's changed I don't see why Necrons should get an exemption.
So, anyway, impulsor shield domes are now a 5++? Nice. You want a marine transport with a 4++? Get an Achilles. Real tanks have treads.
I was hoping that the new codexes would bring a rule to let you have LoW’s within your codex without suffering all the penalties.
Pretty sure if they were going to do that, they wouldn't have made the Detachment cost CP in the first place.
vipoid wrote: Any leaked dataslates for Necrons? Curious to see the new Crypteks.
Just the Chronomancer and Plasmancer: 80 and 70 pts respectively before Arkana.
Chronomancer :
Equipped with aeon scepter, (melee weapon)
Aeon scepter ( shooting) 18” assault D3 S5 -2 AP 1D Blast invulnerable saves can not be made against each attack from this weapon
Entropic lance ( shooting) 18” assault 1 S8 -3 AP D3+3D
Aeon scepter (melee) S. User -2 AP 1 damage invulnerable saves can not be made against each attack from this weapon
(melee weapon) : each time user fights with this weapon, makes 3 extra attacks with it
Entropic lance (melee) S. User -3 AP 3D
Aeon scepter can be replaced with entropic lance
Living metal, command protocols
Dynastic advisors :
If your army is battle forged, for each cryptek unit (except dynastic agent) included in a detachment that contains at least one noble unit, a second cryptek unit (except dynastic agent) can also be included in the detachment without taking a tactical role slot
Uchronic cape : this model has a 4+ invulnerable save
Chronometron : in your command phase, you can select a <dynasty> unit within 9” from this model. Until the beginning of your next command phase, you can reroll all charge rolls for the unit, and models in the unit have a 5+ invulnerable save
Plasmancer
Living metal, command protocols
Dynastic advisors :
If your army is battle forged, for each cryptek unit (except dynastic agent) included in a detachment that contains at least one noble unit, a second cryptek unit (except dynastic agent) can also be included in the detachment without taking a tactical role slot
Something Lightning (Aura)
At the start of the fight phase roll 1d6 for each enemy unit within 6” if this model, on 4+ that unit suffers 1 mortal wound
Harbinger of Destruction
At the end of your movement phase, if this model has not fallen back. You can select the nearest visible enemy unit with 18”. If you do, roll 3d6, for each 4+ that unit suffers a mortal wound
Flayed ones look more appealing than they used to, given they aren't hobbled when it comes to RP by being multi-wound. And get defensive and offensive strats.
I'm really interested to see the Ghost Arks now, I heard rumours they'd be good this edition and from the rules we've seen so far it seems they're pretty solid? Can get your boys up to the points quickly and are able to bolster them once they're sat there. Depending on the wording of the rules it sounds like you might get RP a turn followed by another D3 ressurections?
Entropic strike now c'tan only. While certainly buff for c'tans makes overlords less and less relevant in melee. All their fancy melee weapons looking more and more tax.
Living metal, command protocols
Confinement field : this model has a 4+ invulnerable save
Construct sentry : each time an enemy unit declares a charge against a friendly <Dynasty> or Dynastic agent unit within 6” of this model, unless this model is within engagement range of enemy models, this model can fire overwatch as if it were also targeted for the charge (in addition to any other unit firing overwatch). Each time this unit fires overwatch, it shoots with its doomsday blaster using the high power profile
On death, explodes on a 5+
Ghost ark :
Living metal, command protocols
Quantum shielding : this model has a 5+ invulnerable save.
A wound roll of 1-3 always fails, no matter the weapon or attacker.
Hover
Repair barge : in your command phase, you can choose one friendly <dynasty> necron warrior unit within 6” from that unit, and if you do, Up to D3 warriors reanimate. Each unit can only be selected once per phase for this ability
unitled wrote: I'm really interested to see the Ghost Arks now, I heard rumours they'd be good this edition and from the rules we've seen so far it seems they're pretty solid? Can get your boys up to the points quickly and are able to bolster them once they're sat there. Depending on the wording of the rules it sounds like you might get RP a turn followed by another D3 ressurections?
On the topic of transports, GW seem to be maintaining their infuriating allergy to letting Lychguard leap out of a transport alongside the guy they’re meant to be bloody bodyguarding.
Techno-Arkana. Almost all of them are pretty good. I'm starting to like the Pyschomancer a bit at 70 points and his Techno-Arkana
ATAVINDICATOR
Psychomancer Only
At the end of your movement phase, choose a single enemy unit (non-vehicle) up to 18” away and roll 3D6: if the total is greater or equal to their leadership, they take D3 Mortal Wounds
Cryptogemoetric Adjuster
At the start of the opponents shooting phase, you can choose a single enemy unit up to 12” away and visible from the bearer. Until end of the phase, each time that unit makes an attack, subtract 1 from their hit rolls.
Photonic Transubjector
Once per turn, the first time that a save roll is failed for the bearer, the damage characteristic of the attack is changed to 0.
Dimensional Sanctum
The bearer gets the “Dimensional Translocalisation” ability (pg.80) (Don’t think page is uploaded. Deepstrike?)
Cortical Subjugator Scarabs
Once per battle, at the start of the Heroic intervention step of the enemies charge phase, you can choose a single <Dynasty> unit 6” from the bearer. Unless this unit is in engagement range of an enemy, they can heroically intervene like a character.
CounterTemporal Nanomines
Chronomancer only. In your shooting phase, you can choose an enemy unit up to 18” away from the bearer. Until the start of your next turn, halve their advance and charge rolls
Fail Safe Overcharger
Technomancer only. In the command phase, you can choose a friendly Canoptek unit up to 9” away from the bearer. Until the start of your next command phase, they get +1 to their number of attacks. If this unit is a vehicle or Monster, add D3 instead.
Hyper Material Ablator
In your command phase, choose a friendly CORE or Canoptek unit 9” away from bearer. Until the start of your next command phase, the unit has light cover if they are being shot from more than 12”
Quantum Orb
Plasmancer only. Once per battle, during your command phase, the bearer can activate this object. Choose a point on the battlefield anywhere up to 24” from the bearer and put a marker on this point. At the start of your next command phase, roll a d6 for each unit 6” from the marker. Subtract 1 if the unit is a character. On a 4-5, they suffer d3 mortal wounds. On a 6, they suffer 3 mortal wounds. Remove the marker.
MetaloDermal Tesla Weave
At the end of the opponents charge phase, you can choose a single enemy unit that finished their charge 6” away from the bearer this phase. Roll a D6, on a 2+ they suffer D3 Mortal Wounds
Phylactrine Hive
Technomancer only. Use once per battle; when the bearer uses its Rites of Reanimation ability you can chose a friendly canoptek <dynasty>, Destroyer Cult <dynasty> or Praetorian unit to be affected by the ability instead of a CORE <Dynasty> unit
Prismatic Obfuscatron
Unless the bearer is the closest eligible target, enemy models can’t target it with shooting attacks