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Warhammer 40,000/10th Edition Tactics/Necrons
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===Vehicles=== *'''Annihilation Barge:''' *'''Canoptek Spyders:''' *'''Doomsday Ark:''' Replace the Ghost Ark's carrying capacity with a massive cannon and you've pretty much got this baby. That cannon is practically guaranteed to demolish anything at S15 AP-4 D4 and ''[Blast]'' makes sure that any mobs you'd waste it on (Except, perhaps, the tank squadrons the Guard love so much) will be outright deleted. If you have it sit still for a turn, then it also adds ''[Devastating Wounds]'', thereby guaranteeing that things can be deleted with little resistance. *'''Tesseract Ark<sup>IA</sup>:''' ====Walkers==== *'''Canoptek Doomstalker:''' *'''Canoptek Reanimator:''' *'''Triarch Stalker:''' ====Dedicated Transports==== *'''Ghost Ark:''' The only way you can carry a pack of 10 warriors and their attending character. This comes with an array of flayers to support your warriors, but the main reason you'd want this is because one pack of warriors can immediately roll for reanimation after the enemy hits them and kills a few - what better way to display their impotence than by having the very things they killed get back up immediately after? ====Aircraft==== *'''Doom Scythe:''' *'''Night Scythe:''' ====Titanic==== *'''Monolith:''' Toughness 14 makes them way tougher than before, capable of even shrugging off lascannons. As an improvement, the monolith can now deploy units from reserves or teleport units on the field to anywhere within 6" of it without needing to sit still, making it a much more usable deployment port. Its Death Ray took a major buff by getting S12 AP-4 D1+d6 with ''[Sustained Hits d3]''. Its Portal of Exile also got a mixed change, getting a fixed 6 attacks but at AP-2. **The option between Particle Whips and Gauss Flux Arcs is a mix between reliability and weight of fire. The Flux Arcs are fixed at A3 S6 AP-1 with ''[Lethal Hits]'' for more effective critical hits and ''[Rapid Fire 3]'' making it fire more up close. The Particle Whips throw a staggering A3d6 Blast with S8 AP-1 D2 and ''[Devastating Wounds]''. **The damage track is a bit more significant to the monolith than it would to others. Once it reaches 7 wounds, not only does it take -1 to hit with all of its guns, but it also has its OC reduced from 8 to 4. *'''Obelisk:''' A slightly bigger monolith more suited for anti-air as their lone weapon gives a good set of hits with ''[Anti-Fly 4+]''. It's also useful for slowing down enemies, as it can mark an enemy within 18", forcing them to take -2" to movement and -2 to advance and charge rolls. Any units with {{W40kKeyword|Fly}} get even worse, as any move they make deal d3 mortal wounds on a 4+. *'''Tesseract Vault:''' The opened Monolith isn't nearly as tough but it has a bunch more wounds. Though the Tesla spheres are still here, it has no anti-air focus and instead has the bound C'tan inside, who gets one of three powers each turn for a ranged attack. Antimatter Meteor is there to destroy TEQs, Cosmic Flame incinerates hordes upon hordes of MEQ and Time's Arrow allows you to snipe out key characters. With such high-powered weapons, you'll need protection for this thing. *'''Seraptek Heavy Construct<sup>IA</sup>:''' ====Fortification==== *'''Convergence of Dominion:''' A triad of floating towers with the firepower that can pretty reliably eradicate TEQs. Alongside being cover for your troops, they also let friendy units within 6" of the towers re-roll their Reanimation Protocols.
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