here or you can look on after the break for a basic breakdown of the good stuff.
Necron Warriors: They remain basically the same as before but with a 4+ save instead of a 3+. The rumors of them having different weapons based upon the color of their plastic cylinder is defunct. My prediction is you'll see a lot more Immortal squads than Warriors. They can take a Ghost Ark as a Dedicated Transport.
Immortals: These are the new baddies on the block for Necron Troops. With a 3+ save, two weapon options and the ability to take a Night Scythe as a DT look for these to be spammed early on after the codex release.
Deathmark Squads: A very interesting unit. With sniper rifles that are rapid fire and the ability to "mark" a unit and then all Deathmark squads wound that unit on a 2+ could be a devastating bit of tech. They can also take Night Scythes as DT so they get very interesting fast.
Lychguard and Triarch Praetorians seem to be the assault baddies of the Necron army. While S5 T5 they suffer from being Necrons and therefore I2...
Lychguard: These guys have some serious weaponry. Strength 7 2 handed power weapons called Warscythes or Disruptor Shields (4+ invul and a special rule that bounces shots back at the enemy!) and regular power weapons. They act as body guards for the Necron lords and are pretty nasty. Night Scythe as DT.
Triarch Praetorians: Jump troops with awesome weaponry. The Rod of Covenant weapons are Strength 5 AP2. Should help thin out those Paladins, Terminators, TWC, and MEQ units! No DT since they are Jump Infantry but I they can deep strike.
Flayed Ones: At first these look great. Infiltrate, Reanimation Protocols, 4 attacks on the charge. Good stuff right? But then you see the killers. 4+ save and Initiative 2. Not sure how useful an I2 unit is in CC with out some boosted survivability above a 4+ Armor Save but maybe there is a piece of "tech" somewhere in the army that can help them out.
Ghost Ark: Open Topped, Skimmer, 10 model transport capacity. Ok, sounds like a Raider. Except for this; it has two Gauss Flayer Arrays which are basically Gauss Flayers that fire at separate targets in a "broadside" fashion and it has Quantum Shielding to boot. Quantum Shielding adds 2 to the vehicles Front and Side armor value until the first penetrating hit is scored. Giving you front and side AV13 on an open topped Skimmer! Throw in Living Metal and the Repair Barge rule (replenishes D3 Warriors a turn up to the 10 max) and you now have a reason to take some Warriors over Immortals.
Doomsday Ark: Ok, these will be getting the spam treatment I am sure. They are a Ghost Ark with the following exception; they trade transport capacity for the Doomsday Cannon. Which if the Ark doesn't move fires a Strength 9 AP1 Large Blast! No, I didn't get that wrong, it also has the Living Metal and Quantum Shielding rules.
Necron Overlords can be kitted out in several different ways. You can have a unit buffing unit with Ressurection Orb, a Close Combat style Lord to go hunting with his Lychguard, or as an Assassin unit of sorts. They can choose to take a Command Barge which so far looks to be a great option.
Catacomb Command Barge: Open Topped, Skimmer, Tesla Cannon, Living Metal, Quantum Shielding, Sweep Attack. The true beauty of this unit in my opinion is the Sweep Attack. The Lord can make CC attacks against any unit the Barge passes over. The Barge is also super survivable, with Living Metal, Quantum Shielding, and cover saves from being a skimmer it is naturally resilient but the Lord can also take a wound rather than have the Barge suffer a hit. These are going to be common too I think.
Annihilation Barge: Same as the Catacomb Command barge except you remove the Sweep Attack and add in a Tesla Destructor Cannon on top of the normal Tesla Cannon giving you a devastating shooting platform that is very survivable. Tesla weaponry is best used against masses of infantry.
Crypteks: Think Rune Priests for Necrons. No, they don't actually use Psychic abilities but they are effectively the same. You choose from several variants or you can take several per list. They have varied abilities from Veil of Darkness (yes it is what you think) to anti-tank shooting, Strength 8 lightning attacks against deep striking units, to powers that let you change the enemies stats in CC or slow them down in the field. Depending upon the actual wording of these rules expect to see a few of these around.
There are a couple Independent Characters so far.
Trazyn the Infinite: This guy is nuts, maybe even the Draigo of the Necron book. If he dies he can come back and replace any IC in your army. In CC if he kills a model all other models of the same type in the unit have a chance of dying. Ork Boyz mobs, squads of Grey Hunters, even Paladins need to worry. He also has Mindshackle Scarabs giving him the ability to take over your IC and use him against your own units. I hope his point cost it high!
Imotekh the Stormlord: Sounds more like a Thousand Son or even SW Rune Priest to me... He is another beast. Early in the game he fires Lightning out at the enemy from far away and prolongs Night Fight to keep your army safe, he then has a power that goes 2D6" in a straight line and hits all the models under it with a Strength 6 AP1 hit. There is a lot more low AP weapons in the Necron Codex now...
The Destroyers and Monolith don't appear to have changed much. Hopefully they will come down in price so they fit in with the other codices and units in their own codex but you never know. Overall I am quite happy with what I see so far. The units aren't too expensive money wise and although the Ark is two kits at nearly $50 a pop you need to remember the model is not the size of a Rhino nor is it as simple. I feel the cost is acceptable for that type of model. Can't wait to paint me some robots.