NECRON TRIPOD
These towering Necron war machines are rarely seen, being brought out of stasis to counter only the greatest threats to a Necron Tomb world. The Tripod acts as a central hub of a Necron force, armed with devastatingly powerful energy weapons and the ability to teleport other Necron units to it's location, sweeping them out of harms way. The Tripod can be considered a match for or superior to the Imperial Warlord Battle Titan in most respects.
WS BS 2 4
S 10
A 3
I 1
Front Side Rear 14 14 14
Points: 2500 Number per squad: 1 Type: Super-heavy walker Structure points: 9 Phase Fields: 6 Weapons and equipment: Living Metal Symbol of Necron Superiority Power Matrix Gauss Flux Arc Portal matrix Solar Disintegrator Disruption field pulse generator aka "The Black Smoke" Phase Shifter Resurrection Matrix
SPECIAL RULES Living Metal: The Tripod is made of living Necron metal which is not only self-repairing but is capable of adapting its structure to resist incoming attacks. Attacks which count the target's Armour Value as being less than it really is (such as bright lances and blasters) do not do so against the Tripod. Similarly, weapons that get additional Armour Penetration dice (such as chainfists, monstrous creatures or melta weapons) do not do so against the Tripod. Ordnance weapons still roll 2D6 for Armour Penetration and select the highest score. In practice, any weapon attacking the Tripod will roll for armour penetration using its unaugmented strength and a single D6 no matter what. Symbol of Necron Superiority The Tripod is a symbol of the overwhelming technological superiority of the Necrons. As long as the Tripod is in play the Necron Phase Out rule will only come into effect if every model with the 'Necron' special rule is killed (after WBB rolls), not just 75%. This is only relevant of course if the Phase Out rule is actually in play for the game. Power Matrix: The Necron Tripod is capable of focusing incredible, unearthly energies. The power matrix cannot be disabled by a 'weapon destroyed' result and may be used even if the Tripod moves or is shaken or stunned, or if the Tripod is attempting to repair a weapon destroyed or immobilised result. The Tripod may use its matrix in the following ways each Necron turn: 1. In the Shooting phase it may discharge the matrix's energy as a powerful gauss flux arc. The Flux Arc projectors can fire D6 shots at every enemy unit with a model within 24" of the Tripod, or 3D6 shots at one enemy unit with a model within 48" from the Tripod. Each 'weapon destroyed' result inflicted on the Tripod (against any weapon) reduces the number of shots fired at each target by 1. This goes back up by 1 for each weapon destroyed result which is repaired, either with the resurrection matrix or the Damage Control universal special rule for Super-heavy vehicles. Tripod Gauss Flux Arc Range: 24" Str: 6 AP: 3 Special: Heavy D6 (at every target in range) Tripod Gauss Flux Blast Range: 60" Str: 6 AP: 3 Special: Heavy 3D6 (at one target in range) 2.The Portal Matrix may be used In the Necron Movement phase as follows: If a unit of 'Necrons' is eligible to enter play from reserve then they must emerge from the portal even If you would prefer to use an alternate mode. Up to 3 units of 'Necrons' can enter play from each Tripod in a single turn by emerging in front of a line drawn between two of the Tripod's legs. The Necron player can decide which. If there are no eligible reserves and a 'Necron' unit and any Necron lord that has joined such a unit is at least partially within 24" of the tripod they may phase out and re-emerge from the portal. Any models in the unit that, although unable to self repair, failed their 'we'll be back roll' at the start of the turn and were removed may re-roll once as they emerge from the portal. If you intend to use the portal this way during a turn then leave models that failed to self-repair on their backs until the end of the Movement phase. Any Necron Lord equipped with a Veil of Darkness (and a unit that it has joined) may use it's Veil of Darkness to phase out (even If they're in close combat) and re-enter play by emerging in front of a line drawn between two of the Tripod's legs as if they were disembarking from an access point on a stationary transport vehicle (even if the Tripod moved in the previous turn). This can be done regardless of how far the Necron Lord with Veil of Darkness is from the Tripod. Remember that the Tripod only has 3 access points, therefore only 3 Necron units may emerge in any given turn (one unit from between each leg). As an example, in one turn you could have 3 units entering from reserve, or one unit entering from reserve and two re-locating from elsewhere on the table.
Phase Shifter/Phase Field Generator: As enemy projectiles reach the Tripod, its structure becomes hazy and indistinct as though it was not completely corporeal. Shots and blows pass through its mechanical body as though it wasn't even there. The Tripod's phase shifter works the same way as Void Shields on Imperial titans. Any Necron units where the majority of the models are under the "base area" of the tripod also gain a 5+ invulnerable save. Solar Disintegrator: The solar disintegrator is the pinnacle of Necron weapons technology. The power source of the device is formed from the core of a star, shrunk down through quantum compression and controlled in such a way that its energy can be focussed out through the front of the device to lay waste to anything in its path. It is this star that the Tripod draws most of its energy from. The unstable nature of this form of energy storage means that should the Tripod be destroyed, the solar chamber could be breached releasing the energy of the star in a devestating shockwave. If the tripod suffers an Apocalyptic Explosion result on the catastrophic damage chart, the solar chamber has been breached. This is the same as an Apocalyptic Explosion except that the range is 6D6" and models within range suffer a Destroyer hit. The device fires a stream of solar plasma, cutting a path through any infantry, armour or terrain in it's way. When firing the Solar Disintegrator you can choose 2 modes of firing, either as a continuous beam weapon, or a concentrated pulse of energy. You may only use one firing mode per turn. To fire the pulse mode use the following profile. Solar Disintegrator (pulse) Range: 120" Str: D AP: 2 Special: Heavy 3, Destroyer, Primary Weapon To fire the wide beam place the Hellstorm template as per normal ordnance weapon rules anywhere up to 96" from the tripod and roll to scatter (again, like normal ordnance), using the centre of the wide end of the hellstorm template as the point of reference. Solar disintegrator (beam) Range: 96" Str: D AP: 2 Special: Heavy 1, Ordnance (Hellstorm template), Destroyer, Primary Weapon Disruption field shockwave generator (aka 'The Black Smoke'): The Tripod's other primary weapon is a much larger version of of the Disruption Field generator found on standard Necron units. The Disruption Field shockwave Generator, as the name suggests, is capable of creating these disruption fields at a great distance away from the Tripod and of such a size that they can envelope whole infantry squads or even super-heavy vehicles. The field severs the bonds between the atoms of anything caught underneath (Necron or otherwise), leaving behind a cloud of thick black smoke as it's target is turned to dust. Vehicles destroyed by this weapon do not explode, or produce a wreck, they are simply removed from the board as they are just turned to dust. As per the Melta Cannon on the Warlord Battle Titan (Apocalypse rulebook page 124) roll 3D6+10 for Armour Penetration against targets under the hole in the centre of the marker, and 2D6+10 against other targets. Range: 96" Str: 10 AP: 1 Special: Ordnance 1, 10" blast, Primary Weapon, Melta** (Apoc rulebook page 124) A note about the Tripod's "base". Due to the large area covered by the Tripod's legs determining where it's "base" is can be a little bit tricky. Any small teardrop template weapons must be able to strike one of the legs, otherwise it will not be able to reach the top of the Tripod. For determining all other measurements, hits or misses, draw a line between the back of the 40mm bases to form a triangle and use that area as the "base" area. The Tripod may stand over a terrain piece providing it can physically fit over and around it. Friendly models may move around between it's legs, but any enemy units moving between it's legs count as assaulting the Tripod (the Tripod will respond to anything getting too close by stepping on it). Any friendly unit underneath it's legs can be targeted and shot at as normal. Template weapons fired at the Tripod's upper body will not affect models underneath the Tripod, just as template weapons fired at the models underneath will not affect the Tripod itself unless it scatters over one of it's legs.