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Made in jp
Proud Triarch Praetorian





I hope your Tomb World is woke, because it's
New codex time!

[Guess I better move this to the top of the post, as people keep missing it:
PLEASE POST LONG COMMENTS (LIKE LISTS OR BATTLE REPORTS) UNDER A SPOILER.
It will help keep the thread easier to read through for people who come here who are only interested in info about the new codex.]


Unit grading guide for new players
Spoiler:
A = borderline auto include
B = really good
C = can be situationally decent
D = generally not worth it
F = straight up bad

Imotekh : A (probably our best named HQ, with a great ability, and finally seems like he's cost appropriate!)
Zahndrekh : C (would be better if he didn't cost so much...)
Trazyn : D (his combat prowess actually improved but his ability is still bad in that you typically DON'T want your generic HQ to suddenly disappear to be replaced by him)
Anrakyr : C (our fight HQ. Only problem is there's no way to get him quickly into battle because he can't use any vehicles or even the Veil because he lacks a Dynasty)
*Kutlakh : C (not horrible but has kind of been outclassed now)
Obyron : C (his ghostwalk is useless without Zahndrekh, and Zahndrekh himself isn't that great, so...)
Orikan : C (still useful if you were taking CC infantry... but no one is taking CC infantry)
Szeras : C (semi decent HQ choice if you're taking an additional detachment that doesn't mesh with the rest of your army. Can buff troops from any Dynasty so pretty useful. Good gun, too)
*Toholk : D (Cloak-tek outclasses him now)

Command B. : C (with the right upgrades he can be alright)
Overlord : A (cheapest MWBD generator available)
D. Lord : C (he's pretty good at fighting stuff, but his ability is almost useless)
Lord : B (better than Destroyer version because he buffs *all* infantry with reroll 1 to-wound, both in shooting and in CC)
Cloak-tek : B (zoomy repair guy)
Chrono-tek : B (he protec your expensive guys)

G. Immortals : B (get these guys in close to maximize efficiency)
T. Immortals : A (one of our best damage dealers if given MWBD)
Warriors : C (damage output average, too easy to counter. If you're going to take them take LOTS)
Ghost A. : C (only useful for Warrior blobs, but those aren't that great right now)

G. Tomb Blades : B (fast enough to get in close to get their rapid fire off, and have fly so don't need to worry about being tied up if charged)
T. Tomb Blades : A (stay back and fish for 6s, quick enough that they can kite and objective grab with ease. Best with Sautekh strat)
P.B. Tomb Blades : C (cheapest way to run them. Not actually too bad for points efficiency)
Destroyers : A+ (the stars of the codex. Utterly lethal with their strat, but not a unit you're going to want to spam)
Scarabs : A+ (bubble wrap, objective grab, tarpit. Our all purpose unit. Every list will probably include some)
Wraiths : B (really good statline, decent at doing damage now, just a little pricey)
*Acanthrites : D (Wraiths and Destroyers are better in every way)
*To. Sentinel : B (great little surprise damage chuckers if taken in a Sautekh detachment)

Deathmarks : C (in general not so hot, but can actually be somewhat decent if taken in a Mephrit detachment with a Lord nearby. Some tactical advantage with sudden deepstrike)
Flayed Ones : D (deep strike into a 9" charge makes them too unreliable. May have some use as a distraction unit, but there's probably better ways to spend your points)
Scythe-guard : C (good at hurting things, bad at catching things to hurt)
Shield-guard : C (good at staying alive, but can't catch anything to tarpit)
Rod-Praets : D (Destroyers do their job better)
Void-Praets : C (lots of attacks and can act completely independent, but a little over priced and can't benefit from Dynasties)
HGC Stalker : B (if you're desperate to give stuff a 1s reroll to-hit they can be alright)
Heat Stalker : C (not completely useless in low point games.)
Part. Stalker : D (not really much use for it)
Deceiver : B (his redeploy ability is good for fun games.)
Night Br. : B (if you can find a way to get him into combat quickly it'll be worth it.)
*To. Stalker : D (other things perform better for cheaper.)

Spyder : D (horrible. No way to prevent it from being immediately targeted. If you take it you'll primarily be doing so for its repair ability. Psychic defense as a somewhat useful secondary ability. Don't bother with Scarabs.)
H. Destroyers : C (if you want strong shooting on a budget, but generally DDAs do the job better.)
A. Barge : C (they're a little too steeply priced for what they do.)
Doomsday A. : A+ (our primary anti tank. You'll be seeing these in a lot of lists.)
Monolith : C (it doesn't suck but neither is it what anyone would consider "good".)
T. C'tan : C (actually somewhat alright if you can give it the double power personality.)
*Tess. Ark : B ((better than an A.Barge but not as good as a D.Ark.)
*Heat S. Pylon : B (expensive but can be quite painful.)
*Death S. Pylon : F (practically no use because other things do its job better.)
*Gauss S. Pylon : C (situationally useful but not really worth it.)

Doom S. : A (if taken in Sautekh they get to fire at full BS. The strat can be devastating.)
Night S. : D (too fragile to survive to the turn you want to disembark stuff. There are better ways to transport your guys around.)
*N. Shroud : F (other things do its job better.)

Obelisk : F (for only a little bit cheaper than a Vault you get something much less efficient. Only situationally useful.)
T. Vault : B (it's finally good! It's still expensive but it's actually worth its points this time in regards to damage output and survivability.)
*G. Pylon : B (good against other super heavies but not so much against most normal lists.)

*Tomb Citadel : F (don't even bother. Use the points on a Vault instead)


Artefact grading guide for new players
Spoiler:
[note Named characters cannot get Artefacts. 1st is free, 2nd costs 1CP, 3rd cost 2CP.]

- Nightmare Shroud: +1 save characteristic, enemies get -1 Ld within 6"
"C" Can lower saves for the Overlord to 2+, better choices available.

- Orb of Eternity: Replaces Res Orb. +1 to the result.
"B" Even if you spend 1CP to get this you still get a better result than from "Enhanced Reanimation Protocol" Stratagem that costs 2CP.

- Gauntlet of Conflagrator: One use only. 8" Pistol 1. Roll a D6 for each model in the target unit within 8". MW on each roll of 6.
"D" Much better choices available.

- Voidreaper: Replaces War/Voidscythe. Wounds on 2+ unless targeting vehicles, in which case it has S7. (AP -4, D3)
"B" Very good CC weapon, but do you want to be in CC?

- Veil of Darkness: Bearer and 1 dynasty infantry unit within 3" are removed and can deepstrike 9" away from enemy (unit must be within 6" of bearer)
"A" Maybe the best default Artifact available, gives much needed mobility, good on bubble wrapped characters like Lord or even a Cryptek if the Overlord has a Artifact.

- Lightning Field: 4++. Roll a D6 for enemy units within 1" of the bearer at the start of the fight phase. A MW on 4+
"C" Overlords have a 4++, Cryptek and Lords are really too weak for CC.
"A" The best upgrade for a CCB as it has no invulnerable save. CCB has the largest base so most likely to benefit from the "at the start of fight phase" MW on 4+ roll on all models within 1", its a flyer so flying over and positioning to maximize potential targets is advisable.

- Nanoscarab Casket. Replaces Phylactery. Regains D3 rather than 1, during both your and opponents turn. First time bearer is slain, on 4+ he is set back up at tend of phase, with D6 wounds remaining.
"A" Exellent choice for the (only unnamed character with Phylactery) Destroyer. Doubles the wound regeneration and gives a free enhanced "Resurrection Protocol" stratagem worth 1CP with D6 wounds instead of 1 wound. Can be resurrected a second time by "Resurrection Protocol" for 1CP.

- Sempiternal Weave. Infantry only. +1T and +1W.
"D" Much better choices available.

- Voltaic Staff. Mephrit Relic. Repalces Staff of Light. 12" Assault 3 S6 AP3 D2 / User AP2 D1
"B" Good against multi wound, a wound roll of 6+ gives extra MW
"A" Combined with Warlord trait "Merciless Tyrant" increases range by 6" to 18" and may target a Character! Especially good on a Destroyer Lord as he gets to re-roll to hit and to wound, increasing the chance of rolling 6+ wound for MW.

- Blood Scythe. Novokh Relic. Replaces War/Voidscythe. +2 S, AP-4, D2, +D3 Attacks.
"B" A good choice for a CC Character.

- Abyssal Staff. Sauthek Relic. Replaces Staff of Light. 12" Assault 1. Hits automatically, roll 3D6 if a unit is hit in the shooting phase: equal or greater than LD and unit suffers D3 mortal wounds. (AP-2 D1 in melee)
"C" Weak, should be called the Abysmal Staff. (Honestly should have been a D6 MW and then a "B").

- The Solar Staff. Nephrek Relic. Replaces Staff of Light. 12" Assault 6, S5 AP3 D1 / AP2 D1. If enemy infantry is hit in shooting phase,on 4+ they are blinded and cannot overwatch and suffers -1 to hit for rest of turn.
"B" Good for a shooty Character.

- Timesplinter Cloak. Nihilak Relic. Once per battle, re-roll a single hit roll, wound roll, or damage roll for the bearer. 5+++.
"A" Fantastic, essentially one Free reroll worth 1 CP and a FNP 5+++


Guide to C'tan Powers
Spoiler:
Since the release of the Necron codex, the C'tan Shards have been given new reality-warping powers at their disposal.
This guide will help you select the best powers for each opponent, as well as information on how to best use the selected powers.

First, let's re-cap what each power exactly does and rank them in order of usefulness and power. The powers will be ranked for both regular C'tan Shards and the Tesseract Vault. Feel free to disagree and let me know why!

Anti-Matter Meteor

Pick the closest visible enemy unit. 24". Roll a single D6, on a 2+ that target suffers D3 mortal wounds. On a roll of a 6+, the target suffers D6 mortal wounds.
The Vault does D6 mortal wounds on a roll of a 5+.


Regular: A
Vault: B

The bread&butter of the C'tan powers, this power is ranked A because of its reliability. Other powers require the enemy to be at a specific range or have a specific amount of models/wounds to be effective. Meteor will always do it's job no matter what enemy.
There is one catch though; the fact that it always hits the closest enemy model. This means it could be wasted on enemy chaff units. Be sure to position your C'tan properly so the Meteor hits something worthwhile!
As for Meteor on the Vault, it maintains pretty much the same function, with a somewhat higher chance of getting D6 mortal wounds. But you pick Meteor for its reliability, not because you are feeling lucky for a 5+ roll. (unless you ARE feelin' lucky....)

Time's Arrow
Pick an enemy unit within 18" and visible to the C'tan. If you roll higher than the maximum wound characteristic of the UNIT, a single model is slain. The Vault requires you to roll equal instead of higher to the amount of maximum wounds the unit has. A roll of a 1 always fails.

Regular: B
Vault: A

The C'tans sniping ability. While it's range is on the short-side, it can be extremely useful to pick off low-wound characters to disrupt your opponent strategy. However, the fact that you need to roll HIGHER than the maximum wounds of the unit makes it quite unreliable on anything with more than three wounds.
Also note that it's the highest maximum wound characteristic of the UNIT. That there darn Dark Reaper squad with a 2 wound Exarch? It will require a 3+ for Time's Arrow to work.
The Vault significantly increases the chance of the Arrow to succeed, making it an excellent power for them.
It is also a great power to pick up against powerful multi-wound units, like Custodes, Wraithguard etc.
Also note; a model is SLAIN by Time's Arrow. Not even FNP saves can be taken against this.

Sky of the Falling Stars (sky)

Select three enemy units within 18" of the C'tan. Roll a D6 for each unit. The Vault subtracts one from this roll. If you roll lower than the amount of models in the unit, it takes D3 mortal wounds.
A roll of a 6 always fails.


Regular: A
Vault: C

An excellent ability that let's you deal out multiple mortal wounds to multiple targets! What's not to love? As long as the unit has 6 or more models, it has 5/6th chance to do it's job. This is why I ranked it quite low on the Vault; the Vault doesn't improve the ability by that much.
There is one big catch; as the game goes on and enemy units are down to a few models per unit, this power will start to lose it's effect. The Vault will be able to dish out wounds with it for a bit longer, but it's main power is the first few turns against medium to large enemy units.

Cosmic Fire

Roll a D6 for each enemy unit that is within 9" of the C'tan. On a 4+, that unit suffer D3 mortal wounds. The Vault wounds units on a 3+.

Regular: B
Vault: A

This ability has the potential to deal the most mortal wounds out of all the powers, if you can get the C'tan close enough. This can make it somewhat situational: In my opinion, you shouldn't suicide your C'tan Shard in unless there is another dangerous unit that your opponents needs to focus, or the C'tan itself is the distraction for your other powerful units. But, keep in mind; a C'tan pretty much always wants to get close. All but the Vault are amazing in melee and, they explode on a 4+.
This ability is ranked A on the Vault not only because it greatly increases the reliability of the power, but also due to its enormous size which will let you hit a lot more enemy units with Cosmic Fire.

Seismic Assault
Select a visible enemy unit within 24" of the C'tan. Roll a D6 for each model in that unit; on a 6+ that unit suffers a mortal wound. The Vault deals mortal wounds on a 5+ per model instead.

Regular:C
Vault: B

The ability speaks for itself; its anti-horde. As soon as a mob of Ork boyz or Genestealers appear on the table, this ability will go up to rank A. I remember somewhere in a Necron guide that Seismic Assault will do more mortal wounds on average than Meteor if the enemy unit has 11 or more models in it. But this was before the Meteor did D6 wounds on a 6+.

Trans dimensional Thunderbolt

Pick a visible enemy unit within 24" of the C'tan, other than a <10 wound character. Roll a D6; a on 4+ (3+ for Vault) that unit suffers D3 mortal wounds. Then, roll a D6 for each other enemy unit within 3" of the previously struck unit. On a 4+ that unit suffer one mortal wound.

Regular: B
Vault: C

I'm not to sure on this one. On one hand it seems like an inferior version of Meteor, but on the other hand you can freely pick your target without caring about their model size or wounds. The 'AoE' effect of it depends on how tightly packed your enemy units are and how big the unit is you are targeting. A big blob of small units or a large monster will cover a large area, thus resulting in a more targets getting hit by the AoE effect.

........................................................................................................................................................................................................................................................................................................................................................................


Alrighty, that's the basics covered. Now let's go over on when to pick each power depending on the situation.

keep in mind You pick your C'tan powers right before the first unit is deployed. That means that stuff like enemy army roster, terrain, deployment zone/type etc. can all be taken into consideration when picking the powers for your C'tan.

So, let's go over a couple of scenarios?

Can your C'tan close the distance quickly either via Deceiver's Grand Illusion, T. C'tan 12" advance or some other way?

Regular: Cosmic Fire, Sky of the Falling Stars/Meteor
Vault: Cosmic Fire, Meteor, Time's Arrow, Thunderbolt

Does your opponents army have 2-3 wound models or important 3-4 wound characters?

Regular: Arrow, Meteor
Vault: Arrow, Meteor, Sky, Thunderbolt

Does your opponent have a large blob(s) of infantry?

Regular: Seismic Assault, Meteor
Vault: Seismic Assault, Thunderbolt, Sky, Time's Arrow

Does your opponent have MSU or simply a large amount of infantry units?

Regular: Sky, Meteor
Vault: Sky, Meteor, Thunderbolt, Cosmic Fire

..........................................................................................................................................................................................................................................................................................................................................................................


Next up, I wanted to talk about the order in which the Vault can best use his powers, depending on the targets he is facing.

Horde, buffed by a FNP character

Arrow -> Seismic Assault -> Thunderbolt

Time's arrow on whatever is giving the horde FNP (Ork painboy, Deathguard plague surgeon) to make sure your mortal wounds won't get saved. Then, follow up by Seismic assault and lastly Thunderbolt. You want as many models in the horde as possible for Seismic Assault, hence why you do that before Thunderbolt. And lastly, the horde probably covers quite a lot of ground (maybe it's konga-lined to protect charges) this will let Thunderbolt's AoE effect hit a lot of targets.

Primaris marine squads, Custodes etc

Sky -> Arrow -> Meteor

This is a tough one; one the one hand you want to start with Sky, since the squads still have all the models thus making it most likely to go off. However, if you only wound a model with Sky, the 'slain' effect from Arrow is wasted on a wounded model.

.............................................................................................................................................................................................................................................................................................................................................................................

Lastly, let's go over the two stratagems the C'tan Shards can use.

Wrath of the C'tan, 2 CP

Use this power after a C'tan Shard has used a power. Roll a D6; the C'tan Shard immediately uses the rolled uses that power, even if he has used it before.

Oef, this is a tough one. A random power for two whole CP? I'd definitely only use this if you have a Vault. And even then, you have to make sure as many of the 'optimal' conditions for each power are available. So;
-Is the Vault 9" close to several enemy units?
-are there 3 enemy units with 5 or more models in there?
-Is there a unit with 11 or more models in it nearby?
-Is there a 2-4 wound model that is worthwhile nearby?

Have by some miracle all these conditions been met? Sure, go ahead and use this stratagem.....

Cosmic Powers

Use this stratagem at the start of your turn. Select a C'tan Shard; replace one of his powers with a new C'tan power for the rest of the game.

Interesting. This gives us a way to be flexible with the situational powers. For instance, if there are no more enemy 5-6 model infantry units left, you might want to replace Sky. Or have the enemy hordes been dealt with? Perhaps you can replace Seismic Assault. I would however only recommend this on Vaults or T. C'tan with 2 powers. Regular C'tan usually have either Meteor or Thunderbolt and can only cast one power anyway.
There is also another use. Say you didn't pick Cosmic Fire, but for some reason your C'tan got close enough to your opponents army and it would have been perfect if you gave him Cosmic Fire at the start! Well now you can give that to him. Just keep in mind that it's at the START of your turn. If you have to rely on a high advance roll in order to get into a nice position for Cosmic Fire, it might not work out as you have hoped!



NOTE: Turns out the leaked beta codex info was identical to the final codex info (which is kind of strange, as there's a bunch of things that really should have been changed before finalizing, but that's a discussion for a different thread).


Here's a TL;DR of the contents-

Pointcosts (index price difference in parentheses):
Spoiler:
Anrakyr the Traveller - 167
Illuminor Szeras - 143
Imotekh the Stormlord - 200 (-28)
Nemesor Zahndrekh - 180
Orikan the Diviner - 115 (-28)
Trazyn the Infinite - 100 (-39)
Vargard Obyron - 140 (-11)

Catacomb Command Barge - 138
Cryptek - 70 (-16)
Destroyer Lord - 110 (-14)
Lord - 73
Overlord - 84 (-17)

Ghost Ark - 160 (-10)

Doom Scythe - 205 (-15)
Night Scythe - 160 (-14)

Necron Warriors - 12
Necron Immortals - 8/17

Deathmarks - 19 (-1)
Flayed Ones - 17 pt (-4)
Lychguard - 19
Triarch Praetorians - 22 (-3)
Triarch Stalker - 117
C'tan Shard of the Deceiver - 225
C'tan Shard of the Nightbringer - 210 (-20)

Canoptek Scarabs - 13
Canoptek Wraiths - 55 (+17)
Destroyers - 30 (-13)
Tomb Blades - 14 (-10)

Annihilation Barge - 133
Canoptek Spyders - 65 (-11)
Doomsday Ark - 193 (-10)
Heavy Destroyers - 30 (-13)
Monolith - 381
Transcendent C'tan - 225 (-7)

Obelisk - 426
Tesseract Vault - 496


Death ray - 0
Doomsday cannon - 0
Gauss blaster - 9
Gauss Cannon - 20
Gauss flayer - 0
Gauss flayer array - 0
Gauss flux arc - 0
Heat ray - 54
Heavy gauss cannon - 27 (-7)
Particle beamer - 10
Particle caster - 4
Particle shredder - 41
Particle whip - 0
Rod of covenant - 10
Staff of light - 10 (-8)
Synaptic disintegrator - 0
Tesla cannon - 13
Tesla carbine - 9
Tesla destructor - 0
Tesla sphere - 0
Transdimensional beamer - 14
Twin heavy gauss cannon - 54 (-10)
Twin tesla destructor - 0

Automaton claws - 0
Crackling tendrils - 0
Feeder mandibles - 0
Flayer claws - 0
Hyperphase sword - 3
Massive forelimbs - 0
Vicious claws - 0
Voidblade - 6
Voidscythe - 20
Warscythe - 11
Whip coils - 9

Dispersion shield - 12 (-3)
Chronometron - 15
Canoptek cloak - 5
Fabricator claw array - 5 (-3)
Gloom prism - 5
Nebuloscope - 2 (-1)
Phylactery - 10 (-5)
Resurrection orb - 35
Shadowloom - 5
Shieldvanes - 3 (-3)

Stratagems:
Spoiler:
Enhanced Reanimation Protocols: 2 CP reroll 1's RP.
Dynastic Heirlooms: 1 CP take an extra artefact / 3 CP take two extra artefacts.
Wrath of the C'tan: 2 CP after using a C'tan power immediately use an additional random C'tan power.
Enhanced Invasion Beam: 1 CP set up two units via invasion beams/eternity gate instead of one.
Emergency Invasion Beam: 1 CP if your last Monolith/Night Scythe dies deploy a unit still in Tomb World reserves.
Solar Pulse: 1 CP enemy unit loses cover bonus for this shooting phase.
Amalgamated Targeting Data: 1 CP 3 Doom Scythes dont fire but causes 3D3 mortal wounds within 3" of a point on 4+ (3+ for big units).
Resurrection Protocols: 1 CP Character (not Trazyn and C'tan) are raised with 1 wound on 4+
Damage Control Override: 1 CP Necron Vehicle shoots with un-degraded profile for a turn.
Dispersion Field Amplification: 2 CP Lychguard with Dispersion Shields gain a 3++ in the shooting phase, attacker suffers MW on rolls of 6.
Repair Subroutines: 2 CP A Canoptek unit gains RP for a turn.
Quantum Deflection: 1 CP -1 to rolls made for Quantum Shielding for a phase.
Self-Destruction: 1 CP 1 Swarm can suicide, causing D3 mortal wounds on 2+ to nearby unit
Extermination Protocols: 1 CP Destroyer unit rerolls failed to hit and wound for a shooting phase.
Disruption Fields: 1 CP +1 Strength for a necron infantry unit in close combat for a assault phase.
The Phaeron's Will: 1 CP Overlord can use MWBD / WoC a second time
Entropic Strike: 1 CP Necron Character ignores enemy invuln saves on his first attack in close combat.
Adaptive Subroutines: 1 CP Canoptek Unit can shoot and/or charge while advancing.
Dimensional Corridor: 1 CP infantry unit that is more than 1" away from enemies can teleport from anywhere on the table to within 3" of a Monolith.
Judgment of the Triarch: 1 CP Prateorians gains +1 to hit for a shooting or fight phase.
Gravity Singularity: 1 CP Obelisk gravity pulse triggers on 4+ instead of 6's.
Cosmic Powers: 1 CP C'tan Shard can replace one of its power with a different power.
Methodical Destruction: 2 CP (Sautekh) If a Sautekh unit causes an usnaved wound, add +1 to hit for friendly Sautekh that target the same unit this phase
Reclaim a Lost Empire: 2 CP (Nihilakh) End of turn. Select a unit, if within 3" from an objective marker OR if it didnt move for any reason during its turn, it gains +1 to saving throws and +1 attack until the start of next turn
Translocation Crypt: 1 CP (Nephrek) During deployment. One infantry or Swarm unit gains 9" deepstrike.
Blood Rites: 3 CP (Novokh) Novok Unit can fight a second time in this fight phase.
Talent for Annihilation: 1 CP (Mephrit) For every 6 to hit in the shooting phase, make one additional hit roll.

Artefacts:
Spoiler:
- Nightmare Shroud: +1 save characteristic, enemies get -1 Ld within 6"
- Orb of Eternity: Replaces Res Orb. +1 to the result.
- Gauntlet of Conflagrator: One use only. 8" Pistol 1. Roll a D6 for each model in the target unit within 8". MW on each roll of 6.
- Voidreaper: Replaces War/Voidscythe. Wounds on 2+ unless targeting vehicles, in which case it has S7. (AP -4, D3)
- Veil of Darkness: Bearer and 1 dynasty infantry unit within 3" are removed and can deepstrike 9" away from enemy (unit must be within 6" of bearer)
- Lightning Field: 4++. Roll a D6 for enemy units within 1" of the bearer at the start of the fight phase. A MW on 4+
- Nanoscarab Casket. Replaces Phylactery. Regains D3 rather than 1, during both your and opponents turn. First time bearer is slain, on 4+ he is set back up at tend of phase, with D6 wounds remaining.
- Sempiternal Weave. Infantry only. +1T and +1W.
- Voltaic Staff. Mephrit Relic. Repalces Staff of Light. 12" Assault 3 S6 AP3 D2 / User AP2 D1
- Blood Scythe. Novokh Relic. Replaces War/Voidscythe. +2 S, AP-4, D2, +D3 Attacks.
- Abyssal Staff. Sauthek Relic. Replaces Staff of Light. 12" Assault 1. Hits automatically, roll 3D6 if a unit is hit in the shooting phase: equal or greater than LD and unit suffers D3 mortal wounds. (AP-2 D1 in melee)
- The Solar Staff. Nephrek Relic. Replaces Staff of Light. 12" Assault 6, S5 AP3 D1 / AP2 D1. If enemy infantry is hit in shooting phase,on 4+ they are blinded and cannot overwatch and suffers -1 to hit for rest of turn.
- Timesplinter Cloak. Nihilak Relic. Once per battle, re-roll a single hit roll, wound roll, or damage roll for the bearer. 5+++.

Warlord Traits:
Spoiler:
• -1 Damage taken on Warlord.
• Re-roll failed wound rolls in fight phase if charged/was charged/performed a HI.
• Friendly <Dynasty> units automatically pass morale within 6".
• Warlord can attempt to deny 1 psychic power.
• Increases range of all abilities by 3". (with a few exceptions)
• Reroll failed charge rolls for friendly <Dynasty> units within 6"
• Warlord gains +D3 attacks if targeting the same character with all their attacks.

• Sautekh: Once per battle, reroll a single hit roll, wound roll or damage roll. In addition, regain each spent CP on 5+.
• Mephrit: +6" to the maximum range of all Assault weapons fired by your Warlord. Your Warlord can shoot enemy characters even if they are not the closest model.
• Nihilak: Always fights first in the fight phase even if he didn't charge.
• Nephrek: Opponent must substract 1 from hit rolls that target the Warlord.
• Novok: Unmodified hit rolls of 6's in the fight phase for friendly novokhs within 6" of your Warlord can make one additional attack.

Dynastic Codes:
Spoiler:
Sautekh-
Treat all weapons as assault when advancing, and heavy weapons ignore -1 BS movement penalty (unless they advanced).

Novokh-
Reroll failed to hit rolls in fight phase if they charged or were charged.

Nihilakh-
Reroll to hit rolls of 1 when shooting if you haven't moved.

Mephrit-
Add -1 AP at below half range (Tesla AP0 becomes AP-1 at 12" or less).

Nephrekh:
Advance 6" automatically (7" with MWBD) and ignore terrain & models.

This message was edited 37 times. Last update was at 2019/08/03 15:20:04


 
   
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Longtime Dakkanaut




Ute nation

Let's get this party started, here is a quick and dirty breakdown of how the powers of the C'Tan shake out:




Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

So tomb blades for days now?

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Decrepit Dakkanaut




Soooooooooo
What's a Voidscythe compared to a Warscythe?

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Slayer-Fan123 wrote:
Soooooooooo
What's a Voidscythe compared to a Warscythe?


+1 to wound against squishy things (non-vehicles) that are T4-T6, +2 against T7, +3 against T8-13, and +4 against T14+.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Dakka Veteran





Let me just say. As a Dark Eldar player, your Tomb Blades make me jealous.
   
Made in us
Decrepit Dakkanaut




 JNAProductions wrote:
Slayer-Fan123 wrote:
Soooooooooo
What's a Voidscythe compared to a Warscythe?


+1 to wound against squishy things (non-vehicles) that are T4-T6, +2 against T7, +3 against T8-13, and +4 against T14+.

Where did that info come from?

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Longtime Dakkanaut




Ute nation

Slayer-Fan123 wrote:
 JNAProductions wrote:
Slayer-Fan123 wrote:
Soooooooooo
What's a Voidscythe compared to a Warscythe?


+1 to wound against squishy things (non-vehicles) that are T4-T6, +2 against T7, +3 against T8-13, and +4 against T14+.

Where did that info come from?


He is comparing S7 vs the modifier required to get a 2+. so since S7 vs T4 is normally a 3, it effectively a +1 to wound.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in gb
Freaky Flayed One



United Kingdom

One thing I've seen that I never saw posted was the shot of the points cost of the Tesseract Vault. It's 496, same as the index. Not sure if it's worth that much even given the improvement's. But at least it didn't go up. Four improved powers of the Ctan do make it a mortal wounds factory that's for sure.

Also the Monolith. Didn't see anyone mention the change to its Portal of Exile. Doesn't have to be target of the charge for it to work, an enemy unit has to end a charge move within 1" of the model. 1" isn't great, was hopin for within 3" or something. In fact, not even sure how that would work unless a big unit charges to surround a unit you have just in front of the monolith. Surely, even if you put a unit base to hull with the monolith a charging enemy could do it without triggering the Portal? Seems like something a player could easily avoid.

This message was edited 1 time. Last update was at 2018/03/12 03:55:34


 
   
Made in us
Longtime Dakkanaut




Ute nation

Well the Tesseract Vault is about twice as tough as it was before, and since it can make it rain mortal wounds I'll put it into the maybe category. Sadly I only own the obelisk, and we don't know how gravity pulse works, so here is hoping it is awesome. Also I haven't seen any leaks for points, if you have any sources that would be most helpful.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in jp
Proud Triarch Praetorian





I'm disappointed the Monolith's "Death Descending" doesn't actually cause death.
(was it honestly too much to ask for a giant titanic hunk of living metal falling from the sky to be able to squish things it lands on? Seriously. "Choose target unit, roll 2D6. Compare against target's movement speed. If dice result is higher than M, target suffers D6 mortal wounds. Then move unit 3" away from Monolith." Bam, done.)

 
   
Made in cn
Dangerous Skeleton Champion





So something to keep in mind about Novokh is that it won't work on any of the C'tans, canoptek stuff or the pretorians. So that leaves shooty stuff, your characters, lychguard and flayed ones. Unless I'm missing some way of giving canoptek stuff the dynasty keyword, that seems poor.

Necrons
Imperial Knights
Orcs and Goblins
Tomb Kings
Wood Elves
High Elves 
   
Made in us
Freaky Flayed One




 Egyptian Space Zombie wrote:
So something to keep in mind about Novokh is that it won't work on any of the C'tans, canoptek stuff or the pretorians. So that leaves shooty stuff, your characters, lychguard and flayed ones. Unless I'm missing some way of giving canoptek stuff the dynasty keyword, that seems poor.


Canoptek units have the Dynasty keyword already, even the Acanthrites and Stalker/Sentinels from FW.

This message was edited 1 time. Last update was at 2018/03/12 04:36:04


 
   
Made in us
Decrepit Dakkanaut




I don't think anyone expected Praetorians to get the Dynasty word, so really they just need a price cut and a key Strategem to use with them.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in cn
Dangerous Skeleton Champion





My mistake then, thought I remembered that they didn't. Nevermind then. I don't know why I forgot that.

This message was edited 1 time. Last update was at 2018/03/12 04:45:52


Necrons
Imperial Knights
Orcs and Goblins
Tomb Kings
Wood Elves
High Elves 
   
Made in se
Dakka Veteran





Dimensional Corridor really shouldn't be a stratagem but an innate ability of the Monolith, although possibly restricted to units within 24" or something.

 Egyptian Space Zombie wrote:
So something to keep in mind about Novokh is that it won't work on any of the C'tans, canoptek stuff or the pretorians. So that leaves shooty stuff, your characters, lychguard and flayed ones. Unless I'm missing some way of giving canoptek stuff the dynasty keyword, that seems poor.


We don't know if Praetorians won't have the <Dynasty> keyword in the codex.
They are Necrons and it makes very little sense that Canoptek-constructs have it and they don't.

C'tans on the other hands are not Necrons, so I can understand why they don't have it.

This message was edited 1 time. Last update was at 2018/03/12 05:10:55


5500 pts
6500 pts
7000 pts
9000 pts
13.000 pts
 
   
Made in us
Loyal Necron Lychguard




As someone who owns 12 Tomb Blades and a T'Ctan, I can only surmise my time has come.

Finally maybe I'll play 8th. Been waiting for this...
   
Made in hk
Steadfast Ultramarine Sergeant




About the Dynasty, which one would stands out?

From my preliminary view, the Sautekh one may be the one that is not easy to justify, as most of the Necron platforms carrying the Heavy weapons already has "relentless", and are fast enough or can DS so might not need to advance to shoot. So it only buffs warriors / immortals when they are 30.1" away from their desired target, and Doomscythe and DDA ( actually you won't want the DDA to move anyway).
Mephrit, maybe a really powerful one, especially if you have large numbers of Immortals (not sure whether Gauss or Tesla is better for this code), And can DS them by whatever ways. Gauss Tombblade with this code is also very good.
Novokh is clear in its effect: it helps combat, which is one of the "thought weakness". While the Nililakh one is more for static gunline with long range weaponary, but only rerolling ones is no match to something likethe buff the Ultramarine could get.
Lastly, Nephrekh buffs the mobility. Which might be good to giving better mobility for Necron troops to get onto objective or into optimal firing position to shoot next turn.

What do you guys think?
   
Made in us
Loyal Necron Lychguard





Sautekh is the dynasty for Overlord Moneybags because it buffs the tesseract ark considerably. Nihilakh seems impractical for the way our army functions. The rest are all pretty good and will require seeing the the relics and warlord traits to properly judge; right now I'm leaning towards Nephrekh.
   
Made in fi
Jervis Johnson






Tomb Blades are just amazing. They are a game changer unit that can do anything. Of course we're still waiting for points costs which have the power to make this unit either stupid good or just good. Either way, because of the mobility, fly so they can't get stuck in cc, easy benefit from Mephrit, and durability, I suspect they'll be a mainstay unit.

Warriors / Immortals for troops depending on how the math shakes out, a lot of Tomb Blades for fast (personally I'm thinking three full sized units), and then support from whatever else we got that works.

Superwargamer said on Discord that Lychguard suck, and Deathmarks are AMAZING, for whatever that's worth. I would believe him since the other unit he said was AMAZING was Tomb Blades. He also said he'd leak the full codex by wednesday this week.

This message was edited 2 times. Last update was at 2018/03/12 08:09:37


 
   
Made in jp
Proud Triarch Praetorian





I worry Tomb Blades are TOO amazing.
Remember Scatter Bike Spam?
This may end up being V.2...

 
   
Made in se
Fresh-Faced New User





Here ya go:

Spoiler:


   
Made in fi
Jervis Johnson






From Super wargamer: Necrons have the 5+ cp regen wl trait
   
Made in gb
Freaky Flayed One



United Kingdom

More fun times for your HQs
   
Made in nl
One Canoptek Scarab in a Swarm




Holland

I've always liked Deathmarks. Their fluff and idea was always awesome. I guess we'll finally see more of them! I wonder what they buffed. Probably the ability to do mortal wounds vs the target they are hunting.

And I do forsee very annoyed faces whenever a Necron player brings any ammount of bikes, the same as every Eldar player has (rightfully) recieved for their version.

- Power corrupts, Absolute power.... is a whole lot of fun...- 
   
Made in ie
Deranged Necron Destroyer





With Tomb Blades now having a mandatory -1 to hit when shot at has made their durability improve quite a lot. Hell, I would even pay Index prices for what they are now.

My question is though, what's the best way to make them more durable? I feel that for every Dynasty, besides Mephrit, that TBs should be equipped with Shieldvanes and nebuloscopes. Having -1 to hit, 3+ natural save and ignoring cover will make theses guys really good at surviving and at killing.

For Mephrit., The best load out will probably be Shieldvanes and Shadowlooms. Having a trait that gives you an extra "-1" if in half range of your gun makes TBs scary AF. Mephrit almost makes Nebuloscopes redundant due to AP -3 with Gauss just as good as ignoring cover. Mephrit Tomb Blades w/ 3+ save, 5++ invul and a -1 = no more friends at my local gaming club.

Once our opponents know what these bad boys can do I can imagine they will be the 1st unit all our opponents target. Which isn't a bad thing.
They will tank nearly everything that hits them meaning the rest of our army will be ignored. That in its self is a serious situation for any of our opponents to be in. Do they kill our really fast resistant Bikers and ignore our other units. or, do they focus on our other units and leave our bikers go on a murder spree.

Also, just thought about the New Cryptek. With it moving 10" natural it can easily keep up with Tomb Blades if we advance it and/or don't fully move the TBs. Tomb Blades with 3+ save, 5++ invul/Ignoring cover, -1 to hit when shot at AND +1 Reanimation Protocols.... I can't believe GW let this happen... Even I feel bad for anyone going up against our Bikers now. R.I.P friendships.

This message was edited 1 time. Last update was at 2018/03/12 11:15:01


I have a Youtube. Rage Against The Imperium. Here is the link if you are interested - https://www.youtube.com/channel/UC0WxDMsMyI7WcChiSfApB4Q

Necrons - Legion of The Silent King - [756-809 PL, 15038-16076pts]
Spoiler:

Unbound Army (Faction) (Necrons)
HQ
Anrakyr the Traveller
Catacomb Command Barge
Selections: Gauss Cannon, Warscythe - 3
Cryptek
Selections: Canoptek Cloak, Staff of Light - 2
Cryptek
Selections: Chronometron, Staff of Light - 3
Destroyer Lord
Selections: Warscythe
Destroyer Lord
Selections: Staff of Light
Illuminor Szeras
Imotekh the Stormlord
Lord
Selections: Warscythe
Nemesor Zahndrekh
Orikan the Diviner
Overlord
Selections: Resurrection Orb, Voidscythe
Overlord
Selections: Resurrection Orb, Warscythe - 3
Overlord
Selections: Resurrection Orb, Staff of Light
Overlord
Selections: Hyperphase Sword, Resurrection Orb
Trazyn the Infinite
Vargard Obyron

Troops

Immortals
Selections: Gauss Blaster, 15x Immortal
Immortals
Selections: 15x Immortal, Tesla Carbine
Immortals
Necron Warriors
Selections: 100x Necron Warrior
Necron Warriors

Elites

C'tan Shard of the Deceiver
C'tan Shard of the Nightbringer
Canoptek Tomb Stalker
Deathmarks
Selections: 25x Deathmark
Flayed Ones
Selections: 20x Flayed One
Lychguard
Selections: Hyperphase Sword and Dispersion Shield, 10x Lychguard
Lychguard
Selections: 6x Lychguard, Warscythe
Triarch Praetorians
Selections: Rod of Covenant, 10x Triarch Praetorian
Triarch Stalker
Selections: Heat Ray*
Triarch Stalker
Selections: Particle Shredder*
Triarch Stalker
Selections: Twin Heavy Gauss Cannon*

Fast Attack

Canoptek Scarabs
Selections: 63x Canoptek Scarab Swarm
Canoptek Scarabs
Canoptek Tomb Sentinel
Canoptek Wraiths
Selections: 3x Canoptek Wraith
Canoptek Wraiths
3x Canoptek Wraith w/ Transdimensional Beamer
Selections: 3x Transdimensional Beamer
6x Canoptek Wraith w/ Whip Coils
Selections: 6x Whip Coils
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Tomb Blades
Selections: Shadowloom, Shieldvanes
Two Gauss Blasters - 9
Heavy Support
Annihilation Barge
Selections: Gauss Cannon - 3*
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Doomsday Ark
Doomsday Ark
3x Heavy Destroyer
Monolith
Tesseract Ark
Two Tesla Cannons
Selections: 2x Tesla Cannon
Transcendent C'tan

Flyer
Doom Scythe - 4*
Night Scythe - 4*


Dedicated Transport
Ghost Ark - 3*

Lord of War
Gauss Pylon
Obelisk

* - This unit is magnetized so can be either model e.g. Doomscythe or Nightscythe
 
   
Made in fi
Jervis Johnson






He confirmed again that a double Gauss Blaster Tomb Blade costs the index price -11 points. Ridiculous
   
Made in de
Longtime Dakkanaut




Huh, after Shining Spears it almost seems intentional that these fast, close-in, multiwound units are very competitively priced. I like that a lot, actually -- they're a lot more interesting to play with and against than "I deploy in cover and then shoot from 48" all game".
 Odrankt wrote:

For Mephrit., The best load out will probably be Shieldvanes and Shadowlooms. Having a trait that gives you an extra "-1" if in half range of your gun makes TBs scary AF. Mephrit almost makes Nebuloscopes redundant due to AP -3 with Gauss just as good as ignoring cover. Mephrit Tomb Blades w/ 3+ save, 5++ invul and a -1 = no more friends at my local gaming club.

It's worth noting that you can mix and match wargear, which is a pretty big deal with their much cheaper base cost. At index prices, shieldvanes and shadowlooms would bring each model back up to 42 points, but you can probably get away with splitting these up. Maybe in a unit of 9 you take 3 with shadowlooms and 3 with shieldvanes and pay 312 points instead of 378 points. Then when you get hit by a lascannon you allocate it to a shadowloom. When you get hit by a bolter you allocate it to a shieldvane. When you get hit by mortal wounds you allocate to a naked one. You get almost all of the durability and all of the firepower for 82% of the cost. Plus your RP rolls will tend to bring back the better models.
   
Made in no
Liche Priest Hierophant





Bergen

The tessarach vault is only T7. Most Necron things big enough are T8. But I supose that 4+ save and 28 wounds will keep it safe. It is a little bit thougher then 2 hive tyrants, but they have dep strike. :-/

 Barrywise wrote:
Let me just say. As a Dark Eldar player, your Tomb Blades make me jealous.


Patience. A codex will be made. DE bikes are currently one of the worst units in the game, with an amazingly high price tag.

   
Made in gb
Numberless Necron Warrior





https://youtu.be/hqVO6ez4xFU

Get it into our brains quick before it gets taken off.

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