Games Workshop - Warhammer 40,000 - Necrons Psychomancer

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Games Workshop - Warhammer 40,000 - Necrons Psychomancer

Games Workshop - Warhammer 40,000 - Necrons Psychomancer

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Hexmark Destroyer • Lokhust Destroyer • Lokhust Heavy Destroyer • Ophydian Destroyer • Skorpekh Destroyer This can prove politically dangerous for the Overlord, as this essentially elevates the Cryptek to the same rank as the Necron Lords already serving within his dynasty, and so inevitably fosters resentment amongst his regal subordinates. Strange Echoes- Replace one of the Powers a C’TAN SHARD knows with another power. Useful if your powers aren’t suited to the match up, or to change to something like Cosmic Fire when you are about to get deep into the enemy lines. For some reason this needed an FAQ to say that you can’t gain one of the Named C’tan powers, because reading is hard for some people. The Assistek to the regional manager is a mid-level manager who dreams of one day replacing the Cryptek he follows, seemingly unaware that said Cryptek is likely immortal. These guys help your Crypteks out a bit by basically spending 1 AP for a free use of a single Cryptek ability your team has access to. They’re otherwise fairly uninspiring, and only having 2 APL hamstrings them a lot usage-wise. Atavindicator- A non- VEHICLE enemy unit within 18” of a PSYCHOMANCER takes D3 Mortal Wounds if you roll equal or greater than their Leadership on 3D6. Can target Characters so could be useful for that, but there’s a fair bit of randomness, and for 25pts on top of an already meh unit, it’s not a great choice.

Phase Shifter [3 EP] (1 Per Team) – Gives your Cryptek a 4+ invulnerable save. Helpful for keeping them around, and likely to be something you take given how important they are to your team. Every Cryptek conclave specialises in a particular field of techno-sorcery in one of a hundred thousand disciplines. These conclaves were originally founded to share information and expertise amongst Necron settlements from one end of the galaxy to the other, but have since become fragmented and isolated.

2:20 pm – Codex: Space Marines

Warriors • Immortals ( Despotek • Guardian) • Pariahs • Deathmarks • Lychguards • Triarch Praetorians • Flayed Ones • Cryptothrall Implacable Conqueror- CORE units within 6” get to reroll charges. A solid buff for melee focused armies, or as a secondary trait to enable a combat contingent be more reliable. Anrakyr has this cos the whole unstoppable wave of conquering worlds is his thing. Superior Artisans- The Szarekhan reroll wound trait. Good reliability for all your units, better if you build around it, but either way the effect adds up over time. Tesla Weave [2 EP] – Gives an operative the ability to do mortal wounds to enemy units after making a Charge action – roll 3D6 and each 5+ gets you a mortal wound to an enemy in Engagement Range.

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. Writhing Worldscape – Each enemy unit within Engagement Range at the start of your Movement Phase takes a Mortal Wound on a 4+, and the Shard is -2 to be Charged. It’s ok, but short ranged and not massively reliable.Seismic Assault- Roll a D6 for each enemy model in a visible unit within 18”, with a +1 if used by a Vault. Does a Mortal Wound for each 6+, though it’s capped at 10 wounds. Can inflict a heavy toll on a unit, though probably not one you’d go for given the vast amount of anti infantry Necrons can pump out already. Each time a unit's reanimation protocols are enacted, make Reanimation Protocol rolls for that unit by rolling a number of D6 equal to the combined Wounds characteristics of all the reassembling models. Each Reanimation Protocol roll of 5+ is put into a pool. A Reanimation Protocol roll can never be modified by more than -1 or +1. Most Crypteks will be armed with a type of staff that contains arcane technologies used to unleash their techno-sorcerous powers against the enemy. The most common forms of Cryptek staffs include: In many ways, a Cryptek's powers mirror those employed by the psykers of other intelligent races, but instead of using their innate psychic abilities by channeling Warp energies, the Cryptek employs arcane science to harness the universe's fundamental forces.

Butchers- Novokh’s +1” to Charges. It’s reliable, and can work nicely with some of the Circumstances below if you’re looking for a melee alternative, but giving up the Novokh Stratagem alone is a big ask. The Crypteks have developed countless disciplines of techno-sorcery, down through the aeons. Further, each individual Cryptek makes its own unique advancements in its chosen expertise. As such, it is unlikely for two Crypteks to ever wield quite the same abilities and weapons. The general rules for Relics boil down to you need be led by the appropriate WARLORD to get access to them, and you also can’t give them to C’TAN SHARDS. Techno-oracular Targeting- Automatically Wound with a single Hit in the Shooting Phase. Don’t bother on a Reaper or Blaster, but save it for the Doomsday Cannon, or Gauss Destructor. Remember you can technically slow roll, so if you have say 3 Doomsday Cannon hits, roll them one at a time so you know where you stand, be it to ensure destruction, not waste the CP if you’re not going to do enough damage without enough wounds, or want to risk with the wounds you have. Overall a useful Stratagem to have in the toolbox. All Crypteks possess a level of genius that makes the finest minds of Humanity appear drooling simpletons by comparison. The Technomandrites are the most inventive of them all.

Abilities

Observationer: Astronomical interpretations are their purview and their skulls contain bristling manes of observational orbs and astrolabes. [10] Crypteks have a lot of cool and interesting wargear that do a variety of things, and the Arkana are the peak of their technological mastery. Paid upgrades which give the Cryptek in question a new ability, they run the gamut of useful to cute. Some can certainly see use, and there are a few which whilst certainly not an auto-take, are definitely worth considering to include. Also the names are ludicrous, cos that’s how Crypteks roll.

The Ancients Stir- CANOPTEK units get +1” to their Mv, as well as Pile Ins and Consolidates. Nice if you’re running a Canoptek style army for the extra speed and shenanigans. Quantum Deflection- A QUANTUM SHIELDING unit gets a 4++ for a phase. Another good defensive ability, making your Barge even tougher, or your Arks more frustrating to deal with. So what we have here is is 85 points, including upgrades, of Not Today with Extra Spice. The Psychomancer less makes you win with his insanely good abilities and more just makes your opponent lose. This guy is an auto-include in any Necron force and in comparison to the others, the others just don’t matter. Sure the Plasmancer is legitimately good, but none are a patch(spot weld?) on the Psychomancer’s ass.

Sometimes, though, the simple options are the best. Take Superior Inheritance – it can give the edge when you need it, enabling even a humble Necron Warrior to fell multiple enemies or double down with its firepower on a single, tougher target.



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