Doomsday Ark: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>Derpysaurus
No edit summary
m (35 revisions imported)
 
(24 intermediate revisions by 14 users not shown)
Line 1: Line 1:
[[File:Doomsdayark1.jpg|300px|thumb|right|It hits with the strength of a [[Hammerhead Gunship|Railgun]], has the range and explosiveness of a [[Leman Russ Battle Tank|Battle Cannon]] shot and has the defensive capabilities of the [[Wave Serpent]]. It is... The Doomsday Ark.]]
[[File:Doomsdayark1.jpg|300px|thumb|right|It hits with the strength of a [[Hammerhead Gunship|Railgun]], has the range and explosiveness of a [[Leman Russ Battle Tank|Battle Cannon]] shot and has the defensive capabilities of the [[Wave Serpent]]. It is... The Doomsday Ark.]]
Basically a [[Ghost Ark]] with a huge cannon underslung beneath it. The Doomsday Ark kind of got its idea of some [[Necron Lord]] or higher ups who thought that [[Lulz|killing the primitive's tanks with their]] [[Ghost Ark|floating boats]] [[Assholetep|was so hilarious that it would be even better to modify said floating boats]] [[Just as Planned|into a Necron self-propelled gun that can immolate their largest]] [[Titans]]. [[Troll|Just for the kicks.]]  
This is basically an [[Ghost Ark]] that swaps out its transport capacity for a big-boy [[Doomsday Cannon]]. For big boys only. The Doomsday Ark probably got its idea from some [[Necron Lord]] or higher ups who thought that [[Lulz|killing the primitive's tanks with their]] [[Ghost Ark|floating boats]] [[Assholetep|was so hilarious that it would be even better to modify said floating boats]] [[Just as Planned|into a Necron self-propelled gun that can immolate their largest]] [[Titans]]. [[Troll|Just for the kicks.]]


According to our [[Mechanicus|number 1. Machine Molesters.]] Doomsday Arks are powerful enough to bring down an Adeptus Munitorum-standard M.39 “Scutum” prefabricated bunker in a single bombardment, a Doomsday Ark, when encountered, must be dealt with before it can move into firing position; for a single salvo can leave an entire army in ruins. Whatever [[Imotekh the Stormlord|personal]] [[Trollzyn|eccentricities]] [[Silent King|they]] [[Nemesor Zahndrekh|might]] [[Anrakyr the Traveller|individually]] [[Assholetep|favor,]] all [[Necron Overlord|Necron Overlords]] hold an absolute belief in victory through [[MOAR DAKKA|overwhelming firepower.]] Some of the Necron‘s [[butthurt|bitterest enemies]] have claimed this is simply due to the Necron’s android forms being somewhat less than impressive in swirling melee. However, the truth of the matter is that as flesh and as machine, the Necrons have ever won their wars through the unrelenting application of superior technology. As such victories are invariably won at a distance, all Necron battle codicils emphasise ranged superiority. Nowhere is this more evident in the Doomsday Ark; amongst the most feared of all weapons In the Necron arsenal.
== Overview ==


On tabletop Doomsday Arks deals out big steaming helpings of FUCK YOU! in the form of S 10 AP 1 large blasts with 72in. range when it stays still or a S 8 AP 3 blast with 24 in. range if it moved, which is still nothing to sneeze at. Can reliably eat MEQS, TEQ and armoured vehicles for breakfast (when the scatter dice hits successfully)
According to our [[Mechanicus|#1 Machine Molesters,]] Doomsday Arks are powerful enough to <strike>bring down</strike> incinerate an [[Imperial Bunker|Departmento Munitorum-standard M.39 “Scutum” prefabricated bunker]] in a single blast. A Doomsday Ark, when encountered, must therefore be dealt with before it can move into firing position: a single salvo can leave an entire detachment in ruins. Whatever [[Imotekh the Stormlord|personal]] [[Trollzyn|eccentricities]] [[Silent King|they]] [[Nemesor Zahndrekh|might]] [[Anrakyr the Traveller|individually]] [[Assholetep|favor,]] all [[Necron Overlord|Necron Overlords]] hold an absolute belief in victory through [[MOAR DAKKA|overwhelming firepower.]] Some of the Necron‘s [[butthurt|bitterest enemies]] have claimed this is simply due to the Necron’s android forms being somewhat less than impressive in swirling melee. However, the truth of the matter is that as flesh and as machine, the Necrons have ever won their wars through the unrelenting application of superior technology. As such victories are invariably won at a distance, all Necron battle codicils emphasize ranged superiority. Nowhere is this more evident in the Doomsday Ark, which is amongst the most feared of all weapons In the Necron arsenal.


It is a very good model to have on the deep end of the table, but if the enemy Deep Strikes anything dangerous too close to it, you better run away and let your troops do the clean-up - Don't let the supposed defensive Quantum Shielding fool you, it will go down if targeted properly.
== On the Tabletop ==


Which brings us to one of the main problems of the Doomsday Ark; if it moves (or Jinks), it cannot benefit from the full power of the Doomsday Cannon. The other problem is that, while AV13 is durable, like all Necron-Skimmers it is also Open-Topped meaning AP1 weaponry can force the vehicle to explode on a 4+ or penetrate it and lose its Quantum Shielding. Still, if the deep striking fleshlings don't explode it in one shot this has 4HP to take hits for you.
Doomsday Arks deals out big steaming helpings of FUCK YOU! in the form of S10 AP-5 Dd6 bolts of death with 72" range when it stays still, or a S8 AP-2 blast with 36". range if it moved, which is still nothing to sneeze at. Can reliably eat MEQS, TEQ and armoured vehicles for breakfast. Let me repeat that; this thing, if it wounds, ignores any and all armor saves. Fuck you, [[Thunderhawk|Thunderhawk Gunship]]! How do you like the taste of eternity? I thought so!


In the old codex you could combine with a [[Triarch Stalker]] to fuck anything that you don't like (Granting twin-linking for the fucking thing), but the Stalker only benefits infantry now. Should its target survive just bring in the Doom Scythes or rush it with [[Canoptek Wraith|Canoptek Wraiths]]. Anything can pick up the mess of what's left of the enemy after this thing is done.
It is a very good model to have on the deep end of the table, but if the enemy Deep Strikes anything dangerous too close to it, you better run away and let your troops do the clean-up. Don't let the defensive Quantum Shielding fool you, it will go down if targeted properly.
 
This brings us to one of the main problems of the Doomsday Ark: if it moves, it cannot benefit from the full power of the [[Doomsday Cannon]], though even so it's still nothing to sneeze at. The other problem is that at T6 (or AV 13 in older editions), it is only ''moderately'' durable aside from the quantum shielding.
 
In prior editions you could team it up with a [[Triarch Stalker]] to fuck anything that you don't like; this is still possible in 9th to some extent (granting re-rolls on 1's to hit), but the Stalker doesn't synergize well with the Doomsday Ark because the Stalker likes to be close to the target while the Ark likes to be as far away as possible. That's ok though, because as long as it doesn't roll terribly the Doomsday Ark can still one-shot just about anything.
 
In conclusion this thing is just a massive sod off tool. Feeling sad? Well, use this to blow up the bugger who made you sad, especially if the target is a [[Riptide]].
 
In 8th edition, the [[Doomsday Cannon]] is D6 shots S10 AP-5 D D6 at 72" or D6 shots S8 AP-2 D D3 at 36" if moved. Combined with 14 PV and the Quantum Shielding, the Doomsday Ark is a good support unit (it outperforms the [[Fire Prism]] against T7 to T9 vehicles).
 
'''9th Edition''' is here and the Ark is still competitive, although depending on what you are facing the new [[Canoptek Doomstalker]] may be a reasonable sidegrade depending on your situation.
 
In addition the Ark still retains hitting power at extreme range, the fly keyword, and a very solid secondary volume of fire with its array of Gauss Flayers. Whether you take it or a Doomstalker is such very much a matter of playstyle as well as which synergies you want to focus on within the Codex.
 
[[Category: Warhammer 40,000]]
 
[[Category: Xenos]]
 
[[Category: Necrons]]
 
[[Category: Vehicles]]
 
[[Category: Skimmers]]


{{Necrons-Forces}}
{{Necrons-Forces}}
[[Category:Vehicles]]

Latest revision as of 22:11, 20 June 2023

It hits with the strength of a Railgun, has the range and explosiveness of a Battle Cannon shot and has the defensive capabilities of the Wave Serpent. It is... The Doomsday Ark.

This is basically an Ghost Ark that swaps out its transport capacity for a big-boy Doomsday Cannon. For big boys only. The Doomsday Ark probably got its idea from some Necron Lord or higher ups who thought that killing the primitive's tanks with their floating boats was so hilarious that it would be even better to modify said floating boats into a Necron self-propelled gun that can immolate their largest Titans. Just for the kicks.

Overview[edit]

According to our #1 Machine Molesters, Doomsday Arks are powerful enough to bring down incinerate an Departmento Munitorum-standard M.39 “Scutum” prefabricated bunker in a single blast. A Doomsday Ark, when encountered, must therefore be dealt with before it can move into firing position: a single salvo can leave an entire detachment in ruins. Whatever personal eccentricities they might individually favor, all Necron Overlords hold an absolute belief in victory through overwhelming firepower. Some of the Necron‘s bitterest enemies have claimed this is simply due to the Necron’s android forms being somewhat less than impressive in swirling melee. However, the truth of the matter is that as flesh and as machine, the Necrons have ever won their wars through the unrelenting application of superior technology. As such victories are invariably won at a distance, all Necron battle codicils emphasize ranged superiority. Nowhere is this more evident in the Doomsday Ark, which is amongst the most feared of all weapons In the Necron arsenal.

On the Tabletop[edit]

Doomsday Arks deals out big steaming helpings of FUCK YOU! in the form of S10 AP-5 Dd6 bolts of death with 72" range when it stays still, or a S8 AP-2 blast with 36". range if it moved, which is still nothing to sneeze at. Can reliably eat MEQS, TEQ and armoured vehicles for breakfast. Let me repeat that; this thing, if it wounds, ignores any and all armor saves. Fuck you, Thunderhawk Gunship! How do you like the taste of eternity? I thought so!

It is a very good model to have on the deep end of the table, but if the enemy Deep Strikes anything dangerous too close to it, you better run away and let your troops do the clean-up. Don't let the defensive Quantum Shielding fool you, it will go down if targeted properly.

This brings us to one of the main problems of the Doomsday Ark: if it moves, it cannot benefit from the full power of the Doomsday Cannon, though even so it's still nothing to sneeze at. The other problem is that at T6 (or AV 13 in older editions), it is only moderately durable aside from the quantum shielding.

In prior editions you could team it up with a Triarch Stalker to fuck anything that you don't like; this is still possible in 9th to some extent (granting re-rolls on 1's to hit), but the Stalker doesn't synergize well with the Doomsday Ark because the Stalker likes to be close to the target while the Ark likes to be as far away as possible. That's ok though, because as long as it doesn't roll terribly the Doomsday Ark can still one-shot just about anything.

In conclusion this thing is just a massive sod off tool. Feeling sad? Well, use this to blow up the bugger who made you sad, especially if the target is a Riptide.

In 8th edition, the Doomsday Cannon is D6 shots S10 AP-5 D D6 at 72" or D6 shots S8 AP-2 D D3 at 36" if moved. Combined with 14 PV and the Quantum Shielding, the Doomsday Ark is a good support unit (it outperforms the Fire Prism against T7 to T9 vehicles).

9th Edition is here and the Ark is still competitive, although depending on what you are facing the new Canoptek Doomstalker may be a reasonable sidegrade depending on your situation.

In addition the Ark still retains hitting power at extreme range, the fly keyword, and a very solid secondary volume of fire with its array of Gauss Flayers. Whether you take it or a Doomstalker is such very much a matter of playstyle as well as which synergies you want to focus on within the Codex.

Forces of the Necrons
Command: Cryptek (Chronomancer, Plasmancer, Psychomancer) - Lokhust Lord
Necron Lord - Necron Overlord - Phaeron - Skorpekh Lord - Royal Warden
Troops: Apprentek - Cryptothralls - C'tan Shards - Deathmarks - Flayed Ones
Hexmark Destroyers - Immortals - Lychguards - Necron Warriors
Ophydian Destroyers - Pariahs - Skorpekh Destroyers - Triarch Praetorians
Constructs: Canoptek Doomstalker - Canoptek Plasmacyte - Canoptek Reanimator
Canoptek Spyder - Canoptek Wraith - Crypt Stalker - Scarab
Seraptek Heavy Construct - Tomb Sentinel - Tomb Stalker
Triarchal Menhir
Vehicles: Annihilation Barge - Catacomb Command Barge - Dais of Dominion
Doomsday Ark - Ghost Ark - Monolith - Tesseract Ark - Triarch Stalker
Flyers: Canoptek Acanthrite - Doom Scythe - Lokhust Heavy Destroyer
Necron Destroyers - Night Scythe - Night Shroud
Structures: Convergence of Dominion - Necron Pylon - Sentry Pylon - Starstele
Super-Heavy
Vehicles:
Abattoir - Æonic Orb - Doomsday Monolith
Megalith - Obelisk - Tesseract Vault
Necron Fleets: Tomb Blades