Here we go with the gear and guns of the Necron codex.
Like every codex there looks to be some good items, some bad items and some situational items.
Like every codex there looks to be some good items, some bad items and some situational items.
Gauntlet of Fire- is a close combat weapon that allows a re-roll to hit and to wound. It can also be fired as a flamer, S 4 AP 5 template. This is a fun item, but not really scary, unless you only play vs. the more numerous and higher armor save armies.
Void Blade- is another close combat weapon. It comes with the Entropic Strike and Rending rules. These would be great with a lot of attacks and on a lot of models. Then they might be worth it.
Hyper Phase Sword- is a gold standard power weapon. A power weapon that is only available to strength 5 models in this book. In an Astartes world why wouldn’t I want a strength 5 power weapon? Well, probably because of the………….
Warscythe- is a two-handed weapon that adds +2 to the wielder’s strength. It also allows for 2D6 on armor penetration rolls. If that wasn’t enough, armor saves cannot be taken against wounds from this weapon. Now that would make it a power weapon, but it isn’t, it is better? Yeah why not take this weapon over the others? There is no bonus attack lost for an extra close combat weapon, as the Necrons who can take weapon upgrades have no pistol or extra close combat weapons.
Staff of Light- is a ranged weapon that is 12” S5 AP3 and assault 3. It is the gold standard starting weapon for Necron Lords everywhere. Sadly it is no longer a power weapon and is only just a gun.
Transdimensional Beamer- is another ranged weapon and its name is awesome, yet that is where it ends. It has a 12” range is SX AP- and heavy 1. It also has the Exile Ray ability. This means when used you select a model in a unit (or one man ganger) and force them to roll a strength test. If they pass then no harm is done. If they fail they are whisked away transdimensionally and exiled I guess. The model is removed from play with no saves of any kind allowed. Boo to this as most of the models you want this to work on will pass 50% of the time if not better than that. A gimmick attack at best.
Tachyon Arrow- is another ranged weapon that has people going bonkers (well bonkers at the time). It has an infinite range S10 AP 1 assault 1 and is a one use only. Yeah it looks super cool, but there is still cover saves that can be taken. Then there is the lack of BS 5 that would make this shooting weapon a bit more frightening. Sure BS 4 is pretty good, but it is far from awesome and absolute.
Phase Shifter- gives the model a 3++ save. This is must have if you fear your HQ is going to see combat. Small hint….he probably will.
Sempiternal Weave- allows for a 2+ armor save. It is nice and fairly cheap, for an armor upgrade.
Resurrection Orb- gives you a reanimation roll of 4+ instead of a 5+. This ability is only the unit that has the orb in it. Gone is the any unit within 6” of the unit with the orb. Now it does give an old 4+ get back up and that is better. However, the loss and silliness of phase out is gone and so is the need of a Resurrection Orb. It is cheaper than its previous incarnation but is a bit less useful.
Phylactery- is another one time use item. The first time you need, and pass, Reanimation you return with D3 wounds instead of just one. WOW! Then again you have to pass first and those odds aren’t stellar. The hope is you reanimate on their phase and get 2-3 wounds back. If it happens the other way, look to be put down again and enjoy trying to another tricky return to the battlefield.
Tesseract Labyrinth- is just the Hyperstone Maze that Inquisitor Val carries. Sure it has a different name, but the rules are the same. It is used instead of your normal close combat attacks and when in base-to-base with a character or monstrous creature only. That model must roll under or equal to their remaining wounds. If they pass then coolness prevails. If they fail they are removed from play with no saves of any kind allowed. Not as gimmicky as the Transdimensional Beamer, but a close second. Hey wait even better, it is a one use only item as well.
Mindshackle Scarabs- are where it just might be at! After assault moves and before blows you nominate a model in base contact. That model must pass a leadership check on 3D6. if passed then cool beans. If failed then that model will strike out at his unit with D3 attacks. Now these attacks occur with the stats, abilities and wargear of the model. It also occurs in initiative order. They can do nothing else that assault phase. If they survive they return to normal next turn. These are not single use and seem pretty awesome. They are used prior to assault rolls, so there is no loss of regular close combat attacks. It can also help to soften the blow to a unit of Necrons or help them win a combat. Take that powerfist, relic blade or suped-up Nemesis halberd and turn it on their own squad. Sure it might be only one attack, but if it is an attack that kills a model before the dice roll then bonus! Sure these wounds don't count toward combat resolution, but no big right? If you can take out a model or three before they can fight or great. If they are going after that lovely initiative 2 Necrons are all full of then that's fine as well. Better a power fist or thunderhammer beat on it's own unit than your right? I think this is the best piece of wargear on paper. I have yet to use them and they are not a 100% effective. Still 3D6 leadership is failable. They could also get some FAQ ruling in the future as well. Still they seem very useful.
Now there are three types of guns that the Necrons have access to; Gauss, Tesla and Particle. These can be found throughout the codex in units and as upgrades for them.
Gauss- weaponry has not change much since the last codex. It can range from S4-S9 and AP5-AP2. It is the mainline gun for troops with the Gauss Flayer (basically a bolter) to a Gauss Blaster (a S5 bolter). They are anywhere from rapid fire to heavy. They still retain their glancing hit to vehicles on a 6. So there is still the potential for vehicle suppression, if you roll a few 6's to hit. The rule that they wound anything on a 6 is gone, but does anyone care? Before now there were only a couple models that a 6 from a S4 gun wouldn't wound, now there is only one (the lame-o Wraithlord). It was a bit useless before and would be even more useless now.
Tesla- weapons are a bit more fun. They range from S5-S7 but have an AP- and are all assault. That is both awesome and sad. We all know how everyone hates AP-, but like higher strength. They also have the added rule that for every 6 rolled to hit, that unit takes 2 hits. These are auto hits and have no need to be rolled for. That makes these guns a bit more viable and explains why the AP- is probably there.
Extra hits on a unit that are automatic are great.
Tesla also has an Arc rule. Now a weapon with this will not only score the extra 2 hits on a 6, but has a chance to hit other units as well. A 6 to hit on a unit will cause the shot to arc into any other unit within 6". Now these hits are not auto and must be rolled for. A 6 will need to be rolled for each unit that is in the arc range. If you roll a 6 then that unit will take D6 S5 AP- hits. I wouldn't expect this ability to kick in a lot, but it will be great when it does auto hits are always a good thing.
Particle-weapons are the last and least common gun in this codex. They range from S6-S8 and AP5-AP3 and can be pistols, blasts or ordnance. They have no extra rules, they are just guns.
That is really it for the main Necron weapons and gear. Sure I passed on the gear points cost, I'll cover when I get into the unit reviews. There are also some special unit only items, but once again those will get covered in the unit reviews.
Now there are three types of guns that the Necrons have access to; Gauss, Tesla and Particle. These can be found throughout the codex in units and as upgrades for them.
Gauss- weaponry has not change much since the last codex. It can range from S4-S9 and AP5-AP2. It is the mainline gun for troops with the Gauss Flayer (basically a bolter) to a Gauss Blaster (a S5 bolter). They are anywhere from rapid fire to heavy. They still retain their glancing hit to vehicles on a 6. So there is still the potential for vehicle suppression, if you roll a few 6's to hit. The rule that they wound anything on a 6 is gone, but does anyone care? Before now there were only a couple models that a 6 from a S4 gun wouldn't wound, now there is only one (the lame-o Wraithlord). It was a bit useless before and would be even more useless now.
Tesla- weapons are a bit more fun. They range from S5-S7 but have an AP- and are all assault. That is both awesome and sad. We all know how everyone hates AP-, but like higher strength. They also have the added rule that for every 6 rolled to hit, that unit takes 2 hits. These are auto hits and have no need to be rolled for. That makes these guns a bit more viable and explains why the AP- is probably there.
Extra hits on a unit that are automatic are great.
Tesla also has an Arc rule. Now a weapon with this will not only score the extra 2 hits on a 6, but has a chance to hit other units as well. A 6 to hit on a unit will cause the shot to arc into any other unit within 6". Now these hits are not auto and must be rolled for. A 6 will need to be rolled for each unit that is in the arc range. If you roll a 6 then that unit will take D6 S5 AP- hits. I wouldn't expect this ability to kick in a lot, but it will be great when it does auto hits are always a good thing.
Particle-weapons are the last and least common gun in this codex. They range from S6-S8 and AP5-AP3 and can be pistols, blasts or ordnance. They have no extra rules, they are just guns.
That is really it for the main Necron weapons and gear. Sure I passed on the gear points cost, I'll cover when I get into the unit reviews. There are also some special unit only items, but once again those will get covered in the unit reviews.
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