Doomsday Ark: Difference between revisions

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Basically a [[Ghost Ark]] with a huge cannon underslung beneath it.
Basically a [[Ghost Ark]] with a huge cannon underslung beneath it.


Deals out big steaming helpings of FUCK YOU! in the form of S 10 AP 1 large blasts with 72in. range when it stays still or a S 8 AP 4 blast with 24 in. range if it moved, which is still nothing to sneeze at. Can reliably eat MEQS, TEQ and armoured vehicles for breakfast (when the scatter dice hits successfully)
Deals out big steaming helpings of FUCK YOU! in the form of S 10 AP 1 large blasts with 72in. range when it stays still or a S 8 AP 3 blast with 24 in. range if it moved, which is still nothing to sneeze at. Can reliably eat MEQS, TEQ and armoured vehicles for breakfast (when the scatter dice hits successfully)


It is a very good model to have on the deep end of the table, but if the enemy Deep Strikes anything dangerous too close to it, you better run away and let your troops do the clean-up - Don't let the supposed defensive Quantum Shielding fool you, it will go down if targeted properly.
It is a very good model to have on the deep end of the table, but if the enemy Deep Strikes anything dangerous too close to it, you better run away and let your troops do the clean-up - Don't let the supposed defensive Quantum Shielding fool you, it will go down if targeted properly.


Which brings us to one of the main problems of the Doomsday Ark; if it moves (or Jinks), it cannot benefit from the full power of the Doomsday Cannon. The other problem is that, while AV13 is durable, like all Necron-Skimmers it is also Open-Topped meaning AP1 weaponry can force the vehicle to explode on a 4+ or penetrate it and lose its Quantum Shielding. still if the deep strikeing fleshlings dont get it down the first turn they shoot at it this got 4HP to take hits for, yet... pro tip: dont make it suck up the damage.. It cant... it just cant... trust me...
Which brings us to one of the main problems of the Doomsday Ark; if it moves (or Jinks), it cannot benefit from the full power of the Doomsday Cannon. The other problem is that, while AV13 is durable, like all Necron-Skimmers it is also Open-Topped meaning AP1 weaponry can force the vehicle to explode on a 4+ or penetrate it and lose its Quantum Shielding. Still, if the deep striking fleshlings don't explode it in one shot this has 4HP to take hits for you.


Combine with a [[Triarch Stalker]] to fuck anything that you don't like (Grants BS 5 for the fucking thing) and if it survives just bring in the Doom Scythes with their S 10 AP 1 Lance Blast killshots, or rush it with [[Canoptek Wraith|Canoptek Wraiths]]... Actually, anything can pick up the mess of what's left of the enemy after this thing is done.
In the old codex you could combine with a [[Triarch Stalker]] to fuck anything that you don't like (Granting twin-linking for the fucking thing), but the Stalker only benefits infantry now.  Should its target survive just bring in the Doom Scythes or rush it with [[Canoptek Wraith|Canoptek Wraiths]]. Anything can pick up the mess of what's left of the enemy after this thing is done.
{{Necrons-Forces}}
{{Necrons-Forces}}

Revision as of 16:21, 5 May 2015

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It hits with the strength of a Railgun, has the range and explosiveness of a Battle Cannon shot and has the defensive capabilities of the Wave Serpent. It is... The Doomsday Ark.

Basically a Ghost Ark with a huge cannon underslung beneath it.

Deals out big steaming helpings of FUCK YOU! in the form of S 10 AP 1 large blasts with 72in. range when it stays still or a S 8 AP 3 blast with 24 in. range if it moved, which is still nothing to sneeze at. Can reliably eat MEQS, TEQ and armoured vehicles for breakfast (when the scatter dice hits successfully)

It is a very good model to have on the deep end of the table, but if the enemy Deep Strikes anything dangerous too close to it, you better run away and let your troops do the clean-up - Don't let the supposed defensive Quantum Shielding fool you, it will go down if targeted properly.

Which brings us to one of the main problems of the Doomsday Ark; if it moves (or Jinks), it cannot benefit from the full power of the Doomsday Cannon. The other problem is that, while AV13 is durable, like all Necron-Skimmers it is also Open-Topped meaning AP1 weaponry can force the vehicle to explode on a 4+ or penetrate it and lose its Quantum Shielding. Still, if the deep striking fleshlings don't explode it in one shot this has 4HP to take hits for you.

In the old codex you could combine with a Triarch Stalker to fuck anything that you don't like (Granting twin-linking for the fucking thing), but the Stalker only benefits infantry now. Should its target survive just bring in the Doom Scythes or rush it with Canoptek Wraiths. Anything can pick up the mess of what's left of the enemy after this thing is done.

Forces of the Necrons
Command: Cryptek (Chronomancer, Plasmancer, Psychomancer) - Lokhust Lord
Necron Lord - Necron Overlord - Phaeron - Skorpekh Lord - Royal Warden
Troops: Apprentek - Cryptothralls - C'tan Shards - Deathmarks - Flayed Ones
Hexmark Destroyers - Immortals - Lychguards - Necron Warriors
Ophydian Destroyers - Pariahs - Skorpekh Destroyers - Triarch Praetorians
Constructs: Canoptek Doomstalker - Canoptek Plasmacyte - Canoptek Reanimator
Canoptek Spyder - Canoptek Wraith - Crypt Stalker - Scarab
Seraptek Heavy Construct - Tomb Sentinel - Tomb Stalker
Triarchal Menhir
Vehicles: Annihilation Barge - Catacomb Command Barge - Dais of Dominion
Doomsday Ark - Ghost Ark - Monolith - Tesseract Ark - Triarch Stalker
Flyers: Canoptek Acanthrite - Doom Scythe - Lokhust Heavy Destroyer
Necron Destroyers - Night Scythe - Night Shroud
Structures: Convergence of Dominion - Necron Pylon - Sentry Pylon - Starstele
Super-Heavy
Vehicles:
Abattoir - Æonic Orb - Doomsday Monolith
Megalith - Obelisk - Tesseract Vault
Necron Fleets: Tomb Blades