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===Lords of War=== *'''[[Seraptek Heavy Construct]] (Forge World)''': Itβs about time the Necrons got themselves a knight analogue (and a Knight Dominus at that). The Seraptek is a monster of a war machine, with 28W T8 3+/5++ like the Imperial Dominus Class and some pretty nasty weaponry. More over, it's fucking FAST, scuttling across the board at 16", compared to the 12" of the Imperial Knights. Thankfully it gets to use that Movement because it doesn't suffer To Hit penalties for firing Heavy weapons on the move, it can also always walk over {{WH40kKeyword|Infantry}} and {{WH40kKeyword|Swarms}} at any time, not just in combat, where normal Knights can be locked in the Movement Phase by being surrounded but outside combat. It also gets to fall back, Shoot and then Charge in the same turn like other Knight equivalents. For all your Primarch evaporating needs, it starts with two massive Singularity Generator cannons - each a 36" Heavy 3D3 S8 AP-3 D6 damage gun, that also does 1 mortal wound in addition to the normal damage on a wound roll of 6. Alternatively, you can drop them for the more versatile four weapon loadout with a pair of Transdimensional Projectors (24" Heavy D6 S6 AP-3 D3 damage with the same 1 MW on 6+ as the stock weapons) and 2 Synaptic Obliterators (72" Heavy D3 '''S16 AP-4 6 damage flat!''') It also brings its Titanic Forelimbs to melee, making 6 attacks with 2 profiles that pretty much copy the stat lines of a Knight's Titanic Feet and Reaper Chainsword respectively, it's attack characteristic is 50% better than that of regular Imperial Knights and its weapon skill is better than that of Dominus Class Knights. It's cost and statline makes it immediately comparable to a Knight Valiant, they have about equivalent amounts of firepower, but the lack of access to durability improving Stratagems, Relics and Warlord traits makes it a firemagnet with no way to turn itself off, run it with other glass-cannon units for maximum efficiency. Take it in a Supreme Command Detachment or with a couple of Tesseract Vaults to unlock your Dynasty bonus, you really don't want to invest 600 pts and then not even have a Dynasty bonus. As far as competitive goes it's probably a little early to say, but many gunlines will be able to put it down T1 relatively easily, it is a pretty potent counter to melee Knights, but a Castellan can put it down without too much fuss. Less potent than a Vault against Hordes, more potent against Knights, potentially one of the more viable Necron units in competitive contexts. *'''[[Obelisk]]''': 24 Wounds 3+ Sv and an average of 20 S7 AP- hits (yes hits, not shots - the triple shots compensate for your misses on average). It has a Movement of 8, but it can Deep Strike (albeit at more than 12" instead of 9") so it's guaranteed to at least shoot once even if it's durability is atrocious for its cost, even more so when considering it's {{W40kKeyword|TITANIC}} and therefore falls to a single round of shooting from a Gauss Pylon or Shadowsword. Once per turn you can roll a D6 for each enemy unit with {{W40kKeyword|FLY}} within 24", dealing D3 mortal wounds on a roll of 6+ (4+ if you spend 1 CP), this ability will do very little against a lot of armies and will be amazing against a few armies. The Obelisk overall is horrible, but it will make some opponents cry. *'''[[Tesseract Vault]]''': A Transcendent C'tan suspended within a huge living metal cage, it spews out copious amounts of AP- and mortal wounds but it's spicy pricy and will attract ALL the attention of your opponent. Knows four, and can use 1-3, Powers of the C'tan each turn depending on how many wounds it has left. It doesn't get to keep the C'tan's close combat prowess or their ability to hide in infantry units (as it has 28 Wounds), has a low (for a Lord of War) Toughness of 7, but with the codex it now has a 4+ invulnerable which is all kinds of nice. Still, concentrated fire (or a Macro weapon, as it's {{W40kKeyword|TITANIC}}) will bring this thing down quite quickly, so you want to get it in range quickly and try to [[DISTRACTION CARNIFEX|keep it alive as long as you can]]. A good way to get it up quickly is to use the Deceiver to [[Creed|get it into your opponent's face turn 1]]. If you're taking this thing you better make the rest of your army a glass cannon so you at least get to inflict some major damage with the rest of your army while this thing gets taken down. Makes a massive explosion of rape when it dies, ideally this happens away from your models and close to several enemy units. **Even though this unit has the dynasty keyword this unit cannot benefit from the codes due to also having the {{W40kKeyword|C'TAN SHARD}} key word. This however still means a cryptek with a cloak can still heal this unit for D3 wounds over the 1 from living metal and you can still use dynasty-specific Stratagems. *'''[[Necron Pylon|Gauss Pylon]] (Forge World)''': 30 T8 Wounds and countless sheckles worth of Deep Striking anti-tank gun with a protective field granting a 5+ invulnerable save for models (including vehicles) within 6", it can't move after deep striking but all your units can target units in combat with the Pylon. The Gauss Annihilator's Focused Beam mode is [[Awesome|S16]], so you're wounding pretty much everything in the game on 2s (and even wounding ''Warlord Titans'' on a 4+). Only AP-4 but that makes little difference since many enemies will have invulnerable saves anyway. It is so strong against {{W40kKeyword|TITANIC}} that you should always ask your opponent before friendly games if they're bringing one, if it's not a friendly game... Well enjoy 2x(6+D3) damage. It's other weapon profiles aren't even worth mentioning, but I will, it has a 3" anti-infantry gun and a Heavy 2D6 anti-MEQ gun, but firing either prevents firing the main gun. It's good even against moderately heavy vehicles like Predators and great against Land Raiders and daemon primarchs. It's terrible against units with Quantum Shielding since it can't less than 6 damage, it's also a very expensive paperweight against horde armies.
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