Seraptek Heavy Construct
The Seraptek Heavy Construct is the Necrons' answer to the Imperial Knight Dominus and complete Bellwhacker, and possibly the only and closest thing that Necron Players could get to a Necron Titan; it features an impressive combination of ranged and melee firepower, durability, and eye-watering speed.
At the heart of many Necron tomb complexes, sleeping Seraptek Heavy Constructs await the footfall of intruders. These brutal war engines were designed by ancient Cryptek conclaves to protect each world’s master program, and this they do with merciless efficiency. As the legions of the Necron dynasties march out into the stars after their 60 million year-long hangover, many Necron Overlords have summoned their Seraptek constructs to join their ranks after realizing that the
dirty mud monkeys *BLAM* and filthy fish faces became advanced enough to throw out an obscene amount of giant walkers at their Monoliths; replacing their original role as glorified security robots into front-line battlefield duties. In this capacity, Seraptek Heavy Constructs have proven to be absolute engines of cheese, being more than capable of meeting an Imperial Knight or Ork Stompa head-on and emerging victorious.
Despite their size, these Constructs are deceptively fast. Moving at such a scale that it rivals the Elfdar Knights and Titans. Its huge generators power up its primary weapons of either the Synaptic Obliterators, Transdimensional Projectors, or a Singularity Generator.
The Seraptek Heavy Construct occupies the same weight class as an Imperial Knight Dominus, and with toughness 8, 28 wounds, a 3+ armor save, a 5+ invulnerable, and living metal, it will be able to absorb a decent amount of firepower, which you will likely need as the thing is a giant fire magnet. On top of that, a 16" movement makes it far more agile than its massive size would suggest.
When it comes to ranged weapons, there are two options; The Seraptek starts with two Singularity Generators, which can put out between 6-18 shots at 8 strength, -3 AP, d6 damage at 36" inches, and any 6's to wound cause one additional mortal wound on top of other damage. This makes the Seraptek an excellent anti-vehicle and anti-monster option, but limits it to really only being able to potentially delete two targets a turn.
However, it can swap its ranged weapons for two synaptic obliterators and two transdimensional projectors. This configuration emphasizes split fire and multi-target firing, rather than single-target annhilation. The Obliterators have a mind-boggling Strength of 16, an AP of -4, and a flat 6 damage. At only d3 shots per gun, they won't fire often, but any hit is all but guaranteed to punch a hole in anything short of a Warlord Titan. In comparison, the Transdimensional projectors are like Gauss Cannons (Strength 6, ap -3, d3 damage) but with d6 shots, a 24" range, and the same mortal wound tricks as the Singularity Generator. Taken together, it is clear that his configuration requires you to move closer to the enemy to get maximum benefit. Unfortunately, that puts the Seraptek at risk of melta weapons and rapid-fire plasma.
Finally, The Seraptek wields titanic forelimbs in melee, allowing it to crush enemy knights or hordes of infantry with equal ease.
Weirdly, the Seraptek has two additional rules that set it apart. It will explode on a 4+ instead of the normal 6, and any 6s increase the size of the explosion by an extra d6". Furthermore, the model itself does not have a base, so additional rules were added to explain where its base should be. Why they didn't just put it on an oval base is a mystery. This rule is also only in effect if the model is not placed on a base thus it's perfectly legal to ignore it via a oddly designed base.