Just so you know, pre-orders are rumored to go up for these wonderful models on October 23rd.
Now that we have seen the pictures of what is coming, it is time to get down to business and figure out what they all do. So lets take a look at what we think is going to happen. We have lots of rumors regarding that, so here is a compilation of what we might be seeing with all those new shiny models.
Please remember that these are rumors, take with salt. The compilation is a collection of rumors gathered by both Madcowcrazy, Kroothawk and others. Almost all of this we have seen here before on this site, with a few additional stuff thrown in yesterday.
I apologize if this is long, but a full compilation at this point was really needed.
Author : Mat Ward for the bulk of the codex, but two others were involved before him.
Wave 1: Immortals, Tomb Spiders, Destroyers (parts are new), Necromancer (Rumoured MC?)
Wave 2: Wraiths, Repackaged Warriors (now 10 with extra coloured rods), whatever else.
6 new Vehicles in the army
Reanimation: - An updated variant of We'll Be Back. Models with this rule who were killed last turn roll a d6 at the end of each phase, regardless of what caused the wound (thunder hammer, etc...); standing back up on a 5+. Res Orbs makes this a 4+ roll if within 6".
Eternal Life: - for ICs, this grants a Reanimation roll after the model loses its last wound. If successful, the IC stands back up with 1 wound and, if within 1"of enemy models is placed in assault with them.
Living Metal: - Crew Shaken results are ignored on a 2+, Crew Stunned results are ignored on a 4+. All other current codex benefits are removed.
Gauss Weapons: - Armor penetration rolls of 6 auto-glance, to-wound rolls of 6 auto wound.
Many Psychic Powers listed as "Tech Upgrades"
Phase out is reworked
Complicated rules from the codex are getting simplified and a lot of the war gear options are vanishing
Necrons will have their magic power guy, tech upgrades instead of psychic powers most likely
Veil of Darkness: no longer allows a unit to be pulled out of combat, except in the case of the Veil carried by one of the named Lords
Quantum Shielding: Gives open topped skimmers 2+ save for front & side armour until vehicle takes it's first glance/pen
Heat Ray: Melta or Flamer depending on which is needed.
Gauss: Glance on to hit rolls of 6
Gauss Cannon: Assault 2 S6 AP3.
Gauss Flux Arc: Each Arc fires separately and can hit four different targets.
Tesla: Causes 2 more hits on to hit rolls of 6
Tesla Heavy Cannon: Chance of hitting all other units close to the target; both friend and foe.
Doomsday Cannon: 72" S9 AP1 Heavy1 Large Blast.
The Enfleshed - making Flayed Ones Troops Said to be 100% confirmed
The Undying - making Immortals Troops
The Silent King ?
The Voidbringer ?
The Stormcaller ?
C’tan are gone, and are replaced with powerful named Necron lords and special characters.
One of the Lords makes Immortals troops
Another Special Character has some really nice anti psyker abilities
While the Ctan are themselves out of the codex their influence is still in place.
One of the lords was like 240 points or somewhere around there. He looks like he has potential to be beastly in CC though.
A lord that makes flayed ones troops
Similar to Haemonculi?
Can take Veil of Darkness
Overhaul into Lord retinue (second wave)
Many variants of pariahs : one with weapons who kills life...
Will come 10 to a box
New options and also other colors of rod (orange and red I think? Orange is not bright orange, but sort of dark, kinda like a beer color almost)
Warriors are not changing, but doesn't preclude a new weapon/option sprue.
Otherwise look the same.
Redone, in plastic? Unsure of the material.
Lots of "Bling"
Bigger than old ones
One of the Special Character ‘Cron lords makes them troops
Will come in boxes of 5, can be in units of up to 10.
Large (35mm) base; they are redesigned as larger, bulkier and more dynamic (plastic kit)
2 Variants of equipment for the immortals,
Sniper teams immortal
Elites, 6 Choices
Can take 1 per Elite slot
Good in CC
Can purchase a bunch of different abilities: in line with things like messing with Deep Striking enemy units, making enemies move through terrain differently, allowing Necron player to change some of his deployment.
Can take item that erodes armour
Redone, unsure of the material.
Fail cast flayers all ugly. (Redone in "Finecast" it seems.
S5 T5 3+
Can take Warscythe
New unit 2
Sniper style unit
Deep Strike as normal or can choose to immediately Deep Strike after the opponent brings an enemy unit on from Reserves
Can nominate a unit to take additional damage
New unit 3
S5 T5 3+
Very close range shooting and some decent CC ability
Fast Attack, 4 Choices
Are "harsh" now
Jump Infantry 18" charge
Move like Beasts
Entropic Effect: Ability to erode enemy armour in CC, any non-vehicle unit they wound, but dont kill, has its armour save turned to a dash (i.e. nothing) for the rest of the game.
If they hit a vehicle, on 4+ the vehicle loses a point of armour value on ALL facings, if any facing is reduced to zero the vehicle is destroyed (not sure if for each reduce armour value or only once per unit per phase)
-See heavy for combined rumours
Tomb Blades (jetbikes)
This rumour might be for the Elite jump infantry?
New fast attack unit
Look kinda like flayed ones
They have an 18” charge with their special ability
Think jump infantry with special rules
5 per box
Redone in plastic.
Like the old hybrid kits, but in plastic with fancier torso’s.
The skimmer body things don’t look much changed.
Option for a lawn mower (lown mower as in a gun that has alot of shots, to mow throw hordes) type weapon too if you want to deal with hordes, 1 per box.
3 different builds
Will have several options and be able to fulfil a variety of roles in the army.
Spyders redone in plastic.
1 per box.
Can throw down some long range hurt but is still underwhelming compared to things like the Manticore 48” range
1 per box
Resurrection (the vehicle that can add models back into the unit is also able to use this ability on any unit = Ability for this unit?)
two kinds of weapons
Strength 10 AP 1 12 inch range
Strenth 7 AP -, can hit multiple targets
2 Kits which are support vehicle / troop carrier, one of which will be a mix between a machine of The Phantom Menace / the old DEldar's raider / a boat of the Egyptian antiquity.
New giant MC
Ranged or Melee options
Wraith Lord feel all around
One of the guns looks similar to the new gun the destroyer guys are getting which works well against hordes.
He has a lot of weapon options
1 per box.
via Blood of Kittens
Over the last few months many have noticed rumors surrounding GW releases have been to reduced to a slow drip, instead now get the ludicrous rumors and speculation. At BoK we often hold on to many rumors that sound too implausible in the hopes of scrying the world for verification, this has led us to keep one particular Necron rumor sealed because of possible game breaking power. With the new Necrons seemly a few weeks (because one manager of a random GW store couldn’t be talking out of his ass) from rebirth I think it is time to let this one out of carbonite. It needs notation that this rumor comes in two versions that could end up conflicting with one another, so here is both so the Internet can decide.
Rumor has it that a new Necron shooting attack can cause large swaths of your opponents army in a new interesting way. How it works is simple…
- Necron Shoots Unit
- Necron Hits Unit
- Necron player allocates where the wound will be (how this is worded I have no idea)
- All identical models to the one just shot are now hit
- Roll to wound all models that are identical
- Make armor saves were applicable
Here is an example. I shoot Necron weapon at a squad of Long Fangs. I hit and chose my wound to be rolled on a Missile Launcher Long Fang. All Missile Launcher Long Fangs IN THE ENTIRE ARMY are now hit. Now think take this a step further. What if I shoot a Ork Boy?
Here is the other way this weapon could work.
- Necron Shoots Unit
- Necron Hits Unit
- Even though I only hit once I roll to wound every model in that unit.
- Opponent makes armor saves where applicable
Now this doesn’t sound as scary as the first example, but it is basically GK Cleansing Fire power for Necrons. This version also fits in with chatter about multiple weapons that deal with horde armies.
Enter highly speculative realm that shouldn’t be taken as facts.
My fear though is that both these rumors are true. Here is a way it could potential work. One type of Necron gets the lesser version of this has this weapon. Another Necron lets say a Special Character gets the power to strike at all identical models army wide. I have a feeling that either way this weapon will be short-range, one shot, low str, and no ap value otherwise we are looking at some game breaking territory.
At least one of these rumors should happen which one though…
The same quality source who provided me with the previous Necron rumors had this to say about this latest rumor:
This rumor is off. It applies only to a hand-to-hand close combat ability possessed by a named Necron character.
This rule applies ONLY to the units the special Necron character is engaged with (it doesn't affect every model in the enemy army of the same type).
It happens after the Necron character has killed someone in combat and after all blows have been struck on both sides.
Roll a D6 for every type of model (friend or enemy) that the special character killed that turn. On a 4+ all other models in combat of that type take a wound (armor/inv saves can be taken as normal).
Example: If the Necron character kills an Ork Slugga boy in close combat and got the 4+ roll, all other Slugga boyz in the same combat would take a wound, but NOT the nob (as he's a different type of model). Any Shoota boyz, for example, in the same combat would be unaffected as well. If he killed a marine and got the roll, all other marines would take a wound, but not the vet sgt, etc.
It would seem that if this Necron was fighting against another Necron player, then he has the potential to hurt his own forces if the same type of units were facing off; if he was attached to a unit of warriors that was fighting against an enemy unit of warriors, for example.
I have gotten my hands on some fairly solid Necron rumors. I say they are fairly solid because the source I got them from has proved reliable in the past, however the rumors themselves are indeed 2nd hand (I didn't see the codex myself), and therefore I can't personally verify any of this. That also means if you have any more questions on anything I (probably) won't be able to provide you with any more details (as I don't have them).
Anyway here goes:
1) No surprise here, but Necrons are still essentially Tomb Kings in space fluff wise. A shift in fluff is now that all of the higher up necrons are intelligent while the lower level ones are still basically automatons. I guess that's roughly the same as it used to be, but apparently there is more emphasis in the sentience of the higher Necrons now (hence the named Lords).
2) C'Tan are still in the codex...sort of. They have been moved to the Elites section and are now a single unit choice, but with variable upgrade powers you can take.
3) We'll be Back is no longer called that and it is NOT Feel No Pain. Basically it is a 5+ bonus save similar to Feel No Pain, but doesn't get cancelled out by double strength, AP1/2, etc. In addition, this save is made at the END of the phase after morale tests are taken. If the unit is wiped out or is falling back at the end of the phase, then the save cannot be used. So as an opponent, if you manage to wipe the unit out or make them fall back, then you prevent any Necrons from getting back up...unless the unit has something called the 'ever-living' rule, in which case it gets to attempt this save even if the unit is wiped out.
4) Gauss Weaponry does NOT have rending. It retains the 'auto-glance' on a penetration roll of a '6' rule, but apparently otherwise has lost the 'auto-wound' on a roll of a '6' regardless of Toughness that it used to have. The Gauss Cannon is now apparently Assault 2 & AP3 (I'm assuming the Strength is still 6). The Gaus Flux Arc on the Monolith no longer automatically hits every unit within range, instead each one fires separately and can hit four different targets.
5) Phase out is gone.
6) Destroyers now count as jump infantry and there is a new Fast Attack Jetbike unit called Tomb Blades.
7) Immortals are now a Troops choice. Pariahs are gone. Flayed Ones are Elites.
8) There are indeed 6 named characters (although I have no more info on them). There is also a Necron Overlord and a bodyguard unit called Crypteks. Crypteks can be split off before the game to lead units of Necrons, very similar to Wolf Guard in the Space Wolves codex. Crypteks can take a bunch of different technology upgrades, so there is kind of a way now to have personalized squad leaders in a Necron army.
9) They army is much more mobile now in general. They have several units of jump troops, and 2 new transport vehicles. 1 transport can carry 15 necrons while another can carry 10. Jump pack units count as 2 models and jetbikes count as 5. The one that holds 10 is able to recover casualties to a unit (although can't take it beyond its starting strength). Necron vehicles besides the monolith are open-topped skimmers. However they have something called 'Quantum shielding' which gives their front & side armor +2 until the vehicle takes its first glance/pen, at which point it loses the shielding. One of these two transports (not sure which one) is apparently a personal transport for the Lord (and his retinue).
10) There are six new vehicles in the codex (including the two transports mentioned above). Two of which seem to be based around this old Jes Goodwin design
11) In general Necrons have a lot more long ranged fire support. There is also a new weapon type called Tesla weapons. These weapons, on a roll of '6' to hit automatically cause two more hits. The biggest version of the Tesla weapons has a chance of hitting all other units close to the target; both friend and foe. One of the new vehicles carries the doomsday cannon: 72" S9 AP1 Heavy 1 large blast. BS4.
12) In the Elites section there is a big new walker. It has a heat ray that that is either a melta or flamer depending on what you want to do. Any unit hit by this vehicle is marked (as in: laser targeted), which means that all other necrons count as being twin-linked for shooting at the marked enemy unit that turn.
Okay continuing on here with some nice stuff (added 5/5):
13) Necron Warriors have the same basic statline they had before except they now have a 4+ save. Now before you go crazy, also note that their points cost is 12 points, which is a 1/3 price drop (down from 18 points). That means you get 1/3 more Warrior models in the army for the same amount of points...it also makes losing an entire unit due to sweeping advance, not nearly as painful.
I know a lot of cynical people will hate this and accuse GW from simply making the change to sell more Warrior models, and you could be right. But personally I was always hoping they were going to make Necron Warriors not quite as tough and dump the points cost on them, so you could really take a ton of them...given in my mind they are supposed to be more like a shambling horde of undead robots than some sort of small elite force of super-warriors (but that could just be me).
So this change alone totally changes the army from out of the 'MEQ' umbrella and makes their base statline unique in the game (which is good, IMHO).
14) Immortals have lost their T5 (down to T4), but keep their 3+ save. However, their points cost has dropped to 17 pts a model, which is an 11 point drop (more than 1/3 a drop from the previous cost of 28 pts)!
15) All units in the army benefit from the new WBB rule, not just the units that were formerly classified as 'Necrons' in the current codex (even Scarabs!). So although you're only getting a 5+ save in many cases, you're still getting it on some of the more expensive stuff in the army as well (and there are some pricey new units to counterbalance the relatively cheap Warriors and Immortals). Also the vehicle that can add models back into the unit is also able to use this ability on any unit.
15) Rez Orb is still in the game and boosts the new WBB rule to a 4+ instead of a 5+, but only affects the unit it is in. I have a strong suspicion that this is an upgrade that Crypteks can take (I'll confirm if I find out), so I'd imagine you can get quite a few units in the game getting the 4+ bonus save if you want to pay the points to take them for your Crypteks and then split those Crypteks off to lead units.
16) Veil of Darkness is now definitely something Crypteks can take (so you can have a bunch of 'em in the army), but it no longer allows a unit to be pulled out of combat (and neither does the Monolith), except in the case of the Veil carried by one of the named Lords.
17) In the new fluff it sounds like the C'Tan were mainly killed off by the Necrons (or something like that), so the C'Tan that you field in the game are just remaining shards of their power. They're naturally still a really mean Monstrous Creature who rocks in combat, but you can also purchase a bunch of different abilities. These abilities are in line with a lot of the things we've seen in the last few codexes, things like: messing around with Deep Striking enemy units, making enemies moving through terrain differently, and allowing the Necron player to change some of his deployment, etc. So it sounds like you have a lot of different options with the C'Tan that really mess with the enemy army and/or supplement your own. And they are not one per army (so you can have 3 if you want to use up all your Elites on them, although it sounds like the other Elites choices are pretty awesome as well).
18) Some of those six new vehicles include flyers (not sure how many), which can move at cruising speed and fire all their weapons.
19) Besides a few units that are Fearless (Wraiths, Tomb Spyders and Scarabs), the army doesn't have any sort of blanket immunity to morale. They are still Ld10, but obviously we know that still leaves them very vulnerable to being run down in combat, and it looks like that will remain a big Achilles heel.
20) Scarabs sound great. They are cheap, have the new WBB rule, move like beasts and have an ability that erodes enemy armor when they get into combat with it. Any non-vehicle model they wound, but don't kill, has its armor save turned to a dash (i.e. nothing) for the rest of the game. If they hit a vehicle, on a 4+ the vehicle loses a point of armor value on ALL facings, and if any facing is reduced to zero, then the vehicle is destroyed (I'm not sure if this ability kicks in for each hit they get on the vehicle, or just once no matter how many hits they cause). There are some items in the army that also have a similar ability to erode armor, including one of the C'Tan powers.
So it sounds like Scarabs may play a major role in most Necron armies!
21) Overall, CC is definitely still the weak point of the army, but it looks like they've got a lot of different places they can take special rules to slow down or screw with approaching enemy, including some of the C'Tan powers, but also some of the different gear they can take. But they also have some different potential counter-assault units, which mainly come out of the Elites section (besides the new Walker, the C'Tan and the flayed ones in Elites there are 3 OTHER brand new units in there as well, for a grand total of 6 Elites choices). The Flayed ones are, being consistent, cheaper than they were and now have 3 Attacks base (but their save is now 4+ as with standard Warriors). One of the other new Elite units is also CC oriented, but is very pricey points wise (but is S5/T5/3+save). This unit can wield a Warscythe, but they are not called Pariahs (no idea if that's what Pariahs have 'turned into' or not).
Another new Elites choice is a sniper style unit that can Deep Strike into play normally or it can choose to immediately Deep Strike immediately after the opponent brings an enemy unit on from Reserves, and they have some nasty additional damage ability against one nominated unit...obviously we need more info to know how useful this will really be, but the concept of countering an opponent's Reserve deployment immediately sounds interesting at least.
The last new Elites choice is an Elite Jump Infantry unit with very close range shooting and some decent CC ability (and are also S5/T5/3+save).
22) Fast Attack has 4 choices...Wraiths, Tomb Blades (jetbikes), Scarabs & Destroyers.
And that's it! Kind of all over the place and certainly not a full snapshot of the codex, but a lot of these things are completely opposite from many of the other rumors I've seen out there.
Here's a bit more detail on the Lychguard & Praetorians:
Lychguard: S5 T5 A2 3+ save. Warscythes (2h +2 str power weapon) or A +4 inv. shield and power weapon. Shield can bounce saved shots back at any enemy if they are within 6". 40pts each.
Praetorians: S5 T5 jump infantry. 3+ save. Have a 6" shot S5 AP2 Assault 1 power weapon staff or 2 rending swords and a 3+ inv. 40 pts each.
Preorders for Necrons go up week of Oct. 23rd. You will be disappointed that some models only get converted to finecast. You will be happy with "new" old models. Big Necron model is more impressive than I thought, visually. Hope it has rules to back it up.
via Heinrich Kemmler
Warriors and immortals are troops.
- save 4+ for the warriors
- 2 Variants of equipment for the immortals,
- sniper teams immortal
- Many variants of pariahs with weapons that kill the mother of all deaths
- 2 Kits which are support vehicle / troop carrier, one of which will be a mix between a machine of The Phantom Menace / the old DEldar's raider / a boat of the Egyptian antiquity.
- fail cast flayers all ugly.