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Games Workshop - Warhammer 40,000 - Necrons Psychomancer

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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. Hierotek kill teams have a mix of new options and options that will be familiar to players who tried Tomb World kill teams. The big loss here is the Starfire Core, which means that on the whole Hierotek teams are worse at shooting than their Tomb World counterparts. All your Troops are Objective Secure. You have some of the most resilient Troops in the game by virtue of their special rules and stats, so holding Objectives should prove easier than others.

Extermination Protocols- 2 CP to give reroll Wounds for a LOKHUST DESTROYER or HEAVY DESTROYER unit in the Shooting Phase. A pricey buy but decent on a big enough unit if you have a target that needs to be taken down. 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. 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. 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. Annihilation Barge • Catacomb Command Barge • Doomsday Ark • Ghost Ark • Tesseract Ark • Tomb Blade • Monolith ( Doomsday Monolith) • Megalith • Obelisk • Tesseract Vault • Dias of Dominion and Triarchal Menhirs • Triarch Stalker

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 Phylacterine Hive- Let’s a TECHNOMANCER use their Rites of Reanimation on a CANOPTEK, DESTROYER, or TRIARCH PRAETORIAN unit, once per game. Functionally useless since the CORE update, unless used on a SPYDER unit, which might make it worth it’s 20pts.

Healthy Paranoia- The Mephrit extra 3” Range, being a Circumstance rather than a Tradition is odd but fine. Can work nicely if you were looking at Pitiless Hunters or Immovable Phalanx to double down on keeping your distance and holding firm. Technomancer: These masters possess the power to augment and swiftly repair Necron units and Canoptek constructs upon the battlefield. [7a] Though Crypteks have no official rank in the political structure of a Necron dynasty, they wield immense influence. A Cryptek's power springs from the army of Canoptek Spyders, Wraiths and Canoptek Scarabs under his control, but is mainly acquired from the ignorance of the disinterested Necrontyr nobility, who have no interest in the working of the technology they employ. Enter the Cryptek Arkana, namely the Dimensional Sanctum. The price is 15 points, the reward is Deep Strike. The Crypteks have never been the most hardy of the Tomb Kings (er...Necrons), and this dude is no exception so slogging him up the field may not be the wisest idea one’s had. Make this guy an Orbital Bombardment that 90% of the time works every time. Eternal Conquerors- The Nihlakh “ObSec on everything” Trait, and yeah, it’s really good. Reealllllllyyyy good . Whether it’s fast cheap chaff like Scarabs now suddenly yanking Objectives away from units, or a single Doomsday Ark holding an objective against a unit of 10 Vanguard Veterans, there is always a use for this. 9th is generally won on the Objectives and having an army wide benefit to scoring the Primary gives you a great advantage. Unfortunately, it’s that good you might not even look at the other custom traits.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. Veil of Darkness - With a simple wave of its skeletal hand, the Cryptek can summon a billowing sheet of almost tangible shadow, enveloping it and nearby allies before disappearing along with the enshrouded Necrons. When the darkness ebbs, the Cryptek and his comrades have disappeared, only to rematerialise some distance away. However, while psykers channel the energies of the Warp to accomplish their seemingly supernatural feats, a Cryptek uses their highly advanced knowledge of science and technology to manipulate the purely physical universe's fundamental forces and produce many of the same seemingly magical effects.

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. If the number of dice in that pool is greater than or equal to the Wounds characteristic of any of the reassembling models, select one of those models to be Reanimated. A Reanimated model: Navgran the Eternal - Navgran was a Cryptek in the service of the Sautekh Dynasty who was known as the High Transmuter.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. Shadows of Drazak- A unit of FLAYED ONES gets -1 to Hit when targeted. Useful against Shooting or Melee, and cheap enough if you have a blob of Flayed Ones you want to protect. Furthermore, they can be given an item of Cryptek Arkana for a nominal cost in Power or points, representing the wondrously esoteric techno-magic of the ancient Necron empire. Not only can these items be very handy in a tight spot, but they offer a versatile way to top up or round out your army list. As a master of temporal manipulation, a Chronomancer, for example, can be equipped with a means to slow your enemies to a crawl at crucial moments – but more on them later! Curse of the Phaeron- A VEHICLE automatically explodes. A useful tool to have if an opponent has sent melee to deal with your tanks, or to take the last wound off a Character with your Barge. Costs 3 CP on TITANIC units due to their larger, more powerful explosions. But you know who also has a 2D6” range, D6 Mortal Wound Explosion? The Silent King. And he’s not TITANIC . So woe betide anyone that kills him in combat. What a Cryptek often accomplishes with their technology is nothing short of magical to the eyes of the "lesser" intelligent peoples of the galaxy.

The core rule of the army, everything that isn’t a CHARACTER, VEHICLE or 1 model MONSTER unit has this. The value of these guys is that they make your other operatives better. The Accelerator has a unique action to give a friendly operative +1 APL. The Plasmacyte Reanimator on the other hand is your go-to operative for making your operatives more durable, as their Reanimation Beam lets you reduce its AP by 1 (note: not spend) to attempt a reanimation roll on an incapacitated operative, potentially letting you do this up to two times per Turning Point, even after you activate it. In fact, you’ll generally want to activate it early for this reason. ApprenteksEternal 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. The Despotek brings a special ability, Demand , which lets a Deathmark or Immortal within 6” use the Command Re-roll Tactical Ploy for 0CP. There’s no downside to bringing this model, and you’re going to have to bring at least 3 other models that can benefit from this rule, so this model might as well be mandatory. Good thing it looks cool. Ploys Strategic Ploys

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