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Post by Jack Shrapnel on Jan 28, 2015 21:32:27 GMT -5
only snapfire that tesla was ever good at was flyers... the barges can't stand and shoot or anything... the only thing it will change in my list for example is I'll have to decide how to deal with flyers as barges won't cut it anymore.
I thought you'd be happier about MSS being completely useless now?
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Post by calitom on Jan 29, 2015 3:55:58 GMT -5
I haven't been in a challenge with an overlord in forever, and I honestly never really had a huge issue with it as average means you either pass the leadership test or fail it so didn't ever really find too much issue with it.
I was more talking about 4+ cover saves on your AV 13 with seemingly no downside for jinking, like ever.
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Post by Jack Shrapnel on Jan 29, 2015 6:52:07 GMT -5
yeah I guess the jinking issue... didn't really think about that.
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Post by Jack Shrapnel on Jan 29, 2015 12:03:40 GMT -5
some pretty damn specific information to follow: barges got a +30 point tax in addition to the tesla nerf - not entirely surprised I guess... but at least they dropped the price on lychguard because their point cost was compeltely prohibited - they may actually see play now along with flayed ones (well in someone's lists other than mine that is...lol)
From BOLS:
Okay, so here are all the units. Dunno too well what's new and what's not, but ask if you want info on any of it. HQ Anrakyr the Traveller Cryptek Illumninor Szeras Lord Nemesor Zahndrekh Orikan the Diviner Orikan Empowered Overlord Trazyn the Infinite Vargard Obyron Troops: Necron Warrior Immortal Elites: Deathmark Flayed One Lychguard C'tan Deceiver C'Tan Nightbringer Triarch Praetorian Fast Attack: Canoptek Wraith Canoptek Scarab Destroyer Heavy Destroyer Tomb Blade Heavy Support: Canoptek Spyder Heavy Destroyer Transcendent C'Tan Vehicles: Annihilation Barge Catacomb Command Barge Doom Scythe Doomsday Ark Ghost Ark Monolith Night Scythe Obelisk Triarch Stalker Tessaract Vault Lord of War Imotekh the Stormlord Necron Special Rules: Renanimation Protocols - When a model with this rule suffers an unsaved wound, it can make a special reanimation roll to avoid being wounded. This is not a saving throw and can be used against attacks that state "no saves of any kind are allowed". Reanimation protocols rolls may even be made against hits that cause Instant Death, but cannot be used against hits from Destroyer weapons, or an attack that states the model is removed from play. Roll a D6 each time the model suffers an unsaved wound, subtracting 1 if the wound caused Instant Death. On a 5+, discount the unsaved wound. Modifiers to this dice roll can never be improved to better than 4+. If a model has both reanimation and FNP, you can choose to use one or the other but not both. Living Metal - A model with this special rule ignores the effects of crew shaken, but still loses a hull point. At the end of each of your turns, roll a D6 for each heavy or super heavy vehicle with this special rule that has less than its starting number of hull points, but has not been destroyed. On a roll of a 6 it regains a hull point. Immortals are 17 points each Warriors are 13 points each. Lychguard are 125 points for a squad of 5.
WS 4 BS 4 S 5 T 5 W 1 I 2 A 2 Ld 10 Sv 3+ Warscythe, Reanimation protocols. May select a night scythe as a dedicated trasnport. The entire unit may exchange their warscythes for hyperphase swords and dispersion shields. Hyperphase sword + shield are 5 pts per model for the Lychguard Canoptek Scarabs are Fast Attack, 60 points. WS2 BS2 S3 T3 W3 I2 A4 Ld10 Sv6+ May include up to six bases at 20 pts per base Entropic Strike: To wound rolls of 6 wound automatically and cause glancing hits if they wouldn't penetrate Fearless, Swarm Flayed Ones, Elites, 65 Points for 5 guys WS4 BS4 S4 T4 Wi I2 A3 Ld10 Sv4+ May include up to 15 other Fllayed nes at 13 pts per model Deep Strike, Fear, Infiltrate, Reanimation Protocols Two Flayer Claws: AP 5, Shred Catacomb Command Barge - HQ, 135 points This is taken in place of your Overlord (he sits inside the thing) WS5 BS5 S5 T5 W3 I2 A3 Ld10 Sv.3+ Catacomb Command Barge BS4, 11AV all around, HP3 Overlord has his usual stuff (staff of light, Reanimation, can buy extra wargear, etc.) Catacomb Command Barge has a Gauss Cannon (can switch to Tesla Cannon), Quantum Shielding, and Living Metal. Command Wave: All Necron friendlies within 12" re-roll failed morale, pinning, and fear tests. If the warlord in the barge has the Immortal Hubris trait (see earlier in thread), command wave range extends to 18".
Annihilation Barge - Heavy Support, 120 points BS4, AV 11 all around, HP3 Gauss cannon (can switch to Tesla), Twin linked tesla destructor, Quantum shielding, Living Metal My bad - the annihilation barge is in a formation I forgot to list. The Annihilation nexus, which has two Annihilation Barges and 1 Doomsday Ark. Anrakyr the Traveller: 160 points, Character, HQ WS5 BS5 S5 T5 W3 I2 A3 Ld10 Sv.3+ Tachyon arrow and Warscythe Warlord Trait is Implacable Conqueror (see earlier post in thread) Counter-attack, Furious Charge, IC, Reanimation Mind in the Machine: At start of shooting phase, choose an enemy vehicle within 12". On a 4+, randomly select one of that vehicle's weapons (no choosing one use weapons that have already been fired off though, or destroyed weapons) and shoot the weapon at another enemy unit. Use the vehicle's BS, unless it is stunned or shaken (then snap shots only). Tyranids laugh at this. Pyrrhian Eternals - At start of game, before deployment, nominate one friendly unit of immortals. They have Furious charge and counter-attack.
The Force Org for Necrons is different, and organised into detachments. Reclamation Deatchment (1+) = 1 Overlord 0-2 Lychguard 1-4 Immortals 2-8 Necron Warriors 1-3 Tomb Blades 0-3 Monoloiths 1-10 choices f the following per reclamation legion: Judicator Battatlion= 1 unit of Triach Stalkers 2 units of Triarch Praetorians Destroyer Cult= 1 Destroyer Lord 3 units of destroyers 0-1 units of heavy destroyers Canoptek Harvest= 1 Canoptek Spyder 1 unit of Canoptek Wraiths 1 unit of Canoptek Scarabs Star God= 1 C'Tan Shard f the Deceiver, Shard of the Nightbringer, Transcendent C'Tan or Tessaract Vault Annihalation Nexus= 2 Annihilation Barges 1 Domsday Ark Flayed Ones= 1 unit of Flayed Ones Living Tomb= 1 Obelisk 0-2 Monoloths Deathmarks= 1 unit of Deathmarks Deathbringer Flight 2-4 Doomscythes Dispersion Shield A mdel equipped with a diispersion shield has a 3+ invulnerable save, but can never claim the two weapons bonus in the fight sub phase. Mindshackle Scarabs When fighting in a challenge, a model with the scarabs has the Fear rule. Fear tests taken as a result of the scarabs are taken on a 3D6. Deathray - 24", Str 10, AP 1, Heavy, Blast, Lance Whipcoils can be purcahsed for 3 pts per model. S = user, gains swiftstrike (+3 init) On the Doomsday Cannon: Low Power 24", S8 AP3, Heavy, Blast High Power 72" S10 AP1, Primary Weapon 1, Large Blast, Divert Power (must be stationary) I don't see anything about Tomblades being able to increase armour save or jink.
Technoarcana is as follows: Chronometron - The model and his unit have 5+ invuln. against shooting attacks Dispersion shield - Model has 3+ invuln., cannot claim Two Weapon bonus Fabricator Claw Array - During shooting phase, instead of shooting, a model with the claw can repair a single friendly vehicle in base contact. D6 roll: on a 4+, restore a hull point or repair weapon destroyed or immobilised result, effective immediately. Gloom Prism - Model and all units within 12" have Adamantium Will. Mindshackle Scarabs 10pts - During a challenge, model with the scarabs causes Fear. Ld. tests against the model are taken on 3D6.
Nebuloscope - model ignores cover when shooting Phase Shifter 25pts - 4+ invuln. save, but only for the model and not any chariot it rides on Phylactery 15pts - It Will Not Die, for both the model and any chariot it rides on Resurrection Orb 25pts- Once per game, after an unsuccessful reanimation roll has been made for the model (or another model in the same unit), you can re-roll it and any other failed reanimation rolls (for the model and its unit) until end of phase. Quantum Shielding - The vehicle has AV13 all around, but after the first penetrating hit, it falls back to the normal AV values.
Shadowloom - +1 cover save (6+ in the open) Shield Vanes - 3+ armour save Artefacts of the Aeons Gauntlet of Conflagrator 30pts- Template, S7 AP2, Assault 1, One Use Only Nightmare Shroud 35pts- 2+ armour save and fear. Once per game can force enemy unit within 18" to take a morale check (Fearless and Know No Fear units are immune) Orb of Eternity 40pts- See the Resurrection Orb above, except this also gives +1 to the reanimation rolls Solar Staff 15pts- 12", S5 AP3, Assault 3, Blind, Solar Pulse Solar Pulse: Once per game, at the start of any turn, cancel night fighting for the turn. When activated, enemy units can only fire snap shots at the model and its unit until the staff bearer's next turn. Veil of Darkness 25pts- Deep strike. Once per game, can remove itself and its unit from the table and immediately deep strike somewhere else (even if locked in assault) Voidreaper 30pts- S+2 AP2, Melee, Armourbane, Fleshbane, Master Crafted, Two Handed
Powers of the C'Tan...here goes: Models with Powers of the C'Tan can use them as a ranged weapon in the shooting phase. They cannot use them to fire on overwatch. Each time a model uses this, choose a target then roll a D6 to see what happens. For Nightbringer, Deceiver, and Transcendent, use the Transcendent effect. For Tessaract cube, use Coalescent effect. 1. Antimatter Meteor -
Transcendent: 24", S8 AP3, Assault 1, Large Blast Coalescent: 48", S8, AP3, Assault 1, Apocalyptic Blast 2. Cosmic Fire - Transcendent: 24", S6 AP4, Assault 1, Large Blast, Ignores Cover Coalescent: 48", S6 AP4, Assault 1, Apocalyptic Blast, Ignores Cover 3. Seismic Assault- Transcendent: 24", S6 AP4, Assault 10, Strikedown Coalescent: 48". S6 AP4, Assault 20, Strikedown 4. Sky of Falling Stars Transcendent: 24", S7 AP4, Assault 3, Large Blast Coalescent: 48", S7, AP4, Assault 6, Apocalyptic Barrage 5. Time's Arrow Transcendent: 24", SD AP1, Assault 1, Precision Shots Coalescent: 48", SD, AP1, Assault 2, Precision Shots 6. Transdimensional Thunderbolt Transcendent: 24", S9 AP1, Assault 1, Tesla Coalescent: 48", S9 AP1, Assault 2, Tesla Tesla: To Hit roll of 6 causes 2 additional hits on the target. Snap shots never cause additional hits due to Tesla.
Necron Warlord Traits 1 Enduring Wrath - Warlord has Eternal Warrior 2 Eternal Madness - Zealot special rule 3 Immortal Hubris - Warlord and friendly units within 12" re-roll failed morale, pinning, and fear tests 4 Hyperlogical strategist - Add or subtract 1 from reserve rolls and seize the initiative 5 Implacable Conqueror - Warlord and all friendlies within 12" have Relentless and Crusader 6 Honorable Combatant - Must issue or accept challenges. Re-roll all failed to hit rolls in a challenge. No friendly character other than Vargard Obytron can attempt glorious intervention. If enemy refuses challenge, warlord gains hatred for rest of game. Odds & Ends 1. Codex specifically states: "Snap Shots never cause additional hits as a result of this special rule". 2. Night Scythe is 130 points. They still have invasion beams.
3. Gauss auto wounds on a 6, and auto glances on a 6. No double strength. 4. Tomb Blades have twin linked gauss blasters. These can be exchanged with twin linked Tesla Carbines for free, or Particle Beamers for 2 points / model 5. Anrakyr is 160 points. 6. Triarch Praetorians are 140 points for a squad of 5. Their Rod of Covenant has a 12" range. 7. The Doomsday Ark is Heavy Support (again, see my earlier post about Crons not using standard Force Org though). It still has t be stationary to fire. 8. Monolith: 200 points, 14 AV all around, BS4, 4HP. Four gauss flayer arcs, Particle Whip, Eternity Gate, Deep Strike, Living Metal. I am not a Cron player, but I think the Obelisk is new? It's like a superheavy version of the Monolith. 300 points, 14AV all around, BS4, 4HP. Four Tesla Spheres, and all enemy flyer, skimmer, jetbike, and FMCs treat terrain within 18" of the Obelisk as dangerous terrain. Zooming flyers and FMCs must also take a dangerous terrain test. The Obelisk can be "powered down" and gain 3+ invuln, but cannot move or shoot. Deep striking obelisks are always powered up. Once powered up, it cannot power down again. 9. The Spyder can add a single Canoptek Scarab base to a scarab unit within 6", at the start of the movement phase, even if it raises it past the starting amount. Roll a D6 after that, and it takes a wound on a 1. 10. Cryptek: 65 points, HQ, Infantry (character) WS4 BS4 S4 T4 W2 Iw A1 Ld10 Sv.4+ Staff of Light, may take a chronometron (25 points), may take items from Technoarcana or Artefacts of the Aeons Reanimation Protocols Technomancer: This model and all models with the Reanimation Protocols rule in his unit receive +1 to Reanimation Protocol rolls (posted the rules for RP earlier in the thread)
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