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Made in us
Numberless Necron Warrior




the night scythe is an 11/11/11. It doesn't have quantum shielding and it isn't open topped. It's also got a supersonic speed of 36"

This message was edited 1 time. Last update was at 2011/10/20 14:32:43


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2500? soon will change
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Made in ph
Nihilistic Necron Lord




The best State-Texas

Praxiss wrote:It also encourages you to deploy forces sooner rather than later.

I know i am guilty of sitting a unit of CSMs on an objective still in their Rhino as it give a nice extra layer of protection. This rule woudl stop people doing that and force them to get their reserves on the table or risk makeing them useless for the game.

Doesn't it count as open topped anyway? So wouldn't it be able to move full speed (whatever that may be), fire a load of weapons AND dump its contents all in one turn?


I must admit i prefer the thought of a plane with a mini-portal to the thought of it landing and necrons walkign down a loading ramp onto the table. Much more fluffy IMHO. Anyone else got mages of the transport rings from StarGate in their head when thinking of this?



The Night Scythe isn't open topped.

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Grisly Ghost Ark Driver





Bay Area CA

or a dare i say.... WEBWAY PORTAL?

   
Made in de
Crafty Clanrat



Germany

Mannfred wrote:@Yakface.

Can the monolith portal still be used as entrance point for warriors (of possibly other units) from reserve??


Excellent question!
   
Made in au
Regular Dakkanaut




yakface wrote:
I just discovered something rather distressing about the Night Scythes (the primary transport in the codex). I'm not entirely sure how I missed seeing this up until this point.

For its lone access point, it describes a wormhole gateway on the underside, and the fluff explains that the Night Scythe doesn't actually transport the unit inside it, but its just a stable wormhole to where the unit is hanging out...it says like the Monolith's portal, but less flexible. Cool right?

But the problem is the manifestation of this fluff into rules:

If the Night Scythe is destroyed the embarked unit is not deployed, but instead goes back into reserves to arrive normally (i.e. it can't deep strike even if the unit has that rule).

So basically, leaving your unit inside this transport becomes a giant liability because if it gets destroyed your unit is likely to have no impact at all on the game.

About the only way I could see this still being a viable transport would be when using the Stormlord and having the cover of night fight to allow your transports to move up without being shot...but even then, is it really worth the risk of having your unit banished back to Reserves a few turns into the game?

I desperately hope that this rule has somehow been changed in the final release of the codex (but I doubt it)!






^^^^This makes these questions even more relevant...

Do the Nightscythes have any kind of Assault Ramp type analogue?

Does the Monoliths portal function similarly to now except being able to pull folk out of combat/reroll WBB that is the 18" Teleport models can assault out of Monolith even if both moved, models can move + assault out of Monolith if models didn't move first even if Monolith did?

And does the Monolith have the ability to bring any models into play from reserve?

Is the Particle Whip seperate from the portal that is can you use both, is it still Ordanance?
   
Made in gb
Happy We Found Our Primarch




Belfast, Northern Ireland

Could the Night Scythe act like a portal for all troops. So instead of being a typical dedicated transport, troops entering from reserve could just hop out?

That would be far tastier.

 
   
Made in gb
Daemonic Dreadnought





Derby, UK.

Ah, not open-topped.......right.

Maybe the protals will have some sort of special rule allwoing them to be used afterm oving (kind of like a LR ramp) so the Scythe can move and still deploy troops. I'm assumign that Yakface would have said something if it did but ho hum.

So what tactics would work with it then?

If it was a Rhino i would move it 12" and pop smoke and hope no-one charges it before the 'zerkers get out.

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Made in us
Regular Dakkanaut






So is it just another monolith portal? or can you only use its portal once?

And can troops re-embark back through the portal?

This message was edited 1 time. Last update was at 2011/10/20 15:02:57


   
Made in pa
One Canoptek Scarab in a Swarm





Panama

I wish we could know the costs of Tomb Spyders and Destroyers...since I want to try some of the new rules on sunday and I don't know what the units costs...I'm using the old codex cost for Spyders and assuming the Destroyers are 30pts a model...the Heavy Gauss Cannon are then 30 pts as well (since Yakface said the upgrade makes them cost double)

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Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

So with the new WBB on Wraiths say I lose two models. And then I make both WBB's (or RP's if your being technical) then I'd get back both models at 1W? I like this mucho!

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South Dakota

Quick (I hope) question on the Royal Court. Yakface said that they are 0-5 Lords and 0-5 Cryptek. Does that mean that I could be running around with a single unit containing 5 Lords and 5 Cryptek? Or is it limited to 5 models?

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Made in us
Longtime Dakkanaut




Wonder if Tomb Spyders are more or less expensive. Certainly a pretty interesting solution to feeling like you have to spam FA Scarabs if they are affordably spammable themselves.
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

Could you imagine taking 9 Tomb Spyders for fun one day and a single 10 base unit of Scarabs. You could add 9 swarms per turn! Assuming it lets you go above your starting amount

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Made in us
Willing Inquisitorial Excruciator





Sarasota, FL

I don't see how Destroyers go down to 3 max per unit AND lose a shot each AND lose their top speed without getting something to help them out. I only have a few but some people have 15 of them and it sounds like they got gutted. Is there no buff for Destroyers? Destroyer Lord do anything for them?


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Made in us
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yakface wrote:
I just discovered something rather distressing about the Night Scythes (the primary transport in the codex). I'm not entirely sure how I missed seeing this up until this point.

For its lone access point, it describes a wormhole gateway on the underside, and the fluff explains that the Night Scythe doesn't actually transport the unit inside it, but its just a stable wormhole to where the unit is hanging out...it says like the Monolith's portal, but less flexible. Cool right?

But the problem is the manifestation of this fluff into rules:

If the Night Scythe is destroyed the embarked unit is not deployed, but instead goes back into reserves to arrive normally (i.e. it can't deep strike even if the unit has that rule).

So basically, leaving your unit inside this transport becomes a giant liability because if it gets destroyed your unit is likely to have no impact at all on the game.

About the only way I could see this still being a viable transport would be when using the Stormlord and having the cover of night fight to allow your transports to move up without being shot...but even then, is it really worth the risk of having your unit banished back to Reserves a few turns into the game?

I desperately hope that this rule has somehow been changed in the final release of the codex (but I doubt it)!






There is one benefit though... since fast vehicles that are destroyed and have moved over 12 inches auto destroy the unit this actually gives freedom to move flat out with impunity.
   
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Longtime Dakkanaut






In da Mekshop

My apologies if this question has been posed already, but:

Do you think the odds are good that a plastic set of Wraiths would be released? They seem to have quite a few options according to the latest info on them that I've read here. I can't see a lot of options being included in a Finecast kit, though I know there are likely a few exceptions to this rule.

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Wicked Canoptek Wraith





UK





There is one benefit though... since fast vehicles that are destroyed and have moved over 12 inches auto destroy the unit this actually gives freedom to move flat out with impunity.

Only if they are destroyed in their own turn i.e. stray blast weapon, dangerous terrain etc.

I think if your using it to objective grab and filling it with warriors, you would be better off with them going into reserve. This is better than being stuck surrounded by the enemy and their CC nastiness...


Automatically Appended Next Post:
I bet wraiths will move to finecast single blisters, they seem a good unit and will probably sell well, even at £12 each

This message was edited 1 time. Last update was at 2011/10/20 16:00:19


Flashman
 
   
Made in gb
Using Inks and Washes





Duxford, Cambs, UK

KarlPedder wrote:
yakface wrote:
For its lone access point, it describes a wormhole gateway on the underside



^^^^This makes these questions even more relevant...

Do the Nightscythes have any kind of Assault Ramp type analogue?


That would be a "No" then.

Makes me wonder how the pilot gets in!

I knew I had a problem with command/annhilation barges having 'pilots'. Can someone please explain to GW the concept of being self-consistant!

"Ask ten different scientists about the environment, population control, genetics, and you'll get ten different answers, but there's one thing every scientist on the planet agrees on. Whether it happens in a hundred years or a thousand years or a million years, eventually our Sun will grow cold and go out. When that happens, it won't just take us. It'll take Marilyn Monroe, and Lao-Tzu, and Einstein, and Morobuto, and Buddy Holly, and Aristophanes…then all of this…all of this…was for nothing. Unless we go to the stars." Commander sinclair, Babylon 5.

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Orlando, Florida

Sir Harry Flashman, VC wrote:



There is one benefit though... since fast vehicles that are destroyed and have moved over 12 inches auto destroy the unit this actually gives freedom to move flat out with impunity.

Only if they are destroyed in their own turn i.e. stray blast weapon, dangerous terrain etc.

I think if your using it to objective grab and filling it with warriors, you would be better off with them going into reserve. This is better than being stuck surrounded by the enemy and their CC nastiness...


Automatically Appended Next Post:
I bet wraiths will move to finecast single blisters, they seem a good unit and will probably sell well, even at £12 each



This, and you still have the Monoliths portal.

Personally, I think it will be very hard to justify Mech heavy Necrons (which is a good thing). I see Ghost Arks doing more unit resupply support, fire support, and minimal actual transport, while a wave of fast moving and massed numbers of resurrecting undead come to bear.

This message was edited 1 time. Last update was at 2011/10/20 16:03:34


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Made in fr
Trazyn's Museum Curator





on the forum. Obviously

yakface wrote:
I just discovered something rather distressing about the Night Scythes (the primary transport in the codex). I'm not entirely sure how I missed seeing this up until this point.

For its lone access point, it describes a wormhole gateway on the underside, and the fluff explains that the Night Scythe doesn't actually transport the unit inside it, but its just a stable wormhole to where the unit is hanging out...it says like the Monolith's portal, but less flexible. Cool right?

But the problem is the manifestation of this fluff into rules:

If the Night Scythe is destroyed the embarked unit is not deployed, but instead goes back into reserves to arrive normally (i.e. it can't deep strike even if the unit has that rule).

So basically, leaving your unit inside this transport becomes a giant liability because if it gets destroyed your unit is likely to have no impact at all on the game.

About the only way I could see this still being a viable transport would be when using the Stormlord and having the cover of night fight to allow your transports to move up without being shot...but even then, is it really worth the risk of having your unit banished back to Reserves a few turns into the game?

I desperately hope that this rule has somehow been changed in the final release of the codex (but I doubt it)!





Now this is sort of transport I wanted. I wanted some vehicle to reflect the Necron's portal technology

I don't mind the penalty that much, as it actually keeps your guys alive and stops them from being assaulted. I would take Night Scythe over Ghost Arks any day.


Automatically Appended Next Post:
Praxiss wrote:It also encourages you to deploy forces sooner rather than later.

I know i am guilty of sitting a unit of CSMs on an objective still in their Rhino as it give a nice extra layer of protection. This rule woudl stop people doing that and force them to get their reserves on the table or risk makeing them useless for the game.

Doesn't it count as open topped anyway? So wouldn't it be able to move full speed (whatever that may be), fire a load of weapons AND dump its contents all in one turn?


I must admit i prefer the thought of a plane with a mini-portal to the thought of it landing and necrons walkign down a loading ramp onto the table. Much more fluffy IMHO. Anyone else got mages of the transport rings from StarGate in their head when thinking of this?



Actually, I consider it more like the Wraith Darts from Stargate Atlantis.

This message was edited 1 time. Last update was at 2011/10/20 16:04:23


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Made in us
Haemonculi Flesh Apprentice






Anpu-adom wrote:Quick (I hope) question on the Royal Court. Yakface said that they are 0-5 Lords and 0-5 Cryptek. Does that mean that I could be running around with a single unit containing 5 Lords and 5 Cryptek? Or is it limited to 5 models?


Can't say for sure until we see the unit entry because it could be;

Unit size: 3-10 or 1-5 etc. etc.

Of which 0-5 can be lords and 0-5 can be cryptek

See my point?

   
Made in us
Longtime Dakkanaut




jgemrich wrote:
yakface wrote:
I just discovered something rather distressing about the Night Scythes (the primary transport in the codex). I'm not entirely sure how I missed seeing this up until this point.

For its lone access point, it describes a wormhole gateway on the underside, and the fluff explains that the Night Scythe doesn't actually transport the unit inside it, but its just a stable wormhole to where the unit is hanging out...it says like the Monolith's portal, but less flexible. Cool right?

But the problem is the manifestation of this fluff into rules:

If the Night Scythe is destroyed the embarked unit is not deployed, but instead goes back into reserves to arrive normally (i.e. it can't deep strike even if the unit has that rule).

So basically, leaving your unit inside this transport becomes a giant liability because if it gets destroyed your unit is likely to have no impact at all on the game.

About the only way I could see this still being a viable transport would be when using the Stormlord and having the cover of night fight to allow your transports to move up without being shot...but even then, is it really worth the risk of having your unit banished back to Reserves a few turns into the game?

I desperately hope that this rule has somehow been changed in the final release of the codex (but I doubt it)!






There is one benefit though... since fast vehicles that are destroyed and have moved over 12 inches auto destroy the unit this actually gives freedom to move flat out with impunity.



No. Units aboard flat out skimmer transports are only destroyed if the skimmer is wrecked during its move. The following turn (which, by rule, means player turn) they are just fine if it's wrecked. Common misnomer.
   
Made in gb
Fresh-Faced New User





Do we have any information on the Lord which lets you use the night fighting rules for a limited amount of turns (the storm lord I think)?

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Longtime Dakkanaut





Dominic1905 wrote:Do we have any information on the Lord which lets you use the night fighting rules for a limited amount of turns (the storm lord I think)?

Page one has some information. Check Yak's posts as well.

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Scotland

That Cryptek is posed in a really bizarre way. He looks like he's had a few glasses of motor oil and been out on the razzle all night! Let's start a new game: name the tune that the Crytek is dancing to!
Mine is Hawkwind's 'Quark Strangeness and Charm'. A quirky little number that to me catches the shapes the Cryptek is pulling...

 
   
Made in ca
Veteran Wolf Guard Squad Leader





In the chaotic wastes also known as Canada

Loving the new fluff!

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South Dakota

Red Corsair wrote:
Anpu-adom wrote:Quick (I hope) question on the Royal Court. Yakface said that they are 0-5 Lords and 0-5 Cryptek. Does that mean that I could be running around with a single unit containing 5 Lords and 5 Cryptek? Or is it limited to 5 models?


Can't say for sure until we see the unit entry because it could be;

Unit size: 3-10 or 1-5 etc. etc.

Of which 0-5 can be lords and 0-5 can be cryptek

See my point?


Thanks. Most of the other 'honor guard' type units are up to 5 models... It would be a damn expensive unit if we could be rolling with 5 of each, but I can imagine them taking over a Ghost Ark and doing some massive damage in a flanking maneuver.

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"One morning I shot an elephant in my pajamas. How it got into my pajamas, I'll never know." Groucho Marx
~A grammatically correct sentence can have multiple, valid interpretations.
Arguing over the facts is the lowest form of debate. 
   
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Fresh-Faced New User




Man its ganna be hard deciding which unit gets the lord and which gets the cryptek or running the crypteks together as yak suggested with that S8 but i like the idea of giving every unit a lil more power with their respected Lord or Cryptek and mabye not every unit just what will be useful
   
Made in us
Regular Dakkanaut




The "Eldritch Lance" does not have the lance special rule does it?
   
Made in ca
Regular Dakkanaut




haroon wrote:The "Eldritch Lance" does not have the lance special rule does it?


No it does not. D
   
 
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