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Warhammer 40,000/10th Edition Tactics/Necrons
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====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>:'''
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