Imperial Armour 12 – A Review

For this post I’m handing over the reigns to #warmonger and Twitter favourite Paul Collett aka @Ozrax to review Imperial Armour 12. Enjoy.

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I have never bought an Imperial Armour (IA) book, always feeling that they were stupidly overpriced and as a tight fisted git, I would not spend that much on a book. So what changed my mind? Well, I am building a Necron army and I really fancied some Forgeworld kits in my force. The new Tesseract ark and the Nightshroud bomber looked great and the rumored Tomb Sentinel sounded very scary. To use these I needed the rules, so I caved in and bought the Fall of Orpheus. I hope to talk you through the book and to answer the question is it worth spending a tad under £50 for a glorified codex?

The fall of Orpheus is the 12th book in the Imperial Armour series and looks at the fall of an Imperial sector. It is the ‘Necron’ book and its designed to allow you to expand Codex: Necron to include all the current Necron Forgeworld kits in your regular games. Rather than just any old Necrons, these are the Maynarkh Dynasty. Corrupted during the great sleep, these are a mad bunch (well, madder than most Necrons, who are all mad any way!) The Necron are pitched against the Minotaur’s Space marines and the Death Korps of Kreig (assault Brigade) with full rules for both imperial armies provided.

So what do you get for the not inconsiderable amount of money?   The book is in 3 parts. First off is the fluff as you would expect and Alan Bligh, the author, has done a great job. The book talks about the fall of a sector, war on a grand scale and devastation a full-scale invasion will bring. This is not the odd tomb waking up, this is millions of warriors, in thousands of Nightsycthes.  It shows the invasion of a Necron Dynasty and the Imperial attempts to save the sector.

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This invasion is a brutal time and the defenders are stretched to breaking as the corrupted Necron try to kill the whole sector. The second part of the book gives you the scenarios to fight this invasion. Not only do you get the rules for the games, but you get the rules for all the planets in the sector as well. This is a great section and I love the individual planets special rules. It also suggests the type of scenery upon which games on each planet would be fought. Also included in this book are rules for both Apocalypse and Zone Mortlis games. Both are a superb and allow you play anything from small skirmishes up to huge battles, all themed to the Orpheus sector. One key feature of this book is that it has considered the new 6th edition throughout and the new rules reflect this.

Following this are the 3 army lists. While not full codices, they are comprehensive lists. They detail the full back ground and history of the 3 forces along with the special rules, unique units and wargear of the armies. They provide full rules for using them in regular 40k games as you would expect, but also stand alone rules just for themselves.

The Maynarkh Dynasty

The Necron list gives you a choice to field either a regular Necron force with the new units or a Dark Harvest (DH) list. The core changes in the DH list are the loss of the C’tan in exchange for the Maynarkh Characters. This gives you some new Wargear and you gain the Mark of the Flayer rules. These rules make your leaders less stable and present the opportunity for them to go into a berserk rage or become a Flayed one. As this is a 6th ed book, you get a warlord traits list too! This is such a positive idea and adds a lot the personality of the army. Alongside the new units are 2 new characters and new options for old units. You can now upgrade your Immortals and Lychguard to Maynarkh Dynasty. The book features all of the Forgeworld necron stuff, including the Tomb stalkers all brought up to 6th ed Standards. Also in the book is the mighty Necorn Tomb Citadel. This fortification option is a mighty addition to the Necron force.  The new Realm of Battle tile is a great model and once I get my hands on one (it’s on Back order!) I’ll post some pics!

Despite the whole raft of new units and stunning new models, for me the main event in the Necron list are the sentry Pylons. The standard Gauss exterminator is staggeringly useful. At 135 points it adds some major anti-aircraft fire power. With a range of 120” and S9 AP2, and has skyfire and interceptor, you can’t hide from this fearsome gun! You can have up to 3 in unit. They are a Heavy weapon choice, Oh, and you can Deep strike if you up grade them! You can upgrade it to either a Heat cannon or the Focussed Deathray. These are both up gunned versions of the regular codex versions of these weapons. (Yes, I did say an ‘up gunned’ Deathray!) once these start appearing on the battle field, then the Necrons will rule the air.

I found the Necron section very good and I love the new units. The art work, background and rules are all well done, adding to Necrons, but not totally wrecking them. (ok, I am thin ice here and some would say that they are pretty knackered already)

The Minotaur’s and Death Korp of Krieg (Assault Brigade)

These 2 lists are not completely new, but they are brought up to 6th Ed. Both get a Warlord trait list and the histories of both are provided. The lists are very good and allow you to use the whole range of Forgeworld kits. The Death Korp list is a new variant. It allows you to field an Assault force. This force is the ‘do or die’ squad. They are sent to the toughest part of the fight and are not expected to return.

While I don’t think there is a huge amount on new stuff in either list, they are well presented and if you don’t have either of the other IA books that feature them then they are excellent. I loved the Krieg back ground as I had not read it before. The lists are both solid and I so want a small force of each now! The Krieg list in particular allows you to field all the current Forgeworld infantry for the Death Korp range. The deathriders, mole mortar and the Hades breaching drill all get the 6th ed makeover as do the 4 big artillery options. Also included are the rules for the various Imperial Navy fighters.

I liked these 2 sections, but they felt a little like an add-on to the Necron Stuff.

Overall

Is it worth the £48? Well, I think it is. The art work on the whole is great, if a little reparative sometimes. The Photos are just out of this world, as the digital work on them takes them to level of realism that shocked me. The Death Korp photos in the tunnels are great.  The rules, scenarios and back ground are well done. I only noticed one rules mistake (on the Hydra entry-they missed the Sky fire rule) but that’s only a minor thing. The whole concept of the book works well and the production value is high. The bigger IA format has allowed them to create a very nice book that I will use a lot.

I would rate this book very highly. Alan Bligh should be proud of what he has written and my only issue is why did I wait so long to get an IA book?

I am off to build me some new lists and assemble my Tessarct Ark. Till then, See you across the battle table.

Imperial Armour 12

Yes, it’s another Imperial Armour book. And this time it’s the Fall of Orpheus. Guess how the story ends…

As usual it’s a beautifully presented book with lots of lovely background. Although I believe there’s only a couple of new units for the Necrons in a book in which they’re the main focus, so you may feel a bit cheated. And it’s £48.

IA12_cover IA12contents FW_IA12-15 FW_IA12-20-21 FW_IA12-38-39 FW_IA12-74-75 FW_IA12-82--83 FW_IA12-100-101 FW_IA12-108-109 FW_IA12-142-143 FW_IA12-168-169

40k Flyer Images Leaked

A naughty person at GW HQ has snapped the pages of an up coming White Dwarf of the new 40k Flyers.

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The Space Marine Stormtalon. Not sure about this one. Seems, for want of a better phrase, messy. Even more front heavy than the Stormraven, if that’s possible.

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The Ork kit is way cool. And you get parts to make 3 different versions. Depending on how it’s built you may e able to magnetise the weapon systems and swap them out.

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Again, Necron kit is pretty cool. Would have liked it a little more in lone with the Battlefleet Gothic Dirge Escort. Also not sure about the pilot. Feels a bit unnecessary and low tech.

Necrons Unleashed

That’s right boys and (statistically speaking) girls, the new Necron models are available to pre-order on the Games Workshop website. So, here’s a little but of blurb lifted from the site as well as shiny (non-blurry leaked) photos of the new models.

The majority look the tits, especially the characters although the Flayed Ones are no longer sneaky types who wear the skin of their victims to infiltrate but a bunch of mentalists who just like wearing skin. It’s probably a jealousy thing. The other sucky thing is the big silver tissue box hasn’t been updated like the rumour mill suggested. It’s a shame because the Monolith isn’t a bad model as such it just looks very dated next to all the new stuff. Of course, this isn’t to say it won’t be updated but at this point there’s nothing to suggest it will be any time soon. It looks like Necron Warriors and destroyers aren’t being placed yet either. With the utter movement away from the green Lego aerials with the new models I’d be worried about difference in style across the army but, again, time may reveal some shiny new ones…

Anyway…lookit!

Okay, we should probably start at the beginning, which, for the Necrons anyway, was 64 million years ago. Yes, you read that right, 64 million years. That’s before human beings existed, before Orks started rampaging across the galaxy, and even before the Chaos gods were born. In the grand scheme of things, the Necrons are pretty old. To command this ancient race is to lead an army of virtually immortal warriors into battle. They are implacable, unstoppable and utterly without fear. Sure, they will retreat if they’re confronted by a bad tactical situation, but essentially you’ve got an unbreakable, indefatigable army of soulless metal androids at your fingertips. Pretty cool, eh?

The other thing you’ll notice is that they tend to have a lot of very large guns. The Necrons pride themselves on having the best technology in the galaxy – they don’t need unstable plasma weapons or solid shell cannons – they’re just not good enough. They rely on gauss weapons, which can flay a person alive atom by atom, or tesla weapons, which will simply electrocute you to death with a huge bolt of lightning. Their weapons are efficient, accurate and very powerful, and there will normally be a lot of them, too. A firefight with a Necron army can only end badly (and messily).

So are they robots? No, far from it, in fact. Your basic Necron Warrior is, admittedly, little more than an automaton – their mind is programmed to obey the Overlord, but the higher up in rank you go, the more independent they become. They also become a little eccentric too, as you’ll find out next week when we take a more in-depth look at this curious race. Suffice to say, a Necron Overlord is entirely in charge of his own mind, and with thousands of years of battlefield experience (before a long nap in a Tomb World), he is a force to be reckoned with.


Imotekh is a grand strategist, perhaps the most accomplished the galaxy has ever known, and his campaigns operate not only across worlds, but across entire star systems and sectors. So impeccable are the logical patterns behind the Stormlord’s strategies that the only way a foe can truly gain meaningful advantage is to abandon all logic themselves – something that most races find incredibly hard to do (except the Orks, who remain a constant thorn in the Stormlord’s side). As Phaeron of the Sautekh Dynasty, and with over eighty Tomb Worlds under his command, Imotekh can draw upon incredible resources, for the armies of the entire dynasty are his to requisition at any time. As thousands of Necron Warriors march to war, Imotekh can be found at the forefront of the army, challenging high-ranking enemies to fight him in honourable personal combat. So far he has never been defeated, though if the Stormlord has one weakness it is that he rarely kills his defeated foes – preferring to leave them alive to suffer the humiliation of defeat (and maybe a lost limb or two).

  WS BS S T W I A Ld Sv
Imotekh the Stormlord 4 4 5 5 3 2 3 10 2+
 
Unit Composition: 1 (Unique)
Unit Type: Infantry (Character)
War Gear: Bloodswarm nanoscarabs; Gauntlet of fire; Phase shifter; Phylactery; Sempiternal weave; Staff of the Destroyer
Transport: May select a Catacomb Command Barge as a dedicated transport.

Trazyn the Infinite is a preserver of histories, artefacts and events. In his possession are technologies and relics that are so valuable as to be priceless. Amongst his collection are the fabled wraithbone choir of Altansar, the preserved head of Sebastian Thor, the ossified husk of an Enslaver and a giant man clad in baroque power armour. In such a dangerous galaxy, Trazyn is loath to go out and explore it himself, but with so many exquisite artefacts to see and catalogue, he cannot afford to miss out. As a result he will send out substitutes of himself to do his dirty work. On the battlefield this can become increasingly irritating, as killing what appears to be Trazyn may simply be a Lychguard or a Necron Lord. Meanwhile, somewhere nearby, the real Trazyn is busy smashing his way through his foes to get his metal hands on his latest acquisition.

  WS BS S T W I A Ld Sv
Trazyn the Infinite 4 4 5 5 3 2 3 10 3+
 
Unit Composition: 1 (Unique)
Unit Type: Infantry (Character)
War Gear: Empathic obliterator; Mindshackle scarabs

Of all the Necron Lords, the Overlord is by far the most powerful and dangerous. At his command are uncountable legions of Necron Warriors, terrifying war machines and a vast array of devastating weaponry that could shatter entire worlds given half the chance. When he marches to war, the Necron Overlord does so with the surety of victory – he has cogitated and calculated every possible outcome in the ensuing conflict and formulated strategies to ensure that everything goes to plan. Only the most unlikely situations can outfox him and only the most potent foes have any chance of beating him in combat. Weapons glance off his armour or simply pass straight through him as he shifts in and out of reality. In return, his own attacks are brutally meticulous as he severs heads, shatters armour and pulverises his foes with every swing of his ancient blade. Should a Necron Overlord rise to the position of Phaeron, and ruler of an entire sector, then few will have the strength to stand before his might.

  WS BS S T W I A Ld Sv
Necron Overlord 4 4 5 5 3 2 3 10 3+
 
Unit Composition: 1 Necron Overlord
Unit Type: Infantry (Character)
War Gear: Staff of light
Transport: May select a Catacomb Command Barge as a dedicated transport

Crypteks are members of pan-galactic conclaves of technologies whose purpose is to study and maintain the eldritch devices of their race. They are masters of dimensional dissonance, singularity manipulation, atomic transmutation, elemental transmogrification and countless other reason-defying technologies. In many ways, a Cryptek’s powers mirror those employed by the psykers of other races, but with a crucial difference; instead of using a mutant mind to channel Warp energies, the Cryptek employs arcane science to harness the universe’s fundamental forces. Such power is highly sought after by Necron Overlords, who will meet whatever demands are made by the Crypteks in exchange for their services.

  WS BS S T W I A Ld Sv
Cyrptek 4 4 4 4 1 2 1 10 4+
 
Unit Composition: 1 Cryptek
Unit Type: Infantry (Character)
War Gear: Staff of light

As the shock troops of the Necron army, a phalanx of Immortals will strive for victory using every tactic and stratagem at their disposal. They wear heavier armour than Necron Warriors and they can easily withstand a hail of heavy bolter fire that would obliterate a fleshier target. Should an Immortal be felled, its threat is not ended, for its auto-repair systems will set about repairing the damage to its body immediately and it will quickly return to the fray. Few foes can withstand the Immortals’ return fire so easily. A single shot from a gauss blaster can punch through most types of armour to strip flesh from bone. There can be no hiding from the Immortals.

  WS BS S T W I A Ld Sv
Necron Immortal 4 4 4 4 1 2 1 10 3+
 
Unit Composition: 5 Immortals
Unit Type: Infantry
War Gear: Gauss blaster
Transport: May select a Night Scythe as a dedicated transport


For countless millennia, Deathmark Squads have served the Necron nobility as snipers and assassins. Even when they were beings of flesh and blood, Deathmarks had a reputation for cold-hearted precision and patience. Now, housed in tireless metal bodies, Deathmarks are more deadly than they ever were in the Time of Flesh. Like most Necrons their technology lies far beyond the realm of mortal comprehension and they can effectively slip in and out of dimensions at will. Their victims will assume that they have been ambushed, that the Deathmarks teleported onto the battlefield. The reality is that they were already there, waiting for just the right moment to lay their trap and catch their prey.

  WS BS S T W I A Ld Sv
Deathmark 4 4 4 4 1 2 1 10 3+
 
Unit Composition: 5 Necron Deathmarks
Unit Type: Infantry
War Gear: Synaptic disintegrator
Transport: May select a Night Scythe as a dedicated transport

The Lychguard are the wardens of the nobility, said to be incorruptible and utterly dedicated to their charges. While most Necrons wear a basic suit of living metal, the Lychguard wear huge suits of ancient armour, the likes of which are normally reserved for the nobility. After all, what use is a bodyguard if he cannot defend his master? Most Lychguard are equipped with heavy-bladed warscythes, which they use to inflict killing blows with every strike. Some will carry hyperphase swords and dispersion shields, which are marginally less powerful, but offer increased protection to the unit.

  WS BS S T W I A Ld Sv
Lychguards 4 4 5 5 1 2 2 10 3+
 
Unit Composition: 5 Lychguards
Unit Type: Infantry
War Gear: Warscythe
Transport: May select a Night Scythe as a dedicated transport

Triarch Praetorians hold a great responsibility – to ensure that the Necron dynasties never fall. When the Necron race turned to hibernation after the War in Heaven, the Triarch Praetorians chose to remain awake. Now, as the Necrons stir ever more into wakefulness, the Triarch Praetorians have also re-emerged to join the dynastic legions. They will rarely join a battle immediately, preferring to hover above the fray on gravity displacement packs before launching themselves right into the heart of the enemy army. With the devastating rod of covenant at their disposal there is very little that can survive the assault of a Triarch Praetorian.

  WS BS S T W I A Ld Sv
Triarch Praetorian 4 4 5 5 1 2 2 10 3+
 
Unit Composition: 5 Triarch Praetorians
Unit Type: Jump Infantry
War Gear: Rod of covenant

The flayer curse was a parting gift from the C’tan known as Llandu’gor, the flayer. Over time, those Necrons tainted with the curse suffer a slow and tortuous erosion of sanity. Where other Necrons are cold and calculating, these infected warriors begin to take pleasure in death and carnage, wrapping skin and torn flesh around them like grisly trophies. As the madness progresses their actions become even more depraved and they will feast on the flesh of the fallen despite being unable to digest or consume the flesh in any sense the blood simply seeps through the gaps in their exoskeleton and pools beneath their feet. As unnerving as this behaviour may be to other Necrons, their discomfort is nothing compared to the fear that is felt by other races when they encounter the Flayed Ones. Appearing without warning the Flayed Ones will slip into reality and begin their gory harvest, slicing their victims apart with long flensing blades that will strip flesh from bone with sickening ease.

  WS BS S T W I A Ld Sv
Flayed One 4 1 4 4 1 2 3 10 4+
 
Unit Composition: 5 Flayed Ones
Unit Type: Infantry

The more aggressive Necron Overlords fight not on foot, but rather from the deck of a Catacomb Command Barge – an armoured, repulsor-driven skimmer. While embarked upon a Command Barge, a Necron Overlord is able to oversee the battle, ensuring that his troops are engaged with appropriate targets and that everything is going to plan. More often than not he will become bored of watching the battle and command the barge’s pilot to fly him into the midst of the action, where he can launch daring attacks on unsuspecting enemy units, his warscythe decapitating his foes as he flies past.

  BS Front Armour Side Armour Rear Armour
Catacomb Command Barge 4 11 11 11
 
Number: 1
Type: Vehicle (Open-topped, Skimmer)
Wargear: Quantum Shielding; Tesla cannon
Special Rules: Living Metal; Sweep Attack; Symbiotic Repair

Annihilation Barges are the Necrons favoured anti-infantry support platforms. Each is armed with a linked pair of tesla destructors - enormous energy cannons that fire ferocious arcs of eldritch lightning. The tesla destructor is primarily an anti-personnel weapon, though only the most heavily armoured tanks can risk its wrath with utter impunity. Its energy discharges wreak terrible harm on living targets, searing their flesh and boiling their blood. Furthermore, the bolts will often leap from target to target before they are finally grounded, leaving a trail of smouldering carnage across a broad swathe of the battlefield.

  BS Front Armour Side Armour Rear Armour
Annihilation Barge 4 11 11 11
 
Number: 1
Type: Vehicle (Open-topped, Skimmer)
Wargear: Quantum Shielding; Tesla cannon; Twin-linked tesla destructor
Special Rules: Living Metal

The Doomsday Ark is a technological wonder, easily eclipsing the primitive energy weapons of the Imperium. Even fired at low power the doomsday cannon is ferociously destructive; when firing at full effect, its searing energy beams burn many times hotter than more conventional plasma weaponry. Infantry caught in the doomsday cannon’s fury are obliterated instantly; armoured vehicles reduced to glowing slag. In the face of a shot from a doomsday cannon, nothing less than a Titan’s void shields can hope to offer anything more than a fool’s hope of protection.

  BS Front Armour Side Armour Rear Armour
Doomsday Ark 4 11 11 11
 
Number: 1 Doomsday Ark
Type: Vehicle (Open-topped, Skimmer)
Wargear: Doomsday cannon; Two gauss flayer arrays; Quantum shielding
Special Rules: Living Metal

Ghost Arks are often pressed into service as conventional transport vehicles, conveying reinforcements to some vital area of the battlefield, or allowing Necron forces to attack from an unexpected quarter. The enemy’s predicament is made all the worse by the fact that Necrons deployed in this fashion are, to all intents and purposes, accompanied by their own mobile repair station, for the Ghost Ark can fix even those Necron Warriors that are too badly damaged to repair themselves. Only by destroying the Ghost Ark can the foe have any hope of victory.

  BS Front Armour Side Armour Rear Armour
Ghost Ark 4 11 11 11
 
Number: 1 Ghost Ark
Type: Vehicle (Open-topped, Skimmer)
Wargear: Quantum Shielding; Two gauss flayer arrays
Transport Capacity: 10 Models
Special Rules: Living Metal; Repair Barge

Necron Release List

In addition to this rather striking piece of cover art there appears be the initial release list floating around. It’s unconfirmed but looks about right. The nice thing Sadly though, as the C’Tan are on the list they won’t be redone like many of us had hoped. But it doesn’t rule out ‘mega’ versions from Forgeworld for Apocalypse games…

CODEX NECRONS

book

NECRON WARRIORS

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NECRON LYCHGUARD

plastic

NECRON IMMORTALS

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GHOST – DOOMSDAY ARK

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CATACOMB COMMAND BARGE

plastic

NECRON DESTROYER

plastic

NECRON MONOLITH

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FLAYED ONES

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NECRON OVERLORD

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NECRON CRYPTEK

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IMOTEKH THE STORMLORD

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TRAZYN THE INFINITE

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NECRON LORD RES ORB

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C’TAN - NIGHTBRINGER

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C’TAN – THE DECEIVER

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Necron Codex Rumours

I know this somewhat flies in the face of my post last night but the information was right there so there wasn’t and real work involved.
Anyway, below is rumoured rules and background for the impending Codex Necrons. Add salt to taste…

I’ll start with the background as there’s been a bit of a direction change which you’ll need to appreciate before you get to the units. Please note this is copied from a post from the Bell of Lost Souls Lounge, and not, in any way, written by me. But it does all sound rather tasty:

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.

Rules:

HQ

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

• Nemesor Zahndrekh: Overlord damaged in the great sleep who still thinks he is flesh and blood fighting the war of secession against his brother Necrontyr. Therefore, he is one of the few Necron Lords who still fights with honor and valor towards his enemies. Has a bodyguard named Vargard Obryron.

• Illuminor Szeras: The Necrontyr who took the C’Tan’s knowledge to do bio-transfer and actually made it a reality…so he’s the chief architect within the Necrons for actually making the bio-transference happen. He is a master of technology and can augment D3 units in the army with an augmentation.

• Orikan the Diviner: A master astromancer (a Cryptek specializing in tech that can predict the future), he is renown for knowing what will happen and when. During the game he is able to achieve a ‘powered up’ state that gives him a greatly increases statline, but this boost can randomly end on any turn dropping him back down to his regular stats.

• Anrakyr the Traveller: A Necron Lord whose goal is to unite the Necron Empires again. He travels to Tomb Worlds still sleeping and kills the ‘lesser’ inhabitants that may live there unaware they are on a Tomb World, the ‘price’ for this service is to claim a tithe from the newly awakened legions. Some Necrons see him as a golden crusader others don’t want reunification and would rather see him dead.

• Trazyn the Infinite: He is a Necron who woke very early and is fascinated with studying and collecting history. His tomb world is filled with secret trinkets including (I quote) ‘a giant of a man clad in baroque power armor’ (start your wild theories here!). He even will attack other Necron tomb worlds to capture artifacts from them that he doesn’t think they deserve. He is the character that has the CC ability to pick one type of model he killed that round and inflict wounds on all models of that type in the combat.

• Necron Overlord: Generic DIY Necron Overlord (guy who rules a Tomb World) with plenty of options. Can ride on a Catacomb Command Barge (which is a one man transport) as can all the named ‘Lords’ above, but not those that are Crypteks in their fluff (Illuminor Szeras & Orikan the Diviner). Also can be a Destroyer Lord instead.

• Royal Court: 0-5 regular Necron Lords (lieutenants to the Overlords) as well as 0-5 Crypteks. Crypteks are masters of Necron technology, whose abilities sometimes appear like sorcery to other races, but they do not have any psychic powers…all their abilities do not require a psychic test or anything like that (nor are they ever referred to as psychic powers in any way). Any member of the Court (Lord or Cryptek) can be split off at the start of the game to lead a unit of Warriors, Immortals, Lychguard or Deathmarks (but only one per unit). Neither Lords nor Crypteks are ICs.

DEDICATED TRANSPORTS

• Night Scythe: A variant of the Doom Scythe fighter that is a 15 model flyer transport with the ‘supersonic’ 36″ flat-out move that the new flyers (that are really skimmers) have. Can carry jump infantry models (taking up 2 spots each) and fire all its weapons even when moving at cruising speed. Has living metal (chance to ignore crew shaken & stunned) but not quantum shielding (which gives +2 armor until the vehicle suffers its first glancing or penetrating hit). AV 11/11/11 like most Necron vehicles (not open-topped though).

• Ghost Ark: 10 model transport, Open-topped AV11 with quantum shielding and living metal. Also is able to regenerate D3 models to one unit within 6″ each Necron movement phase (but cannot take the unit above its starting size).

• Catacomb Command Barge: One-man vehicle for most ICs. Open-topped AV11 with quantum shielding & living metal. Can make sweep attacks over 3 enemy units it passes over when it moves. Also the character can lose wounds to negate immobilized or weapon destroyed results.

ELITES

• Deathmarks: 24″ range rapid-fire AP 5 sniper unit that can choose to Deep Strike in immediately after any enemy unit arrives from Reserves (which just allows the enemy to fire at them first?)…teleporting in from a pocket dimension to target their prey. They can also mark a single unit as their ‘target’ which allows them to roll to wound on a 2+. Beautiful models from the pics leaked, but at the point cost listed I can’t see them ever being used except to see those great models on the table. Can be transported on a Night Scythe.

• Lychguard: Traditionally these have been the bodyguards for the Overlords. Come standard with Warscythes (+2 Strength Power weapon) and can replace them with Hyperphase swords (power weapon) and Dispersion Shields (the thing that gives them a 4+ invuln and reflects enemy shooting). I made a mistake before. The Shields don’t only reflect enemy shooting within 6″, they reflect all enemy shooting, but only against enemy units who are within 6″ of them (they reflect saved wounds, they don’t affect blast/templates, for example). Can be transported on a Night Scythe.

• Triarch Ptaetorians: These used to be effectively the ‘police’ (my term) of the main Necron ruler (the last of which was the Silent King) to help enforce his will onto the Lords of the Empire. They are known to respect great warriors and honor valor and have sometimes ordered Necron Overlords to stop attacking a foe they deemed worthy of respect (much to the Lord’s chagrin). They are Jump Infantry with a 6″ AP2 S5 weapon. They can swap that out for Void Blades (a weapon with Rending and the same Entriopic ability that Scarabs have) and Particle Casters (a pistol weapon). No transport option.

• C’Tan Shard: Must take 2 of the 11 listed ability choices that basically shape what kind of C’Tan shard you’re fielding. No ability can be taken more than once in the army (even if you take 3 C’Tan shards in the army). The statline is slightly less impressive than previous incarnations of the C’Tan, but still pretty decent. Also has Eternal Warrior and ignores all terrain penalties. Still explodes D6″ when they die. Fluff-wise, these are shards effectively controlled by the Necron (even though they have most shards locked away in pocket dimensions). Each shard represents only a portion of the power and consciousness of the C’Tan and therefore in battle the C’Tan may not even think to utilize some of its power because the portion of it that knows it has ‘X’ power simply isn’t there. This is essentially what explains why they only have access to 2 special abilities in battle.

• Flayed Ones: 3 Attacks base (and no additional CC weapons). Can infiltrate or Deep Strike. No transport options.

• Triarch Stalker: Concept Sketch shows a Triarch Praetorian sitting in an open-topped cockpit that is riding on a Necron-style giant almost scorpion walker set of legs. Very cool looking IMHO. Has a variable heat ray (which can be upgraded to a couple of other weapons) that can either be fired as a template or as an Assault 2 S8 24″ Heavy2 Melta weapon. Has a Targeting relay which means that any enemy unit hit by the Stalker gets a counter placed by it that allows all other Necron units shooting at the same unit that phase to count as being twin-linked. AV11 & open-topped, but does have Quantum shielding & Living Metal.

TROOPS

• Warriors: You know them, you love them. Described as being basically automatons, with very little (if any) sentience. These were the non-warrior Necontyr before the bio-conversion. See my previous rumors (in the OP) for details on their points cost, etc. Can be transported on a Ghost Ark or Night Scythe.

• Immortals: Immortals are said to have the ability to at least speak, but still aren’t too much brighter than Warriors. These were Elite warriors of the Necrontyr before the conversion (not sure who the rank and file troops were if the Warriors were the non-combatants and the Immortals were the Elite soldiers?). Can exchange their Gauss Blasters for Tesla Carbines (24″ S5 Assault1, extra hit inflicted on a ‘to hit’ roll of ’6′) Can be transported on a Night Scythe.

FAST ATTACK

• Canoptek Wraiths: Protectors of the Tombs while the hosts slumber. Jump Infantry who ignore terrain. 3A base with Rending. All models can take one of a few different upgrades including a Whip Coil (nearly identical to a Tyranid Lash Whip), particle caster (pistol) or a Exile Beamer (12″ range that kills a random model in the target unit unless it passes a Strength test).

• Canoptek Scarabs: See the rumors copied in the OP for more details on what Scarbs do now.

• Tomb Blades: Jet Bikes. From the artwork, these look like Necron warriors fused into a flying crescent throne carrying a weapon harness in their arms that is base twin-linked Tesla Carbines. The fluff says that they are pre-programmed with a bunch of different flight patterns and vectors that the onboard Warrior chooses from on the fly. this mitigates the fact that a Warrior has poor coordination, but since the programs are so advanced, in reality they act basically like any other similar unit in an enemy army despite the fact that their ‘pilots’ are much slower to react. They can upgrade their weapons to a couple different choices (twin-linked Gauss Blaster or Particle Beamer). The entire unit can take any of the 3 options: Nebuloscope (increases BS to 5), Shield Vanes (increased armor save to 3+) & Shadowloom (Stealth).

• Destroyers: New fluff that says Destroyers are infected with some kind of degenerative virus that causes their sole purpose in life to be to kill their enemies. As such they hate everyone and have the Preferred Enemy special rule against everyone (as do Destroyer Lords). They are Jump Infantry now. Any model in the unit can upgrade to a Heavy Destroyer.

HEAVY SUPPORT

• Doomsday Ark: Variant of the Ghost Ark transport: Open-topped, AV11, Quantum Shielding, Living Metal. Something I forogot to say about the Ghost Ark…each Guass Flayer array (5 Flayers) on each side is allowed to fire at a different enemy target (and different from the Doomsday Cannon). Not entirely clear whether a weapon destroyed takes out a whole array or not, but I’m leaning towards yes. The Doomsday cannon has two profiles, one for if the vehicle did or didn’t move that turn (with the non-moving one being 72″ range S9 AP1 Large Blast). The moving profile only has a 24″ range and a S7 blast. Basically described as gunboat whose strategy is to hit first and destroy the enemy before they can fire back.

• Annihilation Barge: Described as anti-infantry support platforms. Variant of the Catacomb Command Barge: Open-topped, AV11, Quantum Shielding, Living Metal. Has a twin-linked Tesla Destructor & a Tesla Cannon, but can upgrade the cannon to a Gauss Cannon. Not exactly sure why you’d want to do that except for the extra range (36″ for the Gauss Cannon as opposed to all Tesla weapons which are 24″ range).

• Monolith: 35 Point reduction along with corresponding nerf in invulnerability (were you not expecting that?). Still AV 14 and still has Living Metal (although again that only helps remove Crew Stunned/Shaken now). Can still Deep Strike but no longer has invulnerability from Mishaps. Has 4 Gauss Flux Arcs (which are now just Heavy 3 instead of randomly rolled). Particle whip is now just a straight up S8 AP3 24″ large blast. The portal can be used to either transport any non-vehicle friendly Necron unit through it or to suck enemy models within 6″ to instant death who fail a Strength Test. No bonus to reanimation protocols (the replacement for WBB) is present. Although, at the end of the day, this is still an AV14 vehicle all around, which is pretty imposing in the current game. Unfortunately all of its weapons are really close range, which means it will also now tend to be in Melta range…

• Doom Scythe: Pure fighter variant of the Night Scythe. AV11 with Living Metal (but no Quantum Shielding or open-topped). Is supersonic (36″ flat-out) and can fire all its weapons when moving at cruising speed. Has a twin-linked tesla Destructor & a Death Ray, which allows a 3D6″ line to be drawn (with one end of the line being within 12″ of the vehicle) and causes a number of hits on every unit crossed by the line equal to the number of MODELS in the unit hit. Oh and did I mention that these hits are S10 AP1? Nasty indeed! But at nearly 200 pts for an AV11 vehicle, to get within 12″ to unleash this beast will probably be a bit rough.

• Tomb Spyders: The artwork makes them look much more flying and nimble, like giant Scarabs. Can now repair vehicles like a Techmarine, Big Mek, etc. Can take an anti-psychic defense against any power targeting a friendly unit within 3″ (nullified on a 4+). Can still create Scarab Swarms, but only into existing swarms on the table (they no longer form a unit with the Spyder) and it can still take damage if it rolls a ’1′ while doing so. Can take Whip Coils (by giving up a close combat weapon and a +1 to repair vehicles) which is like a Tyranid Lash Whip. Can take 1 or 2 Particle Beamers (by removing its CC/fixer arms) to do so. 1-3 in a unit.

Holy Space Zombies!

Beasts of War were straight in there with the scoop and I’m afraid I’m quite shamelessly ripping off their images. The widely talked about Necron codex is set for release on November 5th, so forget Christmas presents for the kids, it’s all about Tomb Kings in Space Space Zombies Necrons.

As expected, there’s a lot of new units and vehicles with a lot of upgrades, including Necron special characters. And that’s Necron, not C’Tan. No word yet on the Monolith, but judging by the new direction the constructs are taking, I’d say it’s likely.

As you’ll see from the images, the cross over between Tomb Kings and Necrons is clear, not only in design but unit names too. Which I’m a bit disappointed with as the Necrons were always so much more than Tomb Kings in Space. But I can see the commercial benefit of being able to buy a War Sphinx to pimp out a Ghost Ark.

Anyway, enjoy and all credit has to go to Beasts of War.

Leaked Necron Codex Page

Never lit it be said I let sleep get in the way of providing you with the latest wargaming news as it happens. Below is a an alleged leaked scan from the upcoming Necron Codex. As you’ll see, there’s plenty of new upgrades for the units including Necroshells, Tesla Lashers, Gamma-ray projectors and a variety of other weird and wonderful things including my favourite non-sensica; the Eclidean Disruption Shroud. I have no idea what it is but I’m sure I should have one mounted on my car.

The fact that Necron Warriors & Immortals are on the same page could mean that there’s some scary army structuring going on. Throw in some mad as bat shit upgrades and you’ve got yourself a pretty awesome new codex.

This may not be the real deal but I guess we’ll just have to wait and see…