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 I nuovi necron

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Data d'iscrizione : 16.06.10

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MessaggioTitolo: I nuovi necron   I nuovi necron Icon_minitimeDom Ott 23, 2011 8:28 pm

ebbene sono orgoglioso di presentarvi, dopo i nuovi modelli, quello che al 90% (imho) sarà il nuovo codex necron

I nuovi necron Zjtsms
Here is the rules
summary, it contains
*Fluff
*Army Wide Special Rules
*Army
Wide Weapon Rules
*Necron FOC Details and Rules

via
Yakface
NOTES ON NEW NECRON FLUFF
There is a dramatic change in
the fluff in this codex from the previous incarnation of the Necrons.
The Necrontyr's empire was massive at one point, but the different
Lords in the empire started to turn against each other in civil war.
To prevent this from happening the overall ruler of the Necrons (the
Silent King) started the war against the Old Ones specifically to
give them a common enemy to fight against to prevent his empire from
destroying itself. Of course, the Old Ones ended up kicking their
butts and in desperation, the Silent King found the C'Tan and agreed
to the Deceiver's pact without realizing what he was doing. However,
after the Necrons helped the C'Tan to kill off the last Old Ones, the
Silent King then ordered the Necrons to turn on the C'Tan in
vengeance and utterly destroyed the C'Tan into tiny shards. This war
agains the C'Tan weakened the Necrons overall so much they decided to
go into stasis to avoid the vengeance of the Eldar (the C'Tan had
killed the Old Ones, but not all their children).

Now that
the Necrons have reawakened in the 41st millennium, their goal is no
longer to 'harvest' souls for the C'Tan (the C'Tan shards are now
their slaves) as it was in the old book, but rather to reestablish
the great Necron empire that spanned the galaxy before the war with
the Old Ones began. However, the overall hierarchy of the Necron
people is gone for the most part, leaving each individual Empire to
once again rule for itself. This means each Tomb World (or cluster of
Necron worlds) is essentially a separate little empire to itself,
with a full backstory and idiosyncrasies. While Necron warriors are
pretty much just automatons and Immortals not too much better, every
other higher Necron being is now much more like an actual person, as
their essence is simply trapped inside a metal body.

So there
is lots of crazy nuance to Necron culture that was never present
before. The codex now has plenty of 'quote' boxes featuring memorable
quotes from Necron Lords like other races have in their books. There
are some Necron Lords who honor valor in battle, there are a few
Necron Lords who trade with other races, and although an uneasy
alliance apparently, yes Necrons and Blood Angels did end up fighting
against a Tyranid Hive Fleet together. Oh, and there is definitely
plenty of reason to have Necron vs. Necron action now (as the old
feuds between competing Necron Lords flare back up again).

All
in all, it is a major tonal shift. While part of me recoils from it,
the other part of me thinks that Necrons as they were had no distinct
'character' that each player could choose to get behind. Yes, the
race as a whole had 'character' in how it was organized and
functioned, but there was never any really good reason that a player
should have his Necron force painted and modeled 'X' way as opposed
to another player with his Necron army looking 'Y' way. People
certainly painted their Necrons in different (neat) ways, but there
was never really any good fluff giving players inspiration to do
so.

The only real 'personality' in the old book was the
Deceiver, and that frankly wasn't the Necrons, it was their god. The
mindless mission that all Necrons were on was basically really
similar to Tyranids...the Necrons were coming to harvest every living
thing in the galaxy (yawn).

This new incarnation, love it or
hate it, gives the Necrons a whole wide array of personality and
every single empire has different goals and motives (not to mention
paint schemes, markings, etc). Some Necron Lords are obsessed with
finding the perfect flesh bodies to transfer their sentience back
into. One Necron Tomb World was damaged during the great sleep and
erased all the Necron sentience and has started basically commanding
its Necrons like true robots (and is actively attacking other Necron
worlds to take them over and keep growing), and there are of course
dozens more little stories. The Silent King, who put himself into
exile (for his unforgivable crime against his people) by leaving the
galaxy after defeating the C'Tan encountered the Tyranids in the void
between galaxies and has returned to spur the Necrons into action
against the Tyranids (realizing that if the Tyranids wipe the galaxy
clean of biological matter, then the Necrons will never find a form
to transfer their minds back into).

Oh, and the biggest rival
of the Necrons is now actually the Altaoic (sp?) Craftworld.
Apparently they are the only Eldar who stayed true on the original
path to seek out and destroy Necron Tomb Worlds while the rest of the
Eldar got all caught up and destroyed in their decadence and then the
Fall. Altaoic rangers have traveled the galaxy far and wide over the
millennia (ever since the Necrons went to sleep) to track down and
destroy or hamper Tomb Worlds from reawakening.

So with this
new direction there is now tons of different possibilities for
players to make Necrons forces different from each other and there
are neat new takes on 'nemesis' races like Eldar & Tyranids to
drive gaming plots as well as good reason for Necron on Necron
battles.

And as for totally destroying the background of the
C'Tan, the codex does allude to the fact that there are lots of
unaccounted for C'Tan shards still allegedly cast around the galaxy.
The Necron are always trying to hunt them down and imprison them (in
pocket dimension prisons), but this does still leave the door totally
wide open for a shard of 'The Dragon' to be on Mars and for shards of
'The Deceiver' to have done all the crazy things that's been written
about him in novels. Essentially, the full power C'Tan were
massively, massively powerful, and the 'shard' versions of them are
closer to the idea of what we had in the last codex anyway (something
that can be killed/banished on a battlefield).

So while it is
a little shocking to have such a massive fluff change hit, I do think
it is probably the right way forward to create a more fully realized
faction. But I do think it is probably going to be a massive turn-off
to those players who absolutely adored the old fluff for the
army.


Regarding the previous fluff saying that Necrons
went into hibernation due to a massive 'Enslavers' invasion, in the
new fluff they only really briefly mention that the wars unleashed
some nasty things from the Warp, but they literally do not mention
the Enslavers anymore. It is very clear that the Eldar empire is the
main reason they go into hibernation, having some sort of premonition
that the Eldar can and will eventually crumble as all living beings
and empires do.

It was a fairly solid plan, except a lot can
go wrong when you're sleeping for 60 million years, and apparently
billions of Necrons have been killed by simple, normal shifts in the
galaxy in that time (stars going supernova, tectonics crushing tombs,
etc)...but what they didn't predict was how poorly they'd all awake
from the sleep. All Necrons were supposed to wake up at once, but
that didn't happen. Some Necrons woke up during all periods of
history (including the Horus Heresy) and many still haven't woken up.
And in some cases those that wake up have suffered terrible
afflictions (like the Flayer disease).

Since there are any
number of strange and undocumented Tomb Worlds now, there is totally
space for you to come up with whatever backstory and motivations you
want for your personal Tomb World, much like every other codex allows
players. Of course, there are also dozens of tiny little story
snippets (as there are in every new codex) that give you plenty of
inspiration to create and play armies as well. For example, say you
really like the whole 'automaton' feeling the army had in the old
codex. Well, in the codex they have a story telling of one Tomb World
that during hibernation accidentally erased all the sentience from
the sleeping Necrons and decided to 'take them over' and has since
decided this is the way forward for the Necron race and is actively
attacking other Necron Tomb Worlds to collect more bodies for the
cause. Basically the only sentient brain in that whole army is the
Tomb World itself (it even has given itself a name). So you could
definitely use this backstory as 'your' Necron force and stick with
more of a simple, robotic feel to your army.


Bits of the
fluff talk about other races & systems paying 'tribute' to the
Necrons...here's my speculation based on what I read:

Necrons
have always felt like they got the short end of the stick. When they
were Necrontyr, they had a crappy planet and that drove them to
invent technology and get the hell off their planet...but they still
wanted to prove they were the best so they set about trying to creat
the greatest galactic empire. And they did...but then as always
happens, their empire started to creak and moan, so the war against
the Old Ones started with naturally the belief that the Necrontyr
would destroy the Old Ones and emerge even greater than before, the
true heirs to the galaxy. And in fact they hated the Old Ones if for
no other reason than because they had the secret for immortality
(what the Necrontyr wanted more than anything) but wouldn't share it.
And once the war started, naturally the Necrontyr couldn't beat the
Old Ones despite their superior technology, as the Old Ones had
access to the Webway which meant they could escape anytime they
needed.

So eventually the Old Ones (and the races they
created) were kicking the crap out of the Necrontyr. And so in the
frustration of again getting the short end of the stick, they made
the pact wit the Deceiver and sold their souls for immortality and
power. But again, they felt shafted because they had essentially been
tricked into doing this. So after the C'Tan had killed the Old Ones,
they again wanted to take their rightful place as rules of the galaxy
but they knew that would never happen as long as they were slaves to
the C'Tan, so they turned on them as this is the only way they'd ever
be free.

But of course that battle against the C'Tan did
tremendous damage to them and thus they decided to use their
immortality to 'outlast' the Eldar empire (which they did).

So
now that they're back awake (mostly), although they've lost their
main command structure as a people that sort of drove them forward
towards any single goal, I think their goal is still to do what they
always wanted...to rule the galaxy, to be the supreme beings. And
this isn't exactly the same as humans, who basically want to
eradicate all Xenos and populate all the planets themselves. Necrons
more than anything (I think) want to be in control. They want to be
worshipped by others. They finally want to get their due as being the
rulers. So while they most certainly plan to destroy any force that
gets in their way, I also get the distinct feeling from the new fluff
that (with at least some of the Lords) they are perfectly okay with
leaving existing planets/systems under alien control, as long as
those people pay them tribute. Even though I have a hard time
imagining what tribute the Necrons would really need (being robots
and all), I don't think that's the point. The point is that the other
races are paying them fealty and recognizing the mastery of the
Necrons, which is precisely what they've always wanted.


NECRON
ARMY-WIDE SPECIAL RULES
• We'll Be Back from the previous codex
has been replaced by Reanimation Protocols (sorry I keep accidentally
calling it Resurrection Protocols in some of these teasers). It now
works at the end of each phase, but only on a 5+. You now remove
models and place a token or marker next to the unit to remind you how
many rolls to make (although you could just use the downed models as
markers, but the important thing is you know that these markers don't
affect gameplay at all). The rules are very clear about when/how
models that return to play via RP are placed and if the entire unit
is wiped out then the unit is gone and no RP rolls can be taken.
Similarly, if the only model left in the unit is a character (such as
a joined IC or a Cryptek/Lord) then these models alone are not
sufficient to allow the other models to attempt their RP rolls.
Nearly every non-vehicle unit in the game benefits from RP (as
opposed to the old WBB, which only worked for 'Necrons'), except for
the C'Tan shards.

Reanimation Protocols returns the model to
play with a single wound unless they have a Phylactery in which case
they come back (the first time they get back up) with D3 wounds.


Ever-Living. This is basically just an additional Reanimation
Protocol rule that characters have to describe how they're placed
back on the table. Only characters (including basic Lords &
Crypteks) have this rule, no squads do. The only real thing to note
about it is that if the model wasn't joined to a unit when it went
down, then if it returns to play it must be placed within 3" of
the spot it fell. So characters are the only models it really matters
where their 'marker' is placed when they are removed. So in some
situations, such as an enemy unit killing a character with
Ever-Living in CC and then consolidating on top of his marker, it
would be entirely possible to prevent him from returning to play (as
they can't if you are unable to place them within 3" of the spot
they went down).

• Entropic Strike. This is mainly a Scarab
rule, but it also applies to a few close combat weapons in the army
as well. Basically i to kill off the lan unsaved wound from an
Entropic weapon then it has it armor save immediately changed to '-'.
Obviously this would only apply to multi-wound models as any other
type of model would be dead if it suffered an unsaved wound (ignoring
the argument about whether a wound stopped by 'Feel No Pain' still
counts as an unsaved Wound or not). Against vehicles, for each hit by
this weapon type means at the end of the phase you roll a D6 and on a
4+ the vehicle's armor value is reduced by '1' on all facings. If a
vehicle is reduced to '0' on any facing then it becomes wrecked
immediately.

• Living-Metal. Not just for the Monolith
anymore! Many vehicles in the codex have this and it basically allows
the vehicle to ignore a Shaken result on a 2+ and a Stunned result on
a 4+. These rolls are made immediately when the vehicle is damaged so
this is nowhere near as good as the Grey Knights ability to remove
Shaken/Stunned results.

• Phase out is gone (good riddance,
I say ).

• There doesn't appear to be any Force Org shifting
around in this codex at all unlike most other recent codexes (so
taking any special character doesn't allow you to take a unit in a
different section of the Force Org chart at all).



NECRON
ARMY-WIDE WEAPON NOTES
• Gauss Weaponry does NOT have rending.
It retains the 'auto-glance' on a penetration roll of a '6' rule, but
has otherwise has lost the 'auto-wound' on a roll of a '6' regardless
of Toughness that it used to have. The Gauss Cannon is now apparently
Assault 2 & AP3 (I'm assuming the Strength is still 6).


Telsa Weapons. With these weapons for every '6' rolled to hit the
'target suffers 2 additional automatic hits'. Whether or not that
means the target suffers 2 or 3 hits in this case is a bit ambiguous,
but I think the word 'additional' means that its actually 3 (one for
the original hit for rolling the '6' to hit and then another
additional two for a grand total of 3). The big daddy version of this
weapon found on a lot of the heavier vehicles is the Tesla Destructor
(and is almost always twin-linked to really maximize the chance to
get those extra '6's to hit). All Tesla weapons are 24" and AP
'-', but the Destructor is S7, Assault 4 and 'Arc' (which means you
roll a D6 each unit, friendly and enemy, within 6" of your
target and on a '6' they are struck with D6 S5 AP- hits as well).
While the AP '-' keeps this weapon from being a premiere light
vehicle killer, I think with all the potential S7 shots this can
theoretically kick out, it still going to be pretty good at zapping
vehicles.

The weapons go in order from lightest to heaviest
as: Tesla Carbine -> Cannon -> Destructor.

• Particle
Weapons. These are basically the blast weapons of the Necron army
(with the exception of the pistol variant) with no special rules.
They all have a pretty high Strength and a mid-range AP.

The
weapons go in order from lightest to heaviest as: Particle Caster
(pistol) -> Beamer -> Shredder -> Whip.

• There
aren't any weapons that ignore invulnerable saves in the codex
either...however there are quite a few little special abilities
scattered about that simply remove models from play if they fail a
certain kind of test, which does effectively ignore invulnerable
saves (and any other kind of save too).



OVERALL ARMY
ORGANIZATION
HQ
• Imotekh the Stormlord (Lord of the Sau):
The most powerful Necron Overlord currently. A master strategist
whose nemesis is the Orks (since their random nature is the only
thing that can accidentally disrupt his flawless plans).

The
Stormlord has a special rule that makes the first turn of the game be
night fighting no matter what the mission and he 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 at the start of the Necron Shooting phase you roll a D6 for
each unengaged enemy unit and on a roll of '6' suffer D6 S8 AP5 hits
(as they are hit by lightning strikes). Vehicles get hit on their
side armor.

And as a nice combo to this there is a Cryptek
ability called '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...although Night Fighting
created by a Solar Pulse does not generate Lightning Strikes against
enemy units).

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...basically the big uber-Ghazghkull
style guy in the codex.

• Nemesor Zahndrekh & his loyal
bodyguard Vargard Obryon: This is a Lord whose mind was damaged
during hibernation and he still thinks he's fighting the wars of
secession against his fellow Necrontyr (not even realizing he is a
Necron now).

Therefore, he still practices honor and valor
towards his enemies and tries to capture opposing generals instead of
kill them. He would also never use Deathmarks, Wraiths, etc, as these
are not honorable (assassins). Of course, they also say his
subordinates have no such compunctions, so it explains how you can
still have these units in an army with him.

Even though most
of his subordinates would like to see him removed because he's
obviously crazy, he is still a military genius and he still has a
bunch of loyal followers as well, including his long-standing
bodyguard Obyron, who takes care to clean up whatever messes
Zahndrekh's delusions get them into (like he always arranges for
enemy prisoners to be executed while 'trying to escape' for
example).

Zahndrekh has the gear to give himself a 2+/3+ save
(which generic Overlords can do as well if they take the same gear).
He also has a Rez Orb, Particle Caster (pistol) and Void Blade
(Rending & Entropic).

His special rules are all based
around his tactical acumen and they allow him at the start of each
Necron turn to pick a friendly unit and give them a special rule:
Counter-Attack, Furious Charge, Hit and Run, Acute Senses, Stealth or
Tank Hunters (which they get until the start of their next turn).

He
ALSO gets to pick one enemy unit on the table within his line of
sight to lose ALL of those special rules listed above until the start
of the next Necron turn.

When he is on the battlefield, any
number of Necron units in reserve waiting to Deep Strike may choose
to enter play immediately after any enemy unit arrives from Reserves.
In other words, basically the same ability the Deathmarks
have.

Vargard Obyron does not take up a HQ slot if in the same
army as Zahndrekh. He has an uncharacteristic WS6 (as well as a 2+
save) along with a Warscythe.

He also has the Ghostwalk
Mantle, which is a Veild of Darkness that can be used to pull his
unit out of close combat (leaving the enemy to consolidate
immediately), and if he choose to arrive within 6" of Zahndrekh,
he does not scatter. Furthermore, if Zahndrekh's unit is ever
assaulted and Obyron is not part of that combat, then he immediately
teleports into the combat, leaving whatever unit he is in, even if he
is already fighting combat or embarked in a vehicle.

Finally,
he has a special rule that means he keeps track of any misses enemies
roll against him in CC (not counting those that are successfully
re-rolled). Each 'miss' that occurs before he swings in combat gives
him a bonus extra attack that round of combat, up to a maximum of
6.

These guys are not cheap (although at least individually
still not as expensive as the Stormlord), but they've certainly got
some interesting potential.

• 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.

He
has a special rule that allows the Necron player to pick an enemy
vehicle each shooting phase within 18" and on a D6 roll of 3+,
the Necron player is able to fire with that vehicle as if it were his
(counting as not moving for the shooting attack and ignoring any
shaken/stunned results on it)...in other words he 'hacks' into the
vehicle and momentarily takes control!

He also has a Tachyon
Arrow, which is like a super hunter-killer missile. A one-time use
S10 AP1 single shot that has unlimited range (Overlords &
Destroyer Lords have the option to take this as well).

I can't
imagine too many people ever taking this guy over the Stormlord
(although he is 50 pts cheaper), but that ability could just do some
crazy things, especially in Apocalypse games where you could shoot
with an enemy titan or other super-heavy vehicle!

• 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 has a special weapon whose
affect happens after a round of combat in which he has killed an
enemy and after all blows have been struck on both sides. Given that
this is not a power weapon (and he just has 3 Attacks), it is not a
sure thing that he will kill anybody in combat!

But if he
does, roll a D6 for every model (friend or enemy) that has the same
name on their characteristic profile as one of the models that he
killed that turn. On a 4+ those models take a wound (armor/inv saves
can be taken as normal).

Example: If the he kills an Ork Boy
in close combat, roll for all other Boyz in the same combat, and on a
4+ those models suffer a wound, but NOT the nob (as he has a
different name on his profile). It would seem that if he was fighting
against another Necron player, then this rule has the potential to
hurt his own forces if the same type of units were facing off; if he
was attached to a unit of warriors that was fighting against an enemy
unit of warriors, for example.

He is also a scoring unit
(because in reality when he's 'claiming' an objective he's really
seeking to claim a hidden Necron artifact nearby, it says).

Also,
anytime he is removed as a casualty, roll a D6. On a 1, he is removed
as normal (but would still get a chance to use Reanimation Protocols
as usual I presume as he has that special rule too), but on a 2+ you
randomly choose another model from all the friendly Lychguards,
Crypteks, Necron Lords and Overlords on the table (not counting named
versions of those) and remove that model and replace it with Trazyn,
who counts as returning to play with the same amount of wounds the
model he replaces had. And it even specifies that he only gives out
Kill Points when he doesn't return this way.

He also has
Mindshackle Scarabs (which is a piece of wargear that other
character-type models in the army have access to). These allow the
bearer to randomly pick one enemy model in base contact before any
attacks are made in CC that turn. That model must pass a Ld test on
3D6. If it fails the test, it instead does D3 attacks on its own unit
using the weapons/special rules of the Necron player's choice (if the
model has different weapons or kinds of attacks).

So while not
a powerhouse or a character that boosts the ability of your army, he
is a HQ that is a scoring unit which can give you a few different
tactical options.

• 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).


Destroyer Lord: Basically the same as an Overlord but with Preferred
Eenemy against everything (Destroyers now hate everybody). Has a few
less wargear options as well, but can still take a Rez Orb (for
example).

• 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).

The Royal Court does not
take up a HQ slot but may only be taken one per each Overlord
(including the named ones) you take in the army.

Crypteks vs.
(basic) Lords in the 'Royal Court': both have more like squad leader
stats then character stats (1 wound each for example) with both of
their base points are in the exact same range as an IG Commissar, for
example. However, all of the upgrades for these guys clock in the 5
to 45 point range (each option) with probably a 15 point median for
their gear, so you can imagine that these guys will very quickly eat
up your points if you give them many (or any) upgrades.

The
Lords have access to 4 Weapon upgrade options (Warschythe, Gauntlet
of Fire, Hyperphase Sword & Voidblade) and 5 wargear-esque
options (Sempirternal Weave, Mindshackle Scarabs, Tesseract
Labyrinth, Ressurection Orb & Phase Shifter). Of all those
weapons and upgrades only the Rez Orb benefits the unit. The rest of
the upgrades just give the Lord extra benefits in combat or armor
save.

So really, if you're looking to make the Lord improve a
unit by leading it, besides adding some CC punch to the unit your
only real choice is the Rez Orb and the Rez Orb is on the high end of
the points scale for their wargear so it isn't exactly a steal to get
a Rez Orb into a unit (which for those who aren't keeping up boosts
that unit's, and only that unit's, Reanimation Protocols to a
4+).

Crypteks can be taken plain jane if you wanted (with only
a Staff of Light), but if you want to upgrade them at all, then you
have to select a 'discipline' that they follow. There are five
disciplines to pick from and each one costs some amount of points to
take, with the only benefit being that you get an upgraded weapon
instead of the staff of light that fits into that discipline's role
(all but one of these upgraded weapons are improved shooting
attacks).

The 5 Disciplines are: Harbinger of Destruction
(described as 'plasmancers', weapon is Eldritch Lance, wargear
choices are Gaze of Flame & Solar Pulse), Harbinger of Eternity
(able to read the future, weapon is Aeonstave, weargear choices are
Chronometron & Timesplinter Cloak), Harbinger of
Transmogrification (described as 'geomancers', weapon is Tremorstave,
options are Seismic Crucicble & Harp of Dissonance), Harbringer
of the Storm (described as 'ethermancers', weapon is Voltaic Staff,
options are Ether Crystal & Lightning Field) & Harbringer of
Despair (described as 'psychomancers', weapon is Abyssal Staff,
options are Nightmare Shroud & Veil of Darkness).

Now,
once you've chosen a discipline to upgrade to, you're allowed to give
the Cryptek one (or both) of the listed wargear options. HOWEVER, the
rules state that 'each of the wargear options can only be chosen once
in each Royal Court'. So the only way you're going to get more than
one Veil of Death (for example) is to take a second Royal Court and
even then you're only getting a second one. So it does not look like
you will be able to spam these items (and just FYI, the Veil of
Darkness definitely does not allow units to be pulled out of
combat).

Although there are some exceptions, for the most part
these wargear options tend to benefit the unit they're leading, or
affect enemy units that are trying to do something to the unit. Like
giving the unit assault and defensive grenades (Gaze of Flame), you
already know about Solar Pulse if you've been reading my posts
closely, causing damage on enemy units Deep Striking near or
assaulting that Necron unit (Ether Crystal & Lightning Field
respectively), reducing one enemy unit's assault move against that
Necron unit by D3" (Seismic Crucible), etc. And all of the
upgraded Cryptek weapons are ranged weapons.

So in general I
think the basic Lord is what you take if you're trying to give the
Royal Court some CC punch (or give a unit some CC punch)...besides
the obvious Rez Orb choice, of course! Instead, if you're wanting to
upgrade your unit to have some unique abilities and a specialty
shooting weapon in it, then the Cryptek is the way to go.

As
for Cryptek anti-tank shooting, the Eldritch Lance is 36" range
S8 AP2, Assault 1, The Voltaic Staff is a 12" Assault 4 attack
that hits like Haywire Grenades on vehicles (2-5 = glancing hit, 6 =
penetrating hit), while the Harp of Dissonance is a S6 single shot
with unlimited range that is an Entropic attack (so will reduce enemy
vehicle armor by 1 if it hits).

Neither Lords nor Crypteks are
ICs.


DEDICATED TRANSPORTS
• Night Scythe: Fast,
skimmer (not open-topped). 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. Has a
Twin-linked Tesla Desructor as its weapon.

The transport is
done by a wormhole gateway on the underside, the only access point.
If the Night Scythe is destroyed, the embarked unit is not deployed,
but instead goes back into reserves to arrive normally (i.e. it can't
deep strike even if the unit has that rule). This can suck pretty bad
for an expensive unit to suddenly get sucked back into Reserves, but
remember as long as you have at least one Monolith in your force, you
can use its Portal to pull that unit out of Reserves at the start of
your next movement phase, so it isn't all that bad!

• Ghost
Ark: Open-topped, non-fast skimmer. 10 model transport (It can only
carry Necron Warriors, Lords, Overlords, Crypteks and Special
Characters), AV11 with quantum shielding and living metal. Also is
able to regenerate D3 Warrior models to one unit within 6" each
Necron movement phase (but cannot take the unit above its starting
size). Has a Guass Flayer array (5 Flayers) on each side is allowed
to fire at different enemy targets. Not entirely clear whether a
weapon destroyed takes out a whole array or not, but I'm leaning
towards yes.

• Catacomb Command Barge: Open-topped fast
skimmer that is a one-man vehicle for most ICs. AV11 with quantum
shielding & living metal. Also the character can lose wounds to
negate immobilized or weapon destroyed results. Also has a Tesla
Cannon (which can be upgraded to a Gauss Cannon). Can make 3 sweep
attacks over a single enemy unit it passes over when it moves
(vehicles are hit on their back armor). These attacks hit on a 3+ at
combat speed, 4+ otherwise. On a to hit roll of '6' you choose which
model in the unit his hit by the attack.

When you combine this
Sweep Attack with the S7 attacks most ICs have with a Warscythe (for
example), this could potentially be a bit nasty.


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. 5-10 in a unit and can be
transported on a Night Scythe.

• Lychguard: Traditionally
these have been the bodyguards for the Overlords. 5-10 in a unit.
Come standard with Warscythes (+2 Strength Power weapon...there is no
built-in shooting weapon on the Warscythe anymore) and can replace
them with Hyperphase swords (power weapon) and Dispersion Shields
(gives them a 4+ invuln and when passed, reflects wounds caused by
shooting onto any enemy unit within 6". They can be transported
on a Night Scythe. 40 pts per model.

• 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). 5-10 in a unit. They are Jump Infantry with a
6" AP2 S5 weapon that is also a power 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. 40 pts per model.

• C'Tan Shard:
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.

Basically,
the Necrons know they cannot fully destroy the C'Tan (only shatter
them into shards) and are deathly afraid one of them will get their
full power back together and take their revenge back on the Necrons
for betraying them. So the Necrons are generally hunting down the
shards and locking them in inter-dimensional prisons. However they
somehow have the ability to force these shards to fight for them
(presumably through the Necodermis the shards reside in), although in
gameplay terms there are no additional rules to represent that the
shard is essentially a prisoner.

1 per FOC slot taken. Each
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.

These abilities each cost a different point
value (between 10 & 50 points) are in line with a lot of the
things we've seen in the last few codexes, things like: within 6"
of the C'Tan counts as dangerous terrain for enemy vehicles &
auto-mishap for Deep Strikers, making ALL difficult terrain on the
table count as dangerous for the enemy army (you read that right),
allowing the Necron player to change some of his deployment, making
one enemy model in base contact have to pass an Initiative test or be
removed from the table, etc, as well as 3 different flavors of
shooting attacks one of which is a S9 AP2 24" anti-tank blast.
There are even several powers which are clearly new interpretations
of the old powers the Nightbringer and the Deceiver had.

As
awesome as some of this suonds, you have to temper that with the fact
that shards are nearly 200 points with no options,
and once you
factor in the two manifestation upgrades, you're talking about a unit
that is somewhere between 200-300 points (depending on which two
manifestations you take).

Every indication I get from the
codex is that you'll just use the existing models to represent C'Tan
shards, because if you think about how they're described now, a
'shard' is really much closer to what the old codex's power-level was
for a C'Tan.

• Flayed Ones: 3 Attacks base (and no
additional CC weapons). Can infiltrate or Deep Strike. No transport
options. 5-20 in a unit.

• 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.

1 per FOC slot chosen. 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 & Move Through Cover. Can upgrade its
Heat Ray for a Particle Shredder or twin-linked Heavy Gauss Cannon
(both of which cost more points).


TROOPS
• Warriors:
You know them, you love them. Described as being basically
automatons, with very little (if any) sentience.
5-20 per squad
and can be transported on a Ghost Ark or Night Scythe (as long as the
squad is small enough to fit into those respective transports.

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

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

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

• 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?).

5-10
per unit. Immortals have lost their T5 (down to T4), but keep their
3+ save. However, their points cost has dropped to 17 pts a model,
which is an 11 point drop (more than 1/3 a drop from the previous
cost of 28 pts)! Can exchange their Gauss Blasters (which are now a
rapid fire weapon) for Tesla Carbines (24" S5 Assault1, 'Tesla')
Can be transported on a Night Scythe.


FAST ATTACK

Canoptek Wraiths: Protectors of the Tombs while the hosts slumber.

1-6 in a unit. Jump Infantry who ignore terrain (don't take
tests). Still have a 3+ invulnerable save and 3A base with Rending. 2
Wounds, but only I2. 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" ranged
heavy weapon that kills a randomly chosen model in the target unit
unless it passes a Strength test). Roughly the same amount of points
they used to be.

• Canoptek Scarabs: Scarabs are only a few
more points then they used to be. 3-10 in a unit. They are now
Fearless Swarms, have Entropic Strike as well as getting Reanimation
Protocols. They are also beasts now. I can see this unit being
spammed in a lot of armies because it can literally tear apart any
vehicle if enough of them get into combat with it. Basically any
vehicle that didn't move the previous turn that finds itself within
charge range of a full Scarab squad is absolutely dead (since they
have 3 Attaks, 4 on the charge and each hit reduces the vehicle's
armor by 1 on a 4+)!

And even if they don't manage to wipe
out a vehicle with their attacks (say they get unlucky or the swarm
has been whittled down), then you're still looking at a vehicle with
severely weakened armor that can then likely be taken out by any
shooting unit in your army in a following shooting phase.


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.

1-5 in
a unit. The entire unit can upgrade their weapons (Twin-linked Tesla
Carbine) 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).

First
the good news: Destroyers have gone down in price like a lot of the
units that were previously in the codex. The bad news is that you can
only have 1-3 in a unit (yes you read that right). They are Jump
Infantry now. Any model in the unit can upgrade to a Heavy Destroyer
(nearly doubling its points cost)...so there is no longer a separate
unit for Heavy Destroyers you just choose to upgrade some or all of
them within the existing Destroyer unit. The Gauss Cannon and Heavy
Gauss Cannon are now Assault weapons (to correspond with Destroyers
now being JI). The Gauss Cannon has had its AP improved to 3, but
lost one shot (down to 2). The Heavy Gauss Cannon is effectively the
same (except for being an Assault weapon).

And let's not
forget, before Destroyers tended to be the only mid to long-ranged
threat in the army. That doesn't have to be the case anymore so I'm
guessing that it won't be quite as big a problem to have the smaller
units as it would have been fielding them at that size with the old
codex.


HEAVY SUPPORT
• Doomsday Ark: Variant of the
Ghost Ark transport. One per FOC slot taken. Open-topped, non-fast
skimmer, AV11, Quantum Shielding, Living Metal. 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. Also has the same two
Gauss Flux Arrays that the Ghost Ark does, which can be fired at
different targets than each other and the Doomsday Cannon.


Annihilation Barge: Described as anti-infantry support platforms.
Variant of the Catacomb Command Barge. One per FOC slot taken.
Open-topped, non-fast skimmer, 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: One Monolith per FOC slot. It is a skimmer, but also a new
vehicle type called 'Heavy' which means the vehicle cannot move
faster than combat speed but always counts as stationary when
firing.The Gaus Flux Arc on the Monolith no longer automatically hits
every unit within range, instead each one fires separately and can
hit four different targets (which can be different targets from the
rest of its shooting). Each Flux Arc is now just a straight up 3 shot
weapon (instead of a random number of hits). Particle whip is now
just a straight up S8 AP3 24" large blast. Oh, and if the
Monolith is put into Reserves, it must arrive via Deep Strike.

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). The portal can be used to either transport any
non-vehicle friendly Necron unit on the table (that isn't engaged in
combat) through it or to suck enemy models within 6" to instant
death who fail a Strength Test (one or the other can be done each
shooting phase). No bonus to reanimation protocols is present when a
unit goes through the Portal. The Portal can also be used to pull a
unit out of reserves as well (instead of teleporting a unit on the
table).

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. One per FOC slot taken.
Non-open topped fast skimmer. AV11 with Living Metal (but no Quantum
Shielding). 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 that are under the line (so if
the unit has 5 models crossed by the line, it would suffer 5 hits).
Oh and did I mention that these hits are S10 AP1? Nasty indeed! And
the Tesla Destructor is no slouch either! 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.

1-3
can be taken per FOC slot (but only together as a unit, they aren't
individuals like they were in the last codex). They 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. They
have a WS, BS & Wounds of 3 and are slightly reduced in points,
but have lost an Attack (although they do start with two CC weapons
unless you upgrade the arms to other stuff).
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MessaggioTitolo: Re: I nuovi necron   I nuovi necron Icon_minitimeDom Ott 23, 2011 8:38 pm

umh da quel che ho capito grazie alle mie limitate conoscienze di inglese sono molto più interessanti e molto più giocabili di prima^^
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MessaggioTitolo: Re: I nuovi necron   I nuovi necron Icon_minitimeDom Ott 23, 2011 8:40 pm

già....sono fichi! ^^
(comunque credo che non ci voleva moltissimo a renderli più giocabili di come sono ora...)
ah l'immagine è probabilmente la nuova copertina del codex!
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MessaggioTitolo: Re: I nuovi necron   I nuovi necron Icon_minitimeDom Ott 23, 2011 8:43 pm

già un bella immagine nonostante non conti nnt però anche l' occhio del codex vuole la sua parte XD cmq adesso c'è molta più varietà invece che i soliti guerrieri sterminatori e monolito quindi molte combinazione e liste^^
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MessaggioTitolo: Re: I nuovi necron   I nuovi necron Icon_minitimeLun Ott 24, 2011 11:25 am

a sul sito non hanno messo ancora niente giusto?
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MessaggioTitolo: Re: I nuovi necron   I nuovi necron Icon_minitimeLun Ott 24, 2011 11:39 am

no non hanno messo ancora niente...
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MessaggioTitolo: Re: I nuovi necron   I nuovi necron Icon_minitimeLun Ott 24, 2011 4:32 pm

li annunceranno verso il 29 ottobre...
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MessaggioTitolo: Re: I nuovi necron   I nuovi necron Icon_minitimeLun Ott 24, 2011 5:20 pm

Un po' di commentini a caso su basi incerte:
-Troppe caratterizzazioni...Non sono più necron questi. Ok politiche di vendita e bla bla bla però io mi lamento lo stesso u.u
-Immortali: immagino saranno snobbati...Anche se il costo è notevolmente ridotto, perdono molto in resistenza e in volume di fuoco. Ok i soliti giochetti con il monolito ecc, ma mi pare che abbiano perso troppo. Visto che come opzione avranno solo quella delle armi tesla (mi pare di aver capito) non saranno neanche utilizzabili come fanti anticarro... Mah.

-Scarabei: SGRAAAAAAAA[...]AAAVI. XD Almeno non sono più moto a reazione ^^
Ma vabbè dai, con i save pessimi che hanno e la saturazione a fo6+ che mi pare giri adesso...
-Monolito...crolla un mito. Magari prima cadeva anche al primo laser ( riferimento a fatti o persone è puramente casuale) ma ti dava quel senso di possanza che ora è svanito.

-Veicoli vari: carina l'idea, ma aspetto a vedere il codex prima di esprimermi. Solo il "Doomsday coso", mi fa storcere un po' il naso: quell'arma era riservata a il meglio del meglio dei monoliti...e ora ce la ritroviamo su una barchetta volante.
Ovviamente completa disapprovazione per il "palanchino" per il sacerdote..Vedere i due necron che battono al computer fa cadere le braccia.

-Stermy: nemico favorito? Come se servisse a qualcosa... Mi sa che se già di stermy pesanti se ne vedevano pochi, ora scompariranno. Avere un arma anticarro monocolpo in un'unità antifanteria non è una scelta molto intelligente. Fosse un termico e costasse poco ok, ma così...

-Spettri: bene 2 ferite, ma I2...Loro che dovevano essere dei necron assassini...E che tra l'altro sono anche decisamente rapidi "nella vita reale"...Peccato. Bella cosa quella del dilaniante, ma...così fanno i gravi ai Land :S
-Triarch&Lychguard: Aspetto il codex prima di dire qualcosa...
Ma Fo7 è scandalosa! D: Sette!! SETTEEE!! Come un...un cannone antiaereo! D: Però così so che quando mi rifanno il codex, l'avatar avrà un profilo migliore XD

Cose a caso:
Spoiler:
Penso si capisca la mia opinione sul Bg.
Saluti ^^

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MessaggioTitolo: Re: I nuovi necron   I nuovi necron Icon_minitimeLun Ott 24, 2011 5:26 pm

vez ha scritto:
li annunceranno verso il 29 ottobre...

esattamente il 29 I nuovi necron 430593

come si può ben capire dal video in fondo alla pagina http://www.games-workshop.com/gws/content/blogPost.jsp?aId=18500093a
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MessaggioTitolo: Re: I nuovi necron   I nuovi necron Icon_minitimeLun Ott 24, 2011 6:41 pm

Mago Merlino ha scritto:
Monolito...crolla un mito. Magari prima cadeva anche al primo laser ( riferimento a fatti o persone è puramente casuale)

ahahahah LOL
si purtroppo il povero pandoro non resta che mangiarcelo a natale... povero
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MessaggioTitolo: Re: I nuovi necron   I nuovi necron Icon_minitimeLun Ott 24, 2011 7:28 pm

ahahahahhahaha
ma cmq usciranno il 29 o li annunceranno, perchè credevo che uscissero il 5 november
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MessaggioTitolo: Re: I nuovi necron   I nuovi necron Icon_minitimeLun Ott 24, 2011 8:07 pm

https://www.youtube.com/watch?feature=player_embedded&v=i58gku8wePE l'uscita / informazioni sui nuovi necron??.... uhm....
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MessaggioTitolo: Re: I nuovi necron   I nuovi necron Icon_minitimeLun Ott 24, 2011 8:17 pm

@karuol:si i necron escono il 5 novembre(sabato) ma vengono annunciati il 29(sabato)come è sempre successo xD

fanno sempre così,una settimana prima li annunciano e li prendi in ordine anticipato e la settimana dopo escono ufficialmente u.u
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MessaggioTitolo: Re: I nuovi necron   I nuovi necron Icon_minitimeLun Ott 24, 2011 8:52 pm

grazie mazda I nuovi necron 262545 mizzica il 5 mi apposto alle 16:20 davanti il negozio e prendo codex, mi faccio la lista e torno un ora dopo a prendere i modelli, ma stando al codex di vez metterò un bel pò di immortali, l'unica cosa che mi dispiace è per i miei 48 guerrieri che userò solamente nelle grandi partite I nuovi necron 20837 cmq la copertina del codex necron me la aspettavo con uno sfondo verde luminescente...
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MessaggioTitolo: Re: I nuovi necron   I nuovi necron Icon_minitimeMar Ott 25, 2011 4:14 pm

sì ok, li hanno migliorati e mi piacciono, ma c'é una cosa che non riesco a concepire. I Necron sono sempre stati esseri senza coscienza e gli unici che ne avevano, e pure poca, erano i sacerdoti. In queste descrizioni vedo personaggi speciali con un quoziente intellettivo almeno 10 volte superiore al solito. Questi PS proprio non mi convincono. Anche alcuni veicoli non mi sanno tanto di necron, ma nel complesso non si può dire che sia stato un cattivo lavoro Smile
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MessaggioTitolo: Re: I nuovi necron   I nuovi necron Icon_minitimeMar Ott 25, 2011 4:27 pm

muahahahhahahahah

presto avrò il codex necron e qualche modello...
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MessaggioTitolo: Re: I nuovi necron   I nuovi necron Icon_minitimeMar Ott 25, 2011 4:31 pm

se però controllate le date noterete che niente é mai arrivato in ordine anticipato lo stesso giorno in cui é uscito qualcos'altro e il 29 esce il mega set di pittura quindi penso che le date che avete detto dovrebbero essere spostate di una settimana
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MessaggioTitolo: Re: I nuovi necron   I nuovi necron Icon_minitimeMar Ott 25, 2011 4:34 pm

ehm nickolas forse hai ragione ma io dico di no visto che nel video che gira su You e che ha postato la GW sul sito cè la data 29-10-11,quindi per forza verranno annunciati quel giorno Smile
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MessaggioTitolo: Re: I nuovi necron   I nuovi necron Icon_minitimeMar Ott 25, 2011 6:03 pm

infatti nel trailer spuntava questo, e poi è un set di pittura nn una miniatura, sn cose diverse,una nuova miniatura costa poco ed è più comprata e quindi si aspetta,mentre il mega set di painting nn andrà mai a ruba per il prezzo e perchè oramai considera io ho warhammer da 3 anni e ho quasi tutti i colori I nuovi necron 262545 se nn ne escono di nuovi devo prendere solo quelli che mi finiscono
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MessaggioTitolo: Re: I nuovi necron   I nuovi necron Icon_minitimeMar Ott 25, 2011 7:04 pm

ah scusate, non ho visto il video perché sto usando internet sul cellulare e inspiegabilmente mi fa vedere tutta la pagina del blog tranne il video che é l'unica cosa che ritenevo interessante. Mi dite cosa si vede nel video dato che non posso vederlo?
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MessaggioTitolo: Re: I nuovi necron   I nuovi necron Icon_minitimeMar Ott 25, 2011 7:50 pm

niente di che.la via lattea,qualche scritta che allude ai necron (es:avete dominato la galassia migliaia di anni fa....ordine...controllo ec..) e poi esce la data.non sono un gran che a fare i video pubblicitari quelli della GW^^
comunque il codex non sarà una rivisitazione di quello vecchio ma,come nel caso dei DE,un azzeramento totale e una cambio completo,quindi io non mi aspetterei di avere grandi collegamenti con il vecchio codex^^
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MessaggioTitolo: Re: I nuovi necron   I nuovi necron Icon_minitimeMar Ott 25, 2011 7:59 pm

noooooooo, vorresti dirmi che la famosa Guerra dei Cieli, necrontyr contro antichi, gli C'tan che rendono immortali i necrontyr ingannandoli e rendendoli loro schiavi, tutto ciò verrà cancellato? No, non lo permetterò. Preparate le armi, c'é un background da difendere qui. A parte questo delirio ho visto che Sterminatore, guerrieri e noctifero sono già in "non più disponibile" mentre l'ingannatore é in "inviato entro tre o quattro settimane"
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MessaggioTitolo: Re: I nuovi necron   I nuovi necron Icon_minitimeMar Ott 25, 2011 8:48 pm

eggià, il background è stato stuprato....grazie Matt Ward, siamo il tuo ultimo lavoro....per fortuna che ti hanno licenziato (credo, comunque giravano voci sul fatto che gli avessero tolto il codex dalle mani visto il "lavoro" che stava facendo)...

guerrieri che non si possono comprare? bene vuol dire che noi vecchi giocatori saremo "privilegiati" rispetto ai nuovi xD
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MessaggioTitolo: Re: I nuovi necron   I nuovi necron Icon_minitimeMar Ott 25, 2011 8:56 pm

vez ha scritto:
guerrieri che non si possono comprare? bene vuol dire che noi vecchi giocatori saremo "privilegiati" rispetto ai nuovi xD
eggià vez io c'ho 60 guerrieri I nuovi necron 549507 mi ricordo che mettevo gli immortali con il sacerdote accanto alle squadre e mi ricordo le bestemmie dei miei amici xD peccato che adesso cambierò completamente tattica, cmq restano sempre dei bei solodati dipinti bene, il sacerdote finecast nn mi convince tanto è ciccione xD è bello quello della barge command I nuovi necron 262545
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MessaggioTitolo: Re: I nuovi necron   I nuovi necron Icon_minitimeMer Ott 26, 2011 12:21 pm

mmm penso che i guerrieri risiano ordinabili da quando sarà uscito il codex con le nuove miniature...
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