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 Codex: Necrons

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PisanieTemat: Codex: Necrons   Codex: Necrons EmptyPią Wrz 24, 2010 8:42 am

Czyli naczelny spamer znów atakuje  Wink  - tym razem o nekronach :

Cytat :
Release Date

They will be released during 2011. Most likely Summer 2011.


Rules & Codex

- Written by Matt Ward
- Complete overhaul of rules
- Much more "Immortal" theme, less "Terminator" (stickmonkey@40konline says: I took this to mean more organic based and asked, and was told "no, not organic, they will still be undying machines")
- WBB (at least as we know it) is out. It will be changed or replaced by FNP
- Phase out has been changed, possibly working for individual units instead of whole army
- There will be several types of Lords. With different wargear options and special rules
- Gauss weapons rules will be changed, possibly to rending
- The forces are going to change in the FOC a bit
- Flayed ones will have new rules changes but no new model
- Warriors will become one of the more all-around usefull troops
- Whole army will benefit from Stubborn universal rule
- "psychic power" -type upgrades for some units. These are actually "tech upgrades" with the same or similar rules as psychic powers.


Miniatures

- Forgeworld will be releasing a new Necron model sometime after games day UK. This was mentioned by forgeworld staff at games day Baltimore. New model will look kind of like a cross between a mechanical Trygon, and a Centipede. There is a rumour that this is, in fact, the Necromancer model.

Multi part plastic kits:
- Immortals. Immortals are on a large base; they are redesigned as larger, bulkier and more dynamic.
- Spyders. Spyders have 3 different builds on 60mm base.


Unconfirmed stuff (only one source so take with extra salt)

Necron2011@Warseer:
- The Necromancer multi-part plastic kit. The Necromancer is the central sell of the line expansion and has been the focus of much of the early design process. It has been through several incarnations (and names), but is essentially of the same principle as the Bone Giant for the Warhammer Fantasy range. It has a mechanised skeletal torso housing a suspended crystal, and will likely have a choice between two horrific weapons.

SpectralDragon@Warseer:
- Like the previous releases, there will be 3-4 new plastic kits, but possibly only 3-4 new metal kits. They are keeping *most* of the old line
- Necrons will move even further from marine statlines
- Warriors will be one of the more all around usefull troops in the game again
- Possible weapons platform vehicle
- Multiple people are involved in writing the book

CaptainJones@LO:
- Flayed Ones will be a Troop choice
- New HQs will be: Gold, Silver and Bronze level Lords
- Rules for ALL FOUR C’tans
- Most units in the necron army will be subject to the 'necron' special rule, in 5th ed. this grants them acute senses, deep strike, feel no pain an stubborn
- Phase out has been changed, apparently it will work on a unit level rather than on a whole army level, and a necron unit will phase out at any point where it fails a leadership test
- Gauss weapons now work in a similar manner to poisoned weapons in that they always wound on a fixed number

Lotoc_Sabbath@Warseer
- There will be immortals and flayed ones in plastic
- There will be a new vehicle and a MC sized creature
- Wraiths will be changed enormously
- Warriors will return being one of the best, maybe the best, troop in 40k, although their points will be increased.

Jared van Kell@LO
- Feel no Pain and Stubborn are definately in. Have not heard anything about the Acute Senses, but I have heard you are limited on how many units may deep strike.
- Phase Out will be similar to Ork Mob rule. Once they are under 5 models they must take a Leadership test.
- Things like Destroyer bodies will be for Silver Lords. Ressurection Orbs will also be for higher level lords as well. The Gold lords I've heard have Eternal Warrior.
- New gauss special rule will be rending.
- The Dragon I've heard allows Pariahs as troops. Not heard anything about the outsider though.
- The new codex fluff is ramping things up with regards to the Necrons. The harbingers are all awake and the full Necron warmachine is being unleashed on the galaxy for the Red Harvest including new units not seen before. I've heard that heavy destroyers are getting another weapon options other than the heavy gauss flayer which is similar to a plasma cannon.

Stickmonkey@Warseer
- All Immortal based models being redone. Because Destroyers, Lords, etc. were supposedly based on the immortal "chassis" and that has been redone "bigger", its a cascade effect. However, skimmer body base not expect to change.
- Immortals possible move to Troops choice.
- New Elite options
- Pariahs no longer 0-1
- Additional C'Tan
- plastic Tomb Spyder box to make TS or variant.
- New fast attack MC
- Pylon may make codex as heavy option

Edit :

http://www.forgeworld.co.uk/News/Necron_Tomb_Stalker.html

Zdjęcie nowej zabawki, coś dziwnie przypominającej stonogę  Razz .

Edit 2 :

http://www.forgeworld.co.uk/Downloads/Product/PDF/t/tstalker.pdf

A tu jego zasady  Smile  .
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PisanieTemat: Re: Codex: Necrons   Codex: Necrons EmptyPią Wrz 24, 2010 5:56 pm

Cezar napisał:
http://www.forgeworld.co.uk/News/Necron_Tomb_Stalker.html

Zdjęcie nowej zabawki, coś dziwnie przypominającej stonogę Razz .
WTF? affraid Chyba to do Świat Robaczków Stategy Battle Game powinno być...
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PisanieTemat: Re: Codex: Necrons   Codex: Necrons EmptySob Wrz 25, 2010 7:23 am

Czarnemu napewno się spodoba Wink Z resztą dlaczego do "świat robaczków"? Przecież zderzaki mają już pająki, to dlaczego nie krocionogi? Razz Z resztą-te wszystkie plotki są tak samo realne, jak to, że w szóstej edycji 40k wznowią Squaty. Nie ma to jak podniecać się czyimiś bzdurami odnośnie armii która MOŻE wyjdzie za dwa lata. MOŻE.
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PisanieTemat: Re: Codex: Necrons   Codex: Necrons EmptyCzw Kwi 28, 2011 3:09 pm

Gwałciciele tosterów nadchodzą. Kolejne zapowiedzi - sądząc po jakości do premiery jeszcze kilka miesięcy, ale miło że już coś jest. Ciekawe czy będzie poziom 4 czy 5 edycji Razz .

Cytat :


Ekwipunek:

• Crypteks Rod
• Lords Staff
• Lords Warscythe
• Veil of Darkness
• Chronometron
• Phase Shifter
• Night Shroud
• Resurrection Orb

Jednostki:

HQ:

Named Lords:
• Lord - The Enfleshed - Sahtah - Flayed Ones
• Lord - The Undying - Izarvaah – Immortals
• The Silent King
• Lord - Voidbringer - Tahek
• Lord - Stormcaller
• Cryptec - Architect - Ankh the Herald of Dismay
• Anti psyker guy
• Psyker counterpart guy

Elites:

• Flayed Ones
• Immortals - z podstawkami 35 mm ( lol, jakieś nowe ? ), mają być więksi, a pozy bardziej dynamiczne (plastik)
• Pariahs - pojawią się w drugiej fali nowości

Troops:

• Warriors
• Scarab Swarms

Fast Attack:

• Destroyers - plastikowe, jeden w pudle
• Wraiths
• Nowa jednostka CC

Heavy Support:

• Monolith
• Necromancer
• Gauss smthn- plastik, jeden w pudle
• Tomb Spyders - 3 różne pozy, jeden w pudle, plastik
• Gauss-Obliterators - artyleria z dużym zasięgiem
• Heavy gauss cannon platform with crew (fast, skimmer)
Tu - http://www.lounge.belloflostsouls.net/showthread.php?t=14892 - jest jeszcze trochę
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PisanieTemat: Re: Codex: Necrons   Codex: Necrons EmptyCzw Kwi 28, 2011 6:42 pm

Jak zwykle zapowiedzi zapowiedziami a przyjdzie co do czego to w komplecie wyjdzie coś innego. Smile
Jeżeli to co piszą będzie prawdą Czarek znowu będzie zły, że nie ma Hooda Razz

grey Knightci mieli być biczem na SW i Blodzie, z tego co widzę potencjał mają na armię średnią Sad
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PisanieTemat: Re: Codex: Necrons   Codex: Necrons EmptyPią Kwi 29, 2011 8:20 am

Cytat :
Jeżeli to co piszą będzie prawdą Czarek znowu będzie zły, że nie ma Hooda Razz
NIe będzie tylko jest Razz . Trochę niefajnie jest grać jedyną armią bez jakiegokolwiek zabezpieczenia anty-psi. A jedyne pozacodexsowe zródło w postaci WH wkrótce wyschnie Razz .

Cytat :
grey Knightci mieli być biczem na SW i Blodzie, z tego co widzę potencjał mają na armię średnią
Trochę tak, trochę nie. Z jedej strony mają problem z popularnym dzisiaj zmechanizowaniem, z drugiej na hordówki są świetni.

Jak na tle tego wypadną blaszaki zobaczymy. O ile nie powtórzą poziomu 4 edycji nie powinno być źle afro .
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PisanieTemat: Re: Codex: Necrons   Codex: Necrons EmptyPią Kwi 29, 2011 10:20 am

Stonoga jak i pylon - sa już satrymi modelami z przed prawie juz 2 lat.
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PisanieTemat: Re: Codex: Necrons   Codex: Necrons EmptyPią Kwi 29, 2011 1:14 pm

pylon jest starszy od świata, ale stonoga ma chyba z rok
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PisanieTemat: Re: Codex: Necrons   Codex: Necrons EmptyPią Kwi 29, 2011 2:14 pm

Pylon ma z 5-6 lat. Był na pewno jak zaczynałem granie, więc jest dość stary. Poza tym to super-ciężki więc się raczej w codexie nie pojawi poza może wzmiankami we fluffie .
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PisanieTemat: Re: Codex: Necrons   Codex: Necrons EmptyPią Kwi 29, 2011 4:35 pm

Cezar napisał:
Pylon ma z 5-6 lat. Był na pewno jak zaczynałem granie, więc jest dość stary. Poza tym to super-ciężki więc się raczej w codexie nie pojawi poza może wzmiankami we fluffie .
najwyżej go trochę odchudza i z supr hevy stanie się po prostu hevy supportem
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PisanieTemat: Re: Codex: Necrons   Codex: Necrons EmptySro Maj 04, 2011 9:47 am

Raczej wątpliwe, acz..róże pomysły GW strzelają do głowy więc nie jest to tak totalnie niemożliwe.
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PisanieTemat: Re: Codex: Necrons   Codex: Necrons EmptyPią Maj 06, 2011 12:51 pm

Koleje ploty za warseerem

Cytat :
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)

Rules:
All units in army have LD 10.
All units in the army benefit from the new WBB rule.
WBB - 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 save even if is wiped out.
Phase out is gone.
Wraiths, Tomb Spyders, Scarab Swarms are Fearless.
Necron vehicles besides the Monolith are open-topped skimmers.
Quantum Shielding - gives open topped skimmers 2+ save for front & side armor until vehicle takes its first glance/pen

Weapons / Wargear:
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.
There are items which gives abilities similar to SS erode armor or Ctan powers.
There are many technological upgrades for Crypteks.
Resurrection Orb can be technological upgrade too and decrease roll on WBB rule from 5+ to 4+. However it affects only unit it is in.
Veil of Darkness is technological upgrade which is nerfed. Now units cannot be pulled out of combat. However, VoD carried by one of named Lords works normal.

HQ:

No C'tans

There are 6 named characters.
Necron Overlord - can have bodyguard unit of Crypteks, which can be split off before the game to lead units of Necrons, very similar to Wolf Guard in the Space Wolves codex.

Elites:

Flayed Ones - cheaper, 3A, s4+
Pariahs - gone
Necromancer - have 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.
C'tan Avatars - number/squad: 1, no 0-1, MC, variable upgrade powers (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. From new fluff: C'Tans were killed off by the Necrons which now use shards of their power to create Avatars.
Sniper unit - 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. They have some nasty additional damage ability against one nominated unit.
CC unit - expensive, S5/T5/3+save, Warscythes.
Jump Infantry unit - S5/T5/3+save, for very close range shooting and good in CC.

Troops:

Warriors - 12 points, same statline except s4+.
Immortals - 17 points, same statline except T4.

Fast Attack:

Destroyers - jump infantry.
Tomb Blades - jetbike unit.
Wraiths - Fearless
Scarab Swarms - cheap, Fearless, move like beasts, erodes enemy armor when they get into combat with it. Armour save of any non-vehicle model wounded but not killed is removed for the rest of the game. Armour value of any vehicle hit on 4+ is decreased by point on all facings. If armour value of any facing is reduced to zero, then vehicle is destroyed.

Heavy Support:

Tomb Spyders - Fearless
Monolith - Power Matrix WBB Monolith Power Matrix cannot pull out unit from combat, Each Gauss Flux Arc fires separately and can hit four different targets.
There are 6 new vehicles include 2 transport vehicles and flyers:
1. Transport vehicle: open-topped, skimmer, quantum shield, can carry 15 necrons.
2. Transport vehicle: open-topped, skimmer, quantum shield, can carry 10 necrons. Can recover casualties to a unit and use WBB on any unit.
One of these two transports is personal transport for the Lord and his retinue.
Jump pack unit count as 2 models.
Jetbike count as 5 models.
3. Vehicle which carry Doomsday Cannon - open-topped, skimmer, quantum shield.
Flyers can move at cruising speed and fire all their weapons.

Additionally from Bindi Baji:

Pariahs are not squated.
armour save 2+ on Immortals is not confirmed.
One thing in Yakface rumours is wrong but "the rest sounds plausible".
Necromancer is unlikely to be in the first wave.


Ładnie...Ciekawe czy blaszaki doczekają się własnej kawalerii Razz

Codex: Necrons IwVJX
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PisanieTemat: Re: Codex: Necrons   Codex: Necrons EmptyPon Wrz 12, 2011 11:56 am

By BOLS
Cytat :
HQ
- @7 named HQ models with 2-3 basic HQ choices.

TROOPS-Immortals: 5 models for @90 pts, up to 5 more may be added.
-Warriors: 5 models for @60 pts, up to 15 more may be added. 4+ save.

FAST ATTACK
-Wraiths: @40 pts apiece, Rending.
-Destroyers: @40 pts apiece. Preferred Enemy (all), Jump Infantry. Gauss Cannons can upgrade to Heavy Gauss Cannon now.
ELITES
-Death ????: A sniper unit that can cause non-traditional effects on target units.
-Tomb Spyders: Roughly the same as now, with increased regeneration effects on nearby Necrons.
Cytat :
The Big Bad Monolith Returns

The Basics
Everyone's favorite lunchbox of doom is said to cost roughly 200pts, and keep its current 14/14/14 Armor all round. It is a Skimmer, Tank that can Deepstrike as usual. The Monolith can fire all its weapons regardless of movement. Its Living Metal (in its new form) remains.

The Guns
In big news, the four corner mounted Gauss Flux Arcs remain, but are said to each be able to split fire and nail separate targets in some manner. The top mounted Ring Pop is now a standard ordinance weapon without all the fiddly rules.

The Glowy Door!!!
But by far, the biggest change is said to be the glowy door, now renamed The Eternal Gate - which now has a nasty offensive ability. The Gate can make all models within 3" take a Strength characteristic test - or risk being sucked into the gate and removed from play with no saves of any kind allowed.

Miło, ze w końcu się coś pojawiło. Premiera (podobno) w listopadzie, więc na dokładniejsze dane jeszcze przyjdzie nieco poczekać Smile .
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PisanieTemat: Re: Codex: Necrons   Codex: Necrons EmptyWto Wrz 27, 2011 1:33 pm

http://www.warseer.com/forums/attachment.php?attachmentid=111030&d=1306285253

Czyżby wycinek z codexu ? Do sióstr swojego czasu pojawiło się coś podobnego i wtedy to był fake. Ciekawe czy tym razem też Smile ?
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PisanieTemat: Re: Codex: Necrons   Codex: Necrons EmptyNie Paź 16, 2011 2:34 pm

Cytat :
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. They have legs now? 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!
Dużo, dokładnie, znak że codex:blaszaki zmaterializuje się juz niedługo Smile .
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PisanieTemat: Re: Codex: Necrons   Codex: Necrons EmptyNie Paź 16, 2011 3:30 pm

Konkretnie piątego listopada o ile mnie pamięć nie myli. W ogóle-Czarek, opieprzasz się, dlaczego nie wrzuciłeś jeszcze zdjęć? Razz

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PisanieTemat: Re: Codex: Necrons   Codex: Necrons EmptyNie Paź 16, 2011 8:24 pm

Bo oglądałem poniesy Razz .

Ale dobra macie, tylko nie do mnie z pretensjami o oczojebność.

Codex: Necrons Necron-teaser
Codex: Necrons Attachment
Codex: Necrons 308710_10150317837046315_133813491314_8395760_12522484_n
Codex: Necrons Attachment
Codex: Necrons New-Necron-Flayed-Ones
Codex: Necrons Necron-Triarch-Preatorians-Beasts-of-War
Codex: Necrons Necron-Triarch-Preatorians-2-Beasts-of-War
Codex: Necrons New-Necron-Immortals-with-Gauss-Blasters
Codex: Necrons 300535_10150317902271315_133813491314_8396028_974013371_n
Codex: Necrons 318580_10150317877831315_133813491314_8395904_1507708049_n
Codex: Necrons 320604_10150317878761315_133813491314_8395905_666131720_n
Codex: Necrons Lychguard-With-Warscythes
Codex: Necrons Lychguard-Hyperphase-Swords-and-Dispersion-Shields
Są orki w kosmosie, mogą być i tomb kingi w kosmosie

Wszystkie zdjęcia można też znaleść tu :
http://natfka.blogspot.com/2011/10/leaked-necron-pics-are-here.html
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PisanieTemat: Re: Codex: Necrons   Codex: Necrons EmptyNie Paź 16, 2011 9:08 pm

Nie no chyba najładniejsze figurki do Necronów jakie wyszły ale to tylko kwestia gustu, poza tą arką co wygląda koszmarnie Razz
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PisanieTemat: Re: Codex: Necrons   Codex: Necrons EmptyPon Paź 17, 2011 6:40 am

+1

Nabrała blachara ogłady ale jeszcze im brakuje do urywania jajek.
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PisanieTemat: Re: Codex: Necrons   Codex: Necrons EmptyPon Paź 17, 2011 1:39 pm

Ale świetna jest ta pasażerska barka.
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PisanieTemat: Re: Codex: Necrons   Codex: Necrons EmptyPon Paź 17, 2011 3:00 pm

Cytat :
Nie no chyba najładniejsze figurki do Necronów jakie wyszły
Głównie dlatego, ze łatwo przebić pięknoscią poprzednie Razz . Nadal bardzo monotematyczna armia, ale przynajmniej bardziej urozmaicona niż kiedyś.

A barka transportowa mi osobiście bardzo przypomina transportowiec droidów z I epizodu star warsów Smile .
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PisanieTemat: Re: Codex: Necrons   Codex: Necrons EmptyPon Paź 17, 2011 3:12 pm

A komu nie? Razz
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PisanieTemat: Re: Codex: Necrons   Codex: Necrons EmptyPon Paź 17, 2011 4:25 pm

Cytat :
Nadal bardzo monotematyczna armia, ale przynajmniej bardziej urozmaicona niż kiedyś.

Szczególnie snajperzy, oni są tacy różnorodni Razz
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PisanieTemat: Re: Codex: Necrons   Codex: Necrons EmptyPon Paź 17, 2011 7:41 pm

Mi raczej barkę desantową z operacji Overlord.
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PisanieTemat: Re: Codex: Necrons   Codex: Necrons EmptyPon Paź 17, 2011 7:48 pm

Bo ja wiem - dla mnie ci necroni są fajni i może sobie zbiorę.
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