I guess they are quite a bit better now, but for most armies youre happy with the trade. Im expecting to use Nephrekh heavily in my early games, and suggest you give them a try as well. The good news is that although the Silent King is from the Szarekhan Dynasty, hes a Dynastic Agent as well, so you, Your warlord has to be a NOBLE. Amalgamated Targeting Data OK, I guess if youre still stuck on the 8th model of playing Necrons this one stings too, but in practical terms taking three Doom Scythes is almost certainly not what you want to be doing in 9th. Self-Destruction comes back, with the extra upside of doing 3MWs on a roll of a 6 rather than just d3. We really could. These gain the same T5 as Immortals (nice) and have their guns re-vamped, now being more conventional sniper weapons at heavy 1 36, though having a decent S5 and AP-2. TORRENT . Overall, given hes still pricy, probably for specific lists only. Up front things dont look great, as they lose their 3++ (which, again, seems to just be Not A Thing any more, and franklygood). I was searching for an interesting eBook to read. Discover the best professional documents and content resources in AnyFlip Document Base. CODEX: NECRONS Indomitus Version 1.3 These documents collect amendments to the rules and present our responses to players' frequently asked questions. No further complications. You can optionally upgrade him with either a Canoptek Cloak or a Canoptek Control node. At T5 or 6, this is the perfect sweet spot for this effect, as it lets them push S4 (or S5 for the lord) attacks to only wounding on 6s, and even most really nasty stuff to need 4s. Ophydian Destroyers can burrow back into deep strike to return on the following turn, while Tomb Blades can advance and shoot without penalty, treating Rapid Fire weapons as Assault when they do so. Same goes for Living Metal with lots of multi-wound options having received a big glow-up, this applying to all of them is a nice minor upside. 8 pages of Crusade rules, giving access to flavourful rules for narrative play. While the nerf toExtermination Protocols stings, the fact that it still gives you full wound re-rolls means that the high-rate firepower from the gauss cannons can adapt to almost any target. For it to be great, however, the effects need to be good, so lets take a look. Uploaded by . Whats more, they all have Living Metal, meaning that if they last through to your turn they get a wound back. The targeting relay, allowing other units to re-roll hits of 1 against whatever it shotdoesnt gain a CORE restriction, so its a powerful tool if youre bringing any big guns on vehicles or constructs. Realistically, you want access to these effects in most lists, and want a relatively durable NOBLE to lead your army, so an Overlord is fine if youre point constrained. He starts with two Menhirs that have to take wounds first. Your core forces are extremely durable, while your specialist units are exceedingly effective when deployed in the right situations. If hordes continue to rise, this could see the odd bit of use it can be slapped onto a model for just a command point, so why not. All of these have theDynastic Advisors special rule, allowing you to take two of them in one slot if your detachment contains a NOBLE handy if youre trying to squeeze in a few extras without adding another detachment. With Reanimation making infantry blocks more attractive again, slapping the abiliy to get them into positionfast at the cost of your first turns shooting, along with making them tougher to take down with heavy fire, is fantastic, and there are plenty of other units that are perfectlyhappy to have a 6++ randomly slapped onto their profile, Destroyers, Scarabs and Tomb Blades coming to mind in particular. For Necrons specifically, extra warlord traits help because of the mandate to make a NOBLE your warlord. The new codex features Dynastic Codes for six Necron empires, including the Szarekhan Dynasty for the first time, along with options to create your own. The trait lets you pick four protocols instead of five, and choose to double up one of them for two rounds. There really is just too much here to go into everything he can do, but the tldr is: Realistically, I kind of feel like this unithas to be good, because hes priced well for his defences (26 total wounds with a 4++) and can dish out pain to anything. Overall, huge fan its flavourful, interesting, powerful and generates a lot of depth and meaningful decisions. This shouldnt actually surprise anyone familiar with my past exploits, as I am a notorius Ctan stan, but holy moly have there been some changes here. I worry a bit that Necrons mostly want a mixture of pressure and combo stuff, and their abilities dont really fit that, but Im willing to be proven wrong. Necrons have four special rules shared between a lot of units: Right up front, the substantially increased breadth of Reanimation Protocols and Living Metal is great. Dimensional Corridor Teleport a unit to a monolith. It does now come with the tradeoff that you cannot shootat all after doing it, but a further upside is added in that the move-through-stuff effect also triggers on falling back, meaning that its almost impossible to trap this army in combat. The magnificent aerial command unit also has a Tesla cannons trapped underneath, so is a good unit to proc Malevolent Arcing. Its a shame for Necron players because it would have been very good with this new rule, but honestly probably a bit much given the power in the book. Pleasantly surprised by how well these came out, and looking forward to getting mine back on the table maybe even aiming to double up to 25. All Ctan also know two powers the named ones all have a unique one and one from the list, while the Transcendant picks two from the list. The Canoptek Control Node is more of a build-around, giving a 6 aura of +1 to hit for CANOPTEK units. Credit: Chris Cowie. Proportionally, this is expensive for what it does, but the ability to buy certainty when it really matters is always a valuable one. Finally, Sautekh retain their roster of named characters, several of whom have gotten big boosts to their effectiveness. Top marks. Put them together and each 6 is one auto-wound and one extra hit spicy stuff if youre running Mephrit especially. Cute concept, amazing models that will make awesome terrain, but probably not a big competitive hitter.#. They made the Monolitha Lord of War GW noooooooo. Bad news first they have gone back up to 13ppm. In your morale phase, you pick an enemy unit within 12 and roll against their leadership on 3d6. Relentless March gives any CORE units that start their move within 6 an extra inch of movement if they make a Normal Move or advance. These are basically three-part buff relays that deploy in your own zone, but can be slowly teleported to other parts of the board by a Cryptek. Finally, the last one that hurts Extermination Protocols, a huge crutch for the army as was, takes a big hit its now wound re-rolls only and costs 2CP. This pretty much works how it did before, letting your unit appear from deep strike and shoot an enemy deep striker, but gets improved by allowing you to be up to 18 away from the targetand, importantly, letting you use it to do the intercept shoot part of it even if you were already on the table. The gauss reaper has moved to being an assault weapon, so essentially this is a boost of 6 to the rapid fire range of gauss flayers and 3 to blasters. 9th edition space marine codex. This is an incredibly potent buff, and especially good with the spiicy Canoptek Doomstalker. Several units get some options here. Theyre also faster than the rest and can FLY. 6.1 Codex Supplements; 6.2 Campaigns and Expansions; 7 7th Edition. In terms of killing power, the Nightbringer is in a league apart from, well, damn nearanyone. Just through attrition, it feels like it will sometimes be really hard to stop this. For what its worth, thePlasmacyte has a bunch of rules that tightly couple it to whatever Destroyer unit youve purchased it for, and the designers have smartly prevented it from being able to perform actions. We start strong with theTechnomancer, and while a lot of these are cool, this guy does a tonne of stuff supporting multiple archetypes. Its also just an extremely nice tome just like the 9th Core rulebook, the amount of effort thats been put into layouts and design really shows, and this feels like a much better product than its equivalent in the previous edition. Interesting stuff. NBD. In Stock. Theres plenty of good choices, but the stuff you can add to a Technomancer feels the strongest by far, and the Fail-safe Overcharger in particular seens incredibly well set up to support Canoptek heavy Novokh lists. First up for new(ish) relics is the Voltaic Staff. Removed Stratagems Getting a bit of a downgrade, we start with theVeil of Darkness (teleport the bearer and a friendly unit), which picks up a CORE restriction on the unit riding along. They get some buffs, gaining T5 at base and having their gauss option go up to 30 range, but the downside is that Tesla is way weaker than it used to be, only triggering on an unmodified 6 and here having a 2PPM price premium. Also in melee land,Flayed Ones pick up some boosts, but areweirdly held back by not being CORE. 152. Codex Orks. Adding two Arks and two reaper squads massively shores up horde matchups, as the volume threat is considerable, and the big Triarch Praetorian squad is an especially huge threat in a list where opponents are going to have to choose between trying to kill them and trying to take out Szarekh, especially with the Chronomancer following them around and providing a 5++. Everyone loved the last time Necrons had a list with three big boxes right? All together, very useful. His ability to seize control of an enemy VEHICLES gun has also changed to a roll against Ld rather than a flat 4+, on 3d6 most of the time and 2d6 against TITANIC. Adding to that, wandering around in a group of three is great for them, as they essentially getFor the Greater Good, so anything charging any one of them risks catching a doomsday blast to the face. Ironically this still basically does what it did before (lets you roll reanimation for one unit at +1) but thats obviously a much bigger deal now that getting to do a full-squad roll is only available via Orbs, and +1 is way harder to get. These do remain the cheapest way to get a troop choice on the table for the faction, so theyre bound to see at least some use despite that, especially if people are trying to get multiple Ctan out. 7. r/Necrontyr. Well dive into the specifics of the new version of Reanimation in a second, but it just being everywhere without you having to think about it now is great. The main gun is also heavily boosted, gaining strength, Blast and damage. First up, in the drop downs below you can see lists of stratagems that are: Returning Stratagems Customers also search. The hyper-resilient Necron soldiery are supported by murderous specialist units, techno-sorcerous war machines, mindless Canoptek constructs, and shards of shattered star gods. I must admit that despite the extremely eye-catching core ability Im not super sold on Nihilakh. Like any per-attack re-roll effect (and for what its worth, only gettingeither the hit or wound appears to now be the standard), you get the most benefit from this when you stack up units with a few powerful shots. I could not be more thrilled about this book and cant wait to get my spooky silver horde on the table, and I hope if youre a Necron player youre now feeling the same way. You could also theoretically bring this on from strategic reserves to do the same later in the game. Lokhust Destroyers (rebranded from vanilla destroyers) lose 2 of movement for some reason, but are still one of the better sources of flexible killing power in Necron lists. If you made it, thanks again! Quite genuinely, I dont know exactly how to feel about this. The ability appears on the datasheet of all unitsexcept the Ctan shards and the Tesseract Vault, but just having the ability doesnt unlock the effects by itself. Lychguard get an extra attack compared to their old profile, and see their shields upgraded to be equivalent to storm shields, adding one to their armour saves as well as giving the 4++. The last big category were always looking for is mobility. Finally, if all else fails and your opponent managed to viciously destroy one of your vehicles, you can auto-explode it withCurse of the Phaeron for 1CP (or 3CP for TITANIC). Save Save Codex Supplement - Ultramarines For Later. For now well have to wait and see on that, but if youare allowed to use these, definitely try some of them out. There are plenty of small, elite units that are priced to move now, so it feels like there are places to take the Szarekhan but as above, expect to seesome of it on the table a lot as the Silent King flexes his considerable muscles. 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