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Lady Blodwynn

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PostPosted: Wed Oct 05, 2011 2:07 pm


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Haqqislam's Hussein
PostPosted: Sun Oct 09, 2011 9:01 am


Lady Blodwynn
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"Disciplinary Officer Viktoria Skivlana"

http://eurobitz.com/en/2111-officier-disciplinaire-viktoria-skivlana.html
Ordered one of the last from the first production run. I'm looking forward to replacing her silly pistol with something from Zinge Industries.

Lady Blodwynn
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http://www.pig-iron-productions.com/
Sadly a UK only deal, but I've managed to order a copy from another place with free shipping. Another rulebook for the pile of books. sweatdrop

Lady Blodwynn
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Quote:
Super Dungeon Explore, the world's first chibi anime strategy battle game is ready for pre-order from Soda Pop Miniatures! Go head-to-head with your party of brave adventurers, or play as the dungeons evil master summoning hordes of minions to battle over who will rule the underworld of Crystalia.

This game box comes complete with over 50 finely crafted Soda Pop miniatures, full rules, cards, dice, and battle maps to start playing your games of Super Dungeon Explore!

All pre-orders from now till November 5th will receive our limited edition Candy & Cola chibi adventurers with their orders. This powerful duo is a great addition to any adventure party! Candy & Cola come complete with game card for use in your games of Super Dungeon Explore!

Game Contents
• 50 + highly detailed Soda Pop Miniatures
• Custom Super Dungeon Battle Dice
• Character and Minion Stat Cards
• Loot and Treasure Card Decks
• 5 Large, Double Sided Dungeon Boards
• 32 Page Rule Book


https://store.sodapopminiatures.com/product_info.php?cPath=27&products_id=72
If I had money right now I'd pre-order this sucker as soon as humanly possible. But alas.. crying

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Lady Blodwynn

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PostPosted: Sun Oct 09, 2011 2:27 pm


Lt. Brookman
Ordered one of the last from the first production run. I'm looking forward to replacing her silly pistol with something from Zinge Industries.
Who now?
PostPosted: Mon Oct 10, 2011 1:00 am


Lady Blodwynn
Lt. Brookman
Ordered one of the last from the first production run. I'm looking forward to replacing her silly pistol with something from Zinge Industries.
Who now?
A small one-man company with its roots in Dakka: http://www.freewebstore.org/zinge-industries/index.aspx?pageid=658634

Don't let the link fool you, he sells good quality resin bits and flexible ammo and power feeds for weapons. I ordered three of the following:

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"Heavy Mauser blaster" or as we like to call them the "Han Solo" guns.

I'm planning on giving le Commissar shown above one of those instead of that crappy bolt pistol she's now sporting.

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Lady Blodwynn

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PostPosted: Tue Oct 11, 2011 12:26 am


Should I ever get round to finding a more suitable miniature for Rogue Trader I'll be sure to give it a pair of those blasters. My motto is "SHOOT FIRST" isn't it? wink
PostPosted: Sat Oct 15, 2011 12:28 am


Necrons are coming, here's the latest on them:

Dual kit that can be build as a Command Barge or a Support Barge:
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Dual kit that can be build as the Ghost Ark, a troop transporter ...
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... or the Doomsday Ark, a gun platform:
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Then the HQ: The new Necron characters Imotekh the Stormlord and Trazyn the Infinite...
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... and the new Necron Overlord models:
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The rumoured sniper unit, the Deathmarks (with only one eye to improve stereoscopic vision wink ):
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A multipart plastic kit to make two different new cc units. First Lychguard with Warscythes ...
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... and (alternative weapon choice) Hyperphase Swords and Dispersion Shields:
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... as well as Triarch Praetorians with Rods of the Covenant (AP2 assault power weapons) ...
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... and (alternative weapon choice) Particle Blasters & Void Blades:
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New Immortals with Gauss Blasters ...
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... and some other weapon choice (yes, BoW labelling is wrong because of WD text fragment belonging to upper pic) :
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New Flayed Ones:
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Still missing: Destroyers, Spyders, maybe C'tan or a flyer.

Now quotes.

First from a Polish source, probably having seen the printed WD where these scans are taken from:
http://www.cytadela.pl/modules.php?name=News&file=article&sid=1766
Quote:
Some time ago I mentioned that new Necrons will appear in upcoming White Dwarf - I just got a confirmation of that info from a reliable source! (...)

In the upcoming WD you will see some new units:

- Triarch Pretorians/Lychguard - think Ushabti with Grey Knight-like spears / glavies
- new Immortals
- new Destroyers
- Deathmarks - Necron snipers
- new HQ'a / characters - Overlord and Cryptec, those will be in finecast
- Command Barge - with a Lord on the throne


The next rumour only makes sense with the clarification by Yakface diirectly following it:
Quote:
Network News: The Necron Rumor you need to know…and more

Oct 12, 2011

Over the last few months many have noticed rumors surrounding GW releases have been to reduced to a slow drip, instead now get the ludicrous rumors and speculation. At BoK we often hold on to many rumors that sound too implausible in the hopes of scrying the world for verification, this has led us to keep one particular Necron rumor sealed because of possible game breaking power. With the new Necrons seemly a few weeks (because one manager of a random GW store couldn’t be talking out of his a**) from rebirth I think it is time to let this one out of carbonite. It needs notation that this rumor comes in two versions that could end up conflicting with one another, so here is both so the Internet can decide.

Ok, babbling over on to the rumor…

Rumor has it that a new Necron shooting attack can cause large swaths of your opponents army in a new interesting way. How it works is simple…

- Necron Shoots Unit
- Necron Hits Unit
- Necron player allocates where the wound will be (how this is worded I have no idea)
- All identical models to the one just shot are now hit
- Roll to wound all models that are identical
- Make armor saves were applicable

Here is an example. I shoot Necron weapon at a squad of Long Fangs. I hit and chose my wound to be rolled on a Missile Launcher Long Fang. All Missile Launcher Long Fangs IN THE ENTIRE ARMY are now hit. Now think take this a step further. What if I shoot a Ork Boy?

Here is the other way this weapon could work.

- Necron Shoots Unit
- Necron Hits Unit
- Even though I only hit once I roll to wound every model in that unit.
- Opponent makes armor saves where applicable

Now this doesn’t sound as scary as the first example, but it is basically GK Cleansing Fire power for Necrons. This version also fits in with chatter about multiple weapons that deal with horde armies.

Enter highly speculative realm that shouldn’t be taken as facts.

My fear though is that both these rumors are true. Here is a way it could potential work. One type of Necron gets the lesser version of this has this weapon. Another Necron lets say a Special Character gets the power to strike at all identical models army wide. I have a feeling that either way this weapon will be short-range, one shot, low str, and no ap value otherwise we are looking at some game breaking territory.

At least one of these rumors should happen which one though…

Well there you have it folks we are in the stretch run.

If you are curious on what models will be getting a plastic rework or Finecast love just follow the link and look at what cannot add to the cart…

Necron Soon to be New Releases: http://www.games-workshop.com/gws/catalog/listProducts.jsp?catId=cat440174a

Also if haven’t gotten enough of Necron rumors Madcow over at Heresy-Online has a great rumor compiler here is a copy and paste job.

Or follow the thread over on Heresy-Online here for any updates.

Necron Rumor List http://www.heresy-online.net/forums/showthread.php?t=86992

Quote:
The same quality source who provided me with the previous Necron rumors had this to say about this latest rumor:

This rumor is off. It applies only to a hand-to-hand close combat ability possessed by a named Necron character.

This rule applies ONLY to the units the special Necron character is engaged with (it doesn't affect every model in the enemy army of the same type).

It happens after the Necron character has killed someone in combat and after all blows have been struck on both sides.

Roll a D6 for every type of model (friend or enemy) that the special character killed that turn. On a 4+ all other models in combat of that type take a wound (armor/inv saves can be taken as normal).

Example: If the Necron character kills an Ork Slugga boy in close combat and got the 4+ roll, all other Slugga boyz in the same combat would take a wound, but NOT the nob (as he's a different type of model). Any Shoota boyz, for example, in the same combat would be unaffected as well. If he killed a marine and got the roll, all other marines would take a wound, but not the vet sgt, etc.

It would seem that if this Necron was fighting against another Necron player, then he has the potential to hurt his own forces if the same type of units were facing off; if he was attached to a unit of warriors that was fighting against an enemy unit of warriors, for example.

More:
Quote:
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).

2) C'Tan are still in the codex...sort of. They have been moved to the Elites section and are now a single unit choice, but with variable upgrade powers you can take.

3) We'll be Back is no longer called that and it is NOT Feel No Pain. Basically it is a 5+ bonus save similar to Feel No Pain, but doesn't get cancelled out by double strength, AP1/2, etc. In addition, this save is made at the END of the phase after morale tests are taken. If the unit is wiped out or is falling back at the end of the phase, then the save cannot be used. So as an opponent, if you manage to wipe the unit out or make them fall back, then you prevent any Necrons from getting back up...unless the unit has something called the 'ever-living' rule, in which case it gets to attempt this save even if the unit is wiped out.

4) Gauss Weaponry does NOT have rending. It retains the 'auto-glance' on a penetration roll of a '6' rule, but apparently otherwise has lost the 'auto-wound' on a roll of a '6' regardless of Toughness that it used to have. The Gauss Cannon is now apparently Assault 2 & AP3 (I'm assuming the Strength is still 6). The Gaus Flux Arc on the Monolith no longer automatically hits every unit within range, instead each one fires separately and can hit four different targets.

5) Phase out is gone.

6) Destroyers now count as jump infantry and there is a new Fast Attack Jetbike unit called Tomb Blades.

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

cool There are indeed 6 named characters (although I have no more info on them). There is also a Necron Overlord and a bodyguard unit called Crypteks. Crypteks can be split off before the game to lead units of Necrons, very similar to Wolf Guard in the Space Wolves codex. Crypteks can take a bunch of different technology upgrades, so there is kind of a way now to have personalized squad leaders in a Necron army.

9) They army is much more mobile now in general. They have several units of jump troops, and 2 new transport vehicles. 1 transport can carry 15 necrons while another can carry 10. Jump pack units count as 2 models and jetbikes count as 5. The one that holds 10 is able to recover casualties to a unit (although can't take it beyond its starting strength). Necron vehicles besides the monolith are open-topped skimmers. However they have something called 'Quantum shielding' which gives their front & side armor +2 until the vehicle takes its first glance/pen, at which point it loses the shielding. One of these two transports (not sure which one) is apparently a personal transport for the Lord (and his retinue).

10) There are six new vehicles in the codex (including the two transports mentioned above). Two of which seem to be based around this old Jes Goodwin design: http://storage.canalblog.com/29/28/731795/53057637.jpg

11) In general Necrons have a lot more long ranged fire support. There is also a new weapon type called Tesla weapons. These weapons, on a roll of '6' to hit automatically cause two more hits. The biggest version of the Tesla weapons has a chance of hitting all other units close to the target; both friend and foe. One of the new vehicles carries the doomsday cannon: 72" S9 AP1 Heavy 1 large blast. BS4.

12) In the Elites section there is a big new walker. It has a heat ray that that is either a melta or flamer depending on what you want to do. Any unit hit by this vehicle is marked (as in: laser targeted), which means that all other necrons count as being twin-linked for shooting at the marked enemy unit that turn.

Okay continuing on here with some nice stuff (added 5/5):

13) Necron Warriors have the same basic statline they had before except they now have a 4+ save. Now before you go crazy, also note that their points cost is 12 points, which is a 1/3 price drop (down from 18 points). That means you get 1/3 more Warrior models in the army for the same amount of points...it also makes losing an entire unit due to sweeping advance, not nearly as painful.

I know a lot of cynical people will hate this and accuse GW from simply making the change to sell more Warrior models, and you could be right. But personally I was always hoping they were going to make Necron Warriors not quite as tough and dump the points cost on them, so you could really take a ton of them...given in my mind they are supposed to be more like a shambling horde of undead robots than some sort of small elite force of super-warriors (but that could just be me).

So this change alone totally changes the army from out of the 'MEQ' umbrella and makes their base statline unique in the game (which is good, IMHO).

14) Immortals have lost their T5 (down to T4), but keep their 3+ save. However, their points cost has dropped to 17 pts a model, which is an 11 point drop (more than 1/3 a drop from the previous cost of 28 pts)!

15) All units in the army benefit from the new WBB rule, not just the units that were formerly classified as 'Necrons' in the current codex (even Scarabs!). So although you're only getting a 5+ save in many cases, you're still getting it on some of the more expensive stuff in the army as well (and there are some pricey new units to counterbalance the relatively cheap Warriors and Immortals). Also the vehicle that can add models back into the unit is also able to use this ability on any unit.

15) Rez Orb is still in the game and boosts the new WBB rule to a 4+ instead of a 5+, but only affects the unit it is in. I have a strong suspicion that this is an upgrade that Crypteks can take (I'll confirm if I find out), so I'd imagine you can get quite a few units in the game getting the 4+ bonus save if you want to pay the points to take them for your Crypteks and then split those Crypteks off to lead units.

16) Veil of Darkness is now definitely something Crypteks can take (so you can have a bunch of 'em in the army), but it no longer allows a unit to be pulled out of combat (and neither does the Monolith), except in the case of the Veil carried by one of the named Lords.

17) In the new fluff it sounds like the C'Tan were mainly killed off by the Necrons (or something like that), so the C'Tan that you field in the game are just remaining shards of their power. They're naturally still a really mean Monstrous Creature who rocks in combat, but you can also purchase a bunch of different abilities. These abilities are in line with a lot of the things we've seen in the last few codexes, things like: messing around with Deep Striking enemy units, making enemies moving through terrain differently, and allowing the Necron player to change some of his deployment, etc. So it sounds like you have a lot of different options with the C'Tan that really mess with the enemy army and/or supplement your own. And they are not one per army (so you can have 3 if you want to use up all your Elites on them, although it sounds like the other Elites choices are pretty awesome as well).

1 cool Some of those six new vehicles include flyers (not sure how many), which can move at cruising speed and fire all their weapons.

19) Besides a few units that are Fearless (Wraiths, Tomb Spyders and Scarabs), the army doesn't have any sort of blanket immunity to morale. They are still Ld10, but obviously we know that still leaves them very vulnerable to being run down in combat, and it looks like that will remain a big Achilles heel.

20) Scarabs sound great. They are cheap, have the new WBB rule, move like beasts and have an ability that erodes enemy armor when they get into combat with it. Any non-vehicle model they wound, but don't kill, has its armor save turned to a dash (i.e. nothing) for the rest of the game. If they hit a vehicle, on a 4+ the vehicle loses a point of armor value on ALL facings, and if any facing is reduced to zero, then the vehicle is destroyed (I'm not sure if this ability kicks in for each hit they get on the vehicle, or just once no matter how many hits they cause). There are some items in the army that also have a similar ability to erode armor, including one of the C'Tan powers.

So it sounds like Scarabs may play a major role in most Necron armies!

21) Overall, CC is definitely still the weak point of the army, but it looks like they've got a lot of different places they can take special rules to slow down or screw with approaching enemy, including some of the C'Tan powers, but also some of the different gear they can take. But they also have some different potential counter-assault units, which mainly come out of the Elites section (besides the new Walker, the C'Tan and the flayed ones in Elites there are 3 OTHER brand new units in there as well, for a grand total of 6 Elites choices). The Flayed ones are, being consistent, cheaper than they were and now have 3 Attacks base (but their save is now 4+ as with standard Warriors). One of the other new Elite units is also CC oriented, but is very pricey points wise (but is S5/T5/3+save). This unit can wield a Warscythe, but they are not called Pariahs (no idea if that's what Pariahs have 'turned into' or not).

Another new Elites choice is a sniper style unit that can Deep Strike into play normally or it can choose to immediately Deep Strike immediately after the opponent brings an enemy unit on from Reserves, and they have some nasty additional damage ability against one nominated unit...obviously we need more info to know how useful this will really be, but the concept of countering an opponent's Reserve deployment immediately sounds interesting at least.

The last new Elites choice is an Elite Jump Infantry unit with very close range shooting and some decent CC ability (and are also S5/T5/3+save).

22) Fast Attack has 4 choices...Wraiths, Tomb Blades (jetbikes), Scarabs & Destroyers.

And that's it! Kind of all over the place and certainly not a full snapshot of the codex, but a lot of these things are completely opposite from many of the other rumors I've seen out there.

Quote:
Here's a bit more detail on the Lychguard & Praetorians:

Lychguard: S5 T5 A2 3+ save. Warscythes (2h +2 str power weapon) or A +4 inv. shield and power weapon. Shield can bounce saved shots back at any enemy if they are within 6". 40pts each.

Praetorians: S5 T5 jump infantry. 3+ save. Have a 6" shot S5 AP2 Assault 1 power weapon staff or 2 rending swords and a 3+ inv. 40 pts each.

Quote:
Preorders for Necrons go up week of Oct. 23rd.
You will be disappointed that some models only get converted to finecast.
You will be happy with "new" old models.
Big Necron model is more impressive than I thought, visually. Hope it has rules to back it up.


http://www.warhammer-forum.com/index.php?showtopic=165478&st=473
Quote:
Warriors and immortals are troops.
- save 4+ for the warriors
- 2 Variants of equipment for the immortals,
- sniper teams immortal
- Many variants of pariahs with weapons that kill the mother of all deaths
- 2 Kits which are support vehicle / troop carrier, one of which will be a mix between a machine of The Phantom Menace / the old DEldar's raider / a boat of the Egyptian antiquity.
- fail cast flayers all ugly.


People might be interested in this blog with old Jes Goodwin sketches of necron vehicles:
http://natfka.blogspot.com/2011/05/updated-necron-compilation-with-necron.html

and this French blog featuring an army with a barge based on those sketches:
http://alariccantonain.canalblog.com/archives/40k___necrons/index.html

BTW several people have pointed out that the Ghost Ark is a close copy of the Battlestar Galactica Cylon Resurrection Ship:
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Lady Blodwynn

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PostPosted: Sun Oct 16, 2011 12:52 am


Thanks for the data dump! yum_coldone
PostPosted: Sun Oct 16, 2011 6:10 am


By the Emperor's spare girdle the necrons got an over haul!

Orkronos

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PostPosted: Sun Oct 16, 2011 7:26 am


Best start preparing for them, they'll be released on the 5th of November. wink
PostPosted: Sun Oct 16, 2011 8:27 am


im liking the eastern / egyptian influence on them!

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PostPosted: Sun Oct 16, 2011 8:56 am


They always had bits of that, only with the new design philosophy of GW subtlety is thrown out the window. xp
PostPosted: Sun Oct 16, 2011 12:08 pm


Some Necron background info:

Quote:
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.

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PostPosted: Sun Oct 16, 2011 12:14 pm


And here's how the army will look:

Quote:
OVERALL ARMY ORGANIZATION


HQ

• 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).

• 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.

• 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 is the character that has the CC ability to pick one type of model he killed that round and inflict wounds on all models of that type in the combat.

• 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). Also can be a Destroyer Lord instead.

• 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). Neither Lords nor Crypteks are ICs.



DEDICATED TRANSPORTS

• Night Scythe: 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 (not open-topped though).

• Ghost Ark: 10 model transport, Open-topped AV11 with quantum shielding and living metal. Also is able to regenerate D3 models to one unit within 6" each Necron movement phase (but cannot take the unit above its starting size).

• Catacomb Command Barge: One-man vehicle for most ICs. Open-topped AV11 with quantum shielding & living metal. Can make sweep attacks over 3 enemy units it passes over when it moves. Also the character can lose wounds to negate immobilized or weapon destroyed results.



ELITES

• 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. Can be transported on a Night Scythe.

• Lychguard: Traditionally these have been the bodyguards for the Overlords. Come standard with Warscythes (+2 Strength Power weapon) and can replace them with Hyperphase swords (power weapon) and Dispersion Shields (the thing that gives them a 4+ invuln and reflects enemy shooting). I made a mistake before. The Shields don't only reflect enemy shooting within 6", they reflect all enemy shooting, but only against enemy units who are within 6" of them (they reflect saved wounds, they don't affect blast/templates, for example). Can be transported on a Night Scythe.

• 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). They are Jump Infantry with a 6" AP2 S5 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.

• C'Tan 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. 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.

• Flayed Ones: 3 Attacks base (and no additional CC weapons). Can infiltrate or Deep Strike. No transport options.

• 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. 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.



TROOPS

• Warriors: You know them, you love them. Described as being basically automatons, with very little (if any) sentience. These were the non-warrior Necontyr before the bio-conversion. See my previous rumors (in the OP) for details on their points cost, etc. Can be transported on a Ghost Ark or Night Scythe.

• 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?). Can exchange their Gauss Blasters for Tesla Carbines (24" S5 Assault1, extra hit inflicted on a 'to hit' roll of '6') Can be transported on a Night Scythe.



FAST ATTACK

• Canoptek Wraiths: Protectors of the Tombs while the hosts slumber. Jump Infantry who ignore terrain. 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" range that kills a random model in the target unit unless it passes a Strength test).

• Canoptek Scarabs: See the rumors copied in the OP for more details on what Scarbs do now.

• 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. They can upgrade their weapons 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). They are Jump Infantry now. Any model in the unit can upgrade to a Heavy Destroyer.



HEAVY SUPPORT

• Doomsday Ark: Variant of the Ghost Ark transport: Open-topped, AV11, Quantum Shielding, Living Metal. Something I forogot to say about the Ghost Ark...each Guass Flayer array (5 Flayers) on each side is allowed to fire at a different enemy target (and different from the Doomsday Cannon). Not entirely clear whether a weapon destroyed takes out a whole array or not, but I'm leaning towards yes. 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.

• Annihilation Barge: Described as anti-infantry support platforms. Variant of the Catacomb Command Barge: Open-topped, 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: 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). Particle whip is now just a straight up S8 AP3 24" large blast. The portal can be used to either transport any non-vehicle friendly Necron unit through it or to suck enemy models within 6" to instant death who fail a Strength Test. No bonus to reanimation protocols (the replacement for WBB) 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. AV11 with Living Metal (but no Quantum Shielding or open-topped). 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 hit. Oh and did I mention that these hits are S10 AP1? Nasty indeed! 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. 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. 1-3 in a unit.



So that's about it for now. But I'd be remiss to point out that I didn't mention any of the special character's abilities really or any of the wargear/rules of the Crypteks. There are lots of neat toys as usual in 5th edition codexes. I'm not going to list them all, but I'll pick a random one that just seemed fun to me...there is a special character (the Stormlord) who makes the first turn of the game be night fighting no matter what the mission and 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 all unengaged enemy units suffer D6 S8 AP5 hits on a D6 roll of '6' at the start of each Necron shooting phase (hit by lightning strikes). And of course there is a Cryptek ability '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).

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.

Anyway, plenty more tricks and stuff to read about when the codex comes out!
PostPosted: Sun Oct 16, 2011 1:55 pm


Most interesting, thanks for the extra info.

Hoxtalicious

Greedy Partner


Col Ironhand Straken

PostPosted: Mon Oct 17, 2011 12:16 pm


The Necron overhaul makes them mirror the Fantasy Tomb Kings more closely. I think I might do necrons as my next army. The new models look really good!
Reply
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