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  1. #171
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    Quote Originally Posted by Defenestratus View Post
    I've heard rumors from my mole in GW that the wave serpent isn't even going to be in the next Eldar codex. Apoc only.

    Oh wait this is about Necrons... sorry carry on....
    Theres no such things as Apoc only units anymore. Everything that was Apoc only is now a formation or a Lord of War....
    Autarch, Shas'o, Chaos Lord and Decadant Lord of the Webway. And a Doctor!
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  2. #172
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    Quote Originally Posted by DrLove42 View Post
    Theres no such things as Apoc only units anymore. Everything that was Apoc only is now a formation or a Lord of War....
    The sarcasm was thick with my comment Dr. Love :P
    I have never made but one prayer to God, a very short one: "O Lord make my enemies ridiculous." And God granted it. --Voltaire

  3. #173
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    Its been a very long month....
    Autarch, Shas'o, Chaos Lord and Decadant Lord of the Webway. And a Doctor!
    http://drlove42.blogspot.com/

  4. #174
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    jackedup at [URL="http://thetyranidhive.proboards.com/thread/48760/new-necrons-codex?page=3"]The Tyranid Hive[/URL] claims to have the book, and is spilling some beans. Mostly confirmations of what we've heard so far, but there's a few tidbits that were new:

    Mindshackle Scarabs: When fighting in a challenge, a model with the scarabs has the Fear rule. Fear tests taken as a result of the scarabs are taken on a 3D6.

    Whipcoils: Can be purcahsed for 3 pts per model. S = user, gains swiftstrike (+3 init)

    Entropic Strike: To wound rolls of 6 wound automatically and cause glancing hits if they wouldn't penetrate

    Renanimation Protocols Roll a D6 each time the model suffers an unsaved wound, subtracting 1 if the wound caused Instant Death. On a 5+, discount the unsaved wound. Modifiers to this dice roll can never be improved to better than 4+.

  5. #175
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    Lexington is on the case!

    via The Tyranid Hive's [URL="http://thetyranidhive.proboards.com/thread/48760/new-necrons-codex?page=3"]jackedup[/URL] 1-26-2015

    "Ask Someone Who Has the Codex"
    Okay, so here are all the units. Dunno too well what's new and what's not, but ask if you want info on any of it.

    HQ

    Anrakyr the Traveller
    Cryptek
    Illumninor Szeras
    Lord
    Nemesor Zahndrekh
    Orikan the Diviner
    Orikan Empowered
    Overlord
    Trazyn the Infinite
    Vargard Obyron

    Troops:
    Necron Warrior
    Immortal

    Elites:
    Deathmark
    Flayed One
    Lychguard
    C'tan Deceiver
    C'Tan Nightbringer
    Triarch Praetorian

    Fast Attack:
    Canoptek Wraith
    Canoptek Scarab
    Destroyer
    Heavy Destroyer
    Tomb Blade

    Heavy Support:
    Canoptek Spyder
    Heavy Destroyer
    Transcendent C'Tan

    Vehicles:
    Annihilation Barge
    Catacomb Command Barge
    Doom Scythe
    Doomsday Ark
    Ghost Ark
    Monolith
    Night Scythe
    Obelisk
    Triarch Stalker
    Tessaract Vault

    Lord of War
    Imotekh the Stormlord

    Necron Special Rules:

    Renanimation Protocols - When a model with this rule suffers an unsaved wound, it can make a special reanimation roll to avoid being wounded. This is not a saving throw and can be used against attacks that state "no saves of any kind are allowed". Reanimation protocols rolls may even be made against hits that cause Instant Death, but cannot be used against hits from Destroyer weapons, or an attack that states the model is removed from play.

    Roll a D6 each time the model suffers an unsaved wound, subtracting 1 if the wound caused Instant Death. On a 5+, discount the unsaved wound. Modifiers to this dice roll can never be improved to better than 4+.

    If a model has both reanimation and FNP, you can choose to use one or the other but not both.

    Living Metal - A model with this special rule ignores the effects of crew shaken, but still loses a hull point. At the end of each of your turns, roll a D6 for each heavy or super heavy vehicle with this special rule that has less than its starting number of hull points, but has not been destroyed. On a roll of a 6 it regains a hull point.

    Immortals are 17 points each

    Warriors are 13 points each.

    Lychguard are 125 points for a squad of 5.

    WS 4 BS 4 S 5 T 5 W 1 I 2 A 2 Ld 10 Sv 3+

    Warscythe, Reanimation protocols. May select a night scythe as a dedicated trasnport.

    The entire unit may exchange their warscythes for hyperphase swords and dispersion shields.

    Hyperphase sword + shield are 5 pts per model for the Lychguard

    Canoptek Scarabs are Fast Attack, 60 points.

    WS2 BS2 S3 T3 W3 I2 A4 Ld10 Sv6+

    May include up to six bases at 20 pts per base

    Entropic Strike: To wound rolls of 6 wound automatically and cause glancing hits if they wouldn't penetrate

    Fearless, Swarm

    Flayed Ones, Elites, 65 Points for 5 guys

    WS4 BS4 S4 T4 Wi I2 A3 Ld10 Sv4+

    May include up to 15 other Fllayed nes at 13 pts per model

    Deep Strike, Fear, Infiltrate, Reanimation Protocols

    Two Flayer Claws: AP 5, Shred

    Catacomb Command Barge - HQ, 135 points

    This is taken in place of your Overlord (he sits inside the thing) WS5 BS5 S5 T5 W3 I2 A3 Ld10 Sv.3+

    Catacomb Command Barge BS4, 11AV all around, HP3

    Overlord has his usual stuff (staff of light, Reanimation, can buy extra wargear, etc.)

    Catacomb Command Barge has a Gauss Cannon (can switch to Tesla Cannon), Quantum Shielding, and Living Metal.

    Command Wave: All Necron friendlies within 12" re-roll failed morale, pinning, and fear tests. If the warlord in the barge has the Immortal Hubris trait (see earlier in thread), command wave range extends to 18".

    Annihilation Barge - Heavy Support, 120 points

    BS4, AV 11 all around, HP3

    Gauss cannon (can switch to Tesla), Twin linked tesla destructor, Quantum shielding, Living Metal

    My bad - the annihilation barge is in a formation I forgot to list. The Annihilation nexus, which has two Annihilation Barges and 1 Doomsday Ark.

    Anrakyr the Traveller:

    160 points, Character, HQ

    WS5 BS5 S5 T5 W3 I2 A3 Ld10 Sv.3+

    Tachyon arrow and Warscythe

    Warlord Trait is Implacable Conqueror (see earlier post in thread)

    Counter-attack, Furious Charge, IC, Reanimation

    Mind in the Machine: At start of shooting phase, choose an enemy vehicle within 12". On a 4+, randomly select one of that vehicle's weapons (no choosing one use weapons that have already been fired off though, or destroyed weapons) and shoot the weapon at another enemy unit. Use the vehicle's BS, unless it is stunned or shaken (then snap shots only). Tyranids laugh at this.

    Pyrrhian Eternals - At start of game, before deployment, nominate one friendly unit of immortals. They have Furious charge and counter-attack.


    The Force Org for Necrons is different, and organised into detachments.

    Reclamation Deatchment (1+) =

    1 Overlord
    0-2 Lychguard
    1-4 Immortals
    2-8 Necron Warriors
    1-3 Tomb Blades
    0-3 Monoloiths

    1-10 choices f the following per reclamation legion:

    Judicator Battatlion=
    1 unit of Triach Stalkers
    2 units of Triarch Praetorians

    Destroyer Cult=
    1 Destroyer Lord
    3 units of destroyers
    0-1 units of heavy destroyers

    Canoptek Harvest=
    1 Canoptek Spyder
    1 unit of Canoptek Wraiths
    1 unit of Canoptek Scarabs

    Star God=
    1 C'Tan Shard f the Deceiver, Shard of the Nightbringer, Transcendent C'Tan or Tessaract Vault

    Annihalation Nexus=
    2 Annihilation Barges
    1 Domsday Ark

    Flayed Ones=
    1 unit of Flayed Ones

    Living Tomb=
    1 Obelisk
    0-2 Monoloths

    Deathmarks=
    1 unit of Deathmarks

    Deathbringer Flight
    2-4 Doomscythes

    Dispersion Shield

    A mdel equipped with a diispersion shield has a 3+ invulnerable save, but can never claim the two weapons bonus in the fight sub phase.

    Mindshackle Scarabs

    When fighting in a challenge, a model with the scarabs has the Fear rule. Fear tests taken as a result of the scarabs are taken on a 3D6.

    Deathray - 24", Str 10, AP 1, Heavy, Blast, Lance

    Whipcoils can be purcahsed for 3 pts per model. S = user, gains swiftstrike (+3 init)

    On the Doomsday Cannon:

    Low Power 24", S8 AP3, Heavy, Blast

    High Power 72" S10 AP1, Primary Weapon 1, Large Blast, Divert Power (must be stationary)

    I don't see anything about Tomblades being able to increase armour save or jink.

    Technoarcana is as follows:

    Chronometron - The model and his unit have 5+ invuln. against shooting attacks

    Dispersion shield - Model has 3+ invuln., cannot claim Two Weapon bonus

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

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

    Mindshackle Scarabs 10pts - During a challenge, model with the scarabs causes Fear. Ld. tests against the model are taken on 3D6.

    Nebuloscope - model ignores cover when shooting

    Phase Shifter 25pts - 4+ invuln. save, but only for the model and not any chariot it rides on

    Phylactery 15pts - It Will Not Die, for both the model and any chariot it rides on

    Resurrection Orb 25pts- Once per game, after an unsuccessful reanimation roll has been made for the model (or another model in the same unit), you can re-roll it and any other failed reanimation rolls (for the model and its unit) until end of phase.

    Quantum Shielding - The vehicle has AV13 all around, but after the first penetrating hit, it falls back to the normal AV values.

    Shadowloom - +1 cover save (6+ in the open)

    Shield Vanes - 3+ armour save

    Artefacts of the Aeons

    Gauntlet of Conflagrator 30pts- Template, S7 AP2, Assault 1, One Use Only

    Nightmare Shroud 35pts- 2+ armour save and fear. Once per game can force enemy unit within 18" to take a morale check (Fearless and Know No Fear units are immune)

    Orb of Eternity 40pts- See the Resurrection Orb above, except this also gives +1 to the reanimation rolls

    Solar Staff 15pts- 12", S5 AP3, Assault 3, Blind, Solar Pulse

    Solar Pulse: Once per game, at the start of any turn, cancel night fighting for the turn. When activated, enemy units can only fire snap shots at the model and its unit until the staff bearer's next turn.

    Veil of Darkness 25pts- Deep strike. Once per game, can remove itself and its unit from the table and immediately deep strike somewhere else (even if locked in assault)

    Voidreaper 30pts- S+2 AP2, Melee, Armourbane, Fleshbane, Master Crafted, Two Handed


    Powers of the C'Tan...here goes:

    Models with Powers of the C'Tan can use them as a ranged weapon in the shooting phase. They cannot use them to fire on overwatch. Each time a model uses this, choose a target then roll a D6 to see what happens. For Nightbringer, Deceiver, and Transcendent, use the Transcendent effect. For Tessaract cube, use Coalescent effect.

    1. Antimatter Meteor -

    Transcendent: 24", S8 AP3, Assault 1, Large Blast
    Coalescent: 48", S8, AP3, Assault 1, Apocalyptic Blast

    2. Cosmic Fire -
    Transcendent: 24", S6 AP4, Assault 1, Large Blast, Ignores Cover
    Coalescent: 48", S6 AP4, Assault 1, Apocalyptic Blast, Ignores Cover

    3. Seismic Assault-
    Transcendent: 24", S6 AP4, Assault 10, Strikedown
    Coalescent: 48". S6 AP4, Assault 20, Strikedown

    4. Sky of Falling Stars
    Transcendent: 24", S7 AP4, Assault 3, Large Blast
    Coalescent: 48", S7, AP4, Assault 6, Apocalyptic Barrage

    5. Time's Arrow
    Transcendent: 24", SD AP1, Assault 1, Precision Shots
    Coalescent: 48", SD, AP1, Assault 2, Precision Shots

    6. Transdimensional Thunderbolt
    Transcendent: 24", S9 AP1, Assault 1, Tesla
    Coalescent: 48", S9 AP1, Assault 2, Tesla

    Tesla: To Hit roll of 6 causes 2 additional hits on the target. Snap shots never cause additional hits due to Tesla.



    Necron Warlord Traits

    1 Enduring Wrath - Warlord has Eternal Warrior

    2 Eternal Madness - Zealot special rule

    3 Immortal Hubris - Warlord and friendly units within 12" re-roll failed morale, pinning, and fear tests

    4 Hyperlogical strategist - Add or subtract 1 from reserve rolls and seize the initiative

    5 Implacable Conqueror - Warlord and all friendlies within 12" have Relentless and Crusader

    6 Honorable Combatant - Must issue or accept challenges. Re-roll all failed to hit rolls in a challenge. No friendly character other than Vargard Obytron can attempt glorious intervention. If enemy refuses challenge, warlord gains hatred for rest of game.

    Odds & Ends

    1. Codex specifically states: "Snap Shots never cause additional hits as a result of this special rule".

    2. Night Scythe is 130 points. They still have invasion beams.

    3. Gauss auto wounds on a 6, and auto glances on a 6. No double strength.

    4. Tomb Blades have twin linked gauss blasters. These can be exchanged with twin linked Tesla Carbines for free, or Particle Beamers for 2 points / model

    5. Anrakyr is 160 points.

    6. Triarch Praetorians are 140 points for a squad of 5. Their Rod of Covenant has a 12" range.

    7. The Doomsday Ark is Heavy Support (again, see my earlier post about Crons not using standard Force Org though). It still has t be stationary to fire.

    8. Monolith: 200 points, 14 AV all around, BS4, 4HP. Four gauss flayer arcs, Particle Whip, Eternity Gate, Deep Strike, Living Metal.

    I am not a Cron player, but I think the Obelisk is new? It's like a superheavy version of the Monolith. 300 points, 14AV all around, BS4, 4HP. Four Tesla Spheres, and all enemy flyer, skimmer, jetbike, and FMCs treat terrain within 18" of the Obelisk as dangerous terrain. Zooming flyers and FMCs must also take a dangerous terrain test. The Obelisk can be "powered down" and gain 3+ invuln, but cannot move or shoot. Deep striking obelisks are always powered up. Once powered up, it cannot power down again.

    9. The Spyder can add a single Canoptek Scarab base to a scarab unit within 6", at the start of the movement phase, even if it raises it past the starting amount. Roll a D6 after that, and it takes a wound on a 1.

    10. Cryptek:

    65 points, HQ, Infantry (character)

    WS4 BS4 S4 T4 W2 Iw A1 Ld10 Sv.4+

    Staff of Light, may take a chronometron (25 points), may take items from Technoarcana or Artefacts of the Aeons

    Reanimation Protocols

    Technomancer: This model and all models with the Reanimation Protocols rule in his unit receive +1 to Reanimation Protocol rolls (posted the rules for RP earlier in the thread)
    Last edited by Bigred; 01-26-2015 at 01:58 PM.
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  6. #176

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    I still think Necrons can use the typical CAD, or the Mephit (?) Dynasty detachment in Shield of Baal, or just go straight Unbound. It'd be ridiculous to limit them like that.

  7. #177
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    Quote Originally Posted by DrLove42 View Post
    Theres no such things as Apoc only units anymore. Everything that was Apoc only is now a formation or a Lord of War....
    Since when? Last Dataslate I saw, post 7th edition still spelled out the difference between Apocalypse Formations and Formation you have a source in the rules to back that up? Yes they have release Apocalypse and Standard Formations with the same name Green Tide for example, but have yet to see a rule that says ignore the rule that says Apocalypse Formations are restricted to games of Apocalypse.

  8. #178
    Initiate
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    I'm looking to get back into the hobby, but from my perspective, with the exception of Praetorians and Flayed Ones, are there any buffs? It just seems like nerfs to me. Can anyone attest or deny this for me?
    "Those who adapt, survive. Those who survive, thrive. Those who fail to do either, there is still Monopoly"

  9. #179

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    Any word on the Status of Gauss and Tesla Str, AP and rules?

  10. #180

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    Quote Originally Posted by Scott Nealon View Post
    I'm looking to get back into the hobby, but from my perspective, with the exception of Praetorians and Flayed Ones, are there any buffs? It just seems like nerfs to me. Can anyone attest or deny this for me?
    Buffs:
    -Lords and Crypteks are now 2 wounds.

    -Crypteks being in a squad gives them +1 to reanimation protocals (instead of having to buy an orb). An Orb on top of this makes a one-time 4+ reroll on reanimation protocols, in case of a round of especially devastating losses. Assuming the orb is affordable because of its one time use, this can be VERY good.

    -Gauss auto wounds AND auto glances on a 6. This means a rapid firing Warrior squad is able to reliably kill anything in the game. T10? psh. AV14? psh

    - depending on what you can give Voidreaper to (CCB Overload?), it can cause some devastation.

    -Living metal now Regens hull points on a 6 every turn.

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