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Games Workshop - Warhammer 40,000 - Necrons Psychomancer

£12.48£24.96Clearance
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The Nightbringer: Gaze of Death- Roll 3D6 for a single enemy unit within 9”, inflicting D3 Mortal Wounds for each 4+. Could do nothing, could one shot Bobby G. More likely, should result in around 2-3 Mortal Wounds, enough to soften up a unit if not outright kill them when combined with another power. Here are some key points to remember when reading this Primer, mainly to save it being typed out every time. Don’t forget that this presumes you have the Codex, so things like Tesla or Gauss, which are explained in there, won’t be repeated here.

Severed- Your Command Protocols are active within 9” of Characters not 6”. Protocols can be good, but you’ll rarely find yourself needing this range boost, and there are just better traits.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.

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. 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. If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it. 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.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. 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. 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. Navgran the Eternal — Cryptek in the service of the Sautekh Dynasty. Known as the High Transmuter. [2c]

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