Doomsday Ark: Difference between revisions
1d4chan>DarkIronCrown17 No edit summary |
1d4chan>TheWiseDane Formatting and 7th Ed changes. |
||
Line 1: | Line 1: | ||
{{stub}} | {{stub}} | ||
[[File:Doomsdayark1.jpg|300px|thumb|right|It hits with the strength of a [[Hammerhead Gunship|Railgun]], has the range and explosiveness of a [[Leman Russ Battle Tank|Battle Cannon]] shot and has the defensive capabilities of the [[Wave Serpent]]. It is... The Doomsday Ark.]] | |||
Basically a [[Ghost Ark]] with a huge cannon underslung beneath it. | Basically a [[Ghost Ark]] with a huge cannon underslung beneath it. | ||
Deals out big steaming helpings of FUCK YOU! in the form of | Deals out big steaming helpings of FUCK YOU! in the form of S 10 AP 1 large blasts with 72in. range when it stays still or a S 8 AP 4 blast with 24 in. range if it moved, which is still nothing to sneeze at. Can reliably eat MEQS, TEQ and armoured vehicles for breakfast (when the scatter dice hits successfully) | ||
It is a very good model to have on the deep end of the table (the table on the other room is better) but if the enemy deep-strikes(CREEEEED!!!!) anything dangerous too close to it, you better run away and let your troops do the clean-up. | It is a very good model to have on the deep end of the table (the table on the other room is better) but if the enemy deep-strikes(CREEEEED!!!!) anything dangerous too close to it, you better run away and let your troops do the clean-up. | ||
Line 8: | Line 11: | ||
Which brings us to one of the main problems of the Doomsday Ark; if it moves (or Jink) you cannot benefit from the full power of the Doomsday Cannon. The other problem is while AV13 is durable, like all Necron-Skimmers it is also Open-Topped meaning AP1 weaponry can force the vehicle to explode on a 4+ or penetrate it and lose its Quantum Shielding. | Which brings us to one of the main problems of the Doomsday Ark; if it moves (or Jink) you cannot benefit from the full power of the Doomsday Cannon. The other problem is while AV13 is durable, like all Necron-Skimmers it is also Open-Topped meaning AP1 weaponry can force the vehicle to explode on a 4+ or penetrate it and lose its Quantum Shielding. | ||
Combine with a | Combine with a [[Triarch Stalker]] to fuck anything that you don't like (Grants BS 5 for the fucking thing) and if it survives just bring in the Doom Scythes with their S 10 AP 1 Lance Blast killshots, or rush it with [[|Canoptek Wraith|Canoptek Wraiths]]... Actually, anything can pick up the mess of what's left of the enemy after this thing is done. | ||
it survives just bring in the | |||
{{Necrons-Forces}} | {{Necrons-Forces}} |
Revision as of 19:54, 28 January 2015
![]() |

Basically a Ghost Ark with a huge cannon underslung beneath it.
Deals out big steaming helpings of FUCK YOU! in the form of S 10 AP 1 large blasts with 72in. range when it stays still or a S 8 AP 4 blast with 24 in. range if it moved, which is still nothing to sneeze at. Can reliably eat MEQS, TEQ and armoured vehicles for breakfast (when the scatter dice hits successfully)
It is a very good model to have on the deep end of the table (the table on the other room is better) but if the enemy deep-strikes(CREEEEED!!!!) anything dangerous too close to it, you better run away and let your troops do the clean-up.
Which brings us to one of the main problems of the Doomsday Ark; if it moves (or Jink) you cannot benefit from the full power of the Doomsday Cannon. The other problem is while AV13 is durable, like all Necron-Skimmers it is also Open-Topped meaning AP1 weaponry can force the vehicle to explode on a 4+ or penetrate it and lose its Quantum Shielding.
Combine with a Triarch Stalker to fuck anything that you don't like (Grants BS 5 for the fucking thing) and if it survives just bring in the Doom Scythes with their S 10 AP 1 Lance Blast killshots, or rush it with [[|Canoptek Wraith|Canoptek Wraiths]]... Actually, anything can pick up the mess of what's left of the enemy after this thing is done.
Forces of the Necrons |
---|