Characters and healing in units has been changed. A slain character that is able to revive now returns on its own, as a unit of one, rather than returning as part of their unit. This puts the reins on the much-feared “Unkillable Super Death Block™” of Necron Warriors that have been roaming about the last few weeks. Now, at least, you have a counterplay – wipe out the unit AND the character and at least only one model returns. Healing still remains a powerful ability, but not quite the game-breaking gotcha it was threatening to be in some combinations.
Here are a few other changes to be aware of:
We’ve clarified that yes, you can only generate a single extra CP per battle round.
Dedicated transports like Rhinos, Devilfish and Chimeras now, as in the previous edition, must start the game with a unit embarked within them.
Units can now only use a single normal move per phase. This stops units that have access to multiple reactive moves through overlapping stratagems and datasheets from scooting across the table in counterintuitive ways. It also stops units that have moved from reacting to another unit’s reactive move triggered by their own move…
Stackable debuffs have been removed in a bunch of places. Generally, you’ll find you’re limited to -1BS, rather than -1BS AND -1 to hit rolls, for example. Some units affected by this have had their points amended downwards in line with this change. However, some intentional exceptions remain such as the Daemon Primarch Fulgrim