I havern't played the big Nec for about 6 months, and I've been invited into a Dominion Campaign. What with Halls of the Ancients out, I was thinking of giving squats a whirl.
Helameth Mining Clan
Charter Master , Mesh, Grenade Launcher w/Seismic, Techmite Autoveyor
Fast Shot, Sump Safari
225
Drill Master, Mesh, Grenade Launcher w/Seismic
Dependable Like Kyn, Press Gang
150
These two form the get down, stay down pair. Especially useful against Orlocks and anyone else with Nerves of Steel and grenade launchers are pretty cheap. A Autoveyor will be useful to help raid loot caskets.
Exo Master, Armoured Undersuit, Excavator Hammer
Stubborn to the Last, Law of the Sump
175
I'll let drop at the start of every game that this guy here *taps Exo-Master* has a post-battle ability that gives me and my opponent d6x10 creds per use. And he can *potentially* do it twice, so do you really wanna loose out on 120 creds? I'm guessing my opponents will prioritise winning over everything, but I'm hoping to see an internal struggle, especially if the Exo-Master bops something important. And talking of that, that's why he has the hammer. It turns a charge of 5" into a charge of 7", so he might stand half a chance of charging something. But if he doesn't and gets bopped himself, that's why he has Stubborn to the last.
3 x Drll-Kyn w/ Autogun
225
Eh, 1000 creds doesn't get you very far, so sorry guys, to get the numbers up you gotta go without armour to start with. Still, plenty of dakka with those autoguns.
2x Exo-Kyn w/ Excavator Hammer
220
995 creds in total
These two are a future investment. If they hang around long enough to be promoted to Exo-Masters then I will be able to spam Ancestor abilities like there's no tomorrow but that's mid-campaign planning. Like the Exo-Master they get Hammers, and hey, unlike the Exo-Master they get the correct skillset (Brawn? Really????). I would so much love to give them undersuits, but there's just no cash and I ned to improve their chance of being able to get in the charge rather than be charged.
I've picked 1 of each of the Ancestor abilities - Sump Safari really suits the Charter Master with his Ld of 5+. I was thinking about if I should double up on either Press Gang or Law of the Sump, but I think the Arbitrator would have something to say about that if people either start flocking to me to have their turn at the casino or I turn up with 5 free Scummers every game.
EDIT: Oh gawd, I can't spell trial.
Helameth Mining Clan
Charter Master , Mesh, Grenade Launcher w/Seismic, Techmite Autoveyor
Fast Shot, Sump Safari
225
Drill Master, Mesh, Grenade Launcher w/Seismic
Dependable Like Kyn, Press Gang
150
These two form the get down, stay down pair. Especially useful against Orlocks and anyone else with Nerves of Steel and grenade launchers are pretty cheap. A Autoveyor will be useful to help raid loot caskets.
Exo Master, Armoured Undersuit, Excavator Hammer
Stubborn to the Last, Law of the Sump
175
I'll let drop at the start of every game that this guy here *taps Exo-Master* has a post-battle ability that gives me and my opponent d6x10 creds per use. And he can *potentially* do it twice, so do you really wanna loose out on 120 creds? I'm guessing my opponents will prioritise winning over everything, but I'm hoping to see an internal struggle, especially if the Exo-Master bops something important. And talking of that, that's why he has the hammer. It turns a charge of 5" into a charge of 7", so he might stand half a chance of charging something. But if he doesn't and gets bopped himself, that's why he has Stubborn to the last.
3 x Drll-Kyn w/ Autogun
225
Eh, 1000 creds doesn't get you very far, so sorry guys, to get the numbers up you gotta go without armour to start with. Still, plenty of dakka with those autoguns.
2x Exo-Kyn w/ Excavator Hammer
220
995 creds in total
These two are a future investment. If they hang around long enough to be promoted to Exo-Masters then I will be able to spam Ancestor abilities like there's no tomorrow but that's mid-campaign planning. Like the Exo-Master they get Hammers, and hey, unlike the Exo-Master they get the correct skillset (Brawn? Really????). I would so much love to give them undersuits, but there's just no cash and I ned to improve their chance of being able to get in the charge rather than be charged.
I've picked 1 of each of the Ancestor abilities - Sump Safari really suits the Charter Master with his Ld of 5+. I was thinking about if I should double up on either Press Gang or Law of the Sump, but I think the Arbitrator would have something to say about that if people either start flocking to me to have their turn at the casino or I turn up with 5 free Scummers every game.
EDIT: Oh gawd, I can't spell trial.
