From new Destroyers to the Silent King, tons of new are coming in the new Necron codex, and here’s all of them we have seen so far!
Compiling everything together for the Necrons, here’s a consolidated list of updated datasheets and rules from GW and abroad the web. There have been some NERFs here and there, but overall, it looks like with these new Necron rules, they are making out even better than before.
All The New 9th Edition Necron Codex Rules So Far
Terrain Rules: Necron Dominion of Convergence
Each Convergence of Dominion consists of three Starstele (they’re the big obelisk-type things), which are seriously durable and armed with impressively deadly transdimensional abductors! Even better, they bolster units from your dynasty that are nearby and, with the help of a friendly Cryptek, can perform Translocation Protocols to redeploy across the battlefield.
The first thing to bear in mind with this ‘building’ is that it comprises three constituent Starsteles (part pylon, part waystone, all awesome), which can be set up to cover quite a large area of the battlefield.
When you deploy these three models, they all have to be within 12″ of each other. After that, they’re all treated as a separate unit.
On top of getting three models for one drop, they give your Necrons some bonus Leadership which has been the Achilles heel to fat Warrior blobs.
If you’ve got a Convergence of Dominion nearby, your Necrons needn’t worry much about Combat Attrition, as they’ll be adding 2 to their Leadership characteristic within 6″ of any Starsteles
Each one of these is coming with a pretty nasty short-range gun that is oddly…only S4 but doing -3AP 3 Damage.
What’s more, if you’re looking to expand the borders of your power base, you can even take a Starstele with you! Simply task a Cryptek with the job of moving one of the nodes and, through the mysteries of hypertechnology, you can move a Starstele right where you need it for maximum impact.
A Cryptek in your army is capable of moving these things around. He’ll have to start the process at the end of the movement phase. Then, at the reinforcement step of your next Movement phase, you can bring a Starstele outside of 9″ away from enemy models. If you’ve got the resources, you can leapfrog these things around the board and harass multi-wound models.
Datasheets & Necron Unit Rules:
Overall, this guy looks like a re-skin of the GSC Kelermorph. Although the Kelermorph has S4 2dmg pistols, this guy has S6 1dmg guns. The Hexmark Destroyer does have six shots which is nice, but he also gets more shots for each model he kills with the first volley of shots. Overall, his stats just looks like a Guardsman’s worst nightmare.
This guy is definitely more geared toward killing screens whereas the Kelermorphs looks to be the better option for elites.
Void Dragon C’tan Stats Revealed
This guy has some solid stats to begin with. He’s not the fastest unit, but he’s not the slowest either. He’ll also be hitting consistently and able to avoid small-arms fire pretty comfortably. He’s also got the highest amount of wounds you can have without being shot at across the board which is nice.
The Spear of the Void Dragon’s shooting weapon is just the universe’s nastiest laser pointer. It hits like a truck and also melts anything between him and the target. The only bad part is that it’s got a 12″ range. At most, you’ll probably be able to clip a character or unit as a bonus when you shoot it.
As for melee, however, he’s going to be hitting just as hard as his shooting, but with five attacks hitting on a 2+. In both shooting and melee, he’ll also be doing a consisted 3+D3 damage against vehicles.
Necrodermis turns this dude into a Pseudo-Ghazghkull as well. He can’t lose more than three wounds in a phase. You can technically kill this guy in a single turn but it’s going to be tricky and never a guarantee.
Oh, he can also regain wounds at the end of EACH phase. Overall, there’s not a single stat that looks bad on this guy. He looks like he’ll be the faction’s version of a pocket Primarch!
GW Reveals Silent King Szarekh Necron 40k Rules
Let’s talk about his little obelisk things hovering around him first. They’re called Triarchal Menhirs and they each have an Annihilator Beam that melts right through armor for a potential of 12 damage!
This is a weird rule but basically, Core/Praetorians will reroll hits in shooting and wounds in melee. Looks like they tried to make the Silent King different from all the generic Space Marine reroll buffs.
Now let’s get into his statline…
As far as the big mechanic boi’s statline goes, he’s T7 and has 16 wounds which means he’s going to have a target on his back from the start of the game. If someone decides to focus-fire him, you better have a plan in place to help keep him alive.
He’s not the fastest tool in the shed either with a degrading 8″ move, but at least his Triarchal Menhir are going to be bbbbblasting anything in range with those 6 damage guns on a 2+.
For his weapons, there’s a little something to be desired here. Not gonna lie. An assault 3 S8 gun that can kill just about any elite-type unit is nice but for melee (which is where most named characters excel), he’s just kind of…killing Primaris?
He gets 6 attacks that also degrade, albeit they are S9. But that 2-flat damage just seems a little lackluster for a dude who’s the head of the entire Necron race. At most, this guy can solo a unit of three Aggressors. Just kinda seems a little “meh” for such a dope looking model.
Yep, More Necron Silent King Rules…
Where he lacks in overall damage in melee, he’ll at least shut down everyone else around him in the Fight Phase until your entire army has fought. That’s a really nasty rule.He also gets a free deny. Kind of neat. Nothing game-breaking.
Earlier, we saw how Necrons are getting Command Protocols. Because he’s the big man for the Necrons, he can essentially force all the other Necrons to change what they’re doing on a whim. You can pick another Command Protocol that you didn’t have assigned for that round. That’s pretty solid. Especially if you find yourself in a bit of trouble.
Necron Monolith Rules & New Wargear
The Monolith has some new goods on the way. We haven’t been able to see it’s fully updated datasheet just yet but we know that it’s getting some major improvements.
Not only does it have an additional four wounds, but its weapons have also undergone an upgrade, and there is even a new option – the death ray – which you can take in place of the gauss flux arc.
The Deathray is basically going to be a short-range more consistent form of the Lascannon. The Gauss Flux Arc is the replacement for the Death Ray which looks to probably be a cheaper weapon. Although six shots at S5 -2AP at 15″ isn’t bad for one gun.
Ophydian Destroyers
These guys look great. An amalgamation of the old wraiths and the new destroyers. A great new addition to the fear-inducing Necron lineup.
As far as deepstriking, melee machines go these are beaters. At 5 power level, they won’t be too expensive, and for what you get they will almost certainly be worth it mucking up the enemy lines.
This horrifying breed of burrowing Destroyers comes complete with a multipart Plasmacyte in the kit. Well, we say ‘burrowing’, but rather than tunnelling underground in the traditional sense (Raveners, we’re looking at you), these murderous machines tear their way through the veil of reality from their own pocket dimension to slice and dice their prey!
(includes the Primaris Lieutenant or Necron Overlord)
Psychomancer
This Necron character is another walking fear-monger-er. Although this time instead of just looking the part, it also was some fear-related abilities as well.
One such fear ability, we got to see during the preview. Nightmare Shroud is simple enough if enemies are within 6 inches of this unit they get -1 leadership and -1 to combat attrition. Solid and simple, hopefully, its points/datasheet will justify taking him so we can see more of that spectral goodness.
Chronomancer
Another new character coming is the Chronomancer. A dastardly Necron who likes to manipulate time and space. How quaint…
With the flavor of time-bending, their special ability helps to make it easier for your models to avoid fire. if a unit with within 9 inches you can choose it to re-roll charge rolls and get a 5+ Invulnerable save until your next command phase.
We saw some of these rules when the revised Cryptek datasheets were spotted awhile back.
Flayed Ones
With a revised datasheet for the new edition, the Flayed Ones’ long flayer claws can shred armour with even greater ease, as they now strike with an AP of -1. And as one would expect for a unit whose rather gruesome modus operandi sees them cover their metallic bodies in a macabre second skin made from the flensed flesh of their victims, they’re at their best when killing squishy stuff.
Thank the gods! That old resin Flayed Ones kit is finally getting updated to plastic! What better time to do it than with a Necron lineup overhaul?
As is common with flayed ones who like to destroy all organic life, they get bonuses to non-vehicles. All unmodified 6s to hit against non-vehicles grant an extra hit! When all a model does is slap in melee, this may come up more than you think.
The Flayed Ones and the Silent King may be the start of solid force at least in the lore for the new Necron Codex (and perhaps the rules), we covered why back when the first previews hit back in May.
Necron Army Wide Rules:
So this is very interesting. This is a lot to talk about but here are the main talking points.
- For every model that died, add a D6 to the pool for each wound the model had
- Each roll of a 5+ is counted as a success
- You can only modify the roll by +1/-1 (still a 4+ reanimation isn’t bad!)
- Models brought back aren’t counted toward Morale
For example, If you have a squad of three Skorpekh Destroyers and two die, once your opponent is done with shooting at them with a unit, you’ll total up the total wounds of all dead models. In this case, there are six wounds. Roll 6D6 and count each 5+. If you have enough 5+ dice to match the full wound any of the re-animating models, you can bring them back.
Overlords Get New Command Protocol Mechanic
Something brand-new for Necron Overlords to unleash upon the galaxy are command protocols. Before a game starts, you secretly assign one of the six protocols to each of the first five battle rounds. Then, when you reach the relevant battle round, you choose from one of the two directives associated with the protocol to be active for that round and any unit within 6 inches of a Necron Character can benefit from it.
This looks like the Necron’s version of Space Marine’s Doctrines although it’s not a perfect comparison. You’ll need an Overlord (or three) because with these guys being the lynchpin for Command Protocols they’ll probably have a big target on their back.
For example Protocol of the Sudden Storm gives you the ability to either gain an extra inch of movement or keep a unit open for attacking while performing an action (like Raising the Banners) for example.
Necron Dynasty Rules
This was the leak we saw from a user on Reddit. Now though you won’t have to strain your eyes to read them!
These are basically their version of “Chapter Tactics” a cool way to give each army a little something extra. Let’s dive into the rules!
Necron Dynasty Rules – Szarekhan:
Getting a FNP against mortal wounds is pretty nice considering just how many armies can inflict them now. It’s not game-changing but it’s something. Rerolling a wound roll with each unit is very helpful, especially when firing with your high damage weapons. Just don’t get too mad when you roll two 1’s in a row! Lastly, being able to select both of the command protocols for the Undying Legions is pretty sweet! Overall, this Dynasty seems like a good all-around choice, without too much specialization in one area.
Sautekh:
This Dynasty looks like it will be all about the big units, with both rules being beneficial for large units with Rapid Fire. Rerolling morale can be useful if you’re playing large blobs of Crons, hopefully, that can save them from all running off the board. Maybe you roll that miraculous 1 on the reroll when you really need to. Extending Rapid Fire to 18″ can be super awesome for large units as well. This means you won’t have to get your Warriors and such quite so close to unleash a devastating volley. Lastly, getting both command protocols in the Conquering Tyrant could really make a difference.
Mephrit:
Extending the range of your weapons, even by three inches can make a big difference. Especially when you also get extra AP at half range. The other thing to consider is it adds 1.5″ to your rapid-fire range as well. So when you Rapid Fire you get double shots and an extra -AP, not too bad. If you’re always playing against armies with tons of tanks and armor, this would be worth trying out.
Novokh:
This one is more specialized for Close Combat. If you love playing a little bit different Necron army with tons of CC troops, you basically have no choice but to pick this Dynasty. Don’t think we’ll see this one get a ton of play, but adding 1 to the charge rolls and adding AP is a nice little power spike. Especially now with all the terrain rules and having to declare and make it to all targets, who knows maybe the inch makes the difference.
Nephrekh:
This one is pretty interesting. Giving every model in the army a 6+ invul will on average save %17 percent of models who don’t get their normal save, not crazy but helpful. This one also adds tons of speed to an army by always adding 6″ to a unit’s move and ignoring terrain can help you get on objectives your opponent thought were out of reach. Also ignoring terrain when falling back can be very nice.
Nihilakh:
This Dynasty is all about controlling objectives. Counting double for Ob Sec can be seriously awesome. If you’re on an objective with this dynasty the enemy will have to have more than double your units close to claim it. And giving Ob Sec to everything in the army should not be underestimated, if two vehicles contest, this Dynasty’s always winning. The armor pen ignoring rule is pretty meh. Can be helpful but other armies just have that without stipulation. But the first rule may be good enough to overpower the second.
Making Your Own:
It looks like you can make your own dynasties as well. You get one trait from the Dynastic Traditions and One From the Circumstances of Awakening. They just previewed two, for now, so we’ll have to wait and see on the others.
What We Know About Protocols:
Something brand-new for Necron Overlords to unleash upon the galaxy are command protocols. Before a game starts, you secretly assign one of the six protocols to each of the first five battle rounds. Then, when you reach the relevant battle round, you choose from one of the two directives associated with the protocol to be active for that round and any unit within 6 inches of a Necron Character can benefit from it.
This looks like the Necron’s version of Space Marine’s Doctrines although it’s not a perfect comparison. You’ll need an Overlord (or three) because with these guys being the lynchpin for Command Protocols they’ll probably have a big target on their back.
For example Protocol of the Sudden Storm gives you the ability to either gain an extra inch of movement or keep a unit open for attacking while performing an action (like Raising the Banners) for example.
Speaking of Protocols, here is the Protocol of the Conquering Tyrant. Directive 1 adds extra range to your lords’ aura abilities. Your Lord’s Will, My Will Be Done, and Rites of Reanimation all get extended by 3 inches as well! Directive 2 allows units to shoot after falling back at -1 to hit. Both are solid options depending on your situation.
Units are affected by these new Necron protocol rules when within 6 inches of your characters and you select a directive each round after choosing a Protocol at the start of the game.
Necron Stratagem Rules
Techno-Oracular Targeting seems super strong. For only a single CP, you can get some serious mileage out of it. Imagine having a vehicle or character with a high-damage weapon shooting at a greater demon and wounding on 4s. Well, know you can make it an auto wound!
Play this when your Reanimation Protocols haven’t been as successful as you would have liked. Just when your opponent thinks they have an advantage, your dead Necrons return to the fray.
Upgrading an Overlord to a Phaeron and getting double value out of My Will Be Done seems super worth it for only 2 cp before the battle.
Sometimes your Scarabs are just outclassed, well, almost always. But sometimes it is too much and in those cases, you can sacrifice a Scarab model to get in some guaranteed mortals. If Scarabs are played, this will almost certainly be as well.
To be able to “warp” out a destroyer unit and redeploy them seems super strong. It will certainly require constant thought from your opponents if you are playing the Ophydian Destroyers.
Not only is this a flavor win, but its also just good. Being able to shoot normal at any time then suddenly dealing AoE mortals around a target for a single CP is very good. Especially when an enemy is death-balling or has lots of characters near each other.
This is a 1 CP 50-50 psychic deny. This is actually super strong in the right fight. Orks with a huge, buffed spell? Nope, 50-50 deny the extra buffs don’t matter. Is a big Magnus smite coming? 50-50 it. For a single CP this is extremely strong.
There was also some power and points shown for the Cryptek Items. Not really much to say here, 15-30 points per item seems decent considering what you can get from them. Crypteks have a ton of options so keep in mind you pay for the flexibility, take advantage of it!
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What are your thoughts on all the new Necron codex rules? What will you be taking max squads of when their codex drops? Any plans for which dynasty you’ll play?
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