TheRhino wrote:Just a couple quick questions on the Necron Tomb Spyders.
First, the descriptionof the unit says it's armed "Claws", but you can exchange one of the claws for a Particle Projector. Does this mean that the Spyder is originally armed with two close combat weapons, or not? I don't want this big metal bug getting any extra attacks on my tanks than it needs to.
Second, how does the Tomb Spyder's repair rule work? The rule says that if a Necron unit is not within 6" of a similar unit, it can still make a We'll Be Back roll if another unit of the same type is anywhere on the table, via the Spyder. The rules says Necrons repaired in this manner "join that unit." Which unit? The one that was destroyed, or the one that was anywhere on the table?
If it's any unit on the table, how does this affect killpoints? Say, for example, a unit of 10 Necron Warriors are shot down, but no other Warriors are within 6". A Spyder is nearby, and another unit of 10 warriors is across the board. The Spyder allows the decimated Necrons to roll WBB, and join the living 10-man squad? Do they then become a squad of 10+however many make the WBB roll? Is the originally-decimated squad considered killed for the purposes of Kill Points?
I don't see these guys much across the table from my Marines, but it's still nice to know the right rules for them.
1) They do lose an attack if they swap it out (at least that what it says in my codex).
2) It joins one anywhere on the table. And
KP are awarded for units that are completely destroyed. So if you have 2x 10 Warriors, 1 squad of 10 all die, then 5 join the 2nd squad, then 10 of that 2nd squad die (leaving 5 warriors), it is only 1KP.
Disclaimer: I do not have the stealth reprint of the Necron Codex, so take the above with about 7 tons of salt until someone can confirm the nonsense that I am spewing.