Editing
Warhammer 40,000/7th Edition Tactics/Necrons
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Dedicated Transports=== *'''[[Ghost Ark]]''' - Good for ferrying a unit of ten Necron Warriors, it can be purchased for units above the ten-model transport capacity. It can broadside two different targets with gauss flayers, and even repair d3 Warriors from death. It is worth noting that the ark can repair units of warriors other than the unit it was taken with, so you can shove a unit of 10 in the ark for more protected firepower, and then have it run repairs on the block of 20 that it is sitting next to. Well, till eventually dice gods laugh and just wipe that unit off the map. Useful for drive-bys with Warrior squads, but unfortunately it can't carry any other unit types. Penetrating hits will blow up this thing up pretty easily because it's open-topped, but Quantum Shielding and Jink ensure that won't happen too often. **''New Codex Restrictions'' - The Ghost Ark got something of a backhanded change this edition. It's cheaper, and the new salvo 5/10 (why not just make them Heavy 10, GW?) guns are definitely better. On the other hand, only warriors can ride. Warriors now have a minimum squad size of ten, so there's no way you could put a character in there with them. Once the warriors start dying, though, they could hop into the clown car. The result is a complete halt to the old 'nine warriors and a cryptek in an ark', despite making the ark itself better. *'''[[Night Scythe]]''' (Attack Flyer) - Although it did take a hit in the price Department (Now costing 130 points), the Night Scythe is still a great flyer in 7th edition. It has 3 hull points, fires the equivalent of 4 autocannons (expected number of S7 AP- hits per volley: 14/3), and can teleport troops to the floor whilst zooming. It's also available to immortals, deathmarks, and lychguard. Mount up Lychguard with Hyperphase Swords and Dispersion Shields, drop those suckers right into the enemy ranks, and then laugh as your opponent shoots them and fails. However, it is not entirely a reliable buy. While you can disembark a unit if the Scythe moved no more than 36", the unit that disembarked can only fire Snap Shots if you move more than 24". Similarly, the scythe protects your unit from any damage, but if it ever crashes, the unit it was carrying must automatically enter Ongoing Reserves, which for the units you'll put in it is only slightly better than death. S10 AP2 is bad and all, but in many cases you'll wish that'd been the result (awesome mental image of half-dead lychguard rising out of the flier's crater completely aside). **Keep in mind that, even if the Scythe crashes and your unit goes into Ongoing Reserves, they can still be teleported into battle via a Monolith.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information