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=][= Rumours Roundup : Necrons - Released

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Predictions Section

1 Year Prognosis
May : Tomb Kings 100%
June : Dark Eldar 2nd Wave 100%
July : Fantasy Storm of Magic 100%
August : Codex: Sisters of Battle WD update part 1, Vampire Counts monster model 100%
September : Codex: Sisters of Battle WD update part 2 100%, Ogre Kingdoms 100%, Mystery Box (Specialists Release)
October : Dreadfleet
November : Necrons
December : Nothing as usual

Q2 or Q3: 40K 6th Edition, Black Templars and Chaos Legions (new chaos daemons codex) starter sets

Author : Mat Ward for the bulk of the codex, but two others were involved before him.

Release Schedule
Wave 1:
Plastic Boxes:
Necron Catacomb Command/Annihilation Barge
Necron Doomsday/Ghost Barge
Triarch Praetorians/Lychguard

Finecast Box:
Flayed Ones

Finecast Blisters:
Imotekh the Stormlord
Trazyn, the Infinite
Necron Overlord

Wave 1.5: It is said there will be a second release in week 3 of November, these may or may not be part of it.
Night Scythe/Doom Scythe: flyer/skimmer
Triarch Stalker Giant scorpion walker
Canoptek Wraiths (possibly new)
Tomb Blades: Jetbikes
Destroyers/Heavy Destroyers (possibly new)
Tomb Spyders: flying and more nimble.

By Yakface
There is a dramatic change in the fluff in this codex from the previous incarnation of the Necrons. The Necrontyr's empire was massive at one point, but the different Lords in the empire started to turn against each other in civil war. To prevent this from happening the overall ruler of the Necrons (the Silent King) started the war against the Old Ones specifically to give them a common enemy to fight against to prevent his empire from destroying itself. Of course, the Old Ones ended up kicking their butts and in desperation, the Silent King found the C'Tan and agreed to the Deceiver's pact without realizing what he was doing. However, after the Necrons helped the C'Tan to kill off the last Old Ones, the Silent King then ordered the Necrons to turn on the C'Tan in vengeance and utterly destroyed the C'Tan into tiny shards. This war agains the C'Tan weakened the Necrons overall so much they decided to go into stasis to avoid the vengeance of the Eldar (the C'Tan had killed the Old Ones, but not all their children).

Now that the Necrons have reawakened in the 41st millennium, their goal is no longer to 'harvest' souls for the C'Tan (the C'Tan shards are now their slaves) as it was in the old book, but rather to reestablish the great Necron empire that spanned the galaxy before the war with the Old Ones began. However, the overall hierarchy of the Necron people is gone for the most part, leaving each individual Empire to once again rule for itself. This means each Tomb World (or cluster of Necron worlds) is essentially a separate little empire to itself, with a full backstory and idiosyncrasies. While Necron warriors are pretty much just automatons and Immortals not too much better, every other higher Necron being is now much more like an actual person, as their essence is simply trapped inside a metal body.

So there is lots of crazy nuance to Necron culture that was never present before. The codex now has plenty of 'quote' boxes featuring memorable quotes from Necron Lords like other races have in their books. There are some Necron Lords who honor valor in battle, there are a few Necron Lords who trade with other races, and although an uneasy alliance apparently, yes Necrons and Blood Angels did end up fighting against a Tyranid Hive Fleet together. Oh, and there is definitely plenty of reason to have Necron vs. Necron action now (as the old feuds between competing Necron Lords flare back up again).

All in all, it is a major tonal shift. While part of me recoils from it, the other part of me thinks that Necrons as they were had no distinct 'character' that each player could choose to get behind. Yes, the race as a whole had 'character' in how it was organized and functioned, but there was never any really good reason that a player should have his Necron force painted and modeled 'X' way as opposed to another player with his Necron army looking 'Y' way. People certainly painted their Necrons in different (neat) ways, but there was never really any good fluff giving players inspiration to do so.

The only real 'personality' in the old book was the Deceiver, and that frankly wasn't the Necrons, it was their god. The mindless mission that all Necrons were on was basically really similar to Tyranids...the Necrons were coming to harvest every living thing in the galaxy (yawn).

This new incarnation, love it or hate it, gives the Necrons a whole wide array of personality and every single empire has different goals and motives (not to mention paint schemes, markings, etc). Some Necron Lords are obsessed with finding the perfect flesh bodies to transfer their sentience back into. One Necron Tomb World was damaged during the great sleep and erased all the Necron sentience and has started basically commanding its Necrons like true robots (and is actively attacking other Necron worlds to take them over and keep growing), and there are of course dozens more little stories. The Silent King, who put himself into exile (for his unforgivable crime against his people) by leaving the galaxy after defeating the C'Tan encountered the Tyranids in the void between galaxies and has returned to spur the Necrons into action against the Tyranids (realizing that if the Tyranids wipe the galaxy clean of biological matter, then the Necrons will never find a form to transfer their minds back into).

Oh, and the biggest rival of the Necrons is now actually the Altaoic (sp?) Craftworld. Apparently they are the only Eldar who stayed true on the original path to seek out and destroy Necron Tomb Worlds while the rest of the Eldar got all caught up and destroyed in their decadence and then the Fall. Altaoic rangers have traveled the galaxy far and wide over the millennia (ever since the Necrons went to sleep) to track down and destroy or hamper Tomb Worlds from reawakening.

So with this new direction there is now tons of different possibilities for players to make Necrons forces different from each other and there are neat new takes on 'nemesis' races like Eldar & Tyranids to drive gaming plots as well as good reason for Necron on Necron battles.

And as for totally destroying the background of the C'Tan, the codex does allude to the fact that there are lots of unaccounted for C'Tan shards still allegedly cast around the galaxy. The Necron are always trying to hunt them down and imprison them (in pocket dimension prisons), but this does still leave the door totally wide open for a shard of 'The Dragon' to be on Mars and for shards of 'The Deceiver' to have done all the crazy things that's been written about him in novels. Essentially, the full power C'Tan were massively, massively powerful, and the 'shard' versions of them are closer to the idea of what we had in the last codex anyway (something that can be killed/banished on a battlefield).

So while it is a little shocking to have such a massive fluff change hit, I do think it is probably the right way forward to create a more fully realized faction. But I do think it is probably going to be a massive turn-off to those players who absolutely adored the old fluff for the army.


Regarding the previous fluff saying that Necrons went into hibernation due to a massive 'Enslavers' invasion, in the new fluff they only really briefly mention that the wars unleashed some nasty things from the Warp, but they literally do not mention the Enslavers anymore. It is very clear that the Eldar empire is the main reason they go into hibernation, having some sort of premonition that the Eldar can and will eventually crumble as all living beings and empires do.

It was a fairly solid plan, except a lot can go wrong when you're sleeping for 60 million years, and apparently billions of Necrons have been killed by simple, normal shifts in the galaxy in that time (stars going supernova, tectonics crushing tombs, etc)...but what they didn't predict was how poorly they'd all awake from the sleep. All Necrons were supposed to wake up at once, but that didn't happen. Some Necrons woke up during all periods of history (including the Horus Heresy) and many still haven't woken up. And in some cases those that wake up have suffered terrible afflictions (like the Flayer disease).

Since there are any number of strange and undocumented Tomb Worlds now, there is totally space for you to come up with whatever backstory and motivations you want for your personal Tomb World, much like every other codex allows players. Of course, there are also dozens of tiny little story snippets (as there are in every new codex) that give you plenty of inspiration to create and play armies as well. For example, say you really like the whole 'automaton' feeling the army had in the old codex. Well, in the codex they have a story telling of one Tomb World that during hibernation accidentally erased all the sentience from the sleeping Necrons and decided to 'take them over' and has since decided this is the way forward for the Necron race and is actively attacking other Necron Tomb Worlds to collect more bodies for the cause. Basically the only sentient brain in that whole army is the Tomb World itself (it even has given itself a name). So you could definitely use this backstory as 'your' Necron force and stick with more of a simple, robotic feel to your army.


Bits of the fluff talk about other races & systems paying 'tribute' to the Necrons...here's my speculation based on what I read:

Necrons have always felt like they got the short end of the stick. When they were Necrontyr, they had a crappy planet and that drove them to invent technology and get the hell off their planet...but they still wanted to prove they were the best so they set about trying to creat the greatest galactic empire. And they did...but then as always happens, their empire started to creak and moan, so the war against the Old Ones started with naturally the belief that the Necrontyr would destroy the Old Ones and emerge even greater than before, the true heirs to the galaxy. And in fact they hated the Old Ones if for no other reason than because they had the secret for immortality (what the Necrontyr wanted more than anything) but wouldn't share it. And once the war started, naturally the Necrontyr couldn't beat the Old Ones despite their superior technology, as the Old Ones had access to the Webway which meant they could escape anytime they needed.

So eventually the Old Ones (and the races they created) were kicking the crap out of the Necrontyr. And so in the frustration of again getting the short end of the stick, they made the pact wit the Deceiver and sold their souls for immortality and power. But again, they felt shafted because they had essentially been tricked into doing this. So after the C'Tan had killed the Old Ones, they again wanted to take their rightful place as rules of the galaxy but they knew that would never happen as long as they were slaves to the C'Tan, so they turned on them as this is the only way they'd ever be free.

But of course that battle against the C'Tan did tremendous damage to them and thus they decided to use their immortality to 'outlast' the Eldar empire (which they did).

So now that they're back awake (mostly), although they've lost their main command structure as a people that sort of drove them forward towards any single goal, I think their goal is still to do what they always wanted...to rule the galaxy, to be the supreme beings. And this isn't exactly the same as humans, who basically want to eradicate all Xenos and populate all the planets themselves. Necrons more than anything (I think) want to be in control. They want to be worshipped by others. They finally want to get their due as being the rulers. So while they most certainly plan to destroy any force that gets in their way, I also get the distinct feeling from the new fluff that (with at least some of the Lords) they are perfectly okay with leaving existing planets/systems under alien control, as long as those people pay them tribute. Even though I have a hard time imagining what tribute the Necrons would really need (being robots and all), I don't think that's the point. The point is that the other races are paying them fealty and recognizing the mastery of the Necrons, which is precisely what they've always wanted.


• We'll Be Back from the previous codex has been replaced by Reanimation Protocols (sorry I keep accidentally calling it Resurrection Protocols in some of these teasers). It now works at the end of each phase, but only on a 5+. You now remove models and place a token or marker next to the unit to remind you how many rolls to make (although you could just use the downed models as markers, but the important thing is you know that these markers don't affect gameplay at all). The rules are very clear about when/how models that return to play via RP are placed and if the entire unit is wiped out then the unit is gone and no RP rolls can be taken. Similarly, if the only model left in the unit is a character (such as a joined IC or a Cryptek/Lord) then these models alone are not sufficient to allow the other models to attempt their RP rolls. Nearly every non-vehicle unit in the game benefits from RP (as opposed to the old WBB, which only worked for 'Necrons'), except for the C'Tan shards.

Reanimation Protocols returns the model to play with a single wound unless they have a Phylactery in which case they come back (the first time they get back up) with D3 wounds.

• Ever-Living. This is basically just an additional Reanimation Protocol rule that characters have to describe how they're placed back on the table. Only characters (including basic Lords & Crypteks) have this rule, no squads do. The only real thing to note about it is that if the model wasn't joined to a unit when it went down, then if it returns to play it must be placed within 3" of the spot it fell. So characters are the only models it really matters where their 'marker' is placed when they are removed. So in some situations, such as an enemy unit killing a character with Ever-Living in CC and then consolidating on top of his marker, it would be entirely possible to prevent him from returning to play (as they can't if you are unable to place them within 3" of the spot they went down).

• Entropic Strike. This is mainly a Scarab rule, but it also applies to a few close combat weapons in the army as well. Basically if a model suffers an unsaved wound from an Entropic weapon then it has it armor save immediately changed to '-'. Obviously this would only apply to multi-wound models as any other type of model would be dead if it suffered an unsaved wound (ignoring the argument about whether a wound stopped by 'Feel No Pain' still counts as an unsaved Wound or not). Against vehicles, for each hit by this weapon type means at the end of the phase you roll a D6 and on a 4+ the vehicle's armor value is reduced by '1' on all facings. If a vehicle is reduced to '0' on any facing then it becomes wrecked immediately.

• Living-Metal. Not just for the Monolith anymore! Many vehicles in the codex have this and it basically allows the vehicle to ignore a Shaken result on a 2+ and a Stunned result on a 4+. These rolls are made immediately when the vehicle is damaged so this is nowhere near as good as the Grey Knights ability to remove Shaken/Stunned results.

• Phase out is gone (good riddance, I say ).

• There doesn't appear to be any Force Org shifting around in this codex at all unlike most other recent codexes (so taking any special character doesn't allow you to take a unit in a different section of the Force Org chart at all).


• Gauss Weaponry does NOT have rending. It retains the 'auto-glance' on a penetration roll of a '6' rule, but has 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).

• Telsa Weapons. With these weapons for every '6' rolled to hit the 'target suffers 2 additional automatic hits'. Whether or not that means the target suffers 2 or 3 hits in this case is a bit ambiguous, but I think the word 'additional' means that its actually 3 (one for the original hit for rolling the '6' to hit and then another additional two for a grand total of 3). The big daddy version of this weapon found on a lot of the heavier vehicles is the Tesla Destructor (and is almost always twin-linked to really maximize the chance to get those extra '6's to hit). All Tesla weapons are 24" and AP '-', but the Destructor is S7, Assault 4 and 'Arc' (which means you roll a D6 each unit, friendly and enemy, within 6" of your target and on a '6' they are struck with D6 S5 AP- hits as well). While the AP '-' keeps this weapon from being a premiere light vehicle killer, I think with all the potential S7 shots this can theoretically kick out, it still going to be pretty good at zapping vehicles.

The weapons go in order from lightest to heaviest as: Tesla Carbine -> Cannon -> Destructor.

• Particle Weapons. These are basically the blast weapons of the Necron army (with the exception of the pistol variant) with no special rules. They all have a pretty high Strength and a mid-range AP.

The weapons go in order from lightest to heaviest as: Particle Caster (pistol) -> Beamer -> Shredder -> Whip.

• There aren't any weapons that ignore invulnerable saves in the codex either...however there are quite a few little special abilities scattered about that simply remove models from play if they fail a certain kind of test, which does effectively ignore invulnerable saves (and any other kind of save too).



• Imotekh the Stormlord (Lord of the Sau): The most powerful Necron Overlord currently. A master strategist whose nemesis is the Orks (since their random nature is the only thing that can accidentally disrupt his flawless plans).

The Stormlord has a special rule that makes the first turn of the game be night fighting no matter what the mission and he can try to extend the rule into further turns by rolling higher than the current turn number on a D6...in addition, while the Night Fighting rules are in effect at the start of the Necron Shooting phase you roll a D6 for each unengaged enemy unit and on a roll of '6' suffer D6 S8 AP5 hits (as they are hit by lightning strikes). Vehicles get hit on their side armor.

And as a nice combo to this there is a Cryptek ability called 'solar pulse' which allows (once per game) at the start of any turn (friend or foe) for the Night Fighting rules to be cancelled for that turn (or apply if the Night Fighting rules weren't in effect when the pulse was launched...although Night Fighting created by a Solar Pulse does not generate Lightning Strikes against enemy units).

So I could see an army based around this using Night Fight (with Lighting Strikes, of course), and then any turn they REALLY need to shoot, you can use the Solar Pulse to cancel out the Night Fighting effects on your own turn, which still leaves them affecting enemy shooting on their turn! Seems like it could be quite nasty indeed! Oh, and he can try to seize the Initiative on a 4+ except against Orks (who confound his logic). But of course, he is also over 200 points naturally...basically the big uber-Ghazghkull style guy in the codex.

• Nemesor Zahndrekh: Overlord damaged in the great sleep who still thinks he is flesh and blood fighting the war of secession against his brother Necrontyr. Therefore, he is one of the few Necron Lords who still fights with honor and valor towards his enemies. Has a bodyguard named Vargard Obryron.

• Illuminor Szeras: The Necrontyr who took the C'Tan's knowledge to do bio-transfer and actually made it a reality...so he's the chief architect within the Necrons for actually making the bio-transference happen. He is a master of technology and can augment D3 units in the army with an augmentation.

• Orikan the Diviner: A master astromancer (a Cryptek specializing in tech that can predict the future), he is renown for knowing what will happen and when. During the game he is able to achieve a 'powered up' state that gives him a greatly increases statline, but this boost can randomly end on any turn dropping him back down to his regular stats.

• Anrakyr the Traveller: A Necron Lord whose goal is to unite the Necron Empires again. He travels to Tomb Worlds still sleeping and kills the 'lesser' inhabitants that may live there unaware they are on a Tomb World, the 'price' for this service is to claim a tithe from the newly awakened legions. Some Necrons see him as a golden crusader others don't want reunification and would rather see him dead.

He has a special rule that allows the Necron player to pick an enemy vehicle each shooting phase within 18" and on a D6 roll of 3+, the Necron player is able to fire with that vehicle as if it were his (counting as not moving for the shooting attack and ignoring any shaken/stunned results on it)...in other words he 'hacks' into the vehicle and momentarily takes control!

He also has a Tachyon Arrow, which is like a super hunter-killer missile. A one-time use S10 AP1 single shot that has unlimited range (Overlords & Destroyer Lords have the option to take this as well).

I can't imagine too many people ever taking this guy over the Stormlord (although he is 50 pts cheaper), but that ability could just do some crazy things, especially in Apocalypse games where you could shoot with an enemy titan or other super-heavy vehicle!

• Trazyn the Infinite: He is a Necron who woke very early and is fascinated with studying and collecting history. His tomb world is filled with secret trinkets including (I quote) 'a giant of a man clad in baroque power armor' (start your wild theories here!). He even will attack other Necron tomb worlds to capture artifacts from them that he doesn't think they deserve.

He has a special weapon whose affect happens after a round of combat in which he has killed an enemy and after all blows have been struck on both sides. Given that this is not a power weapon (and he just has 3 Attacks), it is not a sure thing that he will kill anybody in combat!

But if he does, roll a D6 for every model (friend or enemy) that has the same name on their characteristic profile as one of the models that he killed that turn. On a 4+ those models take a wound (armor/inv saves can be taken as normal).

Example: If the he kills an Ork Boy in close combat, roll for all other Boyz in the same combat, and on a 4+ those models suffer a wound, but NOT the nob (as he has a different name on his profile). It would seem that if he was fighting against another Necron player, then this rule 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.

He is also a scoring unit (because in reality when he's 'claiming' an objective he's really seeking to claim a hidden Necron artifact nearby, it says).

Also, anytime he is removed as a casualty, roll a D6. On a 1, he is removed as normal (but would still get a chance to use Reanimation Protocols as usual I presume as he has that special rule too), but on a 2+ you randomly choose another model from all the friendly Lychguards, Crypteks, Necron Lords and Overlords on the table (not counting named versions of those) and remove that model and replace it with Trazyn, who counts as returning to play with the same amount of wounds the model he replaces had. And it even specifies that he only gives out Kill Points when he doesn't return this way.

He also has Mindshackle Scarabs (which is a piece of wargear that other character-type models in the army have access to). These allow the bearer to randomly pick one enemy model in base contact before any attacks are made in CC that turn. That model must pass a Ld test on 3D6. If it fails the test, it instead does D3 attacks on its own unit using the weapons/special rules of the Necron player's choice (if the model has different weapons or kinds of attacks).

So while not a powerhouse or a character that boosts the ability of your army, he is a HQ that is a scoring unit which can give you a few different tactical options.

• Necron Overlord: Generic DIY Necron Overlord (guy who rules a Tomb World) with plenty of options. Can ride on a Catacomb Command Barge (which is a one man transport) as can all the named 'Lords' above, but not those that are Crypteks in their fluff (Illuminor Szeras & Orikan the Diviner).

• Destroyer Lord: Basically the same as an Overlord but with Preferred Eenemy against everything (Destroyers now hate everybody). Has a few less wargear options as well, but can still take a Rez Orb (for example).

• Royal Court: 0-5 regular Necron Lords (lieutenants to the Overlords) as well as 0-5 Crypteks. Crypteks are masters of Necron technology, whose abilities sometimes appear like sorcery to other races, but they do not have any psychic powers...all their abilities do not require a psychic test or anything like that (nor are they ever referred to as psychic powers in any way). Any member of the Court (Lord or Cryptek) can be split off at the start of the game to lead a unit of Warriors, Immortals, Lychguard or Deathmarks (but only one per unit).

The Royal Court does not take up a HQ slot but may only be taken one per each Overlord (including the named ones) you take in the army.

Crypteks vs. (basic) Lords in the 'Royal Court': both have more like squad leader stats then character stats (1 wound each for example) with both of their base points are in the exact same range as an IG Commissar, for example. However, all of the upgrades for these guys clock in the 5 to 45 point range (each option) with probably a 15 point median for their gear, so you can imagine that these guys will very quickly eat up your points if you give them many (or any) upgrades.

The Lords have access to 4 Weapon upgrade options (Warschythe, Gauntlet of Fire, Hyperphase Sword & Voidblade) and 5 wargear-esque options (Sempirternal Weave, Mindshackle Scarabs, Tesseract Labyrinth, Ressurection Orb & Phase Shifter). Of all those weapons and upgrades only the Rez Orb benefits the unit. The rest of the upgrades just give the Lord extra benefits in combat or armor save.

So really, if you're looking to make the Lord improve a unit by leading it, besides adding some CC punch to the unit your only real choice is the Rez Orb and the Rez Orb is on the high end of the points scale for their wargear so it isn't exactly a steal to get a Rez Orb into a unit (which for those who aren't keeping up boosts that unit's, and only that unit's, Reanimation Protocols to a 4+).

Crypteks can be taken plain jane if you wanted (with only a Staff of Light), but if you want to upgrade them at all, then you have to select a 'discipline' that they follow. There are five disciplines to pick from and each one costs some amount of points to take, with the only benefit being that you get an upgraded weapon instead of the staff of light that fits into that discipline's role (all but one of these upgraded weapons are improved shooting attacks).

The 5 Disciplines are: Harbinger of Destruction (described as 'plasmancers', weapon is Eldritch Lance, wargear choices are Gaze of Flame & Solar Pulse), Harbinger of Eternity (able to read the future, weapon is Aeonstave, weargear choices are Chronometron & Timesplinter Cloak), Harbinger of Transmogrification (described as 'geomancers', weapon is Harp of Dissonance, options are Seismic Cruicble & Tremorstave), Harbringer of the Storm (described as 'ethermancers', weapon is Voltaic Staff, options are Ether Crystal & Lightning Field) & Harbringer of Despair (described as 'psychomancers', weapon is Abyssal Staff, options are Nightmare Shroud & Veil of Darkness).

Now, once you've chosen a discipline to upgrade to, you're allowed to give the Cryptek one (or both) of the listed wargear options. HOWEVER, the rules state that 'each of the wargear options can only be chosen once in each Royal Court'. So the only way you're going to get more than one Veil of Death (for example) is to take a second Royal Court and even then you're only getting a second one. So it does not look like you will be able to spam these items (and just FYI, the Veil of Darkness definitely does not allow units to be pulled out of combat).

Although there are some exceptions, for the most part these wargear options tend to benefit the unit they're leading, or affect enemy units that are trying to do something to the unit. Like giving the unit assault and defensive grenades (Gaze of Flame), you already know about Solar Pulse if you've been reading my posts closely, causing damage on enemy units Deep Striking near or assaulting that Necron unit (Ether Crystal & Lightning Field respectively), reducing one enemy unit's assault move against that Necron unit by D3" (Seismic Crucible), etc. And all of the upgraded Cryptek weapons are ranged weapons.

So in general I think the basic Lord is what you take if you're trying to give the Royal Court some CC punch (or give a unit some CC punch)...besides the obvious Rez Orb choice, of course! Instead, if you're wanting to upgrade your unit to have some unique abilities and a specialty shooting weapon in it, then the Cryptek is the way to go.

As for Cryptek anti-tank shooting, the Eldritch Lance is 36" range S8 AP2, Assault 1, The Voltaic Staff is a 12" Assault 4 attack that hits like Haywire Grenades on vehicles (2-5 = glancing hit, 6 = penetrating hit), while the Harp of Dissonance is a S6 single shot with unlimited range that is an Entropic attack (so will reduce enemy vehicle armor by 1 if it hits).

Neither Lords nor Crypteks are ICs.


• Night Scythe: Fast, skimmer (not open-topped). A variant of the Doom Scythe fighter that is a 15 model flyer transport with the 'supersonic' 36" flat-out move that the new flyers (that are really skimmers) have. Can carry jump infantry models (taking up 2 spots each) and fire all its weapons even when moving at cruising speed. Has living metal (chance to ignore crew shaken & stunned) but not quantum shielding (which gives +2 armor until the vehicle suffers its first glancing or penetrating hit). AV 11/11/11 like most Necron vehicles. Has a Twin-linked Tesla Desructor as its weapon.

• Ghost Ark: Open-topped, non-fast skimmer. 10 model transport (Warriors only), AV11 with quantum shielding and living metal. Also is able to regenerate D3 Warrior models to one unit within 6" each Necron movement phase (but cannot take the unit above its starting size). Has a Guass Flayer array (5 Flayers) on each side is allowed to fire at different enemy targets. Not entirely clear whether a weapon destroyed takes out a whole array or not, but I'm leaning towards yes.

• Catacomb Command Barge: Open-topped fast skimmer that is a one-man vehicle for most ICs. AV11 with quantum shielding & living metal. Also the character can lose wounds to negate immobilized or weapon destroyed results. Also has a Tesla Cannon (which can be upgraded to a Gauss Cannon). Can make 3 sweep attacks over a single enemy unit it passes over when it moves (vehicles are hit on their back armor). When you combine this Sweep Attack with the S7 attacks most ICs have with a Warscythe (for example), this could potentially be a bit nasty.


• Deathmarks: 24" range rapid-fire AP 5 sniper unit that can choose to Deep Strike in immediately after any enemy unit arrives from Reserves (which just allows the enemy to fire at them first?)...teleporting in from a pocket dimension to target their prey. They can also mark a single unit as their 'target' which allows them to roll to wound on a 2+. Beautiful models from the pics leaked, but at the point cost listed I can't see them ever being used except to see those great models on the table. 5-10 in a unit and can be transported on a Night Scythe.

• Lychguard: Traditionally these have been the bodyguards for the Overlords. 5-10 in a unit. Come standard with Warscythes (+2 Strength Power weapon...there is no built-in shooting weapon on the Warscythe anymore) and can replace them with Hyperphase swords (power weapon) and Dispersion Shields (gives them a 4+ invuln and when passed, reflects wounds caused by shooting onto any enemy unit within 6". They can be transported on a Night Scythe. 40 pts per model.

• Triarch Ptaetorians: These used to be effectively the 'police' (my term) of the main Necron ruler (the last of which was the Silent King) to help enforce his will onto the Lords of the Empire. They are known to respect great warriors and honor valor and have sometimes ordered Necron Overlords to stop attacking a foe they deemed worthy of respect (much to the Lord's chagrin). 5-10 in a unit. They are Jump Infantry with a 6" AP2 S5 weapon that is also a power weapon. They can swap that out for Void Blades (a weapon with Rending and the same Entriopic ability that Scarabs have) and Particle Casters (a pistol weapon). No transport option. 40 pts per model.

• C'Tan Shard: Fluff-wise, these are shards effectively controlled by the Necron (even though they have most shards locked away in pocket dimensions). Each shard represents only a portion of the power and consciousness of the C'Tan and therefore in battle the C'Tan may not even think to utilize some of its power because the portion of it that knows it has 'X' power simply isn't there. This is essentially what explains why they only have access to 2 special abilities in battle.

Basically, the Necrons know they cannot fully destroy the C'Tan (only shatter them into shards) and are deathly afraid one of them will get their full power back together and take their revenge back on the Necrons for betraying them. So the Necrons are generally hunting down the shards and locking them in inter-dimensional prisons. However they somehow have the ability to force these shards to fight for them (presumably through the Necodermis the shards reside in), although in gameplay terms there are no additional rules to represent that the shard is essentially a prisoner.

1 per FOC slot taken. Each shard must take 2 of the 11 listed ability choices that basically shape what kind of C'Tan shard you're fielding. No ability can be taken more than once in the army (even if you take 3 C'Tan shards in the army). The statline is slightly less impressive than previous incarnations of the C'Tan, but still pretty decent. Also has Eternal Warrior and ignores all terrain penalties. Still explodes D6" when they die.

These abilities each cost a different point value (between 10 & 50 points) are in line with a lot of the things we've seen in the last few codexes, things like: within 6" of the C'Tan counts as dangerous terrain for enemy vehicles & auto-mishap for Deep Strikers, making ALL difficult terrain on the table count as dangerous for the enemy army (you read that right), allowing the Necron player to change some of his deployment, making one enemy model in base contact have to pass an Initiative test or be removed from the table, etc, as well as 3 different flavors of shooting attacks one of which is a S9 AP2 24" anti-tank blast. There are even several powers which are clearly new interpretations of the old powers the Nightbringer and the Deceiver had.

As awesome as some of this suonds, you have to temper that with the fact that shards are nearly 200 points with no options, and once you factor in the two manifestation upgrades, you're talking about a unit that is somewhere between 200-300 points (depending on which two manifestations you take).

Every indication I get from the codex is that you'll just use the existing models to represent C'Tan shards, because if you think about how they're described now, a 'shard' is really much closer to what the old codex's power-level was for a C'Tan.

• Flayed Ones: 3 Attacks base (and no additional CC weapons). Can infiltrate or Deep Strike. No transport options. 5-20 in a unit.

• Triarch Stalker: Concept Sketch shows a Triarch Praetorian sitting in an open-topped cockpit that is riding on a Necron-style giant almost scorpion walker set of legs. Very cool looking IMHO.

1 per FOC slot chosen. Has a variable heat ray (which can be upgraded to a couple of other weapons) that can either be fired as a template or as an Assault 2 S8 24" Heavy2 Melta weapon. Has a Targeting relay which means that any enemy unit hit by the Stalker gets a counter placed by it that allows all other Necron units shooting at the same unit that phase to count as being twin-linked. AV11 & open-topped, but does have Quantum shielding, Living Metal & Move Through Cover. Can upgrade its Heat Ray for a Particle Shredder or twin-linked Heavy Gauss Cannon (both of which cost more points).


• Warriors: You know them, you love them. Described as being basically automatons, with very little (if any) sentience.

5-20 per squad and can be transported on a Ghost Ark or Night Scythe (as long as the squad is small enough to fit into those respective transports.

They 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).

• Immortals: Immortals are said to have the ability to at least speak, but still aren't too much brighter than Warriors. These were Elite warriors of the Necrontyr before the conversion (not sure who the rank and file troops were if the Warriors were the non-combatants and the Immortals were the Elite soldiers?).

5-10 per unit. 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)! Can exchange their Gauss Blasters (which are now a rapid fire weapon) for Tesla Carbines (24" S5 Assault1, 'Tesla') Can be transported on a Night Scythe.


• Canoptek Wraiths: Protectors of the Tombs while the hosts slumber.

1-6 in a unit. Jump Infantry who ignore terrain (don't take tests). Still have a 3+ invulnerable save and 3A base with Rending. All models can take one of a few different upgrades including a Whip Coil (nearly identical to a Tyranid Lash Whip), particle caster (pistol) or a Exile Beamer (12" ranged heavy weapon that kills a randomly chosen model in the target unit unless it passes a Strength test). Roughly the same amount of points they used to be.

• Canoptek Scarabs: Scarabs are only a few more points then they used to be. 3-10 in a unit. They are now Fearless Swarms, have Entropic Strike as well as getting Reanimation Protocols. They are also beasts now. I can see this unit being spammed in a lot of armies because it can literally tear apart any vehicle if enough of them get into combat with it. Basically any vehicle that didn't move the previous turn that finds itself within charge range of a full Scarab squad is absolutely dead (since they have 3 Attaks, 4 on the charge and each hit reduces the vehicle's armor by 1 on a 4+)!

And even if they don't manage to wipe out a vehicle with their attacks (say they get unlucky or the swarm has been whittled down), then you're still looking at a vehicle with severely weakened armor that can then likely be taken out by any shooting unit in your army in a following shooting phase.

• Tomb Blades: Jet Bikes. From the artwork, these look like Necron warriors fused into a flying crescent throne carrying a weapon harness in their arms that is base twin-linked Tesla Carbines. The fluff says that they are pre-programmed with a bunch of different flight patterns and vectors that the onboard Warrior chooses from on the fly. this mitigates the fact that a Warrior has poor coordination, but since the programs are so advanced, in reality they act basically like any other similar unit in an enemy army despite the fact that their 'pilots' are much slower to react.

1-5 in a unit. The entire unit can upgrade their weapons (Twin-linked Tesla Carbine) to a couple different choices (twin-linked Gauss Blaster or Particle Beamer). The entire unit can take any of the 3 options: Nebuloscope (increases BS to 5), Shield Vanes (increased armor save to 3+) & Shadowloom (Stealth).

• Destroyers: New fluff that says Destroyers are infected with some kind of degenerative virus that causes their sole purpose in life to be to kill their enemies. As such they hate everyone and have the Preferred Enemy special rule against everyone (as do Destroyer Lords).

First the good news: Destroyers have gone down in price like a lot of the units that were previously in the codex. The bad news is that you can only have 1-3 in a unit (yes you read that right). They are Jump Infantry now. Any model in the unit can upgrade to a Heavy Destroyer (nearly doubling its points cost)...so there is no longer a separate unit for Heavy Destroyers you just choose to upgrade some or all of them within the existing Destroyer unit. The Gauss Cannon and Heavy Gauss Cannon are now Assault weapons (to correspond with Destroyers now being JI). The Gauss Cannon has had its AP improved to 3, but lost one shot (down to 2). The Heavy Gauss Cannon is effectively the same (except for being an Assault weapon).

And let's not forget, before Destroyers tended to be the only mid to long-ranged threat in the army. That doesn't have to be the case anymore so I'm guessing that it won't be quite as big a problem to have the smaller units as it would have been fielding them at that size with the old codex.


• Doomsday Ark: Variant of the Ghost Ark transport. One per FOC slot taken. Open-topped, non-fast skimmer, AV11, Quantum Shielding, Living Metal. The Doomsday cannon has two profiles, one for if the vehicle did or didn't move that turn (with the non-moving one being 72" range S9 AP1 Large Blast). The moving profile only has a 24" range and a S7 blast. Basically described as gunboat whose strategy is to hit first and destroy the enemy before they can fire back. Also has the same two Gauss Flux Arrays that the Ghost Ark does, which can be fired at different targets than each other and the Doomsday Cannon.

• Annihilation Barge: Described as anti-infantry support platforms. Variant of the Catacomb Command Barge. One per FOC slot taken. Open-topped, non-fast skimmer, AV11, Quantum Shielding, Living Metal. Has a twin-linked Tesla Destructor & a Tesla Cannon, but can upgrade the cannon to a Gauss Cannon. Not exactly sure why you'd want to do that except for the extra range (36" for the Gauss Cannon as opposed to all Tesla weapons which are 24" range).

• Monolith: One Monolith per FOC slot. It is a new vehicle type called 'Heavy' which means the vehicle cannot move faster than combat speed but always counts as stationary when firing.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 (which can be different targets from the rest of its shooting). Each Flux Arc is now just a straight up 3 shot weapon (instead of a random number of hits). Particle whip is now just a straight up S8 AP3 24" large blast. Oh, and if the Monolith is put into Reserves, it must arrive via Deep Strike.

35 Point reduction along with corresponding nerf in invulnerability (were you not expecting that?). Still AV 14 and still has Living Metal (although again that only helps remove Crew Stunned/Shaken now). Can still Deep Strike but no longer has invulnerability from Mishaps. Has 4 Gauss Flux Arcs (which are now just Heavy 3 instead of randomly rolled). The portal can be used to either transport any non-vehicle friendly Necron unit (that isn't engaged in combat) through it or to suck enemy models within 6" to instant death who fail a Strength Test (one or the other can be done each shooting phase). No bonus to reanimation protocols is present. Although, at the end of the day, this is still an AV14 vehicle all around, which is pretty imposing in the current game. Unfortunately all of its weapons are really close range, which means it will also now tend to be in Melta range...

• Doom Scythe: Pure fighter variant of the Night Scythe. One per FOC slot taken. Non-open topped fast skimmer. AV11 with Living Metal (but no Quantum Shielding). Is supersonic (36" flat-out) and can fire all its weapons when moving at cruising speed. Has a twin-linked Tesla Destructor & a Death Ray, which allows a 3D6" line to be drawn (with one end of the line being within 12" of the vehicle) and causes a number of hits on every unit crossed by the line equal to the number of MODELS in the unit that are under the line (so if the unit has 5 models crossed by the line, it would suffer 5 hits). Oh and did I mention that these hits are S10 AP1? Nasty indeed! And the Tesla Destructor is no slouch either! But at nearly 200 pts for an AV11 vehicle, to get within 12" to unleash this beast will probably be a bit rough.

• Tomb Spyders: The artwork makes them look much more flying and nimble, like giant Scarabs.

1-3 can be taken per FOC slot (but only together as a unit, they aren't individuals like they were in the last codex). They can now repair vehicles like a Techmarine, Big Mek, etc. Can take an anti-psychic defense against any power targeting a friendly unit within 3" (nullified on a 4+). Can still create Scarab Swarms, but only into existing swarms on the table (they no longer form a unit with the Spyder) and it can still take damage if it rolls a '1' while doing so. Can take Whip Coils (by giving up a close combat weapon and a +1 to repair vehicles) which is like a Tyranid Lash Whip. Can take 1 or 2 Particle Beamers (by removing its CC/fixer arms) to do so.
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Some more rumours from BOLS
Updated Necron Background
Necrons have now fully awakened. All previously encountered Necrons were "bugs" in the reawakening program and were under the sway of the two rogue C'tan. Now fully awakened, the Necrons are ready for their advancing story arc in the codex. That said, they are effectively "Space Tomb King" with strong parallels in both unit back story and visual appearance linking them to that Warhammer Fantasy army book.

Updated Scarabs
Fast Attack choice. Three models in base unit at 45 pts, with up to seven more at 15 pts per model. Fearless, Swarms, Beast, Entropic Strike. Fout attacks on the charge with 3+ cover save in terrain (which they ignore for movement purposes - like Harlequins) . Entropic Strike is a new rules accessable to several units in the codex. Against infantry on to-wound rolls of 4+, armor saves are ignored (Invulnerables allowed). Against vehicles on armor penetration rolls, each die that rolls a 4+, reduces the vehicle's armor by 1 pt on ALL sides for the rest of the game. Vehicles are destroyed when any of its armor values reach 0.
Saw this over at BoLS, some interesting stuff in there.
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.
This popped up on 4Chan today, if true would be the first time we'd see a female Necron
I have seen the Necron Codex and there will be a named, female Lord who lets you take Scarabs as Troops and Fast Attack.

Some Vehicle rumours has popped up today, saw these at BOLS.
Lets take a look at the purported Necron transports...

Transport ALPHA: Open-topped, Skimmer, 10 model capacity, AV:11 all round.
@120 pts

Transport BETA: Fast, Skimmer, 15 model capacity, AV:11 all round.
@150 pts

Transport GAMMA: Jetbike, 1 model capacity (for HQ-ICs), Gause Flayers/Blasters.
@60 pts

Vehicle Upgrade: Quantum Shielding (cost based on vehicle) - AV of vehicle Front and Sides is +2 until a Glancing or Penetrating hit is scored. Also grants Living Metal benefits.
It seems the Necron codex has been removed from some of the GW pages. I checked the US, UK, Fin and Australia websites and it's gone from all but the Australia one. With Ogres in September could we see Necrons as early as October?

Some rumours from The Eternal Warriors podcast
Scarab swarms, 12pts, Enthropic Effect: Rolls on 4+ to hit the target vehicles armour is reduced by 1, if it reaches 0 the vehicle is destroyed.
Some Necron rumours popped up today
Necron Heavy support
Fast Skimmer
Armor 11-11-10
Living metal
36" move
two kinds of weapons
Strength 10 AP 1 12 inch range
Strenth 7 AP -, can hit multiple targets
Some new Necron rumours at last :crazy:
SK5556838528 said:

I've just seen a plastic Necron Spyder sprue.

Accidentally caught a glimpse, don't want to say where because I'm still there, but it should be obvious.

Quick details:

Definitely larger; probably closer to a rhino size (in terms of volume)

More elegant design (limbs), but clearly a Spyder. I think I saw some scarabs, not sure.

I saw claw parts and what was either a gun or something that looks a lot like one. Could have been an under-spine or something.

90% sure that's what I saw.

(Yeah, ok, first poster, salt, whatever)
We are having another rumours drought in anticipation of people getting their hands on the next issue of WD. Here are some small tidbits though.
Captain Ventris said:
Sisters will be getting a standard book, but it will certainly be coming well after the Necron book. Talked to my source this last weekend. The WD codex for sisters is simply a holdover till 6th ed. for now. Also its apparently a "filler" codex because the necron book and models were delayed in
Production and wouldn't get released till november (this was apparently decided 6 months ago). The WD sisters codex was rushed btw and wasn't thoroughly playtested... Two waves of Necrons are supposed to be released the weekends of Nov. 12 and Dec. 3rd. What models will be in what release is still being discussed, obviously the codex is in the first wave, but he also mentioned that warriors were getting re-cut with the scarabs removed and options added in their place. Scarab swarms are apparently going to a multi-part finecast kit that is more dynamicly posed than just scarabs hovering in place (I'd already done something similar where my scarabs are actuallt bursting from the ground)

Also on an off-topic note, some minor waves are supposed to be released for various armies with 6th ed. One of note that he mentioned was a new eldar jetbike kit with parts to make either 3 guardian jetbikes or 3 Shining Spears.

Take with whatever salt you feel is necessary.
Some rumours, not much new but still
Fast Attack slot:
- Scarabs
- Destroyers (+Heavy Destroyers)
- Wraiths
- New Jetbikes (Tomb Blades, from Yakface)

- Only one army list entry
- Fast Attack slot
- Upgrades to Heavy Destroyer (All, just one? No mention)
- Jump Infantry instead of Jetbikes.

- Statline has not changed much
- Strength 6 ("same as a Dreadnought's without its fist")
- 2 Wounds
- Can use wound allocation trickery to a small degree (Upgrades are individual)
- Costs 40 points each ("same as a Terminator")
- 3++ save ("same as a terminator with shield")
- 2 Attacks that Rend
- Moves through terrain without taking a test
- Max unit size is 6
- Fearless
- Jump Infantry

- Wraith squad can fit in a transport (He said Razorback, I'm guessing it was a slip)
- Can have whips that help with the low Initiative problem (Whips? Like the Tyranid Lash Ship I guess.)

Can equip one of two guns:
- Exiler: Heavy single shot, pistol range. Unit must pass strength test of be removed. Costs 15 points ("same as a Grey Hunter").
- Pistol: Same strength as the Wraith melee attacks. Costs 10 points ("Costs 25% of a Terminator").

- Apparently puts the Wraiths to serious shame.

- Correction about the "makes all terrain dangerous" upgrade: All difficult terrain becomes dangerous
Some new rumours has popped up
A lot has been said recently, and talked about, whether or not Sisters or Necrons will be here first. While we do not have any announcement, the rumors that Sister's will slip into July/ Sept seems like it was pulled out of thin air. Today we have yet another rumor about the timeline, declaring Necrons the next codex.

We all really know its necrons next, so here is another source declaring that we will see a huge "dark eldar" style release the first week of September. Do not fear Sisters players, your codex will be here before years end.

Like all rumors, take with a grain of salt.

via GrottoKnight

Necrons drop fist week of Sept. They could push up to last week of August. July white dwarf backside and sneaks inside. August release issue. All models redone entirely. Warriors new package and option but same mold. Think Dark Eldar launch.
Some C'tan rumours
This time we've got a break down on the customisable C'tan found in the elites section.

To Summarise:
-Monstrous Creature,Eternal Warrior,Fearless
-Goes from just under 200pts base to 505pts with all the trimmings.
-12 abilites ranging in cost from 10 to 50pts each
-Fluffwise this is one of the C'tan enslaved in the Necron uprising.

Purchasable abilities include:
-some kind of armour degradation,probably like the scarab rumours.
-large blast centred on C'tan anything under takes S3 hit no armour saves, wounds inflicted regenerate C'tan
-Deceiver style 1d3 unit redeploy after scout moves
-The ability to make melta/flamer weapons 'get hot' like plasma
-3 shooting attacks, 2 at S4 with either a large blast or assault 8 the other is a half range lascannon.
-everything with assault range of C'tan is in difficult/dangerous terrain
-assault grenades,defensive grenades,stealth[all in one option]
-assault based Jaws of the World Worlf[initiative test or die]
-make the entire battlefield difficult and dangerous terrain.
A compilation by a person named Kelvan has been posted, some interesting things in there that I did not know before.
Kelvan said:
Compiled by Kelvan
Rumours are based on Harry, Ghost 21, Tabitha, Bindi Baji and Yakface posts.

Release date: August/September

First wave:
5 plastic kits:
- Warriors (upgraded sprue with new options + orange, red, green rods - 10 per box)
- Immortals (40mm base, bigger with "bling" - 5 per box)
- Destroyers/Heavy Destroyers (torso is changed, one kit with lots of options - 1 per box)
- Necromancer (Eldar Wraithlord style - 1 per box)
- Tomb Spyders (3 different builds - 1 per box)
few blisters:
- metal lord on foot with staff of light

Second wave:
- Lord retinue
- Wraiths (plastic kit - 5 per box)
- Gauss artillery platform with crew or MC/Vehicle type thing (plastic kit)

WBB - the name is gone, now it is save 5+ working like FNP without influence of double strength and AP2 or AP1. However, save is made at the END of the phase after morale tests are taken.

Ever-Living - unit can make 5+ WBB/FNP/Whatever save even if wiped out.

Quantum Shielding - gives open topped skimmers 2+ save for front & side armor until vehicle takes its first glance/pen.

Phase out is redone/gone.

Necrons are a lot cheaper.

Necrons teleporting abilities are far more superior than GK.

Necron vehicles besides the Monolith are open-topped skimmers.

Heat Ray - working like melta or flamer depending which is needed.

Gauss - this type of weapons on a roll of 6' to hit cause auto-glance on a penetration roll. There is no auto-wound regardless of T. No rending.

Gauss Cannon - Assault 2 S6 AP3.

Gauss Flux Arc - Each Arc fires separately and can hit four different targets.

Tesla - this type of weapons on a roll of 6' to hit cause two more hits.

Tesla Heavy Cannon - has a chance of hitting all other units close to the target; both friend and foe.

Doomsday Cannon - 72" S9 AP1 Heavy1 Large Blast.

No C'tans
There are 6 named characters.

Special Character Lords:
The Enfleshed - Flayed Ones become Troops

The Undying - Immortals become Troops

The Silent King ? (from SM codex)

The Voidbringer ? (from FoD)

The Stormcaller ? (from FoD)

The Harbinger of Night ? (from apo formations)
(one of them is 240 pts worth, cc specialist vs 2+)

Special Character - this guy can use electrical discharge towards enemy Psykers.

Special Character - Cryptek can have technological upgrades, rulewise is close to old Pariahs.

Necron Overlord - can have bodyguard unit.

Random Lords - new wargear will be similar to DE HQ

Lot of the old wargear options were removed. However, now they act as special abilities or items owned by special characters.

Resurrection orb is more powerful.

Warscythes remain unchanged.

Elites - nasty special rules
Flayed Ones

Immortals - s2+

Pariahs - overhaul into Lord retinue, however they are not working like wolf guards

C'tan Avatars -?

Warriors - no sergeants, primes and so on, special rules for whole squads, possible C'tans mark system accordingly to colourful rods. Minions of Outsider are tainted by his insanity.

Scarab Swarms

Fast Attack
Destroyers/Heavy Destroyers - significant drop of point cost, several weapon options (vs s2+, vs hordes)

Wraiths - jump infantry, 18" charge, are harsh.

Tomb Blades - Jetbike unit.

Heavy Support
Monolith - remains expensive. However, Living metal rule is changing towards better.

Tomb Spyders - MC, 3 different builds (CC, Shooting, Support).

Necromancer - MC, no squadrons, can be fielded as Elite or HS, high T but not enough vs plasma or melta, Resurrection, Warscythe, lot of weapon options, Heat Ray. Any unit hit by Necromancer is marked. All other Necrons shooting at this target count as having twin-linked weapons for that turn. It has a mechanised skeletal torso housing a suspended crystal.

Sky Barge/Chariot - Heavy support platform, which can be mounted by character. Provides bonus to character.

MC/Vehicle type thing (Obelisk/Gauss Obliterator/Gauss artillery platform with crew) - 48” range, less powerful than Manticore, looks stupid and out of Necron theme.

Vehicle which carry Doomsday Cannon.

From mine point of view:
We were told that one lord with staff was done long time ago but was unreleased. IMO it would be that one: http://kelvan.w.interii.pl/Necron Lord.jpg

We were told there will be about 3-6 new Necron vehicles. My first though was about Obelisk which has rules however, dont have model yet. You can see ready homemade model here: http://kelvan.w.interii.pl/Obelisk.JPG.

My second though was related to two informations that Necrons are basically Tomb Kings in space (theme) and two of new vehicles were based on Jes Goodwin sketches. Lets find out which.

1. First one is Death Barque with one big cannon and two minor guns. http://kelvan.w.interii.pl/1. Death Barque.jpg

IMO it looks stupid, especially this big skull at the front. This sketch could fit with Tabitha rumours of MC/Vehicle type thing which is out of Necron theme.

2. Second one is War Barque which looks like hovering Rhino which portal at its front. http://kelvan.w.interii.pl/2. War Barque.jpg

From known reasons I trust Ghost21 more than Yakface so we won't see any transport vehicles.

3. Here we have War Altars with guns and portals at their front. http://kelvan.w.interii.pl/3. War Altars.jpg I think it was prototype of the Monolith an we won't see it.

4. Funeral Barque. This one looks like combination of heavy support and mobile portal warmachine. http://kelvan.w.interii.pl/4. Warm...h Portal.jpg Here is the ready homemade model http://storage.canalblog.com/11/30/731795/53057450.jpg

5. Last one is simple Barge style warmachine with crew. This one looks like Fast Heavy Support platform with crew mentioned in FOD.http://kelvan.w.interii.pl/5. Warmachine.jpg

Due to Monolith we all used to think that Necrons vehicles don't have any crew or mounted steermans. However, first sketches say something else and if we combine this knowledge with informations obtained from FOD I think we can expect that few vehicles from these sketches for sure would be at new Necron codex.
Some more interesting rumours from Yakface
yakface said:
Okay continuing on here with some nice stuff:

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.

No the replacement rule for WBB is only negated if the unit is wiped out or falls back. Power Weapons, Instant Death, etc, now do not prevent it.
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Some fresh new rumours have surfaced, some really interesting stuff in here. Now with ghost21s comments in yellow.
yakface said:
Hello everyone,

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).

Yup thats nailed that one

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.

no honestly there not otherwise youll see khorne in the csm dex next

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.

not unles they get a masive redsesign and as the sprues are done n dusted im not sure thats acurate

7) Immortals are now a Troops choice. Pariahs are gone. Flayed Ones are Elites.

only with a charecter

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.

thats really odd that was called pariahs.... so im inclined to agree, there was quite a few charecters though

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: http://storage.canalblog.com/29/28/731795/53057637.jpg

....all ill say is sky chariot ... but transports.....not sure since they can teleport everywhere they need any, but nothing in ive read says they get so many

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.

he was heavy support last time i saw it

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.
First of May and some interesting rumours, will we see a Necron flier since all 5E armies except for SW has received one?
ghost21 said:
Scarey Nerd said:
OOO OOO OOO Just remembered something!

If this Summer of Fliers thing goes ahead, Fall of Damnos gave a hint as to what the Necron flier would be!

EDIT: I got way too excited about that...
id stay excited if i were you
Some speculation to what this flier might look like has surfaced. Remember it's all just speculation so dont take it too seriously. The model is just a home made conversion so dont take it as fact.

Todays rumours are about the first and second wave of releases for the Necrons.
Vhalyar said:
Bringing you today's dose of rumors!

Tabitha, replying to someone who mentioned the Warriors + new sprue & rods being part of wave 1:

Tabitha said:
Kurgash said:
Scarey Nerd said:
Tabitha said:
Necron warriors will not likely be first wave.
You're saying the Troop choice for Necrons, their iconic unit, won't be in the first wave? Ok...
The new box with all the gubbins yes. The old box with the standard 12 and 3 scarabs, I can see them trying to sell out all the old stuff before ushering in the new.
So, from the rumors we have, the waves for plastic models would look like this...
Wave 1: Immortals, Tomb Spyders, Destroyers (+Heavy Destroyers) and the giant MC.
Wave 2: Wraiths, Warriors + new sprue & rods, whatever else.
First wave of Necrons will apparently be :
ghost21 said:
immortals, tomb spiders, destroyers (parts are new), necromancer , repackaged warriors
In regards to the new Warrior box. Said to be just 10models now with extra coloured rods.
ghost21 said:
ive not seen the " upgrade sprue " ive said this a few times i keep hearing it but no i havent seen it , i know that they will have the coloured rods and have less to a box
Some rather peculiar rumours from Dakka, consensus seems to be these are false
bob_from_marketing said:
Warriors, now come with a squad leader 'Prime' - eh , like a sergeant, PW (think staff of light - but A2), stat line now looks like a Boy... a 3+ boy... 80 squad 10.
Gauss. Same rules but counts as AP1 on a 6 - only on vehicle.
Phase out: will now be once a unit is reduced to 25% of its initital numbers, it phases out
WBB: basically a 4+ fnp, Str 8 wont auto kill, str 9+ does. ap1 does, ap2, 3 no effect
Flayed are troops, 2a, reduce ld to 5! also DS into cover
Wraiths, cost 4 pts more, have pw

many weapons have Nec at the start, guess who wrote the dex.

1 New vehicles, Pylon. Pylon is a AV12 turrnet which can pile plate or move 'Necrons' next to it

mon is now LR price, but better...
Destroyers now pick as a group to fire S6AP4H3 or S9AP2H1

Tomb spiders have 4 variants, 40pt base. 1variant is basically a tervi but only produces base scarabs

army is very very mobile, but not is a get in a box and move way.
ghost21 is at it again, this time with a release month. I will be keeping a close eye on his/her rumours since if true could be a new source of good information
Ghost21 said:
when?, aug

res orbs are overpowered normally there's a sc that has an even MORE POWERFUL ONE! (hope that clears things up)

the version i read had s&p ( for some )
Some rumours that just popped up
Rumour time

ghost21 said:
probably shouldn't say this but at least 2 of the named lords there are supposedly characters in the dex (from the names at least , though only found out that after reading fod) at least 1 will get a figure (i ve seen it its had a version before but he was never released)

and wraiths are not the new fast attack (there wasn't one in the version ive seen, ) but that was at least 1 or 2 before the printed dex ,(wraiths are harsh now)

there is a lord that makes flayed ones troops
Kelvan said:
Time for small summary:


Named Lords:
100% The Enfleshed - making Flayed Ones Troops
The Undying - making Immortals Troops
The Silent King ?
The Voidbringer ?
The Stormcaller ?

Random Lords
No C'tans


Elites - nasty special rules

Flayed Ones (Harlequins counterpart?)
Immortals - large (35mm) base; they are redesigned as larger, bulkier and more dynamic (plastic kit)
Pariahs - overhaul into Lord retinue (second wave)


Troops - squad upgrades

Warriors (no re-cut, possible additional sprue)
Scarab Swarms


Fast Attack

Destroyers - redone, new weapon options (plastic kit)
Wraiths (are nasty)


Heavy Support
Necromancer - Resurrection, Warscythe, Gauss smthn... (plastic kit)
Tomb Spyders - 3 different builds (plastic kit)
Pylon/Obelisk/Gauss Obliterator/Heavy Gauss Cannon platform (plastic kit)


If C'tan are removed from codex, would be C'tan models useful or will be gathering the dust on the shelf?

More Necron rumours
From our local poster, Bindi Baji:

- September release/"Before October".
- Author is Mat Ward for the bulk of the codex, but two others were involved before him.
- We'll Be Back was still trying to be saved, last he knew.
- Warriors are not changing, but doesn't preclude a new weapon/option sprue.
- Spyders redone in plastic.
- Destroyers redone in plastic.
- Immortals redone, in plastic? Unsure of the material.
- Flayed Ones redone, unsure of the material.

About the recent rumor that Necrons have been pushed back:

BramGaunt said:
Spectral Dragon said:
I know I am re-iterating what I said before but necrons are getting pushed back till 2012.
According to you, yes. According to someone whom I trust more, no.
Finally, Harry believes that Necrons will see the first resin models in 40k (but Fantasy will get the first batch of resin).
Some interesting Necron rumours, I doubt they are true but interesting none the less. Necrons in June-July? Yes please but highly doubtful.
He went on to note that Tomb Kings were solidified for May and that between June and July we should see Necrons back in business for 5th Edition. I inquired as to what his source was. He was hesitant at the beginning of our conversation, but later revealed that he has a friend in the UK who's friends with someone working at GW. While his friend isn't the nerdiest of people out there, he does gather some tidbits for Bill here and there.
Small compilation of the most recent rumours regarding the Necrons.
Tabitha said:

Take this with Salt, and don’t believe me if you don’t want to but here goes:

So first things first. There is a lot that can and will change, but this is what I know for now:

New kits done in plastic:
Destroyers/Heavy Destroyers. This will be released as one kit with lots of options. They look like the old hybrid kits, but in plastic with fancier torso’s. The skimmer body things don’t look much changed, actually. But I don’t think that’s a bad thing. With the hefty price drop from their current points cost, expect to be buying a lot of these to deal with your enemy termies and the like, since with the exception of one of the Special Character Lords they are your best option for dealing with 2+ saves, though there is an 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, though considering the other weapon options you have with these guys and the number of other units in the new codex with slaughter hordes better, its sort of a waste. You get 1 per box.

Immortals – These look coolish…kinda. I think I liked the simpler look of the old ones, but if you are a fan of all the “bling” that GW has started throwing on with remakes like the BA and GK, then you will like the new Immortals. I don’t really find that they fit with the Necron look, but time will tell, and maybe they will look better painted. They are also bigger. One of the Special Character ‘Cron lords makes them troops. Will come in boxes of 5, can be in units of up to 10.

Tomb spider is getting a nice remake, haven’t seen the model yet but I hear it looks cool. Like the Destroyers, the rumor is that this will have several options and be able to fulfill a Varity of roles in the army. 1 per box.

New MC/Vehicle type thing that can throw down some long range hurt but is still underwhelming compared to things like the Manticore, and will likely be unpopular. 48” range I believe. It looks really stupid and out of place in the Necron force. 1 per box

New giant MC guy with either ranged or melee options. Has a very Wraith Lord feel all around. One of the guns looks similar (maybe the same?) to the new gun the destroyer guys are getting which works well against hordes. He has a lot of weapon options and looks….ok. I am not a big fan of giants though so maybe it’s me. Defiantly a MC like a wraith lord and not a vehicle like a dreadnaught/sentinel however. I think people will either build lists around 3 of these guys (you can’t take them in squadrons, so they really eat up your HS slots, which honestly surprised me since GW seems to be letting people take walkers in groups of 3 so they can sell more) or won’t take them at all. Still in the age where half the guardsman and space marines in the galaxy seem to run around packing plasma or melta guns, I don’t expect these guys will be that competitive even with their high toughness just because to kit them out with the best weapon options makes them a bit more expensive then they are worth, and giant models tend to attract a lot of fire power. I think I saw something about a way to make them available in elite slots as well as HS slots. Maybe through a special character? 1 per box.

New fast attack unit that finally gives Necron’s some non MC melee options. Look kinda like flayed ones. They have an 18” charge with their special ability. Think jump infantry with special rules. 5 per box

Warriors will come 10 to a box; have some 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) Otherwise look the same.

Didn’t see a plastic lord, but didn’t hear that there wasn’t one. Still, I can’t really say either way, though it would be nice if they put one out I don’t really have any evidence that this is the case.

I didn’t see or hear anything about an LED kit for the Monolith. I am not saying that something like that isn’t going to happen, but I haven’t heard even the slightest hint of something like that happening, or seen any evidence to suggest it other then what people post on forums like this.

New Blisters:
There is a new metal lord on foot, has a staff. Looks really cool, but I don’t like painting metal, so I don’t know if I will be picking him up.

WBB is basically FNP for most guys. Not saying its FNP exactly, but well…it pretty much comes out to being FNP. The way Res orbs work has, obviously, been reworked as well.

Phase out is…well phased out. Not saying the rule is completely gone, but you won’t have to buy a ton of unit X to keep your enemy from just destroying your “Necrons” units and causing your army to get removed.

C’tan are gone, and are replaced with powerful named Necron lords and special characters.

One of the Lords makes Immortals troops, though I am not sure if they are scoring.

Another Special Character has some really nice anti psyker abilities. I don’t think he is a lord, some other sort of Necron maybe? I don’t play Necrons myself, but I didn’t get the impression that he was a boss ‘Cron.

Unlike what people have been saying, not all gauss weapons are rending.

Living metal is changing, but if anything its getting better. Kinda.

A lot of the weird complicated rules from the codex are getting simplified and a lot of the war gear options are vanishing, though many of them will be back in slightly altered form as special abilities or items owned by some of the new special characters.

Necrons will have their magic power guy, but no he isn’t a psyker. I mean he is LIKE a psyker, but is not actually, you know, a psyker. Even if he plays and feels…well you know, just like a psyker.

While the Ctan are themselves out of the codex ( a good thing, since they were way underpowered for gods) look to see their influence still in place.

Over all Necrons are a lot cheaper across the board point wise, though that’s to be expected (GW wants you to buy more little plastic men, and the best way to do this is make it so it takes more of them to fill up an army). Monoliths remain expensive though, and one of the lords was something crazy, like 240 points or somewhere around there. He looks like he has potential to be beastly in CC though.

I didn’t see any rules for a transport for the warriors, though I was really hoping they would get something to bring them into the age of 5th edition mech. I wish I could tell you they had a necrhino or nechimera but I just didn’t see anything like that, and I didn’t hear about anything like that either. They have been giving some interesting new fast attack and CC options, but it looks like, at least to me, that they still won’t be at the power level of BA/SW/GK. Still, they will get a much needed boost from their current state, and should be a lot less confusing to play.

I don’t have a release date, but I am expecting an October release. That’s a guess though.

Again I fully expect at least some of this to change, so take this with all the salt you want, but I thought maybe some folks might want some more rumors, and since no one else seemed to want to put this stuff out, I figured I would. Likewise I am only human and it’s possible I remembered something wrong. Anyway, Enjoy.
Beasts of War said:
Word is reaching us that the Necron range (or at least parts of) is being run down now (i.e. not available to the independant stockists) which can mean only one thing… expect Necrons in about 6 months!!!

So, we could be looking at a July/August release for your favourite army of unstoppable death machines?

A couple of tidbits that we received:

The Obvious

We’ll be back is definitely gone (Feel no Pain has took over)
We’re hearing that Gauss weapons are rending (which makes sense and will please Darrell no end)
There will be a ton of Psychic powers listed as ‘Tech Upgrades’

The more ‘out there’ stuff that we have trouble believing

There will be a more ornate vehicle (maybe monolith?) with moulded glyphs
The feel of the range has been re-skinned to make it less ‘Terminator’
Spyders have been redone
We hear they are getting a reboot on the scale to rival the Dark Eldar!

We’re not hearing that its gonna take the same ‘feel’ as Forgeworld’s Tomb Stalker, apparently it was created and released completely independantly of the core design team. This seems a little bit like disinformation – but knowing GW I would not be entirely surprised.
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From our local poster, Bindi Baji:

- September release/"Before October". (1, 2, 3)
- Author is Mat Ward for the bulk of the codex, but two others were involved before him. (4, 5)
- We'll Be Back was still trying to be saved, last he knew. (6)
- Warriors are not changing, but doesn't preclude a new weapon/option sprue. (7, 8)
- Spyders redone in plastic. (9)
- Destroyers redone in plastic. (10)
- Immortals redone, in plastic? Unsure of the material. (11)
- Flayed Ones redone, unsure of the material. (12)

About the recent rumor that Necrons have been pushed back:

BramGaunt said:
Spectral Dragon said:
I know I am re-iterating what I said before but necrons are getting pushed back till 2012.
According to you, yes. According to someone whom I trust more, no.
Finally, Harry believes that Necrons will see the first resin models in 40k (but Fantasy will get the first batch of resin).
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Please post a link to where you saw this :D
Sure! I edited the post to link to Bindi's comments directly.
As for a link to the Harry/BramGaunt stuff... right now isn't a good time to visit Warseer :p
It'd be nice if we could avoid that kind of things in the rumor thread, no?
For what it's worth though, Ward's efforts before Codex: Space Marines were Wood Elves and Fantasy Daemons, and people seemed to like the fluff in those quite well.
For what it's worth though, Ward's efforts before Codex: Space Marines were Wood Elves and Fantasy Daemons, and people seemed to like the fluff in those quite well.
The fluff in Fantasy Daemons is a lot better then the equivalent in 40k Daemons for sure*, but that still doesnt mean that codex "Blood, Blood, Blood, Blood, Blood, Blitz, Blood, Blood, Blood, Blood, Blood, Blitz, Blood, Blood, Blood, Blood, [insert other word here], Blood, Blood, Blood, Blood, Blood, Blood, Blitz, Blood, Blood, Blood, Blood, Blood, Blitz, Blood, Blood, Blood, Blood, [insert other word here]..." has good fluff.

Matt need to learn when "less is more" to get his fluff straightened out. The level he was at in Fantasy Daemons was good. He is generally way overdoing it atm and that only makes it silly.

*Then again with Gav+Alessio writing a book there sure aint much hopes to be had....
I'm excited... But I just pray to god my NBs model will still be useable in some way :/ I love it so much and spent so much time painting it
I'm excited... But I just pray to god my NBs model will still be useable in some way :/ I love it so much and spent so much time painting it
I'm with you all the way. Although with the release of Mexican themed Ork heads I may just give up on Necrons altogether.
I wonder how the phase out rule has changed, whether it will still affect the army as a whole or whether it will be on a lesser scale. Maybe on a squad basis like KD suggested in another thread somewhere.

Also sad to think that WBB could be nerfed into FNP, but if them`s the breaks...
Just my musing, but wouldnt it be neat if phase out worked where the indavidual unit would phase out when reduced to say 20% strength, then when enough of the same unit type phases out so that you have minimum numbers for a base unit or some such number, they merge into a new unit that must come in from reserve. (With a Monolith providing the same reserve point as it does these days)
FNP isn't really a nerf compared to the current WBB. Granted, it is way less flavorful compared to the current WBB.
Just my musing, but wouldnt it be neat if phase out worked where the indavidual unit would phase out when reduced to say 20% strength, then when enough of the same unit type phases out so that you have minimum numbers for a base unit or some such number, they merge into a new unit that must come in from reserve. (With a Monolith providing the same reserve point as it does these days)
Sounds way too much like a perk to the army rather than a drawback.

The FNP vs WBB is still a toss up. All depends on what situation you're in to see which is better.
The new WBB will probably be a rerollable FNP (if a rez orb is nearby, or maybe a rez orb will make it a 3+ FNP), isn't this better than the old WBB with rez orb as you get to do the rolls as the wounds happen instead of at the end of the phase meaning as if before a completely destroyed unit couldn't get back up (with some exceptions) while with this they would make their saves there and then.
The new WBB will probably be a rerollable FNP (if a rez orb is nearby, or maybe a rez orb will make it a 3+ FNP), isn't this better than the old WBB with rez orb as you get to do the rolls as the wounds happen instead of at the end of the phase meaning as if before a completely destroyed unit couldn't get back up (with some exceptions) while with this they would make their saves there and then.
The WBB vs FNP debate could have this thread at 20 pages in a month (since there are only a handful of Necron posters) with just that.

But my opinion is, WBB can go as long as FNP helps balance the codex and allows them to make Necrons stronger in other areas (or less costly).

I really hope Wraiths stay in. I do love the models but a new rumored fast attack CC unit seems to be redundant. I'd love to see Wraiths given an option for a power weapon and 1-5 squad size instead of the current.
I have changed my mind in the whole WBB debacle. I don't care anymore as long as the necrons are fun to play and don't have only 4 viable units while the rest are useless.

FNP WBB whatever man
Someone reminded me that Nick Kyme, who wrote Fall of Damnos, also wrote Salamander… which contained interesting hints about the new Dark Eldar before their release.

I thought it’d be interesting to sum up the Necron side of things from the book:

I only dwelt on the big changes compared to the current codex, in other words the stuff that you don't expect an author to be able to invent without at least some basis in the new fluff.
Great summary.

Personally, my play style at the moment is to use the two of the most difficult things to kill in the book as a huge focal point of my army and of my wins.

I really hope that remains possible after the new codex.

If I can't march a Nightbringer behind a Monolith up the field watching Lascannons bounce off a Monolith I'll probably shed a single tear.
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