

So a helpful person over at The Tyranid Hive, one “jackedup,” has leaked essentially the entire Necron codex (though not anything from the special edition) to us. For those regular readers, you know what that means- time to go through and take stock of the new book.

All in all, I would say it’s probably the best of the 7E codices. It suffers from a lot of the usual “oversimplification” issues as the others, but to a lesser degree and fewer of the units were hit by it. Many things were left mostly unchanged and there’s even a decent number of buffs to units snuck in here and there, so while some of the changes may have been unnecessary it’s largely not too bad. On the down side, though, it doesn’t look like the codex really has anything that is gonna let it compete at the top level of tournament play right now- Command Barges are infinitely easier to kill, Anni Barges are more expensive and less effective, Haywire is gone, Night Scythes are weaker, etc, etc. The book’s not a total pushover, but it has no real way to deal with all of the top contenders these days.

Less depressing news after the break.



So unlike usual, I’ll be quoting the text in full here, since it’s not common knowledge yet, and my commentary below each section. Keep in mind that the original post has been wrong on a couple points and gone back to correct them- there may still be a handful of errors in here.

Necron Detachments

“If you are using the Unbound method, simply use the datasheets later in this section that correspond to the Necron models in your collection. If you are using the Battle-forged method, you will instead need to organise the Necron models in your collection into Detachments. This is a fun process in its own right. The most common of these are the Combined Arms and Allied detachments. Note that you can also include any of the formations presented in this section as part of a battle-forged army. Furthermore, the Necron Decurion Deachment is a special type of detachment that can be included in any battle-forged army. Unlike the detachments shown in Warhammer 40,000: The Rules, it has a force organisation chart whose slots are combination of specific formations and army list entries instead of battlefield roles. However, it still has compulsory and optional elements, as well as restrictions and command benefits, just like any other detachment. Although units cannot normally belong to more than one detachment, units from a formation that is part of a Necrn Decurion Detachment are an exception. They count as part of both their formation and the detachment, and have all associated command benefits and special rules. If your warlord is part of a formation or an army list entry that makes up part of a decurion detachment, that entire decurion detachment is your primary detachment.” Okay, about the formations. Once again peeps, there is NO Force Org Chart. The way they want you to build this army, apparently, is to clump a bunch of these formations together. This time I am also posting the Formation special rules.

So: no new unique detachment for Necrons, but they instead get the “ur-formation” of the Decurion, which consists of a combination of sub-detachments. Interesting way to do things, but all in all probably too limiting to really see much play- it locks you into very specific combinations of units, which is awkward when building an army for a particular point value in a tournament. One or two of them may be useable, but don’t expect to see many Decurions around.

And for those freaking out: yes, you’re still allowed to take a normal Combined Arms or Allied detachment, just like before, and you can even take the Mephrit Dynasty one if you want.

Reclamation Legion (1+) 1 Overlord

0-2 Lychguard

1-4 Immortals

2-8 Necron Warriors

1-3 Tomb Blades

0-3 Monoloiths Special Rules: Moves Through Cover, Relentless

You can re-roll reanimation rolls of 1 for the overlord, or units within 12″ of him

1-10 choices of the following per reclamation legion:

So the “basic” setup is pretty unimpressive. Rerolling some of your RP results is okay, but not amazing (and it’s only in a limited radius). Move Through Cover is nice for the various Skimmers and Jump/Jetpack/Jetbike guys, but not all that huge otherwise. Relentless is hot garbage and even GW knows it. They talk about how you can use it to assault after Rapid Firing, but who the fuck wants to be diving into assault with Necrons

The minimum requirements are a tad higher than preferred (mainly the three Troops; Tomb Blades seem alright.) Once you’ve filled that, you can take up to one Royal Court and up to ten other sub-detachments from the below list- note that the Royal Court is the only way for you to get any other HQs of any kind.

(0 to 1) Royal Court=

1 Overlord

1-3 Lords

1-3 Crypteks Special Rules: Move through cover, relentless

If overlord for this formation is your warlord, you can re-roll warlord traits when using Codex Cron warlord traits table.

It’s weird that you don’t get the “reroll traits” in the basic part of the formation. Being forced to take a Lord AND a second Overlord is exceedingly awkward. In anything below 2K, a Royal Court seems like something of a dumb choice for idiots.

Judicator Battatlion=

1 unit of Triach Stalkers

2 units of Triarch Praetorians Special Rules: Move Through Cover

At start of shooting phase, pick an enemy within LOS of Triarch Stalker. Re-roll failed to hit, to wound, and armour penetration rolls against the target until end of turn.

The unlimited range on the Stalker’s target is quite nice, and basically anything you pick is guaranteed to die. Knights and other superheavies in particular will HATE this thing if it comes up. However, there’s very little synergy between the Stalkers and the Praetorians, so may not see a lot of play.

Nevermind, applies only to units in the formation. Weaaaaaaaaaaaaak.

Destroyer Cult=

1 Destroyer Lord

3 units of destroyers

0-1 units of heavy destroyers Special Rules: Move through cover

If this formation is your primary detachment, can re-roll for Warlord Traits

Units in this formation re-roll failed to wound and armour penetration rolls

MTC is nice for these guys, so you’re not inadvertently losing wounds at random, but they will already reroll most to-wound rolls with their guns thanks to Preferred Enemy. Still not terrible, I guess, and the Pen rolls bit is nice.

Canoptek Harvest=

1 Canoptek Spyder

1 unit of Canoptek Wraiths

1 unit of Canoptek Scarabs Special Rules: Move Through Cover, Relentless

At start of Movement phase, can gain Fleet, Reanimation Protocols, or Shred. Spyder and all formation units within 12″ gain those special rules until your next movement phase.

This is probably the best of the formations, to be honest. MTC is utterly, utterly pointless on these units (they all either have it already or ignore terrain naturally) but the ability to pick up Reanimation Protocols or Fleet as needed is pretty huge, and Shred ain’t bad either. The range from the Spyder can be a bit limiting, but it’s quite arguably worth it.

Star God=

1 C’Tan Shard f the Deceiver, Shard of the Nightbringer, Transcendent C’Tan or Tessaract Vault

“Guys, C’tan are so good we can’t give them any bonuses- they’d break the game!” Fucking GW, have you not figured out that Monstrous Creatures on foot with shitty saves are not actually any use at all? C’mon, dudes.

Annihalation Nexus

2 Annihilation Barges

1 Domsday Ark Special Rules:

If Doomsday Ark from this formation loses it’s quantum shielding, choose an annihilation barge within 6″. The barge loses its quantum shielding, and the Doomsday ark gets Quantum shielding instead.

This one is kinda cute. Both of these units are fairly alright on their own, but the short range on the ability means it often won’t work, as Annihilation Barges need to move forward to get in reach of the enemy while the Doomsday Ark wants to sit stationary.

Flayed Ones=

1 unit of Flayed Ones

Eh. No bonuses included, but Flayed Ones actually got a lot better and at least the formation doesn’t box you in to any particular choices. Note that, barring text preventing you from taking these sub-formations outside of a Decurion, this means that ANY army can just drop in a unit of Flayed Ones wherever they please (and ditto for the other choices.)

Living Tomb=

1 Obelisk

0-2 Monoloths Special Rules: Formation must be placed in Deep Strike reserve. Do not make reserve rlls fr the Obelisk, it automatically arrives on your turn 2. Monoliths do not scatter when deep striking if placed within 12″ of the Obelisk.

Immediately after a Monoloths arrives frm this formation, choose one friendly Cron unit nthat is entirely infantry or jump infantry that is in reserve. Place it as though disembarking from the Monolith’s eternity gate.

Having the Obelisk auto-arrive is nice, but it still scatters normally and that thing is enormous. I guess it does allow you to dump a potential TON of stuff onto the table in a single turn, though.

Deathmarks=

1 unit of Deathmarks

Another “blank” formation. Kinda unfortunate, as Deathmarks needed a little bit of help.

Deathbringer Flight

2-4 Doomscythes Special Rules:

When Doom Scythe from this formation fires a death ray, add 2 to BS for each other Doom Scythe from this formation that shot at the enemy this turn.

All enemy units within 12″ of at least two Doom Scythes from this formation have -1 Ld.

-1 Ld bubble is actually fairly good, although needing to be within range of two airplanes is kinda limiting. The scatter reduction on the Death Ray would be a lot better if it weren’t such a shitty gun to start.

Warlord Traits and Special Rules

Necron Warlord Traits 1 Enduring Wrath – Warlord has Eternal Warrior 2 Eternal Madness – Zealot special rule 3 Immortal Hubris – Warlord and friendly units within 12″ re-roll failed morale, pinning, and fear tests 4 Hyperlogical strategist – Add or subtract 1 from reserve rolls and seize the initiative 5 Implacable Conqueror – Warlord and all friendlies within 12″ have Relentless and Crusader 6 Honorable Combatant – Must issue or accept challenges. Re-roll all failed to hit rolls in a challenge. No friendly character other than Vargard Obytron can attempt glorious intervention. If enemy refuses challenge, warlord gains hatred for rest of game. Resurrection Protocols is the same as Feel No Pain (5+), but can be taken against Instant Death wounds (but not ones from Destroyer weapons.) If a model has both FNP and RP, you must choose which one to use. RP can never be improved beyond a 4+. Gauss auto wounds on a 6, and auto glances on a 6.

Tesla Codex specifically states: “Snap Shots never cause additional hits as a result of this special rule”.

The warlord traits are actually pretty useable, although I doubt they’ll beat out Strategic or Command very often. Eternal Warrior is a bit meh, but a lot better with the way RP works now. Zealot is actually pretty decent, since it stops you from getting Swept/Falling Back and turns Overlords into combat monsters. Similarly, a 12″ bubble of reroll Leadership is quite nice, as even Ld10 fails more often than you’d like. The reserves/Seize one is almost strictly worse than the Strategic version of the same (which is reroll reserves and +1 Seize), but not by a huge amount and thus ends up being fine. Relentless/Crusader is pretty weak, but it’s really the only bad one and even it has uses. (What the fuck is up with them giving Relentless to Necrons, though? They’re one of the few armies that can’t make any real use of it.) The challenges one is pretty cool and thematic- it’s pretty much strictly worse than Zealot, though. It’s really bizarre that Obyron doesn’t get that one as a fixed trait.

Headquarters Units

HQ Anrakyr the Traveller: 160 points, Character, HQ WS5 BS5 S5 T5 W3 I2 A3 Ld10 Sv.3+ Tachyon arrow and Warscythe Warlord Trait is Implacable Conqueror (see earlier post in thread) Counter-attack, Furious Charge, IC, Reanimation Mind in the Machine: At start of shooting phase, choose an enemy vehicle within 12″. On a 4+, randomly select one of that vehicle’s weapons (no choosing one use weapons that have already been fired off though, or destroyed weapons) and shoot the weapon at another enemy unit. Use the vehicle’s BS, unless it is stunned or shaken (then snap shots only). Tyranids laugh at this. Pyrrhian Eternals – At start of game, before deployment, nominate one friendly unit of immortals. They have Furious charge and counter-attack.

Anrakyr remains almost completely unchanged- Mind in the Machine is a random weapon now, but other than that he’s the same ol’ guy. Can’t take a Command Barge, which is annoying. Gets the shittiest warlord trait, though, which may be what holds him back. None of his “unique” stuff is typically gonna be super-impressive, although on certain vehicles getting to shoot one weapon will be golden. A middling inclusion overall, I think, but not really any worse than he was before.

Cryptek

65 points, HQ, Infantry (character) WS4 BS4 S4 T4 W2 Iw A1 Ld10 Sv.4+ Staff of Light, may take a chronometron (25 points), may take items from Technoarcana or Artefacts of the Aeons Reanimation Protocols Technomancer: This model and all models with the Reanimation Protocols rule in his unit receive +1 to Reanimation Protocol rolls (posted the rules for RP earlier in the thread)

Actually pretty good, it turns out. They’re still fragile (W2 4+ isn’t hard to bring down), but +1 to RP rolls is quite nice and the Chronometron (5++ for the unit against shooting) is also pretty good. The unique stuff remains to be seen how great it is, but there’s some possibilities in there.

Illuminor Szeras (110 points) WS4 BS4 S4 T4 W2 I2 A4 Ld10 Sv3+ Fear, IC, RP, Immortal Hubris Trait Eldritch Lance: 36″, S8 AP2, Assault 1, Lance Mechanical Augmentation: At start of game, before deployment, choose one unit of warriors or immortals. Nominated unit receives an upgrade for remainder of game. Roll D6-

1-2: +1 Toughness

3-4: BS set to 5

5-6: Strength set to 5

Lord of Technomancy: This model and all friendly models with RP within 6″ get +1 to RP rolls

Well, he’s the only Eldritch Lance left in the codex I guess. He has a nice warlord trait and the stat boost to one unit isn’t terrible, but I’m not sure if he’s worth it over a normal Cryptek. He at least gives all the usual abilities for one, so it’s just a matter of comparing whether the strong gun and boost to a Troop is worth giving up the option for taking Artefacts and whatnot.

Lord

Pretty much identical to before, but they have an extra wound. Melee-oriented cheap HQs, I guess, though they don’t really seem very useful except as a Rez Orb caddy maybe.

Nemesor Zahndrekh (150 pts) WS5 BS5 S5 T5 W3 I2 A3 Ld10 Sv.2+ Staff of Light, Phase shifter IC, Reanimation Protocols (RP), Eternal Madness Trait Adaptive Tacticcs: May select a different Warlord Trait for him (no D6 roll needed) at start of each friendly turn after the first. May also select traits from the BRB. He cannot choose the same trait more than once per game. Counter Tactics: When within 24″ of enemy units with the following special rules: Counter attack, furious charge, hit & run, split fire, stealth, tank hunters – then Zahndrekh and his unit have the same special rules.

He gets 2+ armor save and a 4++, so he’s still quite tough. Eternal Madness is probably the best of the warlord traits, but he himself doesn’t make great use of it since he’s a bit of a derp in combat. Stick him with some Lychguard or something, though, and you’re badass. As far as other warlord traits to swap into, Command and Personal actually have most of the ones you’d want (although Stealth/MTC Ruins off of Strategic ain’t bad.) Counter Tactics is, sadly, a lot weaker- it just copies the enemy’s special ability, it doesn’t negate it. Having Stealth or Hit and Run isn’t really the same as taking it away from the enemy. Still, he’s a lot cheaper, so he seems like he could be a pretty useable guy.

Orikan the Diviner (120 points)

WS4 BS4 S4 T4 W2 I2 A2 Ld10 Sv.4+

(Orikan Empowered) WS5 BS5 S7 T7 W4 I4 A4 Ld10 Sv.4+ Phase Shifter, Staff of Tomorrow: S:User, AP2, Melee, Chronoblade (re-roll to hit rolls in assault)

Master Chronomancer: Model and all models in same unti get +1 to RP rolls, and re-roll armour saves of 1

The Stars are Right: Roll D6 at start of each friendly turn. If result is less than current turn number, Orikan uses his Empowered profile for rest of game. If he suffers a wound before becoming empowered, he has 3 wounds instead of 4 when empowered.

So he’s a bit of a chump to start with, but once he powers up he’s pretty badass. Note that he still remains an IC and can thus hide in a squad.

Overlord

So he’s the same as before, but WS/BS5 and the various wargear changes. Overlords can’t easily be supertanks anymore, since there’s no innate options for 2+ armor or 3+ invuln (though there is a relic for 2+ armor if you want it.) I don’t expect foot Overlords will see much use this time around, either, although the cheaper base cost (80pts) is a nice little benefit.

Trazyn the Infinite (130 points)

WS5 BS5 S5 T5 W3 I2 A3 Ld10 Sv.3+ Empathic Obliteration: S+2, AP4, Melee, Concussive, Psionic Shockwave: if a character is slain in a challenge by this weapon, all models within 6″ of the character with the same faction (friend or foe) suffers a S4, AP- hit.

IC, RP, Enduring Will Trait

Surrogate Hosts: If Trazyn is removed as a casualty, roll a D6. On a 2+, choose another friendly, non unique Cron infantry character to be removed instead. Trazyn takes its place with D3 wounds remaining. If it was locked in assault, Teazyn is as well. If there are no available targets or a 1 is rolled, Trazyn is removed as a casualty.

Trollzyn, the best character in 40K!! I like that he’s a ton cheaper but still really hard to get rid of, although Necrons won’t have nearly as many guys to hide in this time around. Psionic Shockwave is actually pretty strong when you trigger it, but kinda difficult to trigger against anything except IG sergeants and whatnot. I’m happy he is at least not total garbage, though I wish he were more interesting.

Vargard Obyron (120 points)

WS6 BS4 S5 T5 W2 I2 A3 Ld10 Sv.2+

Warscythe

IC, RP

Vargard’s Duty: Auto passes Init. test for glorious intervention

Cleaving Counterblow: When in a challenge, gains a bonus attack for each attack made by enemy character that fails to hit. Attacks are made at Init 1 step and does not grant additional pile in move

WS6 is cool. Cleaving Counterblow is… alright? It’s weird he gets two different sets of attacks, though. He also still has his teleporter, though like the generic version it’s a one-use thing.

Destroyer Lord: 110 points, WS4 BS4 S5 T6 W3 I2 A3 Ld10 Sv.3+, Staff of Light, IC, RP, Preferred Enemy, and he can take the same upgrades regular Cron lords can.

Lacking the BS/WS upgrades of a normal Overlord is kinda unfortunate. Will still probably see use with Wraiths or Praetorians or whatnot, especially since he can grab the artefacts (for 2+ armor or improved Rez Protocols) as well.

Troops:

Necron Warrior 10 minimum 13 points each

Immortal 17 points each

This one is actually pretty big- Warriors being a minimum of ten dudes makes your troop tax a lot more significant. Not that “five guys and two Haywire falling out of a Night Scythe” was gonna be a thing anymore, but it makes for a significant cost upgrade. Immortals as five-mans will be cheaper overall and may see more use as a result.

Elites:

Deathmarks are 18 points each, Elite infantry. Stats same as before. Deep strike and RP. They also have:

Hunters from Hyperspace: During the turn they arrive from Deep Strike, their shooting attacks wound on a 2+ regardless of toughness.

Ethereal Interception: If they are in Deep Strike Reserve when an enemy unit arrives using Deep Strike, they can immediately also arrive using the rules for Deep Strike, and it may immediately fire at any enemy unit that emerged from reserves that turn. If it does so, it cannot fire during your shooting phase next turn.

1pt cost decrease, but now their “wound on 2s” thing only works on the turn they arrive, which is a big hit. Ethereal Interception now works the way it’s intended to be rather than just sitting you down on the enemy’s turn as a nice little target to be shot at. Still not super-impressive, but now it’s at least a cute little “aha, gotcha!” kind of thing.

Flayed One

65 Points for 5 guys

WS4 BS4 S4 T4 W1 I2 A3 Ld10 Sv4+

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

Deep Strike, Fear, Infiltrate, Reanimation Protocols

Two Flayer Claws: AP 5, Shred

Okay, all of you folks who thought Flayed Ones were good before? This is what they actually needed. Same price, same stats, but now Shred and +1 Attack mean they hit a lot harder and the new method for RP means they’ll actually get to put their attacks in on the enemy. I’m not sure I’d call them great, but they are at least quite useable now.

Lychguard

Lychguard are 125 points for a squad of 5.

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

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

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

Lychguard are rad now. Put a Cryptek with them and enjoy your 3+ armor 5++ against shooting 4+ RP unit. Oh, and hell, give ’em the Solar Pulse also so the enemy can only snapshoot. Disembark from the Night Scythe, be unkillable for a turn, then start assaulting shit with five or ten Warscythes. Not gonna win any tournaments I don’t think, but gonna give some folks a real headache.

C’Tan Shards. What they have in common are Eternal Warrior, the powers of the C’Tan shooting, Necrodermis (4+ invuln and inflict a S4 AP1 hit for everyone within D6″ when it dies) Fearless, and immunity to natural law (treat all terrain as open ground). Other than that: Nightbringer (240 points, Elite)

WS6 BS4 S7 T7 W4 I4 A4 Ld10. Sv4+

Fleshbane, Gaze of Death: In addition to shooting Powers of the C’tan, can target one non-vehicle enemy within 12″ and in LOS. Unit takes wounds of 3D6 – Ld, resolved at AP2 and Ignores Cover. Nightbringer restores one wound if a wound is inflicted. Deceiver (240 points, Elite)

(Stats same as Nightbringer, but -1 WS and +1 BS)

Hit & Run, Dread (enemy within 12″ has -2 Ld.), Grand Illusion: After deployment and scout moves, remove Deceiver and up to D3 friendly units with 12″ of it. Either immediately redploy them, or place them in reserve.

Good to see some things never change- the C’tan are all still garbage. Random shooting powers whose effects you determine after they choose a target are just about the dumbest thing in the world.

Triarch Praetorian are 140 points for a squad of 5. Their Rod of Covenant has a 12″range

Apparently their weapon is also AP2 in close combat (and not Unwieldy) and they are two attacks base as well. That’s sounding fairly decent overall.

Fast Attack:

Canoptek Wraith

– 120 points (unit of 3)

WS4 BS4 S6 T5 W2 I2 A3 Ld10 Sv.3+

Fearless, Rending, Very Bulky

Wraith Form: Canptek Wraiths have 3+ Invuln. Save

Wraithflight: When moving, Canoptek Wraiths can mve over all other models and terrain as if they were open ground. However, they cannot end their move on top of other models and can only end their move on top of impassable terrain if it is possible to actually place the models on top of it.

May include up to three additional Canoptek Wraiths (40 points per model)

Any model may take one of the following:

Whip Coils – 3 pts per model

Particle caster – 5pts per model

Transdimensional beamer – 10pts per model

So: they went up 5pts base, but Whip Coils are cheap enough you’ll almost always want them. T5 means no more getting pulped by Las or Missiles, but still just 3++ means you can be torrented down pretty easily. Fleet (thanks to being Beasts) helps them get into combat a bit faster. Overall improved. Expect a LOT of people to go crazy over these like they did with Thunderwolves before realizing that T5 two wound 3+/3++ guys aren’t nearly as powerful as they think and aren’t going to change the tournament meta much unless something crazy happens.

Canoptek Scarab

WS2 BS2 S3 T3 W3 I2 A4 Ld10 Sv6+

May include up to six bases at 20 pts per base

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

Fearless, Swarm

So going down to a 6+ save is a little annoying, because all of those Ignore Cover weapons were fucking you up anyways, but it’s bearable. Entropic Strike isn’t nearly so much of a “any tank we look at dies,” but it was a really poorly-thought out ability anyways so I’m glad to see it gone. The ability to hurt superheavies is nice, but a 33% price increase seems wholly unnecessary given everything else.

Destroyer (40 points, Fast Attack, Unit of 1)

Destroyer WS4 BS4 S4 T5 W2 I2 A1 Ld10 Sv.3+

Weapons: Gauss Cannon for Destroyer, Heavy Gauss Cannon for Heavy Destroyer

Preferred Enemy, Reanimation Protocols, Very Bulky

May include up to five additional destroyers for 40 points each

May upgrade ONE destroyer to a heavy destroyer for 10 points

Gauss Cannon: 24″, S5 AP3, Heavy 2, Gauss

Heavy Gauss Cannon: 36″, S9, AP2, Heavy 1, Gauss

Not too shabby. They’re supposedly Jet Pack Infantry now, which lends itself to some interesting shenanigans and negates the penalty on their Gauss Cannon changes. The extra wound makes them more able to stay in the game and function (as does the new RP), but it remains to be seen if there’s any real use for them. Good at killing MEQs, I guess?

Tomb Blade (54 points, Fast Attack, unit of 3)

WS4 BS4 S4 T5 W1 I2 A1 Ld10 Sv.4+

Twin linked gauss blasters

Reanimation Protocols

May include up to sevena dditional tomb blades (18 pts per model)

Any model may exchange twin linked gauss blasters fr twin linked tesla carbines(free) or particle beamers (2 pts per model)

Any model may take shieldvanes (2 pts per model)

Any model may take one of the following: Shadowloom (1pt per model), Nebulosocope (2 pts per model)

Nebuloscopes. If these guys get used, it’s gonna be all about Nebuloscopes. Ignore Cover is a hugely relevant ability and I think you’re gonna see them with Gauss (for the AP4 and chance to glance anything) if you do at all. They’re cheaper, but still not THAT cheap, so be careful about spending points. Not sure if Shield Vanes or Shadowlooms are worth it- they’re much more affordable now, at least, so it kinda seems like maybe the ‘Looms could be nice just for a 3+ Jink save. Looks like ‘Looms are exclusive with Nebuloscopes for some reason, so Shieldvanes it is. These are basically the only tool you have against Wave Serpents, and a squad of ten will, on average, just manage to down one. Not a bad deal overall, but gonna cost you a pretty penny in the real world.

Heavy Support:

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

Statline, cost, all of that is still the same. Fabricator arrays are cheaper (5pts each), so that’s handy. Particle Beamers are as well, as are Gloom Prisms. Probably most useful in the formation, though.

Heavy Destroyer

Just like the FA versions, but available in squads by themselves. Lascannons, ho!

Transcendent C’Tan

(250 points, Heavy Support)

(Stats same as Nightbringer, but -1 WS, +1 BS, +1 Strength, +1 wound)

Deep Strike, Writhing Worldscape: All enemy units within 6″ treat open ground as difficult terrain

Went from probably the best unit in the game, better than Wave Serpents, to just a total piece of trash. He does put out some big blasts shooting or whatever, but so what? He’s a derp that dies easily, is slow, and doesn’t really have much going for him. Hope the other guy doesn’t roll the S8 AP3 Apocalyptic Blast on the first turn and then just kinda go from there.

Annihilation Barge – Heavy Support, 120 points

BS4, AV 11 all around, HP3

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

Tesla Destructor is 24″, S7 AP-, Heavy 4

Bumped up in points, Tesla is a bit worse. Still probably worth taking.

Catacomb Command Barge – HQ, 135 points

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

Catacomb Command Barge BS4, 11AV all around, HP3

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

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

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

It’s cheaper, but it’s a LOT easier to kill and not nearly as dangerous. Still not a pushover, but it’s no 2+/3++/4+ jink/4+ standup guy with Sweep attacks, AP3 shooting, and a devastating melee charge with MSS backing it all up. You’ll still see them around, but they’re no longer the scourge of Eldar armies and MCs everywhere that they used to be. Command Wave is a cool little bonus, though usually your CCB will be well out in front of your other units, so it won’t come up a ton.

Doom Scythe

Deathray – 24″, Str 10, AP 1, Heavy, Blast, Lance

This is probably the thing I’m most sad about in the codex. They took a really cool and fun unit with an interesting weapon and made it… small blast. Boo-urns. Unless the unit is pretty unreasonably cheap, there’s no reason to bother with it.

Doomsday Ark

Doomsday Cannon:

Low Power 24″, S8 AP3, Heavy, Blast

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

A lot better profile on the Cannon this time around, and apparently the broadside shots are better as well (Salvo 5/10 each), so a big bump for him. Interesting to see a Primary Weapon on a non-superheavy vehicle.

Ghost Ark

105pts, same stats and rules and everything, but Salvo 5/10 on the guns. Seems solid still.

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

Hello, Monolith. Goodbye, Monolith.

Night Scythe 130 points. They still have invasion beams.

This is probably a pretty fair price for them, although maybe a tad higher than I’d like given the changes to Tesla. Still, it’s a perfectly useable transport. Apparently when it crashes they suffer more like a usual flyer rather than “we are completely unaffected beep boop.”

Obelisk 300 points, 14AV all around, BS4, 6HP. Four Tesla Spheres, and all enemy flyer, skimmer, jetbike, and FMCs treat terrain within 18″ of the Obelisk as dangerous terrain. Zooming flyers and FMCs must also take a dangerous terrain test. The Obelisk can be “powered down” and gain 3+ invuln, but cannot move or shoot. Deep striking obelisks are always powered up. Once powered up, it cannot power down again.

Well, at least it’s AV14 now. Could be reasonably useful, but remember it’s HUGE and has no particular defense against Melta, Haywire, etc.

Triarch Stalker

125pts, gun and stats are unchanged. Available in squadrons of three, and gives out a +1BS aura to nearby Necron units. It’s annoying that they still don;t have any way to get a decent CCW, but they seem alright.

Tessaract Vault

Pretty expensive and has to use the stupid Powers of the C’tan table when shooting. Garbage.

Lord of War

Imotekh the Stormlord (190 points, LORD OF WAR)

WS5 BS5 S5 T5 W3 I2 A3 Ld10 Sv.2+

Gauntlet of Fire, Phase Shifter, Staff of the Destroyer: 18″, S6 AP2, Assault 3

IC, RP, It will not die, Hyperlogical Strategist trait

Lord of the Storm: Night fighting is always in effect during first game turn. Once per game, at start of friendly shooting phase, roll a D6 for each enemy unit within 48″ of Imootekh. On a 5+, that unit suffers D6 Strength 6 AP- hits, randomly allocated.

Bloodswarm Nanoscarabs: Flayed Ones can re-roll scatter dice when deep striking

He’s more affordable. Warlord trait is quite good. 2+ armor is nice. His gun is a lot better, but no more easy autohits on stuff all across the board. Kinda weird that lightning went down to S6, though.

Technoarcana is as follows:

Gauntlet of Fire: Template, S4 AP5, Assault 1

Void Blade: User Strength, AP4, Entropic Strike, Rending

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

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

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

Gloom Prism – Model and all units within 12″ have Adamantium Will.

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

Nebuloscope – model ignores cover when shooting

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

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

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

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

Shield Vanes – 3+ armour save

Most of these are Cryptek or other unit-specific upgrades. Gloom Prism is a lot weaker, but longer ranged at least. Chronometron is fairly useful (and apparently only 15pts.) Dispersion Shields are excellent now that they give a 3++. Mindshackle is a total joke- fear that only works in challenges! Rez orbs are one-shots now, and honestly probably not worth it- 25pts to reroll RP for a single turn isn’t that impressive.

Artefacts of the Aeons

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

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

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

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

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

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

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

Solar Pulse and Nightmare Shroud are the standouts here- that 2+ armor save (combined with the “reroll 1s” from Thermasite in the Mephrit detachment) is a big deal, and the add-on ability isn’t terrible. (It works just fine on Tau and Eldar, and scaring some Broadsides off the table is kinda a thing.) Pulse lets you protect a unit for a turn, which can be clutch when you’re coming in from reserves or whatnot. (Remember, you choose order of effects, so it can even keep you alive against Interceptor if needed, but won’t protect you on the enemy turn if you do that.)

Okay, Powers of the C’Tan…here goes:

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

1. Antimatter Meteor –

Transcendent: 24″, S8 AP3, Assault 1, Large Blast

Coalescent: 48″, S8, AP3, Assault 1, Apocalyptic Blast

2. Cosmic Fire –

Transcendent: 24″, S6 AP4, Assault 1, Large Blast, Ignores Cover

Coalescent: 48″, S6 AP4, Assault 1, Apocalyptic Blast, Ignores Cover

3. Seismic Assault-

Transcendent: 24″, S6 AP4, Assault 10, Strikedown

Coalescent: 48″. S6 AP4, Assault 20, Strikedown

4. Sky of Falling Stars

Transcendent: 24″, S7 AP4, Assault 3, Large Blast

Coalescent: 48″, S7, AP4, Assault 6, Apocalyptic Barrage

5. Time’s Arrow

Transcendent: 24″, SD AP1, Assault 1, Precision Shots

Coalescent: 48″, SD, AP1, Assault 2, Precision Shots

6. Transdimensional Thunderbolt

Transcendent: 24″, S9 AP1, Assault 1, Tesla

Coalescent: 48″, S9 AP1, Assault 2, Tesla

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

And there’s all of your garbage powers to ignore because C’tan are overpriced. Pretty sure the poster got “regular” and “Transcendent” profiles switched there or misnamed the types of C’tan somewhere else or whatever, but you get the picture.

Overall Thoughts

Necrons are probably the strongest of the 7E books, but I don’t think it’s gonna be enough for them to be competitive. They’re reasonably well-balanced in a lot of ways and with a handful of exceptions I find the changes to them fairly bearable, although the unique characters are all extraordinarily bland in most respects. There’s still some things we’re missing and the Cryptek Edition of the codex likely has some more surprises in the form of another type of detachment and some alternate relics, but for the time being we seem to have most all of the stuff spoiled.

AV13 wall will still be a thing, but not as powerful a thing. Most of the old options for vehicles Necrons used are still good in some fashion, but the way they work together as an army is certainly different. We’ll have to see the remainder of the pieces of the puzzle before anything is said for sure, but either an defensive vehicle-based army or some kind of aggressive assault force both seem fairly possible at this point.