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Games Workshop - Warhammer 40,000 - Necrons Psychomancer

£12.48£24.96Clearance
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Cortical Subjagator Scarabs- A once per game ability to give Heroic Intervention to a unit within 6”. A decent upgrade, especially if they’re near a unit of Lychguard, and pretty cheap at 15pts.

Voidreaper- Nightbringer’s Scythe Jr, with +1 Dmg over a normal Warscythe as well as ignoring shrugs to boot. A potent melee upgrade, making them reliable at punching out characters and big elites. Replaces a Voidscythe or Warscythe, but don’t pay points for the Voidscythe to then replace it with this, that’s silly. 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. Self-Destruction- A SCARAB model kills itself after Piling In, but does D3 Mortal Wounds on a 2+, or flat 3 on a 6. Hilarious of course, but often useful, be it to finish off a weakened unit, pile on damage, or soften a unit for other units it’s in combat with. 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. If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound.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. But what’s all this talk of ‘command protocols’? Well, consider it one of the perks of biotransference which enables Necrons of high status to impose their will upon those who serve them. It may sound harsh, but don’t worry – for you, this is definitely a good thing! Here’s how it works…

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.

Assembly Instructions for Psychomancer – Warhammer 40’000 (40K).

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. If your Detachment is Battle-Forged (which will be most armies) and only has NECRONS in it, that Detachment gains the following rules- 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. Canoptek Cloak - The Canoptek Cloak allows a Technomancer to move swiftly across the battlefield to reinforce Canoptek constructs wherever needed. Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

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