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==Weapons and Equipment== ===Melee Weaponry=== *'''Abyssal Lance:''' SU AP-3 D1. *'''Aeonstave:''' SU AP-2 D1, ignores invuln saves. *'''Automaton Claws:''' S+2 AP-3 D2. *'''Canoptek Tail Blades:''' SU AP-2 D1, you get D6 additional attacks with this. The secondary weapon of the Void Dragon, somewhat useful against hordes, but you won't be needing it against the true prey of the C'tan. *'''Chronotendrils:''' SU AP-0 D1, you get 3 additional attacks with this. *'''Crackling Tendrils:''' SU AP-4 Dd6. The weapon of the Transcendent C'tan, paired with Entropic Strike can be extremely scary against tougher opponents that hide behind invuln saves. *'''Eldritch Lance:''' SU AP-4 D2. *'''Empathic Obliterator:''' S+2 AP-1 Dd3. *'''Entropic Lance:''' SU AP-3 D3. A good weapon, but with only 1 attack it's best you use it just as a last resort. *'''Feeder Mandibles:''' SU AP-0 D1, hit rolls of 6 automatically wound. *'''Flayer Claws:''' SU AP-1 D1. *'''Flensing Claws:''' SU AP-1 D1. *'''Golden Fists:''' SU AP-3 D3. The Deceiver weapon, who knew a guy that likes mischief and illusions could be packing some punches. *'''Hyperphase Weapons:''' the "basic" melee weapons of the necron, found on many units like destroyers, lychguards and nobles. High Ap and damage make these very scary, just keep in mind invulnerable saves. **'''Hyperphase Sword:''' S+1 AP-3 D1. **'''Hyperphase Threshers:''' SU AP-3 D2, you get 1 additional attack with this. **'''Hyperphase Glaive:''' S+2 AP-3 D1d3. **'''Hyperphase Harvester:''' S+2 AP-4 D3, -1 to hit. **'''Hyperphase Reap-blade:''' S+2 AP-4 D3. *'''Impaling Legs:''' SU AP-2 D1, you get 2 additional attacks with this. *'''Monomolecular Proboscis:''' SU AP-1 D1. The Plasmacyte will probably never use these because either the unit of destroyers it's accompanying has already butchered the target, or it couldn't follow them and so it died. If you actually get to use it then congratulations, and also may the C'tan help you. *'''Obsidax:''' S+1 AP-3 D3. The signature weapon of Kutlakh, very powerful also thanks to his ability to re-roll hits against enemies of lesser Ld, but you only get 4 attacks so mind those invuln saves. *'''Ophydian Claws:''' SU AP-1 D1, you get 2 additional attacks with this. *'''Plasmic Lance:''' SU AP-3 D2. *'''Portal of Exile:''' SU AP-3 D3, automatically hits. Somehow the monolith is good in melee but with the lack of {{W40kKeyword|Fly}} it's best to not leave it there. *'''Reanimator's Claws:''' SU AP-2 D1. *'''Rod of Covenant:''' SU AP-3 D2. *'''Sceptre of the Eternal Glory:''' S+4 AP-3 D2. *'''Scythe of Dust:''' S+3 AP-4 D3, you get 4 additional attacks with this. *'''Scythe of the Nightbringer:''' one of the most powerful weapons in the game, chose the entropic blow if you need to obliterate your opponent by by-passing any kind of save it has. **'''Reaping Sweep:''' SU AP-3 D1, doubles your attacks. **'''Entropic Blow:''' Sx2 AP-4 Dd6, ignores invuln saves. *'''Scythed Limbs:''' SU AP-1 D1. *'''Spear of the Void Dragon:''' S+3 AP-4 Dd6, against vehicle it has a damage of D3+3. The ultimate vehicle killer, if used alongside Entropic Strike, it can bring down even the most sturdy of LoW (no chance against a full titan obviously). *'''Staff of Light:''' SU AP-2 D1. *'''Staff of Stars:''' SU AP-2 D1, you get 2 additional attacks with this. *'''Staff of the Destroyer:''' S+1 AP-3 D2. *'''Staff of Tomorrow:''' SU AP-3 Dd3, ignores invuln saves. Orikan's staff, not much to write home about when he's in normal form, but can seriously hurt somebody when he goes super saiyan, tho the chances of that are somewhat minor. *'''Stalker's Forelimbs:''' SU AP-2 D3. *'''Titanic Forelimbs''' **'''Reaping Sweep:''' SU AP-1 D2, doubles your attacks. **'''Impaling Strike:''' Sx2 AP-3 D5. *'''Tomb Sentinel Claws:''' S+1 AP-2 D2. *'''Tomb Stalker Claws:''' S+1 AP-2 D2. *'''Vicious CLaws:''' S+2 AP-2 D2. *'''Voidblade:''' SU AP-3 D1, +1A. *'''Voidscythe:''' Sx2 AP-4 D3, -1 to hit. *'''Warscythe:''' S+2 AP-4 D2. *'''Whip Coils:''' SU AP-1 D1, doubles your attacks. Replacement option for the Wraiths' Vicious Claws, take them if you know you're going to face hordes, as 8 attacks per model that can potentially hit on 2s can be pretty scary. ===Ranged Weaponry=== For the "Twin" weapons, simply double the number of shots the base weapon has. *'''Abyssal Lance:''' 18" Assault 3 S4 AP-3 D1. *'''Aeonstave:''' 18" Assault D3 S5 AP-2 D1 Blast, ignores invulnerable saves. The weapon of Chronomancers and Toholk, a good option if you're up against weak models that have invulnerable saves (es. Harlequins), but don't count too much on Toholk using it since his BS of 5+. *'''Annihilator Beam:''' 36" Heavy 1 S12 AP-4 D6. The weapons of the king's Menhirs, very powerful if they connect, make sure you're shooting at something without an invuln save for maximum damage. *'''Atomiser Beam:''' 12" Assault 3 S6 AP-2 D1. *'''Cutting Beam:''' 12" Assault 1 S8 AP-4 Dd6 Melta. Found on the Canoptek Acanthrites, it can prove useful, but for the points they cost, there are better units. *'''Death Rays:''' **'''Death Ray:''' 24" Heavy 1 S9 AP-3 Dd3+3. The secondary option for the monolith, these things are deadly, if only the monolith would be more survivable. **'''Focused Death Ray:''' 36" Heavy 1 S12 AP-4 Dd3+3. **'''Heavy Death Ray:''' 36" Heavy 3 S12 AP-4 Dd3+3. *'''Doomsday Blaster:''' **'''Low Power:''' 24" Heavy D6 S8 AP-2 Dd3 Blast. **'''High Power:''' 48" Heavy D6 S10 AP-5 Dd6 Blast, can only shoot with this if you didn't move in the Movement phase. *'''Doomsday Cannon:''' **'''Low Power:''' 36" Heavy D6 S8 AP-2 Dd3 Blast. **'''High Power:''' 72" Heavy D6 S10 AP-5 Dd6 Blast, can only shoot with this if you didn't move in the Movement phase. *'''Eldritch Lance:''' 36" Assault D3 S8 AP-4 Dd6. The weapon of Illuminor Szeras, good for camping on an objective across the map and still sniping enemy vehicles and monsters, especially since now he can also buff units that don't require staying near the enemy to work. *'''Enmitic Weapons:''' the new anti-horde weapons of the necrons, found exclusively on destroyer units. **'''Enmitic Disintegrator Pistol:''' 18" Pistol 1 S6 AP-1 D1. **'''Enmitic Annihilator:''' 18" Assault 2D3 S6 AP-1 D1 Blast. **'''Enmitic Exterminator:''' 36" Heavy 3D3 S7 AP-1 D1 Blast. *'''Entropic Lance:''' 18" Assault 1 S8 AP-3 Dd3+3. Another option of the chronomancer, perfect for sniping high-wound count models. *'''Exile Cannon:''' 18" Heavy D6 S10 AP-4 D3 Blast. The pride and joy of Tomb Sentinels. An alpha-strike of three of these with a support Technomancer can be seriously lethal to pretty much anything. *'''Gauntlet of Fire:''' 12" Assault D6 S5 AP-1 D1 automatically hits. Unfortunately, only found on Imotekh *'''Gauss Weapons:''' your standard weapon with a nice Ap and damage down the line. **'''Gauss Flayer:''' 24" Rapid Fire 1 S4 AP-1 D1. **'''Gauss Flayer Array:''' 24" Rapid Fire 5 S4 AP-1 D1. **'''Gauss Slicers:''' 24" Rapid Fire 2 S5 AP-1 D1. **'''Gauss Reaper:''' 12" Assault 2 S5 AP-2 D1. **'''Gauss Blaster:''' 30" Rapid Fire 1 S5 AP-2 D1. **'''Gauss Flux Arc:''' 30" Rapid Fire 3 S5 AP-2 D1. **'''Relic Gauss Blaster:''' 30" Rapid Fire 2 S5 AP-2 D2. **'''Gauss Cannon:''' 24" Heavy 3 S6 AP-3 Dd3. **'''Twin Heavy Gauss Cannon:''' 30" Heavy 6 S7 AP-3 Dd3. **'''Gauss Exterminator:''' 48" Heavy 2 S8 AP-3 Dd6, the version on the Tomb Citadel has +1S and D2d3 but it's Legend so you probably don't care. **'''Gauss Destructor:''' 36" Heavy 1 S10 AP-4 D3d3. **'''Gauss Annihilator (Flux Arc):''' 30" Rapid Fire 6 S6 AP-2 D2. **'''Gauss Annihilator (Focused Beam):''' 120" Heavy 2D3 S16 AP-4 Dd3+6 Blast, +2 to hit {{W40kKeyword|Aircraft}}. The ultimate titan hunter, the Pilon is criminally undercosted so be sure to use it at your advantage in bigger points game where there will surely be other LoW. *'''Heat Cannon:''' 36" Heavy D6 S8 AP-4 Dd6 Melta. *'''Heat Ray:''' one of the options for the Stalker, take this if you want a generalized weapon that can be anti-infantry and also anti-vehicle/monster. **'''Dispersed:''' 12" Heavy 2D6 S5 AP-1 D1 automatically hits. **'''Focused:''' 24" Heavy 2 S8 AP-4 Dd6 Melta. *'''Particle Weapons:''' high strength, low Ap weapons, that are usually best against hordes. **'''Particle Caster:''' 12" Pistol 2 S6 AP-0 D1. **'''Particle Beamer:''' 18" Assault 6 S5 AP-0 D1. **'''Particle Shredder:''' 24" Heavy 8 S6 AP-1 D2. **'''Particle Whip:''' 36" Heavy D6 S12 AP-3 D3 Blast. *'''Plasmic Lance:''' 18" Assault D3 S7 AP-3 D2. *'''Rod of Covenant:''' 12" Assault 1 S5 AP-3 D2. *'''Sceptre of Eternal Glory:''' 24" Assault 3 S8 AP-3 D2. *'''Scouring Eye:''' 12" Pistol 2 S5 AP-2 D1. *'''Singularity Generator:''' 36" Heavy 3D3 S8 AP-3 Dd6 Blast. One of the options for the Seraptek, this has a bigger volume of fire but lower strength and variable damage, can be good on units of MEQ and TEQ or units of lesser vehicles. *'''Spear of the Void Dragon:''' 12" Heavy 1 S9 AP-4 Dd6. If you hit, you draw a line from the target unit to the C'tan and make one wound roll for the target and every unit (friend or foe) the line passes over. Against {{W40kKeyword|Vehicles}} the damage goes to D3+3 making it extremely dangerous for knight armies. *'''Staff of Light:''' 18" Assault 3 S5 AP-2 D1. *'''Staff of Stars:''' 24" Assault 9 S6 AP-2 D1. *'''Staff of the Destroyer:''' 18" Assault 3 S6 AP-3 D2. *'''Synaptic Disintegrator:''' 36" Heavy 1 S5 AP-1 D1. The usual sniper weapon. *'''Synaptic Obliterator:''' 72" Heavy D3 S16 AP-4 D6. The second option for the Seraptek, now that it's {{W40kKeyword|Core}} and can be buffed by MWBD and the Silent King, this weapon can be somewhat more accurate, but the low volume of shots can be annoying. Be sure to target stuff that doesn't have an invuln save for maximum damage. *'''Tachyon Arrow:''' 120" Assault 1 S12 AP-5 Dd6 only one shot. Finally, it has returned as an upgrade for the base overlord! The single shot and variable damage make it very unreliable but for 5 points it can be a nice way to kill off a wounded vehicle on the other side of the board. *'''Tesla Weapons:''' Weapons with this ability cause 3 hits instead of 1 on an unmodified hit roll of 6. **'''Tesla Arc:''' 3" Assault 3D6 S4 AP-0 D1. **'''Tesla Carbine:''' 24" Assault 2 S5 AP-0 D1. **'''Tesla Cannon:''' 24" Assault 3 S6 AP-0 D1. **'''Tesla Sphere:''' 24" Assault 4 S7 AP-0 D1. The ones on the Obelisk become Assault 6 S8 D2 if it remained stationary, making them somewhat better, though the lack of Ap means that it won't do much against the types of targets the D2 is for. **'''Tesla Destructor:''' 24" Assault 5 S7 AP-0 D1. *'''Tesseract Singularity Chamber:''' The signature weapon of the Tesseract Ark, it has three profiles that are good for pretty much any circumstance which make it more versatile than the common ark. **'''Particle Hurricane:''' 12" Assault D6 S4 AP-3 D1 automatically hits and always wounds on 2+ (except vehicles). **'''Seismic Slash:''' 24" Assault D6 S5 AP-3 D3. **'''Solar Fire:''' 36" Heavy D6 S8 AP-3 Dd6. *'''Transdimensional Weapons:''' low-volume, high Ap and damage weapons found on specific models. Situational but can find their use. **'''Transdimensional Projector:''' 24" Heavy D6 S6 AP-2 D1 Blast. The only one of them that doesn't follow the theme, it's found as a secondary weapon of the underwhelming Seraptek. It can function as an anti-horde. **'''Transdimensional Beamer:''' 12" Assault 1 S4 AP-3 D3. **'''Transdimensional Abductor:''' 12" Assault D3 S4 AP-3 D3. Found on the Convergence of Dominion, you'll probably hardly use this, let alone the unit itself, but it can prove useful at defending a position with MWBD and other support. ===Relics=== The generic relics can be taken by a character, other limitations provided. *'''Gauntlet of the Conflagrator:''' Gauntlets of Fire are back... kinda. 12” pistol, auto-hits the target, rolls 1d6 for each model in the unit, and scores mortal wounds on natural 6s, giving it some use against hordes. Most importantly, it's an additional weapon instead of a replacement one; an overlord could take it to gain the ranged attack they give up when they take a scythe, and a Psychomancer could combine it with the Atavindicator in order to reach the MW output of a C'tan or a Plasmancer, but with the added bonus of fucking with your targets' Morale. A popular use of the Gauntlet is to slap it on a [[Hexmark Destroyer|glocktopus]], who can use it to thin a squad before discharging his other 6 pistols on them. *'''Nanoscarab Casket:''' +1 wound regained when using Living Metal. No longer the Destroyer Lord powerhouse, though it can be combined with the Lokhust Lord's Phylactery. ''Important to have when revived by Resurrection Protocols, to get back from D3 to full wounds ASAP''. Also useful to a Catacomb Barge Lord, who has more wounds and can thus benefit more from the improved regeneration...and may need it more, as being {{W40kKeyword|vehicle}} prevents them from using Resurrection Protocols. *'''Orb of Eternity:''' Resurrection Orb with +1 to the roll. Much better than the last edition, as you now can’t bring back mass amounts of robots during your command phase without a resurrection orb, and this relic simply buffs your one-time use wargear by 16%, helping it make its cost back. *'''Sempiternal Weave:''' {{W40kKeyword|Noble}} Model only, gains +1T & +1W. On lords and overlords, it’s nearly worthless as a defensive buff, and it makes Catacomb Command Barges too big for the Look Out, Sir requirements. There're better relics. *'''The Arrow of Infinity:''' Replaces a Tachyon Arrow, so Overlords only. Same profile but with flat 6 damage, so it can take out a character or a damaged tank, but this one-shot wonder is more of a troll pick than anything. In smaller games, this could be a fairly efficient anti-tank option, but don’t count on it past 1000 points. *'''Veil of Darkness:''' Once per game, teleport the bearer and one {{W40kKeyword|<DYNASTY> Core}} unit, a la Deep Striking. Note that this can be used in close combat without falling back, allowing you to "fall back" and shoot with a unit of Warriors or Immortals that were caught in close combat. This is not an auto-take, but it's pretty damn close, and with the new {{W40kKeyword|Core}} additions, this can teleport anything from a warrior squad to a Seraptek or the Silent King. *'''Voidreaper:''' Replaces a Warscythe or Voidscythe (so a Warscythe - why pay 10 more points for this than you have to?). No longer a clone of the Nightbringer’s scythe, (that'd be insane with its new profile), It's a Damage 3 Warscythe that prevents the target from using rules that ignore lost wounds, such as Feel No Pain and also those annoying "cannot lose more than 3 wounds per phase" rules. The things with that last rule tend to be a bit scary in melee though, but it may be just the thing for them. Better or equal to the Blood Scythe against things with 3 or more wounds. *'''Voltaic Staff:''' No longer locked behind Mephrit, this toy replaces the Staff of Light, increasing its shooting and melee profile by +1S and +1D, and gives it an extra shot. It's also considered to be a Tesla weapon, with 6s to hit inflicting 2 extra hits and you can activate the Malevolent Arcing Stratagem against unit castles. ===Universal Equipment=== *'''Canoptek Cloak:''' You gain a Movement of 10" and the {{W40kKeyword|Fly}} keyword and can also heal D3 wounds on a friendly {{W40kKeyword|<Dynasty>}} model within 3". This helps your Technomancer keep up with your faster units like Wraiths and Destroyers. **Since {{W40kKeyword|The Silent King}} has the fixed {{W40kKeyword|Szarekhan}}{{W40kKeyword|<Dynasty>}}, this can be used to heal The Silent King if your Technomancer is also Szarekhan. *'''Canoptek Control Node:''' Gives the bearer an aura that gives a +1 to hit on {{W40kKeyword|<Dynasty>}} {{W40kKeyword|Canopteks}} within 6". Now that every canoptek hits on 4+, this will let you be more accurate on things that matter like Doomstalkers, Wraiths and Spiders. *'''Dispersion Shield:''' 4++ and +1 to armor saves. The only ones that can this are Lychguards, which makes them harder to kill if they need to footslog the battlefield while they protect their noble. You should take this most of the times. *'''Fabricator Claw Array:''' The beare can recover D3 wounds for a {{W40kKeyword|<Dynasty>}} {{W40kKeyword|Vehicle}} within 3"; found on the spider. This will help you make your vehicles tougher and can be used in conjunction with a Technomancer to make the Silent King nigh-invulnerable with costant regeneration and resurrection of the menhirs. *'''Gloom Prism:''' You can deny a power as if you were a {{W40kKeyword|Psyker}}. Costs 5 points for Spiders while the two FW centipedes get it for free. Since we don't have many ways to combat psykers, you should always take this if you plan to go against psyker-heavy armies. **Upgrade allows the UNIT to deny one power per turn - Multiple Gloom Prisms in the same unit don't stack. *'''Nebuloscope:''' Ignores cover for shooting attacks, upgrade for the Tomb Blades. As per wording, this let's you also ignore Dense cover so it could be a way to circumvent the penalties in a board that's packed with them. This also counters those armies that count as being in cover under some circumstances. *'''Phylactery:''' You get D3 wounds back instead of 1 with Living Metal. Stangely, only the Lokhust Lord can take it and Kutlakh also has it. At only 5 points it can be a good option, but remember it's either this or the resurrection orb so make sure you know where you want to send your model. *'''Resurrection Orb:''' Once per battle, it makes you activate the protocols of a {{W40kKeyword|<Dynasty>}} unit within 6". Good if you have a big unit of warriors that are also buffed by a Reanimator so they get up on 4+. The buff is also very recommended if you want to use this on units of destroyers or other multi-wound models, since you will need more dices to revive just one model. *'''Shadowloom:''' Gives a 5++, the alternative upgrade to the Nebuloscope. This one is more defensive and depends on what you're up against; if you're against low Ap armies then it's better to take the Shieldvanes and Nebuloscope since you'll only see the difference in saves when faced with Ap-3, instead if you expect to face heavy plasma fire or the like, take this and you have 3 points of the Shieldvanes left to spend on other things. *'''Shielvanes:''' The bearer has a 3+ armor save. As stated above, good against low-Ap armies, this let's you get the full profile of an immortal with triple the movement and double the wounds at only 40% more cost (you get one less attack but neither of the necessarily want to be in melee so it doesn't count. ===Cryptek Arcana=== As if to make up for all the abuse the crypteks took since 7th ed, they not only get their old specialties back but also a special set of equipment that doesn't count as relics(you can have one of each on a cryptek). The difference here is that these ones cost points/PL in order to get. *'''Atavindicator:''' (+1PL +20 pts) {{W40kKeyword|Psychomancer}} only. At the end of each of your movement phases you pick a non-vehicle enemy unit within 18" of the bearer, roll 3D6 and if the result is equal or higher to that unit's Leadership it suffers D3 mortal wounds. ''Helps a Psychomancer be a bit of a Plasmancer without having to surrender utility for sheer mortal wounds''. *'''Cortical Subjugator Scarabs:''' (+1PL +10 pts) Once per battle, during the enemy Heroic intervention step, one {{W40kKeyword|<DYNASTY>}} unit within 6" can Heroically intervene. Makes picking off a babysat unit of warriors or the crypteks itself a bad idea when another squad is nearby. *'''Countertemporal Nanomines:''' (+2PL +25 pts) {{W40kKeyword|Chonomancer}} only. During your Shooting phase, pick an enemy within 18". Halve charge and advance rolls until your next turn. <u>Makes your Gauss Reaper units unchargeable</u>, as the enemy would need to move 6 and roll a 12 in the charge phase to close the 12" gap. *'''Cryptogeometric Adjuster:''' (+1PL +10 pts) At the beginning of each of your opponent's shooting phases, you can pick an enemy unit within 12" and give them -1 to hit rolls for the entire phase. Could be useful for a cryptek tagging alongside your units in melee, casting the curse on a unit nearby. Eg. charging the guardsman squad screening a Heavy Weapon's Team behind them. *'''Dimensional Sanctum:''' (+1PL +10 pts) Gain Dimensional Translocation. Useful for the two slowest crypteks, allowing the Psychomancer to deep strike alongside Flayed Ones, and the Plasmancer to close the distance and use its MW aura. Useless to a chronomancer since chronometron happens in the command phase (i.e.: before the deep strike), and the technomancer can get a cape of 10" FLY instead. *'''Fail-Safe Overcharger:''' (+2PL +25 pts) In your Command phase, the bearer chooses a {{W40kKeyword|Canoptek}} unit within 9″ and gives them +1A, or +D3A if they’re {{W40kKeyword|Monsters}}. Straight up murderous with a group of Spyders and a Technomancer giving them +1 to hit. *'''Hypermaterial Ablator:''' (+1PL +20 pts) In your Command phase you can pick any {{W40kKeyword|<Dynasty> Core}} or {{W40kKeyword|<Dynasty> Canoptek}} unit within 9" from the bearer and until your next Command phase, they're considered within light cover when shot by enemy units more than 12" away. With the new additions to the {{W40kKeyword|Core}} roster, this can let you buff back-line vehicles or even the Silent King, making them more survivable. *'''Metalodermal Teslaweave:''' (+1PL +15 pts) When an enemy unit ends a charge movement within 6" from the bearer, roll a D6: on a 2+ the unit takes D3 mortal wounds. *'''Photonic Transubjector:''' (+1PL +15 pts) First failed save roll in each turn makes the enemy weapon deal no damage. *'''Phylacerine Hive:''' (+1PL +15 pts) {{W40kKeyword|Technomancer}} only. Once per game, you can use Rites of Reanimation to revive up a model from any unit with Reanimation Protocols, instead of just {{W40kKeyword|Core}}. Useful on spiders or destroyers who lost more than one model so you can revive two with this and rites of reanimation, and even on the Triarch Praetorians. *'''Prismatic Obfuscatron:''' (+1PL +15 pts) Gives the Cryptek the old character rule, only being targetable if they’re the closest eligible target. This is better than Look Out Sir, as the Cryptek doesn't need to be near any other unit to benefit from it and protects him from sniper fire. Enables a lone cryptek (Plasmancer?) to sit on an objective all by themselves, without using up another unit as a bodyguard. You just need to screen them from deep-strikers. *'''Quantum Orb:''' (+1PL +15 pts) {{W40kKeyword|Plasmancer}} only. Once per battle you can place a counter within 24" from the bearer during your Command phase. In the next Command phase you roll a D6 for every unit within 6" from the counter, with -1 for {{W40kKeyword|Characters}}: 4-5 is D3 mortal wounds, 6 is 3 mortal wounds. The token is removed after that. For best use: place on an important objective that your opponent needs to take. Goodbye, castles.
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