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==Wargear== *'''Phase Shifter''': Fairly expensive, but a 4++ save is very worthwhile while most only get a 5++. *'''Death Grip''': For only 5 points, an extra point of strength on top of a Warscythe pretty much spells game over for anyone in the way. *'''Mindshackle Scarabs''': Gone are the old trollin' tools of Uncle Trazyn. Now all they do is make it harder for one model within 1" to hit the user. *'''Sempiternal Weave''': Considering how most of your forces are already pretty good, a +1 to your armor isn't a big priority, but it does make you far more annoying to hit. *'''Death Field''': Renders all AP-1 attacks as AP-. Bolte Rifles are now as deadly as lasguns, and that's hilarious. *'''Lightning Field''': Lets your model deal MWs before even throwing a punch. *'''Disruption Field''': As anyone can attest, dealing with saves is a hassle. By using this, you have a chance to force the enemy to re-roll their saves in combat. *'''Enhanced Servo-Motors''': You've turned your 'cron from plodding to Eldar-fast. Excellent for flayers or challengers, not for anyone else. Forbidden on flyers. *'''Flensing Scarabs''': Your melee attacks can re-roll 1s to wound. Decent and for a cheap price. *'''Pariah''': Hooray...ish. It gives a 12" aura that deals -1 to enemy Ld, but it doesn't fiddle with enemy psykers. *'''Flame Gauntlet''': Gives you a genuine overwatch weapon with S5 AP-1 D1. Not shabby, really, but it's costly at 15 points. *'''Shadowloom''': Makes your model all sneeky-like, gaining a -1 to get hit by guns. *'''Override Protocols''': In the event that you run into any vehicles, you can hit this and any wound roll of 5+ in melee deals a Mortal Wound to drive them down faster. ===Cryptek Tools=== *'''Pyrodynamic Actuator''': Makes all gauss guns within 6" of your cryptek ignore cover bonuses. This is a good use for your lesser. *'''Warp Vortex Chamber''': Lets your mad scientist deny the witch once a game with a hefty bonus. Roll high enough and you can even reflect the power back with a special Mortal Wound for the fucker. *'''Lensatic Gravity Transrazor''': An off-hand weapon that's utterly devastating. I mean, S8 AP-3 D3 with a 3+ WS is pretty much asking to kill a bundle of humies. *'''Nano-Scarab Lathe''': Pretty much a last saving throw for a Cryptek. Oddly, this doesn't mention whether this acts before or after Reanimation Protocols, which might result in your science wizard being raised with a single wound rather than your full complement. *'''Cryo-Condensate Leveler''': Lets you summon ice bridges. With how much of a pain terrain can be for your slow-ass Necrons, any means to ignore any slowdowns is welcome. *'''Metaflux Omniflayer''': Pretty much the Necron equivalent of the Grav-pistol. With AP-3, this is pretty dangerous against most GEQ and below, but doing d3 damage to MEQ and up makes it pretty decent despite being a pistol. Just be sure you can handle it being S5 and possibly falling flat against Termies and Primaris. *'''Non-Linear Multi-Phasic Probability Index''': When you think that [[Primaris Lieutenant]]s are flat-out bullshit, this can help shut them up. Yes, this gives a 9" aura that stops all re-rolls. *'''Temporal String Disruptor''': Lets attacks negate all save-after-saves, whenever you fight Nurgle or Iron Hands. *'''Destabilized Reality Induction Blade''': It may only be at S5 (maybe 6 if you went for the Grip), but AP-4 and a negation of all Invulns pretty much guarantees that you'll make a mark. *'''Seismic Crucible''': Still here to ruin charges. Unlike before, this is always on and always robs enemies of 3" of movement if charging the Cryptek. What it also has is the ability to halve the pile-in distance of all enemies within 12" to only 1" - and that's pathetic. *'''Canoptek Cloak''': Hooray, your Cryptek flies now. For 5 points, it's pretty hard not to pass up. *'''Chronometron''': Same as in Codex. *'''Gaze of Flame''': A cheap means to mess with combat. Anyone within 6" eats -1 to hit, which might help tip the scales for a combat Cryptek. *'''Ether Crystal''': In the event that you can't trust the Deathmarks (or you didn't bring them), you use this and chance dealing an S6 AP- hit on any enemies arriving within range. *'''Stasis Field''': A single-use combat weapon, this drops models in base contact to only ONE attack for the remainder of the turn. Yeah, this is good to troll them and then make them run. ===Phaeron's Crypt=== *'''Ebonite Mantle''': 19 points is damn expensive, but a 3++ is damn powerful. *'''Solar Pulse''': Forces a single phase where enemies take -1 to hit. Combine with a Gloomfield and you can possibly make yourself a good charge off. *'''Heart of Darkness''': Grants an extra wound and gives your boss a single-use regen, which makes for a good tank. *'''Death Mask''': Gives an intimidating 3" aura robbing all enemies of an attack. While not enough to halt any mobs (unless they get chainswords), it might be enough to tip over some other elite foes. *'''Ebonite Voidglaive''': A multi-purpose for any Lord that wants to be the final word in combat. In melee it's Warscythe stronk at S+3 AP-4 D2 with the chance to deal a mortal wound on a 6 to wound, while as a gun it's an 18" Assault 2 S6 AP-2 D1 gun with the same chance for mortal wounds, though slightly less punch against heavy elites. *'''Tachyon Arrow''': Your single-use Absolute Middle Finger. Only use for guaranteed hits. *'''Necrontyr Command Token''': Pretty much lets anyone within 12" use this model's Ld score. Mostly pointless with all your models being Leadership 10, but it might foil some manner of intimidating aura, like if you fight Reivers. *'''Bringer of the Storm''': Deals an S5 AP- hit to the closest enemy within 12" before shooting. Might be useful in bumping off someone before they become an issue, but this is no substitute for a real gun. ===Phalanx Augmentations=== These are upgrades available to even the lowliest warriors, and thus are pretty cheap. Each of these can help improve an aspect of their being. *'''Targeter''': If your warriors don't move, they can re-roll 1s to shoot. Good for Warriors and Immortals. *'''Emergency Repair Subroutines''': Lets a model re-roll a bad Reanimation Protocol roll. With it being a one-and-done deal, this can be pretty useful in keeping your numbers up, especially for things like Flayed Ones. *'''Enhanced Servo-Motors''': Adds +2" movement for those without flight. A good means for making Flayed Ones into charging terrors and rapidly-moving Warriors. *'''Flensing Scarabs''': Re-rolling 1s to wound in combat makes this sound right at home on a Flayed One, but since they re-roll to-wound anyways, it's just for Warriors. *'''Destroyer Blades''': AP-2 in close combat? HELLO FLAYED ONES, TAKE THIS IF YOU WANT TO KILL. *'''Death Grip''': Add +1 to Strength. Unless you plan to fight Space Marines and the like, if's better to not blow your single upgrade on this.
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