WestRider Posted January 26, 2015 Report Share Posted January 26, 2015 A dude over on TTH apparently has access to a copy of the Dex. According to him, Tesla got the expected nerf, MSS got nerfed into the basement (Model causes Fear, test on 3d6), Lych Guard got cheaper and can get Storm Shields. C'Tan powers seem to have to pick target before you roll for effect, which is obnoxious. Whip Coils match Lash Whips (+3I). Warlord Traits seem to be about half garbage, one decent, two good. More here. Quote Link to comment Share on other sites More sharing options...
Lord Hanaur Posted January 26, 2015 Report Share Posted January 26, 2015 The sky is falling. THE SKY IS FALLLING!!! Or not. Quote Link to comment Share on other sites More sharing options...
pretre Posted January 26, 2015 Author Report Share Posted January 26, 2015 via an anonymous source on Faeit 212 Necron Special Rules Reanimation Protocols are for whenever a model suffers an unsaved wound and can be used against "no saves of any kind" as RP is not a saving throw. It also works against instant death weapons, but not destroyer or removed from play. Standard is a 5+ and can never be improved better than a 4+. If you have FNP, and RP, you must choose which one to use., but not both. Living Metal ignores shaken results but still loses a hull point. On the roll of a 6 at the end of the round, regain a lost hull point. Warlord Traits 1. Warlord has Eternal Warrior 2. Warlord has Zealot 3. Warlord and friendlies within 12" re-roll failed morale, pinning and fear 4. While warlord is alive, add or subtract 1 to reserve rolls and seize the initiative after the roll is made 5. Warlord and friendly's within 12" have relentless and crusader 6. Warlord must accept challenges and re-rolls all failed to hit rolls in challenges. If an enemy refuses a challenge the Warlord gains hatred for rest of game. Quote Link to comment Share on other sites More sharing options...
pretre Posted January 26, 2015 Author Report Share Posted January 26, 2015 from warseer: antaonix;7366221 wrote:Hi guys, New information for the necron here. Again, I just translated it to english. I'm not native speaker so please understand poor translation 1. Reanimation protocol changed like Fantasy's ward save. Can be used at Instant Death. 2. Resurrection orb now gives reroll of current phase's protocol. One use only. 3. Lychguard and Praetorian guard's point value almost halved. 4. Invul save of lychguard now same as storm shield. But no reflection. 5. Praetorian's magic stick's range increased to 12" 6. Triarch stalker now have ability which increasing nearby unit's BS. 7. At start of Each turn, Nemesor Zandrek pick one of the Warlord trait of Codex or rulebook and use it until next turn. 8. He still applies nearby enemy unit's special rule to himself. 9. All the fliers nerfed. Point increase and Weapon's power decrease. 10. Cryptek is now HQ slot. 11. Mss got serious nerf. Quote Link to comment Share on other sites More sharing options...
pretre Posted January 26, 2015 Author Report Share Posted January 26, 2015 via an anonymous source on Faeit 212 Some stat changes I noticed: Overlords (and the othet special character overlords)- WS and BS 5 instead of 4 Lords - 2 wounds instead of 1 Cryptek - 2 wounds instead of 1 Orikan the Diviner- once the change in stats happens, it remains for the entire game! Flayed ones - same stats but now have 2 weapons (flayer claws, AP5, shred) so have 4 attacks total. Triarch praetorians - 2 attacks instead of 1. Canoptek Wraiths - Toughness 5 instead of 4 Destroyers (both versions) - 2 wounds instead of 1 (finally) Obelisk - 14 AV all around, instead of 12. The Phase shifter, which is now 4+ inv save instead of 3+, states specifically that it doesnt work on the catacomb Barge, just the Overlord, so no more jackass rules interpretation. Death Ray - now is 24" S10, AP1, Heavy 1, Blast, Lance Doomsday cannon, +1 strength to both profiles (so 8/10) Quote Link to comment Share on other sites More sharing options...
pretre Posted January 26, 2015 Author Report Share Posted January 26, 2015 vi an anonymous source on Faeit 212 Note that the datacards include a deck of the c'tan powers so you can shuffle those and draw a card instead of rolling. All powers are 24" except the Tesseract Vault which has a range of 48". Tesseract Vault powers are are the same strength and ap, but longer ranged and other changes noted below. 1. Powers of the C'tan Antimatter Meteor -S8 AP3 lg blast -Tesseract Vault Apoc Blast 2. Cosmic Fire - S6 AP4 lg blast ignores cover -Tesseract Vault Apoc blast ignores cover 3. Seismic Assault - S6 AP4 assault 10 strikedown -Tesseract Vault Assault 20 strikedown 4. Sky of Falling Stars - S7 AP4 assault 3 lg blast barrage -Tesseract Vault assault 6 apoc barrage 5. Time's Arrow - SD AP1 precision shot -Tesseract Vault assault 2 precision shots 6. Transdimensional Thunderbolt -S9 AP1 Tesla -Tesseract Vault assault 2 Tesla *Tesla: When firing this weapon a to hit roll of 6 causes 2 extra hits. Snap shots dont do extra hits. Quote Link to comment Share on other sites More sharing options...
pretre Posted January 26, 2015 Author Report Share Posted January 26, 2015 via an anonymous source on Faeit 212 "The C'tan are not generalized into one generic unit like some people are concerned. Each gets its own entry and costs around the same point costs of a Land Raider, with the Transcendent costing an extra 10pts which also carries with it an extra wound giving it a 5 wounds. I would of expected a higher toughness, but S7 and T7 is all around. Transcendent has an additional Strength. Powers of the C'tan work like this; Pick your target and then roll for power. All of them share some powers of eternal warrior, and fearless, Immune to natural law- ignoring terrain, and Necrodermis- 4++ and exploding on death-any models within d6" suffer S4 AP1 hits. The biggest differences are in their remaining powers Nightbringer- fleshbane and Gaze of Death targets non-vehicles 12" and takes AP2 wounds equal to 3d6 minus leadership Deceiver- hit and run, Dread-enemy units within 12" -2 leadership, and Grand Illusion- after scouts redeploy d3 units within 12"and the deceiver through normal deployment or put in reserves. Transcendent- Deepstrike, and Writhing Worldscape- open ground in 6" is difficult terrain." Quote Link to comment Share on other sites More sharing options...
pretre Posted January 26, 2015 Author Report Share Posted January 26, 2015 From the Freak Factory Forums: 1 Quote Link to comment Share on other sites More sharing options...
pretre Posted January 26, 2015 Author Report Share Posted January 26, 2015 Posted by Natfka: There has been lots of rumors over the last few weeks regarding Necrons, and many of them directed towards leaks from early looks at the White Dwarf. However, I wanted to make a distinct difference in some of the leaks we have lately, because these are direct codex leaks instead of information from White Dwarf, and are very solid. Anything that I am not sure of where it came from, or the validity of the information, I am not including. This includes the translated bit from yesterday not being included, although is most likely valid. Its here if you want to add this to your own thoughts. http://natfka.blogspot.com/2015/01/more-necron-information-flowing.html#comment-form Decurion Detachments I have the codex, and I know the new decurion detachment has been a hot issue. Here are the rules for it straight from the codex. -The Decurion Detachment is a special type of detachment that can be included in any battle-forged army -Units cannot normally belong to more than one detachment, units from a formation that is part of a Decurion Detachment are an exeption and are both part of their formation and the detachment with both command benefits and special rules -If the Warlord is a part of a Decurion Detachment, that entire Decurion Detachment is your primary detachment -You can take Combined Arms and Allied Detachments and/or Decurion Detachments for Battle-Forged Armies Special Rules and Warlord Traits Necron Special Rules Reanimation Protocols are for whenever a model suffers an unsaved wound and can be used against "no saves of any kind" as RA is not a saving throw. It also works against instant death weapons, but not destroyer or removed from play. Standard is a 5+ and can never be improved better than a 4+. If you have fnp, and RA, you must choose which one to use., but not both. Living Metal ignores shaken results but still loses a hull point. On the roll of a 6 at the end of the round, regain a lost hull point. Warlord Traits 1. Warlord has Eternal Warrior 2. Warlord has Zealot 3. Warlord and friendlies within 12" re-roll failed morale, pinning and fear 4. While warlord is alive, add or subtract 1 to reserve rolls and seize the initiative after the roll is made 5. Warlord and friendles within 12" have relentless and crusader 6. Warlord must accept challenges and re-rollls all failed to hit rolls in challenges. If an enemy refuses a challenge the Warlord gains hatred for rest of game. Stat Changes Some stat changes I noticed: Overlords (and the othet special character overlords)- WS and BS 5 insteadof 4 Lords - 2 wounds instead of 1Cryptek - 2 wounds instead of 1 Orikan the Diviner- once the change in stats happens, it remains for theentire game! Flayed ones - same stats but now have 2 weapons (flayer claws, AP5, shred)so have 4 attacks total. Triarch praetorians - 2 attacks instead of 1. Canoptek Wraiths - Toughness 5 instead of 4Destroyers (both versions) - 2 wounds instead of 1 (finally) Obelisk - 14 AV all around, instead of 12. The Phase shifter, which is now 4+ inv save instead of 3+, statesspecifically that it doesnt work on the catacomb Barge, just the Overlord. Death Ray - now is 24" S10, AP1, Heavy 1, Blast, LanceDoomsday cannon, +1 strength to both profiles (so 8/10) Powers of the C'tan Note that the datacards include a deck of the c'tan powers so you can shuffle those and draw a card instead of rolling. All powers are 24" except the Tesseract Vault which has a range of 48". Tesseract Vault powers are are the same strength and ap, but longer ranged and other changes noted below. 1. Powers of the C'tanAntimatter Meteor -S8 AP3 lg blast-Tesseract Vault Apoc Blast 2. Cosmic Fire - S6 AP4 lg blast ignores cover-Tesseract Vault Apoc blast ignores cover 3. Seismic Assault - S6 AP4 assault 10 strikedown-Tesseract Vault Assault 20 strikedown 4. Sky of Falling Stars - S7 AP4 assault 3 lg blast barrage-Tesseract Vault assault 6 apoc barrage 5. Time's Arrow - SD AP1 precision shot-Tesseract Vault assault 2 precision shots 6. Transdimensional Thunderbolt -S9 AP1 Tesla-Tesseract Vault assault 2 Tesla *Tesla: When firing this weapon a to hit roll of 6 causes 2 extra hits. Snap shots dont do extra hits. Specifics about the C'tan The C'tan are not generalized into one generic unit like some people are concerned. Each gets its own entry and costs around the same point costs of a Land Raider, with the Transcendent costing an extra 10pts which also carries with it an extra wound giving it a 5 wounds. I would of expected a higher toughness, but S7 and T7 is all around. Transcendent has an additional Strength. Powers of the C'tan work like this; Pick your target and then roll for power. All of them share some powers of eternal warrior, and fearless, Immune to natural law- ignoring terrain, and Necrodermis- 4++ and exploding on death-any models within d6" suffer S4 AP1 hits. The biggest differences are in their remaining powersNightbringer- fleshbane and Gaze of Death targets non-vehicles 12" and takes AP2 wounds equal to 3d6 minus leadership Deceiver- hit and run, Dread-enemy units within 12" -2 leadership, and Grand Illusion- after scouts redeploy d3 units within 12"and the deceiver through normal deployment or put in reserves. Transcendent- Deepstrike, and Writhing Worldscape- open ground in 6" is difficult terrain. 1 Quote Link to comment Share on other sites More sharing options...
pretre Posted January 26, 2015 Author Report Share Posted January 26, 2015 Someone on Tyranid Hive apparently has the codex and is answering questions. Just thought I'd share some: Necron Special Rules: Renanimation Protocols - When a model with this rule suffers an unsaved wound, it can make a special reanimation roll to avoid being wounded. This is not a saving throw and can be used against attacks that state "no saves of any kind are allowed". Reanimation protocols rolls may even be made against hits that cause Instant Death, but cannot be used against hits from Destroyer weapons, or an attack that states the model is removed from play. Roll a D6 each time the model suffers an unsaved wound, subtracting 1 if the wound caused Instant Death. On a 5+, discount the unsaved wound. Modifiers to this dice roll can never be improved to better than 4+. If a model has both reanimation and FNP, you can choose to use one or the other but not both. Emphasis mine as I wasn't sure if that clause had been mentioned before. I could be wrong, but only saving ID wounds on a 6+ seems like a pretty big blow to RP - especially for our characters. Canoptek Scarabs are Fast Attack, 60 points. WS2 BS2 S3 T3 W3 I2 A4 Ld10 Sv6+ May include up to six bases at 20 pts per base Entropic Strike: To wound rolls of 6 wound automatically and cause glancing hits if they wouldn't penetrate Fearless, Swarm Lychguard are 125 points for a squad of 5. WS 4 BS 4 S 5 T 5 W 1 I 2 A 2 Ld 10 Sv 3+ Warscythe, Reanimation protocols. May select a night scythe as a dedicated trasnport. The entire unit may exchange their warscythes for hyperphase swords and dispersion shields. Dispersion Shield A mdel equipped with a diispersion shield has a 3+ invulnerable save, but can never claim the two weapons bonus in the fight sub phase. Mindshackle Scarabs When fighting in a challenge, a model with the scarabs has the Fear rule. Fear tests taken as a result of the scarabs are taken on a 3D6 Quote Link to comment Share on other sites More sharing options...
pretre Posted January 26, 2015 Author Report Share Posted January 26, 2015 From Fear Factory: HQ: Nemesor Zandrekh: WS5 BS5, Adaptive Tactics – Must pick a new Warlord Trait at the beginning of every turn. Vargard Obyron: WS5 BS5 Illuminor Szeras: Orikan: Orikan once Empowered stays empowered Anrakyr: WS5 BS5 Trazyn: WS5 BS5 Overlord: 80pts WS5 BS5 Destroyer Lord: WS5 BS5 Necron Lord: 2 Wounds Cryptek: 2 Wounds Elites: Deathmarks: Lychguard: 25 pts each. 3+ Invulnerable Save Flayed Ones: 4 Attacks, Shred, AP5 Triarch Stalker: Targeting Relay – +1 BS to a single Necron unit within 12″ inches Triarch Praetorians: 25 pts each, 2 Base Attacks, Rod of the Convnent 12″ range C’Tan Shard Nightbringer: 240 pts, Eternal warrior, Fleshbane, Gaze of Death – 12″ AP2 Roll 3D6 and subtract the target’s Leadership; the target unit suffers a number of Wounds equal to the result. C’Tan Shard Deceiver: Eternal warrior, Hit and run, Dread – All Enemy Units within 12″ Inches -2 LD. Grand Illusion – After Scout moves, but before Seize Initiative roll Redeploy D3 units within 12″and the C’Tan Shard Deceiver or put in reserves Troops: Warriors: Immortals: Fast Attack: Night Scythe: Ghost Ark: Canoptek Wraiths: T5 Canoptek Scarabs: Tomb Blades: 16 pts each Destroyers: 2 Wounds Heavy Support: Doom Scythe: Death Ray – 24″ S10 AP1, Heavy 1, Blast, Lance Doomsday Ark: 170 pts Doomsday Cannon – Stationary 72″ S10 AP1, Heavy 1 Large Blast. Combat Speed 24″ S8 AP3 Blast Annihilation Barge: Monolith: Canoptek Spyders: Obelisk: AV 14, 14, 14 Lords of War: Imotekh the Stormlord: WS5 BS5 Quote Link to comment Share on other sites More sharing options...
pretre Posted January 26, 2015 Author Report Share Posted January 26, 2015 1. Codex specifically states: "Snap Shots never cause additional hits as a result of this special rule". 2. Night Scythe is 130 points. They still have invasion beams. 3. Gauss auto wounds on a 6, and auto glances on a 6. No double strength. 4. Tomb Blades have twin linked gauss blasters. These can be exchanged with twin linked Tesla Carbines for free, or Particle Beamers for 2 points / model 5. Anrakyr is 160 points. 6. Triarch Praetorians are 140 points for a squad of 5. Their Rod of Covenant has a 12" range. 7. The Doomsday Ark is Heavy Support (again, see my earlier post about Crons not using standard Force Org though). It still has t be stationary to fire. 8. Monolith: 200 points, 14 AV all around, BS4, 4HP. Four gauss flayer arcs, Particle Whip, Eternity Gate, Deep Strike, Living Metal. I am not a Cron player, but I think the Obelisk is new? It's like a superheavy version of the Monolith. 300 points, 14AV all around, BS4, 4HP. Four Tesla Spheres, and all enemy flyer, skimmer, jetbike, and FMCs treat terrain within 18" of the Obelisk as dangerous terrain. Zooming flyers and FMCs must also take a dangerous terrain test. The Obelisk can be "powered down" and gain 3+ invuln, but cannot move or shoot. Deep striking obelisks are always powered up. Once powered up, it cannot power down again. 9. The Spyder can add a single Canoptek Scarab base to a scarab unit within 6", at the start of the movement phase, even if it raises it past the starting amount. Roll a D6 after that, and it takes a wound on a 1. 10. Cryptek: 65 points, HQ, Infantry (character) WS4 BS4 S4 T4 W2 Iw A1 Ld10 Sv.4+ Staff of Light, may take a chronometron (25 points), may take items from Technoarcana or Artefacts of the Aeons Reanimation Protocols Technomancer: This model and all models with the Reanimation Protocols rule in his unit receive +1 to Reanimation Protocol rolls (posted the rules for RP earlier in the thread) Read more: http://thetyranidhive.proboards.com/thread/48760/new-necrons-codex?page=5#ixzz3PwyS9uts Thats cool. So Crypteks are the Sanguinary Priests/Pain Boys of Necrons. Quote Link to comment Share on other sites More sharing options...
pretre Posted January 26, 2015 Author Report Share Posted January 26, 2015 Catacomb Command Barge - HQ, 135 points This is taken in place of your Overlord (he sits inside the thing) WS5 BS5 S5 T5 W3 I2 A3 Ld10 Sv.3+ Catacomb Command Barge BS4, 11AV all around, HP3 Overlord has his usual stuff (staff of light, Reanimation, can buy extra wargear, etc.) Catacomb Command Barge has a Gauss Cannon (can switch to Tesla Cannon), Quantum Shielding, and Living Metal. Command Wave: All Necron friendlies within 12" re-roll failed morale, pinning, and fear tests. If the warlord in the barge has the Immortal Hubris trait (see earlier in thread), command wave range extends to 18". Annihilation Barge - Heavy Support, 120 points BS4, AV 11 all around, HP3 Gauss cannon (can switch to Tesla), Twin linked tesla destructor, Quantum shielding, Living Metal My bad - the annihilation barge is in a formation I forgot to list. The Annihilation nexus, which has two Annihilation Barges and 1 Doomsday Ark. Read more: http://thetyranidhive.proboards.com/thread/48760/new-necrons-codex?page=5#ixzz3Px1YH7sW I see nothing in the Ghost Ark entry that says non-warriors can ride it. Destroyers are 40 points per destroyer, and upgrade to heavy destroyers for +10 points. Fast Attack, Jet Pack Infantry WS4 BS4 S4 T5 W2 I2 A1 Ld10 Sv.3+ (Heavy destroyers have the same Stat Line.) Destroyers have a Gauss cannon, heavy destroyers have a heavy gauss cannon. Preferred enemy, Reclamation Protocols, Very Bulky Read more: http://thetyranidhive.proboards.com/thread/48760/new-necrons-codex?page=5#ixzz3Px1cCAuT Quote Link to comment Share on other sites More sharing options...
pretre Posted January 26, 2015 Author Report Share Posted January 26, 2015 Heres a big one: On the Doomsday Cannon: Low Power 24", S8 AP3, Heavy, Blast High Power 72" S10 AP1, Primary Weapon 1, Large Blast, Divert Power (must be stationary) I don't see anything about Tomblades being able to increase armour save or jink. Technoarcana is as follows: Chronometron - The model and his unit have 5+ invuln. against shooting attacks Dispersion shield - Model has 3+ invuln., cannot claim Two Weapon bonus Fabricator Claw Array - During shooting phase, instead of shooting, a model with the claw can repair a single friendly vehicle in base contact. D6 roll: on a 4+, restore a hull point or repair weapon destroyed or immobilised result, effective immediately. Gloom Prism - Model and all units within 12" have Adamantium Will. Mindshackle Scarabs 10pts - During a challenge, model with the scarabs causes Fear. Ld. tests against the model are taken on 3D6. Nebuloscope - model ignores cover when shooting Phase Shifter 25pts - 4+ invuln. save, but only for the model and not any chariot it rides on Phylactery 15pts - It Will Not Die, for both the model and any chariot it rides on Resurrection Orb 25pts- Once per game, after an unsuccessful reanimation roll has been made for the model (or another model in the same unit), you can re-roll it and any other failed reanimation rolls (for the model and its unit) until end of phase. Shadowloom - +1 cover save (6+ in the open) Shield Vanes - 3+ armour save Artefacts of the Aeons Gauntlet of Conflagrator 30pts- Template, S7 AP2, Assault 1, One Use Only Nightmare Shroud 35pts- 2+ armour save and fear. Once per game can force enemy unit within 18" to take a morale check (Fearless and Know No Fear units are immune) Orb of Eternity 40pts- See the Resurrection Orb above, except this also gives +1 to the reanimation rolls Solar Staff 15pts- 12", S5 AP3, Assault 3, Blind, Solar Pulse Solar Pulse: Once per game, at the start of any turn, cancel night fighting for the turn. When activated, enemy units can only fire snap shots at the model and its unit until the staff bearer's next turn. Veil of Darkness 25pts- Deep strike. Once per game, can remove itself and its unit from the table and immediately deep strike somewhere else (even if locked in assault) Voidreaper 30pts- S+2 AP2, Melee, Armourbane, Fleshbane, Master Crafted, Two Handed Anrakyr the Traveller: 160 points, Character, HQ WS5 BS5 S5 T5 W3 I2 A3 Ld10 Sv.3+ Tachyon arrow and Warscythe Warlord Trait is Implacable Conqueror (see earlier post in thread) Counter-attack, Furious Charge, IC, Reanimation Mind in the Machine: At start of shooting phase, choose an enemy vehicle within 12". On a 4+, randomly select one of that vehicle's weapons (no choosing one use weapons that have already been fired off though, or destroyed weapons) and shoot the weapon at another enemy unit. Use the vehicle's BS, unless it is stunned or shaken (then snap shots only). Tyranids laugh at this. Pyrrhian Eternals - At start of game, before deployment, nominate one friendly unit of immortals. They have Furious charge and counter-attack. Read more: http://thetyranidhive.proboards.com/thread/48760/new-necrons-codex?page=6#ixzz3Px9HdgKo Quote Link to comment Share on other sites More sharing options...
JMGraham Posted January 26, 2015 Report Share Posted January 26, 2015 Cool. I like the changes to Scarabs (auto glance on a 6 will still have them tearing through vehicles like a beast, and will now work on super heavies). Wraiths going from T4 with a 3++ to T5 with a 4++ seems fair enough. They were pretty beefy already. barges are still worth it at 120 points. Any specifics on the changes to Tesla? Quote Link to comment Share on other sites More sharing options...
Lord Hanaur Posted January 26, 2015 Report Share Posted January 26, 2015 MONOLITHS are what I most want to know about 1 Quote Link to comment Share on other sites More sharing options...
pretre Posted January 26, 2015 Author Report Share Posted January 26, 2015 Tesla still generates new 2 hits on 6's but does not on snap fire. Quote Link to comment Share on other sites More sharing options...
intrizic Posted January 26, 2015 Report Share Posted January 26, 2015 MONOLITHS are what I most want to know about I want them to get their old deepstrike rules back Quote Link to comment Share on other sites More sharing options...
Lord Hanaur Posted January 26, 2015 Report Share Posted January 26, 2015 I want that. i also want anti-air on their ball jhoint guns 1 Quote Link to comment Share on other sites More sharing options...
JMGraham Posted January 26, 2015 Report Share Posted January 26, 2015 Tesla still generates new 2 hits on 6's but does not on snap fire. That's a blow to their anti-air ability, but makes a good amount of sense. Tesla was pretty brutal, before. Quote Link to comment Share on other sites More sharing options...
winterman Posted January 26, 2015 Report Share Posted January 26, 2015 The obelisk had skyfire in the old escalation rules IIRC. Nightscythes aren't bad for anti-air though. Quote Link to comment Share on other sites More sharing options...
pretre Posted January 26, 2015 Author Report Share Posted January 26, 2015 That's a blow to their anti-air ability, but makes a good amount of sense. Tesla was pretty brutal, before. Yeah, it made basically the whole army good at anti-air. I like this. Quote Link to comment Share on other sites More sharing options...
Lord Hanaur Posted January 26, 2015 Report Share Posted January 26, 2015 I dont want flyers for Skyfire Quote Link to comment Share on other sites More sharing options...
pretre Posted January 26, 2015 Author Report Share Posted January 26, 2015 I dont want flyers for SkyfirePlay Tau? :) Quote Link to comment Share on other sites More sharing options...
galahad911 Posted January 26, 2015 Report Share Posted January 26, 2015 Yeah, we all wish we could have AA without committing specialized units to it like the old necron book had. How anyone would think that fair is beyond me though. 1 Quote Link to comment Share on other sites More sharing options...
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