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NecroN Tomb STalker

Patterned in the shape of ancient and alien beasts of prey, Necron Tomb Stalkers are huge unliving machines; swift, tireless and relentless engines of murder that know neither pity nor remorse. Differing somewhat in scale and form, Tomb Stalkers and other similar constructs serve a function first of all to guard their masters sleep, eternally vigilant in their search for intruders that might disturb the dread tombs in which they slumber. Tomb Stalkers can detect the pulse of life through hundreds of metres of solid rock and use this ability to home in unerringly on their victims, employing a form of phase field to pass through inert matter as if it were water, striking without warning and leaving nothing but blood and dust in their wake.

NECRON TOMB STALKER ................................................................................................................................ Points: 195


WS BS 4 4 S 6 T 7 W 5 I 4 A 4 LD SV 10 3+

Special Rules:
Sense Cluster Brutal Assault Fearless War Construct Phase Tunnelling

Tomb Stalker

Unit Composition:
1 Tomb Stalker

Unit Type:
Monstrous Creature

Wargear:
Two Gauss Flayers

A Necron Tomb Stalker is a Heavy Support Choice for a Codex Necron army

Sense Cluster: Tomb Stalkers have the Night Vision universal special rule. Brutal Assault: The Tomb Stalker itself is a weapon; a mass of bladed limbs and razor-sharp armour plates. It gains +2 attacks on a turn in which it assaults as opposed to the usual +1. War Construct: The Tomb Stalker is a huge mass of shifting pseudo-metal, with little vulnerability except to the massive use of force. Sniper weapons, attacks with the Poisoned ability and the like, only wound the Tomb Stalker on a 6 (as opposed to a 4+, 2+ etc, as would normally be the case).

Phase Tunnelling: The Tomb Stalker is extraordinarily fast, and carries inbuilt phase field projectors allowing it to pass easily through inert matter, boring its way through rock and stone, and effortlessly passing through debris and rough terrain as it moves. As a result it has the Fleet, Deep Strike, Move Through Cover and Hit and Run universal special rules.

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