Weighing in as one of the longest and most complex datasheets in the game, its hard to get adefinite read on him by my impression is that hes incredible. The Skorpeh Lord is pricier and slower, but has a far more flexible offensive loadout in exchange. Brief content visible, double tap to read full content. Great job past me. Their effect has also changed, with The Lords Will now handing out hit re-rolls of 1 to a single CORE unit per turn. Dispersion Field Amplification a trend across this and the Marine book is that anything giving unit-wide 3++ is right out, so this one was naturally on the chopping block. Theyre also faster than the rest and can FLY. Hit someone with a gauss destructor? This is basically justgood. Canoptek Doomstalker 140. These are basically three-part buff relays that deploy in your own zone, but can be slowly teleported to other parts of the board by a Cryptek. With Ctan in general just being all round great, expect to see these a lot more. You want: Ive definitely already noticed this impacting my list-building choices, and itll also have a big impact on positioning during games, as theres going to be a real trade-off in some turns between staying in range for protocols or going out hunting. Hes got all the buffs and auras youd expect of a Phaeron, but all of these effect NECRON CORE and TRIARCH PRAETORIANS. They get some buffs, gaining T5 at base and having their gauss option go up to 30 range, but the downside is that Tesla is way weaker than it used to be, only triggering on an unmodified 6 and here having a 2PPM price premium. Add in the ability to useWhirling Onslaught to protect them and you have a premium unit thats going to be filling the Bladeguard role in the Necron army extremely well. There is a list of six of these, each with two effects, and after deployment butbefore the first turn roll-off you choose five of these and assign one to each of the five battle rounds of the game. When Ive taken it in the past its almost always been on Crypteks, and while I think a vanilla Lord probably still benefits from the extra durability, I dont see it winning out over the good stuff. With Reanimation making infantry blocks more attractive again, slapping the abiliy to get them into positionfast at the cost of your first turns shooting, along with making them tougher to take down with heavy fire, is fantastic, and there are plenty of other units that are perfectlyhappy to have a 6++ randomly slapped onto their profile, Destroyers, Scarabs and Tomb Blades coming to mind in particular. Tomb Blades and Annihilation Barges really come into their own, while using large numbers of gauss flayer equipped warriors to leverage the various strats that boost rapid fire weapons also feels like a potential option. The Nanoscarab Casket gets a big old sidegrade its effect is way less good (2W rather than 1 from living metal) but its no longer tied to a piece of wargear exactly one unit can take. A whole host of exciting new options awaits budding Phaerons, while a whole bunch of existing units get gigantic shots in the arm, and the net result is that the faction feels incredibly exciting for the first time inwell ages. They can deep strike (very nice with the wound rate limit), has built-in -1 to hit (sure), and in his most eye-catching ability can enact a Grand Illusion at the start of the first battle round. Vehicles arent a huge part of the meta right now and you do want them around to get the most from this guy, but theyre no slouch otherwise and Im certainly still going to pick him up as the worlds number one Ctan appreaciator. Without further ado, lets get on with the show its going to be a big one. The former is probably more of a problem than the latter for how youre going to use these, just saying. Technomancer, Cloak, Phylacterine Hive 100, Troops Rather than turning off Auras (theoretically good, clunky on a slow model in practice), now once per game when an opponent tries to use a stratagem you can just say no, it isnt activated (so no CP are spent) and cant be used for the rest of the battle round. Theyre fractionally more expensive in support of all of this, but not enough so that they arent easily the second most interesting after the Technomancer. I expect you mostly take either the Sautekh, Nephrekh or Szerakhan ones on your Warlord, buy your biggest melee nastyEnduring Will and maybe throw outThrall of the Silent King when you have a use for it. Theyre about to have a bad time. Skorpekh lord & Destroyers. 34 generic stratagems and one for each named Dynasty. Re-rolling morale is also kind of only OK Necrons tend to either be fine or dramatically past the point where a re-roll will do that much. They comes with a standard-ish hero statline, and has two buff effects My Will Be Done (MWBD)and Relentless March. Codex: Necrons (9th Edition) navigation search Games Portal Warhammer 40,000 Necrons Portal Description The Necrons are a deathless race of alien androids, rulers of the galaxy in a long-forgotten era. The Necrons are a deathless race of alien androids, rulers of the galaxy in a long-forgotten era. Honourable Combatant is fixed at 2 extra attacks rather than d3, but also otherwise stays stable. Games Workshop Warhammer 40,000 Codex: NECRONS. Dimensional Destabilisation replaces Wrath of the Ctan with effects unchanged, buffed by only costing 1CP on a non-TITANIC shard. The Nightbringer gets an extra base attack and point of S compared to all the others and has a sweep attack, allowing him to throw out 12 S7 AP-3 D1 attacks when needed. They have T7 and 9W each, which isnt massive, but all have the Necrodermis rule, giving them a 4++ and meaning they cannot take more than three wounds in a phase. These have the same statline as in Indomitus (i.e. All together, very useful. A bunch of rules in the Necron Codex work based on a set of common keywords that turn up across multiple units. Expert observers may recognise that as free, reliable Vect which is quite the thing. Scarabs are still fine as space fillers (and you can take them in 9s again), and thanks to all the boosts to Canoptek and melee can actually do some legitimate damage in some situations. Thank You, Patrons. You can use the tokens left to buy back whole models. They also keep their deep strike strat, which is also slightly buffed, keyword restrictions changing slightly with the effective net result that it can now be used on Wraiths. Announcing The Goonhammer 2023 Global 40k Campaign. I started a Necron Army in 8th to provide an alternative option for events, but that never really came to fruition outside of occasional skew list outings due to how weak the 8th book was. Whats a review without a couple of lists? Upload PDF to create a flipbook like Codex-Necron-9th-Edition now. We start strong with theTechnomancer, and while a lot of these are cool, this guy does a tonne of stuff supporting multiple archetypes. The Doom Scythe, once the terror of all the foes of the Necrons, probably ends up on the bench for now. Whether its enough to make you want to take him over Imotekh (who is much more deadly in his own right) is an open question, but the fact that Im even asking that question is animpressive uptick from last edition. Is it worth your slot? Well dive into the specifics of the new version of Reanimation in a second, but it just being everywhere without you having to think about it now is great. For Necrons specifically, extra warlord traits help because of the mandate to make a NOBLE your warlord. In 9th Edition, you have to roll a five up for every wound the model has. Removed Stratagems Want a unit that can one-round Mortarion, Magnus, Ghazghkull, probably even Big Bird (though abilities that reduce attack damage characteristics do still work, so maybe not quite that last one)? Reanimation has been the signature move of Necrons for most of their existence, but in 8th it was bluntly terrible. The new codex features Dynastic Codes for six Necron empires, including the Szarekhan Dynasty for the first time, along with options to create your own. Not to mention the Silent King himself. It gave a chance for dead models from your units to get back up at the start of your turn, which was cool in theory but in practice ran face-first into the lethality of 8th. Since thats 5pts cheaper than the other options its worth a serious look now, and this unit ends up sufficiently all-roundgood that almost every build is probably worth it somewhere (even gauss given how much the book pushes rapid fire). The targeting relay, allowing other units to re-roll hits of 1 against whatever it shotdoesnt gain a CORE restriction, so its a powerful tool if youre bringing any big guns on vehicles or constructs. Still a mixed story overall, but better than the warlord traits, with the addition of theVoltaic Staff being a huge boon, and theVeil andOrb having plenty of serious use cases. Theres an absolute abundance of riches here, so lets start with some simple ones. C'tan are terrifying! There are some abilities that mess with this in a positive way most notably the resurrection orb. Disruption Fields (+1S) is now CORE only, meaning its most likely to see use by Novokh to let big warrior blocks punch above their weight by adding +1A as well. Its a shame for Necron players because it would have been very good with this new rule, but honestly probably a bit much given the power in the book. Slight price drop, gain the CORE keyword and dont pay a premium for their Tesla, unlike Immortals. Other Ctan? Ghazghkulls ability? Finally, the last one that hurts Extermination Protocols, a huge crutch for the army as was, takes a big hit its now wound re-rolls only and costs 2CP. SINGLE PAGE PROCESSED JP2 ZIP download. Choosing to draw a whole detachment from the same Dynasty allows units in that detachment (other than Dynastic Agents and Ctan Shards) to benefit from a Dynastic Code, boosting their capabilities. Strictly Necessary Cookie should be enabled at all times so that we can save your preferences for cookie settings. The old trick of Deathmarks to intercept deep strikers has now also been re-packaged as a stratagem available to both them and the new Hexmark Destroyer. Enduring Will (-1D) is unchanged andEternal Madness(re-roll melee wounds) is improved very mildly, now being always on rather than just in the first round of combat. However, there are fewer easy modifiers to it than before. Also, theyre the biggest thing you can blip back into life with thePhylacterine Hive, a sure-fire way to crush your opponents dreams. Nearly to the units, I swear. The extremely aggressively-costed Canoptek Doomstalkers are good for this, as are single-model Heavy Lokhust units with the gauss destructor, Plasmancers and Chronomancers. Keep any tokens where you rolled a 5+, and discard the rest. Thanks a ton for presenting this to us, $50 for a book is a bit much. Theyre packing another extremely useful buff, allowing you to select one unit within 9 in your command phase to get charge re-rolls and a 5++. These gain the same T5 as Immortals (nice) and have their guns re-vamped, now being more conventional sniper weapons at heavy 1 36, though having a decent S5 and AP-2. Hilariously, I think if there is a list that uses these theres a good chance that its three of them stick the pre-game move and ObSec on a full super-heavy detachment of them, zoom them up the board and start ramming and eating anything sitting on objectives. Phaerons Will Replaced by a pre-game upgrade. Speaking of which. Also able to deep strike natively and intercept withAetheric Interception, they seem like a reasonably plausible tool for holding a home objective while projecting some threat in some lists, though investingenough points into them to make them worth it could be a tough ask. I think this will see experimentation it may turn out not to quite work, but this is such an out-there capability that it needs to be properly looked at. You have three Doomstalkers and their Technomancer buddy move into postition at the back and start blasting, while Szarekh and the rest of the army roll up the board to crush all those that oppose them. [2], Warhammer Community: The Warhammer 40,000 Launch Party Preview (Posted on 25/07/2020), https://wh40k.lexicanum.com/mediawiki/index.php?title=Codex:_Necrons_(9th_Edition)&oldid=504269, The history of the Necrons from their ancient origins to the Era Indomitus, Stunning art that brings the lore to life, A showcase of incredibly painted miniatures to inspire your own collection and colour schemes, Crusade rules that let you develop your Necron army in thrilling narrative campaigns, Special abilities and bonuses like Command Protocols for your Necron forces, Datasheets for Necrons units for your reference. Necron Cryptothralls. Representing the strict operational hierarchy of Necrons being coded into their very beings, you are now restricted in how you choose your warlord. Expect to slam this button a lot now. Up to three objectives in no-mans land get selected (one by you, two by your opponent) and one or more CORE and CANOPTEK units in your army can perform an action on them lasting from the end of your movement phase to your next command phase, as long as there are no enemies within range when you start. All of the rules needed to build and field a Necron force in a Warhammer 40K table top game. Quantum Deflectionalso gets re-done to account for the changes to Quantum Shielding, now improving the invuln granted to 4++ for a phase. After that, Transcendant Ctan are kind of a climbdown. The tradeoff for all of this is that you have to think ahead. This is a very cool ability. Over in the land of fallen nobility, the Lokhust Lord returns from the old codex and the Skorpekh Lord from Indomitus. Competitive Innovations in the Mortal Realms: Fyreslayers and Gitz hit the big time, Stat Check Episode 33 Inner Circle, Over-rep, Competitive Innovations in 9th: Peak Warhammer pt.1, Vadinax Update, Week 5: February 28, 2023, Arks of Omen Faction Focus: Genestealer Cults, Kings of War: Day 2 at Clash of Kings Australia 2023, Infinity Tournament Report: St Albans Smackdown Satellite, Feb 23, Goonhammer Historicals: The Flower Wars: Combat, Goonhammer Historicals: Getting Started in Ye Olden Medieval Times, Tale of Two Noirs: Hard City and Crescendo of Violence RPG Reviews, Hammer of Math: Brutalis Dreadnought and Desolation Squads, The End and the Death, Part One: Goonhammer Review. Emergency Invasion Beam No longer needed because of changes to how the Night Scythe and Monolith work. . I would also probably try 10 flayers/10 reapers in any list where i was planning on leaning on mobility tricks, such as using Relentlessly Expansionist to push up the table. Adding to that, wandering around in a group of three is great for them, as they essentially getFor the Greater Good, so anything charging any one of them risks catching a doomsday blast to the face. While it hurts some units, most notably the large Destroyer squads that were staples of older builds, Im reasonably convinced that the payoff in making the core 1W infantry much, much better is worth it, and it being rolled out for free to a bunch of Canoptek stuff is just gravy. All of the Named Characters from the previous edition return, and theres quite a few upgrades. Download. The magnificent aerial command unit also has a Tesla cannons trapped underneath, so is a good unit to proc Malevolent Arcing. However, if you need something,anything really dead, use the big swing. Pre-owned Necron Datacards for 9th Edition Warhammer 40k. There are four here and three of them are at least plausibly pretty good and one is niche. Hes the boss. Thats especially true because the teleporting is delayed till your next turn, so your opponent has plenty of time to screen it out. Codex: Necrons really stands out from the other books of the time. The Canoptek Control Node is more of a build-around, giving a 6 aura of +1 to hit for CANOPTEK units. TheAnnihilation Barge remains as forgettable as ever. That nets out to being more reliable against small stuff and less reliable against Knights and their ilk, a definite sidegrade. I could be wrong here, as the flexible offense is decent, but I dont expect these to feature in top lists in anywhere near their previous numbers. It does now come with the tradeoff that you cannot shootat all after doing it, but a further upside is added in that the move-through-stuff effect also triggers on falling back, meaning that its almost impossible to trap this army in combat. At only 140pts each, you can get three of these down at a scarily low total, and their combined firepower is horrific, not even being terrible against hordes thanks to Blast. Theres also a couple of notable downgrades. One thing thats going to be interesting going forward is to see if TOs actually allow these in GT2020 events prior to more armies having access to them. However, it now ignores any ability that lets the defender ignore wounds, letting you cut straight through Iron Hands, Death Guard and whoever else you feel like, and its a nice toy to have kicking around. Contact us Invite friends Gifts Scribd for enterprise Support My hot take is that the Dynasties fall into three tiers, roughly looking as follows: On to the next exciting topic Necrons get a mighty 12 more stratagems than they did last time around, including a mix of returning favourites, some improved, and whole new tricks. The good news is that the other effects here are considerably more attractive. Once you've read the lore, you can build your army using a vast suite of rules that bring the Necrons to life, with rules for the dynasties (including ones of your own creation! Early on his annihilation beams make a mockery of many vehicles, while mid-game he throws out a good volume of shots. Thats enough that 10 of these are a real worry for enemy characters, especially as theyre base BS2+ and can be further buffed thanks to being CORE. When it stays still its guns now get a tonne better, making them actually pretty potent (though lacking in AP), and the gravity pulse is now a targeted effect that slows down fliers and can put mortals on planes. Like any per-attack re-roll effect (and for what its worth, only gettingeither the hit or wound appears to now be the standard), you get the most benefit from this when you stack up units with a few powerful shots. Theyre pretty cheap and throw out damage and mortals (slightly more efficiently with increased range on the mortals and the ability to do so after advancing), Thats kind of it and theyre kind of fine I do wonder, now that people can have lots of these, if stacking them up might turn out to be OK, especially as Szarekhan to lean on the re-rolls. Whats good for Wraiths, sadly, ends up bad for our last entry, the Ophydian Destroyers. The better news for it (Obelisk and Vault too) is that it gets a base 2+ save, which goes a decent way to making its lack of an invuln less of a problem. Necrons feel like theyre going to reward players who really get to know their army. Relentless March gives any CORE units that start their move within 6 an extra inch of movement if they make a Normal Move or advance. The hierarchy goes: If you have multiple models at the same tier you can choose between them, and if you havenone of these you can pick who you likebut lose access to Command Protocols, so probably dont do that. Top marks. Zandrekh himself has a surprisingly good go at achieving that, as both his special abilities have been changed favourably. Its the statline thats the real gold though. The Szarekhan dynasty feel like they favour ranged war machines. I think these are probably good now, it just baffles me what the criteria for not being CORE is. The Warlord trait feels like the better of the two things here simply because Szarekhandont feel like the Dynasty that wants to go heavy on CORE units, but its nice to have the option. They also have a very swingy ranged attack. Running three singles with the big gun in Szerakhan isextremely funny, but having thought about it I suspect the main other place you might see multiples of these is in Mephrit. This has a lot of potential because of the wholly within rider there are going to be a lot of missions where you can quite comfortably keep the enemy out of two quarters as long as youre keeping with the damage pace, and its honestly a big surprise that you can max this completely in turns 4 and 5 if you table your opponent on your fourth turn. Repair Subroutines Not needed now that all Canoptek have RP by default. Thats all that really needs to be said about that, and Dimensional Translocation is just a consolidation of a bunch of effects that would otherwise have been printed on lots of sheets, so again we dont need to go deep on it. In order to use Command Protocols the following has to be true: As long as you meet the first two conditions, then before the game you prepare command protocols. rdjohnson1993 http://anyflip.com/luhiy/whxe/ Download PDF Share Related Publications However, once you start moving then you dont get to shoot the big gun as effectively, and its all a bit confusing. I will try and maintain my objectivity theres some stuff here I still think misses the mark but this is going to be more effusive than my normal fare becausemy army might actually be good now. Gain the CORE keyword and dont pay a premium for their Tesla, unlike Immortals faster than the latter how! Biggest thing you can use the big swing flipbook like Codex-Necron-9th-Edition now its... So is a bit much on with the gauss destructor, Plasmancers Chronomancers! Observers may recognise that as free, reliable Vect which is quite the thing but also otherwise stays stable tradeoff. 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