So some guy at another forum decided to take Obyron, give him every single piece of gear in the Necron Codex and then face him off against various enemies. This was meant as more of a fluffwise thing, but I found myself unable to resist the temptation of going over the Codex and writing up the full statline.
Without further ado, I hereby present you with
Vargard Übyron
WS6 |
BS 5 | S5 | T5 | 3W | I2 | 3A |
Ld 10 |
Sv 2+/3++ |
EL 4+
Shooting weapons (ones that matter at least):
- Twin-Linked Heavy Gauss Cannon: 36" S9 AP2 Assault 1, Gauss
- Gauntlet of Fire: Template S4 AP5, Assault 1
- Death Ray: 12" S10 AP1 Heavy 1, 3d6" line
- Staff of Light: 12" S5 AP3 Assault 3
- Heat Ray:
-> Focussed: 24" S8 AP1 Heavy 2, Melta
-> Dispersed: Template S5 AP4 Heavy 1
- Tachyon Arrow: infinite S10 AP1 Assault 1, Single use
- Twin Linked Tesla Destructor: 24" S7
AP- Assault 4, Tesla, Arc
- Voltric Staff: 12" S5
AP- Assault 4, Haywire
- Doomsday Cannon: S9 AP1 Heavy 1, Large Blast
- Harp of Dissonance: Infinite S6
AP- Assault 1, Entropic Strike
Melee Weapons (that matter):
- Warscythe: S7 AP1 Armorbane, Two-Handed
- Gauntlet of Fire: S5, re-roll failed to-hit and to-wound rolls in close combat
- Staff of Tomorrow: S5, Ignores armor saves, re-roll failed to-hit rolls (not stated to be specific to hits with this weapon)
Additional Wargear (that matters):
- Empathic Obliterator: Roll a
d6 for any model in the assault who has the same name as a model the wielder killed this turn- on a 4+ they suffer a wound
- Ghostwalk Mantle: May Deepstrike instead of moving during the movement phase (even if locked in combat)
- Gloom Prism: Ignores psiker powers on a 4+
- Nebuloscope:
BS improved to 5
- Whip Coils: Enemies in base contact have their initiative reduced to 1
- Catacomb Command Barge: Übyro's pimp ride
- Phylactery: Reanimates with 1d3 wounds
- Resurrection Orb: Reanimates on a 4+
- Mindshackle Scarabs: At the start of close combat a random model in base contact rolls a leadership test on a
3d6 and hits itself d3 times instead of attacking normally on its initiative step
- Sempiternal Weave: Armor Save 2+
- Tessaract Labyrinth: Victim either rolls equal to or less than its remaining wounds or is removed from play. Single use
- Phase Shifter: Invulnerable Save 3+
- Solar Pulse: Turns day into night or vice versa
- Gaze of Flames: Defensive Grenades
- Nightmare Shroud: Instead of Shooting may force a leadership test on a unit within 18"
- Chronometron: May re-roll one dice per phase
- Ether Crystal: Units arriving via Deepstrike within 6" get hit by
d6 S8 AP5 hits.
- Lightning Field: Units assaulting him get hit by
d6 S8 AP5 hits.
- Seismic Crucible: Nominates an enemy unit- that unit has its charge distance against him reduced by d3"
Special Rules (that matter):
- Cleaving Counterblow: gets an extra attack for each missed attack against him earlier in the same close combat phase
- Ever-Living
- Reanimation Protocols
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