Necrons 9th Edition Codex Leak Compilation

Sep 28, 2020

Time for another leak and rumor compilation, this time we have Warhammer 40k Necrons 9th edition codex, rumors, leaks, previews. As with the other compilations the A running compilation of rumors, leaks, sneak peaks for Necrons 9th edition codex. With new rules, point adjustments, stratagems and units. Compilation will feature both Games Workshop community info and any Internet leaks and rumors as they come!

Check back everyday as new leaks and rumors for Warhammer 40k Necrons 9th edition codex will be added, without notification.

Pre-orders: October 5th 2020 Release Date: October 12th 2020 

  • Necrons 9th edition codex: $50
  • Lokhust Heavy Destroyer: $40
  • Canoptek Doomstalker: $35
  • Silent King: $150
  • Cards: $25
  • Dice: $35

POINTS

necronpoints

Army Wide Rules

  • Reanimation Protocols: A chance for models to get back up after they die, appearing on all multi-model units, even Canoptek units that missed out before.
  • Command Protocols: A set of special rules that activate one-per-turn and grant your characters buff auras if certain conditions are met: Every unit in your army that isn’t a C’tan Shard or a Dynastic Agent has to be from the same Dynasty. Your warlord has to be a NOBLE. 
  • Dimensional Translocation: A generic rule for all units that can deep strike in the reinforcement step. It’s the standard 9? distance, and it’s nice to see it codified centrally.
  • Living Metal: Wounded models with this ability regain 1W in your command phase. All multi-wound units get this, again including Canoptek units like Wraiths and, C’tan.
  • Quantum Shielding: 5+ Invaluable save and can only be wounded on 4+

Army Specific Secondary Objectives

  • No Mercy, No Respite gives you 3VP when a NOBLE destroys an enemy unit.
  • Purge the Vermin from turn 2 onward, you get 2VP for each table quarter that there are no enemy units wholly within.
  • The Treasures of the Aeons is another one with powerful mid-late game scoring potential. After deploying, your opponent picks three objective markers, and at the end of your turn you get points for holding those – 2VP for 1, 3VP for 2, 5VP for all three
  • Ancient Machines Up to three objectives in no-man’s 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. Each time you complete this, you get 3VP.

Stratagems: 

  • Stratagems that are gone: Adaptive Subroutines, Amalgamated Targeting Data, Dispersion Field, Amplification Emergency Invasion Beam, Phaeron’s Will, Repair Subroutines, Gravitic Singularity
  • Dimensional Corridor: Teleport a unit to a monolith.
  • Judgement of the Triarch: +1 to hit for TRIARCH unit. Probably a lot more relevant since these are really good now!
  • Resurrections Protocols: get a character back up on a 4+.
  • Strange Echoes: replaces Cosmic Powers
  • Dimensional Destabilization: Wrath of the C’tan with effects unchanged
  • Self-Destruction: comes back, with the extra upside of doing 3MWs on a roll of a 6 rather than just d3
  • Disruption Fields: (+1S) is now CORE 
  • Stellar Alignment Protocol, a replacement for Damage Control Override, now costs 2CP for TITANIC.
  • Extermination Protocols: now wound re-rolls only and costs 2CP.

New Necron Dynastic Codes

  • Mephrit

    • +3? weapon range

    • Half range: AP better by 1

    Novokh

    • +1 charge rolls

    • AP better by 1 when charged

    Szarekhan

    • 5+++ for MWs

    • Re-roll one wound attack per unit

    Nephrekk

    • 6++

    • Advance is 6? and counts as translocate

    • Fallback and translocate ignore models

    Nihilakh

    • Everyone has objective secured (or counts as +1 model)

    • Turn AP -1 into AP 0

    Sautekh

    • Re-roll morale

    • Rapid-fire is now double shots in 18?

C’tan Powers:

  • Antimatter Meteor: Throws mortal wounds at the nearest enemy within 24?. Now only goes off on a 3+ rather than 2+, but does 3MWs base and 3+d3 on a 6.
  • Times Arrow: Instantly deletes a model if you roll against the unit’s wounds characteristic. Now tests against the lowest characteristic rather than the highest, helping in a few fringe cases.
  • Sky of Falling Stars: Roll under the number of models in up to three units to do d3MWs to each. Stays the same for regular C’tan, the Tesseract Vault now does an automatic 3MWs.
  • Cosmic Fire: Roll for every enemy unit within 9? and deal d3MWs on a 4+. Just like the above, the Vault now does a flat three rather than getting +1 to the roll. 
  • Seismic Assault: Roll for each model in a target unit, and deal mortals on 6s. Now capped at 10MWs, and Vaults still get +1 to the rolls.
  • Transdimensional Thunderbolt: Pick an enemy unit and deal d3MWs on a 2+, then splash to nearby units for 1MW on a 4+. Notably improved with only needing a 2+ for the original target, and the Vault now gets a bigger splash rather than +1 on the splash roll.

Points In French, but you can figure it out!

Random Rules

  • Quantum Shield : is now a 5+ invulnerable save and on top of that, you ignore unmodified wound roll of 1/2/3.
  • Doomstalker : has a 4+ invulnerable save. It can overwatch à la T’au, which means he get to shoot at ennemy units which charged a friendly unit within 6″ of the Doomstalker. He can fire at it with the “big profile” of its weapon (forgot its name). Does not have QS.
  • Canoptek units : they now all have RP.
  • Rites of Reanimation : each Necron unit can only be targeted once by Rites of Reanimation. Select a Necron unit : D3
  • Necron Warriors are revived or 1 model if it’s not a Necron Warriors unit.
  • Monolith is 380 points with 4 “mini Death Rays”. Silent King is 450 and Ctan of the Void Dragon is 350.
  • Silent King at 450 and Shard of the Void Dragon at 350 is rough. Shard of the Void Dragon would be almost twice the cost of Deceiver, over twice the cost of Nigthbringer, and 140 points more than Transcendant C’Tan. I’m pretty sure I’d rather take more C’Tan shards for the price. Void Dragon’s cost should be confirmation that he has the “character” keyword.
  • Monoliths at 380 points would firmly relegate them to the shelf zone, and it’s the one leak that I question the most as it’s a 110 point increase after they went down 30 points in CA2020.
  • Royal Court:
    • If the silent king is in your army, he must be the warlord.
    • If not, if you have a Phaeron, he must be your warlord
    • If not, if you have a “Tetraque” he must be your warlord
    • If not, if you have a Dynasty character, he must be your warlord
    • If not, choose warlord normally
  • Monolith is now a Lord of War option.
  • Orb of Eternity
    “Figure with an orb of resurrection only. this relic replaces an orb of resurrection. once per battle, in your Command phase, the wearer can use this relic. In this case, choose a friendly <dynasty> unit 6 “from the carrier, not in its initial strength and whose resuscitation portocoles have not been triggered at this phase. the resuscitation protocols of the unit are triggered , and all destroyed models in the unit begin to reassemble. Also, add it to the result of each of those reanimation protocol tests.”
  • Nanoscarab Casket Each time the wearer uses their living metal ability, they regain an additional 1 lost wound.
  • The Infinite Arrow figure with a tachyon crossbow element. this relic replaces a tachyon crossbow and has the following profile: The infinite arrow 120″ assaults 1 16 -5ap 6d Abilities: The wearer can only fire this weapon once per battle.
  • Veil of Darkness: “Once per battle, in your movement phase, the wearer may use this relic. in this case, the wielder’s unit and up to a friendly Core <Dynasty> unit within 3 “of the wielder may be removed from the battlefield and replaced there anywhere more than 9” from any enemy models. if two units are returned to the battlefield using this relic, they must be within 6 “of each other.”
  • Voltaic baton figurine with a stick of light element. this relic places a stick of light and has the following profile: Voltaic baton[shooting] 18″ assault 4 s6 -2ap d2 Voltaic baton [melee] melee melee +1s -2ap d2 Skills [shooting]: With each attack of this weapon, an unmodified hit roll of 6 causes 2 additional hits.
  • Reap the Nether figure with a null scythe or a fauchard only. this relic replaces a nether scythe or a fauchard and has the following profile:Reap the Nether melee melee +2s -4ap 3d Abilities: With each attack of this weapon, the rules for ignoring injuries cannot be used.
  • Spempiternal weave Nobel infantry figure only. add 1 to the wearer’s toughness and wounds characteristics.
  • the conflagrator’s gauntlet this relic has the following profile  the conflagrator’s gauntlet 12″ pistol 1 – – – Skills: with each attack of this weapon, the attack automatically hits the target. instead of making an I of injury, roll a d6 for each model in the target unit: the unit suffers 1 mortal wound for each result of 6 and the attack squience ends.
  • Star Conduit mephrit figurine only. this relic replaces a relic Gauss flashlight and has the following profile: Star Conduit 36″ rapidfire 3 s6 -2ap 2d
  • The ruler’s diadem nobel szarekhan figurine only. the wearer has the following skills:
    – Command Wave Amplifier (Aura): As long as a friendly Szarekhan unit is 9″ from the carrier, it benefits from the chosen directive of your army’s active command protocol as long as it is 9″ away from the carrier. necron friend character figurine (c’tan echarde figurines excused), instead of 6″. – Synthetic Cortex Optimaster (Aura): As long as a friendly Szarekhan CORE unit is within 9″ of the wearer, it benefits from the dual directives of your army’s active command protocol, instead of just the one chosen.
  • The infinite mantle nihilakh figurine only. – add 1 to armor saving throws for the wearer. – whenever the carrier is advised to lose a wound, roll a d6: on a roll of 6, the wound is not lost.
  • The scythe of blood Novokh figurine with a scythe of nothing or a fuachard suelement. this relic replaces a scythe of nothing or fauchard and has the following profile: Blood scythe melee melee +2s -4ap 2d Abilities: Each time the wearer fights, he makes 2 additional attacks with this weapon.
  • the winner’s mask sautekh figurine only. At the start of the combat phase, you may choose an enemy unit within 3 “of the carrier. The unit is not eligible to fight in this phase until all eligible units in your army have fought. Solar baton
    Nephrekh figurine with a light stick only. this relic replaces a stick of light and has the following profile: Baton solaire [ranged] 24″ assaut 6 s5 -2ap 1d Baton solaire [melee] melee melee user -2ap 1d abilities: with each attack of this weapon against an infantry unit, if a hit is casused, until the end of the turn the unit is blinded. blind units cannot fire overwatch or prepare for defense (see warhammer 40,000 core book)
  • Ghost ark can make d3 warriors roll reanimation in the command phase.
  • Chronomancer and Plasmancer: 80 and 70 pts respectively before Arkana.
    Chronomancer : Equipped with aeon scepter, (melee weapon)
    Aeon scepter ( shooting) 18” assault D3 S5 -2 AP 1D Blast invulnerable saves can not be made against each attack from this weapon Entropic lance ( shooting) 18” assault 1 S8 -3 AP D3+3D Aeon scepter (melee) S. User -2 AP 1 damage invulnerable saves can not be made against each attack from this weapon (melee weapon) : each time user fights with this weapon, makes 3 extra attacks with it Entropic lance (melee) S. User -3 AP 3D Aeon scepter can be replaced with entropic lance
    Living metal, command protocols Dynastic advisors :
    If your army is battle forged, for each cryptek unit (except dynastic agent) included in a detachment that contains at least one noble unit, a second cryptek unit (except dynastic agent) can also be included in the detachment without taking a tactical role slot Uchronic cape : this model has a 4+ invulnerable save
    Chronometron : in your command phase, you can select a <dynasty> unit within 9” from this model. Until the beginning of your next command phase, you can reroll all charge rolls for the unit, and models in the unit have a 5+ invulnerable save
  • Plasmancer Living metal, command protocols Dynastic advisors :
    If your army is battle forged, for each cryptek unit (except dynastic agent) included in a detachment that contains at least one noble unit, a second cryptek unit (except dynastic agent) can also be included in the detachment without taking a tactical role slot Something Lightning (Aura)
    At the start of the fight phase roll 1d6 for each enemy unit within 6” if this model, on 4+ that unit suffers 1 mortal wound Harbinger of Destruction At the end of your movement phase, if this model has not fallen back. You can select the nearest visible enemy unit with 18”. If you do, roll 3d6, for each 4+ that unit suffers a mortal wound

Rules from New Kit Boxes

 

Warhammer Community Sneak Peeks

It’s not just the Space Marines getting shiny new rules, either. As we mentioned in The Codex Show, Necrons players will also be able to grant their Crypteks powerful items of Arkana at a cost in points or Power, so you’ll have some new tricks of your own to look forward to. 

 

Battle Tactic Stratagems

First up are the Battle Tactic Stratagems. Along with a return of some of the classics such as Dimensional Corridor and Extermination Protocols, comes the incredibly deadly Techno-oracular Targeting.

Use this when firing the transdimensional beamers from your Canoptek Wraiths at high-Toughness enemies and take advantage of that sweet -3 AP and 3 Damage.

Epic Deed Stratagems

If you were the Space Wolves, these Epic Deeds would each get a song sung in their praise. Necrons don’t have time for singing, they’re too busy reclaiming the galaxy using Stratagems such as The Deathless Arise.

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.

Requisition Stratagems

These are Stratagems that you use before a battle begins. Ever wanted to upgrade your Overlord to be the adjutant of their dynasty’s supreme ruler? 

Use this on an Overlord before the battle and ensure that they always have two nearby units so you can give them both that bonus to their attack rolls. Don’t forget that, since it lasts until the next Command phase, it will affect both shooting and close-combat attacks!

Strategic Ploy Stratagems

Just in case all of the others weren’t quite strategic enough, there are the Strategic Ploy Stratagems. Fans of Canoptek Scarab Swarms (and frankly, who doesn’t love the little critters?) will be itching to use the Self-destruction Stratagem.

Play this Stratagem when your Scarabs are outnumbered and outclassed in combat, and you want to take some of your enemies down with you.

Alternatively, if you want to disrupt your opponent’s tactics with some disappearing and reappearing Ophydian Destroyers, use Burrowing Nightmares.

Employ this Stratagem when you need a late-game objective grab. It’s also great for eliciting a real double-take from your opponent. Yes, that unit was right there, and now it isn’t, where’s it going to be next?

Wargear Stratagems

Want to improve your wargear during a battle? Well, the Crypteks have thought of that with the Wargear Stratagems, such as Malevolent Arcing.

Use this when your enemy has clustered all of their forces together to give them a real shock.

Dynastic Stratagems

There is also a Stratagem for each of the six Necrons dynasties in the codex. Anyone who chooses to follow the Silent King and pledge allegiance to the Szarekhan can use the Empyric Damping Wargear Stratagem.

Implement this Stratagem when you wish to dismiss warp-spawned powers with the same contempt that the Silent King himself would.

The Silent King officially returns this weekend, and he’s bringing the new Codex: Necrons with him. We snuck off with it when he wasn’t looking so that we could bring you more information on the Dynastic Codes – including how you can even build your own using the rules in the codex!

The Great Dynasties

The Necrons once ruled the stars, and did so through the strength of their dynasties. The new codex features the six dynasties that were foremost among them, and provides powerful abilities for each, called Dynastic Codes, that help to bring their nuances to life on the battlefield. Here’s a sneak peek at each one.

As the dynasty of the Silent King himself, the Szarekhan have swiftly risen to pre-eminence since the return of the ancestral ruler of the Necrons – even though some phaerons have sought to contest their meteoric rise. The Szarekhan Dynasty wield potent artefacts and weaponry dating back to the zenith of the Necron empire.

Choose this dynasty if… You’re looking to field the ancestral dynasty of the Silent King. Their resistance to mortal wounds makes them especially effective against psyker-heavy armies, while their handy re-rolls when shooting or fighting ensure your deadliest weapons will strike true.

The largest and most aggressively expansionist dynasty is that of the Sautekh. Ruled by the legendary phaeron Imotekh the Stormlord, the Sautekh have long been considered the greatest of the Necron dynasties – a status quo challenged only by the recent surge in power enjoyed by the Szarekhan in the wake of the Silent King’s return.

Choose this dynasty if… You prefer to annihilate your enemies at medium range. Their extended Rapid Fire range and near immunity to Morale tests makes for an incredibly reliable metal backbone of Necron Warriors and Immortals.

Once used by the Silent Kings of old as the executioners of worlds, the Mephrit Dynasty’s history is steeped in the blood of those who would dare oppose the might of the Necrons. To face the Mephrit in battle is to welcome annihilation at their hand.

Choose this dynasty if… You love close-ranged firepower but wish you didn’t have to get quite so… close! To that end, Necron Warriors equipped with the gauss reapers will prove especially devastating with the Mephrit’s improvements to both Range and Armour Penetration.

To witness the fury of the Novokh in battle is to see blood-soaked fury made manifest. Their methods are more akin to industrial slaughter than war. Once battle is joined, the Novokh cut down their foes with mechanical efficiency, carving through the enemy lines without mercy until naught but a charnel house of dismembered meat remains.

Choose this dynasty if… You want to tear your opponent to piec–… ahem, your opponent’s army to pieces in close combat rather than obliterating them from afar. Skorpekh Destroyers will certainly feel at home with the Novokh!

The Nephrekh bask in the light of their crownworld’s trinary stars, absorbing their solar energies with which to fuel the dynasty’s great works. Their phalanxes march to war in gilded bodies of living metagold – a dazzling sight to behold, but one which is soon cut short by deadly volleys of brilliant light.

Choose this dynasty if… You like the idea of a notoriously tough army being even tougher with a 6+ invulnerable save! And who doesn’t like the idea of instant translocation?

Upon awakening from the Great Sleep, the Nihilakh found much of their ancient territory had been plundered. Yet all was not lost, and the dynasty has since regained much of its former power, aided immeasurably by prescience gleaned from the preserved head of the Yth Seer. The Nihilakh remain on the warpath, and will not rest until their fallen realm is fully restored.

 

Choose this dynasty if… You’re looking for a significant edge in matched play with widespread access to Objective Secured.

Birth of a New Dynasty

One of the many cool features of the new codex is that it includes rules for creating your own Dynastic Code, so if you’ve been painting up your gleaming phalanx in your own colour scheme, you can support it with bespoke rules too! All you need to do is pick one option from the available Dynastic Traditions and one from the Circumstances of Awakening list to form your own hybrid Dynastic Code. Here’s an example to whet your appetite.

Warhammer Community’s Rhu has been building his own Necron force, dubbing his warriors the Khuenaten Dynasty.

Dynastic Tradition: Immovable Phalanx

Circumstances of Awakening: Interplanetary Invaders

Rule Them All

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.* We’ll be taking a closer look at those rules tomorrow.

Today, we’re focussing on the range of rules and army-wide abilities that benefit your force regardless of which dynasty they belong to. For example, Reanimation Protocols have always been a huge part in the way that Necron armies play and they have undergone a slight change in the new codex. Your Necrons can still come back from wounds that would take any other warrior out of action, but now you roll when models are destroyed rather than at the beginning of your turn.

This change means that if your opponent wants to prevent you from making any Reanimation Protocols rolls, they’ll have to wipe out your unit in a single attack, which for most Necrons units is easier said than done!

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.

For example, you could select Protocol of the Sudden Storm to be active in Battle Round 4, which you could then use to make a last-minute dash to claim an objective or perform an action AND still use your ranged weapons.


The command protocols offer some exciting tactical options to your Necrons army, and they’re flexible enough to ensure that there will always be a directive that you can take advantage of.

Robotic Reinforcements

It’s not just been the Overlords coming up with new schemes to reclaim their rightful domain – the Crypteks have also clearly been busy, as there are tomb-loads of new units for your Necrons army.

They say that quantity has a quality of its own and that’s especially true when you come armed with six(!) guns. Hexmark Destroyers were once Deathmarks, but now go into battle carrying multiple enmitic disintegrator pistols. 


As if six shots isn’t enough, they get to fire more when they take out an enemy model.


We hear that the Kelermorph has asked to postpone its planned duel with the Hexmark Destroyer…

While not technically a new unit, the Monolith is getting a new model and has had enough of an improvement that Overlords will almost see it as new. 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.

Enemy units won’t want to go anywhere near these fearsome floating pyramids.

It’s not every day that an actual god (or at least the shard of one) takes to the battlefields of the 41st Millennium. With the addition of the C’tan Shard of the Void Dragon to Necron forces, there’s a massive shift in the galaxy’s power dynamics. As you’d expect from the fragment of a Star God, the C’tan Shard of the Void Dragon has impressive characteristics.


When you combine that profile with the power granted by the Spear of the Void Dragon, this C’tan Shard will be easily cutting its way through enemy units in the name of its Necron enslavers.

The C’tan Shard of the Void Dragon also has two abilities that make it extremely difficult to kill. Its Necrodermis lets it shrug off god-killing levels of punishment.


Meanwhile, its Matter Absorption rule means that this fearsome entity can devour the very essence of destroyed enemy vehicles to keep itself fighting.


With devastating attacking power and incredible defensive abilities, the C’tan Shard of the Void Dragon is a perfect fit for almost every Necron army.

Warhammer 40,000: Indomitus introduced a number of brand-new units for the Necrons, two of which belonged to the Destroyer Cult – the Skorpekh Lord and Skorpekh Destroyers. With more Destroyers on their way soon with the new codex, we thought it was the perfect time to investigate more about the nature of the Destroyer Cult, and why some Necrons fear it to be a curse that will ultimately doom them all. Oh, go on, then – we’ll show you some new rules too!

Rise of the Destroyer Cult

The Necrons of the Destroyer Cult are hate-fuelled harvesters of the living, obsessed with the eradication of all sentient beings. The murderous insanity of the Destroyers drives their every thought. They task the Crypteks with modifying their bodies to turn themselves into optimised killing machines.

Quite what first caused some Necrons to show the defining degradation of psyche upon reawakening from their slumber, none can truly say. However, considering that Destroyer Cults have emerged on seemingly every Tomb World, it appears to be a common flaw – and disturbingly so. Worse still, its touch is spreading faster through Necron society than ever before, and some who never previously showed any signs are now succumbing to the affliction.

Destroyers stand apart from the Necron phalanxes who are so unquestioningly obedient to the Necron nobility, for their madness is such that they answer to no-one. On the battlefield, Destroyers are utilised as brutal shock troops, not so much commanded by the noble in charge as unleashed upon their prey. Yet even this act is not done so lightly, for once all their organic victims lie slain, who then will the Destroyers turn their insatiable murder-lust upon?

Destroyer Sub-cults

In the new codex, the Destroyer Cult has branched out into four distinct types – the blade-wielding Skorpekhs, the subterranean, segmented Ophydians, the gunfighting Hexmarks, and the floating weapons platforms that are the Lokhust. As you’d expect from a mass-murder machine, each form of Destroyer is brutally effective in its chosen form of death-dealing, though they also share a common ability that gives them an additional edge when making attacks.

What’s more, the damage output of Destroyer units is even more consistent when in range of their alphas – the fallen nobles that are Skorpekh Lords and Lokhust Lords – thanks to the United in Destruction aura ability.

If you picked up a copy of Indomitus, or the Elite or Command Edition Starter Sets, you’ll no doubt be very familiar with the devastating killing power of Skorpekh Destroyers. And if you saw our mega preview, The Codex Show, you’ll also have seen the datasheet for the Ophydian Destroyers. BUT, you’ve yet to see the grievously powerful weaponry with which the souped-up Lokhust Heavy Destroyer will be decimating its hapless prey!

Well, here you go – these things kick out some serious firepower!

Destroyers in Crusade

The faction-specific Crusade rules in the upcoming edition of Codex: Necrons include some fantastic examples of the impact that the Destroyer Cult is having on the dynasties. It’s even possible for a Necron Lord or Overlord to permanently succumb to the Destroyer curse with this unique Requisition.

Another wonderfully thematic addition is the Mindless Reaper Battle Scar, which sees a Destroyer Cult unit descend even further into ultra-violent psychosis, which is both a blessing and a curse.

RULES

Speaking of the Szerakhan, they’ll be receiving their own Dynastic Code, Uncanny Artificers, which provides them with a significant edge (or three, to be precise!) in the battle. The codex even includes rules for creating your own Dynastic Code, too!

But what’s all this talk of ‘command protocols’? Well, consider it one of the perks of biotransference which enables Necrons of high status to impose their will upon those who serve them. It may sound harsh, but don’t worry – for you, this is definitely a good thing! Here’s how it works…

If your army of Necrons all hails from the same dynasty and is led by a Character with the Noble keyword, then at the start of the game, you can secretly assign one of six command protocols to utilise during each battle round. After revealing your selected command protocol, you’ll need to choose which directive you will activate. Any of your units within 6? of your Characters will then benefit from that directive. With careful strategy and forethought, command protocols can really throw off your opponent while giving you a massive advantage. 

The mysterious Crypteks are about to bring another string to your tachyon bow – OK, so a tachyon arrow doesn’t need a bow to fire, but you catch our drift! In fact, they’re about to bring four strings! There are now four, fully fledged varieties of Cryptek, divided according to their hypertechnological specialisation, and each benefits from their own datasheet replete with a plethora of thematic rules. The Plasmancer that made its debut in Indomitus was just the start!

Furthermore, they can be given an item of Cryptek Arkana for a nominal cost in Power or points, representing the wondrously esoteric techno-magic of the ancient Necron empire. Not only can these items be very handy in a tight spot, but they offer a versatile way to top up or round out your army list. As a master of temporal manipulation, a Chronomancer, for example, can be equipped with a means to slow your enemies to a crawl at crucial moments – but more on them later!

NECRONS ON CRUSADE

One of the most exciting features of Warhammer 40,000’s newest and best-ever edition is the narrative-driven Crusade campaign system. The awesome thing is that every new codex is going to have a section dedicated to providing that faction with loads of new and wonderfully thematic options just for Crusade. We defy anyone to read this section of their codex and not immediately want to start a Crusade campaign – seriously!

You can look forward to faction-specific Agendas, Requisitions, Battle Traits, Crusade Relics and, in the case of the Necrons, even Dynastic Epithets – bespoke titles that offer unique upgrades or abilities. Here’s one such example, The Slow Decay of the Self Requisition, which represents a Character succumbing to the mindless lust for violence embraced by the Destroyer Cult.

If like us, you thought the basic Crusade rules in the Warhammer 40,000 Core Book were already pretty rad, you’re gonna love all the extra narrative goodness in the new codexes!

We mentioned the Silent King earlier, and unless you’ve been slumbering in a tomb world for countless aeons, you’ll no doubt have seen the jaw-dropping model of Szarekh that’s coming soon.

You’ve probably been chomping at the bit to find out what he’s actually like on the battlefield, and we can’t blame you. Well, suffice it to say he’s utterly terrifying. But then, he is the leader of the entire Necron race, is accompanied by two other Phaerons (completing the Triarch) and has the limitless power of a bound C’tan (the Enchained) at his disposal, so that’s fair enough, really! However, we will treat you to a few highlights…

That’s a pretty hefty stat line and no mistake. What’s more, it’s backed up with a whole swathe of special rules, including aura abilities to buff your troops and hamper the opponent’s units. They can also help you destroy your enemies in a variety of ways, improve the Silent King’s durability, and generally make him perhaps the most formidable Character in all of Warhammer 40,000!

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