HQ part One review for Destroyer Lords, models with destroyer bodies now count as Jump Infantry which allowed GW to add actual Jet Bikes.
I'll say now that for its points, abilities and role it performs one of the options here will likely see far more use than the others with two of the other older ones being seen as the owner wants to make use of old models. The new addition therefore may not be seen too much.
Effectively standard Warriors on Necron Jetbikes, with an array of pre-programmed flight data in the bike itself to help counter the slow reactions and lack of intellect of the pilot.
With basic warrior stats augmented by the +1 Tgh provided by the Jetbike at first glance they are easier to kill than Space Marine bikes but have slightly better weapons, having the same options as Immortals for free except twin-linked. They can however be taken in units of 1-5 which is quite unique amongst bike units in 40k.
They have an array of options to add onto their standard 20pts which can get expensive.
Firstly the unit can exchange its weapons for Particle Beamers for 10pts, which fire a 24" Str6 Ap5 Blast shot, allowing some interesting anti-infantry but I wouldn't say its worth it.
Their cheapest at 5pts per model, the Nebuloscope, increases the units Bs to 5. At the cost tho I'm not sure this is needed as unless they upgrade to Particle Beamers they have twin-linked anyway and if using Tesla Carbines I'd prefer to re-roll 2's in the hope of getting a 6.
Shield Vanes and Shadowlooms are the last two options at 10pts each, Shield Vanes increase their save to 3+ while the Shadowlooms provide Stealth. I feel the looms are far better, if you can keep to cover they'll be providing a 3+ save anyway (and cover so ignoring Ap's) and in addition if you Turbo-boost you'll be getting 2+!
Destroyers have dropped 10pts to 40pts each and are identical in stats, except for counting as Jump Infantry rather than Jetbikes which is unfortunate for moving but at least they are still Tgh5. As mentioned elsewhere Gauss Cannons have changed a bit, their range and number of shots dropping but their Ap increasing to 3, this is the most important difference than before. The second most important difference is that Heavy Destroyers are no longer a Heavy Support slot of their own and are just upgrades for Destroyer units, with up to three of the 1-5 destroyer unit being upgradable at 20pts each which is fantastic especially since Heavy Gauss Cannons have only one change which is to become Assault rather than Heavy so Jump Infantry can use them.
Lastly as noted in HQ part One, Destroyers are deranged and murderous which manifests as Preferred Enemy (everything!). At current this isn't of use to a shooting unit but perhaps 6th edition will change that.
Firstly, Wraiths are no longer Necrons! They are automatons created to oversee, repair and protect tomb ships similar to Scarabs and Spyders. Gameplay-wise this means they do not have Reanimation Protocols, so once dead they stay dead. This is somewhat balanced by them becoming Fearless.
They have also dropped in points a bit, gained a wound (but lost Initiative like all Necron units), now have Rending attacks (allowing them to threaten vehicles) and move as Jump Infantry although they still ignore all Difficult and Dangerous terrain.
Their maximum unit size has doubled to six, although they can still be taken singularly. Lastly they have access to a number of wargear items, e.g. for 5pts they can have a Str6 Ap5 pistol. Their best option however is Whip Coils which for 10pts reduce the Initiative of enemy models in base contact to 1, since Wraith wargear don't have to be taken by all models you can even mix this to reduce the majority of attacks while allowing some wound allocation with mixed wargear.
Their last and most expensive option is one I can't see anyone taking, for 15pts they gain a 12" range weapon which causes a random model in the unit hit to take a Strength test and be removed from the game if they fail. However since this is a Heavy 1 weapon, it completely goes against the Jump Infantry assault role of the Wraith.
This is the unit that will be appearing in every Necron players army, often in mass numbers and even mass units. For 15pts each you can get a unit of 3-10 Scarab bases. While their Ws/Bs2 Str/Tgh3 and 5+ save is certainly underwhelming they also have three wounds and four attacks each.
Those who remember the old codex will be thinking "Wait a minute, they have increased in points for their three wounds and only gained an attack!", those observant few will be more shocked as they are now Beasts not Jetbikes and lack Deep Strike.
What they have gained however is the Entropic Strike special rule, which means if a 10man (150pt) unit charges an immobile vehicle on average its armour values will drop by 25pts on all sides! Even against a vehicle going Combat Speed they'll on average reduce its armour values by 12, destroying all but Land Raiders and Monoliths!
Unless you've Str6+ area weapons which ignore cover (Inferno cannons, Flamestorm Cannons, Incinerators) I suggest thinking up an idea of how to deal with these, as 30wounds per unit with 3+ cover on average thanks to Stealth from Swarms they could often be troublesome.