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Warhammer 40,000: Kill Team (HoR)/Tactics/Necrons(7E)
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Heralds of Ruin for the Necrons solves some of the more dire issues that mar them in normal play, but regardless of any changes, they lose their gifts by the lack of vehicles in major gameplay. They're still flimsy, I2 hurts them shittons. That said, however, the new Resurrection Protocols and the tools designed for them do help a lot with their staying power, and in classic HoR faction, they manage to keep old edition flavor in new-edition contexts. ==Rules== *'''Dimensional Travel''': Flayed Ones and Deathmarks Deep Strike like normally. Considering that Deathmarks can wound on a 2+ the turn they arrive this way, it's a must. *'''We'll Be Back!''': If a model with Reanimation Protocols dies after Damage results, they must roll a d6: on a 1-4, they stay dead, on 5-6, they count as having rolled a 2 on the Damage Results. This is useless on Troops, but it allows Special and Leader choices to return to battle. ==Wargear== *'''Nebuloscope''': A cheap upgrade that gives a model Ignores Cover. A mega-neat upgrade to add. *'''Shadowloom''': Gives a model +1 Cover. In a game full of cover like this, this will go far. *'''Targeter''': Models that don't move can re-roll shots to-hit of 1. *'''Emergency Repair Protocols''': Got a lone beatstick? Is a RezOrb too expensive/inaccessible? Buy this, it gives you one re-roll on the RP and for far cheaper. *'''Enhanced Servomotors''': A tool with utility, this gives Move Through Cover and 1+ to Jump/Climb tests. It allows beatsticks to charge where he wants and the shooters to flee and find easy cover. ===Leaders Only=== *'''Tomb Blade''': Congratulations. You're now on a Tomb Blade. You can now take more than 3 hoverbikes. Only thing is that you lack any upgrades for it. *'''Resurrection Orb''': It's a RezOrb. You love it. It gives models within 6" a re-roll for RP for a turn. *'''Targeting Relay''': It's a good idea for shooty Leaders. If they hit even once, the enemy get a markerlight-lite that grants anyone else that shoots at them Twin-Linked. OH SONNA YEAH. ===Noble Only=== *'''Ether Crystal''': A good Interceptor Weapon if you can't grab Deathmarks: Anyone that Deep Strikes within 6" of the Noble takes an S8 AP5 hit. It'll help if you can set up against a Deep-Strike heavy force that tries to get up in your robo-grille. *'''Sempiternal Weave''': Ol' beloved. Your Noble now has a 2+ Armor save. *'''Pariah''': If you ever wanted to bring these badasses back from 3E, this'll be pretty close. Everyone within 3" loses -2Ld and the Lord auto-denies and blasts/vortexes don't hurt him. Pretty prime for a beatstick Lord, though it's costly. *'''Necrontyr Command''': All Necrons within 12" can re-roll Morale, Pinning, and Fear tests, It's...pretty pointless. You're all Ld10 anyways. *'''Override Protocols''': Grants melee weapons Haywire. Combo with a Warscythe to practically spell the doom of any transport or Kan that tries to eat you. Cheapest. Buy. Ever. ===Cryptek Only=== *'''Chronometron''': Your 5++ against shooting, now for everyone within 6". *'''Seismic Crucible''': A Mega-Rumblah, this replaces Overwatch by forcing models within 3" to take Difficult Terrain. *'''Tremorstave''': A 36" S4 AP- replacement for your Staff of Light that makes a hit enemy take Dangerous Terrain next turn. Pretty much what you want if you don't want your Cryptek canned. *'''Gloom Crystal''': An analog to the Psychic Hood, this allows models within 6" to Deny on a 4+. *'''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. *'''Gaze of Flame''': The Cryptek and models within 6" of him get unlimited Defensive Grenades that can't be thrown. A smart defensive idea for a decent price. *'''Voltaic Staff''': A 24" S5 AP- gun with Assault 4 and Haywire, this is essentially a Staff of Light on Steroids. Where a Noble can pop them open with the Warscythe and Override, now you can with this staff for just as cheap. ==FOC== *1 Leader *1-20 Core *0-3 Special ==Leaders== *'''[[Necron Lord|Noble]]''': Those nostalgic of Oldcrons (or play [[Dawn of War]]) will remember the time where Cron Lords were badasses. These Nobles are just budget versions of Lords, who themselves are budget versions of Overlords (with the Noble losing -1S/T compared to the Lord). As a plus, though, paying those 20 bonus points for a Lord gives you a bonus wound too. Among the basic tools are the Scarabs (Mega situational), Phylactery, Phase Shifter, and Dispersion Shield (to the glee of speculators everywhere). He's pretty much your beatstick. *'''Destroyer Noble''': 22 more points than the noble gets you +1T and an extra attack, as well as jet pack and preferred enemy. Gets the same wargear with the exception of the dispersion shield, and noble only items. *'''Flayer Lord''':Flayed One HQ. Basically just a Flayed One with +1S/T/W and a 3+ armor save. Removes the cap on Flayed Ones, but requires at least half of your total model count to be made up of them. *'''[[Cryptek]]''': Since 7E gutted everything fun about the Cryptek, HoR made its work in giving parts of the harbinger disciplines as accessories, and as a bonus gets Szeras' ability to give all models within 6" +1 to RP. Aside from that, he can grab the Phylactery, Phase Shifter, and MSS. ==Core== *'''Necron Warrior''': They're Necrons. Use them for general uses. *'''Necron Immortal''': Necrons with the weapons they usually have. With the limited vehicles in the meta, Tesla Carbines tend to be more useful. *'''[[Flayed Ones|Flayed One]]''': Displaying intelligence still missing from GW (and [[Matt Ward]] to a degree), Flayed Ones are troops here. Only limitation here is that they're hardcapped 0-5. Then again, bringing more rarely tends to be a good idea, even with the improvements 7E gave them. *'''[[Tomb Blade]]''': Hardcapped 0-3 without a Biking Leader. They're jetbikes that can bounce around and piss off anything trying to shoot them, and with the price cuts the update gave them, you can comfortably field them. Their weapons aren't bad, though it's likely you'll take the Particle Beamers to exploit the Relentless. *'''Canoptek Scarab Swarm''': They're swarms of scarabs. They can't get anything from campaigns, so use them as screens. Sad thing is that these guys are hardcapped 0-3, and thus your dreams of drowning the other guys in bugs will remain only a possibility for [[Tyranids]]. *'''Deathmark''': Take advantage of those Deep Strike rules. They are practically golden when fighting Deep Strike heavy forces like Terminators. Capped at 0-3. ==Special== *'''Lychguard''': The price cut does pretty well for the Lychguard, making one now a decent purchase if you need a beatstick and went Cryptek/biker. *'''Triarch Praetorian''': The Rod of the Covenant's a decent take with the fine AP2, while the Caster-Blade combo gives more attacks and can be utterly devastating in combat with both Entropic Strike and Rending. *'''Canoptek Wraith''': The lack of heavy weapons give Wraiths some good priority, with the whips being a big help as ambushers. They can't win anything from campaigns either, but that's not a big problem between their excellent mobility and the 3++. *'''Necron Destroyers''': While the move to Jump Infantry makes them a very useful tool for jump-harassment and they have a gun that can be easily used to punch vehicles and crush infantry, but with the lack of vehicles, Destroyers just feel a bit out of place when those points could have gone to another Warrior or Immortal and some upgrades for someone. [[Category: Warhammer 40,000 Tactics/Kill Team (HoR)/Old]][[Category:Necrons]]
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