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 Betreff des Beitrags: NEUE Necrons!!!
Ungelesener BeitragVerfasst: So 16. Okt 2011, 22:32 
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Lest, seht selbst, und staunt... :slap: oder kritisiert... :Schimpf:

http://www.sphaerentor.com/wh40k/index. ... hp&id=2597


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Verfasst: So 16. Okt 2011, 22:32 


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 Betreff des Beitrags: Re: NEUE Necrons!!!
Ungelesener BeitragVerfasst: So 16. Okt 2011, 23:19 
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Neuer fluff und regeln gibts auch :slap:


yakface wrote:
Okay, with the book's release date rapidly approaching, let's pull back the curtain on the codex a bit. First off some (rather important) background notes:


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).
jspyd3rx wrote:
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).


Regeln

Yakface wrote:
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).

• 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).
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.

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.

• Ghost Ark: 10 model transport, 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. 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.



So that's about it for now. But I'd be remiss to point out that I didn't mention any of the special character's abilities really or any of the wargear/rules of the Crypteks. There are lots of neat toys as usual in 5th edition codexes. I'm not going to list them all, but I'll pick a random one that just seemed fun to me...there is a special character (the Stormlord) who makes the first turn of the game be night fighting no matter what the mission and 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 all unengaged enemy units suffer D6 S8 AP5 hits on a D6 roll of '6' at the start of each Necron shooting phase (hit by lightning strikes). And of course there is a Cryptek ability '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).

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.

Anyway, plenty more tricks and stuff to read about when the codex comes out!


Schamlos von dakka dakka geklaut :slap:


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 Betreff des Beitrags: Re: NEUE Necrons!!!
Ungelesener BeitragVerfasst: Mo 17. Okt 2011, 07:24 
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Undead in Space, jetzt noch mehr angepasst an die Gruftkönige in Fantasy :slap:

Aber im Prinzip ein tiefer, aber richtiger Schnitt. Mit den alten Necrons konnte ich noch nie was anfangen, da macht der geänderte Fluff schon mehr her.

Zitat:
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.

Die fliegen bestimmt in Würfeln und rufen maximal sowas wie: "Wir sind die NORG, Widerstand ist zwecklos!"
Aber nichtsdestotrotz eine schöne Lösung den alten Necronfluff aus diversen Büchern und Geschichten in die neue Storyline zu integrieren :)

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 Betreff des Beitrags: Re: NEUE Necrons!!!
Ungelesener BeitragVerfasst: Mo 17. Okt 2011, 08:09 
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Ich finds auch geil. Vor allem weil die Necron Armeen jetzt auch spannender auf dem Feld aussehen werden. Je nach Punktekosten kann ich mir voll die krassen Kriegerstürme gepaart mit einigen Autos und so gut vorstellen.

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 Betreff des Beitrags: Re: NEUE Necrons!!!
Ungelesener BeitragVerfasst: Mo 17. Okt 2011, 09:53 
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Jeah, hier hab ich also auch noch was zum Fluff und den Regeln gefunden! :o.k.:
Echt geil, vor allem da ich vor kurzem Fall of Damnos gelesen habe, und der neue Fluff passt aj sehr gut dazu...[color=#40FFBF]
Sobald der Codex raus ist, lässt sich eine Einkaufsliste planen, wer bei Wayland dann mit-bestellen will, gebe mit bescheid, nur so als kleine Ankündiging... :mrgreen:

P.S. : Yeah! NEUE Necrons! Geil! :headbang:


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 Betreff des Beitrags: Re: NEUE Necrons!!!
Ungelesener BeitragVerfasst: Mo 17. Okt 2011, 10:15 
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Respekt vor GW, dass sie so einen krassen Schnitt beim Necron Fluff machen! Für mich der absolut richtige Weg. Die alten Necrons waren wirklich einfach langweilig. Jetzt könnten sie mir auch gefallen. Die Bilder die ich bisher gesehen habe gefallen mir auch echt gut!


Grüße,

Andy

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 Betreff des Beitrags: Re: NEUE Necrons!!!
Ungelesener BeitragVerfasst: Mo 17. Okt 2011, 10:41 
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1000111 1001 1100110 110 1011101 1010111 10110101011 101111010111 10101110111 01101110 10110101101


... Was? Ich habe gerade von Legionen untoter Maschinen unter meinem Kommando geträumt ...

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 Betreff des Beitrags: Re: NEUE Necrons!!!
Ungelesener BeitragVerfasst: Mo 17. Okt 2011, 10:52 
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Dirk hat geschrieben:
... Was? Ich habe gerade von Legionen untoter Maschinen unter meinem Kommando geträumt ...

Muss widerstehen! Muss widerstehen! Muss widerstehen!

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 Betreff des Beitrags: Re: NEUE Necrons!!!
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Nuja, da wird eh voll viel Finecast dabei sein. Das schmälert die Lust doch dann schon wieder etwas, wenn man seine ganzen HQ Modelle acht mal zurückschicken muss, bis die gescheit aussehen. Wobei ich lang nix mehr in richtung Finecast gehört habe. Wie ist da wohl inzwischen so die Lage?

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 Betreff des Beitrags: Re: NEUE Necrons!!!
Ungelesener BeitragVerfasst: Mo 17. Okt 2011, 11:10 
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Bessert sich wohl, also in den meisten Blogs sind die Leute mitlerweile zufrieden. Hab letzt bei einem auf Dakka nen Blutdämon gesehen der bis auf minikleine Bläschen sauber gegossen war. Denke auch, dass da nur die Lords aus Finecast sein werden. (Hoffe ich zumindest ^^)


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 Betreff des Beitrags: Re: NEUE Necrons!!!
Ungelesener BeitragVerfasst: Mo 17. Okt 2011, 11:17 
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Ich überleg grad, wie gut man die alten Krieger umbauen kann - ich hätte glaub ich Lust n paar Krieger irgendwie umzubauen, aber bemalen und ne Armee aufbauen - eher nicht.

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 Betreff des Beitrags: Re: NEUE Necrons!!!
Ungelesener BeitragVerfasst: Mo 17. Okt 2011, 11:35 
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Krieger würde ich halt wie meinen Destruktor mit Green Stuff bearbeiten, und entsprechend wäre auch das Schema bemaltechnisch. Schon damals habe ich halt das Ägyptenthema vorausgeahnt :mrgreen:
Die Krieger würden halt auch irgnedwelchen Kopfschmuck, so lose Bandagen wie beim Destruktor am Arm und die herumkrabbelnden Skarabäen bekommen, ich mag den Style so saugern eigentlich und das Schema gefällt mir auch gut.

Bild

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 Betreff des Beitrags: Re: NEUE Necrons!!!
Ungelesener BeitragVerfasst: Mo 17. Okt 2011, 16:13 
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Ich hab da grad was von Wayland gehört. Ich bin da auf jeden Fall dabei. Ich glaub ich fang schonmal an meine alten Maschienen auszumotten.

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 Betreff des Beitrags: Re: NEUE Necrons!!!
Ungelesener BeitragVerfasst: Di 18. Okt 2011, 17:01 
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Yakface wrote:
Okay, let's add a few more points of clarity for a few units:


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 Weaev, 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 their Resurrection 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.


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 Harp of Dissonance, options are Seismic Cruicble & Tremorstave), 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.

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.


C'Tan Shards: Just to be clear (someone asked), the Necrons do not have any kind of 'deal' worked out with the C'Tan shards. It doesn't state how, but they are able to control them somehow (using their super-tech) to basically point them at the enemy and get them to do what they want, but of course in game terms this isn't represented, there's no special 'rage' rule or anything forcing you to play a C'Tan a certain way.

The fluff says that the Necrons are constantly hunting down missing C'Tan shards and trying to imprison them in pocket dimensional prisons. They know that they can never fully destroy a C'Tan (only break them into shards and keep them from forming back together), but of course their fear is that the C'Tans will be able to reform and then take revenge back against the Necrons.

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.

As for the 2 'Manifestations of Power' each shard must take, they each cost a different point value (between 10 & 50 points) and you can only have one of each choice in the army no matter how many C'Tan shards you take. There is a wide variety of different things that can be chosen, from powers that are roughly equivalent to some of the special rules that the Deceiver & Nightbringer had access to in the last codex and plenty of new impressive rules as well (such as making all difficult terrain on the table dangerous for the enemy or making one enemy model in base contact have to pass an Initiative test or be removed from the table). 3 of them are shooting attack choices, each obviously quite a different kind of attack than the others.

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).


The Night Scythe, Catacomb Command Barge & Doom Scythe are Fast Skimmers (so can move flat-out).

The Ghost Ark, Doomsday Ark & Annihilation Barge are just Skimmers (so no moving flat-out). And yes, there is no reason the embarked models can't fire from the Ghost Ark as well as the vehicle's Gauss Flayer arrays, but remember that embarked vehicles cannot fire when the vehicle moved faster than combat speed (unless they disembark first).

The Monolith is a new vehicle type, a 'heavy' skimmer which means the vehicle can only ever move combat speed but always counts as stationary when firing. Oh, and the Monolith has a rule that says it can only ever Deep Strike in from Reserve.

haroon wrote:
So the monolith Must deep strike? and it doesn't have any rules to keep it from mishapping? That is pretty painful considering how big it is.

No, it can deploy normally, but if it is put into Reserve then it must arrive via Deep Strike.
KarlPedder wrote:
Are the Tomb Spydors still able to be fielded seperatly or do they operate as a unit now?

1-3 form a unit together per FOC taken.
NecronLord3 wrote:
Destroyers are 1-3? WTF? Please tell me they picked up some wounds.
And now Wraiths go to 1-6? So you make one unit useful, and the other useless. Thanks GW.

Destroyers have the same statline and the Heavy Destroyer upgrade just means they upgrade their gun.

However, they have had a considerable drop in points cost, as have many units in the codex. And let's not forget, before Destroyers tended to be the only mid to long-ranged threat in the army. That isn't the case anymore so I'd guess that it won't be quite as big a problem to have the smaller units.

(...)
Heavy Gauss Cannon is still the same, but it costs you almost double the (newly reduced) cost of a Destoyer to upgrade to one. Regular Destroyers have the Gauss Cannon, which is now AP3, but only Heavy 2.

Warscythes do not have any built-in shooting weapon.

And a Night Scythe has no weapon options, but comes with a twin-linked Tesla Desructor, which is a fantastic weapon. 24", Assault 4, S7, AP-, Tesla & Arc. 'Tesla' (as always) means that any 'to hit' roll of '6' means TWO additional hits (not sure if this means 3 overall hits per '6' rolled or not...the wording is kind of ambigious, but I'm thinking, that a roll of '6' does equal 3 hits). 'Arc' means that all units (friendly and enemy) within 6" of the target enemy unit suffer D6 S5 AP- hits on a D6 roll of '6'.

So while the AP- of the Tesla Destructor keeps it from being a premiere transport killer, the fact that you can generate all those extra hits if you roll a '6' to hit (and it is a twin-linked weapon) seems really uber-cool.

(...)
Sorry, yes the Gauss Cannon & Heavy Gauss Cannon are now Assault weapons as well. Should have mentioned that.

Tomb Blades (jetbikes) do not have any real AT firepower.

Warscythes are just 2-handed +2 Strength power weapons.

(...)
Let's not forget that Scarabs only went up a few points and are amazingly potent. If you're going to want to spam anything from the FA section, I'd guess it is them.

They still have 3A (4 on the charge) and are beasts, giving them the typical beast 19-24" assault threat range. That means if there are any enemy immobile or vehicles that didn't move within that range, they are almost certainly dead, as all you need is 30 attacks (8 bases on the charge) and with Entropic attacks each hit reduces a vehicle's armor by 1 on all facings on a 4+. So if you have 30 attacks you'd expect to reduce a vehicle's armor down to 0 (which auto-wrecks it).

And of course even if your Scarab swarm gets whittled down and isn't able to instantly wreck enemy vehicles, they can still totally weaken enemy armor this way to the point where any unit in your army is able to tear it apart with their regular shooting...so I guess what I'm saying is that 30 Scarabs in an army sounds like a great way to turn all your Anti-Infantry units into AT units as well.
Zeratil wrote:
Thanks! If you have the time, what do the particle (Beamer, Caster, Pistol) weapons do?

The Caster is the pistol.
It goes: Particle Caster<Beamer><Shredder><Whip
Except for the Caster, they're just the 'blast' weapon category for the Necrons (with the blast getting bigger with each type of weapon).

(...)
You do know that something hasn't been 'nerfed' when its point value has gone down more than its abilities have been reduced, right? In that case, it has actually been improved, despite the fact that its per-model abilities have been degraded a bit.

And no, Necrons are most certainly not a CC army.


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 Betreff des Beitrags: Re: NEUE Necrons!!!
Ungelesener BeitragVerfasst: Di 18. Okt 2011, 21:46 
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 Betreff des Beitrags: Re: NEUE Necrons!!!
Ungelesener BeitragVerfasst: Mi 19. Okt 2011, 07:48 
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Das sieht doch fair aus, das Bild


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 Betreff des Beitrags: Re: NEUE Necrons!!!
Ungelesener BeitragVerfasst: Mi 19. Okt 2011, 09:33 
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Ich finde einen Necronkrieger für 12 Punkte zu billig, wenn die Reconstruction wirklich ein zusätzlicher 5+ReW ist, den man immer hat. Denn dann halten Necrons mehr aus als Space Marines und haben zusätzlich eine Waffe, die Streifschüsse machen.


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 Betreff des Beitrags: Re: NEUE Necrons!!!
Ungelesener BeitragVerfasst: Mi 19. Okt 2011, 09:36 
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Ich hab halt keine Ahnung was die Regeln so können ;)

Ist Reconstruction ein 5+FNP gegen alles? Oder nur ein normales 5+FNP?


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 Betreff des Beitrags: Re: NEUE Necrons!!!
Ungelesener BeitragVerfasst: Mi 19. Okt 2011, 09:38 
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Na, das macht doch Vorfreude! Und irgendwie ist dann ja auch klar,
dass auch ne neue Box Krieger rauskommt...
Immer schön neue Regeln und Sets raushauen, das bringt Geld in die Kassen!!! :roll:
:twisted: Evil Games Workshop... :twisted:

Mal im ernst, echt super Aussichten, endlich werden die Necs zu einer vollwertigen Armee.
Dass dann die alten Modelle abgeschwächt, und die Neuen stärker sind, scheint ja zur Politik zu gehören...
Sonst würde man sich ja auch nix Neues kaufen...
Zum Glück hab ich schon vor Jahren auf diesen Moment hin gespart,
jetzt muss ich nur noch die Bedingung meines Frauchens erfüllen, erstmal den "alten" Kram fertig zu kriegen.

P.S. : Mehr von den Regeln, bitte! :mrgreen:


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 Betreff des Beitrags: Re: NEUE Necrons!!!
Ungelesener BeitragVerfasst: Mi 19. Okt 2011, 09:40 
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@Morten

Angeblich gegen alles. Also kein FNP. Und damit ist 4+RW + 5+ReW besser als 3+RW (ausser gegen DS4...).

Dann nehme ich an, dass Necrons wieder Furchtlos sind. Fraglich ist, ob sie sich normal bewegen oder langsam und entschlossen sind...


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