Difference between revisions of "NecroTek"

From BrikWars
Jump to navigation Jump to search
Line 13: Line 13:
 
The NecroTek are an [[undead]] [[faction]] that appeared in the [[Lego Wastelands]] battle and [[Zombie Zulu Dawn]].  
 
The NecroTek are an [[undead]] [[faction]] that appeared in the [[Lego Wastelands]] battle and [[Zombie Zulu Dawn]].  
  
5x Creepers (red spikes on legs)
+
{{Unit
 +
|name=Creeper
 +
|image=necrotek-icon.jpg
 +
|skill=d6
 +
|move=10"
 +
|armor=6
 +
|faction=NecroTek
  
Move: 10" (This unit can leap onto surfaces as high as half this distance)
+
|equipment=NecroTek Crystal
Skill: 1D6
 
Armour: 6
 
Special: 2x Hit Points each. Melee attack only. NecroTek Crystal: Can drain life replacing 1 Hit Point to the Creeper or can be used to boost the units stats on a successful melee grapple in the previous turn. This takes a turns action to perform where the Creeper can do nothing else. If successful the victim becomes a Zombie under this players control thereafter.
 
  
Melee Attack: Leg Spikes - Use: 3+, Dmg: 1D6 x (1D6/2 attacks per hit).  
+
Leg Spikes - Use: 3+, Dmg: 1D6 x (1D6/2 attacks per hit)
 +
|notes=2x Hit Points each. Melee attack only. Can leap 5" high.
  
1x Ripper (Orange Claws on legs)
+
NecroTek Crystal: Can drain life replacing 1 Hit Point to the Creeper or can be used to boost the units stats on a successful melee grapple in the previous turn. This takes a turns action to perform where the Creeper can do nothing else. If successful the victim becomes a Zombie under this players control thereafter.
 +
}}
  
Move: 10" * (half movement if firing that turn)
+
{{Unit
Skill: 1D6+2
+
|name=Ripper
Armour: 8  
+
|image=necrotek-ripper-icon.jpg
Special: 2x Hit Points each. Melee or Ranged attack. Does not have a NecroTek Crystal.
+
|skill=d8
 +
|move=10"
 +
|armor=8
 +
|faction=NecroTek
  
Melee Attack: Leg Claws - Use: 3+, Dmg: 1D6+2 x (1D6/2 attacks per hit)  
+
|equipment=Leg Spikes - Use: 3+, Dmg: 1D6 x (1D6/2 attacks per hit)
  
Ranged Attack: Death Shuriken - Range: 10" Use: 4+ Damage: 3D6 grinding damage. Special: The Ripper will re-grow this ammo automatically but it takes a turn so this attack has a one turn cool down time between shots. The Ripper must raise it's legs to fire making it harder to move, all movement is half.  
+
Death Shuriken - Range: 10" Use: 4+ Damage: 3D6 grinding damage.
 +
|notes=2x Hit Points each. Melee or ranged attack. Can leap 5" high. Does not have a NecroTek Crystal.  
  
1x Flayer (Big unit with Big Claw and arm gun)
+
The Ripper will re-grow its Death Shuriken ammo automatically, but it takes a turn so this attack has a one turn cool down time between shots. The Ripper must raise its legs to fire, making it harder to move; all movement is Half Speed.
 +
}}
  
Move: 6"  
+
{{Unit
Skill: 1D6+2
+
|name=Flayer
Armour: 8  
+
|image=necrotek-flayer-icon.jpg
Special: 3x Hit Points, Melee and Ranged attack, NecroTekCrystal: See Creeper description.
+
|skill=d8
 +
|move=6"
 +
|armor=8
 +
|faction=NecroTek
  
Melee Attack: Claw Arm (The legs are made for support not attack): Use: 3+ Dmg: 3D6 Special: Units caught may be crushed next turn gaining 1D6 extra damage each turn they are caught in the claws.
+
|equipment=NecroTek Crystal
  
Ranged Attack: NecroTek Cannon Arm: Range: 10" Use: 2+ Damage: 3D6 (Any living unit hit and killed (no Hit Points remaining) becomes a Zombie unit and is under this players control thereafter.
+
Claw Arm: Use:3 Dmg:3D6
  
 +
NecroTek Cannon Arm: Range: 10" Use: 2+ Damage: 3D6
 +
|notes=3x Hit Points. Melee or ranged attack. NecroTek Crystal (see Creeper description).
  
1x Clawing Horror (Big unit with Red Scythe legs)
+
Targets caught by the Claw Arm may be crushed on the following turn, taking 1D6 extra damage each turn they are caught in the claws.
  
Move: 10"
+
Any living unit hit and killed by the NecroTek Cannon Arm becomes a Zombie unit and is under this player's control thereafter.
Skill: 1D10+1
+
}}
Armour: 8
 
Special: 3x Hit Points, Melee attack only, Causes Terror (Living units within 10" suffer a -1 Skill modifier and must skill check prior to engaging in close combat or must attack another Undead unit that turn), NecroTek Crystal: See Creeper description. Not only can the Clawing Horror use the Crystal in the normal manner but it may choose to store any unused living energy to create new Creeper units later, (not during battle). Any Undead unit that uses it's Crystal and doesn't require the energy for themselves can direct it to the Clawing Horror for storage (range is battlefield).  
 
  
Hero Feat: Yes, the Clawing Horror can Hero Feat but it costs a Life Energy point to do (only one Hero Feat per turn). You start out with none.  
+
{{Unit
 +
|name=Clawing Horror
 +
|image=necrotek-horror-icon.jpg
 +
|skill=d10
 +
|move=10"
 +
|armor=8
 +
|faction=NecroTek
  
WARNING! - Being the Control point if this unit dies then you'll be unable to direct your force properly. All Zombies and Necro-Mutant units must attack the closest enemy they can reach in close combat only.  
+
|equipment=NecroTek Crystal
 +
 
 +
Scythe Legs and Claws - Use: 3+ Dmg: 2D6 x (1D6/2 attacks per hit)
 +
|notes=3x Hit Points. Melee attack only.  NecroTek Crystal (see Creeper description).
  
Melee Attack: Scythe Legs and Claws - Use: 3+ Dmg: 2D6 x (1D6/2 attacks per hit).  
+
Causes Terror (Living units within 10" suffer a -1 Skill modifier and must skill check prior to engaging in close combat or must attack another Undead unit that turn).
  
Zombies:
+
Not only can the Clawing Horror use the Crystal in the normal manner but it may choose to store any unused living energy to create new Creeper units later, (not during battle). Any Undead unit that uses it's Crystal and doesn't require the energy for themselves can direct it to the Clawing Horror for storage (range is battlefield).
  
Move: (shamble) 4"
+
Heroic Feat: Yes, the Clawing Horror can perform a Heroic Feat, but it costs a Life Energy point to do (only one Heroic Feat per turn). You start out with none.  
Skill: 1D6-1
 
Armour: 5
 
Special: With some artistic in game fudge lawyering but generally as below.  
 
  
Move: 4" Armour: 5 Skill: 1D6/2* Damage: 1D6-1* (Mobbing Up Bonus, Zombie Bite 4+ on D6 at end of turn, Easy to Re-animate +1 Bonus to spell casting).
+
WARNING! - Being the Control point if this unit dies then you'll be unable to direct your force properly. All Zombies and Necro-Mutant units must attack the closest enemy they can reach in close combat only.
 +
}}
 +
 +
{{Unit
 +
|name=NecroTek Zombie
 +
|skill=d4
 +
|move=(shamble) 4"
 +
|armor=5
 +
|faction=NecroTek
  
*Mobbing Up Bonus: Divide the number of Zombies stands in the attacking formation, including all other formations of the same type and divide this by the number of defenders. Note: Mobbing only works if THEY are the attacker. Drop fractions, this provides the bonus to damage and to hit rolls. I may have to test this one for hiden or unforseen problems.
+
|equipment=Bite Use:2 Dmg:1d4 Zombie Contagion
  
Zombie Contagion: Any living mini-fig killed in close combat by a zombie becomes a zombie on a D6 roll of 4+ at the start of the next turn. just add the stand to the Zombie baseplate with an appropriate head.  
+
Death Shuriken - Range: 10" Use: 4+ Damage: 3D6 grinding damage.
 +
|notes=Zombies are slow but resilient and easy to replace or raise. Their bite can cause an infection turning their enemies into more zombies. Although easy to defeat singly in a mob they can soon overwhelm stronger oponents. However, they are mindless and need constant attention or they'll shamble off looking for braaaainz...
  
Zombies are slow but resilient and easy to replace or raise. Their bite can cause an infection turning their enemies into more zombies. Although easy to defeat singly in a mob they can soon overwhelm stronger oponents. However, they are mindless and need constant attention or they'll shamble off looking for braaaainz...
+
Mobbing Up Bonus: Divide the number of Zombies stands in the attacking formation, including all other formations of the same type and divide this by the number of defenders. Note: Mobbing only works if THEY are the attacker. Drop fractions, this provides the bonus to damage and to hit rolls.
 +
}}

Revision as of 17:32, 8 May 2015

NecroTek
Necrotek-icon.jpg
Eldritch Abominations
TL 6
Empire
Player
None listed
Allies
Enemies
Notable People
NecroTek in the Lego Wastelands.

The NecroTek are an undead faction that appeared in the Lego Wastelands battle and Zombie Zulu Dawn.

Creeper
Necrotek-icon.jpg Skill: d6 Faction: NecroTek
Move: 10" Cost: -
Armor: 6 Equipment: NecroTek Crystal

Leg Spikes - Use: 3+, Dmg: 1D6 x (1D6/2 attacks per hit)

Notes:

2x Hit Points each. Melee attack only. Can leap 5" high.

NecroTek Crystal: Can drain life replacing 1 Hit Point to the Creeper or can be used to boost the units stats on a successful melee grapple in the previous turn. This takes a turns action to perform where the Creeper can do nothing else. If successful the victim becomes a Zombie under this players control thereafter.


Ripper
Necrotek-ripper-icon.jpg Skill: d8 Faction: NecroTek
Move: 10" Cost: -
Armor: 8 Equipment: Leg Spikes - Use: 3+, Dmg: 1D6 x (1D6/2 attacks per hit)

Death Shuriken - Range: 10" Use: 4+ Damage: 3D6 grinding damage.

Notes:

2x Hit Points each. Melee or ranged attack. Can leap 5" high. Does not have a NecroTek Crystal.

The Ripper will re-grow its Death Shuriken ammo automatically, but it takes a turn so this attack has a one turn cool down time between shots. The Ripper must raise its legs to fire, making it harder to move; all movement is Half Speed.


Flayer
Necrotek-flayer-icon.jpg Skill: d8 Faction: NecroTek
Move: 6" Cost: -
Armor: 8 Equipment: NecroTek Crystal

Claw Arm: Use:3 Dmg:3D6

NecroTek Cannon Arm: Range: 10" Use: 2+ Damage: 3D6

Notes:

3x Hit Points. Melee or ranged attack. NecroTek Crystal (see Creeper description).

Targets caught by the Claw Arm may be crushed on the following turn, taking 1D6 extra damage each turn they are caught in the claws.

Any living unit hit and killed by the NecroTek Cannon Arm becomes a Zombie unit and is under this player's control thereafter.


Clawing Horror
Necrotek-horror-icon.jpg Skill: d10 Faction: NecroTek
Move: 10" Cost: -
Armor: 8 Equipment: NecroTek Crystal

Scythe Legs and Claws - Use: 3+ Dmg: 2D6 x (1D6/2 attacks per hit)

Notes:

3x Hit Points. Melee attack only. NecroTek Crystal (see Creeper description).

Causes Terror (Living units within 10" suffer a -1 Skill modifier and must skill check prior to engaging in close combat or must attack another Undead unit that turn).

Not only can the Clawing Horror use the Crystal in the normal manner but it may choose to store any unused living energy to create new Creeper units later, (not during battle). Any Undead unit that uses it's Crystal and doesn't require the energy for themselves can direct it to the Clawing Horror for storage (range is battlefield).

Heroic Feat: Yes, the Clawing Horror can perform a Heroic Feat, but it costs a Life Energy point to do (only one Heroic Feat per turn). You start out with none.

WARNING! - Being the Control point if this unit dies then you'll be unable to direct your force properly. All Zombies and Necro-Mutant units must attack the closest enemy they can reach in close combat only.


NecroTek Zombie
Blank fig.jpg Skill: d4 Faction: NecroTek
Move: (shamble) 4" Cost: -
Armor: 5 Equipment: Bite Use:2 Dmg:1d4 Zombie Contagion

Death Shuriken - Range: 10" Use: 4+ Damage: 3D6 grinding damage.

Notes:

Zombies are slow but resilient and easy to replace or raise. Their bite can cause an infection turning their enemies into more zombies. Although easy to defeat singly in a mob they can soon overwhelm stronger oponents. However, they are mindless and need constant attention or they'll shamble off looking for braaaainz...

Mobbing Up Bonus: Divide the number of Zombies stands in the attacking formation, including all other formations of the same type and divide this by the number of defenders. Note: Mobbing only works if THEY are the attacker. Drop fractions, this provides the bonus to damage and to hit rolls.