Warhammer 40,000: Kill Team (HoR)/Tactics/Necrons(7E): Difference between revisions

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*'''Reanimation Protocols''': Necrons can't go lone wolf, as they have to be within 6" of another Necron that can reanimate in order to do that.  Models with Ever-Living aren't bound by this though.
*'''Reanimation Protocols''': Necrons can't go lone wolf, as they have to be within 6" of another Necron that can reanimate in order to do that.  Models with Ever-Living aren't bound by this though.
**'''We'll Be Back!''': If a model with Reanimation Protocols dies after Damage results, they must roll a d6: on a 1-4, they stay dead, on 5-6, they count as having rolled a 2 on the Damage Results.  This is useless on Troops, but it allows Special and Leader choices to return to battle.
**'''We'll Be Back!''': If a model with Reanimation Protocols dies after Damage results, they must roll a d6: on a 1-4, they stay dead, on 5-6, they count as having rolled a 2 on the Damage Results.  This is useless on Troops, but it allows Special and Leader choices to return to battle.
==FOC==
*1 Leader
*1-20 Core
*0-3 Special 


==Wargear==
==Wargear==
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*'''Stasis Field''': A single-use combat weapon, this drops models in base contact to only ONE attack for the remainder of the turn.  Yeah, this is good to troll them and run away.
*'''Stasis Field''': A single-use combat weapon, this drops models in base contact to only ONE attack for the remainder of the turn.  Yeah, this is good to troll them and run away.
*'''Gaze of Flame''': The Cryptek and models within 6" of him get unlimited Defensive Grenades that can't be thrown. A smart defensive idea for a decent price.
*'''Gaze of Flame''': The Cryptek and models within 6" of him get unlimited Defensive Grenades that can't be thrown. A smart defensive idea for a decent price.
==FOC==
*1 Leader
*1-20 Core
*0-3 Special 


==Leaders==
==Leaders==
*'''Necron Lord''': Those nostalgic of Oldcrons (or play [[Dawn of War]]) will remember the time where Cron Lords were badasses, here represented by giving them 2W and the same statline.  They have the stock weapon options as well as a choice for either the Sempiternal Weave or the Phase Shifter.
*'''Necron Lord''': Those nostalgic of Oldcrons (or play [[Dawn of War]]) will remember the time where Cron Lords were badasses, here represented by giving them 2W and the same statline.  They have the stock weapon options as well as a choice for either the Sempiternal Weave or the Phase Shifter.
**'''Destroyer Lord''': For the price of 40 Points, A Cron Lord becomes a Destroyer Lord with the reflecting statline (sans a Wound).  It loses the option for the Phase Shifter for Hatred (EVERYTHING), which isn't a terrible trade.
**'''Destroyer Lord''': For the price of 40 Points, A Cron Lord becomes a Destroyer Lord with the reflecting statline (sans a Wound).  It loses the option for the Phase Shifter for Hatred (EVERYTHING), which isn't a terrible trade.
*'''Cryptek''': The only other Leader, this Cryptek doesn't get the whole list of upgrades, but can take each discipline's weapon and the Solar Pulse, Timesplinter Cloak, Nightmare Shroud, Chronometron, and Harp of Dissonance (Upgrades from each Harbinger Discipline).  The upgrades it gets are better suited for being a support/troll HQ than for killy.
*'''Cryptek''': The only other Leader, this Cryptek doesn't get the whole list of upgrades, but can take each discipline's weapon and the Solar Pulse, Timesplinter Cloak, Nightmare Shroud, Chronometron, and Harp of Dissonance (Upgrades from each Harbinger Discipline).  The upgrades it gets are better suited for being a support/troll HQ than for killy.


==Core==
==Core==
*'''Necron Warrior''': They're Necrons.  Use them for general uses.
*'''Necron Warrior''': They're Necrons.  Use them for general uses.
*'''Necron Immortal''': Necrons with the weapons they usually have.  With the limited vehicles in the meta, Tesla Carbines tend to be more useful.
*'''Necron Immortal''': Necrons with the weapons they usually have.  With the limited vehicles in the meta, Tesla Carbines tend to be more useful.
*'''Flayed Ones''': Displaying intelligence still missing from GW (and [[Matt Ward]] to a degree), Flayed Ones are troops here.  They're otherwise similar, but they're incapable of contesting objectives or using the We'll Be Back! rule.
*'''Flayed Ones''': Displaying intelligence still missing from GW (and [[Matt Ward]] to a degree), Flayed Ones are troops here.  They're otherwise similar, but they're incapable of contesting objectives or using the We'll Be Back! rule.


==Special==
==Special==
*'''Deathmark''': The Deathmarks gain a major buff from the ruleset: Their prey can now either be the Leader or every Special unit, and they can always wound on a 2+.  AWESOME.
*'''Deathmark''': The Deathmarks gain a major buff from the HoR rules: Their prey can now either be the Leader or every Special unit, and they can always wound on a 2+.  AWESOME.
 
*'''Lychguard''': The lack of super-heavy kill weaponry of S FUCK and AP MURDER gives the Lychguards some better use, especially with the shields. However, they're still real costly to use.
*'''Lychguard''': The lack of super-heavy kill weaponry of S FUCK and AP MURDER gives the Lychguards some better use, especially with the shields.
 
*'''Triarch Praetorian''': The Rod of the Covenant's alright, but it's usually more recommended to grab the Void Blade and Particle Caster.
*'''Triarch Praetorian''': The Rod of the Covenant's alright, but it's usually more recommended to grab the Void Blade and Particle Caster.
 
*'''Canoptek Scarab Swarm''': They're swarms of scarabs.  They can't get anything from campaigns, so use them as screens. Sad thing is that these guys aren't troops, and thus your dreams of drowning them in bugs will only remain a possibility for [[Tyranids]].
*'''Canoptek Scarab Swarm''': They're swarms of scarabs.  They can't get anything from campaigns, so use them as screens.
 
*'''Canoptek Wraith''': The lack of heavy weapons give Wraiths some good priority, with the whips being a big help as ambushers.  They can't win anything from campaigns either, but they're not disposable like the Scarabs.
*'''Canoptek Wraith''': The lack of heavy weapons give Wraiths some good priority, with the whips being a big help as ambushers.  They can't win anything from campaigns either, but they're not disposable like the Scarabs.
 
*'''Tomb Blades''': They're jetbikes that can bounce around and piss off anything trying to shoot them.  Their weapons aren't bad, though it's likely you'll take the Particle Beamers to exploit the Relentless.
*'''TombBlades''': They're jetbikes that can bounce around and piss off anything trying to shoot them.  Their weapons aren't bad, though it's likely you'll take the Particle Beamers to exploit the Relentless.
 
*'''Necron Destroyers''': They're a little more useful in a non-vehicle meta, but they're still targets.  Make sure nothing closes in on you, and keep tabs on where everyone's going.
*'''Necron Destroyers''': They're a little more useful in a non-vehicle meta, but they're still targets.  Make sure nothing closes in on you, and keep tabs on where everyone's going.


[[Category: Warhammer 40,000 Tactics/Kill Team (HoR)]]
[[Category: Warhammer 40,000 Tactics/Kill Team (HoR)]]

Revision as of 22:33, 16 September 2014

Heralds of Ruin for the Necrons solves some of the more dire issues that mar them in normal play, but regardless of any changes, they lose their gifts by the lack of vehicles in major gameplay. They're still flimsy, and they're still made for numbers, and some of their moneymaker techniques did get toned down to avoid the cheeseness.

Despite this, though, they still have some of the best HQs and some of the best upgrades available that keep the undying masses running.

Rules

  • Dimensional Travel: Flayed Ones and Deathmarks Deep Strike like normally.
  • Reanimation Protocols: Necrons can't go lone wolf, as they have to be within 6" of another Necron that can reanimate in order to do that. Models with Ever-Living aren't bound by this though.
    • We'll Be Back!: If a model with Reanimation Protocols dies after Damage results, they must roll a d6: on a 1-4, they stay dead, on 5-6, they count as having rolled a 2 on the Damage Results. This is useless on Troops, but it allows Special and Leader choices to return to battle.

Wargear

  • Shadowloom: Gives a model Stealth. In a game full of cover like this, Stealth is a miracle.
  • Nebuloscope: A cheap upgrade that gives a model BS5. A neat upgrade to add.
  • Targeting Matrix: Models that don't move can re-roll shots to-hit of 1.

Leaders Only

  • Resurrection Orb: It's a RezOrb. You love it. It gives models within 6" a 4+ to Reanimation. It's incredibly pricy though, so you need to find the allotted room for it.
  • Targeting Relay: It's a good idea for shooty Leaders. If they hit even once, the enemy get a markerlight-lite that grants anyone else that shoots at them Twin-Linked. OH SONNA YEAH.
  • Disruption Field: A 5++ against shooting. Always an okay snag.

Lords Only

  • Quantum Shielding: It's a bit expensive, but it gives a 3++. However, before you go calling hax, this thing will be lost the instant you fail even ONE save. Ever.
  • Mindshackle Scarabs: It's been nerfed to one use only, but other than that, it's similar to normal. Roll for LEadership on 3d6, failing means that every model within base contact with the user takes a blow. It's still pretty neat to take for choppy leaders.
  • Pariah: If you ever wanted to bring these badasses back from 3E, this'll be pretty close. Everyone within 3" loses -2Ld and the Lord auto-denies. It's alright, but nothing near the ultra-badasses from the old editions.
  • Necrontyr Command: Expands the Resurrection range to 12". Not bad in comparison to the RezOrb.

Cryptek Only

  • Gloom Crystal: An analog to the Psychic Hood, this allows models within 6" to Deny on a 4+.
  • Seismic Receptacle: A Mega-Rumblah, this replaces Overwatch by forcing models within 3" to take Difficult Terrain.
  • Stasis Field: A single-use combat weapon, this drops models in base contact to only ONE attack for the remainder of the turn. Yeah, this is good to troll them and run away.
  • Gaze of Flame: The Cryptek and models within 6" of him get unlimited Defensive Grenades that can't be thrown. A smart defensive idea for a decent price.

FOC

  • 1 Leader
  • 1-20 Core
  • 0-3 Special

Leaders

  • Necron Lord: Those nostalgic of Oldcrons (or play Dawn of War) will remember the time where Cron Lords were badasses, here represented by giving them 2W and the same statline. They have the stock weapon options as well as a choice for either the Sempiternal Weave or the Phase Shifter.
    • Destroyer Lord: For the price of 40 Points, A Cron Lord becomes a Destroyer Lord with the reflecting statline (sans a Wound). It loses the option for the Phase Shifter for Hatred (EVERYTHING), which isn't a terrible trade.
  • Cryptek: The only other Leader, this Cryptek doesn't get the whole list of upgrades, but can take each discipline's weapon and the Solar Pulse, Timesplinter Cloak, Nightmare Shroud, Chronometron, and Harp of Dissonance (Upgrades from each Harbinger Discipline). The upgrades it gets are better suited for being a support/troll HQ than for killy.

Core

  • Necron Warrior: They're Necrons. Use them for general uses.
  • Necron Immortal: Necrons with the weapons they usually have. With the limited vehicles in the meta, Tesla Carbines tend to be more useful.
  • Flayed Ones: Displaying intelligence still missing from GW (and Matt Ward to a degree), Flayed Ones are troops here. They're otherwise similar, but they're incapable of contesting objectives or using the We'll Be Back! rule.

Special

  • Deathmark: The Deathmarks gain a major buff from the HoR rules: Their prey can now either be the Leader or every Special unit, and they can always wound on a 2+. AWESOME.
  • Lychguard: The lack of super-heavy kill weaponry of S FUCK and AP MURDER gives the Lychguards some better use, especially with the shields. However, they're still real costly to use.
  • Triarch Praetorian: The Rod of the Covenant's alright, but it's usually more recommended to grab the Void Blade and Particle Caster.
  • Canoptek Scarab Swarm: They're swarms of scarabs. They can't get anything from campaigns, so use them as screens. Sad thing is that these guys aren't troops, and thus your dreams of drowning them in bugs will only remain a possibility for Tyranids.
  • Canoptek Wraith: The lack of heavy weapons give Wraiths some good priority, with the whips being a big help as ambushers. They can't win anything from campaigns either, but they're not disposable like the Scarabs.
  • Tomb Blades: They're jetbikes that can bounce around and piss off anything trying to shoot them. Their weapons aren't bad, though it's likely you'll take the Particle Beamers to exploit the Relentless.
  • Necron Destroyers: They're a little more useful in a non-vehicle meta, but they're still targets. Make sure nothing closes in on you, and keep tabs on where everyone's going.