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==The Unit on Tabletop== [[File:PariahMinis.jpg|600px|thumb|centre|High risk, high-reward.]] In early editions, on the tabletop, Pariahs were the kingmaker among units that were [[Bike Squad|ineffective for cost, but still effective enough to be worth taking]]. They were riddled with downsides; they were disproportionately expensive, lacked the "We'll Be Back!" rule (because they were cyborgs, not true Necrons), and like most early edition Necrons, they lacked any ability to get them into battle faster, since the Necrons lacked dedicated transports. They didn't even have ranged attacks. Edit: They had Gauss Blasters like [[Necron Immortal]]. The reason the unit was worth fielding anyway? Because few units could quite scare the ever-loving ''hell'' out of other players like the damn things. Vehicles, infantry, daemons - if it could get tied up in close combat against a Pariah squad, odds are high it was going down. Pariahs boasted a rock-solid statblock, were the only non-HQ Necron with decent initiative, were Fearless, and their unique rules were simply amazing: Psychic Abomination made it so that ''any'' unit within 12" of them counted as having a Leadership score of 7 - the same as an [[Ork]] Boy or [[Imperial Guard|Guardsman]]. This made it much more likely that any opponent they fought would lose the morale check and be subsequently vulnerable to a [[Rape|sweeping advance]]. Just as terrifying, their [[C'tan Phase Weapons#Warscythe|Warscythes]] allowed no saves whatsoever, which is pretty damned scary on a unit that was already hitting at Strength 5, and it added 2d6 to armor penetration against vehicles. In the early editions, Feel No Pain would not kick in if the unit was hit by an attack that ignored their armor save. Unfortunately, in spite of their power, they were not a hugely popular choice other than for lore reasons and for a [[DISTRACTION CARNIFEX|certain tactic]]. The problem with Pariahs was very simple: They cost a lot, and for a unit that was only slightly tougher to kill than a standard Necron Warrior and would [[Vindicator|fundamentally draw the fire of every high-priority unit your opponent had]], usually getting obliterated outright no later than turn 3.
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