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Narrative Review – 10th Ed. Necron Crusade Rules Part 1

Hi all,
In 9th edition the Necrons had some of the most pitiful crusade rules. Like the Space marines they got an early set of rules that was lacking in both power and flavor. There only real focus was on getting titles for your lord, which were very dull. Now this system has been scrapped, and a new set of rules introduced. Let’s see how it compares!

Faction-Specific Rules:
As I already mentioned the old naming system is gone, being replaced by a new mechanism to awaken tomb worlds. This mechanism is a little complicated but works like so:

Let’s take a look at each system in detail:

These abilities are all quite handy, especially the translocation one. You can deepstrike a few small squads and keep your slow Praetorian Squad with your Warlord in reserves. When you are ready just swap them out for short charges, or to get your brick into the enemy back line with ease!

Thematically these still feel a bit weak narrativly, but it’s a lot better than what they used to have.

Agendas:
In addition to their Faction specific agendas the Necrons also get four more options:

Initial thoughts:
While I am only part way through this review I am liking what I am seeing. These rules are solid and pretty thematic. They feel a bit better than the Space Marine ones though with less annoying abilities (like picking who goes first for 1 RP). You can tell GW is fixing gaps in the old rules that provided opportunities for bad interactions. Getting to pick your elimination tragets, or place your opponent’s key objective could easily be twisted by either player in a very non-fun way. THese new rules are more fair and balanced.

And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!

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