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Necron Codex Wargear and Artifacts


There are some new Necron items that are hitting the web, and this time they are from an ongoing compilation of information that tastytaste has been putting together. There are unit entries, wargear, and artifacts listed on his compilation that are worth checking out including a lot that was already posted here before.


Please remember that these are rumors and leaked information bits from all over.

Here is a link to his full article.
http://bloodofkittens.com/blog/2015/01/24/rumor-it-necron-leaked-rules-rumors-compendium/

via TastyTaste on Bok
Wargear
Tesla: Doesn't work when Snap-Firing
Chronometron: The model and his unit have 5+ invuln. against shooting attacks

Dispersion shield:  Model has 3+ invulnerable., cannot claim Two Weapon bonus

Fabricator Claw Array: During shooting phase, instead of shooting, a model with the claw can repair a single friendly vehicle in base contact. D6 roll: on a 4+, restore a hull point or repair weapon destroyed or immobilized result, effective immediately.

Gloom Prism: Model and all units within 12" have Adamantium Will.

Mindshackle Scarabs:  During a challenge, model with the scarabs causes Fear tests take on 3d6.

Nebuloscope: Grants Ignores Cover

Phase Shifter:  4+ invulnerable save, Vehicles are not granted bonus.

Phylactery:,It Will Not Die, Vehicles get bonus

Shadowloom: +1 cover save

Shield Vanes: 3+ armour save

Artefacts of the Aeons:
Gauntlet of Conflagrator:, Template, S7 AP2, Assault 1, One Use Only

Nightmare Shroud: , 2+ armour save and fear. Once per game can force enemy unit within 18" to take a morale check (Fearless and Know No Fear units are immune)

Orb of Eternity  One use only, Resurrection Orb with +1 to Reanimation Protocols

Solar Staff: 15pts, 12", S5 AP3, Assault 3, Blind, Solar Pulse - Once per game, at the start of any turn, cancel night fighting for the turn. When activated, enemy units can only fire snap shots at the model and its unit until the staff bearer's next turn.

Veil of Darkness:  Deep strike. Once per game, can remove itself and its unit from the table and immediately deep strike somewhere else (even if locked in assault)

Voidreaper:  S+2 AP2, Melee, Armourbane, Fleshbane, Master Crafted, Two Handed

Resurrection Orb: One use only. Re-roll all Reanimation Protocols for one Phase

Quantum Shielding: No Change

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87 Comments

  1. The new Overlord was definitely made with Voidreaper in mind! Or more likely vice versa.

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  2. Voidreaper and Veil of Darkness are *nice!*

    Nicer than anything the Dark Eldar have, but then I suppose our artefacts are dirt cheap =P

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  4. The gauntlet still looks pointless to me as a one shot template for 30points.

    Shame resurrection orb is one use.

    Not bad though.

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    Replies
    1. For 30 pts it has a good chance to take out a 5 man terminator squad that likely costs 200+ pts. It's not amazing but I'd say it fills a roll.

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    2. At S7 AP2 you're pretty much guaranteed to earn back your points using the gauntlet... every single time. It replaces Tacyon arrow, but you don't need to worry about missing with it.

      I'm thinking the gauntlet is an auto-take for a command barge overlord. Watch 200 pts of termies vanish.

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    3. I see your point.
      Perhaps I'll give it a go. But like the tachyon arrow, there seems to be better ways to spend points.
      But a gauntlet and voidreaper would be a nasty combo against space marines.

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    4. It's like a one shot super doom - siren.

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    5. Flamer +thermasite and ypu instagib multiwound T4- units

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    6. Doubt you can mix and match relics from the two books.

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    7. Artifacts are ....underwhelming.
      Gauntlet - So, single use DScythe, but better Str. Would rather have D schtye
      Nightmare shroud - scary artificer armor that is only useful against tau? Its an artifact?
      Orb of eternity - this is an artifact? one use? really?
      Solar Staff - not bad. Might be useful for clever play. Like it.
      Veil of darkness - might be useful for specific tactics, wait, this is an artifact? I better not scatter.
      Voidreaper - nice, not worthy of title artifact, but nice.

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    8. You are only allowed to take one relic per character. Gotta pick between gauntlet or voidreaper.

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    9. really? in other codices you could take more than one artifact on the same guy, just not more than one of each artifact per army...

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    10. Depends on the codex, some read that it's 1 of each relic in the army, others restrict you to 1 relic on any given character. @davethegamer - I dunno, most armies would MURDER for the Voidreaper and its laundry list of USRs, *definitely* relic status IMHO.

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  5. I prolly won't be taking res orbs anymore as there mostly useless now there has never been a turn with my crons where I was like I really need that res before I took it when it was all around at this point I'll never take crypteks or lords

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    1. Well, Crypteks are the exact cost of the 5th edition codex lord with ressurection orb, and does the same thing with technomancer.

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    2. We have had different rumours, saying that crypteks and lords do not take up HQ slots, but are taken in choices of 1-5 per Overlord. I hope this is still true. According to Bloodofkittens it sounds like they have been made into Sanguinary Priests style HQ's :-/

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    3. According to rumors crypteks increase res protocols to 4+ for the unit they are in. Sounds useful to me.

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  6. Ok, mindshackle scarabs being a 3d6 fear test, cool.
    Pity that fear is only really works against the armies that you don't really need to lower their Ws (Guard/Tau)

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    1. Finally. That rule has been my bane for years! Now being fearless means something against robo-zombies!

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    2. Don't worry, you will never see mss on the table anymore. Fear is the worst usr in the game.

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    3. Everyone says fear is good against guard, only foolish IG players that don't take commissars or ministorum priests in their squads suffer from fear

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    4. Fear is pretty much worthless with the ample amount of fearless and fearless-like rules out there.

      Feels like it's only effective against the chaff units of the normal people armies.

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    5. It works for the most part against Eldar, Dark Eldar, Tau, Orks, IG, Chaos Marines (except for Lords and Daemon Princes), and other Necrons.

      The old one was really, really broken. Still not sure why the rules people at GW have decided that Fear is a useful ability.

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    6. On the whole the MSS is much more balanced that way, I'm just really sick of ATSKNF being Fearless+ in this edition, and obviating really cool wargear options because GW thought half of all factions needed to be immune to them.

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    7. +1

      Torment Grenade Launchers are essentially worthless unless you can guarantee you're not up against Marines.

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    8. If as rumoured Overlords are getting Ws5 then MSS are less needed as before they were mandatory due to poor Ws and I of expensive CC characters. Fear though is worthless when so many armies ignore it.

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    9. Finally, daemon princes can murder these robots in close combat without sometimes attacking themselves.
      YES

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    10. Pinky is correct.
      While MSS were a bad design choice (its annoying to lose control of your model) they were absoluetlye essential because necrons characters were terrible in CC (bad WS, bad Init, No master craft, no prescience, no digital weapons, etc.).
      Now sadly, mss are basically worthless.
      They could have been a cool war gear and act like paroxysm (the nid power) or heck give them "fear like" but not fear.

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    11. MSS being "essential" because Necron overlords wheren't the most abd ass army in the game in close combat was also a poor arguement. guard, tau etc never had MSS.

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  7. I haven't seen technomancer so I didn't know if that's the case I'll have one in every squad but it makes me not want to take a lord

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  8. Replies
    1. Try reading the article this time.

      I'm not upset about it really the change though. I didn't build my army around MSS lords though it was fun to have. It looks like now its up to the survivalbility of the Lord to withstand combat and not anymore gimmicks really.

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    2. yeah it's not an "autowin" Close combat ability

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  9. The chronomentron and nebuloscope are ludicrously strong. Chrono paired with a regular 20 block of warriors makes them neigh unkillable in shooting, while I could see praetorians being quite nasty when paired with a lord using a nebuloscope.

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    1. Yeah but it hasn't been said if lords can even take nebloscopes

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    2. The scope is probably still a jetbike only item

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    3. Nebuloscopes were limited to only Tomb Blades in the previous book. It may remain that way for here.

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    4. Nebuloscopes, Shield Vanes, and Shadowlooms are most likely still only for Tomb Blades. The new nebuloscopes make up for Tesla losing its only redeeming quality. It's also rather fluffy as it makes them better at hunting flyers, skimmers, and anything else that jinks.

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    5. The shield is probably just lychguard.

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  10. My army was built for res and I didn't really take tanks because I didn't need them might have to change that up now.

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  12. Did the phase shifter get a nerf and a point drop?!

    Or do we think Overlords can take sheilds now?

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    1. I think the shields are for the Lychguard. But if an Overlord can take one, I imagine that means that they can't take a Warscythe, since they are 2-handed.

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    2. Then phase shifter would be pointless, so i don't think lords can take it

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    3. Phase shifter wouldn't be pointless. If you held the shield, you would have to use a 1 handed weapon, and all we have is the hyper phase sword. That's just a power sword, nothing special.

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    4. Relic blades or SM are two handed and an faq allowed that with a storm shield. sake should apply with this

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    5. Thing is though usually you have to exchange a weapons for a storm shield or relic blade in the space marine codex so if the overlord only has a single staff of light he can only exchange 1 weapon for another so even if he can take a shield would you give up the warscyth for it?

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  13. 25 points for a res orb? really? 10-15 would be okay, but i guess i'll only take them on named characters which come with it standard...

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    1. Given how much better RP is now, I think the rest orb is a bargain even at one use only. Think about it, 9 lychguard with a cryptek who has a chronometron and res orb. A hard hitting assault unit that, for one crucial turn, becomes almost indestructible (T5, 3+/5++/4+++ rerollable). Yeah, I'd pay 25 points all day everyday if I could have something like that for my assault termies.

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    2. Well you don't really need a chronometron with lychguard, you can have the dispertion shields that give you 3+ invul.

      But adding the cryptek with res-orb would make this unit extremely expensive, probably 250 for lychguard and a 100 for cryptek... I am not sure if that is a wise investment. I would rather have 4+/5++/4+++ warrior blobs running around...

      I guess the res orb could be handy, but i just think it is overpriced... But as far as i can remember, Nemesor Zandrekh has res ord standard and i think i will be running him with warriors quite a lot (mainly because of reliable zealot that he can give to warriors, as well as reliable reserve shenanigans if i want to and more) so i will definitely try the res-orb out. Then i'll decide whether it is worth 25 points...

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  14. Wait. So how will we deal with flyers aside from the obelisk?

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    1. We have flyers of our own...

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    2. Also sentry pylons and the super heavy Pylon, which has 3 SD shots. Good chance if taking out a Thunderhawk with one of thos

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    3. Yeah, I know about our own fliers; I was just thinking about a flyer defence that is on the ground so I don't have to worry about it coming in late after the enemy's flyer has cause havoc. Also, I tend to use my flyers to transport my 'crons, so I don't usually change my battle plan to destroy it. Annihilation Barges were what I used to use if my Night Scythes would have had to make drastic changes to it's flight path; but with the nerf to tesla, I am trying t look for other options.

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    4. ground based AA is a pretty rare niche, to my knowledge very few armies have those ground based dedicated anti Air. heck just space marines and guard IIRC

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    5. And Eldar Reapers/War Walkers, the Tau's Sky Ray, the Ork Traktor Cannon, Soul Grinders...most armies have ground based AA, people just tend not to bring it in favour of ROF or their own fliers.

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  16. Apologies if I've missed it, but has there been any information on Crypteks and cryptek powers? I could see them largely staying the same, or a lot of their rules being tweaked and streamlined.

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    1. What I remember, they can be taken as a separated HQ choice and have 2 wounds

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  17. RP substrats 1 vs ID wounds ... and quantum shield is av13 on all faces ... av13 rear FTW!!!

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  18. Soooo according to the link entropic strike now auto wounds on 6's and glances on 6's ohhhh the scarab swarm just got so much nastier then I could have ever imagined. But on a side note core says RP can never be improved better then a 4+ however the formation says the unit can increase its RP to 3+ sounds pretty good, but the link also claims crypteks increase the value by +1, please tell me someone got something wrong somewhere or we will see 2+ reanimation protocol deathstars XD.

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  19. Does anyone know what the arc of fire on Tesla spheres are for the Vault and Obelisk? Are they fixed (45) or like the monolith mini turrets of the Gauss flux arc?

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  21. A lot of info is also showing up on our Tyranid Hive here:

    http://thetyranidhive.proboards.com/thread/48760/new-necrons-codex?page=3

    With Jacked doing a Q&A.

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  22. Is the sempiternal weave gone? So now only marines can have 2+ on characters across the board. Classic GW

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    1. I hope not as it would be lame to see it go the way of daemon armour for CSM.

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    2. Overlords can take 'Overlord Wargear' as per the new codex; I would guess that it is in there.

      Just because it hasn't been rumoured doesn't mean it has been removed :)

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  23. Is it just me or does the voidreaper seem to be very similar to Alpharius' pale spear from the horus heresy books. Better if im honest as you trade s user, ap1 and instant death for s+2, ap2, master crafted and fleshbane. Fleshbane and extra strength would help immensly with other primarchs and super heavies in the HH setting. Tis a shame, just have to live with army wide preferred enemy eveything instead :D

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  24. T5 wraiths wtf?! Why did they need that, they weren't already cheap and survivable enough?

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    1. T5 Wraiths with a 4++ instead of a 3++.

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    2. Ahh ok Thanks Alendrel.
      Mmmm not sure what to think with that, really depends on their points cost.

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    3. Do we know if they have a base save of a 3+ or only the 4++?

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    4. Don't know if they need the bonus toughness now that they will be faster than the majority of things that they face now >.>, but only time will tell.

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    5. Against AP3 or more weapons over S5, they are worse than current.

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    6. Actually, Wraiths now have a rule called 'Wraith form', which gives them a 3++.

      They cost 40 points each, and can purchase whip coils (+3 I) for 3 points, transdimensional beamers for 10 points, and particle casters for 5 points. They are beasts and have the same statline as before, but with T5.

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  25. A lot of people are moaning about res orbs only working once per turn

    Just make sure you have enough named characters/overlords/lords to buy 5/6 of them, problem sorted surely?

    And RP now, I'm interested in the wording we've seen.

    It says it works on every wound suffered...

    So I've got 5 warriors, one further forward. Can that one keep taking all the wounds suffered and keep using RP?

    Apologies if I've missed something there

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    1. Supposedly its FNP+ now. You roll like it's a save (but doesn't count as one). So assuming the 2+ armor is still possible you can have an Overlord with 2+/4++/4+++, and the 4+++ can be rerolled one phase (or possibly more) per game. Thats ~29 WS 4 power fist attacks to take down an Overlord properly kitted out, 58 with the orb active.

      The res orb when used on a 4+ RP doubles the survivability of that unit. For a 5+ RP it's a 50% improvement.

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  26. I think that Red Orbs are one use per game, not per turn.

    And yes, while the new RP is far less fluffy than the old one it is far better.

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    Replies
    1. yeah i agree about new RP being much better. No more of the "unit is wiped, so they forget to reanimate now oops". It is still quite fluffy, the necron is destroyed and immediately reassembles on the spot.

      Plus if we still have the ghost ark restoring guys back up, it will be quite fluffy...

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  27. Also, look at this if you need any of the new named cron character rules:

    http://thetyranidhive.proboards.com/thread/48760/new-necrons-codex?page=9

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