Warhammer 40,000: Kill Team (HoR)/Tactics/Necrons(7E)
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.
FOC
- 1 Leader
- 1-20 Core
- 0-3 Special
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.