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==Wargear== ===Ranged Weapons=== *'''Staff of Light''' - The stock weapon of the Lords, it's an S5 AP3 gun with Assault 3, but only 12" range. It's the one thing your Lord should rely on unless you expect combat. *'''Tachyon Arrow''' - A single-use 120" S10 AP1 shooting attack. Kind of expensive, but could be somewhat useful if you're lacking Anti-Tank. Which you aren't because your most basic gun glances on a 6 anyways. *'''Gauntlet of Fire''' - It's a flamer, and just a flamer (not even the Heavy Flamer it used to be). It's also kinda not worth it for 10 points. Though, now that the Gauntlet does not keep you from taking a Warscythe, it may be worth considering, especially on a Barge for flamer overwatch. And it is after all the only flamer you can put onto your lord that you run along with your squad, if you feel the need to have a "special surprise" for those annoying tarpits that somehow get close to you. *'''Heat Ray''' - The Triarch Stalker's chief weapon of doom, it's either a Heavy Flamer (and it actually is Heavy 1), or multimelta that shoots twice. Either way, trolltastic. ====Gauss Weapons==== This type of weapon always glances on a 6 when rolling to pen and will instantly cause a wound on a 6 to-wound. So back in 5th ed, even your basic Warriors could cause weapon destroyed or immobilized results on ANY vehicle. Yes, even a Landraider (or a Warlord Titan for that matter)! But then 6th came along and turned it up a notch. Due to the new hull points system, glancing hits strip off hps without rolling on the damage result table. But who cares! With some mathhammer, here's what a full Necron Warrior unit can do to a Landraider: 20 shots fired at BS4 means 13 1/3 hits. Rolling to pen needing a 6, 2 2/9 glancing hits. This means a Landraider is down to half its life in one round of shooting from your basic troops at 24" range. (For bonus points, Nemesor Zandrekh can sometimes give the unit tank hunter, so with Lady Luck on your side you will be one-shotting land raiders - but you'll need a nearby unit of enemy Tank Hunters to nab it from). *'''Gauss Flayer''' - The basic gun of the Warrior, it's a bolter that can glance tanks to death. *'''Gauss Blaster''' - It's a Gauss Flayer with S5 AP4. Keep it on Immortals in most cases. Remember, Decurions make them relentless, so this is a must keep whenever using one. *'''Gauss Flayer Array''' - It's 5 Gauss Flayers slapped together, and it can fire at a different target from that of the rest of the vehicle's guns. These are what Ghost arks get and they're inexplicably salvo 5/10, meaning you will always fire 10 shots at 24" as vehicles are relentless. *'''Gauss Flux Array''' - 24" S5 AP4, but Heavy 3 and can fire at a separate target. 24" heavy bolters, only for Monoliths. *'''Gauss Cannon''' - 24" S5 AP3 gun with Heavy 2, mounted on your Catacomb or destroyers. Wrecks 3+ saves, otherwise a bit bland. *'''Heavy Gauss Cannon''' - 36" worth of S9 AP2 Gauss goodness, though it's only 1 shot, and the Gauss rule does nothing for an S9 gun. It's a 36" lascannon basically. ====Particle Weapons==== *'''Particle Caster''' - S6 AP5 pistol. Yes, you are instagibbing Eldar with a FUCKING PISTOL. *'''Particle Beamer''' - A 24" S6 AP5 Heavy 1 weapon with Blast. *'''Particle Shredder''' - A bigger Particle Beamer, this can drop S7 AP4 Large Blasts in the same range. *'''Particle Whip''' - The classic weapon of the Monolith, this is a 24" S8 AP3 Large Blast of Ordnance. ====Tesla Weapons==== Where the Gauss is loved for its potential in devastating tough enemies, the Tesla is loved for its ability to lay down lots of hurt. See, the Tesla rule grants a 6 to-hit two additional hits so long as it's not a Snap Shot. This means that a good roll can lead to a squad of Guardsmen being easily eradicated or a mob of Gaunts being chopped in half without thinking. The issue is that all Tesla Weapons are AP-, meaning you trade quality of shooting for quantity. Fun fact: at BS4 (aka almost all Necrons) you average one hit for every shot you fire. Yep, 5 Immortals firing tesla expect to get 5 hits. *Ok, here's how it goes - 6 Immortals will roll 6 dice which on average means 2 misses, 4 hits and 1 of those hits generates 2 additional hits for a total of 6 which averages out to 1 hit per shot originally fired. 5 Immortals makes for less easy numbers - 5 shots equals 1.667 misses, 3.334 hits of which 0.8334 generates additional hits which on average means 1.667 additional hits per 5 shots, so the average number of hits is 3.334 + 1.667 = 5 hits. Sometimes you won't get any exploding shots but the average over a lot of shots is one hit per shot originally fired. 1 in 4 hits will generate 2 extra hit balancing out the 2 in 6 shots that miss. *'''Tesla Carbine''' - A 24" S5 AP- Assault 1 gun. This is the tool of Immortals who like staying still, or assaulting without being in a Decurion. *'''Tesla Cannon''' - A Tesla Carbine with S6 and Heavy 2. *'''Tesla Destructor''' - A Tesla Cannon with S7 and Heavy 4. *'''Tesla Sphere''' - A Tesla Destructor with a bonus shot. That's it. ===Melee Weapons=== *'''Flayer Claw''' - S User AP5 Melee, Shred. This is the only reason Flayed Ones aren't entirely shit (apart from their profile, and their rules). *'''Hyperphase Sword''' - It's a power sword. That doesn't make it dreadful and it might be a reasonable choice if you are in a small game and want to save point while still making your lord dangerous to MEQ, but there are much better weapons available. *'''Voidblade''' - AP4 Rending and Entropic Strike (Essentially Gauss in melee form). It's useful against GEQ but really the only argument in its favour is that it's cheap. Much like the Hyperphase Sword this suffers from a crippling lack of being a warscythe. *'''Warscythe''' - Now we're talking. This is absolutely your default go to weapon in almost all circumstances. Though 10 points more expensive in 7th, you get a Two-Handed S+2 AP2 melee weapon with Armourbane. Anything that you move into base contact with will be cut to ribbons as long as the Overlord survives until his own initiative step. It's both powerful and versatile, ensuring that your Lord can chow down on whatever is thrown at him. You wound on 2+ against mariney boys, ID guard and eldar and have a 72% chance to pen an AV12 walker and even have the chance to one hit KO it since you have AP2. It's a Swiss army knife able to handle any challenge from dreadnoughts to terminators. Even against AV14 you have a 58% chance of damage and a 41% chance of a pen. ===Technoarcana (Special-Issue Wargear)=== *'''Chronometron''' - A 5++ against shooting. Cryptek's unit Only. Look at this very carefully, it buffs your whole unit. It's not quite a Kustom Force Field, but a blob of Warriors or Immortals (or Warscythe-Lychguard if you're feeling gutsy) can make great use of this. *'''Dispersion Shield''' - A Necron-flavour Storm Shield. Sadly, you can no longer troll them with having shots bounce back. *'''Fabricator Claw Array''' - Turns your Spyder into a Techie, you exchange shooting to repair a vehicle. On a roll of 4+, you restore a Hull Point/Repair a Weapon Destroyed or Immobilized result. *'''Gloom Prism''' - Gives allies within 12" AW. Pretty much the only way you can deny any psychic fuckery since your C'Tan aren't Psykers. *'''Mindshackle Scarabs''' - No longer the glorious trolltastic power it once was, to the outrage of many a cheesemongering neckbeard. Now, it confers Fear in challenges which the opponent must test for on a 3D6. Sadly, [[RAGE|all the Loyalist Marines can resist this]] without rolling. And Daemons, and Tyranids in Synapse range, and pretty much anyone else that'll actually charge you. Weirdly enough, the Fear your character gains applies to all enemy units in combat, not just the dude you've challenged. Still not worth it, but it can sometimes give your lychguard or wraiths the upper hand. *'''Phase Shifter''' - Grants the wielder and ONLY the wielder a 4++ Invul. The days of Invul spamming Catacombs are over, even if the 25 point price tag didn't scare you. *'''Phylactery''' - Gives you It Will Not Die. Unlike the Phase Shifter, this will work with the Catacomb, so now you [[Awesome|have a regenerating ride]]. *'''Resurrection Orb''' - A much-loved take, this now allows your Lord and his unit to re-roll all failed Reanimation rolls for a single phase of the game. For 25 points, it's now slightly less of an auto-take, but still capable of earning its points back with one good phase. It feels like they switched the rules between the Phylactery and the Res Orb. Not the point cost, just the effects. ===Artefacts of the Aeons=== *'''Gauntlet of the Conflagrator''' - A single-use S7 AP2 Gauntlet of Fire, this sounds like a handy way to scrub out a little mob of TEQ. However, its single use combined with relatively steep points cost means there are better options out there. Can be a nasty surprise when stuck on Destroyer Lord. Str7 and preferred enemy allows for 2+ wounds rerolling ones against most units and ap2 negates all armour saves. Combine with Solar Thermistate for Str8 instant death to characters and Grey Knight Paladins. Suck on that Apothecary! **NOTE: Destroyer lords can't get Solar Thermasite. *'''Nightmare Shroud''' - Old 'dex players would recognize that this is a merging of the Shroud and the old favourite, the Sempiternal Weave; 2+ Armour and Fear. Also, once per game during the player's shooting phase, he can force a unit within 18" to test morale. Sadly, this is incapable of harming Fearless or ATSKNF. It's another insanely pricey tool at 35 points, but is now the only way to give a vanilla overlord a 2+ save. *'''Orb of Eternity''' - A Rez Orb that also gives all Reanimation Rolls +1 even if they're re-rolls. The issue is that such a gift must also be ungodly expensive at 40 smackeroos. *'''The Solar Staff''' - A Staff of Light with Blind. It also can remove Night Fighting once in a game and during that turn, anyone shooting the wielder's unit has to use Snap Shots. Even if you don't want to mess with Dark Eldar or other Night-Vision spammers, this is a decent way to give you at least a turn to move without worry. *'''Veil of Darkness''' - Another old tool, this gives only the Bearer Deep Strike. It also allows you to leave the table once per game (even during combat!) in a Movement Phase and DS anywhere else they want. This is an incredible gift for any army, because this pretty much allows you to leg it from a bad firefight or send a surprise unit with Deep Strike in a bad flank in order to pump the enemy's ass full. But it is 25 points... *'''Voidreaper''' - Supposedly the Nightbringer's own scythe, the Voidreaper is a Warscythe with Fleshbane and Armourbane and Master-crafted. Since you're already pretty crappy at Initiative, bringing a melee deathtrap like this can easily boost your killing ability with little loss. Costs only a little more than a warscythe, Fleshbane is used to cut MCs down to size and the Master-crafted is a godsend for an Overlord. Best on Destroyer Lords to whom the Master-crafted property is highly valuable (fits the fluff there too). ===Tomb Blade Upgrades=== *'''Nebuloscope''' - This little tool is what makes the stupid jetbikes awesome: Ignores Cover on all guns. Mutually exclusive with the Shadowloom on any given bike. *'''Shadowloom''' - Grants the equivalent of Stealth, so a 6+ Cover in the open and +1 to all other cover. Note that shadowlooms don't actually ''give you Stealth''. If you are able to gain that rule from somewhere (like night fighting), feel free to Jink yourself into a 2+ Cover Save. *'''Shieldvanes''' - Boosts the Tomb Blade's armor to 3+. You should always be taking this, it increases their survivability by 50% against AP 4+ and means that you don´t have to jink against AP 4 weapons. The nebuloscope and shieldvane combo is what is most commonly seen in competitive Necron lists. ===Vehicle Equipment=== *'''Quantum Shielding''' - Comes stock on the Barges and Arks. Grants FA/SA 13...until you get penned, where it gets disabled. ===Powers of the C'Tan=== Unlike most other armies, the Necrons have no psykers, and the only thing they have to counter that is the Gloom Prism. Instead, the mandatory card set you need for them is instead randomized abilities for your C'Tan/Tesseract Vault to fire, each with their own properties. You have to roll this power after targeting an enemy, and these can't be snap-fired. #'''Antimatter Meteor''' - a 24" S8 AP3 Large Blast. The Vault doubles the range and makes it an Apocalyptic Blast. For when those Marines, Nobz, and Tyranid Warriors really need to die. #'''Cosmic Fire''' - a 24" S6 AP4 Large Blast that ignores cover. The Vault doubles the range and makes it an Apocalyptic Blast. Pretty much ideal for splatting a tough mob that thinks it's safe in cover. #'''Seismic Assault''' - a 24" S6 AP4 Assault 10 attack with Strikedown. The Vault doubles the range and number of shots. Pretty awesome. #'''Sky of Falling Stars''' - a 24" S7 AP4 Assault 3 Large Blast Barrage. The Vault doubles the range and makes it an Apocalyptic Barrage. Destroys anything that thinks it's safe in cover. #'''Time's Arrow''' - a 24" SD AP1 shot with Precision Shot. The Vault doubles the range and gives a bonus shot. Pretty much the only way you'll remove that annoying commander. #'''Transdimensional Thunderbolt''' - a 24" S9 AP1 Tesla shot. The Vault doubles the range and gives it another shot. The one time you roll a 6 to hit with this, you'll be laughing your ass off.
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