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Necrons in 6th Edition (from leaked rules) @ 2012/01/16 15:29:40


Post by: Swara


This topic is from a suggestion to break off some discussion from the news and rumor post as it pertains to individual races.
As I'm a big fan of Necrons, I wanted to start off a conversation about the ups and downs of the most metallic race if this 6th edition is indeed true.

First off, this isn't to discuss if the 6th edition is true or not. If you want to debate that there is plenty of that going on in the news and rumor thread. Let's just assume for this discussion that it's true.

  • Taking Hyperphase swords on a lord will be a viable option, as it is a free upgrade and gives him a 5+ in close combat (and ranged?).

  • The monolith is classified as heavy, which would allow it to -3 on the damage chart, though this could of been changed later in the revising as the Necron codex stats that heavy means that he can move 6" and fire as if he is stationary. Even going with that second definition he still would be a behemoth (14AR front) which would give him MT(3) and if he always fires as if he is stationary he can move 6" and fire 8 weapons. So that's 2 for particle whip (it's an ordinance which takes two actions) 4 for each of the gauss arcs, 1 for the vacuum cleaner, and then it could spend 1 to fire all those weapons at different targets as he wishes. That would make one heck of a 200 point 14 all around powerhouse. ALSO if any vehicle moves at ALL it counts as having WS10, meaning it would be much harder to hit the monolith in close combat.
    - Also units can teleport through the monolith and make a engage move (6" charge) in the same time, so lychguard to the face at last! (Thanks AresX8)

  • With the new changes to rapid fire you can now march those warriors or immortals with gauss forward and still fire your 24" shot.

  • I need to confirm this, but from what was said when an IC joins a unit he can no longer be targeted separately in CC. That coupled with the new wound allocation it will make more since for my destroyer lord with wraiths to NOT take the 2+ (though that would also mean that he could be targeted at range using the directed fire rule)

  • A Phaeron has become less useful as when added to Warriors or Immortals as they can now already fire on the move with rapid fire, but it would still extend the double tapping range to 18" inches (Thanks to Bold or Stupid and AresX8)

  • Troops are now harder to completely destroy in close combat with the to the new combat resolution. (Thanks whigwam)

  • Destroyers now hit things easier with preferred enemy now being used in ranged as well. They will hit most things on a 2+. (Thanks Drachii)

  • With the new movement phase chart on pg. 50 it would allow us to teleport a unit that just came on the board as reserves via the monolith gate. (Thanks Veriamp)

  • [list]Night and Doomscythes got better as they can supersonic and gain the flyer trait and still fire along a line. This allows them to put down fire and also have a 6EV (Evasion) for that turn. (4 or under BS have to hit on a 6+) (Thanks Maelstrom808)

    A very nice compilation of the mighty monolith! Thanks Azazel!
    azazel the cat wrote:Let's talk about the Monolith:

    1) Heavy* aka Super-Heavy(1)
    It has a single structure point, meaning that it conveys a -3 modifier to everyone except a natural 6 on the vehicle damage chart.

    2) Living Metal allows the Monolith to ignore the effects of a Crew Shaken on a roll of 3+ and to ignore Crew Stunned on a roll of 4+. Due to synergy with the Super-Heavy rule, only a natural 6 will not be modified down to one of these two results. (eg. 5: Wrecked becomes a 2: Crew Stunned)

    3) Super-Heavies are able to attempt a repair function to remove a result of Immobilized or Weapon Destroyed.

    4) Behemoth special rule applies to all tanks that have AV 14 on the front, -such as the Monolith- that automatically conveys Multi-Targeting (3)

    5) The Monolith always counts as stationary for the purpose of shooting, meaning the Monolith is always considered to have Multi-Targeting (6), as MT gets doubled when stationary. So it is able to fire its Particle Whip and all four Gauss Flux Arcs every turn. Thanks to the built-in split fire rule of the Gauss Flux Arcs, these do not need to use a MT point in order to split fire. Or, it can fire the Particle Whip, 3 Flux Arcs and the Portal of Exile.

    6) The Monolith is a skimmer, which means its Move has been increased to 8"

    7) Skimmers ignore difficult/dangerous terrain

    8) The Monolith can Deep Strike without fear of mishaps, because the mishap table is now gone. So it can Deep Dtrike without scattering 18" away from enemy units (still within Partice Whip range, mind you) or else it scatters and is treated like a drop pod if you Deep Strike closer than 18". However, as the Monolith is a Skimmer, it ignores terrain, meaning the Monolith is effectively immune from any ill effects of Deep Strikes, unless it becomes Stunned (which it can ignore on a roll of 4+ thanks to Living Metal). Additionally, because the Monolith is moved the minimum distance to resolve its placing just like a Drop Pod, this means the Monolith will always be 1" away from enemy units if you so choose. A perfect set-up to open the door to the Portal of Exile, right? You could suck up 2/3 of an IG blob doing this!

    9) Thanks to the Behemoth special rule and the 'always counts as stationary when shooting' rules, the Monolith will have MT(6) even on the turn in which it deep strikes. This makes the Monolith one hell of a party crasher.

    10) Units coming in through the portal are not subject to Defensive Fire, as they are not Deep Striking into play.

    My overall position: At only 200 points, the Monolith is now possibly the best unit in all of 40k. I will be fielding both of mine once again, and if I can find the room, I will add a third to my army.


    I'll update more as I get time. If I'm wrong on one of these points let me know and if you have some to add I'll add it to this first post to keep it nice and organized.

    EDIT: I just realized I didn't put this in the 40k General Discussion (TOO MANY TABS, lol) I contacted them to have it moved. *bows* I'm sorry! (Thanks Mr. Admin : D *internet hugs*)


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 15:49:40


    Post by: whigwam


    I really hope the change to power weapons goes through (the 5++ specifically). It really would be nice to have a valid option for Overlords other than a Warscythe.

    I think one of the best things for Necrons is how combat resolution/sweeping advance changes. Warriors are no longer an auto-crumple against any half-serious assault.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 15:50:48


    Post by: Bold or Stupid


    A Phaeron has become less useful as when added to Warriors or Immortals, but better when accompanied by a Cryptek heavy court.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 16:01:32


    Post by: Swara


    Bold or Stupid wrote:A Phaeron has become less useful as when added to Warriors or Immortals, but better when accompanied by a Cryptek heavy court.


    Too bad the immortals don't have a close combat weapon, because at least then they would get 2 attacks as they could use their rapid fire as an additional weapon.
    As for the Crypteks, aren't most of their weapons all assault?


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 16:05:10


    Post by: whigwam


    Swara wrote:
    Bold or Stupid wrote:A Phaeron has become less useful as when added to Warriors or Immortals, but better when accompanied by a Cryptek heavy court.


    Too bad the immortals don't have a close combat weapon, because at least then they would get 2 attacks as they could use their rapid fire as an additional weapon.
    As for the Crypteks, aren't most of their weapons all assault?
    IIRC, all Cryptek weapons are Assault...


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 16:07:46


    Post by: Drachii


    If the Heavy tag on the monolith is applied correctly (See rulebook comment about superheavies with 1 structure point being referred to as 'heavy') it also gains MT(6), I believe.

    Oh, and the change to Preferred Enemy means Destroyers will actually benefit from it in a useful manner.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 16:15:06


    Post by: tetrisphreak


    As to the destroyer lord and wraiths - they are separate armor groups no matter what because the wraiths have a 3++ and the lord does not. taking the 2+ will still be beneficial. Also 5 wraiths can be allocated up to 10 wounds before the lord needs to take even one save.

    My 2 cents.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 16:24:08


    Post by: Swara


    whigwam wrote:
    Swara wrote:
    Bold or Stupid wrote:A Phaeron has become less useful as when added to Warriors or Immortals, but better when accompanied by a Cryptek heavy court.


    Too bad the immortals don't have a close combat weapon, because at least then they would get 2 attacks as they could use their rapid fire as an additional weapon.
    As for the Crypteks, aren't most of their weapons all assault?
    IIRC, all Cryptek weapons are Assault...


    Ahh, yes they are. So the Phaeron rule got a lot worse unfortunately.

    Drachii wrote:If the Heavy tag on the monolith is applied correctly (See rulebook comment about superheavies with 1 structure point being referred to as 'heavy') it also gains MT(6), I believe.

    Oh, and the change to Preferred Enemy means Destroyers will actually benefit from it in a useful manner.


    Doh, how did I miss putting up the preferred enemy change.. hitting on 2+, yes please.

    As far as the monolith being a 1 structure point super heavy.. I think we'll see the new "heavy rule" as what it is in the necron codex... I would LOVE to have a 200 point superheavy of doom.. but they would be be way to powerful for their 200 points.



    Automatically Appended Next Post:
    tetrisphreak wrote:As to the destroyer lord and wraiths - they are separate armor groups no matter what because the wraiths have a 3++ and the lord does not. taking the 2+ will still be beneficial. Also 5 wraiths can be allocated up to 10 wounds before the lord needs to take even one save.

    My 2 cents.


    True! Though I'm a little confused about how the new wound allocations work. I know it's by armor type now instead of gear, but you don't have to take 1 on the lord for every other wound since he has a separate armor group?

    Also, would a 3++ be different than a 3+ armor group? I'm guessing yes, but I need to pop open the pdf again.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 16:31:41


    Post by: tetrisphreak


    Armor groups must be saturated before moving to the next. Pg 14pdf (pg35txt).


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 16:34:23


    Post by: CthuluIsSpy


    I think the fact that he gets a free 5++ save is prolly why these rumors might be false.
    That, and the fact that Phaeron is pointless. Why give an option that will become useless in the future?


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 16:47:26


    Post by: AresX8


    IMO I don't see Phaeron being useless. Relentless extends the double tap range to 18", so Warriors and Immortals have an effective double tapping range of 24", which is a rather big deal.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 16:47:28


    Post by: Swara


    CthuluIsSpy wrote:I think the fact that he gets a free 5++ save is prolly why these rumors might be false.
    That, and the fact that Phaeron is pointless. Why give an option that will become useless in the future?


    Well, remember that this play test book might be 8 months old, so this is not a finalized copy we are looking at. Some of these rules may of not even made it in.
    Though Phaeron got nerfed, we still have SOME heavy weapons that it could apply to for relentless. (I so wish Destroyer lords could take Phaeron...)

    That being said, I'm trying to steer away from talk of the legitimacy of this rule book and just on if it's true what would it mean for Necrons.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 16:48:02


    Post by: Wreckoning


    Swara wrote:
    whigwam wrote:
    Swara wrote:
    Bold or Stupid wrote:A Phaeron has become less useful as when added to Warriors or Immortals, but better when accompanied by a Cryptek heavy court.


    Too bad the immortals don't have a close combat weapon, because at least then they would get 2 attacks as they could use their rapid fire as an additional weapon.
    As for the Crypteks, aren't most of their weapons all assault?
    IIRC, all Cryptek weapons are Assault...


    Ahh, yes they are. So the Phaeron rule got a lot worse unfortunately.



    Phaeron would add 6" (to 18") to the range for the additional RapidFire shot as well. So I wouldn't say it got a LOT worse, but it definitely took a hit.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 16:48:34


    Post by: Swara


    AresX8 wrote:IMO I don't see Phaeron being useless. Relentless extends the double tap range to 18", so Warriors and Immortals have an effective double tapping range of 24", which is a rather big deal.


    AH! Another thing I read last night but completely forgot. Thanks you, and thanks for nothing Mr. Coffee.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 16:51:41


    Post by: Bold or Stupid


    D'oh my bad. Yeah Phaeron has just got poor.

    Oh and Deathmarks make special equipment in squads pointless with directed fire! Actually allowing them 2 shots at 18" may be the bast thing for Phaeron.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 16:54:12


    Post by: Veriamp


    According to the movement phase chart on page 50 it diffidently answers the question of if the monolith can teleport a unit the turn it arrives from reserve. The answer is yes.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 17:18:05


    Post by: tgf


    it looked to me like IC's still could be picked out in CC. Where did you see it say they can't. They are allowed to do directed attacks with no corse weapons which means they can stab sarge with PF in the face.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 17:23:20


    Post by: AresX8


    Also forgot to mention that any Necron unit disembarking from the Monolith's portal can perform an Engage move. Lychguard getting into combat is now possible


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 17:27:25


    Post by: Tye_Informer


    whigwam wrote:
    I think one of the best things for Necrons is how combat resolution/sweeping advance changes. Warriors are no longer an auto-crumple against any half-serious assault.


    If I understand it right, it's a little better, as in the die roll is not based on initiative anymore, but still have a 2/3 chance of losing the entire squad in an assault. That' rough when my squad of 20 warriors is assaulted and I lose the entire squad to 1 wound.

    I sure wish it was based on squad size, like shooting is. For example, say 5 Space Marines assault into my 20 warriors. That is 10 swings, 5 hits (rolling 4+, so average), and let's say 3 wounds (rolling 4+ again, slightly above average). The 3 warriors fail the saves (bad luck) and fall down but can get back up (on average, 1 should if the bad luck doesn't strike again). The 17 warriors left strike back, 17 swings, 8 hits , 4 wounds (average). The Marines make 2 saves, so 2 marines die (average). The warriors have lost by 1 wound and bad luck strikes again, they roll 10 (needed 9 or lower) then roll less than a 5 and are swept. (The chance of rolling 9 or higher on 2 dice is 28%, so not unlikely).

    If they lose 3 model of 20, that shouldn't be that demoralizing compared to 2 models of a unit of 5. Why would losing 15% of your squad be worse than the other guy losing 40%. If the necron warriors stay in the fight, they will win. If they had passed their LD test, then 1 warrior pops back up (1 rolled 5+, the other 2 didn't). Next turn, 3 marines, 3 swings, 2 hits (above average), 2 wounds (above average again), 1 necron falls (average, 1 failed a 4+ armor save), 18 swings back, 9 hits (average), 4 wounds (below average), 1 marine down (below average). Assault is tied. The 1 warrior doesn't come back, Next round, 2 marines swing, 2 hits (above average), 1 wound (average), 1 necron fails (I'll call that average). Necrons swing back, 17 warriors swing, 8 hits (about average), 4 wounds (average), 1 unsaved (below average) so tied 1 unsaved wound each, still locked and the necron doesn't get up. Last round, 1 marine swings, hits, wounds, necron down (amazingly above average), 16 swings back, 8 hits, 4 wounds, 1 unsaved wound, Necrons win with 16 warriors still in the squad, losing a total of 20% of the squad to the entire assault. The marines lost 40% the first round!

    My point is, a large unit that will so obviously win the combat should not have to take leadership modifiers for losing a few guys in combat, maybe no modifier if it's less than 25% of the squad lost.

    Now, a good protection for this is scarabs, get them into the combat too and then the marines can't sweeping advance.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 17:29:35


    Post by: Swara


    AresX8 wrote:Also forgot to mention that any Necron unit disembarking from the Monolith's portal can perform an Engage move. Lychguard getting into combat is now possible


    Do they count as deep striking under that? Would they have to worry about defensive fire?



    Automatically Appended Next Post:
    tgf wrote:it looked to me like IC's still could be picked out in CC. Where did you see it say they can't. They are allowed to do directed attacks with no corse weapons which means they can stab sarge with PF in the face.


    You are right, I think I misread something.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 17:35:25


    Post by: Veriamp


    There is no defensive fire because the monoliths portal counts as disembarking from a transport not a DS so your still safe.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 17:35:39


    Post by: Swara


    Tye_Informer wrote:
    whigwam wrote:
    I think one of the best things for Necrons is how combat resolution/sweeping advance changes. Warriors are no longer an auto-crumple against any half-serious assault.


    If I understand it right, it's a little better, as in the die roll is not based on initiative anymore, but still have a 2/3 chance of losing the entire squad in an assault. That' rough when my squad of 20 warriors is assaulted and I lose the entire squad to 1 wound.

    I sure wish it was based on squad size, like shooting is. For example, say 5 Space Marines assault into my 20 warriors. That is 10 swings, 5 hits (rolling 4+, so average), and let's say 3 wounds (rolling 4+ again, slightly above average). The 3 warriors fail the saves (bad luck) and fall down but can get back up (on average, 1 should if the bad luck doesn't strike again). The 17 warriors left strike back, 17 swings, 8 hits , 4 wounds (average). The Marines make 2 saves, so 2 marines die (average). The warriors have lost by 1 wound and bad luck strikes again, they roll 10 (needed 9 or lower) then roll less than a 5 and are swept. (The chance of rolling 9 or higher on 2 dice is 28%, so not unlikely).

    If they lose 3 model of 20, that shouldn't be that demoralizing compared to 2 models of a unit of 5. Why would losing 15% of your squad be worse than the other guy losing 40%. If the necron warriors stay in the fight, they will win. If they had passed their LD test, then 1 warrior pops back up (1 rolled 5+, the other 2 didn't). Next turn, 3 marines, 3 swings, 2 hits (above average), 2 wounds (above average again), 1 necron falls (average, 1 failed a 4+ armor save), 18 swings back, 9 hits (average), 4 wounds (below average), 1 marine down (below average). Assault is tied. The 1 warrior doesn't come back, Next round, 2 marines swing, 2 hits (above average), 1 wound (average), 1 necron fails (I'll call that average). Necrons swing back, 17 warriors swing, 8 hits (about average), 4 wounds (average), 1 unsaved (below average) so tied 1 unsaved wound each, still locked and the necron doesn't get up. Last round, 1 marine swings, hits, wounds, necron down (amazingly above average), 16 swings back, 8 hits, 4 wounds, 1 unsaved wound, Necrons win with 16 warriors still in the squad, losing a total of 20% of the squad to the entire assault. The marines lost 40% the first round!

    My point is, a large unit that will so obviously win the combat should not have to take leadership modifiers for losing a few guys in combat, maybe no modifier if it's less than 25% of the squad lost.

    Now, a good protection for this is scarabs, get them into the combat too and then the marines can't sweeping advance.


    I agree with everything you say and I'm going to reread the combat resolution so make sure we didn't miss anything. Though if you put a regular lord with a hyperphase sword in that big glob it would probably make a bit difference.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 17:36:04


    Post by: Maelstrom808


    Scythes just became a LOT better. The limited range on a Doom Scythe means almost nothing now if you are running supersonic...not to mention that most things will need a 6 to hit you, which really helps the AV 11 survive.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 17:41:53


    Post by: Swara


    Maelstrom808 wrote:Scythes just became a LOT better. The limited range on a Doom Scythe means almost nothing now if you are running supersonic...not to mention that most things will need a 6 to hit you, which really helps the AV 11 survive.


    Hell yes they do. I hope they aren't real hard to put together, because I'm buying 12 of these suckers the day they come out (I also hope it'll be easy to magnetize them so you can switch all them up.. like 12 Doomscythes in apoc.. )


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 17:56:18


    Post by: AresX8


    Swara wrote:
    AresX8 wrote:Also forgot to mention that any Necron unit disembarking from the Monolith's portal can perform an Engage move. Lychguard getting into combat is now possible


    Do they count as deep striking under that? Would they have to worry about defensive fire?


    ...


    Nope. The codex says "Any models that cannot be placed are removed as casualties, but the move is otherwise treated exactly as disembarking from a vehicle that has moved at combat speed."

    Since it's not the Lychguard that deep struck in, they also can't be hit by Defensive Fire.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 18:01:59


    Post by: Swara


    AresX8 wrote:
    Swara wrote:
    AresX8 wrote:Also forgot to mention that any Necron unit disembarking from the Monolith's portal can perform an Engage move. Lychguard getting into combat is now possible


    Do they count as deep striking under that? Would they have to worry about defensive fire?


    ...


    Nope. The codex says "Any models that cannot be placed are removed as casualties, but the move is otherwise treated exactly as disembarking from a vehicle that has moved at combat speed."

    Since it's not the Lychguard that deep struck in, they also can't be hit by Defensive Fire.


    Finally my 10 Lychguard will be making it into combat, lol.

    Also:

    Beacon
    Guiding runes, telemetric projectors, teleport
    homers, daemonic icons and similar devices allow
    deep striking units to make a pinpoint strike.
    Deep striking units that are placed completely
    within 6” of a beacon never counts as being in
    critical range. They do not scatter and can be
    placed in a lose formation. Beacons only work if
    they were already present on table at the start of
    the turn. If the model with the beacon is
    embarked or has just arrived from reserve, the
    beacon is not quite ready to be of any benefit.

    If bloodswarm scarabs from the stormlord would count as a beacon as it says " similar devices" that let a unit make a pinpoint strike, then flayed ones will be amazing for taking out heavy squads. They could teleport in, not get fired at, then charge in as they can deepstrike with in 6" of a unit and not scatter....


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 18:03:41


    Post by: AresX8


    How do they not get fired at through Defensive Fire?


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 18:07:18


    Post by: Swara


    AresX8 wrote:How do they not get fired at through Defensive Fire?


    Because if they deepstrike via a Beacon they don't count as being in critical range which is the only time someone can fire on a DS unit.

    Thought this is all depending if the marked unit would count as the beacon.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 18:10:07


    Post by: AresX8


    Critical range only means that you scatter when closer than 18" from an enemy unit. Defensive Fire triggers on being ≤12" away from an enemy unit, not being in critical range. Look at the required trigger on pg 119 of the PDF.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 18:22:01


    Post by: Swara


    AresX8 wrote:Critical range only means that you scatter when closer than 18" from an enemy unit. Defensive Fire triggers on being ≤12" away from an enemy unit, not being in critical range. Look at the required trigger on pg 119 of the PDF.


    Ahh, you are right. Could still be good depending on what kind of unit you are going after. You can DP 1" in front of a group of plasma devastators and they couldn't shoot as they would hit themselves (Is that rule still in there?) . : P

    If I took Imotekh I could see myself taking at least a small unit of them. I do fight a good amount of broadsides in the back of the board.. would be nice to drop them in and they really could only kill a max of two if you placed them right.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 18:57:46


    Post by: Tapeworm711


    I cannot find anywhere where you take leadership modifiers for losing combat.


    The unit that has lost the least amount of Wounds is
    the winner. The losing side must make a Morale
    check (Casualty) and will fall back if they fail. Even
    units that have not attacked themselves in this
    turn are subject to this test.



    Casualties
    Units that suffer heavy losses are prone to
    breaking. A unit that suffers two many casualties
    in the Shooting or Assault phase must pass a
    Morale check (casualties). If the unit fails the test,
    it becomes broken. The same holds true for some
    special rules from various Codex books. Often,
    troops have to make a Fall Back move in the
    moment they break.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 19:03:14


    Post by: Swara


    Hmm, it might just be us assuming, because of 5th... that would make necrons a lot more resistant in CC with their LD10 especially when taking a lot of casualties.

    I'm still reading the book over again and finding things I missed.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 19:21:00


    Post by: Posit


    Loser checks Morale
    Units that lose a close combat must take a Morale
    check (casualties) to hold their ground, with a
    penalty depending on how severe the defeat was.
    If they pass, the unit fights on – the combat is
    effectively drawn and no further account is made
    of the unit’s defeat. If they fail, they must
    abandon the fight and fall back. The unit is no
    longer locked in combat.

    Units taking this Morale check (casualties) suffer a
    -1 Ld modifier for each wound their side has lost
    the combat by.

    A unit that passes its Morale check fights on. If it
    fails the test and survives the enemy’s sweeping
    advance it falls back as described below.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 19:23:31


    Post by: Swara


    Yeah, just saw that, too. D'awww


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 19:25:25


    Post by: Tapeworm711


    Wow....... It was only like two sections down on the same page..... LOL.

    Bravo for the correction.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 19:30:55


    Post by: Cyrax


    Ever-living characters are going to be sweep-proof!

    New Sweeping Advance:
    Spoiler:
    On a roll of 5+, they break off from the combat successfully. Proceed with the Fall Back move. On any other result the unit is destroyed. We assume that the already demoralised foe is comprehensively scattered, ripped apart and sent packing, its members left either dead, wounded, and captured, or at best fleeing and hiding. The destroyed unit is removed immediately.

    New Removed from play:
    Spoiler:
    The various Codex books and supplements use different terms for casualties at times. A model may be destroyed, killed, incapacitated, removed from play or removed as a casualty. All these terms refer to the same thing. The model is taken from the table and does no longer take part in the game unless it has a special rule that says otherwise (e.g. Necrons). If a unit is destroyed, every model in it is removed as a casualty.

    Necron FAQ:
    Spoiler:
    Q: If an entire unit, including an attached character from a Royal Court, is wiped out, do you get to make any Reanimation Protocol rolls? (p29)
    A: You would only get to make one roll for the attached character as he has the Ever-living special rule. Note that in this case, he must be placed within 3" of the counter as his unit has been wiped out.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 19:35:03


    Post by: Swara


    Tapeworm711 wrote:Wow....... It was only like two sections down on the same page..... LOL.

    Bravo for the correction.


    It's ok, took me a while to see it, too..


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 19:35:12


    Post by: Tapeworm711


    Assuming they make the 5+ RP, yes.

    It also looks like it implies that if the unit it was attached to was scoring, the lone cryptek is still as well........hrmmmm.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 19:35:27


    Post by: Swara


    Cyrax wrote:Ever-living characters are going to be sweep-proof!

    New Sweeping Advance:
    Spoiler:
    On a roll of 5+, they break off from the combat successfully. Proceed with the Fall Back move. On any other result the unit is destroyed. We assume that the already demoralised foe is comprehensively scattered, ripped apart and sent packing, its members left either dead, wounded, and captured, or at best fleeing and hiding. The destroyed unit is removed immediately.

    New Removed from play:
    Spoiler:
    The various Codex books and supplements use different terms for casualties at times. A model may be destroyed, killed, incapacitated, removed from play or removed as a casualty. All these terms refer to the same thing. The model is taken from the table and does no longer take part in the game unless it has a special rule that says otherwise (e.g. Necrons). If a unit is destroyed, every model in it is removed as a casualty.

    Necron FAQ:
    Spoiler:
    Q: If an entire unit, including an attached character from a Royal Court, is wiped out, do you get to make any Reanimation Protocol rolls? (p29)
    A: You would only get to make one roll for the attached character as he has the Ever-living special rule. Note that in this case, he must be placed within 3" of the counter as his unit has been wiped out.


    Well, that's one good thing.


    Automatically Appended Next Post:
    Tapeworm711 wrote:Assuming they make the 5+ RP, yes.

    It also looks like it implies that if the unit it was attached to was scoring, the lone cryptek is still as well........hrmmmm.


    The normal lords would be as well as they aren't an IC and join the unit just like a Sargent.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 21:06:50


    Post by: azazel the cat


    Let's talk about the Monolith:

    1) Heavy* aka Super-Heavy(1)
    It has a single structure point, meaning that it conveys a -3 modifier to everyone except a natural 6 on the vehicle damage chart.

    2) Living Metal allows the Monolith to ignore the effects of a Crew Shaken on a roll of 3+ and to ignore Crew Stunned on a roll of 4+. Due to synergy with the Super-Heavy rule, only a natural 6 will not be modified down to one of these two results. (eg. 5: Wrecked becomes a 2: Crew Stunned)

    3) Super-Heavies are able to attempt a repair function to remove a result of Immobilized or Weapon Destroyed.

    4) Behemoth special rule applies to all tanks that have AV 14 on the front, -such as the Monolith- that automatically conveys Multi-Targeting (3)

    5) The Monolith always counts as stationary for the purpose of shooting, meaning the Monolith is always considered to have Multi-Targeting (6), as MT gets doubled when stationary. So it is able to fire its Particle Whip and all four Gauss Flux Arcs every turn. Thanks to the built-in split fire rule of the Gauss Flux Arcs, these do not need to use a MT point in order to split fire. Or, it can fire the Particle Whip, 3 Flux Arcs and the Portal of Exile.

    6) The Monolith is a skimmer, which means its Move has been increased to 8"

    7) Skimmers ignore difficult/dangerous terrain

    8) The Monolith can Deep Strike without fear of mishaps, because the mishap table is now gone. So it can Deep Dtrike without scattering 18" away from enemy units (still within Partice Whip range, mind you) or else it scatters and is treated like a drop pod if you Deep Strike closer than 18". However, as the Monolith is a Skimmer, it ignores terrain, meaning the Monolith is effectively immune from any ill effects of Deep Strikes, unless it becomes Stunned (which it can ignore on a roll of 4+ thanks to Living Metal). Additionally, because the Monolith is moved the minimum distance to resolve its placing just like a Drop Pod, this means the Monolith will always be 1" away from enemy units if you so choose. A perfect set-up to open the door to the Portal of Exile, right? You could suck up 2/3 of an IG blob doing this!

    9) Thanks to the Behemoth special rule and the 'always counts as stationary when shooting' rules, the Monolith will have MT(6) even on the turn in which it deep strikes. This makes the Monolith one hell of a party crasher.

    10) Units coming in through the portal are not subject to Defensive Fire, as they are not Deep Striking into play.

    My overall position: At only 200 points, the Monolith is now possibly the best unit in all of 40k. I will be fielding both of mine once again, and if I can find the room, I will add a third to my army.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 21:26:21


    Post by: Swara


    Thanks for the overview Azazel. The onlly big change I think will happen in the revised version of this rulebook is we might see the "heavy" special rule that is in the Necron codex than the one we see in the pdf. If it stays the same I will be far from complaining though.. I could see everyone else yelling though : P. Even with that change it would STILL be a amazing vehicle for 200 points.

    As it stands, can the monolith use the portal the turn it arrives? I don't have my codex on hand and I think there is a rule to deny that, but I'm drawing a blank.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 21:28:18


    Post by: Sunoccard


    if I read it right scarabs will die by the hundreds if I read the swarm blast rule right. 10" blast against swarms? there goes the whole squad.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 21:31:11


    Post by: Swara


    Sunoccard wrote:if I read it right scarabs will die by the hundreds if I read the swarm blast rule right. 10" blast against swarms? there goes the whole squad.


    The majority believe that to be a copy paste error and in stead they were trying to write about the different sizes of blasts. from small to apoc.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 21:31:54


    Post by: tetrisphreak


    Read the part about multi target again. Super heavys get 6+ structure points. Mono has mt7 which is effectively mt14 all game until it starts taking damage.

    Also the first natural 6 on the damage table has the -3 modifier. It didn't lose the sp until after that volley of damage is resolved.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 21:33:59


    Post by: Swara


    tetrisphreak wrote:Read the part about multi target again. Super heavys get 6+ structure points. Mono has mt7 which is effectively mt14 all game until it starts taking damage.

    Also the first natural 6 on the damage table has the -3 modifier. It didn't lose the sp until after that volley of damage is resolved.


    Another reason I don't think it will end up being a superheavy : ) We can all dream though.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 21:40:04


    Post by: Dytalus


    So, if 6th Edition comes about as it is currently, the Monolith becomes a 200 point Pyramid of Doom? I can't think of anything which can Deep Strike in and unleash that level of firepower. If everything stays as it is now, I can see the Monolith suddenly showing up in almost every Necron army.

    If only mine hadn't been lost moving house. ; - ;


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 21:45:07


    Post by: Swara


    Dytalus wrote:So, if 6th Edition comes about as it is currently, the Monolith becomes a 200 point Pyramid of Doom? I can't think of anything which can Deep Strike in and unleash that level of firepower. If everything stays as it is now, I can see the Monolith suddenly showing up in almost every Necron army.

    If only mine hadn't been lost moving house. ; - ;


    If it stays exactly like what is is in the PDF, I'll be using 3 in every game that I can...


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 21:50:29


    Post by: Dytalus


    Swara wrote:
    Dytalus wrote:So, if 6th Edition comes about as it is currently, the Monolith becomes a 200 point Pyramid of Doom? I can't think of anything which can Deep Strike in and unleash that level of firepower. If everything stays as it is now, I can see the Monolith suddenly showing up in almost every Necron army.

    If only mine hadn't been lost moving house. ; - ;


    If it stays exactly like what is is in the PDF, I'll be using 3 in every game that I can...

    I remember the look on my opponent's face when I rolled out two of them and he promptly started crying.

    I imagine with these rules he'd fall into a coma. : D


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 22:30:46


    Post by: tetrisphreak


    I don't expect the monolith to be classified as super heavy in the final version of the 6th Ed rules. It just has too many strengths vs the point cost if that were the case. I do however anticipate the Mono will be faster and able to fire on all cylinders in 6th.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/16 22:52:24


    Post by: Mustakha the Undying


    Something most people seem to have overlooked about Monoliths and teleportation:

    *Teleport*
    Unit
    Type: Move
    In rare cases a special piece of wargear or psychic
    power from a Codex book allows a unit to make a
    Teleport move. Grey Knights with personal
    teleporters or the Necrons that are using the
    Monolith’s eternity gate are among these
    fortunate troops.

    The details of how a Teleport move is executed
    vary. The exact rules are presented in each Codex
    book. A Teleport move might use a fixed
    movement or the unit is placed in proximity of a
    marker. A teleporting unit has the Airborne
    terrain special rule for this movement and models
    in the unit can be placed on any level when
    entering multi-level terrain.

    A teleporting unit is barred from using Stationary
    actions until it regains combat-readiness in its
    Consolidation phase.


    It's important to note that this is classified as a move action. Every unit is only allowed up to 1 move action a turn. Since "Engage" is a move action, and so is "Teleport", this would imply units teleporting through the monolith are

    a) not subject to Defensive Fire because they are acting in the Movement Phase, not before (like Deep Strike and Reserves)and also

    b) They cannot Engage.

    The wording for "Teleport" says that units follow the rules as presented in the codex, but given that the description specifically notes Necron Monoliths it would be safe to assume the codex update will describe its rule as using the "Teleport" move action.

    Another thing someone mentioned earlier, the Monolith being classified as "Heavy" makes it a Super-heavy, and Super-heavies get Multitargeting (Structure Points + 6). The rules currently suggest that the vehicle is able to fire everything as stationary while moving but I suspect that will change due to the incredibly high Multitargeting value and also because being a super-heavy, it gains the "Lumbering" movement special rule.

    It's also worth noting that Structure Points act like additional wounds for vehicles rather than the total wounds. For example, a Monolith with 1 structure point would need to have a natural 6 on the damage chart against them before the structure point is taken off, but after that structure point is removed it still needs to have another 6 on the damage chart (via penetrating hit) to wreck it, since being a tank reduces that hit by 1 (natural 6 goes down to 5). Either way though, it's much harder to destroy than ever before.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/17 00:53:24


    Post by: Sasori


    Open topped doesn't have the +1 Modifier on the vehicle damage chart anymore. That's going to be pretty huge for all our QS vehicles.

    At least that's how I understood it.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/17 02:07:09


    Post by: King Pariah


    Swara wrote:
    Maelstrom808 wrote:Scythes just became a LOT better. The limited range on a Doom Scythe means almost nothing now if you are running supersonic...not to mention that most things will need a 6 to hit you, which really helps the AV 11 survive.


    Hell yes they do. I hope they aren't real hard to put together, because I'm buying 12 of these suckers the day they come out (I also hope it'll be easy to magnetize them so you can switch all them up.. like 12 Doomscythes in apoc.. )


    I'm assuming that you didn't look at the Apoc section of the 6th edition rulebook. Anyway, In order to bring 12 doomscythes, you'd have to also bring at least 4 HQ choices and 8 troop choices to fill the detachment requirements with all detachments having to follow Force Org.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/17 04:18:25


    Post by: Dr. Delorean


    Destroyers have gotten much better (in my eyes), for three main reasons:

    1. Cover saves aren't as good (5+ base)

    2. Preferred Enemy makes them hit on a 2+, most of the time.

    And 3 (this is a biggie): Ap 3 weapons -deny Feel No Pain-, so take that, Death Company, you big ugly wusses!



    Necrons in 6th Edition (from leaked rules) @ 2012/01/17 04:25:19


    Post by: tetrisphreak


    Ignoring feel no pain is a BIG deal for lots of armies these days. It seems like everyone can take an upgrade character or a psychic power that gives Key squads Feel No Pain.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/17 08:18:51


    Post by: azazel the cat


    As for the Monolith, I think it will stay as a super-heavy. I believe that's why the Codex lists it as "Heavy* ", likely to denote the 6th Ed. rule that says "sometimes Super-Heavy vehicles with a single structure point as called 'Heavy'."

    Because remember, although the Monolith has so many shooting actions that it can perform, you can still never shoot the same gun twice. So the Monolith can fire:

    Particle Whip (Ordnance)
    Gauss Flux Arc
    Gauss Flux Arc
    Gauss Flux Arc
    Gauss Flux Arc
    Doorway to Nowhere

    Also when you remember that you will rarely be able to fire three, not to mention all four Gauss Flux Arcs just because you're not going to have enough units in their gunsights, I think the Monolith's firing actions are nowhere near as overpowered as they appear on paper. And that's really the key to the Monolith. Other than the Particle Whip (which, as far as ordnance templates go is mediocre at best), it really doesn't have a sick amount of firepower when you get right down to it. However, it does appear to be nigh indestructible, and I believe that is what balances it. However, I do believe at 200 points it is still a little underpriced, probably on par with a Stormraven. Oh well, it's about time the Necrons caught a break with an undercosted unit, considering the premium we have to pay for everything except our basic troops.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/17 14:47:21


    Post by: Swara


    King Pariah wrote:
    Swara wrote:
    Maelstrom808 wrote:Scythes just became a LOT better. The limited range on a Doom Scythe means almost nothing now if you are running supersonic...not to mention that most things will need a 6 to hit you, which really helps the AV 11 survive.


    Hell yes they do. I hope they aren't real hard to put together, because I'm buying 12 of these suckers the day they come out (I also hope it'll be easy to magnetize them so you can switch all them up.. like 12 Doomscythes in apoc.. )


    I'm assuming that you didn't look at the Apoc section of the 6th edition rulebook. Anyway, In order to bring 12 doomscythes, you'd have to also bring at least 4 HQ choices and 8 troop choices to fill the detachment requirements with all detachments having to follow Force Org.


    I didn't see a specific spot for apoc, just the multiple detachment large games (same thing I guess? lol)
    That's where my 125 troops and 10 lords come in.

    Azazel, if you are correct.. god help us all.... well except me, I'll have 3 mother ******* monoliths.




    Necrons in 6th Edition (from leaked rules) @ 2012/01/17 16:27:09


    Post by: Bond


    Can someone tell us if these new rules affect praetorians in a positive way and make them better? Especially the Rod of the Covenant variant? I havent had time to look at the leaked rules in depth yet


    Necrons in 6th Edition (from leaked rules) @ 2012/01/17 17:09:19


    Post by: Swara


    Bond wrote:Can someone tell us if these new rules affect praetorians in a positive way and make them better? Especially the Rod of the Covenant variant? I havent had time to look at the leaked rules in depth yet


    Nothing major I suppose. It is less dangerous to deep strike now other than defensive fire, but that is just within 12". So in theory you could DS out of 12" combat move 8" and shoot. I guess you could even DS 18" away and no scatter and line up, move 8" then shoot your 12" weapons into a group in theory, because you would have to be right on the money. I think you can measure the 18" when you DS though.

    What is the melee qualities of it? I just remember it's an assault 1 ap 2 weapon.

    EDIT: woops, got the range wrong. It's 6", so you could still DS 13" out and hope not to scatter, combat move and shoot.

    In all though.. I still don't see a lot of use out of these.. I mean you could try to take out some termies with them, but then they would get wrecked next turn and are expensive to boot.

    Really with the new no scatter rules for DP if you are over 18" away, it would be more cost effective to use just plain destoyers. Drop them 24" away, hit on 2+ and blow up some space marines. I'm not sure how you were wanting to use them though, I'm just rambling, which I do, being that I'm bored at work.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/17 17:49:00


    Post by: Tapeworm711


    Bond wrote:Can someone tell us if these new rules affect praetorians in a positive way and make them better? Especially the Rod of the Covenant variant? I havent had time to look at the leaked rules in depth yet


    Not much can save them, short of a amendment to their rules.

    40 pts gets you:
    • Very little kill power. (6" guns, 1A)
    • Poor Survivability (1W, 3+ and no invul for 40pts doesn't cut it)

    They are just the bastard child as other units in the book serve the same role only better.



    Necrons in 6th Edition (from leaked rules) @ 2012/01/17 17:58:44


    Post by: Swara


    For me, (just for fun ) I'm going to teleport my group of lychguard with shields within 6" of a heavy weapon squad. (such as lascannons)


    Automatically Appended Next Post:
    Tapeworm711 wrote:
    Bond wrote:Can someone tell us if these new rules affect praetorians in a positive way and make them better? Especially the Rod of the Covenant variant? I havent had time to look at the leaked rules in depth yet


    Not much can save them, short of a amendment to their rules.

    40 pts gets you:
    • Very little kill power. (6" guns, 1A)
    • Poor Survivability (1W, 3+ and no invul for 40pts doesn't cut it)

    They are just the bastard child as other units in the book serve the same role only better.



    I'd have to agree. They look cool, but there is a reason they are the only unit in the book that I can't remember the rules for..


    Necrons in 6th Edition (from leaked rules) @ 2012/01/18 01:17:57


    Post by: tiekwando


    Swara wrote:For me, (just for fun ) I'm going to teleport my group of lychguard with shields within 6" of a heavy weapon squad. (such as lascannons)


    Automatically Appended Next Post:
    Tapeworm711 wrote:
    Bond wrote:Can someone tell us if these new rules affect praetorians in a positive way and make them better? Especially the Rod of the Covenant variant? I havent had time to look at the leaked rules in depth yet


    Not much can save them, short of a amendment to their rules.

    40 pts gets you:
    • Very little kill power. (6" guns, 1A)
    • Poor Survivability (1W, 3+ and no invul for 40pts doesn't cut it)

    They are just the bastard child as other units in the book serve the same role only better.



    I'd have to agree. They look cool, but there is a reason they are the only unit in the book that I can't remember the rules for..


    Would they get the 5++ for having a "normal" power weapon in assault? That would be a nice bonus for them.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/18 01:30:36


    Post by: Tapeworm711


    tiekwando wrote:
    Swara wrote:For me, (just for fun ) I'm going to teleport my group of lychguard with shields within 6" of a heavy weapon squad. (such as lascannons)


    Automatically Appended Next Post:
    Tapeworm711 wrote:
    Bond wrote:Can someone tell us if these new rules affect praetorians in a positive way and make them better? Especially the Rod of the Covenant variant? I havent had time to look at the leaked rules in depth yet


    Not much can save them, short of a amendment to their rules.

    40 pts gets you:
    • Very little kill power. (6" guns, 1A)
    • Poor Survivability (1W, 3+ and no invul for 40pts doesn't cut it)

    They are just the bastard child as other units in the book serve the same role only better.



    I'd have to agree. They look cool, but there is a reason they are the only unit in the book that I can't remember the rules for..


    Would they get the 5++ for having a "normal" power weapon in assault? That would be a nice bonus for them.


    No. All of their weapons have special abilities.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/18 02:31:45


    Post by: Mustakha the Undying


    Tapeworm711 wrote:
    tiekwando wrote:
    Swara wrote:For me, (just for fun ) I'm going to teleport my group of lychguard with shields within 6" of a heavy weapon squad. (such as lascannons)


    Automatically Appended Next Post:
    Tapeworm711 wrote:
    Bond wrote:Can someone tell us if these new rules affect praetorians in a positive way and make them better? Especially the Rod of the Covenant variant? I havent had time to look at the leaked rules in depth yet


    Not much can save them, short of a amendment to their rules.

    40 pts gets you:
    • Very little kill power. (6" guns, 1A)
    • Poor Survivability (1W, 3+ and no invul for 40pts doesn't cut it)

    They are just the bastard child as other units in the book serve the same role only better.



    I'd have to agree. They look cool, but there is a reason they are the only unit in the book that I can't remember the rules for..


    Would they get the 5++ for having a "normal" power weapon in assault? That would be a nice bonus for them.


    No. All of their weapons have special abilities.


    What rules do their Power Weapons have? Nothing in the codex as it stands would imply they do anything besides be a power weapon and function as a gun.

    When it says a power weapon gives 5++, it notes that power weapons with other special rules don't give that. Those other special rules include things like coarse, 2-handed, channel, +1 str, and so on. Given that the Rods of Covenant have none of those, it would seem safe to assume they are just a regular power weapon and confer the "Parry" ability.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/18 02:51:58


    Post by: Tapeworm711


    Mustakha the Undying wrote:
    Tapeworm711 wrote:
    tiekwando wrote:
    Swara wrote:For me, (just for fun ) I'm going to teleport my group of lychguard with shields within 6" of a heavy weapon squad. (such as lascannons)


    Automatically Appended Next Post:
    Tapeworm711 wrote:
    Bond wrote:Can someone tell us if these new rules affect praetorians in a positive way and make them better? Especially the Rod of the Covenant variant? I havent had time to look at the leaked rules in depth yet


    Not much can save them, short of a amendment to their rules.

    40 pts gets you:
    • Very little kill power. (6" guns, 1A)
    • Poor Survivability (1W, 3+ and no invul for 40pts doesn't cut it)

    They are just the bastard child as other units in the book serve the same role only better.



    I'd have to agree. They look cool, but there is a reason they are the only unit in the book that I can't remember the rules for..


    Would they get the 5++ for having a "normal" power weapon in assault? That would be a nice bonus for them.


    No. All of their weapons have special abilities.


    What rules do their Power Weapons have? Nothing in the codex as it stands would imply they do anything besides be a power weapon and function as a gun.

    When it says a power weapon gives 5++, it notes that power weapons with other special rules don't give that. Those other special rules include things like coarse, 2-handed, channel, +1 str, and so on. Given that the Rods of Covenant have none of those, it would seem safe to assume they are just a regular power weapon and confer the "Parry" ability.


    Since we don't have the Necron 6ed FAQ. My guess is they will no longer be listed as "Power Weapons" and be listed as "AP2" like most other weapons in the rule book. Also, Rods are Two Handed as they are modeled.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/18 03:06:13


    Post by: Mustakha the Undying


    Tapeworm711 wrote:Since we don't the Necron 6ed FAQ. My guess is they will no longer be listed as "Power Weapons" and be listed as "AP2" like most other weapons in the rule book. Also, Rods are Two Handed as they are modeled.


    Ehh, yeah without the final codex update and the final rules we can't be certain. My point is more that, given the fact praetorians suck currently, and their guns will become even more useless, it seems like they're going to give them the parry rule to make it somewhat worthwhile to take a squad. Whereas Warscythes are listed as 2-handed weapons in their description, Rods of Covenant don't say that and instead are merely called a "power weapon" for CC use.

    Honestly, I think they're going to revamp the Praetorians (or at least their weapons) in the 6th edition update quite a bit. It seems like what they were going for was some kind of extended reach type of ability by giving them a 6-inch gun with the same str and armor piercing capability as their close combat attacks, probably as a way to let them kill things before getting into combat and being chopped up first (due to low initiative). I wouldn't be surprised if in the update, Praetorians are like, able to attack at init 10 for a single attack then do regular close combat attacks at init 2 or something, to represent their prowess in close combat or something.

    It's all speculation of course, but I'd say if I played a game today using the leaked rules a covenant rod would give me a 5++ for close combat.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/18 10:36:09


    Post by: Irdiumstern


    I would imagine that Rod Praetorians get the 5++, but without being able to shoot before charging, they just won't do enough damage to take out anything.

    Another interesting change might be the Vanguard. With Nemsor acting as a beacon, Vanguard will be able to charge 6" after DSing without scatter, along with his squad. Couldn't one also put him with some Spyders and then pull the whole thing through his super VOD?


    Necrons in 6th Edition (from leaked rules) @ 2012/01/18 12:44:27


    Post by: tetrisphreak


    The fact that the Rod of the Covenant is an assault weapon, it grants the Praetorians +1 Attack when used as a secondary weapon...So they'll have 3 A on the charge with a purported 5++ save, and a 5+++ afterwards. Not nearly as good as Lychguard, in my opinion, with the exception that they charge 18" while LG only charge 12"


    Necrons in 6th Edition (from leaked rules) @ 2012/01/18 14:34:38


    Post by: Swara


    tetrisphreak wrote:The fact that the Rod of the Covenant is an assault weapon, it grants the Praetorians +1 Attack when used as a secondary weapon...So they'll have 3 A on the charge with a purported 5++ save, and a 5+++ afterwards. Not nearly as good as Lychguard, in my opinion, with the exception that they charge 18" while LG only charge 12"


    To get the extra attack as a secondary weapon then you have to have a primary as well. The only weapon they have is the rod, so no extra attack : (. I do hope they get a 5++ though. Would at least make them bareble.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/18 14:35:54


    Post by: tetrisphreak


    Swara wrote:
    tetrisphreak wrote:The fact that the Rod of the Covenant is an assault weapon, it grants the Praetorians +1 Attack when used as a secondary weapon...So they'll have 3 A on the charge with a purported 5++ save, and a 5+++ afterwards. Not nearly as good as Lychguard, in my opinion, with the exception that they charge 18" while LG only charge 12"


    To get the extra attack as a secondary weapon then you have to have a primary as well. The only weapon they have is the rod, so no extra attack : (. I do hope they get a 5++ though. Would at least make them bareble.


    good catch. I have never used praetorians, i forgot they only carry the big staff when using the Rod.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/18 15:01:47


    Post by: Swara


    tetrisphreak wrote:
    Swara wrote:
    tetrisphreak wrote:The fact that the Rod of the Covenant is an assault weapon, it grants the Praetorians +1 Attack when used as a secondary weapon...So they'll have 3 A on the charge with a purported 5++ save, and a 5+++ afterwards. Not nearly as good as Lychguard, in my opinion, with the exception that they charge 18" while LG only charge 12"


    To get the extra attack as a secondary weapon then you have to have a primary as well. The only weapon they have is the rod, so no extra attack : (. I do hope they get a 5++ though. Would at least make them bareble.


    good catch. I have never used praetorians, i forgot they only carry the big staff when using the Rod.


    I think every Necron player I've meet doesn't use them, for good reason, lol. Poor little guys : (


    Necrons in 6th Edition (from leaked rules) @ 2012/01/18 15:08:49


    Post by: whigwam


    Praets are the new Pariah, with a slightly less fitting name.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/18 19:53:31


    Post by: tgf


    whigwam wrote:Praets are the new Pariah, with a slightly less fitting name.


    Yup they are defining turd that is for sure.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/18 20:02:11


    Post by: Swara


    Now with the release of the "not Tomb Blades" from puppet wars I'm looking at them in 6th edition.

    For 20 points you get a bike that can take a twin linked Gauss blaster and have relentless.

    That's Move 16" into terrain (ignoring it) and shooting 2 shots at 18". For 3 more points you get a more awesome immortal in a smaller group that is harder to hit (jink) and faster. Yeah only a 4+ save, but the 5 toughness makes up for that IMO. Also they can take a 10 point upgrade giving them a small blast S6 AP5..


    Necrons in 6th Edition (from leaked rules) @ 2012/01/18 20:06:27


    Post by: Irdiumstern


    Then again, Void Blade Praetorians did not change at all, except for being able to assault 9" after a deepstrike. Seems like a decent enough little anti-tank package there.



    Necrons in 6th Edition (from leaked rules) @ 2012/01/23 09:15:36


    Post by: Drachii


    I'm hoping for tomb blades in the second wave - I used to run destroyerwing (back when it and wraithwing were all we had left. So... about 5 months ago.) and enjoyed zooming around the place. Moar of that is good.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/23 10:12:44


    Post by: azazel the cat


    Swara wrote:Azazel, if you are correct.. god help us all.... well except me, I'll have 3 mother ******* monoliths.

    You and me, both.

    Seriously, Jink makes the Tomb Blades very, very good... gaining the +1 for moving and another +1 for Jink means that BS 4 will only hit on a 6+ if I recall the table correctly. At 20 points for a TL Tesla Cannon, that is a very good harrier unit. But alas, it competes with my Destroyers, who will deliver blissful death to Blood Angels now, and that I cannot pass up.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/23 10:33:11


    Post by: Drachii


    I was considering Pbeamer blades. 5 PBeamer blades is very cheap for a bunch of highspeed S6 blasts, and might prove to be good at making infantry blobs go away very very fast. Would need to test it to be sure, though.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/23 13:51:35


    Post by: tetrisphreak


    azazel the cat wrote:
    Swara wrote:Azazel, if you are correct.. god help us all.... well except me, I'll have 3 mother ******* monoliths.

    You and me, both.

    Seriously, Jink makes the Tomb Blades very, very good... gaining the +1 for moving and another +1 for Jink means that BS 4 will only hit on a 6+ if I recall the table correctly. At 20 points for a TL Tesla Cannon, that is a very good harrier unit. But alas, it competes with my Destroyers, who will deliver blissful death to Blood Angels now, and that I cannot pass up.


    Sorry, not quite that good. The leak shows that remaining stationary is a -1 to EV, but moving is a +/-0 to EV. Jink gives +1, so moving tomb blades will be hit on 4+ by Space Marines and 5+ by Tau Firewarriors, and 6+ by Orks.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/23 14:47:23


    Post by: Swara


    Right, but that with a 5T for a 20 point model? I'll be taking them most likely. Probably with gauss blasters though. They are bikes which gives them relentless which means twin linked weapons can fire twice at 18".. all for the same 20 points.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/23 14:50:07


    Post by: tetrisphreak


    Swara wrote:Right, but that with a 5T for a 20 point model? I'll be taking them most likely. Probably with gauss blasters though. They are bikes which gives them relentless which means twin linked weapons can fire twice at 18".. all for the same 20 points.


    Oh no kidding, I love tomb blades and I'll be buying a full squad of 5 once they have models.

    I want mine with particle beamers, however, to lay down the hurt with 5 s6 small templates. With the new rules of blast weapons they'll be getting between 10 and 20 hits at s6 per shooting phase, consistently.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/23 14:59:35


    Post by: Swara


    Smexy! /)^3^(\

    I just ordered 3 from Puppets wars to mix in as my "leader" for if they come out with some that are less expensive from GW. I'm going to have a fast themed army with the bikes and tomb blades everywhere. The blast templates are indeed very sexy and I'll probably 1 group of 5 of those and 2 groups of gauss blasters, but I'll have to play test it some.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/23 15:24:25


    Post by: Lepuke


    I think Phaeron actually got better in this rule set since you can now double tap outside of charge range of normal infantry, considering its only 20pts if you used it twice a game with 20 warriors thats 40 extra S4 shots, well worth the points.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/23 15:49:37


    Post by: Swara


    Give them a cryptek so they can teleport in 19" away, move up and 40 shots to the butt.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/23 17:11:50


    Post by: Skywalker049


    Phaeron didn't take a hit, it not only extends double tap but in assault units with relentless can use their rapid fire and heavy weapons for +1 attack. That is awesome.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/23 17:42:34


    Post by: Irdiumstern


    Skywalker049 wrote:Phaeron didn't take a hit, it not only extends double tap but in assault units with relentless can use their rapid fire and heavy weapons for +1 attack. That is awesome.

    If they already have another CC weapon. Which necron unit has both a rapid/heavy weapon and a CC weapon? As far as my admittedly cursory glance, the only thing that can actually make use of the new "Assault weapons give +1 attack with a non coarse CC weapon" are tachyon arrows. 30 points for an extra attack anyone? Not with warscythes though, those are two handed.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/23 20:58:41


    Post by: Sasori


    I had another cursory glance through the book, and I didn't see a -1 Modifier for "AP -" anymore. If that's true, Tesla got even more useful!



    Necrons in 6th Edition (from leaked rules) @ 2012/01/23 21:00:45


    Post by: Swara


    Sasori wrote:I had another cursory glance through the book, and I didn't see a -1 Modifier for "AP -" anymore. If that's true, Tesla got even more useful!



    I think they also took out the +1 for being open topped as well ʘ‿ʘ


    Necrons in 6th Edition (from leaked rules) @ 2012/01/23 21:01:32


    Post by: Sasori


    Swara wrote:
    Sasori wrote:I had another cursory glance through the book, and I didn't see a -1 Modifier for "AP -" anymore. If that's true, Tesla got even more useful!



    I think they also took out the +1 for being open topped as well ʘ‿ʘ


    Yeah, I posted that earlier in the thread


    Necrons in 6th Edition (from leaked rules) @ 2012/01/23 21:06:26


    Post by: Swara


    Well, I've slept since then! /)^3^(\


    Necrons in 6th Edition (from leaked rules) @ 2012/01/23 21:12:12


    Post by: Sasori


    Swara wrote:Well, I've slept since then! /)^3^(\


    I can't make out that, emoticon, lol.


    I've really been enjoying my Necrons in 5th, and if these leaked rules are even somewhat true, I may enjoy them even more in 6th!


    Necrons in 6th Edition (from leaked rules) @ 2012/01/23 21:21:45


    Post by: Swara


    Sasori wrote:
    Swara wrote:Well, I've slept since then! /)^3^(\


    I can't make out that, emoticon, lol.


    I've really been enjoying my Necrons in 5th, and if these leaked rules are even somewhat true, I may enjoy them even more in 6th!


    Yes, I should enjoy them more and spend all my monies yet again!

    Oh and..



    Necrons in 6th Edition (from leaked rules) @ 2012/01/24 00:48:23


    Post by: alspal8me


    I'm just curious as to how these changes will affect list building.

    As units in transports are no longer able to hold objectives I think the meta will shift to more durable troops as opposed to MSU warriors in Ghost arks.

    The buff to rapid fire also helps a lot in the troops sections as Gauss now becomes a very viable option again. Foot troops are also faster.

    How are these changes going to affect list choices like annihilation barges, scarabs, and Catacomb command barges? Or other stuff considered a staple in 5th? Or will the configuration of units change? Is the 20 man warrior blob viable now or other unit configurations?


    Necrons in 6th Edition (from leaked rules) @ 2012/01/24 08:18:20


    Post by: azazel the cat


    I'm curious... I seem to remember reading in the 6th Ed. rules that Skimmers would not block LOS anymore. Or perhaps I just invented this and am now crazy. Anyway, if that is the case, and since units in transports cannot hold objectives any longer, could the Necrons not revive the Tau 'fish of fury' (I think that's what it was called?)

    The buffs to rapid fire certainly seems conducive to the tactic, and the Ghost Ark benefit of the D3 model repair, combined with the long and thin shape of the Ghost Ark make it seem like this would be a very powerful way to sit on objectives.

    Again, assuming the LOS actually works.



    EDIT: spelling


    Necrons in 6th Edition (from leaked rules) @ 2012/01/24 13:58:49


    Post by: tetrisphreak


    Yes, anything with a base (including skimmers since they are on flying bases) is not counted for LOS and does not automatically grant a cover save. Fish-of-Fury will be viable again, albeit with an 8" move+disembark instead of 12" (since you can only get out of a vehicle, closed or open, if it moves combat speed or less).

    *note* Intervening units can give cover saves to other units receiving fire if the owning player uses the special rule "Look Out, Sergeant!" on them. They take a critical hit for every passed 5+ cover save. So using a meat wall makes sense now, if they were giving you cover then those models are susceptible to dying as well!


    Necrons in 6th Edition (from leaked rules) @ 2012/01/25 01:30:58


    Post by: azazel the cat


    tetrisphreak wrote:Yes, anything with a base (including skimmers since they are on flying bases) is not counted for LOS and does not automatically grant a cover save. Fish-of-Fury will be viable again, albeit with an 8" move+disembark instead of 12" (since you can only get out of a vehicle, closed or open, if it moves combat speed or less).

    *note* Intervening units can give cover saves to other units receiving fire if the owning player uses the special rule "Look Out, Sergeant!" on them. They take a critical hit for every passed 5+ cover save. So using a meat wall makes sense now, if they were giving you cover then those models are susceptible to dying as well!


    My point is that the Ghost Ark's repair protocols, as well as it's slender design seems to mesh beautifully with this tactic. Coupled with the 18" rapid fire and the fact that the Ghost Ark is AV 13 on its side, I think this may be a fantastic tactic for parking on objectives. I can't think of any other Necron units that I would use as meat shields, just because the range is so short and they fold so fast in CC.

    EDIT: spelling


    Necrons in 6th Edition (from leaked rules) @ 2012/01/25 02:53:25


    Post by: alspal8me


    azazel the cat wrote:My point is that the Ghost Ark's repair protocols, as well as it's slender design seems to mesh beautifully with this tactic. Coupled with the 18" rapid fire and the fact that the Ghost Ark is AV 13 on its side, I think this may be a fantastic tactic for parking on objectives. I can't think of any other Necron units that I would use as meat shields, just because the range is so short and they fold so fast in CC.


    Wow this is a really good idea. Might level the playing field between Immortals and warriors as I seem to see more people favoring Immortals over Warriors now. Where does this leave other unit configurations of warriors? I can still see the 5 Warrior squad seeing game play but with the need to hold objective all game and not just at the end of play I think it will be less useful, but not completely useless.

    I see the 10 warrior "Pirate ship of Furry" being quite common and effective as azazel mentioned.

    And then there is the 20 warrior blob, supported by an Overlord or Lord and possibly a cryptek of some flavor. With the need for durable troops I really see this option getting better. Just the changes to Rapid Fire make this unit much better. I also think there is a stratagem that gives one unit stubborn. 20 stubborn warriors with a scythe and MSS support would be a pain to shift off an objective. Even more so if you have a couple Arks for your "Fish of Fury" warriors floating around reanimating the blob.

    I might have to make warriors and not immortals my go to troop choice. I'd use a couple "Arks of Fury" and a large blob to advance midfield. I'd take 2nd turn to get the stubborn stratagem then watch their alpha strike fizzle thanks to my solar pulse.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/25 05:54:11


    Post by: azazel the cat


    alspal8me wrote:I see the 10 warrior "Pirate ship of Furry" being quite common and effective as azazel mentioned.

    Erm... you mean "Fury", right? Because, uh, it's a very different thing.

    I think the 20-Warrior blob works best with the Pirate Ship tactic: you put 10 Warriors inside the boat, and keep ten behind the boat-wall, so that the unit can hold an objective as well as dish out a huge amount of firepower. Nobody is going to charge into 20 rapid-fire Gauss shots just to assault the Ark, because even after the Ark is gone the assaulting unit will get shot again.


    EDIT: typos


    Necrons in 6th Edition (from leaked rules) @ 2012/01/25 14:29:17


    Post by: tetrisphreak


    azazel the cat wrote:
    alspal8me wrote:I see the 10 warrior "Pirate ship of Furry" being quite common and effective as azazel mentioned.

    Erm... you mean "Fury", right? Because, uh, it's a very different thing.

    I think the 20-Warrior blob works best with the Pirate Ship tactic: you put 10 Warriors inside the boat, and keep ten behind the boat-wall, so that the unit can hold an objective as well as dish out a huge amount of firepower. Nobody is going to charge into 20 rapid-fire Gauss shots just to assault the Ark, because even after the Ark is gone the assaulting unit will get shot again.


    EDIT: typos


    Except you can't do that with a 20 man blob - the entire unit must be able to embark or nobody can.

    With the scoring rules being that you must be disembarked to score objectives, I can see Warriors gaining favor over immortals with their ability to repair with RP rolls as well as ghost arks replenishing the squads that camp on objectives.


    Necrons in 6th Edition (from leaked rules) @ 2012/01/25 23:58:56


    Post by: azazel the cat


    tetrisphreak wrote:Except you can't do that with a 20 man blob - the entire unit must be able to embark or nobody can.

    Since when? Did I miss something?


    Necrons in 6th Edition (from leaked rules) @ 2012/01/26 11:29:17


    Post by: nosferatu1001


    Since ever. 3rd ed onwards