Having seen the controversy that's erupted over the leaked Necron pics (Beasts of War are apparently a front for Wayland Games) there's been a post over on Faeit 212 about the changes to the Necron fluff. He's oft accurate about rumours that Naftka.
Cue nerdrage. Vodka Eoin might show up soon.
I'm not sure I'm sold on them being more blatantly Tomb Kings in Space. Hopefully they'll become one of the few Xenos factions that can do well ala Dark Eldar I'll live with it.
Copypasta from Naftka over on Faeit212:
This morning is all about the new Necron codex. Yesterday we talked
about some of the background of each units alongside some of their rules
and Force Organization Chart. This morning is all about the backstory
and fluff, because you just cannot be an evil space robot without it.
Enjoy.
Until the codex is in hand, please take with a little grain of salt. We should be pretty solid here.
via Yakface
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.
Yeah, they 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).
On some fluff changes, Yakface did
mention a faction tomb world that still functions very much like the
old style, silent robots of doom. This allows BL fluff to coincide with
new codex fluff.
Exactly my thoughts. Basically during hibernation the Tomb World
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).
There were rumours circulating months ago about the Necrons being
slowed because of Mat Ward's creative writing. Or the lack of it.
Apparently Mr. Ward was taken to one side and a few others introduced to
help him with his work. An example of how lowly his work is held can be
seen in one of the Forge World books where they take the piss out of
the Calgar-fanboyism by having a Minotaur Captain batter a Genesis
Chapter Captain senseless because of it. Maybe there is truth to the
rumour?
Here's some more Force Org rumours.
HQ
• Imotekh the Stormlord (Lord of the Sau): The most powerful
Necron Overlord currently. A master strategist whose nemesis is the Orks
(since their random nature is the only thing that can accidentally
disrupt his flawless plans).
• Nemesor Zahndrekh: Overlord
damaged in the great sleep who still thinks he is flesh and blood
fighting the war of secession against his brother Necrontyr. Therefore,
he is one of the few Necron Lords who still fights with honor and valor
towards his enemies. Has a bodyguard named Vargard Obryron.
•
Illuminor Szeras: The Necrontyr who took the C'Tan's knowledge to do
bio-transfer and actually made it a reality...so he's the chief
architect within the Necrons for actually making the bio-transference
happen. He is a master of technology and can augment D3 units in the
army with an augmentation.
• Orikan the Diviner: A master
astromancer (a Cryptek specializing in tech that can predict the
future), he is renown for knowing what will happen and when. During the
game he is able to achieve a 'powered up' state that gives him a greatly
increases statline, but this boost can randomly end on any turn
dropping him back down to his regular stats.
• Anrakyr the
Traveller: A Necron Lord whose goal is to unite the Necron Empires
again. He travels to Tomb Worlds still sleeping and kills the 'lesser'
inhabitants that may live there unaware they are on a Tomb World, the
'price' for this service is to claim a tithe from the newly awakened
legions. Some Necrons see him as a golden crusader others don't want
reunification and would rather see him dead.
• Trazyn the
Infinite: He is a Necron who woke very early and is fascinated with
studying and collecting history. His tomb world is filled with secret
trinkets including (I quote) 'a giant of a man clad in baroque power
armor' (start your wild theories here!). He even will attack other
Necron tomb worlds to capture artifacts from them that he doesn't think
they deserve. He is the character that has the CC ability to pick one
type of model he killed that round and inflict wounds on all models of
that type in the combat.
• Necron Overlord: Generic DIY Necron
Overlord (guy who rules a Tomb World) with plenty of options. Can ride
on a Catacomb Command Barge (which is a one man transport) as can all
the named 'Lords' above, but not those that are Crypteks in their fluff
(Illuminor Szeras & Orikan the Diviner). Also can be a Destroyer
Lord instead.
• Royal Court: 0-5 regular Necron Lords
(lieutenants to the Overlords) as well as 0-5 Crypteks. Crypteks are
masters of Necron technology, whose abilities sometimes appear like
sorcery to other races, but they do not have any psychic powers...all
their abilities do not require a psychic test or anything like that (nor
are they ever referred to as psychic powers in any way). Any member of
the Court (Lord or Cryptek) can be split off at the start of the game to
lead a unit of Warriors, Immortals, Lychguard or Deathmarks (but only
one per unit). Neither Lords nor Crypteks are ICs.
DEDICATED TRANSPORTS
•
Night Scythe: A variant of the Doom Scythe fighter that is a 15 model
flyer transport with the 'supersonic' 36" flat-out move that the new
flyers (that are really skimmers) have. Can carry jump infantry models
(taking up 2 spots each) and fire all its weapons even when moving at
cruising speed. Has living metal (chance to ignore crew shaken &
stunned) but not quantum shielding (which gives +2 armor until the
vehicle suffers its first glancing or penetrating hit). AV 11/11/11 like
most Necron vehicles (not open-topped though).
• Ghost Ark: 10
model transport, Open-topped AV11 with quantum shielding and living
metal. Also is able to regenerate D3 models to one unit within 6" each
Necron movement phase (but cannot take the unit above its starting
size).
• Catacomb Command Barge: One-man vehicle for most ICs.
Open-topped AV11 with quantum shielding & living metal. Can make
sweep attacks over 3 enemy units it passes over when it moves. Also the
character can lose wounds to negate immobilized or weapon destroyed
results.
ELITES
• Deathmarks: 24" range rapid-fire AP 5
sniper unit that can choose to Deep Strike in immediately after any
enemy unit arrives from Reserves (which just allows the enemy to fire at
them first?)...teleporting in from a pocket dimension to target their
prey. They can also mark a single unit as their 'target' which allows
them to roll to wound on a 2+. Beautiful models from the pics leaked,
but at the point cost listed I can't see them ever being used except to
see those great models on the table. Can be transported on a Night
Scythe.
• Lychguard: Traditionally these have been the bodyguards
for the Overlords. Come standard with Warscythes (+2 Strength Power
weapon) and can replace them with Hyperphase swords (power weapon) and
Dispersion Shields (the thing that gives them a 4+ invuln and reflects
enemy shooting). I made a mistake before. The Shields don't only reflect
enemy shooting within 6", they reflect all enemy shooting, but only
against enemy units who are within 6" of them (they reflect saved
wounds, they don't affect blast/templates, for example). Can be
transported on a Night Scythe.
• Triarch Ptaetorians: These used
to be effectively the 'police' (my term) of the main Necron ruler (the
last of which was the Silent King) to help enforce his will onto the
Lords of the Empire. They are known to respect great warriors and honor
valor and have sometimes ordered Necron Overlords to stop attacking a
foe they deemed worthy of respect (much to the Lord's chagrin). They are
Jump Infantry with a 6" AP2 S5 weapon. They can swap that out for Void
Blades (a weapon with Rending and the same Entriopic ability that
Scarabs have) and Particle Casters (a pistol weapon). No transport
option.
• C'Tan Shard: Must take 2 of the 11 listed ability
choices that basically shape what kind of C'Tan shard you're fielding.
No ability can be taken more than once in the army (even if you take 3
C'Tan shards in the army). The statline is slightly less impressive than
previous incarnations of the C'Tan, but still pretty decent. Also has
Eternal Warrior and ignores all terrain penalties. Still explodes D6"
when they die. Fluff-wise, these are shards effectively controlled by
the Necron (even though they have most shards locked away in pocket
dimensions). Each shard represents only a portion of the power and
consciousness of the C'Tan and therefore in battle the C'Tan may not
even think to utilize some of its power because the portion of it that
knows it has 'X' power simply isn't there. This is essentially what
explains why they only have access to 2 special abilities in battle.
• Flayed Ones: 3 Attacks base (and no additional CC weapons). Can infiltrate or Deep Strike. No transport options.
•
Triarch Stalker: Concept Sketch shows a Triarch Praetorian sitting in
an open-topped cockpit that is riding on a Necron-style giant almost
scorpion walker set of legs. Very cool looking IMHO. Has a variable heat
ray (which can be upgraded to a couple of other weapons) that can
either be fired as a template or as an Assault 2 S8 24" Heavy2 Melta
weapon. Has a Targeting relay which means that any enemy unit hit by the
Stalker gets a counter placed by it that allows all other Necron units
shooting at the same unit that phase to count as being twin-linked. AV11
& open-topped, but does have Quantum shielding & Living Metal.
TROOPS
•
Warriors: You know them, you love them. Described as being basically
automatons, with very little (if any) sentience. These were the
non-warrior Necontyr before the bio-conversion. See my previous rumors
(in the OP) for details on their points cost, etc. Can be transported on
a Ghost Ark or Night Scythe.
• Immortals: Immortals are said to
have the ability to at least speak, but still aren't too much brighter
than Warriors. These were Elite warriors of the Necrontyr before the
conversion (not sure who the rank and file troops were if the Warriors
were the non-combatants and the Immortals were the Elite soldiers?). Can
exchange their Gauss Blasters for Tesla Carbines (24" S5 Assault1,
extra hit inflicted on a 'to hit' roll of '6') Can be transported on a
Night Scythe.
FAST ATTACK
• Canoptek Wraiths:
Protectors of the Tombs while the hosts slumber. They have legs now?
Jump Infantry who ignore terrain. 3A base with Rending. All models can
take one of a few different upgrades including a Whip Coil (nearly
identical to a Tyranid Lash Whip), particle caster (pistol) or a Exile
Beamer (12" range that kills a random model in the target unit unless it
passes a Strength test).
• Canoptek Scarabs: See the rumors copied in the OP for more details on what Scarbs do now.
•
Tomb Blades: Jet Bikes. From the artwork, these look like Necron
warriors fused into a flying crescent throne carrying a weapon harness
in their arms that is base twin-linked Tesla Carbines. The fluff says
that they are pre-programmed with a bunch of different flight patterns
and vectors that the onboard Warrior chooses from on the fly. this
mitigates the fact that a Warrior has poor coordination, but since the
programs are so advanced, in reality they act basically like any other
similar unit in an enemy army despite the fact that their 'pilots' are
much slower to react. They can upgrade their weapons to a couple
different choices (twin-linked Gauss Blaster or Particle Beamer). The
entire unit can take any of the 3 options: Nebuloscope (increases BS to
5), Shield Vanes (increased armor save to 3+) & Shadowloom
(Stealth).
• Destroyers: New fluff that says Destroyers are
infected with some kind of degenerative virus that causes their sole
purpose in life to be to kill their enemies. As such they hate everyone
and have the Preferred Enemy special rule against everyone (as do
Destroyer Lords). They are Jump Infantry now. Any model in the unit can
upgrade to a Heavy Destroyer.
HEAVY SUPPORT
• Doomsday
Ark: Variant of the Ghost Ark transport: Open-topped, AV11, Quantum
Shielding, Living Metal. Something I forogot to say about the Ghost
Ark...each Guass Flayer array (5 Flayers) on each side is allowed to
fire at a different enemy target (and different from the Doomsday
Cannon). Not entirely clear whether a weapon destroyed takes out a whole
array or not, but I'm leaning towards yes. The Doomsday cannon has two
profiles, one for if the vehicle did or didn't move that turn (with the
non-moving one being 72" range S9 AP1 Large Blast). The moving profile
only has a 24" range and a S7 blast. Basically described as gunboat
whose strategy is to hit first and destroy the enemy before they can
fire back.
• Annihilation Barge: Described as anti-infantry
support platforms. Variant of the Catacomb Command Barge: Open-topped,
AV11, Quantum Shielding, Living Metal. Has a twin-linked Tesla
Destructor & a Tesla Cannon, but can upgrade the cannon to a Gauss
Cannon. Not exactly sure why you'd want to do that except for the extra
range (36" for the Gauss Cannon as opposed to all Tesla weapons which
are 24" range).
• Monolith: 35 Point reduction along with
corresponding nerf in invulnerability (were you not expecting that?).
Still AV 14 and still has Living Metal (although again that only helps
remove Crew Stunned/Shaken now). Can still Deep Strike but no longer has
invulnerability from Mishaps. Has 4 Gauss Flux Arcs (which are now just
Heavy 3 instead of randomly rolled). Particle whip is now just a
straight up S8 AP3 24" large blast. The portal can be used to either
transport any non-vehicle friendly Necron unit through it or to suck
enemy models within 6" to instant death who fail a Strength Test. No
bonus to reanimation protocols (the replacement for WBB) is present.
Although, at the end of the day, this is still an AV14 vehicle all
around, which is pretty imposing in the current game. Unfortunately all
of its weapons are really close range, which means it will also now tend
to be in Melta range...
• Doom Scythe: Pure fighter variant of
the Night Scythe. AV11 with Living Metal (but no Quantum Shielding or
open-topped). Is supersonic (36" flat-out) and can fire all its weapons
when moving at cruising speed. Has a twin-linked tesla Destructor & a
Death Ray, which allows a 3D6" line to be drawn (with one end of the
line being within 12" of the vehicle) and causes a number of hits on
every unit crossed by the line equal to the number of MODELS in the unit
hit. Oh and did I mention that these hits are S10 AP1? Nasty indeed!
But at nearly 200 pts for an AV11 vehicle, to get within 12" to unleash
this beast will probably be a bit rough.
• Tomb Spyders: The
artwork makes them look much more flying and nimble, like giant Scarabs.
Can now repair vehicles like a Techmarine, Big Mek, etc. Can take an
anti-psychic defense against any power targeting a friendly unit within
3" (nullified on a 4+). Can still create Scarab Swarms, but only into
existing swarms on the table (they no longer form a unit with the
Spyder) and it can still take damage if it rolls a '1' while doing so.
Can take Whip Coils (by giving up a close combat weapon and a +1 to
repair vehicles) which is like a Tyranid Lash Whip. Can take 1 or 2
Particle Beamers (by removing its CC/fixer arms) to do so. 1-3 in a
unit.
I understand that they need something more than faceless automatons doing the will of the gods for people to get behind and this stuff isn't terrible but Nercon quotes? Nercons don't talk!
ReplyDeleteAlso crying out in pain? And TRADING with them? Bollocks I say to you! Bollocks!
ReplyDeleteWhat are Necrons? Do they like auto-win every game?
ReplyDelete