Switch Theme:

Necron 9th edition general discussion thread.  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in fr
Trazyn's Museum Curator





on the forum. Obviously

tneva82 wrote:
 CthuluIsSpy wrote:
They should have really released a downloadable Big mek with KFF pdf. Having to buy an expansion to get the rules for a model which will become obsolete in a few months anyway is a bit gakky.


Umm what model got obsolete? KFF mek is still more than usable. Necron stuff aren't going to become obsolete either.


Sorry, that wasn't clear. I was talking about the book, not the model.
The Big Mek with KFF rules will most likely show up in the Ork Codex, so buying Psychic Awakening for that is pointless, imo.

What I have
~4100
~1660
: LM

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Morphing Obliterator




The Void

Sorry if this has been addressed somewhere, but was there ever a confirmation of how Reanimation Protocols will work now? I've seen some rumors floating around, but not sure if any were confirmed.

Always 1 on the crazed roll. 
   
Made in us
Unhealthy Competition With Other Legions




Australia

 Drudge Dreadnought wrote:
Sorry if this has been addressed somewhere, but was there ever a confirmation of how Reanimation Protocols will work now? I've seen some rumors floating around, but not sure if any were confirmed.


Nothing concrete whatsoever, we are still totally in the dark. There are theories but nothing worth repeating at this stage

Sons of Horus 29th Company
Emperor's Children
Legio Magna + House Morbidia 
   
Made in gb
Freaky Flayed One





 Marshal Loss wrote:
 Drudge Dreadnought wrote:
Sorry if this has been addressed somewhere, but was there ever a confirmation of how Reanimation Protocols will work now? I've seen some rumors floating around, but not sure if any were confirmed.


Nothing concrete whatsoever, we are still totally in the dark. There are theories but nothing worth repeating at this stage


I wouldnt really care if they didn't reveal any more rules between now and our codex i just want to know how RP is gonna work as that's such a big thing for us
   
Made in us
Lieutenant General





Florence, KY

As of right now, you're still playing Necrons with the 8th edition codex plus the extra datasheets from Indomitus. Reanimation Protocols won't change until the new codex is released in October.


Automatically Appended Next Post:
Well, it looks like the guys over at The Army Painter got their Indomitus box...

Spoiler:




This message was edited 1 time. Last update was at 2020/07/28 01:47:52


'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in fi
Decrepit Dakkanaut





 CthuluIsSpy wrote:
tneva82 wrote:
 CthuluIsSpy wrote:
They should have really released a downloadable Big mek with KFF pdf. Having to buy an expansion to get the rules for a model which will become obsolete in a few months anyway is a bit gakky.


Umm what model got obsolete? KFF mek is still more than usable. Necron stuff aren't going to become obsolete either.


Sorry, that wasn't clear. I was talking about the book, not the model.
The Big Mek with KFF rules will most likely show up in the Ork Codex, so buying Psychic Awakening for that is pointless, imo.


Yeah. And codex is when? Codexes don't get all replaced in few months. Expect to have 8e codexes for couple years. It took like 1.5 years to replace indexes with codexes in 8e and then still had couple new ones. Now there's less of a rush to replace them to 9th.


Automatically Appended Next Post:
I'm worried/wondering what's the fate of our destroyers going to be. Locust seems to be either new variant alltogether or replacement of heavy destroyers. Whatabout regulars? And if it's new will old ones get new models or will they keep old models on sale?

If old models go off then those are to legends. Suddenly I'm happy I never got around buying those heavy destroyers like I planned after CA19...Might have proven to be expensive short term addition.

This message was edited 1 time. Last update was at 2020/07/28 09:47:30


12 factions for Lord of The Rings
4663
11772 pts(along with lots of unpainted unsorted stuff)
5265 pts
5150 pts
~3200 pts Knights

 
   
Made in gb
Freaky Flayed One





tneva82 wrote:
 CthuluIsSpy wrote:
tneva82 wrote:
 CthuluIsSpy wrote:
They should have really released a downloadable Big mek with KFF pdf. Having to buy an expansion to get the rules for a model which will become obsolete in a few months anyway is a bit gakky.


Umm what model got obsolete? KFF mek is still more than usable. Necron stuff aren't going to become obsolete either.


Sorry, that wasn't clear. I was talking about the book, not the model.
The Big Mek with KFF rules will most likely show up in the Ork Codex, so buying Psychic Awakening for that is pointless, imo.


Yeah. And codex is when? Codexes don't get all replaced in few months. Expect to have 8e codexes for couple years. It took like 1.5 years to replace indexes with codexes in 8e and then still had couple new ones. Now there's less of a rush to replace them to 9th.


Automatically Appended Next Post:
I'm worried/wondering what's the fate of our destroyers going to be. Locust seems to be either new variant alltogether or replacement of heavy destroyers. Whatabout regulars? And if it's new will old ones get new models or will they keep old models on sale?

If old models go off then those are to legends. Suddenly I'm happy I never got around buying those heavy destroyers like I planned after CA19...Might have proven to be expensive short term addition.


I'm hopeful that we keep destroyers as a new Lokhust destroyer model.

The fact that we have Lokhust HEAVY destroyers means I expect we will see the light variant eventually.

GW doesn't usually stick heavy on a model unless there's another variant of it.

Bolter, heavy bolter
Rail rifle, heavy rail rifle
Intercessor, heavy intercessor

Just to give a few examples
   
Made in us
Irked Necron Immortal





Jackson, TN

tneva82 wrote:
 CthuluIsSpy wrote:
tneva82 wrote:
 CthuluIsSpy wrote:
They should have really released a downloadable Big mek with KFF pdf. Having to buy an expansion to get the rules for a model which will become obsolete in a few months anyway is a bit gakky.


Umm what model got obsolete? KFF mek is still more than usable. Necron stuff aren't going to become obsolete either.


Sorry, that wasn't clear. I was talking about the book, not the model.
The Big Mek with KFF rules will most likely show up in the Ork Codex, so buying Psychic Awakening for that is pointless, imo.


Yeah. And codex is when? Codexes don't get all replaced in few months. Expect to have 8e codexes for couple years. It took like 1.5 years to replace indexes with codexes in 8e and then still had couple new ones. Now there's less of a rush to replace them to 9th.


Automatically Appended Next Post:
I'm worried/wondering what's the fate of our destroyers going to be. Locust seems to be either new variant alltogether or replacement of heavy destroyers. Whatabout regulars? And if it's new will old ones get new models or will they keep old models on sale?

If old models go off then those are to legends. Suddenly I'm happy I never got around buying those heavy destroyers like I planned after CA19...Might have proven to be expensive short term addition.


FYI: Necron and Space Marine Codices are due in October per GW release party preview site: https://www.warhammer-community.com/2020/07/25/the-warhammer-40000-launch-party-preview/
   
Made in us
Loyal Necron Lychguard





Working on it

New WHC article on expanding the indomitus Necrons, they had the Lokhust destroyer and this bit:

"If you like your Necrons ultra-violent and utterly without remorse, you’ll no doubt be a fan of your new Skorpekh Lord and its murderous kin. With the introduction of these out-and-out melee specialists, the Destroyer Cult is now a force to be reckoned with at every distance. Whether of the Skorpekh or Lokhust variety, Destroyers work exceptionally well in conjunction with one another – even more so than when in the presence of both their Lords for re-rolls on hit and wound rolls of 1."

So Normal Destroyer Lords are here to stay

EDIT: Article Link: https://www.warhammer-community.com/2020/07/28/beyond-indomitus-top-5-tips-for-expanding-your-necrons/


It also mention Szeras: "He’s a serious force multiplier, able to use Rites of Reanimation twice each turn..."

Anyone have any Idea on what this might be? It's not a rule on his datasheet

This message was edited 2 times. Last update was at 2020/07/28 16:14:17


<Dynasty> ~10500pts
War Coven of the Coruscating Gaze ~2500pts
Thrice-Damned Plague Corps ~3250pts
Cult of the Stoneborn Serpent ~2500pts
Admech (TBN) ~2250pts
 
   
Made in us
Unhealthy Competition With Other Legions




Australia

Hopefully that means a new Lokhust Destroyer Lord model. Good pickup on the Rites!

Sons of Horus 29th Company
Emperor's Children
Legio Magna + House Morbidia 
   
Made in us
Lieutenant General





Florence, KY

 Kharne the Befriender wrote:
New WHC article on expanding the indomitus Necrons, they had the Lokhust destroyer and this bit:

"If you like your Necrons ultra-violent and utterly without remorse, you’ll no doubt be a fan of your new Skorpekh Lord and its murderous kin. With the introduction of these out-and-out melee specialists, the Destroyer Cult is now a force to be reckoned with at every distance. Whether of the Skorpekh or Lokhust variety, Destroyers work exceptionally well in conjunction with one another – even more so than when in the presence of both their Lords for re-rolls on hit and wound rolls of 1."

So Normal Destroyer Lords are here to stay

EDIT: Article Link: https://www.warhammer-community.com/2020/07/28/beyond-indomitus-top-5-tips-for-expanding-your-necrons/


It also mention Szeras: "He’s a serious force multiplier, able to use Rites of Reanimation twice each turn..."

Anyone have any Idea on what this might be? It's not a rule on his datasheet

You missed this little tidbit...

Whether of the Skorpekh or Lokhust variety, Destroyers work exceptionally well in conjunction with one another...

No mention of the 'normal' Destroyers, just Skorpekh and Lokhust. This is a hint that GW is likely going to replace the existing Destroyers with the Lokhust Destroyers (including the Heavy and Lord varieties).

'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in us
Insect-Infested Nurgle Chaos Lord





In My Lab

Hopefully the old DLord gets a gun.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Ah, so it would seem that Lokhust are the new designation for the old destroyers. Makes sense.

What I have
~4100
~1660
: LM

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Lieutenant General





Florence, KY

 CthuluIsSpy wrote:
Ah, so it would seem that Lokhust are the new designation for the old destroyers. Makes sense.

Yes. And I'd bet even money that the Lokhust Destroyer seen HERE is actually the Lokhust Lord with some sort of enmitic weapon.

This message was edited 1 time. Last update was at 2020/07/28 17:50:39


'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in us
[DCM]
The World Killer.




The best State-Texas

 Ghaz wrote:
 CthuluIsSpy wrote:
Ah, so it would seem that Lokhust are the new designation for the old destroyers. Makes sense.

Yes. And I'd bet even money that the Lokhust Destroyer seen HERE is actually the Lokhust Lord with some sort of enmitic weapon.



No, that is 100% just a Lokhust Heavy destroyer. In the article that officially revealed them it talked about both variants and revealed their weapon names. Gauss Annihilator and Enmetic Exterminator for the enmitic version.

The big question is are we getting more new kits or are they just renaming the old kits until we get some new ones in the future.

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
:Necron: Necron Discord: https://discord.com/invite/AGtpeD4  
   
Made in us
Rampaging Reaver Titan Princeps




 JNAProductions wrote:
Hopefully the old DLord gets a gun.

Has one already (and by default even). Not his fault its rather bad.

This message was edited 1 time. Last update was at 2020/07/28 17:11:02


Efficiency is the highest virtue. 
   
Made in us
Lieutenant General





Florence, KY

NVM

This message was edited 1 time. Last update was at 2020/07/28 17:12:07


'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in gb
Been Around the Block




Looks like whenever the Codex does drop there will be an ability called Rights of Reanimation. It is mentioned in the Illuminor Szeras bit of the below article that he can use it twice. No information about what it does but we can assume it buffs RP in some way.

https://www.warhammer-community.com/2020/07/28/beyond-indomitus-top-5-tips-for-expanding-your-necrons
   
Made in us
Loyal Necron Lychguard





Working on it

Necronmaniac05 wrote:
Looks like whenever the Codex does drop there will be an ability called Rights of Reanimation. It is mentioned in the Illuminor Szeras bit of the below article that he can use it twice. No information about what it does but we can assume it buffs RP in some way.

https://www.warhammer-community.com/2020/07/28/beyond-indomitus-top-5-tips-for-expanding-your-necrons


I'm willing to bet that it's the Cryptek's +1RP buff, it could be like the Royal Wardens ability and MWBD where you have to pick a unit for it to affect

<Dynasty> ~10500pts
War Coven of the Coruscating Gaze ~2500pts
Thrice-Damned Plague Corps ~3250pts
Cult of the Stoneborn Serpent ~2500pts
Admech (TBN) ~2250pts
 
   
Made in us
[DCM]
The World Killer.




The best State-Texas


It could be that we have a base RP that is something like a weak FNP, but to bring models back we use RP in the command phase and this enhances it.

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
:Necron: Necron Discord: https://discord.com/invite/AGtpeD4  
   
Made in gb
Princeps of the Emperor's Titan!






Let’s talk Gauss Reapers. Yes, again.

The pamphlet from Indomitus shows we can freely mix Flayers and Reapers in a squad. Now, assuming that carries over to the Codex?

They might be worth taking in certain numbers within a given squad. Thought process here is that, sooner or later, a squad is going to take casualties, and the range will close.

Having say, four in a unit of 10 could mean that once casualties have occurred, that squad could still remain a pretty decent threat, as the enemy will also have suffered (in theory) casualties already.

Yes we would be sacrificing range in the early game, but for mid to late they may allow Necron Warriors to punch well above their weight?

Fed up of Scalpers? But still want your Exclusives?Why not join us?

 
   
Made in us
[DCM]
The World Killer.




The best State-Texas

 Mad Doc Grotsnik wrote:
Let’s talk Gauss Reapers. Yes, again.

The pamphlet from Indomitus shows we can freely mix Flayers and Reapers in a squad. Now, assuming that carries over to the Codex?

They might be worth taking in certain numbers within a given squad. Thought process here is that, sooner or later, a squad is going to take casualties, and the range will close.

Having say, four in a unit of 10 could mean that once casualties have occurred, that squad could still remain a pretty decent threat, as the enemy will also have suffered (in theory) casualties already.

Yes we would be sacrificing range in the early game, but for mid to late they may allow Necron Warriors to punch well above their weight?


The new Dynasty codes with Sautekh really make reapers a very attractive option if you are bringing warriors.

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
:Necron: Necron Discord: https://discord.com/invite/AGtpeD4  
   
Made in us
Death-Dealing Devastator




Chicago, IL

On the subject of the changes to Reanimation, I think we can make some assumptions. For starters I think we rule out it being any kind of feel no pain save, since we have seen the one Dynasty gains a 6++ as one of its traits and I would be down right pointless if Reanimation was such a save already. Next, I recall them stating it was redesigned to scale with different point values, this tell me the current system will no longer be used. I also recall a statement hinting at reanimation being different for different units, stronger for a lord and weaker for say a warrior, of course this may have just been referring to the fluff and how lords carry more personality than your warrior. There is also evidence that Caoptek units will have at least some access to reanimation. There was also mention of tactical decision making during the reanimation phase.

All of this together, I will make my predition on how Reanimation will work this edition. Reanimation will happen at the start of your turn. Models will have one chance at reanimating, if they pass they get added back to the unit, if they fail the are removed from the reanimation pool(They cannot try again next turn). Different units may have different rolls to make for reanimation. Warriors may only reanimate on a 6 while Immortals reanimate on a 5. This reanimation roll can be effected by a multiple of different factors, Cryptek, Reanimators, ResOrbs,Canoptek units with a Spider nearby ect. Units that are wiped out can still reanimate but with some form of penalty(could be a simple -1, or maybe they can only reanimate on a 6).

This is just my guess on how reanimation will play out. I wish I could site the various statements I remembered but there is just too much media to sort through. I would not be surprised if I remembered half of it wrong.

To those that say there is no stupid questions I say, "Is this a stupid question?" 
   
Made in us
Loyal Necron Lychguard





Working on it

 Mad Doc Grotsnik wrote:
Let’s talk Gauss Reapers. Yes, again.

The pamphlet from Indomitus shows we can freely mix Flayers and Reapers in a squad. Now, assuming that carries over to the Codex?

They might be worth taking in certain numbers within a given squad. Thought process here is that, sooner or later, a squad is going to take casualties, and the range will close.

Having say, four in a unit of 10 could mean that once casualties have occurred, that squad could still remain a pretty decent threat, as the enemy will also have suffered (in theory) casualties already.

Yes we would be sacrificing range in the early game, but for mid to late they may allow Necron Warriors to punch well above their weight?


Not a bad idea, kill off the Reapers in the early game, and as the distance closes start killing Flayers and subbing in Reapers from RP.

I might have to test that out

<Dynasty> ~10500pts
War Coven of the Coruscating Gaze ~2500pts
Thrice-Damned Plague Corps ~3250pts
Cult of the Stoneborn Serpent ~2500pts
Admech (TBN) ~2250pts
 
   
Made in us
Lieutenant General





Florence, KY

 Kharne the Befriender wrote:
Spoiler:
 Mad Doc Grotsnik wrote:
Let’s talk Gauss Reapers. Yes, again.

The pamphlet from Indomitus shows we can freely mix Flayers and Reapers in a squad. Now, assuming that carries over to the Codex?

They might be worth taking in certain numbers within a given squad. Thought process here is that, sooner or later, a squad is going to take casualties, and the range will close.

Having say, four in a unit of 10 could mean that once casualties have occurred, that squad could still remain a pretty decent threat, as the enemy will also have suffered (in theory) casualties already.

Yes we would be sacrificing range in the early game, but for mid to late they may allow Necron Warriors to punch well above their weight?


Not a bad idea, kill off the Reapers in the early game, and as the distance closes start killing Flayers and subbing in Reapers from RP.

I might have to test that out

Current rules would not allow you to switch weapons. If you kill a model with a Gauss Flayer, then when you make a Reanimation roll for that model it will come back with a Gauss Flayer. You will need to specify which dice are being rolled for models with Gauss Flayers and which are being rolled for models with Gauss Reapers.

'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in us
Rampaging Reaver Titan Princeps




 Venerable Ironclad wrote:
On the subject of the changes to Reanimation, I think we can make some assumptions. For starters I think we rule out it being any kind of feel no pain save, since we have seen the one Dynasty gains a 6++ as one of its traits and I would be down right pointless if Reanimation was such a save already.

Invulnerable and 'feel no pain' (ignoring wounds, in 9th edition parlance) are different. There is no overlap.


Next, I recall them stating it was redesigned to scale with different point values, this tell me the current system will no longer be used. I also recall a statement hinting at reanimation being different for different units, stronger for a lord and weaker for say a warrior, of course this may have just been referring to the fluff and how lords carry more personality than your warrior. There is also evidence that Caoptek units will have at least some access to reanimation. There was also mention of tactical decision making during the reanimation phase.

All of this together, I will make my predition on how Reanimation will work this edition. Reanimation will happen at the start of your turn. Models will have one chance at reanimating, if they pass they get added back to the unit, if they fail the are removed from the reanimation pool(They cannot try again next turn). Different units may have different rolls to make for reanimation. Warriors may only reanimate on a 6 while Immortals reanimate on a 5. This reanimation roll can be effected by a multiple of different factors, Cryptek, Reanimators, ResOrbs,Canoptek units with a Spider nearby ect. Units that are wiped out can still reanimate but with some form of penalty(could be a simple -1, or maybe they can only reanimate on a 6).

This is just my guess on how reanimation will play out. I wish I could site the various statements I remembered but there is just too much media to sort through. I would not be surprised if I remembered half of it wrong.

That sounds very messy.
Right now the differences we know (because they're on the Indomitus datacards) is that warriors reroll 1s on RP rolls, scarabs (canoptek unit) don't have RP, and overlords have living metal rather than RP.

This message was edited 1 time. Last update was at 2020/07/29 02:10:07


Efficiency is the highest virtue. 
   
Made in us
Loyal Necron Lychguard





Working on it

 Ghaz wrote:
 Kharne the Befriender wrote:
Spoiler:
 Mad Doc Grotsnik wrote:
Let’s talk Gauss Reapers. Yes, again.

The pamphlet from Indomitus shows we can freely mix Flayers and Reapers in a squad. Now, assuming that carries over to the Codex?

They might be worth taking in certain numbers within a given squad. Thought process here is that, sooner or later, a squad is going to take casualties, and the range will close.

Having say, four in a unit of 10 could mean that once casualties have occurred, that squad could still remain a pretty decent threat, as the enemy will also have suffered (in theory) casualties already.

Yes we would be sacrificing range in the early game, but for mid to late they may allow Necron Warriors to punch well above their weight?


Not a bad idea, kill off the Reapers in the early game, and as the distance closes start killing Flayers and subbing in Reapers from RP.

I might have to test that out

Current rules would not allow you to switch weapons. If you kill a model with a Gauss Flayer, then when you make a Reanimation roll for that model it will come back with a Gauss Flayer. You will need to specify which dice are being rolled for models with Gauss Flayers and which are being rolled for models with Gauss Reapers.


Right you are, definitely not used to having units with mixed weapons

<Dynasty> ~10500pts
War Coven of the Coruscating Gaze ~2500pts
Thrice-Damned Plague Corps ~3250pts
Cult of the Stoneborn Serpent ~2500pts
Admech (TBN) ~2250pts
 
   
Made in us
Longtime Dakkanaut




Ute nation

Anyone notice how expensive the lokhust heavy destroyer is, odds are heavy destroyers are getting the obliterator treatment, more wounds, better defense, bigger gun. Since they called them out as being different units, they don't mean the lokhust heavy destroyer to be a new version of the existing model. Having two data sheets for heavy destroyers might get a bit confusing so maybe the current heavy destroyers become an equipment option for normal destroyers.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in fi
Decrepit Dakkanaut





 Venerable Ironclad wrote:
On the subject of the changes to Reanimation, I think we can make some assumptions. For starters I think we rule out it being any kind of feel no pain save, since we have seen the one Dynasty gains a 6++ as one of its traits and I would be down right pointless if Reanimation was such a save already. Next, I recall them stating it was redesigned to scale with different point values, this tell me the current system will no longer be used. I also recall a statement hinting at reanimation being different for different units, stronger for a lord and weaker for say a warrior, of course this may have just been referring to the fluff and how lords carry more personality than your warrior. There is also evidence that Caoptek units will have at least some access to reanimation. There was also mention of tactical decision making during the reanimation phase.

All of this together, I will make my predition on how Reanimation will work this edition. Reanimation will happen at the start of your turn. Models will have one chance at reanimating, if they pass they get added back to the unit, if they fail the are removed from the reanimation pool(They cannot try again next turn). Different units may have different rolls to make for reanimation. Warriors may only reanimate on a 6 while Immortals reanimate on a 5. This reanimation roll can be effected by a multiple of different factors, Cryptek, Reanimators, ResOrbs,Canoptek units with a Spider nearby ect. Units that are wiped out can still reanimate but with some form of penalty(could be a simple -1, or maybe they can only reanimate on a 6).

This is just my guess on how reanimation will play out. I wish I could site the various statements I remembered but there is just too much media to sort through. I would not be surprised if I remembered half of it wrong.


6++ is inv save so usable with fnp. New dynastys 5+++ vs mortal is proof you seeked.

And what you described is a) buffable fnp b) huge nerf

12 factions for Lord of The Rings
4663
11772 pts(along with lots of unpainted unsorted stuff)
5265 pts
5150 pts
~3200 pts Knights

 
   
Made in gb
Princeps of the Emperor's Titan!






Whyyyyyyyy are we having to wait until October.

Actual footage of me.


Fed up of Scalpers? But still want your Exclusives?Why not join us?

 
   
 
Forum Index » 40K General Discussion
Go to: