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Games Workshop - Warhammer 40,000 - Necrons Psychomancer

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Chronometron - The bearer of this arcane device exists slightly outside the flow of time, allowing him to glimpse possible futures and modify his recent actions accordingly. A Cryptek utilising a Chronometron appears blurred, its movements sudden and spasmodic like a primitive pict-reel or degraded hololith. X+++, or ‘shrug’, ‘Feel No Pain’ or ‘Ignore Damage roll’ depending on how you’re feeling, means it is a dice roll to ignore each point of damage, which is taken after any failed saves. Unearth Artifice – Reveal this Tac Op at the start of the first Turning Point and place an Artifice Token anywhere on the board more than 6 inches from your Drop Zone and not on a Terrain feature, this token is EARTHED. Friendly operatives then gain the Unearth Artifice (2 AP) action, if your operative performs this action while in control of the token it becomes UNEARTHED. If you control this token at the end of any Turning Point other than the fourth you gain 1 VP. If you control the token at the end of the battle you gain an additional VP. This is one of the better Tac Ops available to this team simply because you can place the token rather close to your Drop Zone, and if the terrain is in your favor you might be able to put it behind a piece of Heavy Terrain.

After years of collecting, buying and selling, building and painting, we realised that we had amassed a small library of Build Instructions, Assembly Instructions and User Guides for various Games Workshop products. What a Cryptek often accomplishes with their technology is nothing short of magical to the eyes of the "lesser" intelligent peoples of the galaxy. Navgran the Eternal - Navgran was a Cryptek in the service of the Sautekh Dynasty who was known as the High Transmuter.Observationer: Astronomical interpretations are their purview and their skulls contain bristling manes of observational orbs and astrolabes. [10] Eldritch Lance - The Eldritch Lance is utilised by Crypteks who are also Plasmancers and are able to wield raw energy. This long stave is laced with arcane circuitry, its flared tip studded with focusing crystals. An Eldritch Lance emits a beam of annihilating energy, compared to which the Staff of Light seems but a toy. The passage of its blasts of furious energies can make even the air scream in agony. For those rare cases when the Cryptek's enemies survive long enough to engage him in close combat, the Eldritch Lance can be wielded in a manner akin to a spear. Gaze of Flame - Some Plasmancers choose to implant hidden weaponry within their own bodies. Many Necrons find this practice unsavoury, at best. Few, however, would question a Harbinger of Destruction to his face, particularly when that face may conceal all manner of terrifying weaponry. When in battle, the eyes of a Cryptek who has granted himself the Gaze of Flame burn with an unnatural, ghostly fire, stealing away both an assailant's speed and inducing great fear of the Cryptek. Unyielding- The 6++ from Neprekh, same issues as above in that most units either already have a better Invulnerable, can be given one, or aren’t being shot by weapons that would necessitate only a 6++. Safely pass. Channelling the essence of the dreaded C'tan known to the lesser races as 'The Nightbringer', Psychomancers are specialised Necron Crypteks that spread horrifying visions of fear & death in the minds of their enemies across the battlefield.

Storm of Flensing Blades- A unit of FLAYED ONES can fight again at the end of the Fight Phase. It’s fine, though Flayed Ones aren’t really killy enough to warrant the 2 CP. More useful to fight again for extra Pile Ins and Consolidations to establish further board control. Hierotek teams have two abilities to work with: Living Metal and Reanimation Protocols. Living MetalIf your Detachment is Battle-Forged (which will be most armies) and only has NECRONS in it, that Detachment gains the following rules-

Contemptuous of the Codes- Get a +1 to Hit against CHARACTERS , which is nice if you’re expecting to fight characters a lot, as works in melee and shooting, though it’s pretty niche all told. In addition, most advertising networks offer you a way to opt out of targeted advertising. If you would like to find out more information, please visit http://www.aboutads.info/choices/or http://www.youronlinechoices.com. Veil of Darkness- The classic, letting the bearer and a CORE unit within 3” redeploy elsewhere on the battlefield. An almost auto take as it has so many uses, to get out of combat, put pressure on a different segment of the battlefield, get up field and threaten a charge, or nab an objective. TheChirurgeon: Ultimately while I think the new upgrade sprue is cool, this team just doesn’t seem to “get there” – I like what they’re doing with the Cryptek leader but the tradeoff from the Tomb World kill team in models and ranged power just isn’t there. This team feels like it’s going to need an adjustment in a future balance dataslate, and my guess is that one potential change will be just making Commence Reanimation 0 CP – something they already did for Tomb Worlds. There’s some really cool stuff here, but the team just doesn’t have the APL to actually make use of it. I think with a couple of tweaks, this team could get there. Devourer Nanoscarabs [3 EP] – This gives your operative a one-shot ranged weapon that’s basically a boltgun with 6” range, Indirect, Lethal 5+. It’s a neat way to shoot someone through a wall in a pinch and it’s the closest thing Necrons get to grenades.Photonic Transubjector- Once per turn, the first failed Save is reduced to 0 Damage. It’s not a bad choice for 20pts, but only really handy against big hits, doesn’t help them against more than a few. Better on a Chronomancer due to their built in Invulnerable, less so on the others.

If your army of Necrons all hails from the same dynasty and is led by a Character with the Noble keyword, then at the start of the game, you can secretly assign one of six command protocols to utilise during each battle round. After revealing your selected command protocol, you’ll need to choose which directive you will activate. Any of your units within 6″ of your Characters will then benefit from that directive. With careful strategy and forethought, command protocols can really throw off your opponent while giving you a massive advantage. You can look forward to faction-specific Agendas, Requisitions, Battle Traits, Crusade Relics and, in the case of the Necrons, even Dynastic Epithets – bespoke titles that offer unique upgrades or abilities. Here’s one such example, The Slow Decay of the Self Requisition, which represents a Character succumbing to the mindless lust for violence embraced by the Destroyer Cult. Any of the rules discussed below apply only to NECRONS models with the same Keyword , so no overlapping or crossing of Auras (no NOVOKH Auras or powers affecting SAUTEKH units, for example) Harbingers of Transmogrification", also known as "alchemists," or "geomancers," are adepts of geomancy and masters of the science once known to Mankind as alchemy.Cosmic Tyrant – Use an additional power. Puts them on par with the named Shards, this is the best general purpose one if you’re choosing, or the one you really want to get if you’re rolling explode’ essentially translates to ‘An unmodified 6 to Hit does an additional hit’, so read that as ‘Does 2 Hits instead of 1’. A variant of this is ‘Tesla’ which does 3 hits instead of 1 on an unmodified 6 to Hit. Per the Core Rules, anything that might also happen on a 6 to hit (such as auto-wounding) does not apply to the additional hit, only the original.

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