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Games Workshop - Warhammer 40,000 - Necrons Psychomancer

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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. Accomplished psychomancers are amongst the most keenly retained of all Crypteks due to their command over the powers of the mind. After both sides have deployed, but before you have determined who will have the first turn, you must assign a different one of the command protocols below to each of the first five battle rounds, and note this down secretly on your army roster. Dimensional Corridor- A CORE INFANTRY unit gets to redeploy within 3” of a MONOLITH , 9” away from enemy units. It’s a decent ability to get out of dodge or support a beleaguered Monolith. The issue is you need to take a Monolith…

What a Cryptek often accomplishes with their technology is nothing short of magical to the eyes of the "lesser" intelligent peoples of the galaxy. Thrall of the Silent King- Increases the unit’s auras by 3”, up to 9”, and My Will Be Done, The Lord’s Will or Adaptive Strategy abilities increase to 12”. A decent trait, giving your units a bit more freedom to move about. Not so useful on the Crypteks due to the second part having no impact and the first part only affecting auras of which there aren’t many. Certainly not a bad choice for a second trait on a Warden or Lord. Canoptek Control Node - The Canoptek Control Node is a device that allows a Technomancer to control, repair or augment the abilities of Necron Canoptek constructs on the battlefield from afar. It works through the use of beams of microscopic Nanoscarabs that are sent to carry out the requested operations on the designated constructs.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. Malevolent Arcing- When an enemy unit is targeted by a Tesla weapon, you can use this to roll a D6 for every other unit within 6”, inflicting a Mortal Wound on a 4+. Won’t affect the original target, and can hit your own, but can pass some significant damage around, especially if used on a large model, or a screening unit spread out across a large distance. Doesn’t even need to hit, so feel free to fire a single Tesla weapon into a central unit to spread some wounds around.

While the Dynastic Codes of the Necrons were mentioned in previous Kill Team publications, this is the first time they have rules associated with each of their main sub-factions. For example, if you like the idea of setting up in a strong position and blasting your opponents to pieces without having to worry about all that manoeuvring nonsense, Nihilakh is a match made in (the War of) Heaven.

Navgran the Eternal — Cryptek in the service of the Sautekh Dynasty. Known as the High Transmuter. [2c] Eternal Madness- Reroll wounds in melee. Decent enough, and makes them reliable if you’re gearing for melee. Remember a Skorpekh Lord already rerolls 1s and hits hard anyways so may not need it, despite being the archetypal unit to put it on. Zahndrekh has this, despite being rubbish in melee. He is mad though.

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